1 // Billboard helper class
3 // Written by Harald JOHNSEN, started April 2005.
5 // Copyright (C) 2005 Harald JOHNSEN - hjohnsen@evc.net
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.
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.
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, 59 Temple Place, Suite 330, Boston, MA 02111-1307, USA
24 # include <simgear_config.h>
27 #include <simgear/compiler.h>
31 #include <simgear/screen/extensions.hxx>
32 #include <simgear/screen/RenderTexture.h>
35 #include "bbcache.hxx"
40 size 1 tex 8 tex 32 tex 64 tex
41 64x64x4 16k 128k 512k 1Mo
42 128x128x4 64k 512k 2Mo 4Mo
43 256x256x4 256k 2Mo 8Mo 16Mo
46 void SGBbCache::freeTextureMemory(void) {
49 for(int i = 0 ; i < bbListCount ; i++) {
51 glDeleteTextures(1, & bbList[i].texID);
60 bool SGBbCache::allocTextureMemory(int cacheCount, int textureDimension) {
61 textureWH = textureDimension;
62 bbListCount = cacheCount;
63 bbList = new bbInfo[bbListCount];
64 for(int i = 0 ; i < bbListCount ; i++) {
67 glGenTextures(1, &bbList[i].texID);
68 glBindTexture(GL_TEXTURE_2D, bbList[i].texID);
69 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8,
70 textureDimension, textureDimension, 0, GL_RGB, GL_FLOAT, NULL);
72 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
73 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
74 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
75 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
77 glBindTexture(GL_TEXTURE_2D, 0);
78 cacheSizeKb = (textureDimension * textureDimension * 4);
79 cacheSizeKb *= cacheCount;
83 glViewport(0, 0, textureDimension, textureDimension);
89 SGBbCache::SGBbCache(void) :
97 maxImpostorRegenFrame(20)
101 SGBbCache::~SGBbCache(void) {
108 void SGBbCache::init(int cacheCount) {
110 rt = new RenderTexture();
111 // don't use default rtt on nvidia/win because of poor performance of glCopyTexSubImage2D
112 // wihtout default pattrib params - see opengl forum
113 rt->Reset("rgba tex2D ctt");
114 // rt->Reset("rgba tex2D");
115 if( rt->Initialize(256, 256, true) ) {
117 if (rt->BeginCapture())
119 glViewport(0, 0, 256, 256);
120 glMatrixMode(GL_PROJECTION);
122 gluPerspective(60.0, 1, 1, 5.0);
123 glMatrixMode(GL_MODELVIEW);
125 glDisable(GL_LIGHTING);
126 glEnable(GL_COLOR_MATERIAL);
127 glDisable(GL_CULL_FACE);
129 glDisable(GL_DEPTH_TEST);
130 glClearColor(0.0, 0.0, 0.0, 0.0);
131 glEnable(GL_TEXTURE_2D);
132 glEnable(GL_ALPHA_TEST);
133 glAlphaFunc(GL_GREATER, 0.0f);
136 glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA );
142 allocTextureMemory( cacheCount, 64 );
147 bool SGBbCache::setCacheSize(int count, int textureDimension) {
148 if( count < 0 || count > 500)
154 // only allow some reasonable dimensions
155 switch(textureDimension) {
158 textureDimension = 256;
165 // rt is 256 so higher texture size has no meaning
166 textureDimension = 256;
169 textureDimension = 128;
172 return allocTextureMemory( count, textureDimension);
176 bool SGBbCache::setCacheSize(int sizeKb) {
177 if( sizeKb < 0 || sizeKb > 256*1024)
183 int textureDimension = 256;
184 if( sizeKb >= 8*1024 ) {
185 // more than 32 256x256 textures
186 textureDimension = 256;
187 } else if( sizeKb >= 2*1024 ) {
188 // more than 32 128x128 textures
189 textureDimension = 128;
191 // don't go under 64x64 textures
192 textureDimension = 64;
194 count = (sizeKb * 1024) / (textureDimension * textureDimension * 4);
197 return allocTextureMemory( count, textureDimension);
200 int SGBbCache::queryCacheSize(void) {
204 void SGBbCache::free(int bbId, int cldId) {
205 if( bbId < 0 || bbId >= bbListCount )
207 if( bbList[bbId].cldID != cldId )
209 bbList[bbId].cldID = 0;
212 int SGBbCache::alloc(int cldId) {
213 // pretend we have no more texture if render to texture is not available
216 for(int i = 0 ; i < bbListCount ; i++) {
217 if( (bbList[i].cldID == 0) && (bbList[i].texID != 0) ) {
218 bbList[i].cldID = cldId;
219 bbList[i].angleX = -999;
220 bbList[i].angleY = -999;
221 bbList[i].frameUsed = 0;
228 GLuint SGBbCache::QueryTexID(int cldId, int bbId) {
229 if( bbId < 0 || bbId >= bbListCount )
231 if( bbList[bbId].cldID != cldId )
233 return bbList[bbId].texID;
236 int SGBbCache::queryImpostorAge(int bbId) {
237 if( bbId < 0 || bbId >= bbListCount )
239 return frameNumber - bbList[bbId].frame;
242 void SGBbCache::beginCapture(void) {
246 glClear(GL_COLOR_BUFFER_BIT);
252 void SGBbCache::setRadius(float radius, float dist_center) {
254 //set viewport to texture resolution
255 //glViewport(0, 0, 256, 256);
256 glMatrixMode(GL_PROJECTION);
259 float near_ = dist_center - radius;
260 float far_ = dist_center + radius;
263 glFrustum(-1, 1, -1, 1, 1, 1 + radius * 2);
265 border = (near_ * radius) / sqrt(dist_center * dist_center - radius * radius);
266 glFrustum(-border, border, -border, border, near_, far_);
268 glMatrixMode(GL_MODELVIEW);
271 void SGBbCache::setTextureData(int bbId) {
272 if( bbId < 0 || bbId >= bbListCount )
275 glBindTexture(GL_TEXTURE_2D, bbList[bbId].texID);
276 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, textureWH, textureWH);
278 // bbList[bbId].angleX = angleX;
279 // bbList[bbId].angleY = angleY;
280 bbList[bbId].frame = frameNumber;
281 bbList[bbId].frameUsed = frameNumber;
286 void SGBbCache::endCapture(void) {
289 // glBindTexture(GL_TEXTURE_2D, rt->GetTextureID() );
294 bool SGBbCache::isBbValid( int cldId, int bbId, float angleY, float angleX) {
295 if( bbId < 0 || bbId >= bbListCount )
297 if( bbList[bbId].cldID != cldId )
300 // it was just allocated
301 if( bbList[bbId].frameUsed == 0)
304 // we reuse old impostor to speed up things
305 if( builtBBframe >= maxImpostorRegenFrame )
308 if( fabs(angleY - bbList[bbId].angleY) >= 4.0 )
311 if( fabs(angleX - bbList[bbId].angleX) >= 4.0 )
314 bbList[bbId].frameUsed = frameNumber;
318 // TODO:this is not the right way to handle that
319 void SGBbCache::setReference( int cldId, int bbId, float angleY, float angleX) {
320 if( bbId < 0 || bbId >= bbListCount )
322 if( bbList[bbId].cldID != cldId )
324 bbList[bbId].angleX = angleX;
325 bbList[bbId].angleY = angleY;
328 void SGBbCache::startNewFrame(void) {
330 // TOTO:find reasonable value
331 int minFrameNumber = frameNumber - 500;
333 // cleanup of unused enties
334 for( int bbId = 0 ; bbId < bbListCount ; bbId++)
335 if( (bbList[bbId].cldID != 0) && (bbList[bbId].frameUsed < minFrameNumber) ) {
337 bbList[bbId].cldID = 0;