#include <simgear/misc/sgstream.hxx>
#include <simgear/scene/model/model.hxx>
-#include "mat.hxx"
-static map<string, osg::ref_ptr<osg::Texture2D> > _tex_cache;
+#include "mat.hxx"
\f
////////////////////////////////////////////////////////////////////////
{
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.get(), _status[i].texture_path,
- wrapu, wrapv, mipmap );
- _status[i].texture_loaded = true;
- }
- }
- return true;
-}
-
osg::StateSet *
-SGMaterial::get_state (int n) const
+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();
- osg::StateSet *st = (n >= 0) ? _status[n].state.get()
- : _status[_current_ptr].state.get();
_current_ptr += 1;
if (_current_ptr >= _status.size())
_current_ptr = 0;
for (unsigned int i = 0; i < _status.size(); i++)
{
osg::StateSet *stateSet = new osg::StateSet;
+ stateSet->setUserData(new SGMaterialUserData(this));
// Set up the textured state
osg::ShadeModel* shadeModel = new osg::ShadeModel;
shadeModel->setMode(osg::ShadeModel::SMOOTH);
- stateSet->setAttributeAndModes(shadeModel, osg::StateAttribute::ON);
+ stateSet->setAttribute(shadeModel);
osg::CullFace* cullFace = new osg::CullFace;
cullFace->setMode(osg::CullFace::BACK);
- stateSet->setAttributeAndModes(cullFace, osg::StateAttribute::ON);
+ stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
+ stateSet->setAttribute(cullFace);
stateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON);
- stateSet->setMode(GL_BLEND, osg::StateAttribute::OFF);
- stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
- if ( !defer_tex_load ) {
- SG_LOG(SG_INPUT, SG_INFO, " " << _status[i].texture_path );
- assignTexture( stateSet, _status[i].texture_path, wrapu, wrapv );
- _status[i].texture_loaded = true;
- } else {
- _status[i].texture_loaded = false;
- }
+ _status[i].texture_loaded = false;
osg::Material* material = new osg::Material;
material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
material->setEmission(osg::Material::FRONT_AND_BACK, emission.osg());
material->setShininess(osg::Material::FRONT_AND_BACK, shininess );
stateSet->setAttribute(material);
- stateSet->setMode(GL_COLOR_MATERIAL, osg::StateAttribute::ON);
+
+ 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 {
+ stateSet->setRenderingHint(osg::StateSet::OPAQUE_BIN);
+ stateSet->setMode(GL_BLEND, osg::StateAttribute::OFF);
+ stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
+ }
_status[i].state = stateSet;
}
}
void SGMaterial::assignTexture( osg::StateSet *state, const std::string &fname,
- int _wrapu, int _wrapv, int _mipmap )
+ bool _wrapu, bool _wrapv, bool _mipmap )
{
- map<string, osg::ref_ptr<osg::Texture2D> >::iterator _tex_cache_iter;
- _tex_cache_iter = _tex_cache.find(fname);
- if (_tex_cache_iter == _tex_cache.end())
- {
- osg::Texture2D* texture = SGLoadTexture2D(fname, _wrapu, _wrapv,
- mipmap ? -1 : 0);
- state->setTextureAttributeAndModes(0, texture);
- _tex_cache[fname] = texture;
- }
- else
- {
- state->setTextureAttributeAndModes(0, _tex_cache_iter->second.get());
- // 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);
{
}
+void
+SGSetTextureFilter( int max) {
+ SGSceneFeatures::instance()->setTextureFilter( max);
+}
-// end of mat.cxx
+int
+SGGetTextureFilter() {
+ return SGSceneFeatures::instance()->getTextureFilter();
+}