Пример #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;
        }
    }
}
Пример #2
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;
        }
    }
}