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