#include <simgear/scene/util/StateAttributeFactory.hxx>
#include <simgear/structure/OSGUtils.hxx>
-#include "Noise.hxx"
-
namespace simgear
{
using namespace std;
options);
}
catch (BuilderException& e) {
- SG_LOG(SG_INPUT, SG_ALERT, e.getFormattedMessage() << ", "
+ SG_LOG(SG_INPUT, SG_DEBUG, e.getFormattedMessage() << ", "
<< "maybe the reader did not set the filename attribute, "
<< "using white for type '" << type << "' on '" << pass->getName() << "', in " << prop->getPath() );
texture = StateAttributeFactory::instance()->getWhiteTexture();
Texture* build(Effect* effect, Pass* pass, const SGPropertyNode*,
const SGReaderWriterOptions* options);
protected:
- typedef map<TexTuple, ref_ptr<T> > TexMap;
+ typedef map<TexTuple, observer_ptr<T> > TexMap;
TexMap texMap;
const string _type;
};
{
TexTuple attrs = makeTexTuple(effect, props, options, _type);
typename TexMap::iterator itr = texMap.find(attrs);
- if (itr != texMap.end())
- return itr->second.get();
- T* tex = new T;
+
+ ref_ptr<T> tex;
+ if ((itr != texMap.end())&&
+ (itr->second.lock(tex)))
+ {
+ return tex.release();
+ }
+
+ tex = new T;
setAttrs(attrs, tex, options);
- texMap.insert(make_pair(attrs, tex));
- return tex;
+ if (itr == texMap.end())
+ texMap.insert(make_pair(attrs, tex));
+ else
+ itr->second = tex; // update existing, but empty observer
+ return tex.release();
}
new TransparentTextureBuilder);
}
-osg::Image* make3DNoiseImage(int texSize)
-{
- osg::Image* image = new osg::Image;
- image->setImage(texSize, texSize, texSize,
- 4, GL_RGBA, GL_UNSIGNED_BYTE,
- new unsigned char[4 * texSize * texSize * texSize],
- osg::Image::USE_NEW_DELETE);
-
- const int startFrequency = 4;
- const int numOctaves = 4;
-
- int f, i, j, k, inc;
- double ni[3];
- double inci, incj, inck;
- int frequency = startFrequency;
- GLubyte *ptr;
- double amp = 0.5;
-
- SG_LOG(SG_INPUT, SG_INFO, "creating 3D noise texture... ");
-
- for (f = 0, inc = 0; f < numOctaves; ++f, frequency *= 2, ++inc, amp *= 0.5)
- {
- SetNoiseFrequency(frequency);
- ptr = image->data();
- ni[0] = ni[1] = ni[2] = 0;
-
- inci = 1.0 / (texSize / frequency);
- for (i = 0; i < texSize; ++i, ni[0] += inci)
- {
- incj = 1.0 / (texSize / frequency);
- for (j = 0; j < texSize; ++j, ni[1] += incj)
- {
- inck = 1.0 / (texSize / frequency);
- for (k = 0; k < texSize; ++k, ni[2] += inck, ptr += 4)
- {
- *(ptr+inc) = (GLubyte) (((noise3(ni) + 1.0) * amp) * 128.0);
- }
- }
- }
- }
-
- SG_LOG(SG_INPUT, SG_INFO, "creating 3D noise textures complete!");
- return image;
-}
-
class NoiseBuilder : public TextureBuilder
{
public:
"size");
if (sizeProp)
texSize = sizeProp->getValue<int>();
- NoiseMap::iterator itr = _noises.find(texSize);
- if (itr != _noises.end())
- return itr->second.get();
- Texture3D* noiseTexture = new osg::Texture3D;
- noiseTexture->setFilter(osg::Texture3D::MIN_FILTER, osg::Texture3D::LINEAR);
- noiseTexture->setFilter(osg::Texture3D::MAG_FILTER, osg::Texture3D::LINEAR);
- noiseTexture->setWrap(osg::Texture3D::WRAP_S, osg::Texture3D::REPEAT);
- noiseTexture->setWrap(osg::Texture3D::WRAP_T, osg::Texture3D::REPEAT);
- noiseTexture->setWrap(osg::Texture3D::WRAP_R, osg::Texture3D::REPEAT);
- noiseTexture->setImage( make3DNoiseImage(texSize) );
- _noises.insert(make_pair(texSize, noiseTexture));
- return noiseTexture;
+
+ return StateAttributeFactory::instance()->getNoiseTexture(texSize);
}
namespace
TextureBuilder::Registrar installDepthBuffer("depth-buffer", new GBufferBuilder(Effect::DEPTH_BUFFER));
TextureBuilder::Registrar installNormalBuffer("normal-buffer", new GBufferBuilder(Effect::NORMAL_BUFFER));
TextureBuilder::Registrar installDiffuseBuffer("diffuse-buffer", new GBufferBuilder(Effect::DIFFUSE_BUFFER));
- TextureBuilder::Registrar installSpecularBuffer("specular-buffer", new GBufferBuilder(Effect::SPECULAR_BUFFER));
- TextureBuilder::Registrar installEmissionBuffer("emission-buffer", new GBufferBuilder(Effect::EMISSION_BUFFER));
+ TextureBuilder::Registrar installSpecularBuffer("spec-emis-buffer", new GBufferBuilder(Effect::SPEC_EMIS_BUFFER));
TextureBuilder::Registrar installLightingBuffer("lighting-buffer", new GBufferBuilder(Effect::LIGHTING_BUFFER));
+ TextureBuilder::Registrar installMiddleBloomBuffer("middle-bloom-buffer", new GBufferBuilder(Effect::MIDDLE_BLOOM_BUFFER));
+ TextureBuilder::Registrar installBloomBuffer("bloom-buffer", new GBufferBuilder(Effect::BLOOM_BUFFER));
+ TextureBuilder::Registrar installAoBuffer("ao-buffer", new GBufferBuilder(Effect::AO_BUFFER));
+ TextureBuilder::Registrar installShadowBuffer("shadow-buffer", new GBufferBuilder(Effect::SHADOW_BUFFER));
}
}