Пример #1
0
Feature*
FeatureListSource::getFeature( FeatureID fid )
{
    for (FeatureList::iterator itr = _features.begin(); itr != _features.end(); ++itr) 
    {
        if (itr->get()->getFID() == fid)
        {
            return itr->get();
        }
    }
    return NULL;
}
Пример #2
0
FilterContext
TransformFilter::push( FeatureList& input, FilterContext& incx )
{
    _bbox = osg::BoundingBoxd();

    // first transform all the points into the output SRS, collecting a bounding box as we go:
    bool ok = true;
    for( FeatureList::iterator i = input.begin(); i != input.end(); i++ )
        if ( !push( i->get(), incx ) )
            ok = false;

    FilterContext outcx( incx );
    outcx.isGeocentric() = _makeGeocentric;

    if ( _outputSRS.valid() )
    {
        if ( incx.extent()->isValid() )
            outcx.profile() = new FeatureProfile( incx.extent()->transform( _outputSRS.get() ) );
        else
            outcx.profile() = new FeatureProfile( incx.profile()->getExtent().transform( _outputSRS.get() ) );
    }

    // set the reference frame to shift data to the centroid. This will
    // prevent floating point precision errors in the openGL pipeline for
    // properly gridded data.
    if ( _bbox.valid() && _localize )
    {
        // create a suitable reference frame:
        osg::Matrixd localizer;
        if ( _makeGeocentric )
        {
            localizer = createGeocentricInvRefFrame( _bbox.center(), _outputSRS.get() );
            localizer.invert( localizer );
        }
        else
        {
            localizer = osg::Matrixd::translate( -_bbox.center() );
        }

        // localize the geometry relative to the reference frame.
        for( FeatureList::iterator i = input.begin(); i != input.end(); i++ )
        {
            localizeGeometry( i->get(), localizer );
        }
        outcx.setReferenceFrame( localizer );
    }

    return outcx;
}
Пример #3
0
FilterContext
ScaleFilter::push( FeatureList& input, FilterContext& cx )
{
    for( FeatureList::iterator i = input.begin(); i != input.end(); ++i )
    {
        Feature* input = i->get();
        if ( input && input->getGeometry() )
        {
            Bounds envelope = input->getGeometry()->getBounds();

            // now scale and shift everything
            GeometryIterator scale_iter( input->getGeometry() );
            while( scale_iter.hasMore() )
            {
                Geometry* geom = scale_iter.next();
                for( osg::Vec3dArray::iterator v = geom->begin(); v != geom->end(); v++ )
                {
                    double xr = (v->x() - envelope.xMin()) / envelope.width();
                    v->x() += (xr - 0.5) * _scale;

                    double yr = (v->y() - envelope.yMin()) / envelope.height();
                    v->y() += (yr - 0.5) * _scale;
                }
            }
        }
    }

    return cx;
}
Пример #4
0
const FeatureProfile*
FeatureListSource::createFeatureProfile()
{    
    const SpatialReference* srs = 0L;
    osgEarth::Bounds        bounds;

    if ( !_features.empty() )
    {
        // Get the SRS of the first feature
        srs = _features.front()->getSRS();

        // Compute the extent of the features
        for (FeatureList::iterator itr = _features.begin(); itr != _features.end(); ++itr)
        {
            Feature* feature = itr->get();
            if (feature->getGeometry())
            {
                bounds.expandBy( feature->getGeometry()->getBounds() );
            }        
        }
    }

    // return the new profile, or a default extent if the profile could not be computed.
    if ( srs && bounds.isValid() )
        return new FeatureProfile( GeoExtent(srs, bounds) );
    else
        return new FeatureProfile( _defaultExtent );
}
Пример #5
0
FilterContext
ScriptFilter::push( FeatureList& input, FilterContext& context )
{
    if ( !isSupported() )
    {
        OE_WARN << "ScriptFilter support not enabled" << std::endl;
        return context;
    }

    if (!_engine.valid())
    {
        OE_WARN << "No scripting engine\n";
        return context;
    }

    bool ok = true;
    for( FeatureList::iterator i = input.begin(); i != input.end(); )
    {
        if ( push( i->get(), context ) )
        {
            ++i;
        }
        else
        {
            i = input.erase(i);
        }
    }

    return context;
}
Пример #6
0
void
ImageOverlay::init()
{
    OpenThreads::ScopedLock< OpenThreads::Mutex > lock(_mutex);

    if (_root->getNumChildren() > 0)
    {
        _root->removeChildren(0, _root->getNumChildren());
    }

    if ( !_clampCallback.valid() )
    {
        _clampCallback = new TerrainCallbackAdapter<ImageOverlay>(this);
    }

    if ( getMapNode() )
    {                
        const SpatialReference* mapSRS = getMapNode()->getMapSRS();

        // calculate a bounding polytope in world space (for mesh clamping):
        osg::ref_ptr<Feature> f = new Feature( new Polygon(), mapSRS->getGeodeticSRS() );
        Geometry* g = f->getGeometry();
        g->push_back( osg::Vec3d(_lowerLeft.x(),  _lowerLeft.y(), 0) );
        g->push_back( osg::Vec3d(_lowerRight.x(), _lowerRight.y(), 0) );
        g->push_back( osg::Vec3d(_upperRight.x(), _upperRight.y(), 0) );
        g->push_back( osg::Vec3d(_upperLeft.x(),  _upperLeft.y(),  0) );
        
        f->getWorldBoundingPolytope( getMapNode()->getMapSRS(), _boundingPolytope );

        FeatureList features;
        if (!mapSRS->isGeographic())        
        {
            f->splitAcrossDateLine(features);
        }
        else
        {
            features.push_back( f );
        }

        for (FeatureList::iterator itr = features.begin(); itr != features.end(); ++itr)
        {
            _root->addChild(createNode(itr->get(), features.size() > 1));
        }

        _dirty = false;
        
        // Set the annotation up for auto-clamping. We always need to auto-clamp a draped image
        // so that the mesh roughly conforms with the surface, otherwise the draping routine
        // might clip it.
        Style style;
        style.getOrCreate<AltitudeSymbol>()->clamping() = AltitudeSymbol::CLAMP_RELATIVE_TO_TERRAIN;
        applyStyle( style );
        setLightingIfNotSet( false );

        getMapNode()->getTerrain()->addTerrainCallback( _clampCallback.get() );
        clamp( getMapNode()->getTerrain()->getGraph(), getMapNode()->getTerrain() );
    }
}
Пример #7
0
void
AltitudeFilter::pushAndDontClamp( FeatureList& features, FilterContext& cx )
{
    NumericExpression scaleExpr;
    if ( _altitude.valid() && _altitude->verticalScale().isSet() )
        scaleExpr = *_altitude->verticalScale();

    NumericExpression offsetExpr;
    if ( _altitude.valid() && _altitude->verticalOffset().isSet() )
        offsetExpr = *_altitude->verticalOffset();

    for( FeatureList::iterator i = features.begin(); i != features.end(); ++i )
    {
        Feature* feature = i->get();

        // run a symbol script if present.
        if ( _altitude.valid() && _altitude->script().isSet() )
        {
            StringExpression temp( _altitude->script().get() );
            feature->eval( temp, &cx );
        }

        double minHAT       =  DBL_MAX;
        double maxHAT       = -DBL_MAX;

        double scaleZ = 1.0;
        if ( _altitude.valid() && _altitude->verticalScale().isSet() )
            scaleZ = feature->eval( scaleExpr, &cx );

        double offsetZ = 0.0;
        if ( _altitude.valid() && _altitude->verticalOffset().isSet() )
            offsetZ = feature->eval( offsetExpr, &cx );

        GeometryIterator gi( feature->getGeometry() );
        while( gi.hasMore() )
        {
            Geometry* geom = gi.next();
            for( Geometry::iterator g = geom->begin(); g != geom->end(); ++g )
            {
                g->z() *= scaleZ;
                g->z() += offsetZ;

                if ( g->z() < minHAT )
                    minHAT = g->z();
                if ( g->z() > maxHAT )
                    maxHAT = g->z();
            }
        }

        if ( minHAT != DBL_MAX )
        {
            feature->set( "__min_hat", minHAT );
            feature->set( "__max_hat", maxHAT );
        }
    }
}
Пример #8
0
 virtual FilterContext push( FeatureList& input, FilterContext& context )
 {        
     for (FeatureList::iterator itr = input.begin(); itr != input.end(); itr++)
     {
         //Change the value of the attribute
         if (_key.isSet() && _value.isSet())
         {
             itr->get()->set(*_key, std::string(*_value));
         }            
     }
     return context;
 }
Пример #9
0
FilterContext
ClampFilter::push( FeatureList& features, const FilterContext& cx )
{
    const Session* session = cx.getSession();
    if ( !session ) {
        OE_WARN << LC << "No session - session is required for elevation clamping" << std::endl;
        return cx;
    }

    // the map against which we'll be doing elevation clamping
    MapFrame mapf = session->createMapFrame( Map::ELEVATION_LAYERS );

    const SpatialReference* mapSRS     = mapf.getProfile()->getSRS();
    const SpatialReference* featureSRS = cx.profile()->getSRS();
    bool isGeocentric = session->getMapInfo().isGeocentric();

    // establish an elevation query interface based on the features' SRS.
    ElevationQuery eq( mapf );

    for( FeatureList::iterator i = features.begin(); i != features.end(); ++i )
    {
        Feature* feature = i->get();
        
        GeometryIterator gi( feature->getGeometry() );
        while( gi.hasMore() )
        {
            Geometry* geom = gi.next();

            if ( isGeocentric )
            {
                // convert to map coords:
                cx.toWorld( geom );
                mapSRS->transformFromECEF( geom );

                // populate the elevations:
                eq.getElevations( geom, mapSRS );

                // convert back to geocentric:
                mapSRS->transformToECEF( geom );
                cx.toLocal( geom );
            }

            else
            {
                // clamps the entire array to the highest available resolution.
                eq.getElevations( geom, featureSRS );
            }
        }
    }

    return cx;
}
FeatureCursor*
FeatureListSource::createFeatureCursor( const Symbology::Query& query )
{
    //Create a copy of all of the features before returning the cursor.
    //The processing filters in osgEarth can modify the features as they are operating and we don't want our original data destroyed.
    FeatureList cursorFeatures;
    for (FeatureList::iterator itr = _features.begin(); itr != _features.end(); ++itr)
    {
        Feature* feature = new osgEarth::Features::Feature(*(itr->get()), osg::CopyOp::DEEP_COPY_ALL);        
        cursorFeatures.push_back( feature );
    }    
    return new FeatureListCursor( cursorFeatures );
}
bool
FeatureListSource::deleteFeature(FeatureID fid)
{
    for (FeatureList::iterator itr = _features.begin(); itr != _features.end(); ++itr) 
    {
        if (itr->get()->getFID() == fid)
        {
            _features.erase( itr );
            dirty();
            return true;
        }
    }
    return false;
}
Пример #12
0
FilterContext
ResampleFilter::push( FeatureList& input, FilterContext& context )
{
    if ( !isSupported() )
    {
        OE_WARN << "ResampleFilter support not enabled" << std::endl;
        return context;
    }

    bool ok = true;
    for( FeatureList::iterator i = input.begin(); i != input.end(); ++i )
        if ( !push( i->get(), context ) )
            ok = false;

    return context;
}
Пример #13
0
FilterContext
BufferFilter::push( FeatureList& input, FilterContext& context )
{
    if ( !isSupported() )
    {
        OE_WARN << "BufferFilter support not enabled - please compile osgEarth with GEOS" << std::endl;
        return context;
    }

    //OE_NOTICE << "Buffer: input = " << input.size() << " features" << std::endl;
    bool ok = true;
    for( FeatureList::iterator i = input.begin(); i != input.end(); ++i )
        if ( !push( i->get(), context ) )
            ok = false;

    return context;
}
Пример #14
0
FilterContext
ScatterFilter::push(FeatureList& features, FilterContext& context )
{
    if ( !isSupported() ) {
        OE_WARN << LC << "support for this filter is not enabled" << std::endl;
        return context;
    }

    // seed the random number generator so the randomness is the same each time
    _prng = Random( _randomSeed, Random::METHOD_FAST );

    for( FeatureList::iterator i = features.begin(); i != features.end(); ++i )
    {
        Feature* f = i->get();
        
        Geometry* geom = f->getGeometry();
        if ( !geom )
            continue;

        const SpatialReference* geomSRS = context.profile()->getSRS();

        osg::ref_ptr< PointSet > points = new PointSet();

        if ( geom->getComponentType() == Geometry::TYPE_POLYGON )
        {
            polyScatter( geom, geomSRS, context, points.get() );
        }
        else if (
            geom->getComponentType() == Geometry::TYPE_LINESTRING ||
            geom->getComponentType() == Geometry::TYPE_RING )            
        {
            lineScatter( geom, geomSRS, context, points.get() );
        }
        else {            
            points = static_cast< PointSet*>(geom->cloneAs(Geometry::TYPE_POINTSET));
        }

        // replace the source geometry with the scattered points.
        f->setGeometry( points.get() );
    }

    return context;
}
Пример #15
0
FilterContext
CentroidFilter::push(FeatureList& features, FilterContext& context )
{
    for( FeatureList::iterator i = features.begin(); i != features.end(); ++i )
    {
        Feature* f = i->get();
        
        Geometry* geom = f->getGeometry();
        if ( !geom )
            continue;

        PointSet* newGeom = new PointSet();
        newGeom->push_back( geom->getBounds().center() );

        f->setGeometry( newGeom );
    }

    return context;
}
Пример #16
0
FilterContext
BufferFilter::push( FeatureList& input, FilterContext& context )
{
    if ( !isSupported() )
    {
        OE_WARN << "BufferFilter support not enabled - please compile osgEarth with GEOS" << std::endl;
        return context;
    }

    //OE_NOTICE << "Buffer: input = " << input.size() << " features" << std::endl;
    for( FeatureList::iterator i = input.begin(); i != input.end(); )
    {
        Feature* feature = i->get();
        if ( !feature || !feature->getGeometry() )
            continue;

        osg::ref_ptr<Symbology::Geometry> output;

        Symbology::BufferParameters params;
        
        params._capStyle =
                _capStyle == Stroke::LINECAP_ROUND  ? Symbology::BufferParameters::CAP_ROUND :
                _capStyle == Stroke::LINECAP_SQUARE ? Symbology::BufferParameters::CAP_SQUARE :
                _capStyle == Stroke::LINECAP_FLAT   ? Symbology::BufferParameters::CAP_FLAT :
                                                      Symbology::BufferParameters::CAP_SQUARE;

        params._cornerSegs = _numQuadSegs;

        if ( feature->getGeometry()->buffer( _distance.value(), output, params ) )
        {
            feature->setGeometry( output.get() );
            ++i;
        }
        else
        {
            i = input.erase( i );
            OE_DEBUG << LC << "feature " << feature->getFID() << " yielded no geometry" << std::endl;
        }
    }

    return context;
}
FilterContext
ConvertTypeFilter::push( FeatureList& input, FilterContext& context )
{
    if ( !isSupported() )
    {
        OE_WARN << "ConvertTypeFilter support not enabled" << std::endl;
        return context;
    }

    bool ok = true;
    for( FeatureList::iterator i = input.begin(); i != input.end(); ++i )
    {
        Feature* input = i->get();
        if ( input && input->getGeometry() && input->getGeometry()->getComponentType() != _toType )
        {
            input->setGeometry( input->getGeometry()->cloneAs(_toType) );
        }
    }

    return context;
}
Пример #18
0
std::string Feature::featuresToGeoJSON( FeatureList& features)
{
    std::stringstream buf;

    buf << "{\"type\": \"FeatureCollection\", \"features\": [";

    FeatureList::iterator last = features.end();
    last--;

    for (FeatureList::iterator i = features.begin(); i != features.end(); i++)
    {
        buf << i->get()->getGeoJSON();
        if (i != last)
        {
            buf << ",";
        }
    }

    buf << "]}";

    return buf.str();

}
Пример #19
0
bool
ExtrudeGeometryFilter::process( FeatureList& features, FilterContext& context )
{
    // seed our random number generators
    Random wallSkinPRNG( _wallSkinSymbol.valid()? *_wallSkinSymbol->randomSeed() : 0, Random::METHOD_FAST );
    Random roofSkinPRNG( _roofSkinSymbol.valid()? *_roofSkinSymbol->randomSeed() : 0, Random::METHOD_FAST );

    for( FeatureList::iterator f = features.begin(); f != features.end(); ++f )
    {
        Feature* input = f->get();

        GeometryIterator iter( input->getGeometry(), false );
        while( iter.hasMore() )
        {
            Geometry* part = iter.next();

            osg::ref_ptr<osg::Geometry> walls = new osg::Geometry();
            walls->setUseVertexBufferObjects( _useVertexBufferObjects.get() );
            
            osg::ref_ptr<osg::Geometry> rooflines = 0L;
            osg::ref_ptr<osg::Geometry> baselines = 0L;
            osg::ref_ptr<osg::Geometry> outlines  = 0L;
            
            if ( part->getType() == Geometry::TYPE_POLYGON )
            {
                rooflines = new osg::Geometry();
                rooflines->setUseVertexBufferObjects( _useVertexBufferObjects.get() );

                // prep the shapes by making sure all polys are open:
                static_cast<Polygon*>(part)->open();
            }

            // fire up the outline geometry if we have a line symbol.
            if ( _outlineSymbol != 0L )
            {
                outlines = new osg::Geometry();
                outlines->setUseVertexBufferObjects( _useVertexBufferObjects.get() );
            }

            // make a base cap if we're doing stencil volumes.
            if ( _makeStencilVolume )
            {
                baselines = new osg::Geometry();
                baselines->setUseVertexBufferObjects( _useVertexBufferObjects.get() );
            }

            // calculate the extrusion height:
            float height;

            if ( _heightCallback.valid() )
            {
                height = _heightCallback->operator()(input, context);
            }
            else if ( _heightExpr.isSet() )
            {
                height = input->eval( _heightExpr.mutable_value(), &context );
            }
            else
            {
                height = *_extrusionSymbol->height();
            }

            // calculate the height offset from the base:
            float offset = 0.0;
            if ( _heightOffsetExpr.isSet() )
            {
                offset = input->eval( _heightOffsetExpr.mutable_value(), &context );
            }

            osg::ref_ptr<osg::StateSet> wallStateSet;
            osg::ref_ptr<osg::StateSet> roofStateSet;

            // calculate the wall texturing:
            SkinResource* wallSkin = 0L;
            if ( _wallSkinSymbol.valid() )
            {
                if ( _wallResLib.valid() )
                {
                    SkinSymbol querySymbol( *_wallSkinSymbol.get() );
                    querySymbol.objectHeight() = fabs(height) - offset;
                    wallSkin = _wallResLib->getSkin( &querySymbol, wallSkinPRNG, context.getDBOptions() );
                }

                else
                {
                    //TODO: simple single texture?
                }
            }

            // calculate the rooftop texture:
            SkinResource* roofSkin = 0L;
            if ( _roofSkinSymbol.valid() )
            {
                if ( _roofResLib.valid() )
                {
                    SkinSymbol querySymbol( *_roofSkinSymbol.get() );
                    roofSkin = _roofResLib->getSkin( &querySymbol, roofSkinPRNG, context.getDBOptions() );
                }

                else
                {
                    //TODO: simple single texture?
                }
            }

            // Build the data model for the structure.
            Structure structure;

            buildStructure(
                part, 
                height, 
                offset, 
                _extrusionSymbol->flatten().get(),
                wallSkin,
                roofSkin,
                structure,
                context);

            // Create the walls.
            if ( walls.valid() )
            {
                osg::Vec4f wallColor(1,1,1,1), wallBaseColor(1,1,1,1);

                if ( _wallPolygonSymbol.valid() )
                {
                    wallColor = _wallPolygonSymbol->fill()->color();
                }

                if ( _extrusionSymbol->wallGradientPercentage().isSet() )
                {
                    wallBaseColor = Color(wallColor).brightness( 1.0 - *_extrusionSymbol->wallGradientPercentage() );
                }
                else
                {
                    wallBaseColor = wallColor;
                }

                buildWallGeometry(structure, walls.get(), wallColor, wallBaseColor, wallSkin);

                if ( wallSkin )
                {
                    // Get a stateset for the individual wall stateset
                    context.resourceCache()->getOrCreateStateSet( wallSkin, wallStateSet );
                }
            }

            // tessellate and add the roofs if necessary:
            if ( rooflines.valid() )
            {
                osg::Vec4f roofColor(1,1,1,1);
                if ( _roofPolygonSymbol.valid() )
                {
                    roofColor = _roofPolygonSymbol->fill()->color();
                }

                buildRoofGeometry(structure, rooflines.get(), roofColor, roofSkin);

                if ( roofSkin )
                {
                    // Get a stateset for the individual roof skin
                    context.resourceCache()->getOrCreateStateSet( roofSkin, roofStateSet );
                }
            }

            if ( outlines.valid() )
            {
                osg::Vec4f outlineColor(1,1,1,1);
                if ( _outlineSymbol.valid() )
                {
                    outlineColor = _outlineSymbol->stroke()->color();
                }

                float minCreaseAngle = _outlineSymbol->creaseAngle().value();
                buildOutlineGeometry(structure, outlines.get(), outlineColor, minCreaseAngle);
            }

            if ( baselines.valid() )
            {
                //TODO.
                osgUtil::Tessellator tess;
                tess.setTessellationType( osgUtil::Tessellator::TESS_TYPE_GEOMETRY );
                tess.setWindingType( osgUtil::Tessellator::TESS_WINDING_ODD );
                tess.retessellatePolygons( *(baselines.get()) );
            }

            // Set up for feature naming and feature indexing:
            std::string name;
            if ( !_featureNameExpr.empty() )
                name = input->eval( _featureNameExpr, &context );

            FeatureSourceIndex* index = context.featureIndex();

            if ( walls.valid() )
            {
                addDrawable( walls.get(), wallStateSet.get(), name, input, index );
            }

            if ( rooflines.valid() )
            {
                addDrawable( rooflines.get(), roofStateSet.get(), name, input, index );
            }

            if ( baselines.valid() )
            {
                addDrawable( baselines.get(), 0L, name, input, index );
            }

            if ( outlines.valid() )
            {
                addDrawable( outlines.get(), 0L, name, input, index );
            }
        }
    }

    return true;
}
Пример #20
0
bool
BuildGeometryFilter::process( FeatureList& features, const FilterContext& context )
{
    bool makeECEF = false;
    const SpatialReference* featureSRS = 0L;
    const SpatialReference* mapSRS = 0L;

    if ( context.isGeoreferenced() )
    {
        makeECEF   = context.getSession()->getMapInfo().isGeocentric();
        featureSRS = context.extent()->getSRS();
        mapSRS     = context.getSession()->getMapInfo().getProfile()->getSRS();
    }

    for( FeatureList::iterator f = features.begin(); f != features.end(); ++f )
    {
        Feature* input = f->get();

        GeometryIterator parts( input->getGeometry(), false );
        while( parts.hasMore() )
        {
            Geometry* part = parts.next();

            // skip empty geometry
            if ( part->size() == 0 )
                continue;

            const Style& myStyle = input->style().isSet() ? *input->style() : _style;

            bool  setLinePropsHere   = input->style().isSet(); // otherwise it will be set globally, we assume
            float width              = 1.0f;
            bool  hasPolyOutline     = false;

            const PointSymbol*   pointSymbol = myStyle.get<PointSymbol>();
            const LineSymbol*    lineSymbol  = myStyle.get<LineSymbol>();
            const PolygonSymbol* polySymbol  = myStyle.get<PolygonSymbol>();

            // resolve the geometry type from the component type and the symbology:
            Geometry::Type renderType = Geometry::TYPE_UNKNOWN;

            // First priority is a matching part type and symbol:
            if ( polySymbol != 0L && part->getType() == Geometry::TYPE_POLYGON )
            {
                renderType = Geometry::TYPE_POLYGON;
            }
            else if ( lineSymbol != 0L && part->isLinear() )
            {
                renderType = part->getType();
            }
            else if ( pointSymbol != 0L && part->getType() == Geometry::TYPE_POINTSET )
            {
                renderType = Geometry::TYPE_POINTSET;
            }

            // Second priority is the symbol:
            else if ( polySymbol != 0L )
            {
                renderType = Geometry::TYPE_POLYGON;
            }
            else if ( lineSymbol != 0L )
            {
                if ( part->getType() == Geometry::TYPE_POLYGON )
                    renderType = Geometry::TYPE_RING;
                else
                    renderType = Geometry::TYPE_LINESTRING;
            }
            else if ( pointSymbol != 0L )
            {
                renderType = Geometry::TYPE_POINTSET;
            }

            // No symbol? just use the geometry type.
            else
            {
                renderType = part->getType();
            }

            // validate the geometry:
            if ( renderType == Geometry::TYPE_POLYGON && part->size() < 3 )
                continue;
            else if ( (renderType == Geometry::TYPE_LINESTRING || renderType == Geometry::TYPE_RING) && part->size() < 2 )
                continue;

            // resolve the color:
            osg::Vec4f primaryColor =
                polySymbol ? osg::Vec4f(polySymbol->fill()->color()) :
                lineSymbol ? osg::Vec4f(lineSymbol->stroke()->color()) :
                pointSymbol ? osg::Vec4f(pointSymbol->fill()->color()) :
                osg::Vec4f(1,1,1,1);
            
            osg::Geometry* osgGeom = new osg::Geometry();
            osgGeom->setUseVertexBufferObjects( _useVertexBufferObjects.value() );

            if ( _featureNameExpr.isSet() )
            {
                const std::string& name = input->eval( _featureNameExpr.mutable_value(), &context );
                osgGeom->setName( name );
            }

            // build the geometry:
            osg::Vec3Array* allPoints = 0L;

            if ( renderType == Geometry::TYPE_POLYGON )
            {
                buildPolygon(part, featureSRS, mapSRS, makeECEF, true, osgGeom);
                allPoints = static_cast<osg::Vec3Array*>( osgGeom->getVertexArray() );
            }
            else
            {
                // line or point geometry
                GLenum primMode = 
                    renderType == Geometry::TYPE_LINESTRING ? GL_LINE_STRIP :
                    renderType == Geometry::TYPE_RING       ? GL_LINE_LOOP :
                    GL_POINTS;
                allPoints = new osg::Vec3Array();
                transformAndLocalize( part->asVector(), featureSRS, allPoints, mapSRS, _world2local, makeECEF );
                osgGeom->addPrimitiveSet( new osg::DrawArrays( primMode, 0, part->size() ) );
                osgGeom->setVertexArray( allPoints );

                applyLineAndPointSymbology( osgGeom->getOrCreateStateSet(), lineSymbol, pointSymbol );

                if ( primMode == GL_POINTS && allPoints->size() == 1 )
                {
                    const osg::Vec3d& center = (*allPoints)[0];
                    osgGeom->setInitialBound( osg::BoundingBox(center-osg::Vec3(.5,.5,.5), center+osg::Vec3(.5,.5,.5)) );
                }
            }

            if (allPoints->getVertexBufferObject())
                allPoints->getVertexBufferObject()->setUsage(GL_STATIC_DRAW_ARB);
            
            // subdivide the mesh if necessary to conform to an ECEF globe:
            if ( makeECEF && renderType != Geometry::TYPE_POINTSET )
            {
                // check for explicit tessellation disable:
                const LineSymbol* line = _style.get<LineSymbol>();
                bool disableTess = line && line->tessellation().isSetTo(0);

                if ( makeECEF && !disableTess )
                {                    
                    double threshold = osg::DegreesToRadians( *_maxAngle_deg );
                    OE_DEBUG << "Running mesh subdivider with threshold " << *_maxAngle_deg << std::endl;

                    MeshSubdivider ms( _world2local, _local2world );
                    //ms.setMaxElementsPerEBO( INT_MAX );
                    if ( input->geoInterp().isSet() )
                        ms.run( *osgGeom, threshold, *input->geoInterp() );
                    else
                        ms.run( *osgGeom, threshold, *_geoInterp );
                }
            }


            // assign the primary color:
#if USE_SINGLE_COLOR            
            osg::Vec4Array* colors = new osg::Vec4Array( 1 );
            (*colors)[0] = primaryColor;
            osgGeom->setColorBinding( osg::Geometry::BIND_OVERALL );
#else

            osg::Vec4Array* colors = new osg::Vec4Array( osgGeom->getVertexArray()->getNumElements() ); //allPoints->size() );
            for(unsigned c=0; c<colors->size(); ++c)
                (*colors)[c] = primaryColor;
            osgGeom->setColorBinding( osg::Geometry::BIND_PER_VERTEX );
#endif


            osgGeom->setColorArray( colors );
            

            _geode->addDrawable( osgGeom );

            // record the geometry's primitive set(s) in the index:
            if ( context.featureIndex() )
                context.featureIndex()->tagPrimitiveSets( osgGeom, input );

            // build secondary geometry, if necessary (polygon outlines)
            if ( renderType == Geometry::TYPE_POLYGON && lineSymbol )
            {
                // polygon offset on the poly so the outline doesn't z-fight
                osgGeom->getOrCreateStateSet()->setAttributeAndModes( new osg::PolygonOffset(1,1), 1 );

                osg::Geometry* outline = new osg::Geometry();
                outline->setUseVertexBufferObjects( _useVertexBufferObjects.value() );

                buildPolygon(part, featureSRS, mapSRS, makeECEF, false, outline);

                if ( outline->getVertexArray()->getVertexBufferObject() )
                    outline->getVertexArray()->getVertexBufferObject()->setUsage(GL_STATIC_DRAW_ARB);                
                
                osg::Vec4f outlineColor = lineSymbol->stroke()->color();                

                osg::Vec4Array* outlineColors = new osg::Vec4Array();                
#if USE_SINGLE_COLOR
                outlineColors->reserve(1);
                outlineColors->push_back( outlineColor );
                outline->setColorBinding( osg::Geometry::BIND_OVERALL );
#else
                unsigned pcount = part->getTotalPointCount();                
                outlineColors->reserve( pcount );
                for( unsigned c=0; c < pcount; ++c )
                    outlineColors->push_back( outlineColor );
                outline->setColorBinding( osg::Geometry::BIND_PER_VERTEX );
#endif
                outline->setColorArray(outlineColors);

                // check for explicit tessellation disable:                
                bool disableTess = lineSymbol && lineSymbol->tessellation().isSetTo(0);

                // subdivide if necessary.                
                if ( makeECEF && !disableTess )
                {
                    double threshold = osg::DegreesToRadians( *_maxAngle_deg );
                    OE_DEBUG << "Running mesh subdivider for outlines with threshold " << *_maxAngle_deg << std::endl;
                    MeshSubdivider ms( _world2local, _local2world );
                    if ( input->geoInterp().isSet() )
                        ms.run( *outline, threshold, *input->geoInterp() );
                    else
                        ms.run( *outline, threshold, *_geoInterp );
                }

                applyLineAndPointSymbology( outline->getOrCreateStateSet(), lineSymbol, 0L );

                // make normals before adding an outline
                osgUtil::SmoothingVisitor sv;
                _geode->accept( sv );

                _geode->addDrawable( outline );

                //_featureNode->addDrawable( outline, input->getFID() );

                // Mark each primitive set with its feature ID.
                if ( context.featureIndex() )
                    context.featureIndex()->tagPrimitiveSets( outline, input );
            }

        }
    }
    
    return true;
}
Пример #21
0
void
FeatureNode::build()
{
    if ( !_clampCallback.valid() )
        _clampCallback = new ClampCallback(this);

    _attachPoint = 0L;

    // if there is existing geometry, kill it
    this->removeChildren( 0, this->getNumChildren() );

    if ( !getMapNode() )
        return;

    if ( _features.empty() )
        return;

    const Style &style = getStyle();

    // compilation options.
    GeometryCompilerOptions options = _options;

    // figure out what kind of altitude manipulation we need to perform.
    AnnotationUtils::AltitudePolicy ap;
    AnnotationUtils::getAltitudePolicy( style, ap );

    // If we're doing auto-clamping on the CPU, shut off compiler map clamping
    // clamping since it would be redundant.
    if ( ap.sceneClamping )
    {
        options.ignoreAltitudeSymbol() = true;
    }

    _clamperData.clear();

    osg::Node* node = _compiled.get();
    if (_needsRebuild || !_compiled.valid() )
    {
        // Clone the Features before rendering as the GeometryCompiler and it's filters can change the coordinates
        // of the geometry when performing localization or converting to geocentric.
        _extent = GeoExtent::INVALID;

        FeatureList clone;
        for(FeatureList::iterator itr = _features.begin(); itr != _features.end(); ++itr)
        {
            Feature* feature = new Feature( *itr->get(), osg::CopyOp::DEEP_COPY_ALL);
            GeoExtent featureExtent(feature->getSRS(), feature->getGeometry()->getBounds());

            if (_extent.isInvalid())
            {
                _extent = featureExtent;
            }
            else
            {
                _extent.expandToInclude( featureExtent );
            }
            clone.push_back( feature );
        }

        // prep the compiler:
        GeometryCompiler compiler( options );
        Session* session = new Session( getMapNode()->getMap(), _styleSheet.get() );

        FilterContext context( session, new FeatureProfile( _extent ), _extent, _index);

        _compiled = compiler.compile( clone, style, context );
        node = _compiled.get();
        _needsRebuild = false;

        // Compute the world bounds
        osg::BoundingSphered bounds;
        for( FeatureList::iterator itr = _features.begin(); itr != _features.end(); ++itr)
        {
            osg::BoundingSphered bs;
            itr->get()->getWorldBound(getMapNode()->getMapSRS(), bs);
            bounds.expandBy(bs);
        }

        // The polytope will ensure we only clamp to intersecting tiles:
        Feature::getWorldBoundingPolytope(bounds, getMapNode()->getMapSRS(), _featurePolytope);
    }

    if ( node )
    {
        if ( AnnotationUtils::styleRequiresAlphaBlending( style ) &&
             getStyle().get<ExtrusionSymbol>() )
        {
            node = AnnotationUtils::installTwoPassAlpha( node );
        }

        _attachPoint = new osg::Group();
        _attachPoint->addChild( node );

        // Draped (projected) geometry
        if ( ap.draping )
        {
            DrapeableNode* d = new DrapeableNode();
            d->addChild( _attachPoint );
            this->addChild( d );
        }

        // GPU-clamped geometry
        else if ( ap.gpuClamping )
        {
            ClampableNode* clampable = new ClampableNode();
            clampable->addChild( _attachPoint );
            this->addChild( clampable );
        }

        else
        {
            this->addChild( _attachPoint );

            // set default lighting based on whether we are extruding:
            setDefaultLighting( style.has<ExtrusionSymbol>() );
        }

        applyRenderSymbology(style);

        if ( getMapNode()->getTerrain() )
        {
            if ( ap.sceneClamping )
            {
                // Need dynamic data variance since scene clamping will change the verts
                SetDataVarianceVisitor sdv(osg::Object::DYNAMIC);
                this->accept(sdv);

                getMapNode()->getTerrain()->addTerrainCallback(_clampCallback.get());
                clamp(getMapNode()->getTerrain()->getGraph(), getMapNode()->getTerrain());
            }
            else
            {
                getMapNode()->getTerrain()->removeTerrainCallback( _clampCallback.get() );
            }
        }
    }
}
Пример #22
0
void
AltitudeFilter::pushAndClamp( FeatureList& features, FilterContext& cx )
{
    const Session* session = cx.getSession();

    // the map against which we'll be doing elevation clamping
    //MapFrame mapf = session->createMapFrame( Map::ELEVATION_LAYERS );
    MapFrame mapf = session->createMapFrame( 
        (Map::ModelParts)(Map::TERRAIN_LAYERS | Map::MODEL_LAYERS) );

    const SpatialReference* mapSRS = mapf.getProfile()->getSRS();
    osg::ref_ptr<const SpatialReference> featureSRS = cx.profile()->getSRS();

    // establish an elevation query interface based on the features' SRS.
    ElevationQuery eq( mapf );

    // want a result even if it's low res
    eq.setFallBackOnNoData( true );

    NumericExpression scaleExpr;
    if ( _altitude->verticalScale().isSet() )
        scaleExpr = *_altitude->verticalScale();

    NumericExpression offsetExpr;
    if ( _altitude->verticalOffset().isSet() )
        offsetExpr = *_altitude->verticalOffset();

    // whether to record the min/max height-above-terrain values.
    bool collectHATs =
        _altitude->clamping() == AltitudeSymbol::CLAMP_RELATIVE_TO_TERRAIN ||
        _altitude->clamping() == AltitudeSymbol::CLAMP_ABSOLUTE;

    // whether to clamp every vertex (or just the centroid)
    bool perVertex =
        _altitude->binding() == AltitudeSymbol::BINDING_VERTEX;

    // whether the SRS's have a compatible vertical datum.
    bool vertEquiv =
        featureSRS->isVertEquivalentTo( mapSRS );



    for( FeatureList::iterator i = features.begin(); i != features.end(); ++i )
    {
        Feature* feature = i->get();
        
        // run a symbol script if present.
        if ( _altitude.valid() && _altitude->script().isSet() )
        {
            StringExpression temp( _altitude->script().get() );
            feature->eval( temp, &cx );
        }

        double maxTerrainZ  = -DBL_MAX;
        double minTerrainZ  =  DBL_MAX;
        double minHAT       =  DBL_MAX;
        double maxHAT       = -DBL_MAX;

        double scaleZ = 1.0;
        if ( _altitude.valid() && _altitude->verticalScale().isSet() )
            scaleZ = feature->eval( scaleExpr, &cx );

        double offsetZ = 0.0;
        if ( _altitude.valid() && _altitude->verticalOffset().isSet() )
            offsetZ = feature->eval( offsetExpr, &cx );
        
        GeometryIterator gi( feature->getGeometry() );
        while( gi.hasMore() )
        {
            Geometry* geom = gi.next();

            // Absolute heights in Z. Only need to collect the HATs; the geometry
            // remains unchanged.
            if ( _altitude->clamping() == AltitudeSymbol::CLAMP_ABSOLUTE )
            {
                if ( perVertex )
                {
                    std::vector<double> elevations;
                    elevations.reserve( geom->size() );

                    if ( eq.getElevations( geom->asVector(), featureSRS, elevations, _maxRes ) )
                    {
                        for( unsigned i=0; i<geom->size(); ++i )
                        {
                            osg::Vec3d& p = (*geom)[i];

                            p.z() *= scaleZ;
                            p.z() += offsetZ;

                            double z = p.z();

                            if ( !vertEquiv )
                            {
                                osg::Vec3d tempgeo;
                                if ( !featureSRS->transform(p, mapSRS->getGeographicSRS(), tempgeo) )
                                    z = tempgeo.z();
                            }

                            double hat = z - elevations[i];

                            if ( hat > maxHAT )
                                maxHAT = hat;
                            if ( hat < minHAT )
                                minHAT = hat;

                            if ( elevations[i] > maxTerrainZ )
                                maxTerrainZ = elevations[i];
                            if ( elevations[i] < minTerrainZ )
                                minTerrainZ = elevations[i];
                        }
                    }
                }
                else // per centroid
                {
                    osgEarth::Bounds bounds = geom->getBounds();
                    const osg::Vec2d& center = bounds.center2d();
                    GeoPoint centroid(featureSRS, center.x(), center.y());
                    double   centroidElevation;

                    if ( eq.getElevation( centroid, centroidElevation, _maxRes ) )
                    {
                        for( unsigned i=0; i<geom->size(); ++i )
                        {
                            osg::Vec3d& p = (*geom)[i];
                            p.z() *= scaleZ;
                            p.z() += offsetZ;

                            double z = p.z();
                            if ( !vertEquiv )
                            {
                                osg::Vec3d tempgeo;
                                if ( !featureSRS->transform(p, mapSRS->getGeographicSRS(), tempgeo) )
                                    z = tempgeo.z();
                            }

                            double hat = z - centroidElevation;

                            if ( hat > maxHAT )
                                maxHAT = hat;
                            if ( hat < minHAT )
                                minHAT = hat;
                        }

                        if ( centroidElevation > maxTerrainZ )
                            maxTerrainZ = centroidElevation;
                        if ( centroidElevation < minTerrainZ )
                            minTerrainZ = centroidElevation;
                    }
                }
            }

            // Heights-above-ground in Z. Need to resolve this to an absolute number
            // and record HATs along the way.
            else if ( _altitude->clamping() == AltitudeSymbol::CLAMP_RELATIVE_TO_TERRAIN )
            {
                osg::ref_ptr<const SpatialReference> featureSRSwithMapVertDatum = !vertEquiv ?
                    SpatialReference::create(featureSRS->getHorizInitString(), mapSRS->getVertInitString()) : 0L;

                if ( perVertex )
                {
                    std::vector<double> elevations;
                    elevations.reserve( geom->size() );

                    if ( eq.getElevations( geom->asVector(), featureSRS, elevations, _maxRes ) )
                    {
                        for( unsigned i=0; i<geom->size(); ++i )
                        {
                            osg::Vec3d& p = (*geom)[i];

                            p.z() *= scaleZ;
                            p.z() += offsetZ;

                            double hat = p.z();
                            p.z() = elevations[i] + p.z();

                            // if necessary, convert the Z value (which is now in the map's SRS) back to
                            // the feature's SRS.
                            if ( !vertEquiv )
                            {
                                featureSRSwithMapVertDatum->transform(p, featureSRS, p);
                            }

                            if ( hat > maxHAT )
                                maxHAT = hat;
                            if ( hat < minHAT )
                                minHAT = hat;

                            if ( elevations[i] > maxTerrainZ )
                                maxTerrainZ = elevations[i];
                            if ( elevations[i] < minTerrainZ )
                                minTerrainZ = elevations[i];
                        }
                    }
                }
                else // per-centroid
                {
                    osgEarth::Bounds bounds = geom->getBounds();
                    const osg::Vec2d& center = bounds.center2d();
                    GeoPoint centroid(featureSRS, center.x(), center.y());
                    double   centroidElevation;

                    if ( eq.getElevation( centroid, centroidElevation, _maxRes ) )
                    {
                        for( unsigned i=0; i<geom->size(); ++i )
                        {
                            osg::Vec3d& p = (*geom)[i];
                            p.z() *= scaleZ;
                            p.z() += offsetZ;

                            double hat = p.z();
                            p.z() = centroidElevation + p.z();

                            // if necessary, convert the Z value (which is now in the map's SRS) back to
                            // the feature's SRS.
                            if ( !vertEquiv )
                            {
                                featureSRSwithMapVertDatum->transform(p, featureSRS, p);
                            }

                            if ( hat > maxHAT )
                                maxHAT = hat;
                            if ( hat < minHAT )
                                minHAT = hat;
                        }

                        if ( centroidElevation > maxTerrainZ )
                            maxTerrainZ = centroidElevation;
                        if ( centroidElevation < minTerrainZ )
                            minTerrainZ = centroidElevation;
                    }
                }
            }

            // Clamp - replace the geometry's Z with the terrain height.
            else // CLAMP_TO_TERRAIN
            {
                if ( perVertex )
                {
                    eq.getElevations( geom->asVector(), featureSRS, true, _maxRes );
                    
                    // if necessary, transform the Z values (which are now in the map SRS) back
                    // into the feature's SRS.
                    if ( !vertEquiv )
                    {
                        osg::ref_ptr<const SpatialReference> featureSRSwithMapVertDatum =
                            SpatialReference::create(featureSRS->getHorizInitString(), mapSRS->getVertInitString());

                        osg::Vec3d tempgeo;
                        for( unsigned i=0; i<geom->size(); ++i )
                        {
                            osg::Vec3d& p = (*geom)[i];
                            featureSRSwithMapVertDatum->transform(p, featureSRS, p);
                        }
                    }
                }
                else // per-centroid
                {
                    osgEarth::Bounds bounds = geom->getBounds();
                    const osg::Vec2d& center = bounds.center2d();
                    GeoPoint centroid(featureSRS, center.x(), center.y());
                    double   centroidElevation;

                    osg::ref_ptr<const SpatialReference> featureSRSWithMapVertDatum;
                    if ( !vertEquiv )
                        featureSRSWithMapVertDatum = SpatialReference::create(featureSRS->getHorizInitString(), mapSRS->getVertInitString());

                    if ( eq.getElevation( centroid, centroidElevation, _maxRes ) )
                    {
                        for( unsigned i=0; i<geom->size(); ++i )
                        {
                            osg::Vec3d& p = (*geom)[i];
                            p.z() = centroidElevation;
                            if ( !vertEquiv )
                            {
                                featureSRSWithMapVertDatum->transform(p, featureSRS, p);
                            }
                        }
                    }
                }
            }

            if ( !collectHATs )
            {
                for( Geometry::iterator i = geom->begin(); i != geom->end(); ++i )
                {
                    i->z() *= scaleZ;
                    i->z() += offsetZ;
                }
            }
        }

        if ( minHAT != DBL_MAX )
        {
            feature->set( "__min_hat", minHAT );
            feature->set( "__max_hat", maxHAT );
        }

        if ( minTerrainZ != DBL_MAX )
        {
            feature->set( "__min_terrain_z", minTerrainZ );
            feature->set( "__max_terrain_z", maxTerrainZ );
        }
    }
}
Пример #23
0
bool
ExtrudeGeometryFilter::process( FeatureList& features, FilterContext& context )
{
    // seed our random number generators
    Random wallSkinPRNG( _wallSkinSymbol.valid()? *_wallSkinSymbol->randomSeed() : 0, Random::METHOD_FAST );
    Random roofSkinPRNG( _roofSkinSymbol.valid()? *_roofSkinSymbol->randomSeed() : 0, Random::METHOD_FAST );

    for( FeatureList::iterator f = features.begin(); f != features.end(); ++f )
    {
        Feature* input = f->get();

        GeometryIterator iter( input->getGeometry(), false );
        while( iter.hasMore() )
        {
            Geometry* part = iter.next();

            osg::ref_ptr<osg::Geometry> walls = new osg::Geometry();
            walls->setUseVertexBufferObjects( _useVertexBufferObjects.get() );
            
            osg::ref_ptr<osg::Geometry> rooflines = 0L;
            osg::ref_ptr<osg::Geometry> baselines = 0L;
            osg::ref_ptr<osg::Geometry> outlines  = 0L;
            
            if ( part->getType() == Geometry::TYPE_POLYGON )
            {
                rooflines = new osg::Geometry();
                rooflines->setUseVertexBufferObjects( _useVertexBufferObjects.get() );

                // prep the shapes by making sure all polys are open:
                static_cast<Polygon*>(part)->open();
            }

            // fire up the outline geometry if we have a line symbol.
            if ( _outlineSymbol != 0L )
            {
                outlines = new osg::Geometry();
                outlines->setUseVertexBufferObjects( _useVertexBufferObjects.get() );
            }

            // make a base cap if we're doing stencil volumes.
            if ( _makeStencilVolume )
            {
                baselines = new osg::Geometry();
                baselines->setUseVertexBufferObjects( _useVertexBufferObjects.get() );
            }

            // calculate the extrusion height:
            float height;

            if ( _heightCallback.valid() )
            {
                height = _heightCallback->operator()(input, context);
            }
            else if ( _heightExpr.isSet() )
            {
                height = input->eval( _heightExpr.mutable_value(), &context );
            }
            else
            {
                height = *_extrusionSymbol->height();
            }

            // calculate the height offset from the base:
            float offset = 0.0;
            if ( _heightOffsetExpr.isSet() )
            {
                offset = input->eval( _heightOffsetExpr.mutable_value(), &context );
            }

            osg::ref_ptr<osg::StateSet> wallStateSet;
            osg::ref_ptr<osg::StateSet> roofStateSet;

            // calculate the wall texturing:
            SkinResource* wallSkin = 0L;
            if ( _wallSkinSymbol.valid() )
            {
                if ( _wallResLib.valid() )
                {
                    SkinSymbol querySymbol( *_wallSkinSymbol.get() );
                    querySymbol.objectHeight() = fabs(height) - offset;
                    wallSkin = _wallResLib->getSkin( &querySymbol, wallSkinPRNG, context.getDBOptions() );
                }

                else
                {
                    //TODO: simple single texture?
                }
            }

            // calculate the rooftop texture:
            SkinResource* roofSkin = 0L;
            if ( _roofSkinSymbol.valid() )
            {
                if ( _roofResLib.valid() )
                {
                    SkinSymbol querySymbol( *_roofSkinSymbol.get() );
                    roofSkin = _roofResLib->getSkin( &querySymbol, roofSkinPRNG, context.getDBOptions() );
                }

                else
                {
                    //TODO: simple single texture?
                }
            }

            // calculate the colors:
            osg::Vec4f wallColor(1,1,1,0), wallBaseColor(1,1,1,0), roofColor(1,1,1,0), outlineColor(1,1,1,1);

            if ( _wallPolygonSymbol.valid() )
            {
                wallColor = _wallPolygonSymbol->fill()->color();
                if ( _extrusionSymbol->wallGradientPercentage().isSet() )
                {
                    wallBaseColor = Color(wallColor).brightness( 1.0 - *_extrusionSymbol->wallGradientPercentage() );
                }
                else
                {
                    wallBaseColor = wallColor;
                }
            }
            if ( _roofPolygonSymbol.valid() )
            {
                roofColor = _roofPolygonSymbol->fill()->color();
            }
            if ( _outlineSymbol.valid() )
            {
                outlineColor = _outlineSymbol->stroke()->color();
            }

            // Create the extruded geometry!
            if (extrudeGeometry( 
                    part, height, offset, 
                    *_extrusionSymbol->flatten(),
                    walls.get(), rooflines.get(), baselines.get(), outlines.get(),
                    wallColor, wallBaseColor, roofColor, outlineColor,
                    wallSkin, roofSkin,
                    context ) )
            {      
                if ( wallSkin )
                {
                    context.resourceCache()->getStateSet( wallSkin, wallStateSet );
                }

                // generate per-vertex normals, altering the geometry as necessary to avoid
                // smoothing around sharp corners
                osgUtil::SmoothingVisitor::smooth(
                    *walls.get(), 
                    osg::DegreesToRadians(_wallAngleThresh_deg) );

                // tessellate and add the roofs if necessary:
                if ( rooflines.valid() )
                {
                    osgUtil::Tessellator tess;
                    tess.setTessellationType( osgUtil::Tessellator::TESS_TYPE_GEOMETRY );
                    tess.setWindingType( osgUtil::Tessellator::TESS_WINDING_ODD );
                    tess.retessellatePolygons( *(rooflines.get()) );

                    // generate default normals (no crease angle necessary; they are all pointing up)
                    // TODO do this manually; probably faster
                    if ( !_makeStencilVolume )
                        osgUtil::SmoothingVisitor::smooth( *rooflines.get() );

                    if ( roofSkin )
                    {
                        context.resourceCache()->getStateSet( roofSkin, roofStateSet );
                    }
                }

                if ( baselines.valid() )
                {
                    osgUtil::Tessellator tess;
                    tess.setTessellationType( osgUtil::Tessellator::TESS_TYPE_GEOMETRY );
                    tess.setWindingType( osgUtil::Tessellator::TESS_WINDING_ODD );
                    tess.retessellatePolygons( *(baselines.get()) );
                }

                std::string name;
                if ( !_featureNameExpr.empty() )
                    name = input->eval( _featureNameExpr, &context );

                FeatureSourceIndex* index = context.featureIndex();

                addDrawable( walls.get(), wallStateSet.get(), name, input, index );

                if ( rooflines.valid() )
                {
                    addDrawable( rooflines.get(), roofStateSet.get(), name, input, index );
                }

                if ( baselines.valid() )
                {
                    addDrawable( baselines.get(), 0L, name, input, index );
                }

                if ( outlines.valid() )
                {
                    addDrawable( outlines.get(), 0L, name, input, index );
                }
            }   
        }
    }

    return true;
}
osg::Geode*
BuildGeometryFilter::processPolygonizedLines(FeatureList&   features, 
                                             bool           twosided,
                                             FilterContext& context)
{
    osg::Geode* geode = new osg::Geode();

    // establish some referencing
    bool                    makeECEF   = false;
    const SpatialReference* featureSRS = 0L;
    const SpatialReference* mapSRS     = 0L;

    if ( context.isGeoreferenced() )
    {
        makeECEF   = context.getSession()->getMapInfo().isGeocentric();
        featureSRS = context.extent()->getSRS();
        mapSRS     = context.getSession()->getMapInfo().getProfile()->getSRS();
    }

    // iterate over all features.
    for( FeatureList::iterator i = features.begin(); i != features.end(); ++i )
    {
        Feature* input = i->get();
        // extract the required line symbol; bail out if not found.
        const LineSymbol* line =
            input->style().isSet() && input->style()->has<LineSymbol>() ? input->style()->get<LineSymbol>() :
            _style.get<LineSymbol>();

        if ( !line )
            continue;

        // run a symbol script if present.
        if ( line->script().isSet() )
        {
            StringExpression temp( line->script().get() );
            input->eval( temp, &context );
        }

        // The operator we'll use to make lines into polygons.
        PolygonizeLinesOperator polygonizer( *line->stroke() );

        // iterate over all the feature's geometry parts. We will treat
        // them as lines strings.
        GeometryIterator parts( input->getGeometry(), true );
        while( parts.hasMore() )
        {
            Geometry* part = parts.next();

            // if the underlying geometry is a ring (or a polygon), close it so the
            // polygonizer will generate a closed loop.
            Ring* ring = dynamic_cast<Ring*>(part);
            if ( ring )
                ring->close();

            // skip invalid geometry
            if ( part->size() < 2 )
                continue;

            // transform the geometry into the target SRS and localize it about 
            // a local reference point.
            osg::ref_ptr<osg::Vec3Array> verts   = new osg::Vec3Array();
            osg::ref_ptr<osg::Vec3Array> normals = new osg::Vec3Array();
            transformAndLocalize( part->asVector(), featureSRS, verts.get(), normals.get(), mapSRS, _world2local, makeECEF );

            // turn the lines into polygons.
            osg::Geometry* geom = polygonizer( verts.get(), normals.get(), twosided );
            if ( geom )
            {
                geode->addDrawable( geom );
            }

            // record the geometry's primitive set(s) in the index:
            if ( context.featureIndex() )
                context.featureIndex()->tagDrawable( geom, input );
        
            // install clamping attributes if necessary
            if (_style.has<AltitudeSymbol>() &&
                _style.get<AltitudeSymbol>()->technique() == AltitudeSymbol::TECHNIQUE_GPU)
            {
                Clamping::applyDefaultClampingAttrs( geom, input->getDouble("__oe_verticalOffset", 0.0) );
            }
        }

        polygonizer.installShaders( geode );
    }
    return geode;
}
osg::Geode*
BuildGeometryFilter::processLines(FeatureList& features, FilterContext& context)
{
    osg::Geode* geode = new osg::Geode();

    bool makeECEF = false;
    const SpatialReference* featureSRS = 0L;
    const SpatialReference* mapSRS = 0L;

    // set up referencing information:
    if ( context.isGeoreferenced() )
    {
        makeECEF   = context.getSession()->getMapInfo().isGeocentric();
        featureSRS = context.extent()->getSRS();
        mapSRS     = context.getSession()->getMapInfo().getProfile()->getSRS();
    }

    for( FeatureList::iterator f = features.begin(); f != features.end(); ++f )
    {
        Feature* input = f->get();

        // extract the required line symbol; bail out if not found.
        const LineSymbol* line = 
            input->style().isSet() && input->style()->has<LineSymbol>() ? input->style()->get<LineSymbol>() :
            _style.get<LineSymbol>();

        if ( !line )
            continue;

        // run a symbol script if present.
        if ( line->script().isSet() )
        {
            StringExpression temp( line->script().get() );
            input->eval( temp, &context );
        }

        GeometryIterator parts( input->getGeometry(), true );
        while( parts.hasMore() )
        {
            Geometry* part = parts.next();

            // skip invalid geometry for lines.
            if ( part->size() < 2 )
                continue;

            // if the underlying geometry is a ring (or a polygon), use a line loop; otherwise
            // use a line strip.
            GLenum primMode = dynamic_cast<Ring*>(part) ? GL_LINE_LOOP : GL_LINE_STRIP;

            // resolve the color:
            osg::Vec4f primaryColor = line->stroke()->color();
            
            osg::ref_ptr<osg::Geometry> osgGeom = new osg::Geometry();
            //osgGeom->setUseVertexBufferObjects( true );
            //osgGeom->setUseDisplayList( false );

            // embed the feature name if requested. Warning: blocks geometry merge optimization!
            if ( _featureNameExpr.isSet() )
            {
                const std::string& name = input->eval( _featureNameExpr.mutable_value(), &context );
                osgGeom->setName( name );
            }

            // build the geometry:
            osg::Vec3Array* allPoints = new osg::Vec3Array();

            transformAndLocalize( part->asVector(), featureSRS, allPoints, mapSRS, _world2local, makeECEF );

            osgGeom->addPrimitiveSet( new osg::DrawArrays(primMode, 0, allPoints->getNumElements()) );
            osgGeom->setVertexArray( allPoints );

            if ( input->style().isSet() )
            {
                //TODO: re-evaluate this. does it hinder geometry merging?
                applyLineSymbology( osgGeom->getOrCreateStateSet(), line );
            }
            
            // subdivide the mesh if necessary to conform to an ECEF globe;
            // but if the tessellation is set to zero, or if the style specifies a
            // tessellation size, skip this step.
            if ( makeECEF && !line->tessellation().isSetTo(0) && !line->tessellationSize().isSet() )
            {
                double threshold = osg::DegreesToRadians( *_maxAngle_deg );
                OE_DEBUG << "Running mesh subdivider with threshold " << *_maxAngle_deg << std::endl;

                MeshSubdivider ms( _world2local, _local2world );
                //ms.setMaxElementsPerEBO( INT_MAX );
                if ( input->geoInterp().isSet() )
                    ms.run( *osgGeom, threshold, *input->geoInterp() );
                else
                    ms.run( *osgGeom, threshold, *_geoInterp );
            }

            // assign the primary color (PER_VERTEX required for later optimization)
            osg::Vec4Array* colors = new osg::Vec4Array;
            colors->assign( osgGeom->getVertexArray()->getNumElements(), primaryColor );
            osgGeom->setColorArray( colors );
            osgGeom->setColorBinding( osg::Geometry::BIND_PER_VERTEX );

            geode->addDrawable( osgGeom );

            // record the geometry's primitive set(s) in the index:
            if ( context.featureIndex() )
                context.featureIndex()->tagDrawable( osgGeom, input );
        
            // install clamping attributes if necessary
            if (_style.has<AltitudeSymbol>() &&
                _style.get<AltitudeSymbol>()->technique() == AltitudeSymbol::TECHNIQUE_GPU)
            {
                Clamping::applyDefaultClampingAttrs( osgGeom, input->getDouble("__oe_verticalOffset", 0.0) );
            }
        }
    }
    
    return geode;
}
Пример #26
0
void
FeatureNode::build()
{
    // if there's a decoration, clear it out first.
    this->clearDecoration();
    _attachPoint = 0L;

    // if there is existing geometry, kill it
    this->removeChildren( 0, this->getNumChildren() );

    if ( !getMapNode() )
        return;

    if ( _features.empty() )
        return;

    const Style &style = getStyle();

    // compilation options.
    GeometryCompilerOptions options = _options;
    
    // figure out what kind of altitude manipulation we need to perform.
    AnnotationUtils::AltitudePolicy ap;
    AnnotationUtils::getAltitudePolicy( style, ap );

    // If we're doing auto-clamping on the CPU, shut off compiler map clamping
    // clamping since it would be redundant.
    // TODO: I think this is OBE now that we have "scene" clamping technique..
    if ( ap.sceneClamping )
    {
        options.ignoreAltitudeSymbol() = true;
    }

    osg::Node* node = _compiled.get();
    if (_needsRebuild || !_compiled.valid() )
    {
        // Clone the Features before rendering as the GeometryCompiler and it's filters can change the coordinates
        // of the geometry when performing localization or converting to geocentric.
        _extent = GeoExtent::INVALID;

        FeatureList clone;
        for(FeatureList::iterator itr = _features.begin(); itr != _features.end(); ++itr)
        {
            Feature* feature = new Feature( *itr->get(), osg::CopyOp::DEEP_COPY_ALL);
            GeoExtent featureExtent(feature->getSRS(), feature->getGeometry()->getBounds());

            if (_extent.isInvalid())
            {
                _extent = featureExtent;
            }
            else
            {
                _extent.expandToInclude( featureExtent );
            }
            clone.push_back( feature );
        }

        // prep the compiler:
        GeometryCompiler compiler( options );
        Session* session = new Session( getMapNode()->getMap(), _styleSheet.get() );

        FilterContext context( session, new FeatureProfile( _extent ), _extent );

        _compiled = compiler.compile( clone, style, context );
        node = _compiled.get();
        _needsRebuild = false;

        // Compute the world bounds
        osg::BoundingSphered bounds;
        for( FeatureList::iterator itr = _features.begin(); itr != _features.end(); ++itr)
        {
            osg::BoundingSphered bs;
            itr->get()->getWorldBound(getMapNode()->getMapSRS(), bs);
            bounds.expandBy(bs);
        }
        // The polytope will ensure we only clamp to intersecting tiles:
        Feature::getWorldBoundingPolytope(bounds, getMapNode()->getMapSRS(), _featurePolytope);

    }

    if ( node )
    {
        if ( AnnotationUtils::styleRequiresAlphaBlending( style ) &&
             getStyle().get<ExtrusionSymbol>() )
        {
            node = AnnotationUtils::installTwoPassAlpha( node );
        }

        //OE_NOTICE << GeometryUtils::geometryToGeoJSON( _feature->getGeometry() ) << std::endl;

        _attachPoint = new osg::Group();
        _attachPoint->addChild( node );

        // Draped (projected) geometry
        if ( ap.draping )
        {
            DrapeableNode* d = new DrapeableNode(); // getMapNode() );
            d->addChild( _attachPoint );
            this->addChild( d );
        }

        // GPU-clamped geometry
        else if ( ap.gpuClamping )
        {
            ClampableNode* clampable = new ClampableNode( getMapNode() );
            clampable->addChild( _attachPoint );
            this->addChild( clampable );

            const RenderSymbol* render = style.get<RenderSymbol>();
            if ( render && render->depthOffset().isSet() )
            {
                clampable->setDepthOffsetOptions( *render->depthOffset() );
            }
        }

        else 
        {
            this->addChild( _attachPoint );

            // CPU-clamped geometry?
            if ( ap.sceneClamping )
            {
                // save for later when we need to reclamp the mesh on the CPU
                _altitude = style.get<AltitudeSymbol>();

                // activate the terrain callback:
                setCPUAutoClamping( true );

                // set default lighting based on whether we are extruding:
                setLightingIfNotSet( style.has<ExtrusionSymbol>() );

                // do an initial clamp to get started.
                clampMesh( getMapNode()->getTerrain()->getGraph() );
            } 

            applyRenderSymbology( style );
        }
    }

    updateClusterCulling();
}
Пример #27
0
void
AltitudeFilter::pushAndDontClamp( FeatureList& features, FilterContext& cx )
{
    NumericExpression scaleExpr;
    if ( _altitude.valid() && _altitude->verticalScale().isSet() )
        scaleExpr = *_altitude->verticalScale();

    NumericExpression offsetExpr;
    if ( _altitude.valid() && _altitude->verticalOffset().isSet() )
        offsetExpr = *_altitude->verticalOffset();

    bool gpuClamping =
        _altitude.valid() &&
        _altitude->technique() == _altitude->TECHNIQUE_GPU;

    bool ignoreZ =
        gpuClamping && 
        _altitude->clamping() == _altitude->CLAMP_TO_TERRAIN;

    for( FeatureList::iterator i = features.begin(); i != features.end(); ++i )
    {
        Feature* feature = i->get();
        
        // run a symbol script if present.
        if ( _altitude.valid() && _altitude->script().isSet() )
        {
            StringExpression temp( _altitude->script().get() );
            feature->eval( temp, &cx );
        }

        double minHAT       =  DBL_MAX;
        double maxHAT       = -DBL_MAX;

        double scaleZ = 1.0;
        if ( _altitude.valid() && _altitude->verticalScale().isSet() )
            scaleZ = feature->eval( scaleExpr, &cx );

        optional<double> offsetZ( 0.0 );
        if ( _altitude.valid() && _altitude->verticalOffset().isSet() )
            offsetZ = feature->eval( offsetExpr, &cx );       
        
        GeometryIterator gi( feature->getGeometry() );
        while( gi.hasMore() )
        {
            Geometry* geom = gi.next();
            for( Geometry::iterator g = geom->begin(); g != geom->end(); ++g )
            {
                if ( ignoreZ )
                {
                    g->z() = 0.0;
                }

                if ( !gpuClamping )
                {
                    g->z() *= scaleZ;
                    g->z() += offsetZ.get();
                }

                if ( g->z() < minHAT )
                    minHAT = g->z();
                if ( g->z() > maxHAT )
                    maxHAT = g->z();
            }
        }

        if ( minHAT != DBL_MAX )
        {
            feature->set( "__min_hat", minHAT );
            feature->set( "__max_hat", maxHAT );
        }

        // encode the Z offset if
        if ( gpuClamping )
        {
            feature->set("__oe_verticalScale",  scaleZ);
            feature->set("__oe_verticalOffset", offsetZ.get());
        }
    }
}
Пример #28
0
osg::Node*
PolygonizeLinesFilter::push(FeatureList& input, FilterContext& cx)
{
    // compute the coordinate localization matrices.
    computeLocalizers( cx );

    // establish some things
    bool                    makeECEF   = false;
    const SpatialReference* featureSRS = 0L;
    const SpatialReference* mapSRS     = 0L;

    if ( cx.isGeoreferenced() )
    {
        makeECEF   = cx.getSession()->getMapInfo().isGeocentric();
        featureSRS = cx.extent()->getSRS();
        mapSRS     = cx.getSession()->getMapInfo().getProfile()->getSRS();
    }

    // The operator we'll use to make lines into polygons.
    const LineSymbol* line = _style.get<LineSymbol>();
    PolygonizeLinesOperator polygonize( line ? (*line->stroke()) : Stroke() );

    // Geode to hold all the geometries.
    osg::Geode* geode = new osg::Geode();

    // iterate over all features.
    for( FeatureList::iterator i = input.begin(); i != input.end(); ++i )
    {
        Feature* f = i->get();

        // iterate over all the feature's geometry parts. We will treat
        // them as lines strings.
        GeometryIterator parts( f->getGeometry(), false );
        while( parts.hasMore() )
        {
            Geometry* part = parts.next();

            // skip empty geometry
            if ( part->size() == 0 )
                continue;

            // transform the geometry into the target SRS and localize it about 
            // a local reference point.
            osg::Vec3Array* verts   = new osg::Vec3Array();
            osg::Vec3Array* normals = new osg::Vec3Array();
            transformAndLocalize( part->asVector(), featureSRS, verts, normals, mapSRS, _world2local, makeECEF );

            // turn the lines into polygons.
            osg::Geometry* geom = polygonize( verts, normals );
            geode->addDrawable( geom );
        }
    }

    // attempt to combine geometries for better performance
    MeshConsolidator::run( *geode );

    // GPU performance optimization:
#if 0 // issue: ignores vertex attributes
    osgUtil::Optimizer optimizer;
    optimizer.optimize(
        result,
        osgUtil::Optimizer::VERTEX_PRETRANSFORM |
        osgUtil::Optimizer::VERTEX_POSTTRANSFORM );
#endif

    return delocalize( geode );
}
osg::Geode*
BuildGeometryFilter::processPoints(FeatureList& features, FilterContext& context)
{
    osg::Geode* geode = new osg::Geode();

    bool makeECEF = false;
    const SpatialReference* featureSRS = 0L;
    const SpatialReference* mapSRS = 0L;

    // set up referencing information:
    if ( context.isGeoreferenced() )
    {
        makeECEF   = context.getSession()->getMapInfo().isGeocentric();
        featureSRS = context.extent()->getSRS();
        mapSRS     = context.getSession()->getMapInfo().getProfile()->getSRS();
    }

    for( FeatureList::iterator f = features.begin(); f != features.end(); ++f )
    {
        Feature* input = f->get();

        GeometryIterator parts( input->getGeometry(), true );
        while( parts.hasMore() )
        {
            Geometry* part = parts.next();

            // extract the required point symbol; bail out if not found.
            const PointSymbol* point =
                input->style().isSet() && input->style()->has<PointSymbol>() ? input->style()->get<PointSymbol>() :
                _style.get<PointSymbol>();

            if ( !point )
                continue;

            // resolve the color:
            osg::Vec4f primaryColor = point->fill()->color();
            
            osg::ref_ptr<osg::Geometry> osgGeom = new osg::Geometry();
            //osgGeom->setUseVertexBufferObjects( true );
            //osgGeom->setUseDisplayList( false );

            // embed the feature name if requested. Warning: blocks geometry merge optimization!
            if ( _featureNameExpr.isSet() )
            {
                const std::string& name = input->eval( _featureNameExpr.mutable_value(), &context );
                osgGeom->setName( name );
            }

            // build the geometry:
            osg::Vec3Array* allPoints = new osg::Vec3Array();

            transformAndLocalize( part->asVector(), featureSRS, allPoints, mapSRS, _world2local, makeECEF );

            osgGeom->addPrimitiveSet( new osg::DrawArrays(GL_POINTS, 0, allPoints->getNumElements()) );
            osgGeom->setVertexArray( allPoints );

            if ( input->style().isSet() )
            {
                //TODO: re-evaluate this. does it hinder geometry merging?
                applyPointSymbology( osgGeom->getOrCreateStateSet(), point );
            }

            // assign the primary color (PER_VERTEX required for later optimization)
            osg::Vec4Array* colors = new osg::Vec4Array;
            colors->assign( osgGeom->getVertexArray()->getNumElements(), primaryColor );
            osgGeom->setColorArray( colors );
            osgGeom->setColorBinding( osg::Geometry::BIND_PER_VERTEX );

            geode->addDrawable( osgGeom );

            // record the geometry's primitive set(s) in the index:
            if ( context.featureIndex() )
                context.featureIndex()->tagDrawable( osgGeom, input );
        
            // install clamping attributes if necessary
            if (_style.has<AltitudeSymbol>() &&
                _style.get<AltitudeSymbol>()->technique() == AltitudeSymbol::TECHNIQUE_GPU)
            {            
                Clamping::applyDefaultClampingAttrs( osgGeom, input->getDouble("__oe_verticalOffset", 0.0) );
            }
        }
    }
    
    return geode;
}
Пример #30
0
osg::Node*
PolygonizeLinesFilter::push(FeatureList& input, FilterContext& cx)
{
    // compute the coordinate localization matrices.
    computeLocalizers( cx );

    // establish some things
    bool                    makeECEF   = false;
    const SpatialReference* featureSRS = 0L;
    const SpatialReference* mapSRS     = 0L;

    if ( cx.isGeoreferenced() )
    {
        makeECEF   = cx.getSession()->getMapInfo().isGeocentric();
        featureSRS = cx.extent()->getSRS();
        mapSRS     = cx.getSession()->getMapInfo().getProfile()->getSRS();
    }

    // The operator we'll use to make lines into polygons.
    const LineSymbol* line = _style.get<LineSymbol>();
    PolygonizeLinesOperator polygonize( line ? (*line->stroke()) : Stroke() );

    // Geode to hold all the geometries.
    osg::Geode* geode = new osg::Geode();

    // iterate over all features.
    for( FeatureList::iterator i = input.begin(); i != input.end(); ++i )
    {
        Feature* f = i->get();

        // iterate over all the feature's geometry parts. We will treat
        // them as lines strings.
        GeometryIterator parts( f->getGeometry(), false );
        while( parts.hasMore() )
        {
            Geometry* part = parts.next();

            // skip empty geometry
            if ( part->size() == 0 )
                continue;

            // transform the geometry into the target SRS and localize it about 
            // a local reference point.
            osg::Vec3Array* verts   = new osg::Vec3Array();
            osg::Vec3Array* normals = new osg::Vec3Array();
            transformAndLocalize( part->asVector(), featureSRS, verts, normals, mapSRS, _world2local, makeECEF );

            // turn the lines into polygons.
            osg::Geometry* geom = polygonize( verts, normals );
            geode->addDrawable( geom );

            // record the geometry's primitive set(s) in the index:
            if ( cx.featureIndex() )
                cx.featureIndex()->tagPrimitiveSets( geom, f );
        }
    }

    // attempt to combine geometries for better performance
    MeshConsolidator::run( *geode );

    // GPU performance optimization:
    VertexCacheOptimizer vco;
    geode->accept( vco );

    // If we're auto-scaling, we need a shader
    float minPixels = line ? line->stroke()->minPixels().getOrUse( 0.0f ) : 0.0f;
    if ( minPixels > 0.0f )
    {
        osg::StateSet* stateSet = geode->getOrCreateStateSet();

        VirtualProgram* vp = VirtualProgram::getOrCreate(stateSet);
        vp->setName( "osgEarth::PolygonizeLines" );

        const char* vs =
            "#version " GLSL_VERSION_STR "\n"
            GLSL_DEFAULT_PRECISION_FLOAT "\n"
            "attribute vec3   oe_polyline_center; \n"
            "uniform   float  oe_polyline_scale;  \n"
            "uniform   float  oe_polyline_min_pixels; \n"
            "uniform   mat3   oe_WindowScaleMatrix; \n"

            "void oe_polyline_scalelines(inout vec4 VertexMODEL) \n"
            "{ \n"
            "   if ( oe_polyline_scale != 1.0 || oe_polyline_min_pixels > 0.0 ) \n"
            "   { \n"
            "       vec4  center_model = vec4(oe_polyline_center*VertexMODEL.w, VertexMODEL.w); \n"
            "       vec4  vector_model = VertexMODEL - center_model; \n"
            "       if ( length(vector_model.xyz) > 0.0 ) \n"
            "       { \n"
            "           float scale = oe_polyline_scale; \n"

            "           vec4 vertex_clip = gl_ModelViewProjectionMatrix * VertexMODEL; \n"
            "           vec4 center_clip = gl_ModelViewProjectionMatrix * center_model; \n"
            "           vec4 vector_clip = vertex_clip - center_clip; \n"

            "           if ( oe_polyline_min_pixels > 0.0 ) \n"
            "           { \n"
            "               vec3 vector_win = oe_WindowScaleMatrix * (vertex_clip.xyz/vertex_clip.w - center_clip.xyz/center_clip.w); \n"
            "               float min_scale = max( (0.5*oe_polyline_min_pixels)/length(vector_win.xy), 1.0 ); \n"
            "               scale = max( scale, min_scale ); \n"
            "           } \n"

            "           VertexMODEL = center_model + vector_model*scale; \n"
            "        } \n"
            "    } \n"
            "} \n";

        vp->setFunction( "oe_polyline_scalelines", vs, ShaderComp::LOCATION_VERTEX_MODEL );
        vp->addBindAttribLocation( "oe_polyline_center", osg::Drawable::ATTRIBUTE_6 );

        // add the default scaling uniform.
        // good way to test:
        //    osgearth_viewer earthfile --uniform oe_polyline_scale 1.0 10.0
        osg::Uniform* scaleU = new osg::Uniform(osg::Uniform::FLOAT, "oe_polyline_scale");
        scaleU->set( 1.0f );
        stateSet->addUniform( scaleU, 1 );

        // the default "min pixels" uniform.
        osg::Uniform* minPixelsU = new osg::Uniform(osg::Uniform::FLOAT, "oe_polyline_min_pixels");
        minPixelsU->set( minPixels );
        stateSet->addUniform( minPixelsU, 1 );
    }

    return delocalize( geode );
}