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