3 * Copyright (C) 2008 Stuart Buchanan
5 * This program is free software; you can redistribute it and/or
6 * modify it under the terms of the GNU General Public License as
7 * published by the Free Software Foundation; either version 2 of the
8 * License, or (at your option) any later version.
10 * This program is distributed in the hope that it will be useful, but
11 * WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 * General Public License for more details.
15 * You should have received a copy of the GNU General Public License
16 * along with this program; if not, write to the Free Software
17 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
22 #include <osgDB/Registry>
23 #include <osgDB/Input>
24 #include <osgDB/ParameterOutput>
26 #include "CloudShaderGeometry.hxx"
28 #include <simgear/props/props.hxx>
31 using namespace osgDB;
35 void CloudShaderGeometry::drawImplementation(RenderInfo& renderInfo) const
37 if (!_cloudsprites.size()) return;
39 osg::State& state = *renderInfo.getState();
41 // If the cloud is already sorted, then it is likely to still be sorted.
42 // Therefore we can avoid re-sorting it for a period. If it is still
43 // sorted after that period, then we can wait for a longer period before
44 // checking again. In this way, only clouds that are changing regularly
47 skip_info->skip_count = (skip_info->skip_count + 1) % skip_info->skip_limit;
49 if (skip_info->skip_count == 0)
51 osg::Matrix vm = state.getModelViewMatrix();
54 // Transform the viewing direction, represented by the eye space vector (0,0,-1, 0), into model-space
55 // (here we simply take the opposite direction and reverse the ordering when sorting)
56 osg::Vec3f view_dir(vm(0, 2), vm(1, 2), vm(2, 2)); // Caveat: OpenSceneGraph matrices are transposed!
58 float p = view_dir*_cloudsprites[0]->position.osg();
59 // Do a single iteration of a bubble sort, sorting
61 for(int i = 0; i < _cloudsprites.size() - 1; i++)
63 float q = view_dir*_cloudsprites[i+1]->position.osg();
65 CloudSprite c = *_cloudsprites[i];
66 *_cloudsprites[i] = *_cloudsprites[i+1];
67 *_cloudsprites[i+1] = c;
77 // This cloud is sorted, so no need to re-sort.
78 // Maximum of every 128 frames (2 - 4 seconds)
79 skip_info->skip_limit = skip_info->skip_limit * 2;
80 if (skip_info->skip_limit > 128)
82 skip_info->skip_limit = 128;
87 // This cloud is unsorted, so we need to sort next frame
88 skip_info->skip_limit = 1;
92 const Extensions* extensions = getExtensions(state.getContextID(),true);
94 for(CloudSpriteList::const_iterator t = _cloudsprites.begin(); t != _cloudsprites.end(); ++t)
96 extensions->glVertexAttrib1f(TEXTURE_INDEX_X, (GLfloat) (*t)->texture_index_x/varieties_x);
97 extensions->glVertexAttrib1f(TEXTURE_INDEX_Y, (GLfloat) (*t)->texture_index_y/varieties_y);
98 extensions->glVertexAttrib1f(WIDTH, (GLfloat) (*t)->width);
99 extensions->glVertexAttrib1f(HEIGHT, (GLfloat) (*t)->height);
100 extensions->glVertexAttrib1f(SHADE, (GLfloat) (*t)->shade);
101 extensions->glVertexAttrib1f(CLOUD_HEIGHT, (GLfloat) (*t)->cloud_height);
102 glColor4f((*t)->position.x(), (*t)->position.y(), (*t)->position.z(), 1.0);
103 _geometry->draw(renderInfo);
107 BoundingBox CloudShaderGeometry::computeBound() const
109 BoundingBox geom_box = _geometry->getBound();
111 for(CloudSpriteList::const_iterator itr = _cloudsprites.begin();
112 itr != _cloudsprites.end();
114 bb.expandBy(geom_box.corner(0)*(*itr)->width +
115 osg::Vec3( (*itr)->position.x(), (*itr)->position.y(), (*itr)->position.z() ));
116 bb.expandBy(geom_box.corner(7)*(*itr)->height +
117 osg::Vec3( (*itr)->position.x(), (*itr)->position.y(), (*itr)->position.z() ));
122 bool CloudShaderGeometry_readLocalData(Object& obj, Input& fr)
124 bool iteratorAdvanced = false;
126 CloudShaderGeometry& geom = static_cast<CloudShaderGeometry&>(obj);
128 if ((fr[0].matchWord("geometry"))) {
130 iteratorAdvanced = true;
131 osg::Drawable* drawable = fr.readDrawable();
133 geom._geometry = drawable;
136 if ((fr.matchSequence("instances %i"))) {
137 int entry = fr[0].getNoNestedBrackets();
139 fr[1].getInt(capacity);
140 geom._cloudsprites.reserve(capacity);
142 iteratorAdvanced = true;
144 while (!fr.eof() && fr[0].getNoNestedBrackets() > entry) {
148 if (fr[0].getFloat(v.x()) && fr[1].getFloat(v.y())
149 && fr[2].getFloat(v.z()) && fr[3].getInt(tx) && fr[4].getInt(ty) &&
150 fr[5].getFloat(w) && fr[6].getFloat(h)&& fr[7].getFloat(s) && fr[8].getFloat(ch)) {
152 //SGVec3f* v = new SGVec3f(v.x(), v.y(), v.z());
153 geom._cloudsprites.push_back(new CloudShaderGeometry::CloudSprite(v, tx, ty, w, h,s,ch));
159 return iteratorAdvanced;
162 bool CloudShaderGeometry_writeLocalData(const Object& obj, Output& fw)
164 const CloudShaderGeometry& geom = static_cast<const CloudShaderGeometry&>(obj);
166 fw.indent() << "geometry" << std::endl;
167 fw.writeObject(*geom._geometry);
168 fw.indent() << "instances " << geom._cloudsprites.size() << std::endl;
169 fw.indent() << "{" << std::endl;
171 for (CloudShaderGeometry::CloudSpriteList::const_iterator itr
172 = geom._cloudsprites.begin();
173 itr != geom._cloudsprites.end();
175 fw.indent() << (*itr)->position.x() << " " << (*itr)->position.y() << " "
176 << (*itr)->position.z() << " " << (*itr)->texture_index_x << " "
177 << (*itr)->texture_index_y << " " << (*itr)->width << " "
178 << (*itr)->height << " " << (*itr)->shade
179 << (*itr)->cloud_height << " "<< std::endl;
182 fw.indent() << "}" << std::endl;
187 osgDB::RegisterDotOsgWrapperProxy cloudShaderGeometryProxy
189 new CloudShaderGeometry,
190 "CloudShaderGeometry",
191 "Object Drawable CloudShaderGeometry",
192 &CloudShaderGeometry_readLocalData,
193 &CloudShaderGeometry_writeLocalData