]> git.mxchange.org Git - simgear.git/blob - simgear/scene/tgdb/TreeBin.cxx
Merge branch 'topic/yontree' into next
[simgear.git] / simgear / scene / tgdb / TreeBin.cxx
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 #include <algorithm>
23 #include <string>
24 #include <map>
25
26 #include <osg/AlphaFunc>
27 #include <osg/Billboard>
28 #include <osg/BlendFunc>
29 #include <osg/Geode>
30 #include <osg/Geometry>
31 #include <osg/Material>
32 #include <osg/Math>
33 #include <osg/MatrixTransform>
34 #include <osg/Matrix>
35 #include <osg/StateSet>
36 #include <osg/Texture2D>
37 #include <osg/TexEnv>
38
39 #include <osgDB/ReadFile>
40 #include <osgDB/FileUtils>
41
42 #include <simgear/misc/sg_path.hxx>
43 #include <simgear/scene/util/QuadTreeBuilder.hxx>
44 #include <simgear/scene/util/RenderConstants.hxx>
45 #include <simgear/scene/util/StateAttributeFactory.hxx>
46
47 #include "ShaderGeometry.hxx"
48 #include "TreeBin.hxx"
49
50 #define SG_TREE_QUAD_TREE_DEPTH 3
51
52 // Comments from Tim Moore:
53 // Some work remains for this code. Stuart's enhancement for multiple
54 // textures per forest should be integrated. We should try to use one
55 // ShaderGeometry for *all* the trees in the scene graph and do the
56 // rotation and scale with a MatrixTransform above the trees quad
57 // tree. The positions would of course have to be transformed by the
58 // inverse of that transform. Also, we should investigate whether it
59 // would be better to instantiate trees as polygons in a osg::Geometry
60 // object instead of using the ShaderGeometry instancing technique.
61
62 using namespace osg;
63
64 namespace simgear
65 {
66
67 osg::Geometry* createOrthQuads(float w, float h, int varieties, const osg::Matrix& rotate)
68 {
69
70     //const osg::Vec3& pos = osg::Vec3(0.0f,0.0f,0.0f),
71     // set up the coords
72     // Create front and back polygons so we don't need to screw around
73     // with two-sided lighting in the shader.
74     osg::Vec3Array& v = *(new osg::Vec3Array(8));
75     osg::Vec3Array& n = *(new osg::Vec3Array(8));
76     osg::Vec2Array& t = *(new osg::Vec2Array(8));
77     
78     float cw = w*0.5f;
79
80     v[0].set(0.0f,-cw,0.0f);
81     v[1].set(0.0f, cw,0.0f);
82     v[2].set(0.0f, cw,h);
83     v[3].set(0.0f,-cw,h);
84
85     v[4].set(-cw,0.0f,0.0f);
86     v[5].set( cw,0.0f,0.0f);
87     v[6].set( cw,0.0f,h);
88     v[7].set(-cw,0.0f,h);
89
90     // The texture coordinate range is not the
91     // entire coordinate space - as the texture
92     // has a number of different trees on it.
93     float tx = 1.0f/varieties;
94
95     t[0].set(0.0f,0.0f);
96     t[1].set(  tx,0.0f);
97     t[2].set(  tx,1.0f);
98     t[3].set(0.0f,1.0f);
99
100     t[4].set(0.0f,0.0f);
101     t[5].set(  tx,0.0f);
102     t[6].set(  tx,1.0f);
103     t[7].set(0.0f,1.0f);
104
105     // For now the normal is normal to the quad. If we want to get
106     // fancier and approximate a cylindrical tree or something, then
107     // we would really want more geometry.
108     std::fill(n.begin(), n.begin() + 4, Vec3f(1.0f, 0.0f, 0.0f));
109     std::fill(n.begin() + 4, n.end(), Vec3f(0.0f, -1.0f, 0.0f));
110     for (unsigned int i = 0; i < 8; i++) {
111         v[i] = v[i] * rotate;
112         // Should be the inverse transpose, but assume that rotate is
113         // orthonormal.
114         n[i] = n[i] * rotate;     
115     }
116
117     osg::Geometry *geom = new osg::Geometry;
118
119     geom->setVertexArray(&v);
120     geom->setTexCoordArray(0, &t);
121     geom->setNormalArray(&n);
122     geom->setNormalBinding(Geometry::BIND_PER_VERTEX);
123     // No color for now; that's used to pass the position.
124     geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,8));
125
126     return geom;
127 }
128
129  static char vertexShaderSource[] = 
130     "varying float fogFactor;\n"
131 #ifndef TSG_PACKED_ATTRIBUTES
132     "attribute float textureIndex;\n"
133 #endif
134     "\n"
135     "void main(void)\n"
136     "{\n"
137 #ifdef TSG_PACKED_ATTRIBUTES
138     "  gl_TexCoord[0] = gl_MultiTexCoord0;\n"
139 #else
140     "  gl_TexCoord[0] = gl_MultiTexCoord0 + vec4(textureIndex, 0.0, 0.0, 0.0);\n"
141 #endif
142     "  vec3 position = gl_Vertex.xyz * gl_Color.w + gl_Color.xyz;\n"
143     "  gl_Position   = gl_ModelViewProjectionMatrix * vec4(position,1.0);\n"
144     "  vec3 ecPosition = vec3(gl_ModelViewMatrix * vec4(position, 1.0));\n"
145     "  vec3 N = normalize(gl_NormalMatrix * gl_Normal);\n"
146     "  vec3 diffuse = gl_FrontMaterial.diffuse.rgb * max(0.0, dot(N, gl_LightSource[0].position.xyz));\n"
147     "  vec3 backDiffuse = gl_FrontMaterial.diffuse.rgb * max(0.0, dot(-N, gl_LightSource[0].position.xyz));\n"
148     " vec4 ambientColor = gl_FrontLightModelProduct.sceneColor + gl_LightSource[0].ambient * gl_FrontMaterial.ambient;\n"
149     " gl_FrontColor = ambientColor + gl_LightSource[0].diffuse * vec4(diffuse, 1.0);\n"
150     " gl_BackColor = ambientColor + gl_LightSource[0].diffuse * vec4(backDiffuse, 1.0)\n;"
151 //    "  gl_TexCoord[0] = gl_MultiTexCoord0;\n"
152     " float fogCoord = abs(ecPosition.z);\n"
153     "  fogFactor = exp( -gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);\n"
154     "  fogFactor = clamp(fogFactor, 0.0, 1.0);\n"
155     "}\n";
156
157 static char fragmentShaderSource[] = 
158     "uniform sampler2D baseTexture; \n"
159     "varying float fogFactor;\n"
160     "\n"
161     "void main(void) \n"
162     "{ \n"
163     "  vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);\n"
164     "  vec4 finalColor = base * gl_Color;\n"
165     "  gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor );\n"
166     "}\n";
167
168 typedef std::map<std::string, osg::ref_ptr<StateSet> > StateSetMap;
169
170 static StateSetMap treeTextureMap;
171
172 // Helper classes for creating the quad tree
173 namespace
174 {
175 struct MakeTreesLeaf
176 {
177     MakeTreesLeaf(float range, Geometry* geometry, int varieties) :
178         _range(range), _geometry(geometry), _varieties(varieties)
179     {}
180     MakeTreesLeaf(const MakeTreesLeaf& rhs) :
181         _range(rhs._range), _geometry(rhs._geometry), _varieties(rhs._varieties) {}
182     LOD* operator() () const
183     {
184         LOD* result = new LOD;
185         Geode* geode = new Geode;
186         ShaderGeometry* sg = new ShaderGeometry(_varieties);
187         sg->setGeometry(_geometry);
188         geode->addDrawable(sg);
189         result->addChild(geode, 0, _range);
190         return result;
191     }
192     float _range;
193     int _varieties;
194     Geometry* _geometry;
195 };
196
197 struct AddTreesLeafObject
198 {
199     void operator() (LOD* lod, const TreeBin::Tree& tree) const
200     {
201         Geode* geode = static_cast<Geode*>(lod->getChild(0));
202         ShaderGeometry* sg
203             = static_cast<ShaderGeometry*>(geode->getDrawable(0));
204         sg->addTree(tree);
205     }
206 };
207
208 struct GetTreeCoord
209 {
210     GetTreeCoord(const Matrix& transform) : _transform(transform) {}
211     GetTreeCoord(const GetTreeCoord& rhs) : _transform(rhs._transform) {}
212     Vec3 operator() (const TreeBin::Tree& tree) const
213     {
214         return tree.position.osg() * _transform;
215     }
216     Matrix _transform;
217 };
218
219 typedef QuadTreeBuilder<LOD*, TreeBin::Tree, MakeTreesLeaf, AddTreesLeafObject,
220                         GetTreeCoord> ShaderGeometryQuadtree;
221 }
222
223 osg::Group* createForest(TreeBin& forest, const osg::Matrix& transform)
224 {
225     // Set up some shared structures. 
226     osg::Geometry* shared_geometry = createOrthQuads(forest.width, 
227                                                      forest.height, 
228                                                      forest.texture_varieties,
229                                                      transform);
230
231     ref_ptr<Group> group;
232
233     osg::StateSet* stateset = 0;
234     StateSetMap::iterator iter = treeTextureMap.find(forest.texture);
235     if (iter == treeTextureMap.end()) {
236         osg::Texture2D *tex = new osg::Texture2D;
237         tex->setWrap( osg::Texture2D::WRAP_S, osg::Texture2D::CLAMP );
238         tex->setWrap( osg::Texture2D::WRAP_T, osg::Texture2D::CLAMP );
239         tex->setImage(osgDB::readImageFile(forest.texture));
240
241         static ref_ptr<AlphaFunc> alphaFunc;
242         static ref_ptr<Program> program;
243         static ref_ptr<Uniform> baseTextureSampler;
244         static ref_ptr<Material> material;
245     
246         stateset = new osg::StateSet;
247         stateset->setTextureAttributeAndModes(0, tex, osg::StateAttribute::ON );
248         stateset->setRenderBinDetails(RANDOM_OBJECTS_BIN, "DepthSortedBin");
249         if (!program.valid()) {
250             alphaFunc = new AlphaFunc;
251             alphaFunc->setFunction(AlphaFunc::GEQUAL,0.33f);
252             program  = new Program;
253             baseTextureSampler = new osg::Uniform("baseTexture", 0);
254             Shader* vertex_shader = new Shader(Shader::VERTEX, vertexShaderSource);
255             program->addShader(vertex_shader);
256 #ifndef TSG_PACKED_ATTRIBUTES
257             program->addBindAttribLocation("textureIndex", 1);
258 #endif
259
260             Shader* fragment_shader = new Shader(Shader::FRAGMENT,
261                                                  fragmentShaderSource);
262             program->addShader(fragment_shader);
263             material = new Material;
264             // DonĀ“t track vertex color
265             material->setColorMode(Material::OFF);
266             material->setAmbient(Material::FRONT_AND_BACK,
267                                  Vec4(.8f, .8f, .8f, 1.0f));
268             material->setDiffuse(Material::FRONT_AND_BACK,
269                                  Vec4(.2f, .2f, .2f, 1.0f));
270         }
271         stateset->setAttributeAndModes(alphaFunc.get());
272         stateset->setAttribute(program.get());
273         stateset->addUniform(baseTextureSampler.get());
274         stateset->setMode(GL_VERTEX_PROGRAM_TWO_SIDE, StateAttribute::ON);
275         stateset->setAttribute(material.get());
276
277         treeTextureMap.insert(StateSetMap::value_type(forest.texture,
278                                                       stateset));
279     } else {
280         stateset = iter->second.get();
281     }
282     // Now, create a quadtree for the forest.
283     {
284         ShaderGeometryQuadtree quadtree(GetTreeCoord(Matrix::inverse(transform)),
285                                         AddTreesLeafObject(),
286                                         SG_TREE_QUAD_TREE_DEPTH,
287                                         MakeTreesLeaf(forest.range,
288                                                       shared_geometry,
289                                                       forest.texture_varieties));
290         quadtree.buildQuadTree(forest._trees.begin(), forest._trees.end());
291         group = quadtree.getRoot();
292     }
293     group->setStateSet(stateset);
294     return group.release();    
295 }
296
297 }