#include <simgear/misc/sgstream.hxx>
#include <simgear/scene/util/SGReaderWriterOptions.hxx>
#include <simgear/props/props_io.hxx>
+#include <simgear/props/vectorPropTemplates.hxx>
#include <simgear/scene/model/model.hxx>
+#include <simgear/scene/material/matmodel.hxx>
#include <simgear/scene/util/RenderConstants.hxx>
#include <simgear/scene/util/StateAttributeFactory.hxx>
+#include <simgear/props/condition.hxx>
+#include <simgear/scene/util/SGSceneFeatures.hxx>
+#include <simgear/scene/tgdb/SGTexturedTriangleBin.hxx>
#include "Effect.hxx"
#include "Technique.hxx"
tpath.append(tname);
string fullTexPath = SGModelLib::findDataFile(tpath.str(), options);
if (fullTexPath.empty()) {
- tpath = SGPath("Textures");
+ tpath.set("Textures");
tpath.append(tname);
fullTexPath = SGModelLib::findDataFile(tpath.str(), options);
+ if (fullTexPath.empty()) {
+ SG_LOG(SG_GENERAL, SG_ALERT, "Cannot find texture \""
+ << tname << "\" in Textures or Textures.high folders.");
+ }
}
if (tpath.lower_extension() == "dds") {
tpath.append(tname);
string fullTexPath = SGModelLib::findDataFile(tpath.str(), options);
if (fullTexPath.empty()) {
- tpath = SGPath("Textures");
+ tpath.set("Textures");
tpath.append(tname);
fullTexPath = SGModelLib::findDataFile(tpath.str(), options);
+ if (fullTexPath.empty() ) {
+ SG_LOG(SG_GENERAL, SG_ALERT, "Cannot find texture \""
+ << tname << "\" in Textures or Textures.high folders.");
+ }
}
if (j == 0) {
}
}
- if (textures.size() == 0 && texturesets.size() == 0) {
+ if (textures.empty() && texturesets.empty()) {
SGPath tpath("Textures");
tpath.append("Terrain");
tpath.append("unknown.rgb");
string fullMaskPath = SGModelLib::findDataFile(ompath.str(), options);
if (fullMaskPath.empty()) {
- ompath = SGPath("Textures");
+ ompath.set("Textures");
ompath.append(omname);
fullMaskPath = SGModelLib::findDataFile(ompath.str(), options);
}
if (fullMaskPath.empty()) {
- SG_LOG(SG_GENERAL, SG_ALERT, "Cannot find texture file \""
- << ompath.str() << "\"");
+ SG_LOG(SG_GENERAL, SG_ALERT, "Cannot find texture \""
+ << omname << "\" in Textures or Textures.high folders.");
}
else
{
bool dds_mask = (ompath.lower_extension() == "dds");
- if (dds[i] != dds_mask) {
+ if (i < dds.size() && dds[i] != dds_mask) {
// Texture format does not match mask format. This is relevant for
// the object mask, as DDS textures have an origin at the bottom
- // left rather than top left, therefore we flip the object mask
- // vertically.
+ // left rather than top left. Therefore we flip a copy of the image
+ // (otherwise a second reference to the object mask would flip it
+ // back!).
+ SG_LOG(SG_GENERAL, SG_DEBUG, "Flipping object mask" << omname);
+ image = (osg::Image* ) image->clone(osg::CopyOp::SHALLOW_COPY);
image->flipVertical();
}
wrapv = props->getBoolValue("wrapv", true);
mipmap = props->getBoolValue("mipmap", true);
light_coverage = props->getDoubleValue("light-coverage", 0.0);
+
+ // Building properties
+ building_coverage = props->getDoubleValue("building-coverage", 0.0);
+ building_spacing = props->getDoubleValue("building-spacing-m", 5.0);
+
+ string bt = props->getStringValue("building-texture", "Textures/buildings.png");
+ building_texture = SGModelLib::findDataFile(bt, options);
+
+ if (building_texture.empty()) {
+ SG_LOG(SG_GENERAL, SG_ALERT, "Cannot find texture \"" << bt);
+ }
+
+ bt = props->getStringValue("building-lightmap", "Textures/buildings-lightmap.png");
+ building_lightmap = SGModelLib::findDataFile(bt, options);
+
+ if (building_lightmap.empty()) {
+ SG_LOG(SG_GENERAL, SG_ALERT, "Cannot find texture \"" << bt);
+ }
+
+ building_small_ratio = props->getDoubleValue("building-small-ratio", 0.8);
+ building_medium_ratio = props->getDoubleValue("building-medium-ratio", 0.15);
+ building_large_ratio = props->getDoubleValue("building-large-ratio", 0.05);
+
+ building_small_pitch = props->getDoubleValue("building-small-pitch", 0.8);
+ building_medium_pitch = props->getDoubleValue("building-medium-pitch", 0.2);
+ building_large_pitch = props->getDoubleValue("building-large-pitch", 0.1);
+
+ building_small_min_floors = props->getIntValue("building-small-min-floors", 1);
+ building_small_max_floors = props->getIntValue("building-small-max-floors", 3);
+ building_medium_min_floors = props->getIntValue("building-medium-min-floors", 3);
+ building_medium_max_floors = props->getIntValue("building-medium-max-floors", 8);
+ building_large_min_floors = props->getIntValue("building-large-min-floors", 5);
+ building_large_max_floors = props->getIntValue("building-large-max-floors", 20);
+
+ building_small_min_width = props->getFloatValue("building-small-min-width-m", 15.0);
+ building_small_max_width = props->getFloatValue("building-small-max-width-m", 60.0);
+ building_small_min_depth = props->getFloatValue("building-small-min-depth-m", 10.0);
+ building_small_max_depth = props->getFloatValue("building-small-max-depth-m", 20.0);
+
+ building_medium_min_width = props->getFloatValue("building-medium-min-width-m", 25.0);
+ building_medium_max_width = props->getFloatValue("building-medium-max-width-m", 50.0);
+ building_medium_min_depth = props->getFloatValue("building-medium-min-depth-m", 20.0);
+ building_medium_max_depth = props->getFloatValue("building-medium-max-depth-m", 50.0);
+
+ building_large_min_width = props->getFloatValue("building-large-min-width-m", 50.0);
+ building_large_max_width = props->getFloatValue("building-large-max-width-m", 75.0);
+ building_large_min_depth = props->getFloatValue("building-large-min-depth-m", 50.0);
+ building_large_max_depth = props->getFloatValue("building-large-max-depth-m", 75.0);
+
+ building_range = props->getDoubleValue("building-range-m", 10000.0);
+
+ cos_object_max_density_slope_angle = cos(props->getFloatValue("object-max-density-angle-deg", 20.0) * osg::PI/180.0);
+ cos_object_zero_density_slope_angle = cos(props->getFloatValue("object-zero-density-angle-deg", 30.0) * osg::PI/180.0);
+
+ // Random vegetation properties
wood_coverage = props->getDoubleValue("wood-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);
+ cos_tree_max_density_slope_angle = cos(props->getFloatValue("tree-max-density-angle-deg", 30.0) * osg::PI/180.0);
+ cos_tree_zero_density_slope_angle = cos(props->getFloatValue("tree-zero-density-angle-deg", 45.0) * osg::PI/180.0);
const SGPropertyNode* treeTexNode = props->getChild("tree-texture");
tree_texture = SGModelLib::findDataFile(treePath.str(), options);
if (tree_texture.empty()) {
- treePath = SGPath("Textures");
+ treePath.set("Textures");
treePath.append(treeTexPath);
tree_texture = SGModelLib::findDataFile(treePath.str(), 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_resistance = props->getDoubleValue("load-resistance", 1e30);
+ _solid = props->getBoolValue("solid", _solid);
+ _friction_factor = props->getDoubleValue("friction-factor", _friction_factor);
+ _rolling_friction = props->getDoubleValue("rolling-friction", _rolling_friction);
+ _bumpiness = props->getDoubleValue("bumpiness", _bumpiness);
+ _load_resistance = props->getDoubleValue("load-resistance", _load_resistance);
// Taken from default values as used in ac3d
ambient[0] = props->getDoubleValue("ambient/r", 0.2);
if (name)
glyphs[name] = new SGMaterialGlyph(glyph_nodes[i]);
}
+
+ // Read parameters entry, which is passed into the effect
+ if (props->hasChild("parameters")) {
+ parameters = props->getChild("parameters");
+ } else {
+ parameters = new SGPropertyNode();
+ }
// Read conditions node
const SGPropertyNode *conditionNode = props->getChild("condition");
mipmap = true;
light_coverage = 0.0;
-
- solid = true;
- friction_factor = 1;
- rolling_friction = 0.02;
- bumpiness = 0;
- load_resistance = 1e30;
+ building_coverage = 0.0;
shininess = 1.0;
for (int i = 0; i < 4; i++) {
Effect* SGMaterial::get_effect(int i)
{
if(!_status[i].effect_realized) {
+ if (!_status[i].effect.valid())
+ return 0;
_status[i].effect->realizeTechniques(_status[i].options.get());
_status[i].effect_realized = true;
}
return _status[i].effect.get();
}
-Effect* SGMaterial::get_effect(SGTexturedTriangleBin triangleBin)
+Effect* SGMaterial::get_effect(const SGTexturedTriangleBin& triangleBin)
{
- if (_status.size() == 0) {
+ if (_status.empty()) {
SG_LOG( SG_GENERAL, SG_WARN, "No effect available.");
return 0;
}
}
-osg::Texture2D* SGMaterial::get_object_mask(SGTexturedTriangleBin triangleBin)
+osg::Texture2D* SGMaterial::get_object_mask(const SGTexturedTriangleBin& triangleBin)
{
- if (_status.size() == 0) {
+ if (_status.empty()) {
SG_LOG( SG_GENERAL, SG_WARN, "No mask available.");
return 0;
}
ref_ptr<SGMaterialUserData> user = new SGMaterialUserData(this);
SGPropertyNode_ptr propRoot = new SGPropertyNode();
makeChild(propRoot, "inherits-from")->setStringValue(effect);
+
SGPropertyNode* paramProp = makeChild(propRoot, "parameters");
+ copyProperties(parameters, paramProp);
+
SGPropertyNode* materialProp = makeChild(paramProp, "material");
- makeChild(materialProp, "ambient")->setValue(SGVec4d(ambient));
+ 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(texProp, "filter")
->setStringValue(mipmap ? "linear-mipmap-linear" : "nearest");
makeChild(texProp, "wrap-s")
- ->setStringValue(wrapu ? "repeat" : "clamp");
+ ->setStringValue(wrapu ? "repeat" : "clamp-to-edge");
makeChild(texProp, "wrap-t")
- ->setStringValue(wrapv ? "repeat" : "clamp");
+ ->setStringValue(wrapv ? "repeat" : "clamp-to-edge");
}
makeChild(effectParamProp, "xsize")->setDoubleValue(xsize);
makeChild(effectParamProp, "ysize")->setDoubleValue(ysize);
makeChild(effectParamProp, "light-coverage")->setDoubleValue(light_coverage);
matState.effect = makeEffect(effectProp, false, options);
- matState.effect->setUserData(user.get());
+ if (matState.effect.valid())
+ matState.effect->setUserData(user.get());
}
}
return it->second;
}
+bool SGMaterial::valid() const
+{
+ if (condition) {
+ return condition->test();
+ } else {
+ return true;
+ }
+}
+
\f
////////////////////////////////////////////////////////////////////////
// SGMaterialGlyph.