#ifndef _SG_MAT_HXX
#define _SG_MAT_HXX
-#ifndef __cplusplus
-# error This library requires C++
-#endif
-
#include <simgear/compiler.h>
-#include STL_STRING // Standard C++ string library
+#include <string> // Standard C++ string library
#include <vector>
#include <map>
-#include <simgear/math/SGMath.hxx>
+#include "Effect.hxx"
#include <osg/ref_ptr>
-#include <osg/StateSet>
-
-#include <simgear/props/props.hxx>
-#include <simgear/structure/SGSharedPtr.hxx>
-
-#include "matmodel.hxx"
-
-SG_USING_STD(string);
-SG_USING_STD(vector);
-SG_USING_STD(map);
+#include <osg/Texture2D>
+namespace osg
+{
+class StateSet;
+}
+#include <simgear/structure/SGSharedPtr.hxx>
+#include <simgear/threads/SGThread.hxx> // for SGMutex
+#include <simgear/math/SGMath.hxx>
+#include <simgear/bvh/BVHMaterial.hxx>
+
+namespace simgear
+{
+class Effect;
+void reload_shaders();
+class SGReaderWriterOptions;
+}
+
+class SGMatModelGroup;
+class SGCondition;
+class SGPropertyNode;
class SGMaterialGlyph;
-
+class SGTexturedTriangleBin;
/**
* A material in the scene graph.
* defined in the $FG_ROOT/materials.xml file, and can be changed
* at runtime.
*/
-class SGMaterial : public SGReferenced {
+class SGMaterial : public simgear::BVHMaterial {
public:
* state information for the material. This node is usually
* loaded from the $FG_ROOT/materials.xml file.
*/
- SGMaterial( const string &fg_root, const SGPropertyNode *props, const char *season );
-
-
- /**
- * Construct a material from an absolute texture path.
- *
- * @param texture_path A string containing an absolute path
- * to a texture file (usually RGB).
- */
- SGMaterial( const string &texpath );
-
-
- /**
- * Construct a material around an existing state.
- *
- * This constructor allows the application to create a custom,
- * low-level state for the scene graph and wrap a material around
- * it. Note: the pointer ownership is transferred to the material.
- *
- * @param s The state for this material.
- */
- SGMaterial( osg::StateSet *s );
+ SGMaterial( const osgDB::Options*,
+ const SGPropertyNode *props,
+ SGPropertyNode *prop_root);
+ SGMaterial(const simgear::SGReaderWriterOptions*,
+ const SGPropertyNode *props,
+ SGPropertyNode *prop_root);
/**
* Destructor.
*/
////////////////////////////////////////////////////////////////////
/**
- * Force the texture to load if it hasn't already.
- *
- * @return true if the texture loaded, false if it was loaded
- * already.
+ * Get the textured state.
*/
- bool load_texture (int n = -1);
-
+ simgear::Effect* get_effect(const SGTexturedTriangleBin& triangleBin);
+ simgear::Effect* get_effect();
/**
* Get the textured state.
*/
- osg::StateSet *get_state (int n = -1) const;
+ osg::Texture2D* get_object_mask(const SGTexturedTriangleBin& triangleBin);
/**
*
* A smaller number means more generated night lighting.
*
- * @return The area (m^2?) covered by each light.
+ * @return The area (m^2) covered by each light.
*/
inline double get_light_coverage () const { return light_coverage; }
+
+ /**
+ * Get the building coverage.
+ *
+ * A smaller number means more generated buildings.
+ *
+ * @return The area (m^2) covered by each light.
+ */
+ inline double get_building_coverage () const { return building_coverage; }
/**
- * Return if the surface material is solid, if it is not solid, a fluid
- * can be assumed, that is usually water.
+ * Get the building spacing.
+ *
+ * This is the minimum spacing between buildings
+ *
+ * @return The minimum distance between buildings
*/
- bool get_solid () const { return solid; }
+ inline double get_building_spacing () const { return building_spacing; }
/**
- * Get the friction factor for that material
+ * Get the building texture.
+ *
+ * This is the texture used for auto-generated buildings.
+ *
+ * @return The texture for auto-generated buildings.
*/
- double get_friction_factor () const { return friction_factor; }
+ inline std::string get_building_texture () const { return building_texture; }
/**
- * Get the rolling friction for that material
+ * Get the building lightmap.
+ *
+ * This is the lightmap used for auto-generated buildings.
+ *
+ * @return The lightmap for auto-generated buildings.
*/
- double get_rolling_friction () const { return rolling_friction; }
+ inline std::string get_building_lightmap () const { return building_lightmap; }
+
+ // Ratio of the 3 random building sizes
+ inline double get_building_small_fraction () const { return building_small_ratio / (building_small_ratio + building_medium_ratio + building_large_ratio); }
+ inline double get_building_medium_fraction () const { return building_medium_ratio / (building_small_ratio + building_medium_ratio + building_large_ratio); }
+ inline double get_building_large_fraction () const { return building_large_ratio / (building_small_ratio + building_medium_ratio + building_large_ratio); }
+
+ // Proportion of buildings with pitched roofs
+ inline double get_building_small_pitch () const { return building_small_pitch; }
+ inline double get_building_medium_pitch () const { return building_medium_pitch; }
+ inline double get_building_large_pitch () const { return building_large_pitch; }
+
+ // Min/Max number of floors for each size
+ inline int get_building_small_min_floors () const { return building_small_min_floors; }
+ inline int get_building_small_max_floors () const { return building_small_max_floors; }
+ inline int get_building_medium_min_floors () const { return building_medium_min_floors; }
+ inline int get_building_medium_max_floors () const { return building_medium_max_floors; }
+ inline int get_building_large_min_floors () const { return building_large_min_floors; }
+ inline int get_building_large_max_floors () const { return building_large_max_floors; }
+
+ // Minimum width and depth for each size
+ inline double get_building_small_min_width () const { return building_small_min_width; }
+ inline double get_building_small_max_width () const { return building_small_max_width; }
+ inline double get_building_small_min_depth () const { return building_small_min_depth; }
+ inline double get_building_small_max_depth () const { return building_small_max_depth; }
+
+ inline double get_building_medium_min_width () const { return building_medium_min_width; }
+ inline double get_building_medium_max_width () const { return building_medium_max_width; }
+ inline double get_building_medium_min_depth () const { return building_medium_min_depth; }
+ inline double get_building_medium_max_depth () const { return building_medium_max_depth; }
+
+ inline double get_building_large_min_width () const { return building_large_min_width; }
+ inline double get_building_large_max_width () const { return building_large_max_width; }
+ inline double get_building_large_min_depth () const { return building_large_min_depth; }
+ inline double get_building_large_max_depth () const { return building_large_max_depth; }
+
+ inline double get_building_range () const { return building_range; }
+
+ inline double get_cos_object_max_density_slope_angle () const { return cos_object_max_density_slope_angle; }
+ inline double get_cos_object_zero_density_slope_angle () const { return cos_object_zero_density_slope_angle; }
/**
- * Get the bumpines for that material
+ * Get the wood coverage.
+ *
+ * A smaller number means more generated woods within the forest.
+ *
+ * @return The area (m^2) covered by each wood.
*/
- double get_bumpiness () const { return bumpiness; }
+ inline double get_wood_coverage () const { return wood_coverage; }
+
+ /**
+ * Get the tree height.
+ *
+ * @return The average height of the trees.
+ */
+ inline double get_tree_height () const { return tree_height; }
/**
- * Get the load resistence
+ * Get the tree width.
+ *
+ * @return The average width of the trees.
*/
- double get_load_resistence () const { return load_resistence; }
+ inline double get_tree_width () const { return tree_width; }
+ /**
+ * Get the forest LoD range.
+ *
+ * @return The LoD range for the trees.
+ */
+ inline double get_tree_range () const { return tree_range; }
+
+ /**
+ * Get the number of tree varieties available
+ *
+ * @return the number of different trees defined in the texture strip
+ */
+ inline int get_tree_varieties () const { return tree_varieties; }
+
+ /**
+ * Get the texture strip to use for trees
+ *
+ * @return the texture to use for trees.
+ */
+ inline std::string get_tree_texture () const { return tree_texture; }
+
+ /**
+ * Get the cosine of the maximum tree density slope angle. We
+ * use the cosine as it can be compared directly to the z component
+ * of a triangle normal.
+ *
+ * @return the cosine of the maximum tree density slope angle.
+ */
+ inline double get_cos_tree_max_density_slope_angle () const { return cos_tree_max_density_slope_angle; }
+
+ /**
+ * Get the cosine of the maximum tree density slope angle. We
+ * use the cosine as it can be compared directly to the z component
+ * of a triangle normal.
+ *
+ * @return the cosine of the maximum tree density slope angle.
+ */
+ inline double get_cos_tree_zero_density_slope_angle () const { return cos_tree_zero_density_slope_angle; }
+
/**
* Get the list of names for this material
*/
- const vector<string>& get_names() const { return _names; }
+ const std::vector<std::string>& get_names() const { return _names; }
/**
* add the given name to the list of names this material is known
*/
- void add_name(const string& name) { _names.push_back(name); }
+ void add_name(const std::string& name) { _names.push_back(name); }
/**
* Get the number of randomly-placed objects defined for this material.
SGMatModelGroup * get_object_group (int index) const {
return object_groups[index];
}
+
+ /**
+ * Evaluate whether this material is valid given the current global
+ * property state.
+ */
+ bool valid() const;
/**
* Return pointer to glyph class, or 0 if it doesn't exist.
*/
- SGMaterialGlyph * get_glyph (const string& name) const;
+ SGMaterialGlyph * get_glyph (const std::string& name) const;
+ void set_light_color(const SGVec4f& color)
+ { emission = color; }
+ const SGVec4f& get_light_color() const
+ { return emission; }
+
+ SGVec2f get_tex_coord_scale() const
+ {
+ float tex_width = get_xsize();
+ float tex_height = get_ysize();
+
+ return SGVec2f((0 < tex_width) ? 1000.0f/tex_width : 1.0f,
+ (0 < tex_height) ? 1000.0f/tex_height : 1.0f);
+ }
+
protected:
\f
protected:
struct _internal_state {
- _internal_state( osg::StateSet *s, const string &t, bool l )
- : state(s), texture_path(t), texture_loaded(l) {}
- osg::ref_ptr<osg::StateSet> state;
- string texture_path;
- bool texture_loaded;
+ _internal_state(simgear::Effect *e, bool l,
+ const simgear::SGReaderWriterOptions *o);
+ _internal_state(simgear::Effect *e, const std::string &t, bool l,
+ const simgear::SGReaderWriterOptions *o);
+ void add_texture(const std::string &t, int i);
+ osg::ref_ptr<simgear::Effect> effect;
+ std::vector<std::pair<std::string,int> > texture_paths;
+ bool effect_realized;
+ osg::ref_ptr<const simgear::SGReaderWriterOptions> options;
};
private:
////////////////////////////////////////////////////////////////////
// texture status
- vector<_internal_state> _status;
-
- // Round-robin counter
- mutable unsigned int _current_ptr;
+ std::vector<_internal_state> _status;
// texture size
double xsize, ysize;
bool wrapu, wrapv;
// use mipmapping?
- int mipmap;
-
- // use anisotropic filtering
- float filtering;
+ bool mipmap;
// coverage of night lighting.
double light_coverage;
-
- // True if the material is solid, false if it is a fluid
- bool solid;
-
- // the friction factor of that surface material
- double friction_factor;
-
- // the rolling friction of that surface material
- double rolling_friction;
-
- // the bumpiness of that surface material
- double bumpiness;
-
- // the load resistence of that surface material
- double load_resistence;
+
+ // coverage of buildings
+ double building_coverage;
+
+ // building spacing
+ double building_spacing;
+
+ // building texture & lightmap
+ std::string building_texture;
+ std::string building_lightmap;
+
+ // Ratio of the 3 random building sizes
+ double building_small_ratio;
+ double building_medium_ratio;
+ double building_large_ratio;
+
+ // Proportion of buildings with pitched roofs
+ double building_small_pitch;
+ double building_medium_pitch;
+ double building_large_pitch;
+
+ // Min/Max number of floors for each size
+ int building_small_min_floors;
+ int building_small_max_floors;
+ int building_medium_min_floors;
+ int building_medium_max_floors;
+ int building_large_min_floors;
+ int building_large_max_floors;
+
+ // Minimum width and depth for each size
+ double building_small_min_width;
+ double building_small_max_width;
+ double building_small_min_depth;
+ double building_small_max_depth;
+
+ double building_medium_min_width;
+ double building_medium_max_width;
+ double building_medium_min_depth;
+ double building_medium_max_depth;
+
+ double building_large_min_width;
+ double building_large_max_width;
+ double building_large_min_depth;
+ double building_large_max_depth;
+
+ double building_range;
+
+ // Cosine of the angle of maximum and zero density,
+ // used to stop buildings and random objects from being
+ // created on too steep a slope.
+ double cos_object_max_density_slope_angle;
+ double cos_object_zero_density_slope_angle;
+
+ // coverage of woods
+ double wood_coverage;
+
+ // Range at which trees become visible
+ double tree_range;
+
+ // Height of the tree
+ double tree_height;
+
+ // Width of the tree
+ double tree_width;
+
+ // Number of varieties of tree texture
+ int tree_varieties;
+
+ // cosine of the tile angle of maximum and zero density,
+ // used to stop trees from being created on too steep a slope.
+ double cos_tree_max_density_slope_angle;
+ double cos_tree_zero_density_slope_angle;
// material properties
SGVec4f ambient, diffuse, specular, emission;
double shininess;
+ // effect for this material
+ std::string effect;
+
// the list of names for this material. May be empty.
- vector<string> _names;
+ std::vector<std::string> _names;
- vector<SGSharedPtr<SGMatModelGroup> > object_groups;
+ std::vector<SGSharedPtr<SGMatModelGroup> > object_groups;
// taxiway-/runway-sign texture elements
- map<string, SGSharedPtr<SGMaterialGlyph> > glyphs;
+ std::map<std::string, SGSharedPtr<SGMaterialGlyph> > glyphs;
+
+ // Tree texture, typically a strip of applicable tree textures
+ std::string tree_texture;
+
+ // Object mask, a simple RGB texture used as a mask when placing
+ // random vegetation, objects and buildings
+ std::vector<osg::Texture2D*> _masks;
+
+ // Condition, indicating when this material is active
+ SGSharedPtr<const SGCondition> condition;
+
+ // Parameters from the materials file
+ const SGPropertyNode* parameters;
+
+ // per-material lock for entrypoints called from multiple threads
+ SGMutex _lock;
-\f
////////////////////////////////////////////////////////////////////
// Internal constructors and methods.
////////////////////////////////////////////////////////////////////
- SGMaterial( const string &fg_root, const SGMaterial &mat ); // unimplemented
-
- void read_properties( const string &fg_root, const SGPropertyNode *props, const char *season );
- void build_state( bool defer_tex_load );
- void set_state( osg::StateSet *s );
-
- void assignTexture( osg::StateSet *state, const std::string &fname, int _wrapu = TRUE, int _wrapv = TRUE, int _mipmap = TRUE, float filtering = 1.0f );
-
+ void read_properties(const simgear::SGReaderWriterOptions* options,
+ const SGPropertyNode *props,
+ SGPropertyNode *prop_root);
+ void buildEffectProperties(const simgear::SGReaderWriterOptions* options);
+ simgear::Effect* get_effect(int i);
};
const SGMaterial* getMaterial() const
{ return mMaterial; }
private:
- SGSharedPtr<const SGMaterial> mMaterial;
+ // this cannot be an SGSharedPtr since that would create a cicrular reference
+ // making it impossible to ever free the space needed by SGMaterial
+ const SGMaterial* mMaterial;
};
+void
+SGSetTextureFilter( int max);
+
+int
+SGGetTextureFilter();
+
#endif // _SG_MAT_HXX