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C++ MapNodeOptions::setTerrainOptions方法代码示例

本文整理汇总了C++中MapNodeOptions::setTerrainOptions方法的典型用法代码示例。如果您正苦于以下问题:C++ MapNodeOptions::setTerrainOptions方法的具体用法?C++ MapNodeOptions::setTerrainOptions怎么用?C++ MapNodeOptions::setTerrainOptions使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在MapNodeOptions的用法示例。


在下文中一共展示了MapNodeOptions::setTerrainOptions方法的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: epo

void
OceanSurfaceContainer::rebuild()
{
    this->removeChildren( 0, this->getNumChildren() );

    if ( _parentMapNode.valid() )
    {
        const MapOptions&     parentMapOptions     = _parentMapNode->getMap()->getMapOptions();
        const MapNodeOptions& parentMapNodeOptions = _parentMapNode->getMapNodeOptions();

        // set up the map to "match" the parent map:
        MapOptions mo;
        mo.coordSysType() = parentMapOptions.coordSysType();
        mo.profile()      = _parentMapNode->getMap()->getProfile()->toProfileOptions();

        // new data model for the ocean:
        Map* oceanMap = new Map( mo );

        // ditto with the map node options:
        MapNodeOptions mno;
        if ( mno.enableLighting().isSet() )
            mno.enableLighting() = *mno.enableLighting();

        QuadTreeTerrainEngineOptions to;
        to.heightFieldSkirtRatio() = 0.0;  // don't want to see skirts
        to.clusterCulling() = false;       // want to see underwater
        to.enableBlending() = true;        // gotsta blend with the main node
        mno.setTerrainOptions( to );

        // make the ocean's map node:
        MapNode* oceanMapNode = new MapNode( oceanMap, mno );
        
        // install a custom compositor. Must do this before adding any image layers.
        oceanMapNode->setCompositorTechnique( new OceanCompositor() );

        // install an "elevation proxy" layer that reads elevation tiles from the
        // parent map and turns them into encoded images for our shader to use.
        ImageLayerOptions epo( "ocean-proxy" );
        epo.cachePolicy() = CachePolicy::NO_CACHE;
        epo.maxLevel() = *_options.maxLOD();
        oceanMap->addImageLayer( new ElevationProxyImageLayer(_parentMapNode->getMap(), epo) );

        this->addChild( oceanMapNode );

        // set up the options uniforms.
        osg::StateSet* ss = this->getOrCreateStateSet();

        _seaLevel = new osg::Uniform(osg::Uniform::FLOAT, "ocean_seaLevel");
        ss->addUniform( _seaLevel.get() );

        _lowFeather = new osg::Uniform(osg::Uniform::FLOAT, "ocean_lowFeather");
        ss->addUniform( _lowFeather.get() );

        _highFeather = new osg::Uniform(osg::Uniform::FLOAT, "ocean_highFeather");
        ss->addUniform( _highFeather.get() );

        _baseColor = new osg::Uniform(osg::Uniform::FLOAT_VEC4, "ocean_baseColor");
        ss->addUniform( _baseColor.get() );

        // trick to prevent z-fighting..
        ss->setAttributeAndModes( new osg::Depth(osg::Depth::LEQUAL, 0.0, 1.0, false) );
        ss->setRenderBinDetails( 15, "RenderBin" );

        // load up a surface texture
        ss->getOrCreateUniform( "ocean_has_tex1", osg::Uniform::BOOL )->set( false );
        if ( _options.textureURI().isSet() )
        {
            //TODO: enable cache support here:
            osg::Image* image = _options.textureURI()->getImage();
            if ( image )
            {
                osg::Texture2D* tex = new osg::Texture2D( image );
                tex->setFilter( osg::Texture::MIN_FILTER, osg::Texture::LINEAR_MIPMAP_LINEAR );
                tex->setFilter( osg::Texture::MAG_FILTER, osg::Texture::LINEAR );
                tex->setWrap  ( osg::Texture::WRAP_S, osg::Texture::REPEAT );
                tex->setWrap  ( osg::Texture::WRAP_T, osg::Texture::REPEAT );

                ss->setTextureAttributeAndModes( 1, tex, 1 );
                ss->getOrCreateUniform( "ocean_tex1", osg::Uniform::SAMPLER_2D )->set( 1 );
                ss->getOrCreateUniform( "ocean_has_tex1", osg::Uniform::BOOL )->set( true );
            }
        }

        // remove backface culling so we can see underwater
        // (use OVERRIDE since the terrain engine sets back face culling.)
        ss->setAttributeAndModes( new osg::CullFace(), osg::StateAttribute::OFF | osg::StateAttribute::OVERRIDE );

        apply( _options );
    }
}
开发者ID:ReWeb3D,项目名称:osgearth,代码行数:90,代码来源:OceanSurfaceContainer.cpp

示例2: epo

void
SimpleOceanNode::rebuild()
{
    this->removeChildren( 0, this->getNumChildren() );

    osg::ref_ptr<MapNode> mapNode;
    if (_parentMapNode.lock(mapNode))
    {
        const MapOptions&     parentMapOptions     = mapNode->getMap()->getMapOptions();
        const MapNodeOptions& parentMapNodeOptions = mapNode->getMapNodeOptions();

        // set up the map to "match" the parent map:
        MapOptions mo;
        mo.coordSysType() = parentMapOptions.coordSysType();
        mo.profile()      = mapNode->getMap()->getProfile()->toProfileOptions();

        // new data model for the ocean:
        Map* oceanMap = new Map( mo );

        // ditto with the map node options:
        MapNodeOptions mno;
        if ( mno.enableLighting().isSet() )
            mno.enableLighting() = *mno.enableLighting();

        RexTerrainEngineOptions terrainoptions;

        terrainoptions.enableBlending() = true;        // gotsta blend with the main node

        terrainoptions.color() = baseColor().get();

        terrainoptions.tileSize() = 5;

        mno.setTerrainOptions( terrainoptions );

        // make the ocean's map node:
        MapNode* oceanMapNode = new MapNode( oceanMap, mno );

        // set up the shaders.
        osg::StateSet* ss = this->getOrCreateStateSet();

        // if the caller requested a mask layer, install that now.
        if ( maskLayer().isSet() )
        {
            if ( !maskLayer()->maxLevel().isSet() )
            {
                // set the max subdivision level if it's not already specified in the 
                // mask layer options:
                maskLayer()->maxLevel() = maxLOD().get();
            }

            // make sure the mask is shared (so we can access it from our shader)
            // and invisible (so we can't see it)
            maskLayer()->shared() = true;
            maskLayer()->visible() = false;

            ImageLayer* layer = new ImageLayer("ocean-mask", maskLayer().get());
            oceanMap->addLayer( layer );

            ss->setDefine("OE_SIMPLE_OCEAN_USE_MASK");
            OE_INFO << LC << "Using mask layer \"" << layer->getName() << "\"\n";
        }

        // otherwise, install a "proxy layer" that will use the elevation data in the map
        // to determine where the ocean is. This approach is limited in that it cannot
        // detect the difference between ocean and inland areas that are below sea level.
        else
        {
            // install an "elevation proxy" layer that reads elevation tiles from the
            // parent map and turns them into encoded images for our shader to use.
            ImageLayerOptions epo( "ocean-proxy" );
            epo.cachePolicy() = CachePolicy::NO_CACHE;
            epo.shared() = true;
            epo.visible() = false;
            epo.shareTexUniformName() = "oe_ocean_proxyTex";
            epo.shareTexMatUniformName() = "oe_ocean_proxyMat";
            oceanMap->addLayer( new ElevationProxyImageLayer(mapNode->getMap(), epo) );
            OE_INFO << LC << "Using elevation proxy layer\n";
        }

        this->addChild( oceanMapNode );

        // install the shaders on the ocean map node.
        VirtualProgram* vp = VirtualProgram::getOrCreate( ss );
        vp->setName( "osgEarth SimpleOcean" );        
        Shaders shaders;
        shaders.loadAll(vp, 0L);

        // set up the options uniforms.

        _seaLevel = new osg::Uniform(osg::Uniform::FLOAT, "ocean_seaLevel");
        ss->addUniform( _seaLevel.get() );

        _lowFeather = new osg::Uniform(osg::Uniform::FLOAT, "ocean_lowFeather");
        ss->addUniform( _lowFeather.get() );

        _highFeather = new osg::Uniform(osg::Uniform::FLOAT, "ocean_highFeather");
        ss->addUniform( _highFeather.get() );

        _baseColor = new osg::Uniform(osg::Uniform::FLOAT_VEC4, "ocean_baseColor");
        ss->addUniform( _baseColor.get() );
//.........这里部分代码省略.........
开发者ID:JD31,项目名称:osgearth,代码行数:101,代码来源:SimpleOceanNode.cpp

示例3: to

osg::Group*
MapNodeHelper::load(osg::ArgumentParser&  args,
                    osgViewer::View*      view,
                    Container*            userContainer,
                    const osgDB::Options* readOptions) const
{
    // do this first before scanning for an earth file
    std::string outEarth;
    args.read( "--out-earth", outEarth );

    osg::ref_ptr<osgDB::Options> myReadOptions = Registry::cloneOrCreateOptions(readOptions);
    
    Config c;
    c.add("elevation_smoothing", false);
    TerrainOptions to(c);

    MapNodeOptions defMNO;
    defMNO.setTerrainOptions( to );

    myReadOptions->setPluginStringData("osgEarth.defaultOptions", defMNO.getConfig().toJSON());

    // read in the Earth file:
    osg::Node* node = osgDB::readNodeFiles(args, myReadOptions.get());

    osg::ref_ptr<MapNode> mapNode;
    if ( !node )
    {
        if ( args.find("--images") < 0 )
        {
            OE_WARN << LC << "No earth file." << std::endl;
            return 0L;
        }
        else
        {
            mapNode = new MapNode();
        }
    }
    else
    {
        mapNode = MapNode::get(node);
        if ( !mapNode.valid() )
        {
            OE_WARN << LC << "Loaded scene graph does not contain a MapNode - aborting" << std::endl;
            return 0L;
        }
    }

    // warn about not having an earth manip
    if ( view )
    {
        EarthManipulator* manip = dynamic_cast<EarthManipulator*>(view->getCameraManipulator());
        if ( manip == 0L )
        {
            OE_WARN << LC << "Helper used before installing an EarthManipulator" << std::endl;
        }
    }

    // a root node to hold everything:
    osg::Group* root = new osg::Group();
    
    root->addChild( node );

    // parses common cmdline arguments.
    if ( view )
    {
        parse( mapNode.get(), args, view, root, userContainer );
    }

    // Dump out an earth file if so directed.
    if ( !outEarth.empty() )
    {
        OE_NOTICE << LC << "Writing earth file: " << outEarth << std::endl;
        osgDB::writeNodeFile( *mapNode, outEarth );
    }

    // configures the viewer with some stock goodies
    if ( view )
    {
        configureView( view );
    }
    
    return root;
}
开发者ID:469447793,项目名称:osgearth,代码行数:83,代码来源:ExampleResources.cpp

示例4: epo

void
SimpleOceanNode::rebuild()
{
    this->removeChildren( 0, this->getNumChildren() );

    if ( _parentMapNode.valid() )
    {
        const MapOptions&     parentMapOptions     = _parentMapNode->getMap()->getMapOptions();
        const MapNodeOptions& parentMapNodeOptions = _parentMapNode->getMapNodeOptions();

        // set up the map to "match" the parent map:
        MapOptions mo;
        mo.coordSysType() = parentMapOptions.coordSysType();
        mo.profile()      = _parentMapNode->getMap()->getProfile()->toProfileOptions();

        // new data model for the ocean:
        Map* oceanMap = new Map( mo );

        // ditto with the map node options:
        MapNodeOptions mno;
        if ( mno.enableLighting().isSet() )
            mno.enableLighting() = *mno.enableLighting();

        MPTerrainEngineOptions mpoptions;
        mpoptions.heightFieldSkirtRatio() = 0.0;      // don't want to see skirts
        mpoptions.minLOD() = _options.maxLOD().get(); // weird, I know

        // so we can the surface from underwater:
        mpoptions.clusterCulling() = false;       // want to see underwater

        mpoptions.enableBlending() = true;        // gotsta blend with the main node

        mpoptions.color() = _options.baseColor().get();

        mno.setTerrainOptions( mpoptions );

        // make the ocean's map node:
        MapNode* oceanMapNode = new MapNode( oceanMap, mno );

        // if the caller requested a mask layer, install that now.
        if ( _options.maskLayer().isSet() )
        {
            if ( !_options.maskLayer()->maxLevel().isSet() )
            {
                // set the max subdivision level if it's not already specified in the 
                // mask layer options:
                _options.maskLayer()->maxLevel() = *_options.maxLOD();
            }

            // make sure the mask is shared (so we can access it from our shader)
            // and invisible (so we can't see it)
            _options.maskLayer()->shared() = true;
            _options.maskLayer()->visible() = false;

            ImageLayer* maskLayer = new ImageLayer( "ocean-mask", *_options.maskLayer() );
            oceanMap->addImageLayer( maskLayer );
        }

        // otherwise, install a "proxy layer" that will use the elevation data in the map
        // to determine where the ocean is. This approach is limited in that it cannot
        // detect the difference between ocean and inland areas that are below sea level.
        else
        {
            // install an "elevation proxy" layer that reads elevation tiles from the
            // parent map and turns them into encoded images for our shader to use.
            ImageLayerOptions epo( "ocean-proxy" );
            epo.cachePolicy() = CachePolicy::NO_CACHE;
            //epo.maxLevel() = *_options.maxLOD();
            oceanMap->addImageLayer( new ElevationProxyImageLayer(_parentMapNode->getMap(), epo) );
        }

        this->addChild( oceanMapNode );

        // set up the shaders.
        osg::StateSet* ss = this->getOrCreateStateSet();

        // install the shaders on the ocean map node.
        VirtualProgram* vp = VirtualProgram::getOrCreate( ss );
        vp->setName( "osgEarth SimpleOcean" );

        // use the appropriate shader for the active technique:
        std::string vertSource = _options.maskLayer().isSet() ? source_vertMask : source_vertProxy;
        std::string fragSource = _options.maskLayer().isSet() ? source_fragMask : source_fragProxy;

        vp->setFunction( "oe_ocean_vertex",   vertSource, ShaderComp::LOCATION_VERTEX_VIEW );
        vp->setFunction( "oe_ocean_fragment", fragSource, ShaderComp::LOCATION_FRAGMENT_COLORING, 0.6f );

        // install the slot attribute(s)
        ss->getOrCreateUniform( "ocean_data", osg::Uniform::SAMPLER_2D )->set( 0 );

        // set up the options uniforms.

        _seaLevel = new osg::Uniform(osg::Uniform::FLOAT, "ocean_seaLevel");
        ss->addUniform( _seaLevel.get() );

        _lowFeather = new osg::Uniform(osg::Uniform::FLOAT, "ocean_lowFeather");
        ss->addUniform( _lowFeather.get() );

        _highFeather = new osg::Uniform(osg::Uniform::FLOAT, "ocean_highFeather");
        ss->addUniform( _highFeather.get() );
//.........这里部分代码省略.........
开发者ID:2php,项目名称:osgearth,代码行数:101,代码来源:SimpleOceanNode.cpp

示例5: setupMap

void GlobePlugin::setupMap()
{
  QSettings settings;
  /*
  QString cacheDirectory = settings.value( "cache/directory", QgsApplication::qgisSettingsDirPath() + "cache" ).toString();
  TMSCacheOptions cacheOptions;
  cacheOptions.setPath( cacheDirectory.toStdString() );
  */

  MapOptions mapOptions;
  //mapOptions.cache() = cacheOptions;
  osgEarth::Map *map = new osgEarth::Map( mapOptions );

  //Default image layer
  /*
  GDALOptions driverOptions;
  driverOptions.url() = QDir::cleanPath( QgsApplication::pkgDataPath() + "/globe/world.tif" ).toStdString();
  ImageLayerOptions layerOptions( "world", driverOptions );
  map->addImageLayer( new osgEarth::ImageLayer( layerOptions ) );
  */
  TMSOptions imagery;
  imagery.url() = "http://readymap.org/readymap/tiles/1.0.0/7/";
  map->addImageLayer( new ImageLayer( "Imagery", imagery ) );

  MapNodeOptions nodeOptions;
  //nodeOptions.proxySettings() =
  //nodeOptions.enableLighting() = false;

  //LoadingPolicy loadingPolicy( LoadingPolicy::MODE_SEQUENTIAL );
  TerrainOptions terrainOptions;
  //terrainOptions.loadingPolicy() = loadingPolicy;
  terrainOptions.compositingTechnique() = TerrainOptions::COMPOSITING_MULTITEXTURE_FFP;
  //terrainOptions.lodFallOff() = 6.0;
  nodeOptions.setTerrainOptions( terrainOptions );

  // The MapNode will render the Map object in the scene graph.
  mMapNode = new osgEarth::MapNode( map, nodeOptions );

  mRootNode = new osg::Group();
  mRootNode->addChild( mMapNode );

  // Add layers to the map
  imageLayersChanged();
  elevationLayersChanged();

  // model placement utils
#ifdef HAVE_OSGEARTH_ELEVATION_QUERY
#else
  mElevationManager = new osgEarth::Util::ElevationManager( mMapNode->getMap() );
  mElevationManager->setTechnique( osgEarth::Util::ElevationManager::TECHNIQUE_GEOMETRIC );
  mElevationManager->setMaxTilesToCache( 50 );

  mObjectPlacer = new osgEarth::Util::ObjectPlacer( mMapNode );

  // place 3D model on point layer
  if ( mSettingsDialog->modelLayer() && !mSettingsDialog->modelPath().isEmpty() )
  {
    osg::Node* model = osgDB::readNodeFile( mSettingsDialog->modelPath().toStdString() );
    if ( model )
    {
      QgsVectorLayer* layer = mSettingsDialog->modelLayer();
      QgsFeatureIterator fit = layer->getFeatures( QgsFeatureRequest().setSubsetOfAttributes( QgsAttributeList() ) ); //TODO: select only visible features
      QgsFeature feature;
      while ( fit.nextFeature( feature ) )
      {
        QgsPoint point = feature.geometry()->asPoint();
        placeNode( model, point.y(), point.x() );
      }
    }
  }
#endif

}
开发者ID:alextheleritis,项目名称:QGIS,代码行数:73,代码来源:globe_plugin.cpp

示例6: to

osg::Group*
MapNodeHelper::load(osg::ArgumentParser&   args,
                    osgViewer::ViewerBase* viewer,
                    Container*             userContainer,
                    const osgDB::Options*  readOptions) const
{
    // do this first before scanning for an earth file
    std::string outEarth;
    args.read( "--out-earth", outEarth );

    osg::ref_ptr<osgDB::Options> myReadOptions = Registry::cloneOrCreateOptions(readOptions);
    
    Config c;
    c.add("elevation_smoothing", false);
    TerrainOptions to(c);

    MapNodeOptions defMNO;
    defMNO.setTerrainOptions( to );

    myReadOptions->setPluginStringData("osgEarth.defaultOptions", defMNO.getConfig().toJSON());

    // read in the Earth file:
    osg::ref_ptr<osg::Node> node = osgDB::readNodeFiles(args, myReadOptions.get());

    osg::ref_ptr<MapNode> mapNode;
    if ( !node )
    {
        if ( args.find("--images") < 0 )
        {
            OE_WARN << LC << "No earth file." << std::endl;
            return 0L;
        }
        else
        {
            mapNode = new MapNode();
        }
    }
    else
    {
        mapNode = MapNode::get(node.get());
        if ( !mapNode.valid() )
        {
            OE_WARN << LC << "Loaded scene graph does not contain a MapNode - aborting" << std::endl;
            return 0L;
        }
    }

    // collect the views
    osgViewer::Viewer::Views views;
    if (viewer)
    {
        viewer->getViews(views);
    }

    // warn about not having an earth manip
    for (osgViewer::Viewer::Views::iterator view = views.begin(); view != views.end(); ++view)
    {
        EarthManipulator* manip = dynamic_cast<EarthManipulator*>((*view)->getCameraManipulator());
        if ( manip == 0L )
        {
            OE_WARN << LC << "Helper used before installing an EarthManipulator" << std::endl;
        }
    }

    // a root node to hold everything:
    osg::Group* root = new osg::Group();
    
    root->addChild( node );

    // parses common cmdline arguments and apply to the first view:
    if ( !views.empty() )
    {
        parse( mapNode.get(), args, views.front(), root, userContainer );
    }

    // Dump out an earth file if so directed.
    if ( !outEarth.empty() )
    {
        OE_NOTICE << LC << "Writing earth file: " << outEarth << std::endl;
        osgDB::writeNodeFile( *mapNode, outEarth );
    }

    // configures each view with some stock goodies
    for (osgViewer::Viewer::Views::iterator view = views.begin(); view != views.end(); ++view)
    {
        configureView( *view );
    }

#ifdef OSG_GL3_AVAILABLE
    if (viewer)
    {
        viewer->realize();
        for (osgViewer::Viewer::Views::iterator view = views.begin(); view != views.end(); ++view)
        {
            osg::State* state = (*view)->getCamera()->getGraphicsContext()->getState();
            state->setUseModelViewAndProjectionUniforms(true);
            state->setUseVertexAttributeAliasing(true);
        }        
    }
#endif
//.........这里部分代码省略.........
开发者ID:mathieu,项目名称:osgearth,代码行数:101,代码来源:ExampleResources.cpp


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