#include <string.h>
#include <map>
-SG_USING_STD(map);
+#include <vector>
+#include<string>
-#include <plib/ul.h>
-
-#ifdef SG_MATH_EXCEPTION_CLASH
-# include <math.h>
-#endif
+#include <boost/foreach.hpp>
+#include "mat.hxx"
#include <osg/CullFace>
#include <osg/Material>
#include <osg/ShadeModel>
+#include <osg/StateSet>
#include <osg/TexEnv>
#include <osg/Texture2D>
+#include <osgDB/ReaderWriter>
#include <osgDB/ReadFile>
+#include <osgDB/Registry>
+#include <osgDB/FileUtils>
#include <simgear/debug/logstream.hxx>
#include <simgear/misc/sg_path.hxx>
#include <simgear/misc/sgstream.hxx>
-
+#include <simgear/props/props_io.hxx>
#include <simgear/scene/model/model.hxx>
-#include "mat.hxx"
+#include <simgear/scene/util/RenderConstants.hxx>
+#include <simgear/scene/util/StateAttributeFactory.hxx>
+
+#include "Effect.hxx"
+#include "Technique.hxx"
+#include "Pass.hxx"
-static map<string, osg::ref_ptr<osg::Texture2D> > _tex_cache;
+using std::map;
+using std::string;
+using namespace simgear;
\f
////////////////////////////////////////////////////////////////////////
// Constructors and destructor.
////////////////////////////////////////////////////////////////////////
-
-SGMaterial::SGMaterial( const string &fg_root, const SGPropertyNode *props, const char *season )
-{
- init();
- read_properties( fg_root, props, season );
- build_state( false );
-}
-
-SGMaterial::SGMaterial( const string &texpath )
+SGMaterial::_internal_state::_internal_state(Effect *e, const string &t, bool l,
+ const osgDB::ReaderWriter::Options* o ) :
+ effect(e), texture_path(t), effect_realized(l), options(o)
{
- init();
-
- _internal_state st( NULL, texpath, false );
- _status.push_back( st );
-
- build_state( true );
}
-SGMaterial::SGMaterial( osg::StateSet *s )
+SGMaterial::SGMaterial( const osgDB::ReaderWriter::Options* options,
+ const SGPropertyNode *props )
{
init();
- set_state( s );
+ read_properties( options, props );
+ buildEffectProperties(options);
}
SGMaterial::~SGMaterial (void)
{
}
-
\f
////////////////////////////////////////////////////////////////////////
// Public methods.
////////////////////////////////////////////////////////////////////////
void
-SGMaterial::read_properties( const string &fg_root, const SGPropertyNode * props, const char *season )
+SGMaterial::read_properties(const osgDB::ReaderWriter::Options* options,
+ const SGPropertyNode *props)
{
// Gather the path(s) to the texture(s)
vector<SGPropertyNode_ptr> textures = props->getChildren("texture");
for (unsigned int i = 0; i < textures.size(); i++)
{
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 == "") {
+ if (tname.empty()) {
tname = "unknown.rgb";
}
-
- SGPath tpath( fg_root );
- tpath.append("Textures.high");
+ SGPath tpath("Textures.high");
tpath.append(tname);
- if ( !ulFileExists(tpath.c_str()) ) {
- tpath = SGPath( fg_root );
- tpath.append("Textures");
+ string fullTexPath = osgDB::findDataFile(tpath.str(), options);
+ if (fullTexPath.empty()) {
+ tpath = SGPath("Textures");
tpath.append(tname);
+ fullTexPath = osgDB::findDataFile(tpath.str(), options);
}
- if ( ulFileExists(tpath.c_str()) ) {
- _internal_state st( NULL, tpath.str(), false );
+ if (!fullTexPath.empty() ) {
+ _internal_state st( NULL, fullTexPath, false, options );
_status.push_back( st );
}
}
if (textures.size() == 0) {
- string tname = "unknown.rgb";
- SGPath tpath( fg_root );
- tpath.append("Textures");
+ SGPath tpath("Textures");
tpath.append("Terrain");
- tpath.append(tname);
- _internal_state st( NULL, tpath.str(), true );
+ tpath.append("unknown.rgb");
+ _internal_state st( NULL, tpath.str(), true, options );
_status.push_back( st );
}
wrapu = props->getBoolValue("wrapu", true);
wrapv = props->getBoolValue("wrapv", true);
mipmap = props->getBoolValue("mipmap", true);
- filtering = props->getDoubleValue("filtering", 1.0);
light_coverage = props->getDoubleValue("light-coverage", 0.0);
+ wood_coverage = props->getDoubleValue("wood-coverage", 0.0);
+ wood_size = props->getDoubleValue("wood-size", 0.0);
+ tree_density = props->getDoubleValue("tree-density", 1.0);
+ 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);
+
+ const SGPropertyNode* treeTexNode = props->getChild("tree-texture");
+ if (treeTexNode) {
+ string treeTexPath = props->getStringValue("tree-texture");
+ tree_texture = osgDB::findDataFile(treeTexPath, options);
+ }
// 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);
shininess = props->getDoubleValue("shininess", 1.0);
+ if (props->hasChild("effect"))
+ effect = props->getStringValue("effect");
+
vector<SGPropertyNode_ptr> object_group_nodes =
((SGPropertyNode *)props)->getChildren("object-group");
for (unsigned int i = 0; i < object_group_nodes.size(); i++)
wrapv = true;
mipmap = true;
- filtering = 1.0f;
light_coverage = 0.0;
solid = true;
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++) {
diffuse[i] = (i < 3) ? 0.8 : 1.0;
emission[i] = (i < 3) ? 0.0 : 1.0;
}
+ effect = "Effects/terrain-default";
}
-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, filtering );
- _status[i].texture_loaded = true;
- }
- }
- return true;
-}
-
-osg::StateSet *
-SGMaterial::get_state (int n) const
+Effect* SGMaterial::get_effect(int n)
{
if (_status.size() == 0) {
- SG_LOG( SG_GENERAL, SG_WARN, "No state available.");
- return NULL;
+ SG_LOG( SG_GENERAL, SG_WARN, "No effect available.");
+ return 0;
}
-
- 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;
-
- return st;
+ int i = n >= 0 ? n : _current_ptr;
+ if(!_status[i].effect_realized) {
+ _status[i].effect->realizeTechniques(_status[i].options.get());
+ _status[i].effect_realized = true;
+ }
+ // XXX This business of returning a "random" alternate texture is
+ // really bogus. It means that the appearance of the terrain
+ // depends on the order in which it is paged in!
+ _current_ptr = (_current_ptr + 1) % _status.size();
+ return _status[i].effect.get();
}
-
-void
-SGMaterial::build_state( bool defer_tex_load )
+void SGMaterial::buildEffectProperties(const osgDB::ReaderWriter::Options*
+ options)
{
- for (unsigned int i = 0; i < _status.size(); i++)
+ using namespace osg;
+ ref_ptr<SGMaterialUserData> user = new SGMaterialUserData(this);
+ SGPropertyNode_ptr propRoot = new SGPropertyNode();
+ makeChild(propRoot, "inherits-from")->setStringValue(effect);
+ SGPropertyNode* paramProp = makeChild(propRoot, "parameters");
+ SGPropertyNode* materialProp = makeChild(paramProp, "material");
+ makeChild(materialProp, "ambient")->setValue(SGVec4d(ambient));
+ makeChild(materialProp, "diffuse")->setValue(SGVec4d(diffuse));
+ makeChild(materialProp, "specular")->setValue(SGVec4d(specular));
+ makeChild(materialProp, "emissive")->setValue(SGVec4d(emission));
+ makeChild(materialProp, "shininess")->setFloatValue(shininess);
+ if (ambient[3] < 1 || diffuse[3] < 1 ||
+ specular[3] < 1 || emission[3] < 1) {
+ makeChild(paramProp, "transparent")->setBoolValue(true);
+ SGPropertyNode* binProp = makeChild(paramProp, "render-bin");
+ makeChild(binProp, "bin-number")->setIntValue(TRANSPARENT_BIN);
+ makeChild(binProp, "bin-name")->setStringValue("DepthSortedBin");
+ }
+ BOOST_FOREACH(_internal_state& matState, _status)
{
- 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->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);
-
- if ( !defer_tex_load ) {
- SG_LOG(SG_INPUT, SG_INFO, " " << _status[i].texture_path );
- assignTexture( stateSet, _status[i].texture_path, wrapu, wrapv, 1, filtering );
- _status[i].texture_loaded = true;
- } else {
- _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 {
- 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;
+ SGPropertyNode_ptr effectProp = new SGPropertyNode();
+ copyProperties(propRoot, effectProp);
+ SGPropertyNode* effectParamProp = effectProp->getChild("parameters", 0);
+ SGPropertyNode* texProp = makeChild(effectParamProp, "texture");
+ makeChild(texProp, "image")->setStringValue(matState.texture_path);
+ makeChild(texProp, "filter")
+ ->setStringValue(mipmap ? "linear-mipmap-linear" : "nearest");
+ makeChild(texProp, "wrap-s")
+ ->setStringValue(wrapu ? "repeat" : "clamp");
+ makeChild(texProp, "wrap-t")
+ ->setStringValue(wrapv ? "repeat" : "clamp");
+ matState.effect = makeEffect(effectProp, false, options);
+ matState.effect->setUserData(user.get());
}
}
-
-void SGMaterial::set_state( osg::StateSet *s )
-{
- _status.push_back( _internal_state( s, "", true ) );
-}
-
-void SGMaterial::assignTexture( osg::StateSet *state, const std::string &fname,
- int _wrapu, int _wrapv, int _mipmap, float filtering )
-{
- 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);
- texture->setMaxAnisotropy( filtering);
- state->setTextureAttributeAndModes(0, texture);
- _tex_cache[fname] = texture;
- }
- else
- {
- state->setTextureAttributeAndModes(0, _tex_cache_iter->second.get());
- // cout << "Cache hit: " << fname << endl;
- }
- osg::TexEnv* texEnv = new osg::TexEnv;
- texEnv->setMode(osg::TexEnv::MODULATE);
- state->setTextureAttributeAndModes(0, texEnv);
-}
-
SGMaterialGlyph* SGMaterial::get_glyph (const string& name) const
{
map<string, SGSharedPtr<SGMaterialGlyph> >::const_iterator it;
{
}
+void
+SGSetTextureFilter( int max) {
+ SGSceneFeatures::instance()->setTextureFilter( max);
+}
-// end of mat.cxx
+int
+SGGetTextureFilter() {
+ return SGSceneFeatures::instance()->getTextureFilter();
+}