Ejemplo n.º 1
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;
        }
    }
}
Ejemplo n.º 2
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 );
    }
}