#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 <osg/ref_ptr>
-#include <osg/StateSet>
+namespace osg
+{
+class StateSet;
+}
+
+#include <simgear/scene/model/SGReaderWriterXMLOptions.hxx>
#include <simgear/props/props.hxx>
#include <simgear/structure/SGSharedPtr.hxx>
#include <simgear/scene/util/SGSceneFeatures.hxx>
#include "matmodel.hxx"
-SG_USING_STD(string);
-SG_USING_STD(vector);
-SG_USING_STD(map);
-
+namespace simgear
+{
+class Effect;
+void reload_shaders();
+}
class SGMaterialGlyph;
* 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::ReaderWriter::Options*, const SGPropertyNode *props);
+ SGMaterial(const simgear::SGReaderWriterXMLOptions*,
+ const SGPropertyNode *props);
/**
* Destructor.
*/
// Public methods.
////////////////////////////////////////////////////////////////////
- /**
- * Force the texture to load if it hasn't already.
- *
- * @return true if the texture loaded, false if it was loaded
- * already.
- */
- bool load_texture (int n = -1);
-
/**
* Get the textured state.
*/
- osg::StateSet *get_state (int n = -1) const;
-
+ simgear::Effect *get_effect(int n = -1);
/**
* Get the number of textures assigned to this material.
*
* 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 wood coverage.
+ *
+ * A smaller number means more generated woods within the forest.
+ *
+ * @return The area (m^2) covered by each wood.
+ */
+ inline double get_wood_coverage () const { return wood_coverage; }
+
+ /**
+ * Get the density of the wood
+ *
+ * @return The area (m^2) covered by each tree in the wood.
+ */
+ inline double get_tree_density () const { return tree_density; }
+
+ /**
+ * Get the size of each wood
+ *
+ * @return the average area (m^2) of each wood
+ */
+ inline double get_wood_size () const { return wood_size; }
+
+ /**
+ * Get the tree height.
+ *
+ * @return The average height of the trees.
+ */
+ inline double get_tree_height () const { return tree_height; }
+
+ /**
+ * Get the tree width.
+ *
+ * @return The average width of the trees.
+ */
+ 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; }
+
/**
* Return if the surface material is solid, if it is not solid, a fluid
* can be assumed, that is usually water.
/**
* 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.
/**
* 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; }
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::SGReaderWriterXMLOptions *o);
+ _internal_state(simgear::Effect *e, const std::string &t, bool l,
+ const simgear::SGReaderWriterXMLOptions *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::SGReaderWriterXMLOptions> options;
};
private:
////////////////////////////////////////////////////////////////////
// texture status
- vector<_internal_state> _status;
+ std::vector<_internal_state> _status;
// Round-robin counter
mutable unsigned int _current_ptr;
bool wrapu, wrapv;
// use mipmapping?
- int mipmap;
+ bool mipmap;
// coverage of night lighting.
double light_coverage;
+
+ // coverage of woods
+ double wood_coverage;
+
+ // The size of each wood
+ double wood_size;
+
+ // Tree density within the wood
+ double tree_density;
+
+ // 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;
// True if the material is solid, false if it is a fluid
bool solid;
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;
\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 );
-
+ void read_properties(const simgear::SGReaderWriterXMLOptions* options,
+ const SGPropertyNode *props);
+ void buildEffectProperties(const simgear::SGReaderWriterXMLOptions* options);
};
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