# include <math.h>
#endif
+#include <osg/CullFace>
+#include <osg/Material>
+#include <osg/ShadeModel>
+#include <osg/TexEnv>
+#include <osg/Texture2D>
+#include <osgDB/ReadFile>
+
#include <simgear/debug/logstream.hxx>
#include <simgear/misc/sg_path.hxx>
#include <simgear/misc/sgstream.hxx>
-#include "mat.hxx"
+#include <simgear/scene/model/model.hxx>
-static map<string, ssgTexture *> _tex_cache;
-static map<string, ssgTexture *>::iterator _tex_cache_iter;
+#include "mat.hxx"
\f
////////////////////////////////////////////////////////////////////////
{
init();
read_properties( fg_root, props, season );
- build_ssg_state( false );
+ build_state( false );
}
SGMaterial::SGMaterial( const string &texpath )
_internal_state st( NULL, texpath, false );
_status.push_back( st );
- build_ssg_state( true );
+ build_state( true );
}
-SGMaterial::SGMaterial( ssgSimpleState *s )
+SGMaterial::SGMaterial( osg::StateSet *s )
{
init();
- set_ssg_state( s );
+ set_state( s );
}
SGMaterial::~SGMaterial (void)
{
string tname = textures[i]->getStringValue();
string otname = tname;
- if (season && strncmp(season, "summer", 6))
- {
- if (tname.substr(0,7) == "Terrain")
- tname.insert(7,"."+string(season));
- }
if (tname == "") {
tname = "unknown.rgb";
wrapv = props->getBoolValue("wrapv", true);
mipmap = props->getBoolValue("mipmap", true);
light_coverage = props->getDoubleValue("light-coverage", 0.0);
+ tree_coverage = props->getDoubleValue("tree-coverage", 0.0);
+ tree_height = props->getDoubleValue("tree-height-m", 0.0);
+ tree_width = props->getDoubleValue("tree-width-m", 0.0);
+ tree_range = props->getDoubleValue("tree-range-m", 0.0);
+ tree_varieties = props->getIntValue("tree-varieties", 1);
+
+ SGPath tpath( fg_root );
+ tpath.append(props->getStringValue("tree-texture"));
+ tree_texture = tpath.str();
// surface values for use with ground reactions
solid = props->getBoolValue("solid", true);
friction_factor = props->getDoubleValue("friction-factor", 1.0);
rolling_friction = props->getDoubleValue("rolling-friction", 0.02);
bumpiness = props->getDoubleValue("bumpiness", 0.0);
- load_resistence = props->getDoubleValue("load-resistence", 1e30);
+ load_resistance = props->getDoubleValue("load-resistance", 1e30);
// Taken from default values as used in ac3d
ambient[0] = props->getDoubleValue("ambient/r", 0.2);
friction_factor = 1;
rolling_friction = 0.02;
bumpiness = 0;
- load_resistence = 1e30;
+ load_resistance = 1e30;
shininess = 1.0;
for (int i = 0; i < 4; i++) {
}
}
-bool
-SGMaterial::load_texture ( int n )
-{
- int i = (n >= 0) ? n : 0 ;
- int end = (n >= 0) ? n+1 : _status.size();
-
- for (; i < end; i++)
- {
- if ( !_status[i].texture_loaded ) {
- SG_LOG( SG_GENERAL, SG_INFO, "Loading deferred texture "
- << _status[i].texture_path );
- assignTexture(_status[i].state, _status[i].texture_path,
- wrapu, wrapv, mipmap );
- _status[i].texture_loaded = true;
- }
- }
- return true;
-}
-
-ssgSimpleState *
-SGMaterial::get_state (int n) const
+osg::StateSet *
+SGMaterial::get_state (int n)
{
if (_status.size() == 0) {
SG_LOG( SG_GENERAL, SG_WARN, "No state available.");
return NULL;
}
+
+ int i = n >= 0 ? n : _current_ptr;
+
+ if(!_status[i].texture_loaded)
+ {
+ assignTexture(_status[i].state.get(), _status[i].texture_path,
+ wrapu, wrapv, mipmap);
+ _status[i].texture_loaded = true;
+ }
+ osg::StateSet *st = _status[i].state.get();
- ssgSimpleState *st = (n >= 0) ? _status[n].state
- : _status[_current_ptr].state;
- ((SGMaterial *)this)->_current_ptr += 1;
+ _current_ptr += 1;
if (_current_ptr >= _status.size())
- ((SGMaterial *)this)->_current_ptr = 0;
+ _current_ptr = 0;
return st;
}
void
-SGMaterial::build_ssg_state( bool defer_tex_load )
+SGMaterial::build_state( bool defer_tex_load )
{
- GLenum shade_model = GL_SMOOTH;
-
for (unsigned int i = 0; i < _status.size(); i++)
{
- ssgSimpleState *state = new ssgSimpleState();
+ osg::StateSet *stateSet = new osg::StateSet;
+ stateSet->setUserData(new SGMaterialUserData(this));
// Set up the textured state
- state->setShadeModel( shade_model );
- state->enable( GL_LIGHTING );
- state->enable ( GL_CULL_FACE ) ;
- state->enable( GL_TEXTURE_2D );
- state->disable( GL_BLEND );
- state->disable( GL_ALPHA_TEST );
-
- if ( !defer_tex_load ) {
- SG_LOG(SG_INPUT, SG_INFO, " " << _status[i].texture_path );
- assignTexture( state, _status[i].texture_path, wrapu, wrapv );
- _status[i].texture_loaded = true;
+ osg::ShadeModel* shadeModel = new osg::ShadeModel;
+ shadeModel->setMode(osg::ShadeModel::SMOOTH);
+ stateSet->setAttribute(shadeModel);
+
+ osg::CullFace* cullFace = new osg::CullFace;
+ cullFace->setMode(osg::CullFace::BACK);
+ stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
+ stateSet->setAttribute(cullFace);
+
+ stateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON);
+
+ _status[i].texture_loaded = false;
+
+ osg::Material* material = new osg::Material;
+ material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
+ material->setAmbient(osg::Material::FRONT_AND_BACK, ambient.osg());
+ material->setDiffuse(osg::Material::FRONT_AND_BACK, diffuse.osg());
+ material->setSpecular(osg::Material::FRONT_AND_BACK, specular.osg());
+ material->setEmission(osg::Material::FRONT_AND_BACK, emission.osg());
+ material->setShininess(osg::Material::FRONT_AND_BACK, shininess );
+ stateSet->setAttribute(material);
+
+ if (ambient[3] < 1 || diffuse[3] < 1 ||
+ specular[3] < 1 || emission[3] < 1) {
+ stateSet->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
+ stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
+ stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
} else {
- _status[i].texture_loaded = false;
+ stateSet->setRenderingHint(osg::StateSet::OPAQUE_BIN);
+ stateSet->setMode(GL_BLEND, osg::StateAttribute::OFF);
+ stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
}
- state->enable( GL_COLOR_MATERIAL );
- state->setMaterial ( GL_AMBIENT,
- ambient[0], ambient[1],
- ambient[2], ambient[3] ) ;
- state->setMaterial ( GL_DIFFUSE,
- diffuse[0], diffuse[1],
- diffuse[2], diffuse[3] ) ;
- state->setMaterial ( GL_SPECULAR,
- specular[0], specular[1],
- specular[2], specular[3] ) ;
- state->setMaterial ( GL_EMISSION,
- emission[0], emission[1],
- emission[2], emission[3] ) ;
- state->setShininess ( shininess );
-
- _status[i].state = state;
+ _status[i].state = stateSet;
}
}
-void SGMaterial::set_ssg_state( ssgSimpleState *s )
+void SGMaterial::set_state( osg::StateSet *s )
{
_status.push_back( _internal_state( s, "", true ) );
}
-void SGMaterial::assignTexture( ssgSimpleState *state, string &fname,
- int _wrapu, int _wrapv, int _mipmap )
+void SGMaterial::assignTexture( osg::StateSet *state, const std::string &fname,
+ bool _wrapu, bool _wrapv, bool _mipmap )
{
- _tex_cache_iter = _tex_cache.find(fname);
- if (_tex_cache_iter == _tex_cache.end())
- {
- state->setTexture((char *)fname.c_str(), _wrapu, _wrapv, _mipmap);
- _tex_cache[fname] = state->getTexture();
- }
- else
- {
- state->setTexture(_tex_cache_iter->second);
- // cout << "Cache hit: " << fname << endl;
- }
+ osg::Texture2D* texture = SGLoadTexture2D(fname, 0, _wrapu, _wrapv,
+ mipmap ? -1 : 0);
+ texture->setMaxAnisotropy( SGGetTextureFilter());
+ state->setTextureAttributeAndModes(0, texture);
+
+ osg::TexEnv* texEnv = new osg::TexEnv;
+ texEnv->setMode(osg::TexEnv::MODULATE);
+ state->setTextureAttributeAndModes(0, texEnv);
}
SGMaterialGlyph* SGMaterial::get_glyph (const string& name) const
{
}
+void
+SGSetTextureFilter( int max) {
+ SGSceneFeatures::instance()->setTextureFilter( max);
+}
-// end of mat.cxx
+int
+SGGetTextureFilter() {
+ return SGSceneFeatures::instance()->getTextureFilter();
+}