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Fix a memory leak in random buildings.
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1 // mat.cxx -- class to handle material properties
2 //
3 // Written by Curtis Olson, started May 1998.
4 //
5 // Copyright (C) 1998 - 2000  Curtis L. Olson  - http://www.flightgear.org/~curt
6 //
7 // This program is free software; you can redistribute it and/or
8 // modify it under the terms of the GNU General Public License as
9 // published by the Free Software Foundation; either version 2 of the
10 // License, or (at your option) any later version.
11 //
12 // This program is distributed in the hope that it will be useful, but
13 // WITHOUT ANY WARRANTY; without even the implied warranty of
14 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
15 // General Public License for more details.
16 //
17 // You should have received a copy of the GNU General Public License
18 // along with this program; if not, write to the Free Software
19 // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
20 //
21 // $Id$
22
23
24 #ifdef HAVE_CONFIG_H
25 #  include <simgear_config.h>
26 #endif
27
28 #include <simgear/compiler.h>
29
30 #include <string.h>
31 #include <map>
32 #include <vector>
33 #include <string>
34
35 #include <boost/foreach.hpp>
36 #include "mat.hxx"
37
38 #include <osg/CullFace>
39 #include <osg/Material>
40 #include <osg/ShadeModel>
41 #include <osg/StateSet>
42 #include <osg/TexEnv>
43 #include <osg/Texture>
44 #include <osg/Texture2D>
45 #include <osgDB/ReaderWriter>
46 #include <osgDB/ReadFile>
47 #include <osgDB/Registry>
48 #include <osgDB/FileUtils>
49
50 #include <simgear/debug/logstream.hxx>
51 #include <simgear/misc/sg_path.hxx>
52 #include <simgear/misc/sgstream.hxx>
53 #include <simgear/scene/util/SGReaderWriterOptions.hxx>
54 #include <simgear/props/props_io.hxx>
55 #include <simgear/props/vectorPropTemplates.hxx>
56 #include <simgear/scene/model/model.hxx>
57 #include <simgear/scene/util/RenderConstants.hxx>
58 #include <simgear/scene/util/StateAttributeFactory.hxx>
59
60 #include "Effect.hxx"
61 #include "Technique.hxx"
62 #include "Pass.hxx"
63
64 using std::map;
65 using std::string;
66 using namespace simgear;
67
68 \f
69 ////////////////////////////////////////////////////////////////////////
70 // Constructors and destructor.
71 ////////////////////////////////////////////////////////////////////////
72
73 SGMaterial::_internal_state::_internal_state(Effect *e, bool l,
74                                              const SGReaderWriterOptions* o)
75     : effect(e), effect_realized(l), options(o)
76 {
77 }
78
79 SGMaterial::_internal_state::_internal_state(Effect *e, const string &t, bool l, 
80                                              const SGReaderWriterOptions* o)
81     : effect(e), effect_realized(l), options(o)
82 {
83     texture_paths.push_back(std::make_pair(t,0));
84 }
85
86 void SGMaterial::_internal_state::add_texture(const std::string &t, int i)
87 {
88     texture_paths.push_back(std::make_pair(t,i));
89 }
90
91 SGMaterial::SGMaterial( const SGReaderWriterOptions* options,
92                         const SGPropertyNode *props,
93                         SGPropertyNode *prop_root )
94 {
95     init();
96     read_properties( options, props, prop_root );
97     buildEffectProperties(options);
98 }
99
100 SGMaterial::SGMaterial( const osgDB::Options* options,
101                         const SGPropertyNode *props, 
102                         SGPropertyNode *prop_root)
103 {
104     osg::ref_ptr<SGReaderWriterOptions> opt;
105     opt = SGReaderWriterOptions::copyOrCreate(options);
106     init();
107     read_properties(opt.get(), props, prop_root);
108     buildEffectProperties(opt.get());
109 }
110
111 SGMaterial::~SGMaterial (void)
112 {
113 }
114
115 \f
116 ////////////////////////////////////////////////////////////////////////
117 // Public methods.
118 ////////////////////////////////////////////////////////////////////////
119
120 void
121 SGMaterial::read_properties(const SGReaderWriterOptions* options,
122                             const SGPropertyNode *props,
123                             SGPropertyNode *prop_root)
124 {
125     std::vector<bool> dds;
126     std::vector<SGPropertyNode_ptr> textures = props->getChildren("texture");
127     for (unsigned int i = 0; i < textures.size(); i++)
128     {
129         string tname = textures[i]->getStringValue();
130
131         if (tname.empty()) {
132             tname = "unknown.rgb";
133         }
134
135         SGPath tpath("Textures.high");
136         tpath.append(tname);
137         string fullTexPath = SGModelLib::findDataFile(tpath.str(), options);
138         if (fullTexPath.empty()) {
139             tpath.set("Textures");
140             tpath.append(tname);
141             fullTexPath = SGModelLib::findDataFile(tpath.str(), options);
142             if (fullTexPath.empty()) {
143                 SG_LOG(SG_GENERAL, SG_ALERT, "Cannot find texture \""
144                         << tname << "\" in Textures or Textures.high folders.");
145             }
146         }
147
148         if (tpath.lower_extension() == "dds") {
149             dds.push_back(true);
150         } else {
151             dds.push_back(false);
152         }
153
154         if (!fullTexPath.empty() ) {
155             _internal_state st( NULL, fullTexPath, false, options );
156             _status.push_back( st );
157         }
158     }
159
160     std::vector<SGPropertyNode_ptr> texturesets = props->getChildren("texture-set");
161     for (unsigned int i = 0; i < texturesets.size(); i++)
162     {
163         _internal_state st( NULL, false, options );
164         std::vector<SGPropertyNode_ptr> textures = texturesets[i]->getChildren("texture");
165         for (unsigned int j = 0; j < textures.size(); j++)
166         {
167             string tname = textures[j]->getStringValue();
168             if (tname.empty()) {
169                 tname = "unknown.rgb";
170             }
171
172             SGPath tpath("Textures.high");
173             tpath.append(tname);
174             string fullTexPath = SGModelLib::findDataFile(tpath.str(), options);
175             if (fullTexPath.empty()) {
176                 tpath.set("Textures");
177                 tpath.append(tname);
178                 fullTexPath = SGModelLib::findDataFile(tpath.str(), options);
179                 if (fullTexPath.empty() ) {
180                     SG_LOG(SG_GENERAL, SG_ALERT, "Cannot find texture \""
181                             << tname << "\" in Textures or Textures.high folders.");
182                 }
183             }
184
185             if (j == 0) {
186                 if (tpath.lower_extension() == "dds") {
187                     dds.push_back(true);
188                 } else {
189                     dds.push_back(false);
190                 }
191             }
192
193             st.add_texture(fullTexPath, textures[j]->getIndex());
194         }
195
196         if (!st.texture_paths.empty() ) {
197             _status.push_back( st );
198         }
199     }
200
201     if (textures.size() == 0 && texturesets.size() == 0) {
202         SGPath tpath("Textures");
203         tpath.append("Terrain");
204         tpath.append("unknown.rgb");
205         _internal_state st( NULL, tpath.str(), true, options );
206         _status.push_back( st );
207     }
208     
209     std::vector<SGPropertyNode_ptr> masks = props->getChildren("object-mask");
210     for (unsigned int i = 0; i < masks.size(); i++)
211     {
212         string omname = masks[i]->getStringValue();
213
214         if (! omname.empty()) {
215             SGPath ompath("Textures.high");
216             ompath.append(omname);
217             string fullMaskPath = SGModelLib::findDataFile(ompath.str(), options);
218
219             if (fullMaskPath.empty()) {
220                 ompath.set("Textures");
221                 ompath.append(omname);
222                 fullMaskPath = SGModelLib::findDataFile(ompath.str(), options);
223             }
224
225             if (fullMaskPath.empty()) {
226                 SG_LOG(SG_GENERAL, SG_ALERT, "Cannot find texture \""
227                         << omname << "\" in Textures or Textures.high folders.");
228             }
229             else
230             {
231                 osg::Image* image = osgDB::readImageFile(fullMaskPath, options);
232                 if (image && image->valid())
233                 {
234                     osg::Texture2D* object_mask = new osg::Texture2D;
235
236                     bool dds_mask = (ompath.lower_extension() == "dds");
237
238                     if (dds[i] != dds_mask) {
239                         // Texture format does not match mask format. This is relevant for
240                         // the object mask, as DDS textures have an origin at the bottom
241                         // left rather than top left, therefore we flip the object mask
242                         // vertically.
243                         image->flipVertical();
244                     }
245
246                     object_mask->setImage(image);
247
248                     // We force the filtering to be nearest, as the red channel (rotation)
249                     // in particular, doesn't make sense to be interpolated between pixels.
250                     object_mask->setFilter(osg::Texture::MIN_FILTER, osg::Texture::NEAREST);
251                     object_mask->setFilter(osg::Texture::MAG_FILTER, osg::Texture::NEAREST);
252
253                     object_mask->setDataVariance(osg::Object::STATIC);
254                     object_mask->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
255                     object_mask->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
256                     _masks.push_back(object_mask);
257                 }
258             }
259         }
260     }
261
262     xsize = props->getDoubleValue("xsize", 0.0);
263     ysize = props->getDoubleValue("ysize", 0.0);
264     wrapu = props->getBoolValue("wrapu", true);
265     wrapv = props->getBoolValue("wrapv", true);
266     mipmap = props->getBoolValue("mipmap", true);
267     light_coverage = props->getDoubleValue("light-coverage", 0.0);
268     
269     // Building properties
270     building_coverage = props->getDoubleValue("building-coverage", 0.0);
271     building_spacing = props->getDoubleValue("building-spacing-m", 5.0);
272     
273     string bt = props->getStringValue("building-texture", "Textures/buildings.png");
274     building_texture = SGModelLib::findDataFile(bt, options);    
275     
276     if (building_texture.empty()) {
277         SG_LOG(SG_GENERAL, SG_ALERT, "Cannot find texture \"" << bt);
278     }
279     
280     bt = props->getStringValue("building-lightmap", "Textures/buildings-lightmap.png");
281     building_lightmap = SGModelLib::findDataFile(bt, options);    
282     
283     if (building_lightmap.empty()) {
284         SG_LOG(SG_GENERAL, SG_ALERT, "Cannot find texture \"" << bt);
285     }    
286             
287     building_small_ratio = props->getDoubleValue("building-small-ratio", 0.8);
288     building_medium_ratio = props->getDoubleValue("building-medium-ratio", 0.15);
289     building_large_ratio =  props->getDoubleValue("building-large-ratio", 0.05);
290     
291     building_small_pitch =  props->getDoubleValue("building-small-pitch", 0.8);
292     building_medium_pitch =  props->getDoubleValue("building-medium-pitch", 0.2);
293     building_large_pitch =  props->getDoubleValue("building-large-pitch", 0.1);
294
295     building_small_min_floors = props->getIntValue("building-small-min-floors", 1);
296     building_small_max_floors = props->getIntValue("building-small-max-floors", 3);
297     building_medium_min_floors = props->getIntValue("building-medium-min-floors", 3);
298     building_medium_max_floors = props->getIntValue("building-medium-max-floors", 8);
299     building_large_min_floors = props->getIntValue("building-large-min-floors", 5);
300     building_large_max_floors = props->getIntValue("building-large-max-floors", 20);
301     
302     building_small_min_width = props->getFloatValue("building-small-min-width-m", 15.0);
303     building_small_max_width = props->getFloatValue("building-small-max-width-m", 60.0);
304     building_small_min_depth = props->getFloatValue("building-small-min-depth-m", 10.0);
305     building_small_max_depth = props->getFloatValue("building-small-max-depth-m", 20.0);
306     
307     building_medium_min_width = props->getFloatValue("building-medium-min-width-m", 25.0);
308     building_medium_max_width = props->getFloatValue("building-medium-max-width-m", 50.0);
309     building_medium_min_depth = props->getFloatValue("building-medium-min-depth-m", 20.0);
310     building_medium_max_depth = props->getFloatValue("building-medium-max-depth-m", 50.0);
311     
312     building_large_min_width = props->getFloatValue("building-large-min-width-m", 50.0);
313     building_large_max_width = props->getFloatValue("building-large-max-width-m", 75.0);
314     building_large_min_depth = props->getFloatValue("building-large-min-depth-m", 50.0);
315     building_large_max_depth = props->getFloatValue("building-large-max-depth-m", 75.0);
316         
317     // Random vegetation properties
318     wood_coverage = props->getDoubleValue("wood-coverage", 0.0);
319     tree_height = props->getDoubleValue("tree-height-m", 0.0);
320     tree_width = props->getDoubleValue("tree-width-m", 0.0);
321     tree_range = props->getDoubleValue("tree-range-m", 0.0);
322     tree_varieties = props->getIntValue("tree-varieties", 1);
323
324     const SGPropertyNode* treeTexNode = props->getChild("tree-texture");
325     
326     if (treeTexNode) {
327         string treeTexPath = props->getStringValue("tree-texture");
328
329         if (! treeTexPath.empty()) {
330             SGPath treePath("Textures.high");
331             treePath.append(treeTexPath);
332             tree_texture = SGModelLib::findDataFile(treePath.str(), options);
333
334             if (tree_texture.empty()) {
335                 treePath.set("Textures");
336                 treePath.append(treeTexPath);
337                 tree_texture = SGModelLib::findDataFile(treePath.str(), options);
338             }
339         }
340     }
341
342     // surface values for use with ground reactions
343     solid = props->getBoolValue("solid", true);
344     friction_factor = props->getDoubleValue("friction-factor", 1.0);
345     rolling_friction = props->getDoubleValue("rolling-friction", 0.02);
346     bumpiness = props->getDoubleValue("bumpiness", 0.0);
347     load_resistance = props->getDoubleValue("load-resistance", 1e30);
348
349     // Taken from default values as used in ac3d
350     ambient[0] = props->getDoubleValue("ambient/r", 0.2);
351     ambient[1] = props->getDoubleValue("ambient/g", 0.2);
352     ambient[2] = props->getDoubleValue("ambient/b", 0.2);
353     ambient[3] = props->getDoubleValue("ambient/a", 1.0);
354
355     diffuse[0] = props->getDoubleValue("diffuse/r", 0.8);
356     diffuse[1] = props->getDoubleValue("diffuse/g", 0.8);
357     diffuse[2] = props->getDoubleValue("diffuse/b", 0.8);
358     diffuse[3] = props->getDoubleValue("diffuse/a", 1.0);
359
360     specular[0] = props->getDoubleValue("specular/r", 0.0);
361     specular[1] = props->getDoubleValue("specular/g", 0.0);
362     specular[2] = props->getDoubleValue("specular/b", 0.0);
363     specular[3] = props->getDoubleValue("specular/a", 1.0);
364
365     emission[0] = props->getDoubleValue("emissive/r", 0.0);
366     emission[1] = props->getDoubleValue("emissive/g", 0.0);
367     emission[2] = props->getDoubleValue("emissive/b", 0.0);
368     emission[3] = props->getDoubleValue("emissive/a", 1.0);
369
370     shininess = props->getDoubleValue("shininess", 1.0);
371
372     if (props->hasChild("effect"))
373         effect = props->getStringValue("effect");
374
375     std::vector<SGPropertyNode_ptr> object_group_nodes =
376             ((SGPropertyNode *)props)->getChildren("object-group");
377     for (unsigned int i = 0; i < object_group_nodes.size(); i++)
378         object_groups.push_back(new SGMatModelGroup(object_group_nodes[i]));
379
380     // read glyph table for taxi-/runway-signs
381     std::vector<SGPropertyNode_ptr> glyph_nodes = props->getChildren("glyph");
382     for (unsigned int i = 0; i < glyph_nodes.size(); i++) {
383         const char *name = glyph_nodes[i]->getStringValue("name");
384         if (name)
385             glyphs[name] = new SGMaterialGlyph(glyph_nodes[i]);
386     }
387
388     // Read conditions node
389     const SGPropertyNode *conditionNode = props->getChild("condition");
390     if (conditionNode) {
391         condition = sgReadCondition(prop_root, conditionNode);
392     }
393 }
394
395
396 \f
397 ////////////////////////////////////////////////////////////////////////
398 // Private methods.
399 ////////////////////////////////////////////////////////////////////////
400
401 void 
402 SGMaterial::init ()
403 {
404     _status.clear();
405     xsize = 0;
406     ysize = 0;
407     wrapu = true;
408     wrapv = true;
409
410     mipmap = true;
411     light_coverage = 0.0;
412     building_coverage = 0.0;
413
414     solid = true;
415     friction_factor = 1;
416     rolling_friction = 0.02;
417     bumpiness = 0;
418     load_resistance = 1e30;
419
420     shininess = 1.0;
421     for (int i = 0; i < 4; i++) {
422         ambient[i]  = (i < 3) ? 0.2 : 1.0;
423         specular[i] = (i < 3) ? 0.0 : 1.0;
424         diffuse[i]  = (i < 3) ? 0.8 : 1.0;
425         emission[i] = (i < 3) ? 0.0 : 1.0;
426     }
427     effect = "Effects/terrain-default";
428 }
429
430 Effect* SGMaterial::get_effect(int i)
431 {    
432     if(!_status[i].effect_realized) {
433         if (!_status[i].effect.valid())
434             return 0;
435         _status[i].effect->realizeTechniques(_status[i].options.get());
436         _status[i].effect_realized = true;
437     }
438     return _status[i].effect.get();
439 }
440
441 Effect* SGMaterial::get_effect(SGTexturedTriangleBin triangleBin)
442 {
443     if (_status.size() == 0) {
444         SG_LOG( SG_GENERAL, SG_WARN, "No effect available.");
445         return 0;
446     }
447     
448     int i = triangleBin.getTextureIndex() % _status.size();
449     return get_effect(i);
450 }
451
452 Effect* SGMaterial::get_effect()
453 {
454     return get_effect(0);
455 }
456
457
458 osg::Texture2D* SGMaterial::get_object_mask(SGTexturedTriangleBin triangleBin)
459 {
460     if (_status.size() == 0) {
461         SG_LOG( SG_GENERAL, SG_WARN, "No mask available.");
462         return 0;
463     }
464     
465     // Note that the object mask is closely linked to the texture/effect
466     // so we index based on the texture index, 
467     unsigned int i = triangleBin.getTextureIndex() % _status.size();
468     if (i < _masks.size()) {
469         return _masks[i];
470     } else {
471         return 0;
472     }
473 }
474
475 void SGMaterial::buildEffectProperties(const SGReaderWriterOptions* options)
476 {
477     using namespace osg;
478     ref_ptr<SGMaterialUserData> user = new SGMaterialUserData(this);
479     SGPropertyNode_ptr propRoot = new SGPropertyNode();
480     makeChild(propRoot, "inherits-from")->setStringValue(effect);
481     SGPropertyNode* paramProp = makeChild(propRoot, "parameters");
482     SGPropertyNode* materialProp = makeChild(paramProp, "material");
483     makeChild(materialProp, "ambient")->setValue(SGVec4d(ambient));
484     makeChild(materialProp, "diffuse")->setValue(SGVec4d(diffuse));
485     makeChild(materialProp, "specular")->setValue(SGVec4d(specular));
486     makeChild(materialProp, "emissive")->setValue(SGVec4d(emission));
487     makeChild(materialProp, "shininess")->setFloatValue(shininess);
488     if (ambient[3] < 1 || diffuse[3] < 1 ||
489         specular[3] < 1 || emission[3] < 1) {
490         makeChild(paramProp, "transparent")->setBoolValue(true);
491         SGPropertyNode* binProp = makeChild(paramProp, "render-bin");
492         makeChild(binProp, "bin-number")->setIntValue(TRANSPARENT_BIN);
493         makeChild(binProp, "bin-name")->setStringValue("DepthSortedBin");
494     }
495     BOOST_FOREACH(_internal_state& matState, _status)
496     {
497         SGPropertyNode_ptr effectProp = new SGPropertyNode();
498         copyProperties(propRoot, effectProp);
499         SGPropertyNode* effectParamProp = effectProp->getChild("parameters", 0);
500         for (unsigned int i = 0; i < matState.texture_paths.size(); i++) {
501             SGPropertyNode* texProp = makeChild(effectParamProp, "texture", matState.texture_paths[i].second);
502             makeChild(texProp, "image")->setStringValue(matState.texture_paths[i].first);
503             makeChild(texProp, "filter")
504                 ->setStringValue(mipmap ? "linear-mipmap-linear" : "nearest");
505             makeChild(texProp, "wrap-s")
506                 ->setStringValue(wrapu ? "repeat" : "clamp");
507             makeChild(texProp, "wrap-t")
508                 ->setStringValue(wrapv ? "repeat" : "clamp");
509         }
510         makeChild(effectParamProp, "xsize")->setDoubleValue(xsize);
511         makeChild(effectParamProp, "ysize")->setDoubleValue(ysize);
512         makeChild(effectParamProp, "scale")->setValue(SGVec3d(xsize,ysize,0.0));
513         makeChild(effectParamProp, "light-coverage")->setDoubleValue(light_coverage);
514
515         matState.effect = makeEffect(effectProp, false, options);
516         if (matState.effect.valid())
517             matState.effect->setUserData(user.get());
518     }
519 }
520
521 SGMaterialGlyph* SGMaterial::get_glyph (const string& name) const
522 {
523     map<string, SGSharedPtr<SGMaterialGlyph> >::const_iterator it;
524     it = glyphs.find(name);
525     if (it == glyphs.end())
526         return 0;
527
528     return it->second;
529 }
530
531 \f
532 ////////////////////////////////////////////////////////////////////////
533 // SGMaterialGlyph.
534 ////////////////////////////////////////////////////////////////////////
535
536 SGMaterialGlyph::SGMaterialGlyph(SGPropertyNode *p) :
537     _left(p->getDoubleValue("left", 0.0)),
538     _right(p->getDoubleValue("right", 1.0))
539 {
540 }
541
542 void
543 SGSetTextureFilter( int max) {
544     SGSceneFeatures::instance()->setTextureFilter( max);
545 }
546
547 int
548 SGGetTextureFilter() {
549     return SGSceneFeatures::instance()->getTextureFilter();
550 }