#ifndef _SG_MAT_HXX
#define _SG_MAT_HXX
-#ifndef __cplusplus
-# error This library requires C++
-#endif
-
#include <simgear/compiler.h>
#include <string> // Standard C++ string library
#include <vector>
#include <map>
-#include <simgear/math/SGMath.hxx>
+#include "Effect.hxx"
#include <osg/ref_ptr>
+#include <osg/Texture2D>
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 <simgear/threads/SGThread.hxx> // for SGMutex
+#include <simgear/math/SGLimits.hxx>
+#include <simgear/math/SGMisc.hxx>
+#include <simgear/math/SGMath.hxx>
+#include <simgear/math/SGVec2.hxx>
+#include <simgear/math/SGRect.hxx>
+#include <simgear/bvh/BVHMaterial.hxx>
-#include "matmodel.hxx"
+typedef osg::ref_ptr<osg::Texture2D> Texture2DRef;
+typedef std::vector<SGRect <float> > AreaList;
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 osgDB::ReaderWriter::Options*, const SGPropertyNode *props);
+ SGMaterial(const osgDB::Options*,
+ const SGPropertyNode *props,
+ SGPropertyNode *prop_root,
+ AreaList *a,
+ SGSharedPtr<const SGCondition> c);
+
+
+ SGMaterial(const simgear::SGReaderWriterOptions*,
+ const SGPropertyNode *props,
+ SGPropertyNode *prop_root,
+ AreaList *a,
+ SGSharedPtr<const SGCondition> c);
- SGMaterial(const simgear::SGReaderWriterXMLOptions*,
- const SGPropertyNode *props);
/**
* Destructor.
*/
/**
* Get the textured state.
*/
- simgear::Effect *get_effect(int n = -1);
+ simgear::Effect* get_one_effect(int texIndex);
+ simgear::Effect* get_effect();
+
+ /**
+ * Get the textured state.
+ */
+ osg::Texture2D* get_one_object_mask(int texIndex);
+
/**
* Get the number of textures assigned to this material.
* @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; }
/**
- * Get the wood coverage.
+ * Get the building spacing.
*
- * A smaller number means more generated woods within the forest.
+ * This is the minimum spacing between buildings
*
- * @return The area (m^2) covered by each wood.
+ * @return The minimum distance between buildings
*/
- inline double get_wood_coverage () const { return wood_coverage; }
+ inline double get_building_spacing () const { return building_spacing; }
/**
- * Get the density of the wood
+ * Get the building texture.
+ *
+ * This is the texture used for auto-generated buildings.
*
- * @return The area (m^2) covered by each tree in the wood.
+ * @return The texture for auto-generated buildings.
*/
- inline double get_tree_density () const { return tree_density; }
+ inline std::string get_building_texture () const { return building_texture; }
+
+ /**
+ * Get the building lightmap.
+ *
+ * This is the lightmap used for auto-generated buildings.
+ *
+ * @return The lightmap for auto-generated buildings.
+ */
+ 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 size of each wood
+ * Get the wood coverage.
+ *
+ * A smaller number means more generated woods within the forest.
*
- * @return the average area (m^2) of each wood
+ * @return The area (m^2) covered by each wood.
*/
- inline double get_wood_size () const { return wood_size; }
+ inline double get_wood_coverage () const { return wood_coverage; }
/**
* Get the tree height.
*/
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.
- */
- bool get_solid () const { return solid; }
/**
- * Get the friction factor for that material
- */
- double get_friction_factor () const { return friction_factor; }
-
- /**
- * Get the rolling friction for that material
+ * Get the effect file name to use for trees
+ *
+ * @return the effect to use for this set of trees.
*/
- double get_rolling_friction () const { return rolling_friction; }
-
+ inline std::string get_tree_effect () const { return tree_effect; }
+
/**
- * Get the bumpines for that material
+ * 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.
*/
- double get_bumpiness () const { return bumpiness; }
-
+ inline double get_cos_tree_max_density_slope_angle () const { return cos_tree_max_density_slope_angle; }
+
/**
- * Get the load resistance
+ * 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.
*/
- double get_load_resistance () const { return load_resistance; }
-
+ 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
*/
SGMatModelGroup * get_object_group (int index) const {
return object_groups[index];
}
+
+ /**
+ * Evaluate whether this material is valid given the current global
+ * property state and the tile location.
+ */
+ bool valid(SGVec2f loc) const;
/**
* Return pointer to glyph class, or 0 if it doesn't exist.
return SGVec2f((0 < tex_width) ? 1000.0f/tex_width : 1.0f,
(0 < tex_height) ? 1000.0f/tex_height : 1.0f);
}
-
+
protected:
\f
struct _internal_state {
_internal_state(simgear::Effect *e, bool l,
- const simgear::SGReaderWriterXMLOptions *o);
+ const simgear::SGReaderWriterOptions *o);
_internal_state(simgear::Effect *e, const std::string &t, bool l,
- const simgear::SGReaderWriterXMLOptions *o);
+ 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::SGReaderWriterXMLOptions> options;
+ osg::ref_ptr<const simgear::SGReaderWriterOptions> options;
};
private:
// texture status
std::vector<_internal_state> _status;
- // Round-robin counter
- mutable unsigned int _current_ptr;
-
// texture size
double xsize, ysize;
// coverage of night lighting.
double light_coverage;
+ // 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;
- // 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;
// Number of varieties of tree texture
int tree_varieties;
-
- // 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 resistance of that surface material
- double load_resistance;
+
+ // 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;
// Tree texture, typically a strip of applicable tree textures
std::string tree_texture;
-\f
+
+ // Tree effect to be used for a particular material
+ std::string tree_effect;
+
+ // Object mask, a simple RGB texture used as a mask when placing
+ // random vegetation, objects and buildings
+ std::vector<Texture2DRef> _masks;
+
+ // Condition, indicating when this material is active
+ SGSharedPtr<const SGCondition> condition;
+
+ // List of geographical rectangles for this material
+ AreaList* areas;
+
+ // Parameters from the materials file
+ const SGPropertyNode* parameters;
+
+ // per-material lock for entrypoints called from multiple threads
+ SGMutex _lock;
+
////////////////////////////////////////////////////////////////////
// Internal constructors and methods.
////////////////////////////////////////////////////////////////////
- void read_properties(const simgear::SGReaderWriterXMLOptions* options,
- const SGPropertyNode *props);
- void buildEffectProperties(const simgear::SGReaderWriterXMLOptions* options);
+ 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);
};