]> git.mxchange.org Git - simgear.git/blobdiff - simgear/scene/material/mat.hxx
Random buildings - initial commit.
[simgear.git] / simgear / scene / material / mat.hxx
index 619ae8dae08bae9c62ccfb1ad68c1a7b8c071eea..f607f7fb32a4805428e0ab27ca9fdc07c6dc5b69 100644 (file)
 #include <map>
 
 #include <simgear/math/SGMath.hxx>
+#include "Effect.hxx"
+#include <simgear/scene/tgdb/SGTexturedTriangleBin.hxx>
 
 #include <osg/ref_ptr>
+#include <osg/Texture2D>
 
 namespace osg
 {
 class StateSet;
 }
 
-#include <simgear/scene/model/SGReaderWriterXMLOptions.hxx>
+#include <simgear/scene/util/SGReaderWriterOptions.hxx>
 #include <simgear/props/props.hxx>
 #include <simgear/structure/SGSharedPtr.hxx>
 #include <simgear/scene/util/SGSceneFeatures.hxx>
+#include <simgear/props/condition.hxx>
 
 #include "matmodel.hxx"
 
@@ -85,10 +89,13 @@ 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);
 
-  SGMaterial(const simgear::SGReaderWriterXMLOptions*,
-             const SGPropertyNode *props);
+  SGMaterial(const simgear::SGReaderWriterOptions*,
+             const SGPropertyNode *props,
+             SGPropertyNode *prop_root);
   /**
    * Destructor.
    */
@@ -103,7 +110,14 @@ public:
   /**
    * Get the textured state.
    */
-  simgear::Effect *get_effect(int n = -1);
+  simgear::Effect* get_effect(SGTexturedTriangleBin triangleBin);
+  simgear::Effect* get_effect();
+
+  /**
+   * Get the textured state.
+   */
+  osg::Texture2D* get_object_mask(SGTexturedTriangleBin triangleBin);
+
 
   /**
    * Get the number of textures assigned to this material.
@@ -131,29 +145,76 @@ public:
    * @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.
    *
-   * @return The area (m^2) covered by each tree in the wood.
+   * This is the texture used for auto-generated buildings.
+   *
+   * @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; }
+  
+  // 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; }
+
   /**
-   * 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.
@@ -189,7 +250,7 @@ public:
    * @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.
@@ -237,6 +298,18 @@ public:
   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() { 
+     if (condition) {
+       return condition->test();       
+     } else {
+       return true;
+     }
+   }
 
   /**
    * Return pointer to glyph class, or 0 if it doesn't exist.
@@ -272,12 +345,15 @@ protected:
 protected:
 
   struct _internal_state {
+      _internal_state(simgear::Effect *e, bool l,
+                      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::string texture_path;
+      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:
@@ -290,9 +366,6 @@ private:
   // texture status
   std::vector<_internal_state> _status;
 
-  // Round-robin counter
-  mutable unsigned int _current_ptr;
-
   // texture size
   double xsize, ysize;
 
@@ -305,15 +378,52 @@ private:
   // coverage of night lighting.
   double light_coverage;
   
+  // coverage of buildings
+  double building_coverage;
+  
+  // building spacing
+  double building_spacing;
+  
+  // building texture
+  std::string building_texture;
+
+  // 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;
+  
   // 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;
 
@@ -358,14 +468,23 @@ private:
   
   // Tree texture, typically a strip of applicable tree textures
   std::string tree_texture;
-\f
+  
+  // 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;
+
   ////////////////////////////////////////////////////////////////////
   // 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);
 };