//
// Written by Curtis Olson, started May 1998.
//
-// Copyright (C) 1998 - 2000 Curtis L. Olson - curt@flightgear.org
+// Copyright (C) 1998 - 2000 Curtis L. Olson - http://www.flightgear.org/~curt
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
-// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
#include <simgear/compiler.h>
+#include <string.h>
#include <map>
-SG_USING_STD(map);
+#include <vector>
+#include<string>
-#include <simgear/compiler.h>
+#include <boost/foreach.hpp>
+#include "mat.hxx"
-#ifdef SG_MATH_EXCEPTION_CLASH
-# include <math.h>
-#endif
+#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/math/sg_random.h>
#include <simgear/misc/sg_path.hxx>
#include <simgear/misc/sgstream.hxx>
-#include <simgear/scene/model/loader.hxx>
+#include <simgear/scene/model/SGReaderWriterXMLOptions.hxx>
+#include <simgear/props/props_io.hxx>
+#include <simgear/scene/model/model.hxx>
+#include <simgear/scene/util/RenderConstants.hxx>
+#include <simgear/scene/util/StateAttributeFactory.hxx>
-#include "mat.hxx"
-
-\f
-////////////////////////////////////////////////////////////////////////
-// Local static functions.
-////////////////////////////////////////////////////////////////////////
-
-/**
- * Internal method to test whether a file exists.
- *
- * TODO: this should be moved to a SimGear library of local file
- * functions.
- */
-static inline bool
-local_file_exists( const string& path ) {
- sg_gzifstream in( path );
- if ( ! in.is_open() ) {
- return false;
- } else {
- return true;
- }
-}
+#include "Effect.hxx"
+#include "Technique.hxx"
+#include "Pass.hxx"
+using std::map;
+using std::string;
+using namespace simgear;
\f
////////////////////////////////////////////////////////////////////////
// Constructors and destructor.
////////////////////////////////////////////////////////////////////////
+SGMaterial::_internal_state::_internal_state(Effect *e, bool l,
+ const SGReaderWriterXMLOptions* o)
+ : effect(e), effect_realized(l), options(o)
+{
+}
+
+SGMaterial::_internal_state::_internal_state(Effect *e, const string &t, bool l,
+ const SGReaderWriterXMLOptions* o)
+ : effect(e), effect_realized(l), options(o)
+{
+ texture_paths.push_back(std::make_pair(t,0));
+}
-SGMaterial::SGMaterial( const string &fg_root, const SGPropertyNode *props )
+void SGMaterial::_internal_state::add_texture(const std::string &t, int i)
{
- init();
- read_properties( fg_root, props );
- build_ssg_state( false );
+ texture_paths.push_back(std::make_pair(t,i));
}
-SGMaterial::SGMaterial( const string &texpath )
+SGMaterial::SGMaterial( const SGReaderWriterXMLOptions* options,
+ const SGPropertyNode *props )
{
init();
- texture_path = texpath;
- build_ssg_state( true );
+ read_properties( options, props );
+ buildEffectProperties(options);
}
-SGMaterial::SGMaterial( ssgSimpleState *s )
+SGMaterial::SGMaterial( const osgDB::ReaderWriter::Options* options,
+ const SGPropertyNode *props )
{
+ osg::ref_ptr<const SGReaderWriterXMLOptions> sgOptions;
+ if (options)
+ sgOptions = new SGReaderWriterXMLOptions(*options);
init();
- set_ssg_state( s );
+ read_properties( sgOptions.get(), props );
+ buildEffectProperties(sgOptions.get());
}
SGMaterial::~SGMaterial (void)
{
- for (unsigned int i = 0; i < object_groups.size(); i++) {
- delete object_groups[i];
- object_groups[i] = 0;
- }
}
-
\f
////////////////////////////////////////////////////////////////////////
// Public methods.
////////////////////////////////////////////////////////////////////////
void
-SGMaterial::read_properties( const string &fg_root, const SGPropertyNode * props )
+SGMaterial::read_properties(const SGReaderWriterXMLOptions* options,
+ const SGPropertyNode *props)
{
- // Get the path to the texture
- string tname = props->getStringValue("texture", "unknown.rgb");
- SGPath tpath( fg_root );
- tpath.append("Textures.high");
- tpath.append(tname);
- if (!local_file_exists(tpath.str())) {
- tpath = SGPath( fg_root );
- tpath.append("Textures");
+ // Gather the path(s) to the texture(s)
+ std::vector<SGPropertyNode_ptr> textures = props->getChildren("texture");
+ for (unsigned int i = 0; i < textures.size(); i++)
+ {
+ string tname = textures[i]->getStringValue();
+ if (tname.empty()) {
+ tname = "unknown.rgb";
+ }
+ SGPath tpath("Textures.high");
tpath.append(tname);
+ string fullTexPath = SGModelLib::findDataFile(tpath.str(), options);
+ if (fullTexPath.empty()) {
+ tpath = SGPath("Textures");
+ tpath.append(tname);
+ fullTexPath = SGModelLib::findDataFile(tpath.str(), options);
+ }
+
+ if (!fullTexPath.empty() ) {
+ _internal_state st( NULL, fullTexPath, false, options );
+ _status.push_back( st );
+ }
+ }
+
+ std::vector<SGPropertyNode_ptr> texturesets = props->getChildren("texture-set");
+ for (unsigned int i = 0; i < texturesets.size(); i++)
+ {
+ _internal_state st( NULL, false, options );
+ std::vector<SGPropertyNode_ptr> textures = texturesets[i]->getChildren("texture");
+ for (unsigned int j = 0; j < textures.size(); j++)
+ {
+ string tname = textures[j]->getStringValue();
+ if (tname.empty()) {
+ tname = "unknown.rgb";
+ }
+ SGPath tpath("Textures.high");
+ tpath.append(tname);
+ string fullTexPath = SGModelLib::findDataFile(tpath.str(), options);
+ if (fullTexPath.empty()) {
+ tpath = SGPath("Textures");
+ tpath.append(tname);
+ fullTexPath = SGModelLib::findDataFile(tpath.str(), options);
+ }
+ st.add_texture(fullTexPath, textures[j]->getIndex());
+ }
+
+ if (!st.texture_paths.empty() ) {
+ _status.push_back( st );
+ }
+ }
+
+ if (textures.size() == 0 && texturesets.size() == 0) {
+ SGPath tpath("Textures");
+ tpath.append("Terrain");
+ tpath.append("unknown.rgb");
+ _internal_state st( NULL, tpath.str(), true, options );
+ _status.push_back( st );
}
- texture_path = tpath.str();
xsize = props->getDoubleValue("xsize", 0.0);
ysize = props->getDoubleValue("ysize", 0.0);
wrapv = props->getBoolValue("wrapv", true);
mipmap = props->getBoolValue("mipmap", true);
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 = SGModelLib::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_resistance = props->getDoubleValue("load-resistance", 1e30);
- ambient[0] = props->getDoubleValue("ambient/r", 0.0);
- ambient[1] = props->getDoubleValue("ambient/g", 0.0);
- ambient[2] = props->getDoubleValue("ambient/b", 0.0);
- ambient[3] = props->getDoubleValue("ambient/a", 0.0);
+ // Taken from default values as used in ac3d
+ ambient[0] = props->getDoubleValue("ambient/r", 0.2);
+ ambient[1] = props->getDoubleValue("ambient/g", 0.2);
+ ambient[2] = props->getDoubleValue("ambient/b", 0.2);
+ ambient[3] = props->getDoubleValue("ambient/a", 1.0);
- diffuse[0] = props->getDoubleValue("diffuse/r", 0.0);
- diffuse[1] = props->getDoubleValue("diffuse/g", 0.0);
- diffuse[2] = props->getDoubleValue("diffuse/b", 0.0);
- diffuse[3] = props->getDoubleValue("diffuse/a", 0.0);
+ diffuse[0] = props->getDoubleValue("diffuse/r", 0.8);
+ diffuse[1] = props->getDoubleValue("diffuse/g", 0.8);
+ diffuse[2] = props->getDoubleValue("diffuse/b", 0.8);
+ diffuse[3] = props->getDoubleValue("diffuse/a", 1.0);
specular[0] = props->getDoubleValue("specular/r", 0.0);
specular[1] = props->getDoubleValue("specular/g", 0.0);
specular[2] = props->getDoubleValue("specular/b", 0.0);
- specular[3] = props->getDoubleValue("specular/a", 0.0);
+ specular[3] = props->getDoubleValue("specular/a", 1.0);
emission[0] = props->getDoubleValue("emissive/r", 0.0);
emission[1] = props->getDoubleValue("emissive/g", 0.0);
emission[2] = props->getDoubleValue("emissive/b", 0.0);
- emission[3] = props->getDoubleValue("emissive/a", 0.0);
+ emission[3] = props->getDoubleValue("emissive/a", 1.0);
- shininess = props->getDoubleValue("shininess", 0.0);
+ shininess = props->getDoubleValue("shininess", 1.0);
- vector<SGPropertyNode_ptr> object_group_nodes =
+ if (props->hasChild("effect"))
+ effect = props->getStringValue("effect");
+
+ std::vector<SGPropertyNode_ptr> object_group_nodes =
((SGPropertyNode *)props)->getChildren("object-group");
for (unsigned int i = 0; i < object_group_nodes.size(); i++)
- object_groups.push_back(new SGMatObjectGroup(object_group_nodes[i]));
+ object_groups.push_back(new SGMatModelGroup(object_group_nodes[i]));
+
+ // read glyph table for taxi-/runway-signs
+ std::vector<SGPropertyNode_ptr> glyph_nodes = props->getChildren("glyph");
+ for (unsigned int i = 0; i < glyph_nodes.size(); i++) {
+ const char *name = glyph_nodes[i]->getStringValue("name");
+ if (name)
+ glyphs[name] = new SGMaterialGlyph(glyph_nodes[i]);
+ }
}
void
SGMaterial::init ()
{
- texture_path = "";
- state = NULL;
+ _status.clear();
+ _current_ptr = 0;
xsize = 0;
ysize = 0;
wrapu = true;
wrapv = true;
+
mipmap = true;
light_coverage = 0.0;
- texture_loaded = false;
- refcount = 0;
- shininess = 0.0;
+
+ solid = true;
+ friction_factor = 1;
+ rolling_friction = 0.02;
+ bumpiness = 0;
+ load_resistance = 1e30;
+
+ shininess = 1.0;
for (int i = 0; i < 4; i++) {
- ambient[i] = diffuse[i] = specular[i] = emission[i] = 0.0;
+ ambient[i] = (i < 3) ? 0.2 : 1.0;
+ specular[i] = (i < 3) ? 0.0 : 1.0;
+ diffuse[i] = (i < 3) ? 0.8 : 1.0;
+ emission[i] = (i < 3) ? 0.0 : 1.0;
}
+ effect = "Effects/terrain-default";
}
-bool
-SGMaterial::load_texture ()
+Effect* SGMaterial::get_effect(int n)
{
- if ( texture_loaded ) {
- return false;
- } else {
- SG_LOG( SG_GENERAL, SG_INFO, "Loading deferred texture "
- << texture_path );
- state->setTexture( (char *)texture_path.c_str(), wrapu, wrapv, mipmap );
- texture_loaded = true;
- return true;
+ if (_status.size() == 0) {
+ SG_LOG( SG_GENERAL, SG_WARN, "No effect available.");
+ return 0;
}
+ 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_ssg_state( bool defer_tex_load )
+void SGMaterial::buildEffectProperties(const SGReaderWriterXMLOptions* options)
{
- GLenum shade_model = GL_SMOOTH;
-
- state = new ssgSimpleState();
- state->ref();
-
- // 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, " " << texture_path );
- state->setTexture( (char *)texture_path.c_str(), wrapu, wrapv );
- texture_loaded = true;
- } else {
- texture_loaded = false;
+ using namespace osg;
+ ref_ptr<SGReaderWriterXMLOptions> xmlOptions;
+ if (options)
+ xmlOptions = new SGReaderWriterXMLOptions(*options);
+ 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)
+ {
+ SGPropertyNode_ptr effectProp = new SGPropertyNode();
+ copyProperties(propRoot, effectProp);
+ SGPropertyNode* effectParamProp = effectProp->getChild("parameters", 0);
+ for (unsigned int i = 0; i < matState.texture_paths.size(); i++) {
+ SGPropertyNode* texProp = makeChild(effectParamProp, "texture", matState.texture_paths[i].second);
+ makeChild(texProp, "image")->setStringValue(matState.texture_paths[i].first);
+ 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");
+ }
+ makeChild(effectParamProp, "xsize")->setDoubleValue(xsize);
+ makeChild(effectParamProp, "ysize")->setDoubleValue(ysize);
+ makeChild(effectParamProp, "scale")->setValue(SGVec3d(xsize,ysize,0.0));
+ makeChild(effectParamProp, "light-coverage")->setDoubleValue(light_coverage);
+
+ matState.effect = makeEffect(effectProp, false, xmlOptions.get());
+ matState.effect->setUserData(user.get());
}
- state->enable( GL_COLOR_MATERIAL );
-#if 0
- state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
- state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
- state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
-#else
- 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 );
-#endif
}
+SGMaterialGlyph* SGMaterial::get_glyph (const string& name) const
+{
+ map<string, SGSharedPtr<SGMaterialGlyph> >::const_iterator it;
+ it = glyphs.find(name);
+ if (it == glyphs.end())
+ return 0;
-void SGMaterial::set_ssg_state( ssgSimpleState *s )
+ return it->second;
+}
+
+\f
+////////////////////////////////////////////////////////////////////////
+// SGMaterialGlyph.
+////////////////////////////////////////////////////////////////////////
+
+SGMaterialGlyph::SGMaterialGlyph(SGPropertyNode *p) :
+ _left(p->getDoubleValue("left", 0.0)),
+ _right(p->getDoubleValue("right", 1.0))
{
- state = s;
- state->ref();
- texture_loaded = true;
}
-// end of mat.cxx
+void
+SGSetTextureFilter( int max) {
+ SGSceneFeatures::instance()->setTextureFilter( max);
+}
+
+int
+SGGetTextureFilter() {
+ return SGSceneFeatures::instance()->getTextureFilter();
+}