1 // mat.hxx -- a material in the scene graph.
2 // TODO: this class needs to be renamed.
4 // Written by Curtis Olson, started May 1998.
5 // Overhauled by David Megginson, December 2001
7 // Copyright (C) 1998 - 2000 Curtis L. Olson - http://www.flightgear.org/~curt
9 // This program is free software; you can redistribute it and/or
10 // modify it under the terms of the GNU General Public License as
11 // published by the Free Software Foundation; either version 2 of the
12 // License, or (at your option) any later version.
14 // This program is distributed in the hope that it will be useful, but
15 // WITHOUT ANY WARRANTY; without even the implied warranty of
16 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 // General Public License for more details.
19 // You should have received a copy of the GNU General Public License
20 // along with this program; if not, write to the Free Software
21 // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
30 # error This library requires C++
33 #include <simgear/compiler.h>
35 #include <string> // Standard C++ string library
39 #include <simgear/math/SGMath.hxx>
41 #include <simgear/scene/tgdb/SGTexturedTriangleBin.hxx>
43 #include <osg/ref_ptr>
44 #include <osg/Texture2D>
51 #include <simgear/scene/util/SGReaderWriterOptions.hxx>
52 #include <simgear/props/props.hxx>
53 #include <simgear/structure/SGSharedPtr.hxx>
54 #include <simgear/scene/util/SGSceneFeatures.hxx>
55 #include <simgear/props/condition.hxx>
57 #include "matmodel.hxx"
62 void reload_shaders();
65 class SGMaterialGlyph;
68 * A material in the scene graph.
70 * A material represents information about a single surface type
71 * in the 3D scene graph, including texture, colour, lighting,
72 * tiling, and so on; most of the materials in FlightGear are
73 * defined in the $FG_ROOT/materials.xml file, and can be changed
76 class SGMaterial : public SGReferenced {
81 ////////////////////////////////////////////////////////////////////
82 // Public Constructors.
83 ////////////////////////////////////////////////////////////////////
86 * Construct a material from a set of properties.
88 * @param props A property node containing subnodes with the
89 * state information for the material. This node is usually
90 * loaded from the $FG_ROOT/materials.xml file.
92 SGMaterial( const osgDB::Options*,
93 const SGPropertyNode *props,
94 SGPropertyNode *prop_root);
96 SGMaterial(const simgear::SGReaderWriterOptions*,
97 const SGPropertyNode *props,
98 SGPropertyNode *prop_root);
106 ////////////////////////////////////////////////////////////////////
108 ////////////////////////////////////////////////////////////////////
111 * Get the textured state.
113 simgear::Effect* get_effect(SGTexturedTriangleBin triangleBin);
114 simgear::Effect* get_effect();
117 * Get the textured state.
119 osg::Texture2D* get_object_mask(SGTexturedTriangleBin triangleBin);
123 * Get the number of textures assigned to this material.
125 inline int get_num() const { return _status.size(); }
129 * Get the xsize of the texture, in meters.
131 inline double get_xsize() const { return xsize; }
135 * Get the ysize of the texture, in meters.
137 inline double get_ysize() const { return ysize; }
141 * Get the light coverage.
143 * A smaller number means more generated night lighting.
145 * @return The area (m^2) covered by each light.
147 inline double get_light_coverage () const { return light_coverage; }
150 * Get the building coverage.
152 * A smaller number means more generated buildings.
154 * @return The area (m^2) covered by each light.
156 inline double get_building_coverage () const { return building_coverage; }
159 * Get the building spacing.
161 * This is the minimum spacing between buildings
163 * @return The minimum distance between buildings
165 inline double get_building_spacing () const { return building_spacing; }
168 * Get the building texture.
170 * This is the texture used for auto-generated buildings.
172 * @return The texture for auto-generated buildings.
174 inline std::string get_building_texture () const { return building_texture; }
176 // Ratio of the 3 random building sizes
177 inline double get_building_small_fraction () const { return building_small_ratio / (building_small_ratio + building_medium_ratio + building_large_ratio); }
178 inline double get_building_medium_fraction () const { return building_medium_ratio / (building_small_ratio + building_medium_ratio + building_large_ratio); }
179 inline double get_building_large_fraction () const { return building_large_ratio / (building_small_ratio + building_medium_ratio + building_large_ratio); }
181 // Proportion of buildings with pitched roofs
182 inline double get_building_small_pitch () const { return building_small_pitch; }
183 inline double get_building_medium_pitch () const { return building_medium_pitch; }
184 inline double get_building_large_pitch () const { return building_large_pitch; }
186 // Min/Max number of floors for each size
187 inline int get_building_small_min_floors () const { return building_small_min_floors; }
188 inline int get_building_small_max_floors () const { return building_small_max_floors; }
189 inline int get_building_medium_min_floors () const { return building_medium_min_floors; }
190 inline int get_building_medium_max_floors () const { return building_medium_max_floors; }
191 inline int get_building_large_min_floors () const { return building_large_min_floors; }
192 inline int get_building_large_max_floors () const { return building_large_max_floors; }
194 // Minimum width and depth for each size
195 inline double get_building_small_min_width () const { return building_small_min_width; }
196 inline double get_building_small_max_width () const { return building_small_max_width; }
197 inline double get_building_small_min_depth () const { return building_small_min_depth; }
198 inline double get_building_small_max_depth () const { return building_small_max_depth; }
200 inline double get_building_medium_min_width () const { return building_medium_min_width; }
201 inline double get_building_medium_max_width () const { return building_medium_max_width; }
202 inline double get_building_medium_min_depth () const { return building_medium_min_depth; }
203 inline double get_building_medium_max_depth () const { return building_medium_max_depth; }
205 inline double get_building_large_min_width () const { return building_large_min_width; }
206 inline double get_building_large_max_width () const { return building_large_max_width; }
207 inline double get_building_large_min_depth () const { return building_large_min_depth; }
208 inline double get_building_large_max_depth () const { return building_large_max_depth; }
211 * Get the wood coverage.
213 * A smaller number means more generated woods within the forest.
215 * @return The area (m^2) covered by each wood.
217 inline double get_wood_coverage () const { return wood_coverage; }
220 * Get the tree height.
222 * @return The average height of the trees.
224 inline double get_tree_height () const { return tree_height; }
227 * Get the tree width.
229 * @return The average width of the trees.
231 inline double get_tree_width () const { return tree_width; }
234 * Get the forest LoD range.
236 * @return The LoD range for the trees.
238 inline double get_tree_range () const { return tree_range; }
241 * Get the number of tree varieties available
243 * @return the number of different trees defined in the texture strip
245 inline int get_tree_varieties () const { return tree_varieties; }
248 * Get the texture strip to use for trees
250 * @return the texture to use for trees.
252 inline std::string get_tree_texture () const { return tree_texture; }
255 * Return if the surface material is solid, if it is not solid, a fluid
256 * can be assumed, that is usually water.
258 bool get_solid () const { return solid; }
261 * Get the friction factor for that material
263 double get_friction_factor () const { return friction_factor; }
266 * Get the rolling friction for that material
268 double get_rolling_friction () const { return rolling_friction; }
271 * Get the bumpines for that material
273 double get_bumpiness () const { return bumpiness; }
276 * Get the load resistance
278 double get_load_resistance () const { return load_resistance; }
281 * Get the list of names for this material
283 const std::vector<std::string>& get_names() const { return _names; }
286 * add the given name to the list of names this material is known
288 void add_name(const std::string& name) { _names.push_back(name); }
291 * Get the number of randomly-placed objects defined for this material.
293 int get_object_group_count () const { return object_groups.size(); }
296 * Get a randomly-placed object for this material.
298 SGMatModelGroup * get_object_group (int index) const {
299 return object_groups[index];
303 * Evaluate whether this material is valid given the current global
308 return condition->test();
315 * Return pointer to glyph class, or 0 if it doesn't exist.
317 SGMaterialGlyph * get_glyph (const std::string& name) const;
319 void set_light_color(const SGVec4f& color)
320 { emission = color; }
321 const SGVec4f& get_light_color() const
324 SGVec2f get_tex_coord_scale() const
326 float tex_width = get_xsize();
327 float tex_height = get_ysize();
329 return SGVec2f((0 < tex_width) ? 1000.0f/tex_width : 1.0f,
330 (0 < tex_height) ? 1000.0f/tex_height : 1.0f);
336 ////////////////////////////////////////////////////////////////////
337 // Protected methods.
338 ////////////////////////////////////////////////////////////////////
341 * Initialization method, invoked by all public constructors.
347 struct _internal_state {
348 _internal_state(simgear::Effect *e, bool l,
349 const simgear::SGReaderWriterOptions *o);
350 _internal_state(simgear::Effect *e, const std::string &t, bool l,
351 const simgear::SGReaderWriterOptions *o);
352 void add_texture(const std::string &t, int i);
353 osg::ref_ptr<simgear::Effect> effect;
354 std::vector<std::pair<std::string,int> > texture_paths;
355 bool effect_realized;
356 osg::ref_ptr<const simgear::SGReaderWriterOptions> options;
362 ////////////////////////////////////////////////////////////////////
364 ////////////////////////////////////////////////////////////////////
367 std::vector<_internal_state> _status;
378 // coverage of night lighting.
379 double light_coverage;
381 // coverage of buildings
382 double building_coverage;
385 double building_spacing;
388 std::string building_texture;
390 // Ratio of the 3 random building sizes
391 double building_small_ratio;
392 double building_medium_ratio;
393 double building_large_ratio;
395 // Proportion of buildings with pitched roofs
396 double building_small_pitch;
397 double building_medium_pitch;
398 double building_large_pitch;
400 // Min/Max number of floors for each size
401 int building_small_min_floors;
402 int building_small_max_floors;
403 int building_medium_min_floors;
404 int building_medium_max_floors;
405 int building_large_min_floors;
406 int building_large_max_floors;
408 // Minimum width and depth for each size
409 double building_small_min_width;
410 double building_small_max_width;
411 double building_small_min_depth;
412 double building_small_max_depth;
414 double building_medium_min_width;
415 double building_medium_max_width;
416 double building_medium_min_depth;
417 double building_medium_max_depth;
419 double building_large_min_width;
420 double building_large_max_width;
421 double building_large_min_depth;
422 double building_large_max_depth;
425 double wood_coverage;
427 // Range at which trees become visible
430 // Height of the tree
436 // Number of varieties of tree texture
439 // True if the material is solid, false if it is a fluid
442 // the friction factor of that surface material
443 double friction_factor;
445 // the rolling friction of that surface material
446 double rolling_friction;
448 // the bumpiness of that surface material
451 // the load resistance of that surface material
452 double load_resistance;
454 // material properties
455 SGVec4f ambient, diffuse, specular, emission;
458 // effect for this material
461 // the list of names for this material. May be empty.
462 std::vector<std::string> _names;
464 std::vector<SGSharedPtr<SGMatModelGroup> > object_groups;
466 // taxiway-/runway-sign texture elements
467 std::map<std::string, SGSharedPtr<SGMaterialGlyph> > glyphs;
469 // Tree texture, typically a strip of applicable tree textures
470 std::string tree_texture;
472 // Object mask, a simple RGB texture used as a mask when placing
473 // random vegetation, objects and buildings
474 std::vector<osg::Texture2D*> _masks;
476 // Condition, indicating when this material is active
477 SGSharedPtr<const SGCondition> condition;
479 ////////////////////////////////////////////////////////////////////
480 // Internal constructors and methods.
481 ////////////////////////////////////////////////////////////////////
483 void read_properties(const simgear::SGReaderWriterOptions* options,
484 const SGPropertyNode *props,
485 SGPropertyNode *prop_root);
486 void buildEffectProperties(const simgear::SGReaderWriterOptions* options);
487 simgear::Effect* get_effect(int i);
491 class SGMaterialGlyph : public SGReferenced {
493 SGMaterialGlyph(SGPropertyNode *);
494 inline double get_left() const { return _left; }
495 inline double get_right() const { return _right; }
496 inline double get_width() const { return _right - _left; }
503 class SGMaterialUserData : public osg::Referenced {
505 SGMaterialUserData(const SGMaterial* material) :
508 const SGMaterial* getMaterial() const
509 { return mMaterial; }
511 // this cannot be an SGSharedPtr since that would create a cicrular reference
512 // making it impossible to ever free the space needed by SGMaterial
513 const SGMaterial* mMaterial;
517 SGSetTextureFilter( int max);
520 SGGetTextureFilter();
522 #endif // _SG_MAT_HXX