void Tile::traverse( osg::NodeVisitor& nv ) { // set the parent tile in the technique: if ( !_parentTileSet && _terrain.valid() ) { osg::ref_ptr<Tile> parentTile; //Take a reference osg::ref_ptr< TerrainNode > terrain = _terrain.get(); if (terrain.valid()) { terrain->getTile( _key.createParentKey().getTileId(), parentTile ); CustomTerrainTechnique* tech = dynamic_cast<CustomTerrainTechnique*>( _tech.get() ); if ( tech ) tech->setParentTile( parentTile.get() ); _parentTileSet = true; } } // this block runs the first time the tile is traversed while in the scene graph. if ( !_hasBeenTraversed ) { if ( nv.getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR ) { Threading::ScopedWriteLock lock( this->_tileLayersMutex ); { if ( !_hasBeenTraversed && _terrain.valid() ) { _hasBeenTraversed = true; // we constructed this tile with an update traversal count of 1 so it would get // here and we could register the tile. Now we can decrement it back to normal. // this MUST be called from the UPDATE traversal. ADJUST_UPDATE_TRAV_COUNT( this, -1 ); } } } } // code copied from osgTerrain::TerrainTile... TODO: evaluate this... -gw if ( nv.getVisitorType()==osg::NodeVisitor::CULL_VISITOR ) { osg::ClusterCullingCallback* ccc = dynamic_cast<osg::ClusterCullingCallback*>(getCullCallback()); if (ccc) { if (ccc->cull(&nv,0,static_cast<osg::State *>(0))) return; } } if ( _dirty ) { init(); } if ( _tech.valid() ) { _tech->traverse( nv ); } }
void Tile::applyImmediateTileUpdate( TileUpdate::Action action, int value ) { CustomTerrainTechnique* tech = dynamic_cast<CustomTerrainTechnique*>( _tech.get() ); if ( tech ) { tech->compile( TileUpdate(action, value), 0L ); tech->applyTileUpdates(); } else { queueTileUpdate( action, value ); } }
void OSGTerrainEngineNode::onMapInfoEstablished( const MapInfo& mapInfo ) { LoadingPolicy::Mode mode = *_terrainOptions.loadingPolicy()->mode(); OE_INFO << LC << "Loading policy mode = " << ( mode == LoadingPolicy::MODE_PREEMPTIVE ? "PREEMPTIVE" : mode == LoadingPolicy::MODE_SEQUENTIAL ? "SEQUENTIAL" : mode == LoadingPolicy::MODE_PARALLEL ? "PARALLEL" : "SERIAL/STANDARD" ) << std::endl; // create a factory for creating actual tile data _tileFactory = new OSGTileFactory( _uid, *_cull_mapf, _terrainOptions ); // go through and build the root nodesets. if ( !_isStreaming ) { _terrain = new Terrain( *_update_mapf, *_cull_mapf, _tileFactory.get(), *_terrainOptions.quickReleaseGLObjects() ); } else { _terrain = new StreamingTerrain( *_update_mapf, *_cull_mapf, _tileFactory.get(), *_terrainOptions.quickReleaseGLObjects() ); } this->addChild( _terrain ); // set the initial properties from the options structure: _terrain->setVerticalScale( _terrainOptions.verticalScale().value() ); _terrain->setSampleRatio ( _terrainOptions.heightFieldSampleRatio().value() ); if (_terrainOptions.enableBlending().value()) { _terrain->getOrCreateStateSet()->setMode(GL_BLEND , osg::StateAttribute::ON); } OE_INFO << LC << "Sample ratio = " << _terrainOptions.heightFieldSampleRatio().value() << std::endl; // install the proper layer composition technique: if ( _texCompositor->getTechnique() == TerrainOptions::COMPOSITING_MULTIPASS ) { _terrain->setTechniquePrototype( new MultiPassTerrainTechnique( _texCompositor.get() ) ); OE_INFO << LC << "Compositing technique = MULTIPASS" << std::endl; } else { CustomTerrainTechnique* tech = new SinglePassTerrainTechnique( _texCompositor.get() ); // prepare the interpolation technique for generating triangles: if ( mapInfo.getElevationInterpolation() == INTERP_TRIANGULATE ) tech->setOptimizeTriangleOrientation( false ); _terrain->setTechniquePrototype( tech ); } // install the shader program, if applicable: installShaders(); // calculate a good thread pool size for non-streaming parallel processing if ( !_isStreaming ) { unsigned num = 2 * OpenThreads::GetNumberOfProcessors(); if ( _terrainOptions.loadingPolicy().isSet() ) { if ( _terrainOptions.loadingPolicy()->numLoadingThreads().isSet() ) { num = *_terrainOptions.loadingPolicy()->numLoadingThreads(); } else if ( _terrainOptions.loadingPolicy()->numLoadingThreadsPerCore().isSet() ) { num = (unsigned)(*_terrainOptions.loadingPolicy()->numLoadingThreadsPerCore() * OpenThreads::GetNumberOfProcessors()); } } _tileService = new TaskService( "TileBuilder", num ); // initialize the tile builder _tileBuilder = new TileBuilder( getMap(), _terrainOptions, _tileService.get() ); // initialize a key node factory. switch( mode ) { case LoadingPolicy::MODE_SERIAL: _keyNodeFactory = new SerialKeyNodeFactory( _tileBuilder.get(), _terrainOptions, mapInfo, _terrain, _uid ); break; case LoadingPolicy::MODE_PARALLEL: _keyNodeFactory = new ParallelKeyNodeFactory( _tileBuilder.get(), _terrainOptions, mapInfo, _terrain, _uid ); break; default: break; } } // Build the first level of the terrain. // Collect the tile keys comprising the root tiles of the terrain. std::vector< TileKey > keys; _update_mapf->getProfile()->getRootKeys( keys ); for( unsigned i=0; i<keys.size(); ++i ) { osg::Node* node; if ( _keyNodeFactory.valid() ) node = _keyNodeFactory->createNode( keys[i] ); else node = _tileFactory->createSubTiles( *_update_mapf, _terrain, keys[i], true ); if ( node ) _terrain->addChild( node ); else OE_WARN << LC << "Couldn't make tile for root key: " << keys[i].str() << std::endl; } // we just added the root tiles, so mark the bound in need of recomputation. dirtyBound(); }
// called from the UPDATE TRAVERSAL, because this method can potentially alter // the scene graph. bool StreamingTile::serviceCompletedRequests( const MapFrame& mapf, bool tileTableLocked ) { //Don't do anything until we have been added to the scene graph if (!_hasBeenTraversed) return false; bool tileModified = false; if ( !_requestsInstalled ) return false; // First service the tile generator: if ( _tileGenRequest.valid() && _tileGenRequest->isCompleted() ) { CustomTerrainTechnique* tech = dynamic_cast<CustomTerrainTechnique*>( getTerrainTechnique() ); if ( tech ) { //TODO: consider waiting to apply if there are still more tile updates in the queue. if ( _tileUpdates.size() == 0 ) { tileModified = tech->applyTileUpdates(); } } _tileGenRequest = 0L; } // now deal with imagery. const LoadingPolicy& lp = getStreamingTerrain()->getLoadingPolicy(); StreamingTerrainNode* terrain = getStreamingTerrain(); //Check each layer independently. for( ImageLayerVector::const_iterator i = mapf.imageLayers().begin(); i != mapf.imageLayers().end(); ++i ) { ImageLayer* imageLayer = i->get(); bool checkForFinalImagery = false; CustomColorLayer colorLayer; if ( getCustomColorLayer( imageLayer->getUID(), colorLayer ) ) { if ( lp.mode() == LoadingPolicy::MODE_PREEMPTIVE ) { // in preemptive mode, always check for the final imagery - there are no intermediate // placeholders. checkForFinalImagery = true; } else if (lp.mode() == LoadingPolicy::MODE_SEQUENTIAL && readyForNewImagery(imageLayer, colorLayer.getLevelOfDetail()) ) { // in sequential mode, we have to incrementally increase imagery resolution by // creating placeholders based of parent tiles, one LOD at a time. if ( colorLayer.getLevelOfDetail() + 1 < (int)_key.getLevelOfDetail() ) { // if the parent's image LOD is higher than ours, replace ours with the parent's // since it is a higher-resolution placeholder: if ( _family[Relative::PARENT].getImageLOD(colorLayer.getUID()) > colorLayer.getLevelOfDetail() ) { osg::ref_ptr<Tile> parentTile; getStreamingTerrain()->getTile( _family[Relative::PARENT].tileID, parentTile, !tileTableLocked ); // Set the color layer to the parent color layer as a placeholder. CustomColorLayer parentColorLayer; if ( parentTile->getCustomColorLayer( colorLayer.getUID(), parentColorLayer ) ) { this->setCustomColorLayer( parentColorLayer ); } // ... and queue up an update request. queueTileUpdate( TileUpdate::UPDATE_IMAGE_LAYER, colorLayer.getUID() ); } } else { // we've gone as far as we can with placeholders; time to check for the // final imagery tile. checkForFinalImagery = true; } } } if ( checkForFinalImagery ) { // Then the image requests: for( TaskRequestList::iterator itr = _requests.begin(); itr != _requests.end(); ) { bool increment = true; TileColorLayerRequest* r = static_cast<TileColorLayerRequest*>( itr->get() ); //We only care about the current layer we are checking if ( r->_layerUID == imageLayer->getUID() ) { if ( itr->get()->isCompleted() ) { if ( r->wasCanceled() ) { //Reset the cancelled task to IDLE and give it a new progress callback. r->setState( TaskRequest::STATE_IDLE ); r->setProgressCallback( new StampedProgressCallback( r, terrain->getImageryTaskService( r->_layerUID ))); r->reset(); } else // success.. { //See if we even care about the request if ( !mapf.getImageLayerByUID( r->_layerUID ) ) { //The maplayer was probably deleted OE_DEBUG << "Layer uid=" << r->_layerUID << " no longer exists, ignoring TileColorLayerRequest " << std::endl; itr = _requests.erase(itr); increment = false; } else { CustomColorLayerRef* result = static_cast<CustomColorLayerRef*>( r->getResult() ); if ( result ) { this->setCustomColorLayer( result->_layer ); queueTileUpdate( TileUpdate::UPDATE_IMAGE_LAYER, r->_layerUID ); //OE_NOTICE << "Complete IR (" << _key.str() << ") layer=" << r->_layerId << std::endl; // remove from the list (don't reference "r" after this!) itr = _requests.erase( itr ); increment = false; } else { if (r->_numTries > r->_maxTries) { CustomColorLayer oldLayer; if ( this->getCustomColorLayer( r->_layerUID, oldLayer ) ) { // apply the old color layer but with a new LOD. this->setCustomColorLayer( CustomColorLayer( oldLayer.getMapLayer(), oldLayer.getImage(), oldLayer.getLocator(), _key.getLevelOfDetail(), _key )); itr = _requests.erase( itr ); increment = false; OE_DEBUG << "Tried (" << _key.str() << ") (layer uid=" << r->_layerUID << "), too many times, moving on...." << std::endl; } } else { OE_DEBUG << "IReq error (" << _key.str() << ") (layer uid=" << r->_layerUID << "), retrying" << std::endl; //The color layer request failed, probably due to a server error. Reset it. r->setState( TaskRequest::STATE_IDLE ); r->reset(); } } } } } } if ( increment ) ++itr; } } } // Finally, the elevation requests: if ( _hasElevation && !_elevationLayerUpToDate && _elevRequest.valid() && _elevPlaceholderRequest.valid() ) { // First, check is the Main elevation request is done. If so, we will now have the final HF data // and can shut down the elevation requests for this tile. if ( _elevRequest->isCompleted() ) { if ( _elevRequest->wasCanceled() ) { // If the request was canceled, reset it to IDLE and reset the callback. On the next _elevRequest->setState( TaskRequest::STATE_IDLE ); _elevRequest->setProgressCallback( new ProgressCallback() ); _elevRequest->reset(); } else // success: { // if the elevation request succeeded, install the new elevation layer! TileElevationLayerRequest* r = static_cast<TileElevationLayerRequest*>( _elevRequest.get() ); osg::ref_ptr<osgTerrain::HeightFieldLayer> newHFLayer = static_cast<osgTerrain::HeightFieldLayer*>( r->getResult() ); if ( newHFLayer.valid() && newHFLayer->getHeightField() != NULL ) { newHFLayer->getHeightField()->setSkirtHeight( terrain->getTileFactory()->getTerrainOptions().heightFieldSkirtRatio().get() * this->getBound().radius() ); // need to write-lock the layer data since we'll be changing it: { Threading::ScopedWriteLock lock( _tileLayersMutex ); this->setElevationLayer( newHFLayer.get() ); this->dirtyBound(); } // the tile needs rebuilding. This will kick off a TileGenRequest. queueTileUpdate( TileUpdate::UPDATE_ELEVATION ); // finalize the LOD marker for this tile, so other tiles can see where we are. _elevationLOD = _key.getLevelOfDetail(); #ifdef PREEMPTIVE_DEBUG OE_NOTICE << "Tile (" << _key.str() << ") final HF, LOD (" << _elevationLOD << ")" << std::endl; #endif // this was the final elev request, so mark elevation as DONE. _elevationLayerUpToDate = true; // GW- just reset these and leave them alone and let cancelRequests() take care of cleanup later. // done with our Elevation requests! //_elevRequest = 0L; //_elevPlaceholderRequest = 0L; } else { //We've tried to get the tile's elevation but couldn't. Just mark the elevation layer as up to date and move on. _elevationLOD = _key.getLevelOfDetail(); _elevationLayerUpToDate = true; //This code will retry indefinitely. We need to have a way to limit the number of retries since //it will block neighbor tiles from loading. //_elevRequest->setState( TaskRequest::STATE_IDLE ); //_elevRequest->reset(); } } } else if ( _elevPlaceholderRequest->isCompleted() ) { TileElevationPlaceholderLayerRequest* r = static_cast<TileElevationPlaceholderLayerRequest*>(_elevPlaceholderRequest.get()); if ( r->wasCanceled() ) { r->setState( TaskRequest::STATE_IDLE ); r->setProgressCallback( new ProgressCallback() ); r->reset(); } else // success: { osg::ref_ptr<osgTerrain::HeightFieldLayer> newPhLayer = static_cast<osgTerrain::HeightFieldLayer*>( r->getResult() ); if ( newPhLayer.valid() && newPhLayer->getHeightField() != NULL ) { // install the new elevation layer. { Threading::ScopedWriteLock lock( _tileLayersMutex ); this->setElevationLayer( newPhLayer.get() ); this->dirtyBound(); } // tile needs to be recompiled. queueTileUpdate( TileUpdate::UPDATE_ELEVATION ); // update the elevation LOD for this tile, now that the new HF data is installed. This will // allow other tiles to see where this tile's HF data is. _elevationLOD = r->_nextLOD; #ifdef PREEMPTIVE_DEBUG OE_NOTICE << "..tile (" << _key.str() << ") is now at (" << _elevationLOD << ")" << std::endl; #endif } _elevPlaceholderRequest->setState( TaskRequest::STATE_IDLE ); _elevPlaceholderRequest->reset(); } } } // if we have a new TileGenRequest, queue it up now. if ( _tileUpdates.size() > 0 && !_tileGenRequest.valid() ) // _tileGenNeeded && !_tileGenRequest.valid()) { _tileGenRequest = new TileGenRequest( this, _tileUpdates.front() ); _tileUpdates.pop(); //OE_NOTICE << "tile (" << _key.str() << ") queuing new tile gen" << std::endl; getStreamingTerrain()->getTileGenerationTaskService()->add( _tileGenRequest.get() ); } return tileModified; }