Пример #1
0
void
RexTerrainEngineNode::postInitialize( const Map* map, const TerrainOptions& options )
{
    TerrainEngineNode::postInitialize( map, options );

    // Initialize the map frames. We need one for the update thread and one for the
    // cull thread. Someday we can detect whether these are actually the same thread
    // (depends on the viewer's threading mode).
    _update_mapf = new MapFrame( map, Map::ENTIRE_MODEL );

    // merge in the custom options:
    _terrainOptions.merge( options );

    // morphing imagery LODs requires we bind parent textures to their own unit.
    if ( _terrainOptions.morphImagery() == true )
    {
        _requireParentTextures = true;
    }

    // if the envvar for tile expiration is set, overide the options setting
    const char* val = ::getenv("OSGEARTH_EXPIRATION_THRESHOLD");
    if ( val )
    {
        _terrainOptions.expirationThreshold() = as<unsigned>(val, _terrainOptions.expirationThreshold().get());
        OE_INFO << LC << "Expiration threshold set by env var = " << _terrainOptions.expirationThreshold().get() << "\n";
    }

    // if the envvar for hires prioritization is set, override the options setting
    const char* hiresFirst = ::getenv("OSGEARTH_HIGH_RES_FIRST");
    if ( hiresFirst )
    {
        _terrainOptions.highResolutionFirst() = true;
    }

    // check for normal map generation (required for lighting).
    if ( _terrainOptions.normalMaps() == true )
    {
        this->_requireNormalTextures = true;
    }

    // A shared registry for tile nodes in the scene graph. Enable revision tracking
    // if requested in the options. Revision tracking lets the registry notify all
    // live tiles of the current map revision so they can inrementally update
    // themselves if necessary.
    _liveTiles = new TileNodeRegistry("live");
    _liveTiles->setMapRevision( _update_mapf->getRevision() );

    if ( _terrainOptions.quickReleaseGLObjects() == true )
    {
        _deadTiles = new TileNodeRegistry("dead");
        _quickReleaseInstalled = false;
        ADJUST_UPDATE_TRAV_COUNT( this, +1 );
    }

    // A shared geometry pool.
    if ( ::getenv("OSGEARTH_REX_NO_POOL") == 0L )
    {
        _geometryPool = new GeometryPool( _terrainOptions );
    }

    // Make a tile loader
    PagerLoader* loader = new PagerLoader( this );
    loader->setMergesPerFrame( _terrainOptions.mergesPerFrame().get() );

    _loader = loader;
    //_loader = new SimpleLoader();
    this->addChild( _loader.get() );
    
    // handle an already-established map profile:
    MapInfo mapInfo( map );
    if ( _update_mapf->getProfile() )
    {
        // NOTE: this will initialize the map with the startup layers
        onMapInfoEstablished( mapInfo );
    }

    // install a layer callback for processing further map actions:
    map->addMapCallback( new RexTerrainEngineNodeMapCallbackProxy(this) );

    // Prime with existing layers:
    _batchUpdateInProgress = true;

    ElevationLayerVector elevationLayers;
    map->getElevationLayers( elevationLayers );
    for( ElevationLayerVector::const_iterator i = elevationLayers.begin(); i != elevationLayers.end(); ++i )
        addElevationLayer( i->get() );

    ImageLayerVector imageLayers;
    map->getImageLayers( imageLayers );
    for( ImageLayerVector::iterator i = imageLayers.begin(); i != imageLayers.end(); ++i )
        addImageLayer( i->get() );

    _batchUpdateInProgress = false;

    // set up the initial shaders
    updateState();

    // register this instance to the osgDB plugin can find it.
    registerEngine( this );

    // now that we have a map, set up to recompute the bounds
    dirtyBound();
}
Пример #2
0
void
RexTerrainEngineNode::postInitialize( const Map* map, const TerrainOptions& options )
{
    // Force the mercator fast path off, since REX does not support it yet.
    TerrainOptions myOptions = options;
    myOptions.enableMercatorFastPath() = false;

    TerrainEngineNode::postInitialize( map, myOptions );

    // Initialize the map frames. We need one for the update thread and one for the
    // cull thread. Someday we can detect whether these are actually the same thread
    // (depends on the viewer's threading mode).
    _update_mapf = new MapFrame( map, Map::ENTIRE_MODEL );

    // A callback for overriding bounding boxes for tiles
    _modifyBBoxCallback = new ModifyBoundingBoxCallback(*_update_mapf);

    // merge in the custom options:
    _terrainOptions.merge( myOptions );

    // morphing imagery LODs requires we bind parent textures to their own unit.
    if ( _terrainOptions.morphImagery() == true )
    {
        _requireParentTextures = true;
    }

    // Terrain morphing doesn't work in projected maps:
    if (map->getSRS()->isProjected())
    {
        _terrainOptions.morphTerrain() = false;
    }

    // if the envvar for tile expiration is set, overide the options setting
    const char* val = ::getenv("OSGEARTH_EXPIRATION_THRESHOLD");
    if ( val )
    {
        _terrainOptions.expirationThreshold() = as<unsigned>(val, _terrainOptions.expirationThreshold().get());
        OE_INFO << LC << "Expiration threshold set by env var = " << _terrainOptions.expirationThreshold().get() << "\n";
    }

    // if the envvar for hires prioritization is set, override the options setting
    const char* hiresFirst = ::getenv("OSGEARTH_HIGH_RES_FIRST");
    if ( hiresFirst )
    {
        _terrainOptions.highResolutionFirst() = true;
    }

    // check for normal map generation (required for lighting).
    if ( _terrainOptions.normalMaps() == true )
    {
        this->_requireNormalTextures = true;
    }

    // A shared registry for tile nodes in the scene graph. Enable revision tracking
    // if requested in the options. Revision tracking lets the registry notify all
    // live tiles of the current map revision so they can inrementally update
    // themselves if necessary.
    _liveTiles = new TileNodeRegistry("live");
    _liveTiles->setMapRevision( _update_mapf->getRevision() );

    // A resource releaser that will call releaseGLObjects() on expired objects.
    _releaser = new ResourceReleaser();
    this->addChild(_releaser.get());

    // A shared geometry pool.
    _geometryPool = new GeometryPool( _terrainOptions );
    _geometryPool->setReleaser( _releaser.get());
    this->addChild( _geometryPool.get() );

    // Make a tile loader
    PagerLoader* loader = new PagerLoader( this );
    loader->setNumLODs(_terrainOptions.maxLOD().getOrUse(DEFAULT_MAX_LOD));
    loader->setMergesPerFrame( _terrainOptions.mergesPerFrame().get() );
    for (std::vector<RexTerrainEngineOptions::LODOptions>::const_iterator i = _terrainOptions.lods().begin(); i != _terrainOptions.lods().end(); ++i) {
        if (i->_lod.isSet()) {
            loader->setLODPriorityScale(i->_lod.get(), i->_priorityScale.getOrUse(1.0f));
            loader->setLODPriorityOffset(i->_lod.get(), i->_priorityOffset.getOrUse(0.0f));
        }
    }

    _loader = loader;
    this->addChild( _loader.get() );

    // Make a tile unloader
    _unloader = new UnloaderGroup( _liveTiles.get() );
    _unloader->setThreshold( _terrainOptions.expirationThreshold().get() );
    _unloader->setReleaser(_releaser.get());
    this->addChild( _unloader.get() );
    
    // handle an already-established map profile:
    MapInfo mapInfo( map );
    if ( _update_mapf->getProfile() )
    {
        // NOTE: this will initialize the map with the startup layers
        onMapInfoEstablished( mapInfo );
    }

    // install a layer callback for processing further map actions:
    map->addMapCallback( new RexTerrainEngineNodeMapCallbackProxy(this) );

    // Prime with existing layers:
    _batchUpdateInProgress = true;

    ElevationLayerVector elevationLayers;
    map->getLayers( elevationLayers );
    for( ElevationLayerVector::const_iterator i = elevationLayers.begin(); i != elevationLayers.end(); ++i )
        addElevationLayer( i->get() );

    ImageLayerVector imageLayers;
    map->getLayers( imageLayers );
    for( ImageLayerVector::iterator i = imageLayers.begin(); i != imageLayers.end(); ++i )
        addTileLayer( i->get() );

    _batchUpdateInProgress = false;

    // set up the initial shaders
    updateState();

    // register this instance to the osgDB plugin can find it.
    registerEngine( this );

    // now that we have a map, set up to recompute the bounds
    dirtyBound();
}