protected void generateNormals(osg.Geometry geom) { if (geom != null) { osgUtil.SmoothingVisitor smoother; smoother.smooth(out geom); } }
protected void applyOverlayTexturing(osg.Geometry geom, Feature input, FilterEnv env) { GeoExtent tex_extent; if (getRasterOverlayScript() != null) { // if there's a raster script for this filter, we're applying textures per-feature: tex_extent = new GeoExtent( input.getExtent().getSouthwest().getAbsolute(), input.getExtent().getNortheast().getAbsolute()); } else { // otherwise prepare the geometry for an overlay texture covering the entire working extent: tex_extent = env.getExtent(); } float width = (float)tex_extent.getWidth(); float height = (float)tex_extent.getHeight(); // now visit the verts and calculate texture coordinates for each one. osg.Vec3Array verts = (osg.Vec3Array)(geom.getVertexArray()); if (verts != null) { // if we are dealing with geocentric data, we will need to xform back to a real // projection in order to determine texture coords: GeoExtent tex_extent_geo; if (env.getInputSRS().isGeocentric()) { tex_extent_geo = new GeoExtent( tex_extent.getSRS().getGeographicSRS().transform(tex_extent.getSouthwest()), tex_extent.getSRS().getGeographicSRS().transform(tex_extent.getNortheast())); } osg.Vec2Array texcoords = new osg.Vec2Array(verts.size()); for (int j = 0; j < verts.size(); j++) { // xform back to raw SRS w.o. ref frame: GeoPoint vert = new GeoPoint(verts[j], env.getInputSRS()); GeoPoint vert_map = vert.getAbsolute(); float tu, tv; if (env.getInputSRS().isGeocentric()) { tex_extent_geo.getSRS().transformInPlace(vert_map); tu = (vert_map.X - tex_extent_geo.getXMin()) / width; tv = (vert_map.Y - tex_extent_geo.getYMin()) / height; } else { tu = (vert_map.X - tex_extent.getXMin()) / width; tv = (vert_map.Y - tex_extent.getYMin()) / height; } (*texcoords)[j].set(tu, tv); } geom.setTexCoordArray(0, texcoords); } // if we are applying the raster per-feature, do so now. // TODO: deprecate? will we ever use this versus the BuildNodesFilter overlay? maybe if (getRasterOverlayScript() != null) { ScriptResult r = env.getScriptEngine().run(getRasterOverlayScript(), input, env); if (r.isValid()) { RasterResource raster = env.getSession().getResources().getRaster(r.asString()); if (raster != null) { Image image = null; std.stringstream builder; builder << "rtex_" << input.getOID() << ".jpg"; //TODO: dds with DXT1 compression osg.StateSet raster_ss = new osg.StateSet(); if (raster.applyToStateSet(raster_ss.get(), tex_extent, getRasterOverlayMaxSize(), out image)) { image.setFileName(builder.str()); geom.setStateSet(raster_ss.get()); // add this as a skin resource so the compiler can properly localize and deploy it. env.getResourceCache().addSkin(raster_ss.get()); } } } else { env.getReport().error(r.asString()); } } }
public override FragmentList process(Feature input, FilterEnv env) { FragmentList output; // LIMITATION: this filter assumes all feature's shapes are the same // shape type! TODO: sort into bins of shape type and create a separate // geometry for each. Then merge the geometries. bool needs_tessellation = false; Fragment frag = new Fragment(); GeoShapeList shapes = input.getShapes(); #if TODO // if we're in batch mode, the color was resolved in the other process() function. // otherwise we still need to resolve it. Vector4D color = getColorForFeature(input, env); #endif #if TODO foreach (GeoShape s in shapes) { GeoShape shape = s; if (shape.getShapeType() == GeoShape.ShapeType.TYPE_POLYGON) { needs_tessellation = true; } osg.Geometry geom = new osg.Geometry(); // TODO: pre-total points and pre-allocate these arrays: osg.Vec3Array verts = new osg.Vec3Array(); geom.setVertexArray(verts); uint vert_ptr = 0; // per-vertex coloring takes more memory than per-primitive-set coloring, // but it renders faster. osg.Vec4Array colors = new osg.Vec4Array(); geom.setColorArray(colors); geom.setColorBinding(osg.Geometry.BIND_PER_VERTEX); //osg.Vec3Array* normals = new osg.Vec3Array(); //geom.setNormalArray( normals ); //geom.setNormalBinding( osg.Geometry.BIND_OVERALL ); //normals.push_back( osg.Vec3( 0, 0, 1 ) ); Mogre.PixelFormat prim_type = shape.getShapeType() == GeoShape.ShapeType.TYPE_POINT ? osg.PrimitiveSet.POINTS : shape.getShapeType() == GeoShape.ShapeType.TYPE_LINE ? osg.PrimitiveSet.LINE_STRIP : osg.PrimitiveSet.LINE_LOOP; #endif #if TODO for (int pi = 0; pi < shape.getPartCount(); pi++) { int part_ptr = vert_ptr; GeoPointList points = shape.getPart(pi); for (int vi = 0; vi < points.Count; vi++) { verts.Add(points[vi]); vert_ptr++; colors.Add(color); } geom.addPrimitiveSet(new osg.DrawArrays(prim_type, part_ptr, vert_ptr - part_ptr)); } // tessellate all polygon geometries. Tessellating each geometry separately // with TESS_TYPE_GEOMETRY is much faster than doing the whole bunch together // using TESS_TYPE_DRAWABLE. if (needs_tessellation) { osgUtil.Tessellator tess; tess.setTessellationType(osgUtil.Tessellator.TESS_TYPE_GEOMETRY); tess.setWindingType(osgUtil.Tessellator.TESS_WINDING_POSITIVE); tess.retessellatePolygons(*geom); applyOverlayTexturing(geom, input, env); } generateNormals(geom); frag.addDrawable(geom); } frag.addAttributes(input.getAttributes()); applyFragmentName(frag, input, env); output.Add(frag); return(output); #endif throw new NotImplementedException(); }
public override FragmentList process(Feature input, FilterEnv env) { FragmentList output; // LIMITATION: this filter assumes all feature's shapes are the same // shape type! TODO: sort into bins of shape type and create a separate // geometry for each. Then merge the geometries. bool needs_tessellation = false; Fragment frag = new Fragment(); GeoShapeList shapes = input.getShapes(); #if TODO // if we're in batch mode, the color was resolved in the other process() function. // otherwise we still need to resolve it. Vector4D color = getColorForFeature(input, env); #endif #if TODO foreach (GeoShape s in shapes) { GeoShape shape = s; if (shape.getShapeType() == GeoShape.ShapeType.TYPE_POLYGON) { needs_tessellation = true; } osg.Geometry geom = new osg.Geometry(); // TODO: pre-total points and pre-allocate these arrays: osg.Vec3Array verts = new osg.Vec3Array(); geom.setVertexArray(verts); uint vert_ptr = 0; // per-vertex coloring takes more memory than per-primitive-set coloring, // but it renders faster. osg.Vec4Array colors = new osg.Vec4Array(); geom.setColorArray(colors); geom.setColorBinding(osg.Geometry.BIND_PER_VERTEX); //osg.Vec3Array* normals = new osg.Vec3Array(); //geom.setNormalArray( normals ); //geom.setNormalBinding( osg.Geometry.BIND_OVERALL ); //normals.push_back( osg.Vec3( 0, 0, 1 ) ); Mogre.PixelFormat prim_type = shape.getShapeType() == GeoShape.ShapeType.TYPE_POINT ? osg.PrimitiveSet.POINTS : shape.getShapeType() == GeoShape.ShapeType.TYPE_LINE ? osg.PrimitiveSet.LINE_STRIP : osg.PrimitiveSet.LINE_LOOP; #endif #if TODO for (int pi = 0; pi < shape.getPartCount(); pi++) { int part_ptr = vert_ptr; GeoPointList points = shape.getPart(pi); for (int vi = 0; vi < points.Count; vi++) { verts.Add(points[vi]); vert_ptr++; colors.Add(color); } geom.addPrimitiveSet(new osg.DrawArrays(prim_type, part_ptr, vert_ptr - part_ptr)); } // tessellate all polygon geometries. Tessellating each geometry separately // with TESS_TYPE_GEOMETRY is much faster than doing the whole bunch together // using TESS_TYPE_DRAWABLE. if (needs_tessellation) { osgUtil.Tessellator tess; tess.setTessellationType(osgUtil.Tessellator.TESS_TYPE_GEOMETRY); tess.setWindingType(osgUtil.Tessellator.TESS_WINDING_POSITIVE); tess.retessellatePolygons(*geom); applyOverlayTexturing(geom, input, env); } generateNormals(geom); frag.addDrawable(geom); } frag.addAttributes(input.getAttributes()); applyFragmentName(frag, input, env); output.Add(frag); return output; #endif throw new NotImplementedException(); }