Beispiel #1
0
void
TileNode::cull_stealth(osg::NodeVisitor& nv)
{
    if ( !isDormant(nv.getFrameStamp()) )
    {
        osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>( &nv );
        EngineContext* context = static_cast<EngineContext*>( nv.getUserData() );
       
        if ( getNumChildren() == 4 )
        {
            unsigned before = RenderBinUtils::getTotalNumRenderLeaves( cv->getRenderStage() );
            for(int i=0; i<4; ++i)
            {
                _children[i]->accept( nv );
            }
            unsigned after = RenderBinUtils::getTotalNumRenderLeaves( cv->getRenderStage() );
            if ( after == before )
            {
                acceptSurface( cv, context );
            }
        }

        else if ( _surface.valid() )
        {
            acceptSurface( cv, context );
        }
    }
}
Beispiel #2
0
void
MapNode::traverse( osg::NodeVisitor& nv )
{
    if ( nv.getVisitorType() == nv.EVENT_VISITOR )
    {
        unsigned int numBlacklist = Registry::instance()->getNumBlacklistedFilenames();
        if (numBlacklist != _lastNumBlacklistedFilenames)
        {
            //Only remove the blacklisted filenames if new filenames have been added since last time.
            _lastNumBlacklistedFilenames = numBlacklist;
            RemoveBlacklistedFilenamesVisitor v;
            _terrainEngine->accept( v );
        }

        // traverse:
        std::for_each( _children.begin(), _children.end(), osg::NodeAcceptOp(nv) );
    }

    else if ( nv.getVisitorType() == nv.UPDATE_VISITOR )
    {
        osg::ref_ptr<osg::Referenced> oldUserData = nv.getUserData();
        nv.setUserData( this );
        std::for_each( _children.begin(), _children.end(), osg::NodeAcceptOp(nv) );
        nv.setUserData( oldUserData.get() );
    }

    else
    {
        osg::Group::traverse( nv );
    }
}
Beispiel #3
0
void
TileNode::load(osg::NodeVisitor& nv)
{
    // Access the context:
    EngineContext* context = static_cast<EngineContext*>( nv.getUserData() );

    // Create a new load request on demand:
    if ( !_loadRequest.valid() )
    {
        Threading::ScopedMutexLock lock(_mutex);
        if ( !_loadRequest.valid() )
        {
            _loadRequest = new LoadTileData( this, context );
            _loadRequest->setName( _key.str() );
            _loadRequest->setTileKey( _key );
        }
    }

    // Prioritize by LOD. (negated because lower order gets priority)
    float priority = - (float)getTileKey().getLOD();

    if ( context->getOptions().highResolutionFirst() == true )
        priority = -priority;

    // then sort by distance within each LOD.
    float distance = nv.getDistanceToViewPoint( getBound().center(), true );
    priority = 10.0f*priority - log10(distance);

    // testing intermediate loading idea...
    //if ( getTileKey().getLOD() == 5 )
    //    priority += 100.0f;

    // Submit to the loader.
    context->getLoader()->load( _loadRequest.get(), priority, nv );
}
Beispiel #4
0
void
TileNode::expireChildren(osg::NodeVisitor& nv)
{
    OE_DEBUG << LC << "Expiring children of " << getTileKey().str() << "\n";

    EngineContext* context = static_cast<EngineContext*>( nv.getUserData() );
    if ( !_expireRequest.valid() )
    {
        Threading::ScopedMutexLock lock(_mutex);
        if ( !_expireRequest.valid() )
        {
            _expireRequest = new ExpireTiles(this, context);
            _expireRequest->setName( getTileKey().str() + " expire" );
            _expireRequest->setTileKey( _key );
        }
    }
       
    // Low priority for expiry requests.
    const float lowPriority = -100.0f;
    context->getLoader()->load( _expireRequest.get(), lowPriority, nv );
}
Beispiel #5
0
void TileNode::cull(osg::NodeVisitor& nv)
{
    if ( nv.getFrameStamp() )
    {
        _lastTraversalFrame.exchange( nv.getFrameStamp()->getFrameNumber() );
    }

    unsigned currLOD = getTileKey().getLOD();

    osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>( &nv );

    EngineContext* context = static_cast<EngineContext*>( nv.getUserData() );
    const SelectionInfo& selectionInfo = context->getSelectionInfo();

    if ( context->progress() )
        context->progress()->stats()["TileNode::cull"]++;

    // determine whether we can and should subdivide to a higher resolution:
    bool subdivide =
        shouldSubDivide(nv, selectionInfo, cv->getLODScale());

    // whether it is OK to create child TileNodes is necessary.
    bool canCreateChildren = subdivide;

    // whether it is OK to load data if necessary.
    bool canLoadData = true;


    if ( _dirty && context->getOptions().progressive() == true )
    {
        // Don't create children in progressive mode until content is in place
        canCreateChildren = false;
    }
    
    else
    {
        // If this is an inherit-viewpoint camera, we don't need it to invoke subdivision
        // because we want only the tiles loaded by the true viewpoint.
        const osg::Camera* cam = cv->getCurrentCamera();
        if ( cam && cam->getReferenceFrame() == osg::Camera::ABSOLUTE_RF_INHERIT_VIEWPOINT )
        {
            canCreateChildren = false;
            canLoadData = false;
        }
    }

    optional<bool> surfaceVisible;


    // If *any* of the children are visible, subdivide.
    if (subdivide)
    {
        // We are in range of the child nodes. Either draw them or load them.

        // If the children don't exist, create them and inherit the parent's data.
        if ( getNumChildren() == 0 && canCreateChildren )
        {
            Threading::ScopedMutexLock exclusive(_mutex);
            if ( getNumChildren() == 0 )
            {
                createChildren( context );
            }
        }

        // If all are ready, traverse them now.
        if ( getNumChildren() == 4 )
        {
            for(int i=0; i<4; ++i)
            {
                _children[i]->accept( nv );
            }
        }

        // If we don't traverse the children, traverse this node's payload.
        else if ( _surface.valid() )
        {
            surfaceVisible = acceptSurface( cv, context );
        }
    }

    // If children are outside camera range, draw the payload and expire the children.
    else if ( _surface.valid() )
    {
        surfaceVisible = acceptSurface( cv, context );

        if ( getNumChildren() >= 4 && context->maxLiveTilesExceeded() )
        {
            if (getSubTile(0)->isDormant( nv ) &&
                getSubTile(1)->isDormant( nv ) &&
                getSubTile(2)->isDormant( nv ) &&
                getSubTile(3)->isDormant( nv ))
            {
                expireChildren( nv );
            }
        }
    }

    // Traverse land cover data at this LOD.
    int zoneIndex = context->_landCoverData->_currentZoneIndex;
    if ( zoneIndex < (int)context->_landCoverData->_zones.size() )
    {
        unsigned clearMask = cv->getCurrentCamera()->getClearMask();
        bool isDepthCamera = ((clearMask & GL_COLOR_BUFFER_BIT) == 0u) && ((clearMask & GL_DEPTH_BUFFER_BIT) != 0u);
        bool isShadowCamera = osgEarth::Shadowing::isShadowCamera(cv->getCurrentCamera());

        // only consider land cover if we are capturing color OR shadow.
        if ( isShadowCamera || !isDepthCamera )
        {
            const LandCoverZone& zone = context->_landCoverData->_zones.at(zoneIndex);
            for(int i=0; i<zone._bins.size(); ++i)
            {
                bool pushedPayloadSS = false;

                const LandCoverBin& bin = zone._bins.at(i);            
                if ( bin._lod == _key.getLOD() && (!isShadowCamera || bin._castShadows) )
                {
                    if ( !pushedPayloadSS )
                    {
                        cv->pushStateSet( _payloadStateSet.get() );
                        pushedPayloadSS = true;
                    }

                    cv->pushStateSet( bin._stateSet.get() ); // hopefully groups together for rendering.

                    _landCover->accept( nv );

                    cv->popStateSet();
                }

                if ( pushedPayloadSS )
                {
                    cv->popStateSet();
                }
            }
        }
    }

    // If this tile is marked dirty, try loading data.
    if ( _dirty && canLoadData )
    {
        // Only load data if the surface would be visible to the camera
        if ( !surfaceVisible.isSet() )
        {
            surfaceVisible = _surface->isVisible(cv);
        }

        if ( surfaceVisible == true )
        {
            load( nv );
        }
        else
        {
            OE_DEBUG << LC << "load skipped for " << _key.str() << std::endl;
        }
    }
}
void
RexTerrainEngineNode::traverse(osg::NodeVisitor& nv)
{
    if ( nv.getVisitorType() == nv.UPDATE_VISITOR && _quickReleaseInstalled == false )
    {
        osg::Camera* cam = findFirstParentOfType<osg::Camera>( this );
        if ( cam )
        {
            // get the installed PDC so we can nest them:
            osg::Camera::DrawCallback* cbToNest = cam->getPostDrawCallback();

            // if it's another QR callback, we'll just replace it.
            QuickReleaseGLObjects* previousQR = dynamic_cast<QuickReleaseGLObjects*>(cbToNest);
            if ( previousQR )
                cbToNest = previousQR->_next.get();

            cam->setPostDrawCallback( new QuickReleaseGLObjects(_deadTiles.get(), cbToNest) );

            _quickReleaseInstalled = true;
            OE_INFO << LC << "Quick release enabled" << std::endl;

            // knock down the trav count set in the constructor.
            ADJUST_UPDATE_TRAV_COUNT( this, -1 );
        }
    }

    if ( nv.getVisitorType() == nv.CULL_VISITOR )
    {
        // Inform the registry of the current frame so that Tiles have access
        // to the information.
        if ( _liveTiles.valid() && nv.getFrameStamp() )
        {
            _liveTiles->setTraversalFrame( nv.getFrameStamp()->getFrameNumber() );
        }
    }

#if 0
    static int c = 0;
    if ( ++c % 60 == 0 )
    {
        OE_NOTICE << LC << "Live = " << _liveTiles->size() << ", Dead = " << _deadTiles->size() << std::endl;
        _liveTiles->run( CheckForOrphans() );
    }
#endif
    
    if ( _loader.valid() ) // ensures that postInitialize has run
    {
        TraversalData* tdata = TraversalData::get(nv);
        if ( tdata )
        {
            RefUID& uid = tdata->getOrCreate<RefUID>("landcover.zone");
            getEngineContext()->_landCoverData->_currentZoneIndex = uid;
        }

        // Pass the tile creation context to the traversal.
        osg::ref_ptr<osg::Referenced> data = nv.getUserData();
        nv.setUserData( this->getEngineContext() );

        osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(&nv);

        this->getEngineContext()->startCull( cv );
        TerrainEngineNode::traverse( nv );
        this->getEngineContext()->endCull( cv );

        if ( data.valid() )
            nv.setUserData( data.get() );
    }

    else
    {
        TerrainEngineNode::traverse( nv );
    }
}
Beispiel #7
0
void TileNode::cull(osg::NodeVisitor& nv)
{
    osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>( &nv );

    EngineContext* context = static_cast<EngineContext*>( nv.getUserData() );
    const SelectionInfo& selectionInfo = context->getSelectionInfo();

    // record the number of drawables before culling this node:
    unsigned before = RenderBinUtils::getTotalNumRenderLeaves( cv->getRenderStage() );

    if ( context->progress() )
        context->progress()->stats()["TileNode::cull"]++;

    // determine whether we can and should subdivide to a higher resolution:
    bool subdivide = shouldSubDivide(nv, selectionInfo, cv->getLODScale());

    // whether it is OK to create child TileNodes is necessary.
    bool canCreateChildren = subdivide;

    // whether it is OK to load data if necessary.
    bool canLoadData = true;


    if ( _dirty && context->getOptions().progressive() == true )
    {
        // Don't create children in progressive mode until content is in place
        canCreateChildren = false;
    }
    
    // If this is an inherit-viewpoint camera, we don't need it to invoke subdivision
    // because we want only the tiles loaded by the true viewpoint.
    const osg::Camera* cam = cv->getCurrentCamera();
    if ( cam && cam->getReferenceFrame() == osg::Camera::ABSOLUTE_RF_INHERIT_VIEWPOINT )
    {
        canCreateChildren = false;
        canLoadData = false;
    }

    optional<bool> surfaceVisible( false );

    if (subdivide)
    {
        // We are in range of the child nodes. Either draw them or load them.

        // If the children don't exist, create them and inherit the parent's data.
        if ( getNumChildren() == 0 && canCreateChildren )
        {
            Threading::ScopedMutexLock exclusive(_mutex);
            if ( getNumChildren() == 0 )
            {
                createChildren( context );
            }
        }

        // If all are ready, traverse them now.
        if ( getNumChildren() == 4 )
        {
            for(int i=0; i<4; ++i)
            {
                // pre-check each child for simple bounding sphere culling, and if the check 
                // fails, unload it's children if them exist. This lets us unload dormant
                // tiles from memory as we go. If those children are visible from another
                // camera, no worries, the unload attempt will fail gracefully.
                if (!cv->isCulled(*_children[i].get()))
                {
                    _children[i]->accept( nv );
                }
                else
                {
                    context->getUnloader()->unloadChildren(getSubTile(i)->getTileKey());
                }
            }
        }

        // If we don't traverse the children, traverse this node's payload.
        else if ( _surface.valid() )
        {
            surfaceVisible = acceptSurface( cv, context );
        }
    }

    // If children are outside camera range, draw the payload and expire the children.
    else if ( _surface.valid() )
    {
        surfaceVisible = acceptSurface( cv, context );

        // if children exists, and are not in the process of loading, unload them now.
        if ( !_dirty && _children.size() > 0 )
        {
            context->getUnloader()->unloadChildren( this->getTileKey() );
        }
    }

    // See whether we actually added any drawables.
    unsigned after = RenderBinUtils::getTotalNumRenderLeaves( cv->getRenderStage() );
    bool addedDrawables = (after > before);
    
    // Only continue if we accepted at least one surface drawable.
    if ( addedDrawables )
    {
        // update the timestamp so this tile doesn't become dormant.
        _lastTraversalFrame.exchange( nv.getFrameStamp()->getFrameNumber() );
    }

    context->invokeTilePatchCallbacks( cv, getTileKey(), _payloadStateSet.get(), _patch.get() );

    // If this tile is marked dirty, try loading data.
    if ( addedDrawables && _dirty && canLoadData )
    {
        // Only load data if the surface would be visible to the camera
        if ( !surfaceVisible.isSet() )
        {
            surfaceVisible = _surface->isVisible(cv);
        }

        if ( surfaceVisible == true )
        {
            load( nv );
        }
        else
        {
            OE_DEBUG << LC << "load skipped for " << _key.str() << std::endl;
        }
    }
}
Beispiel #8
0
void TileNode::cull(osg::NodeVisitor& nv)
{
    if ( nv.getFrameStamp() )
    {
        _lastTraversalFrame.exchange( nv.getFrameStamp()->getFrameNumber() );
    }

    unsigned currLOD = getTileKey().getLOD();

#if OSGEARTH_REX_TILE_NODE_DEBUG_TRAVERSAL
    if (currLOD==0)
    {
        OE_INFO << LC <<"Traversing: "<<"\n";    
    }
#endif
    osgUtil::CullVisitor* cv = dynamic_cast<osgUtil::CullVisitor*>( &nv );

    EngineContext* context = static_cast<EngineContext*>( nv.getUserData() );
    const SelectionInfo& selectionInfo = context->getSelectionInfo();

    // determine whether we can and should subdivide to a higher resolution:
    bool subdivide = shouldSubDivide(nv, selectionInfo, cv->getLODScale());

    // If this is an inherit-viewpoint camera, we don't need it to invoke subdivision
    // because we want only the tiles loaded by the true viewpoint.
    bool canCreateChildren = subdivide;
    const osg::Camera* cam = cv->getCurrentCamera();
    if ( cam && cam->getReferenceFrame() == osg::Camera::ABSOLUTE_RF_INHERIT_VIEWPOINT )
    {
        canCreateChildren = false;
    }

    // If *any* of the children are visible, subdivide.
    if (subdivide)
    {
        // We are in range of the child nodes. Either draw them or load them.

        // If the children don't exist, create them and inherit the parent's data.
        if ( getNumChildren() == 0 && canCreateChildren )
        {
            Threading::ScopedMutexLock exclusive(_mutex);
            if ( getNumChildren() == 0 )
            {
                createChildren( context );
            }
        }

        // All 4 children must be ready before we can traverse any of them:
        unsigned numChildrenReady = 0;
        if ( getNumChildren() == 4 )
        {
            for(unsigned i = 0; i < 4; ++i)
            {                
                if ( getSubTile(i)->isReadyToTraverse() )
                {
                    ++numChildrenReady;
                }
            }
        }

        // If all are ready, traverse them now.
        if ( numChildrenReady == 4 )
        {
            // TODO:
            // When we do this, we need to quite sure that all 4 children will be accepted into
            // the draw set. Perhaps isReadyToTraverse() needs to check that.
            _children[0]->accept( nv );
            _children[1]->accept( nv );
            _children[2]->accept( nv );
            _children[3]->accept( nv );
        }

        // If we don't traverse the children, traverse this node's payload.
        else if ( _surface.valid() )
        {
            cullSurface( cv );
        }
    }

    // If children are outside camera range, draw the payload and expire the children.
    else if ( _surface.valid() )
    {
        cullSurface( cv );

        if ( getNumChildren() >= 4 && context->maxLiveTilesExceeded() )
        {
            if (getSubTile(0)->isDormant( nv ) &&
                getSubTile(1)->isDormant( nv ) &&
                getSubTile(2)->isDormant( nv ) &&
                getSubTile(3)->isDormant( nv ))
            {
                expireChildren( nv );
            }
        }
    }

    // Traverse land cover bins at this LOD.
    for(int i=0; i<context->landCoverBins()->size(); ++i)
    {
        bool first = true;
        const LandCoverBin& bin = context->landCoverBins()->at(i);
        if ( bin._lod == getTileKey().getLOD() )
        {
            if ( first )
            {
                cv->pushStateSet( _payloadStateSet.get() );
            }

            cv->pushStateSet( bin._stateSet.get() );
            _landCover->accept( nv );
            cv->popStateSet();

            if ( first )
            {
                cv->popStateSet();
                first = false;
            }
        }
    }

    // If this tile is marked dirty, try loading data.
    if ( _dirty )
    {
        load( nv );
    }
}
Beispiel #9
0
void
MapNode::traverse( osg::NodeVisitor& nv )
{
    if ( nv.getVisitorType() == nv.EVENT_VISITOR )
    {
        unsigned int numBlacklist = Registry::instance()->getNumBlacklistedFilenames();
        if (numBlacklist != _lastNumBlacklistedFilenames)
        {
            //Only remove the blacklisted filenames if new filenames have been added since last time.
            _lastNumBlacklistedFilenames = numBlacklist;
            RemoveBlacklistedFilenamesVisitor v;
            _terrainEngine->accept( v );
        }

        // traverse:
        std::for_each( _children.begin(), _children.end(), osg::NodeAcceptOp(nv) );
    }

    else if ( nv.getVisitorType() == nv.UPDATE_VISITOR )
    {
        osg::ref_ptr<osg::Referenced> oldUserData = nv.getUserData();
        nv.setUserData( this );
        std::for_each( _children.begin(), _children.end(), osg::NodeAcceptOp(nv) );
        nv.setUserData( oldUserData.get() );
    }

    else if ( nv.getVisitorType() == nv.CULL_VISITOR )
    {
        osgUtil::CullVisitor* cv = static_cast<osgUtil::CullVisitor*>(&nv);
        if ( cv )
        {
#if 1
            osg::ref_ptr<osg::Referenced> oldUserData = cv->getUserData();
            
            TraversalData* data = new TraversalData();
            cv->setUserData( data );
            
            std::for_each( _children.begin(), _children.end(), osg::NodeAcceptOp(nv) );

            cv->setUserData( oldUserData.get() );
#else

            // insert traversal data for this camera:
            osg::ref_ptr<osg::Referenced> oldUserData = cv->getUserData();
            MapNodeCullData* cullData = getCullData( cv->getCurrentCamera() );
            cv->setUserData( cullData );

            cullData->_mapNode = this;

            osg::Vec3d eye = cv->getViewPoint();

            // horizon:
            if ( !cullData->_horizonInitialized )
            {
                cullData->_horizonInitialized = true;
                cullData->_horizon.setEllipsoid( *getMapSRS()->getEllipsoid() );
            }
            cullData->_horizon.setEye( eye );

            // calculate altitude:
            const SpatialReference* srs = getMapSRS();
            if ( srs && !srs->isProjected() )
            {
                GeoPoint lla;
                lla.fromWorld( srs, eye );
                cullData->_cameraAltitude = lla.alt();
                cullData->_cameraAltitudeUniform->set( (float)lla.alt() );
            }
            else
            {
                cullData->_cameraAltitude = eye.z();
                cullData->_cameraAltitudeUniform->set( (float)eye.z() );
            }

            // window matrix:
            cullData->_windowMatrixUniform->set( cv->getWindowMatrix() );

            // traverse:
            cv->pushStateSet( cullData->_stateSet.get() );
            std::for_each( _children.begin(), _children.end(), osg::NodeAcceptOp(nv) );
            cv->popStateSet();

            // restore:
            cv->setUserData( oldUserData.get() );
#endif
        }
    }

    else
    {
        osg::Group::traverse( nv );
    }
}