void createLayerItem( Grid* grid, int gridRow, int layerIndex, int numLayers, TerrainLayer* layer, bool isActive ) { // a checkbox to enable/disable the layer: CheckBoxControl* enabled = new CheckBoxControl( layer->getVisible() ); enabled->addEventHandler( new LayerVisibleHandler(layer) ); grid->setControl( 0, gridRow, enabled ); // the layer name LabelControl* name = new LabelControl( layer->getName() ); grid->setControl( 1, gridRow, name ); ImageLayer* imageLayer = dynamic_cast< ImageLayer* > (layer ); if (imageLayer) { // an opacity slider HSliderControl* opacity = new HSliderControl( 0.0f, 1.0f, imageLayer->getOpacity() ); opacity->setWidth( 125 ); opacity->setHeight( 12 ); opacity->addEventHandler( new LayerOpacityHandler(imageLayer) ); grid->setControl( 2, gridRow, opacity ); } // move buttons if ( layerIndex < numLayers-1 && isActive ) { LabelControl* upButton = new LabelControl( "UP", 14 ); upButton->setBackColor( .4,.4,.4,1 ); upButton->setActiveColor( .8,0,0,1 ); upButton->addEventHandler( new MoveLayerHandler( layer, layerIndex+1 ) ); grid->setControl( 3, gridRow, upButton ); } if ( layerIndex > 0 && isActive) { LabelControl* upButton = new LabelControl( "DOWN", 14 ); upButton->setBackColor( .4,.4,.4,1 ); upButton->setActiveColor( .8,0,0,1 ); upButton->addEventHandler( new MoveLayerHandler( layer, layerIndex-1 ) ); grid->setControl( 4, gridRow, upButton ); } // add/remove button: LabelControl* addRemove = new LabelControl( isActive? "REMOVE" : "ADD", 14 ); addRemove->setHorizAlign( Control::ALIGN_CENTER ); addRemove->setBackColor( .4,.4,.4,1 ); addRemove->setActiveColor( .8,0,0,1 ); if ( isActive ) addRemove->addEventHandler( new RemoveLayerHandler(layer) ); else addRemove->addEventHandler( new AddLayerHandler(layer) ); grid->setControl( 5, gridRow, addRemove ); }
void TerrainEngineNode::updateImageUniforms() { // don't bother if this is a hurting old card if ( !Registry::instance()->getCapabilities().supportsGLSL() ) return; // update the layer uniform arrays: osg::StateSet* stateSet = this->getOrCreateStateSet(); // get a copy of the image layer stack: MapFrame mapf( _map.get(), Map::IMAGE_LAYERS ); _imageLayerController->_layerVisibleUniform.detach(); _imageLayerController->_layerOpacityUniform.detach(); _imageLayerController->_layerRangeUniform.detach(); if ( mapf.imageLayers().size() > 0 ) { // the "enabled" uniform is fixed size. this is handy to account for layers that are in flux...i.e., their source // layer count has changed, but the shader has not yet caught up. In the future we might use this to disable // "ghost" layers that used to exist at a given index, but no longer do. _imageLayerController->_layerVisibleUniform.attach( "osgearth_ImageLayerVisible", osg::Uniform::BOOL, stateSet, mapf.imageLayers().size() ); _imageLayerController->_layerOpacityUniform.attach( "osgearth_ImageLayerOpacity", osg::Uniform::FLOAT, stateSet, mapf.imageLayers().size() ); _imageLayerController->_layerRangeUniform.attach ( "osgearth_ImageLayerRange", osg::Uniform::FLOAT, stateSet, 2 * mapf.imageLayers().size() ); for( ImageLayerVector::const_iterator i = mapf.imageLayers().begin(); i != mapf.imageLayers().end(); ++i ) { ImageLayer* layer = i->get(); int index = (int)(i - mapf.imageLayers().begin()); _imageLayerController->_layerVisibleUniform.setElement( index, layer->getVisible() ); _imageLayerController->_layerOpacityUniform.setElement( index, layer->getOpacity() ); _imageLayerController->_layerRangeUniform.setElement( (2*index), layer->getMinVisibleRange() ); _imageLayerController->_layerRangeUniform.setElement( (2*index)+1, layer->getMaxVisibleRange() ); } // set the remainder of the layers to disabled for( int j=mapf.imageLayers().size(); j<_imageLayerController->_layerVisibleUniform.getNumElements(); ++j) { _imageLayerController->_layerVisibleUniform.setElement( j, false ); } } dirty(); }
osg::Image* CompositeTileSource::createImage(const TileKey& key, ProgressCallback* progress ) { ImageMixVector images; images.reserve(_imageLayers.size()); // Try to get an image from each of the layers for the given key. for (ImageLayerVector::const_iterator itr = _imageLayers.begin(); itr != _imageLayers.end(); ++itr) { ImageLayer* layer = itr->get(); ImageInfo imageInfo; imageInfo.dataInExtents = layer->getTileSource()->hasDataInExtent( key.getExtent() ); imageInfo.opacity = layer->getOpacity(); if (imageInfo.dataInExtents) { GeoImage image = layer->createImage(key, progress); if (image.valid()) { imageInfo.image = image.getImage(); } // If the progress got cancelled or it needs a retry then return NULL to prevent this tile from being built and cached with incomplete or partial data. if (progress && (progress->isCanceled() || progress->needsRetry())) { OE_DEBUG << LC << " createImage was cancelled or needs retry for " << key.str() << std::endl; return 0L; } } images.push_back(imageInfo); } // Determine the output texture size to use based on the image that were creatd. unsigned numValidImages = 0; osg::Vec2s textureSize; for (unsigned int i = 0; i < images.size(); i++) { ImageInfo& info = images[i]; if (info.image.valid()) { if (numValidImages == 0) { textureSize.set( info.image->s(), info.image->t()); } numValidImages++; } } // Create fallback images if we have some valid data but not for all the layers if (numValidImages > 0 && numValidImages < images.size()) { for (unsigned int i = 0; i < images.size(); i++) { ImageInfo& info = images[i]; ImageLayer* layer = _imageLayers[i].get(); if (!info.image.valid() && info.dataInExtents) { TileKey parentKey = key.createParentKey(); GeoImage image; while (!image.valid() && parentKey.valid()) { image = layer->createImage(parentKey, progress); if (image.valid()) { break; } // If the progress got cancelled or it needs a retry then return NULL to prevent this tile from being built and cached with incomplete or partial data. if (progress && (progress->isCanceled() || progress->needsRetry())) { OE_DEBUG << LC << " createImage was cancelled or needs retry for " << key.str() << std::endl; return 0L; } parentKey = parentKey.createParentKey(); } if (image.valid()) { // TODO: Bilinear options? bool bilinear = layer->isCoverage() ? false : true; GeoImage cropped = image.crop( key.getExtent(), true, textureSize.x(), textureSize.y(), bilinear); info.image = cropped.getImage(); } } } } // Now finally create the output image. //Recompute the number of valid images numValidImages = 0; for (unsigned int i = 0; i < images.size(); i++) { ImageInfo& info = images[i]; if (info.image.valid()) numValidImages++; } if ( progress && progress->isCanceled() ) { return 0L; } else if ( numValidImages == 0 ) { return 0L; } else if ( numValidImages == 1 ) { //We only have one valid image, so just return it and don't bother with compositing for (unsigned int i = 0; i < images.size(); i++) { ImageInfo& info = images[i]; if (info.image.valid()) return info.image.release(); } return 0L; } else { osg::Image* result = 0; for (unsigned int i = 0; i < images.size(); i++) { ImageInfo& imageInfo = images[i]; if (!result) { if (imageInfo.image.valid()) { result = new osg::Image( *imageInfo.image.get()); } } else { if (imageInfo.image.valid()) { ImageUtils::mix( result, imageInfo.image.get(), imageInfo.opacity ); } } } return result; } }