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hla: Provide a directly property based api for property data element.
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1 /* -*-c++-*-
2  *
3  * Copyright (C) 2008 Stuart Buchanan
4  *
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.
9  *
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.
14  *
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,
18  * MA 02110-1301, USA.
19  *
20  */
21
22 #ifdef HAVE_CONFIG_H
23 #  include <simgear_config.h>
24 #endif
25
26 #include <algorithm>
27 #include <vector>
28 #include <string>
29 #include <map>
30
31 #include <boost/tuple/tuple_comparison.hpp>
32
33 #include <osg/Geode>
34 #include <osg/Geometry>
35 #include <osg/Math>
36 #include <osg/MatrixTransform>
37 #include <osg/Matrix>
38
39 #include <osgDB/ReadFile>
40 #include <osgDB/FileUtils>
41
42 #include <simgear/debug/logstream.hxx>
43 #include <simgear/math/sg_random.h>
44 #include <simgear/misc/sg_path.hxx>
45 #include <simgear/scene/material/Effect.hxx>
46 #include <simgear/scene/material/EffectGeode.hxx>
47 #include <simgear/props/props.hxx>
48 #include <simgear/scene/util/QuadTreeBuilder.hxx>
49 #include <simgear/scene/util/RenderConstants.hxx>
50 #include <simgear/scene/util/StateAttributeFactory.hxx>
51 #include <simgear/structure/OSGUtils.hxx>
52
53 #include "ShaderGeometry.hxx"
54 #include "TreeBin.hxx"
55
56 #define SG_TREE_QUAD_TREE_DEPTH 3
57 #define SG_TREE_FADE_OUT_LEVELS 10
58
59 using namespace osg;
60
61 namespace simgear
62 {
63
64 // Tree instance scheme:
65 // vertex - local position of quad vertex.
66 // normal - x y scaling, z number of varieties
67 // fog coord - rotation
68 // color - xyz of tree quad origin, replicated 4 times.
69 //
70 // The tree quad is rendered twice, with different rotations, to
71 // create the crossed tree geometry.
72
73 struct TreesBoundingBoxCallback : public Drawable::ComputeBoundingBoxCallback
74 {
75     TreesBoundingBoxCallback() {}
76     TreesBoundingBoxCallback(const TreesBoundingBoxCallback&, const CopyOp&) {}
77     META_Object(simgear, TreesBoundingBoxCallback);
78     virtual BoundingBox computeBound(const Drawable&) const;
79 };
80
81 BoundingBox
82 TreesBoundingBoxCallback::computeBound(const Drawable& drawable) const
83 {
84     BoundingBox bb;
85     const Geometry* geom = static_cast<const Geometry*>(&drawable);
86     const Vec3Array* v = static_cast<const Vec3Array*>(geom->getVertexArray());
87     const Vec3Array* pos = static_cast<const Vec3Array*>(geom->getColorArray());
88     const Vec3Array* params
89         = static_cast<const Vec3Array*>(geom->getNormalArray());
90     const FloatArray* rot
91         = static_cast<const FloatArray*>(geom->getFogCoordArray());
92     float w = (*params)[0].x();
93     float h = (*params)[0].y();
94     Geometry::PrimitiveSetList primSets = geom->getPrimitiveSetList();
95     FloatArray::const_iterator rotitr = rot->begin();
96     for (Geometry::PrimitiveSetList::const_iterator psitr = primSets.begin(),
97              psend = primSets.end();
98          psitr != psend;
99          ++psitr, ++rotitr) {
100         Matrixd trnsfrm = (Matrixd::scale(w, w, h)
101                            * Matrixd::rotate(*rotitr, Vec3(0.0f, 0.0f, 1.0f)));
102         DrawArrays* da = static_cast<DrawArrays*>(psitr->get());
103         GLint psFirst = da->getFirst();
104         GLint psEndVert = psFirst + da->getCount();
105         for (GLint i = psFirst;i < psEndVert; ++i) {
106             Vec3 pt = (*v)[i];
107             pt = pt * trnsfrm;
108             pt += (*pos)[i];
109             bb.expandBy(pt);
110         }
111     }
112     return bb;
113 }
114
115 Geometry* makeSharedTreeGeometry(int numQuads)
116 {
117     // generate a repeatable random seed
118     mt seed;
119     mt_init(&seed, unsigned(123));
120     // set up the coords
121     osg::Vec3Array* v = new osg::Vec3Array;
122     osg::Vec2Array* t = new osg::Vec2Array;
123     v->reserve(numQuads * 4);
124     t->reserve(numQuads * 4);
125     for (int i = 0; i < numQuads; ++i) {
126         // Apply a random scaling factor and texture index.
127         float h = (mt_rand(&seed) + mt_rand(&seed)) / 2.0f + 0.5f;
128         float cw = h * .5;
129         v->push_back(Vec3(0.0f, -cw, 0.0f));
130         v->push_back(Vec3(0.0f, cw, 0.0f));
131         v->push_back(Vec3(0.0f, cw, h));
132         v->push_back(Vec3(0.0f,-cw, h));
133         // The texture coordinate range is not the entire coordinate
134         // space, as the texture has a number of different trees on
135         // it. Here we assign random coordinates and let the shader
136         // choose the variety.
137         float variety = mt_rand(&seed);
138         t->push_back(Vec2(variety, 0.0f));
139         t->push_back(Vec2(variety + 1.0f, 0.0f));
140         t->push_back(Vec2(variety + 1.0f, 1.0f));
141         t->push_back(Vec2(variety, 1.0f));
142     }
143     Geometry* result = new Geometry;
144     result->setVertexArray(v);
145     result->setTexCoordArray(0, t);
146     result->setComputeBoundingBoxCallback(new TreesBoundingBoxCallback);
147     result->setUseDisplayList(false);
148     return result;
149 }
150
151 ref_ptr<Geometry> sharedTreeGeometry;
152
153 Geometry* createTreeGeometry(float width, float height, int varieties)
154 {
155     if (!sharedTreeGeometry)
156         sharedTreeGeometry = makeSharedTreeGeometry(1600);
157     Geometry* quadGeom = simgear::clone(sharedTreeGeometry.get(),
158                                         CopyOp::SHALLOW_COPY);
159     Vec3Array* params = new Vec3Array;
160     params->push_back(Vec3(width, height, (float)varieties));
161     quadGeom->setNormalArray(params);
162     quadGeom->setNormalBinding(Geometry::BIND_OVERALL);
163     // Positions
164     quadGeom->setColorArray(new Vec3Array);
165     quadGeom->setColorBinding(Geometry::BIND_PER_VERTEX);
166     FloatArray* rotation = new FloatArray(2);
167     (*rotation)[0] = 0.0;
168     (*rotation)[1] = PI_2;
169     quadGeom->setFogCoordArray(rotation);
170     quadGeom->setFogCoordBinding(Geometry::BIND_PER_PRIMITIVE_SET);
171     // The primitive sets render the same geometry, but the second
172     // will rotated 90 degrees by the vertex shader, which uses the
173     // fog coordinate as a rotation.
174     for (int i = 0; i < 2; ++i)
175         quadGeom->addPrimitiveSet(new DrawArrays(PrimitiveSet::QUADS));
176     return quadGeom;
177 }
178
179 EffectGeode* createTreeGeode(float width, float height, int varieties)
180 {
181     EffectGeode* result = new EffectGeode;
182     result->addDrawable(createTreeGeometry(width, height, varieties));
183     return result;
184 }
185
186 void addTreeToLeafGeode(Geode* geode, const SGVec3f& p)
187 {
188     Vec3 pos = toOsg(p);
189     unsigned int numDrawables = geode->getNumDrawables();
190     Geometry* geom
191         = static_cast<Geometry*>(geode->getDrawable(numDrawables - 1));
192     Vec3Array* posArray = static_cast<Vec3Array*>(geom->getColorArray());
193     if (posArray->size()
194         >= static_cast<Vec3Array*>(geom->getVertexArray())->size()) {
195         Vec3Array* paramsArray
196             = static_cast<Vec3Array*>(geom->getNormalArray());
197         Vec3 params = (*paramsArray)[0];
198         geom = createTreeGeometry(params.x(), params.y(), params.z());
199         posArray = static_cast<Vec3Array*>(geom->getColorArray());
200         geode->addDrawable(geom);
201     }
202     posArray->insert(posArray->end(), 4, pos);
203     size_t numVerts = posArray->size();
204     for (int i = 0; i < 2; ++i) {
205         DrawArrays* primSet
206             = static_cast<DrawArrays*>(geom->getPrimitiveSet(i));
207         primSet->setCount(numVerts);
208     }
209 }
210
211 typedef std::map<std::string, osg::ref_ptr<Effect> > EffectMap;
212
213 static EffectMap treeEffectMap;
214
215 // Helper classes for creating the quad tree
216 namespace
217 {
218 struct MakeTreesLeaf
219 {
220     MakeTreesLeaf(float range, int varieties, float width, float height,
221         Effect* effect) :
222         _range(range),  _varieties(varieties),
223         _width(width), _height(height), _effect(effect) {}
224
225     MakeTreesLeaf(const MakeTreesLeaf& rhs) :
226         _range(rhs._range),
227         _varieties(rhs._varieties), _width(rhs._width), _height(rhs._height),
228         _effect(rhs._effect)
229     {}
230
231     LOD* operator() () const
232     {
233         LOD* result = new LOD;
234         
235         // Create a series of LOD nodes so trees cover decreases slightly
236         // gradually with distance from _range to 2*_range
237         for (float i = 0.0; i < SG_TREE_FADE_OUT_LEVELS; i++)
238         {        
239             EffectGeode* geode = createTreeGeode(_width, _height, _varieties);
240             geode->setEffect(_effect.get());
241             result->addChild(geode, 0, _range * (1.0 + i / (SG_TREE_FADE_OUT_LEVELS - 1.0)));
242         }
243         return result;
244     }
245     float _range;
246     int _varieties;
247     float _width;
248     float _height;
249     ref_ptr<Effect> _effect;
250 };
251
252 struct AddTreesLeafObject
253 {
254     void operator() (LOD* lod, const TreeBin::Tree& tree) const
255     {
256         Geode* geode = static_cast<Geode*>(lod->getChild(rand() % SG_TREE_FADE_OUT_LEVELS));
257         addTreeToLeafGeode(geode, tree.position);
258     }
259 };
260
261 struct GetTreeCoord
262 {
263     Vec3 operator() (const TreeBin::Tree& tree) const
264     {
265         return toOsg(tree.position);
266     }
267 };
268
269 typedef QuadTreeBuilder<LOD*, TreeBin::Tree, MakeTreesLeaf, AddTreesLeafObject,
270                         GetTreeCoord> ShaderGeometryQuadtree;
271 }
272
273 struct TreeTransformer
274 {
275     TreeTransformer(Matrix& mat_) : mat(mat_) {}
276     TreeBin::Tree operator()(const TreeBin::Tree& tree) const
277     {
278         Vec3 pos = toOsg(tree.position);
279         return TreeBin::Tree(toSG(pos * mat));
280     }
281     Matrix mat;
282 };
283
284 // This actually returns a MatrixTransform node. If we rotate the whole
285 // forest into the local Z-up coordinate system we can reuse the
286 // primitive tree geometry for all the forests of the same type.
287
288 osg::Group* createForest(SGTreeBinList& forestList, const osg::Matrix& transform)
289 {
290     Matrix transInv = Matrix::inverse(transform);
291     static Matrix ident;
292     // Set up some shared structures.
293     ref_ptr<Group> group;
294     MatrixTransform* mt = new MatrixTransform(transform);
295
296     SGTreeBinList::iterator i;
297
298     for (i = forestList.begin(); i != forestList.end(); ++i) {
299         TreeBin* forest = *i;
300       
301         Effect* effect = 0;
302         EffectMap::iterator iter = treeEffectMap.find(forest->texture);
303         if (iter == treeEffectMap.end()) {
304             SGPropertyNode_ptr effectProp = new SGPropertyNode;
305             makeChild(effectProp, "inherits-from")->setStringValue("Effects/tree");
306             SGPropertyNode* params = makeChild(effectProp, "parameters");
307             // emphasize n = 0
308             params->getChild("texture", 0, true)->getChild("image", 0, true)
309                 ->setStringValue(forest->texture);
310             effect = makeEffect(effectProp, true);
311             treeEffectMap.insert(EffectMap::value_type(forest->texture, effect));
312         } else {
313             effect = iter->second.get();
314         }
315         
316         // Now, create a quadtree for the forest.
317         ShaderGeometryQuadtree
318             quadtree(GetTreeCoord(), AddTreesLeafObject(),
319                      SG_TREE_QUAD_TREE_DEPTH,
320                      MakeTreesLeaf(forest->range, forest->texture_varieties,
321                                    forest->width, forest->height, effect));
322         // Transform tree positions from the "geocentric" positions we
323         // get from the scenery polys into the local Z-up coordinate
324         // system.
325         std::vector<TreeBin::Tree> rotatedTrees;
326         rotatedTrees.reserve(forest->_trees.size());
327         std::transform(forest->_trees.begin(), forest->_trees.end(),
328                        std::back_inserter(rotatedTrees),
329                        TreeTransformer(transInv));
330         quadtree.buildQuadTree(rotatedTrees.begin(), rotatedTrees.end());
331         group = quadtree.getRoot();
332
333         for (size_t i = 0; i < group->getNumChildren(); ++i)
334             mt->addChild(group->getChild(i));
335     }
336     
337     return mt;
338 }
339
340 }