]> git.mxchange.org Git - simgear.git/blobdiff - simgear/scene/model/ModelRegistry.cxx
Add preliminary spot light animation
[simgear.git] / simgear / scene / model / ModelRegistry.cxx
index 1d587c2b5f9563484712382160ba9eae99989640..f1199f689398995cf1be5decda9eb39b63f569e4 100644 (file)
@@ -29,7 +29,6 @@
 
 #include <OpenThreads/ScopedLock>
 
-#include <osg/observer_ptr>
 #include <osg/ref_ptr>
 #include <osg/Group>
 #include <osg/NodeCallback>
@@ -48,6 +47,7 @@
 #include <simgear/scene/util/SGSceneFeatures.hxx>
 #include <simgear/scene/util/SGStateAttributeVisitor.hxx>
 #include <simgear/scene/util/SGTextureStateAttributeVisitor.hxx>
+#include <simgear/scene/util/SGReaderWriterOptions.hxx>
 #include <simgear/scene/util/NodeAndDrawableVisitor.hxx>
 
 #include <simgear/structure/exception.hxx>
@@ -56,6 +56,7 @@
 #include <simgear/props/condition.hxx>
 
 #include "BoundingVolumeBuildVisitor.hxx"
+#include "model.hxx"
 
 using namespace std;
 using namespace osg;
@@ -63,9 +64,6 @@ using namespace osgUtil;
 using namespace osgDB;
 using namespace simgear;
 
-using OpenThreads::ReentrantMutex;
-using OpenThreads::ScopedLock;
-
 // Little helper class that holds an extra reference to a
 // loaded 3d model.
 // Since we clone all structural nodes from our 3d models,
@@ -129,103 +127,6 @@ protected:
     }
 };
 
-// Change the StateSets of a model to hold different textures based on
-// a livery path.
-
-class TextureUpdateVisitor : public NodeAndDrawableVisitor {
-public:
-    TextureUpdateVisitor(const FilePathList& pathList) :
-        NodeAndDrawableVisitor(NodeVisitor::TRAVERSE_ALL_CHILDREN),
-        _pathList(pathList)
-    {
-    }
-    
-    virtual void apply(Node& node)
-    {
-        StateSet* stateSet = cloneStateSet(node.getStateSet());
-        if (stateSet)
-            node.setStateSet(stateSet);
-        traverse(node);
-    }
-
-    virtual void apply(Drawable& drawable)
-    {
-        StateSet* stateSet = cloneStateSet(drawable.getStateSet());
-        if (stateSet)
-            drawable.setStateSet(stateSet);
-    }
-    // Copied from Mathias' earlier SGTextureUpdateVisitor
-protected:
-    Texture2D* textureReplace(int unit, const StateAttribute* attr)
-    {
-        const Texture2D* texture = dynamic_cast<const Texture2D*>(attr);
-
-        if (!texture)
-            return 0;
-    
-        const Image* image = texture->getImage();
-        const string* fullFilePath = 0;
-        if (image) {
-            // The currently loaded file name
-            fullFilePath = &image->getFileName();
-
-        } else {
-            fullFilePath = &texture->getName();
-        }
-        // The short name
-        string fileName = getSimpleFileName(*fullFilePath);
-        if (fileName.empty())
-            return 0;
-        // The name that should be found with the current database path
-        string fullLiveryFile = findFileInPath(fileName, _pathList);
-        // If it is empty or they are identical then there is nothing to do
-        if (fullLiveryFile.empty() || fullLiveryFile == *fullFilePath)
-            return 0;
-        Image* newImage = readImageFile(fullLiveryFile);
-        if (!newImage)
-            return 0;
-        CopyOp copyOp(CopyOp::DEEP_COPY_ALL & ~CopyOp::DEEP_COPY_IMAGES);
-        Texture2D* newTexture = static_cast<Texture2D*>(copyOp(texture));
-        if (!newTexture) {
-            return 0;
-        } else {
-            newTexture->setImage(newImage);
-            return newTexture;
-        }
-    }
-    
-    StateSet* cloneStateSet(const StateSet* stateSet)
-    {
-        typedef pair<int, Texture2D*> Tex2D;
-        vector<Tex2D> newTextures;
-        StateSet* result = 0;
-
-        if (!stateSet)
-            return 0;
-        int numUnits = stateSet->getTextureAttributeList().size();
-        if (numUnits > 0) {
-            for (int i = 0; i < numUnits; ++i) {
-                const StateAttribute* attr
-                    = stateSet->getTextureAttribute(i, StateAttribute::TEXTURE);
-                Texture2D* newTexture = textureReplace(i, attr);
-                if (newTexture)
-                    newTextures.push_back(Tex2D(i, newTexture));
-            }
-            if (!newTextures.empty()) {
-                result = static_cast<StateSet*>(stateSet->clone(CopyOp()));
-                for (vector<Tex2D>::iterator i = newTextures.begin();
-                     i != newTextures.end();
-                     ++i) {
-                    result->setTextureAttribute(i->first, i->second);
-                }
-            }
-        }
-        return result;
-    }
-private:
-    FilePathList _pathList;
-};
-
 
 class SGTexCompressionVisitor : public SGTextureStateAttributeVisitor {
 public:
@@ -236,9 +137,13 @@ public:
     if (!texture)
       return;
 
-    // Hmm, true??
-    texture->setDataVariance(osg::Object::STATIC);
+    // Do not touch dynamically generated textures.
+    if (texture->getReadPBuffer())
+      return;
+    if (texture->getDataVariance() == osg::Object::DYNAMIC)
+      return;
 
+    // If no image attached, we assume this one is dynamically generated
     Image* image = texture->getImage(0);
     if (!image)
       return;
@@ -263,6 +168,16 @@ public:
     if (!texture)
       return;
 
+    // Cannot be static if this is a render to texture thing
+    if (texture->getReadPBuffer())
+      return;
+    if (texture->getDataVariance() == osg::Object::DYNAMIC)
+      return;
+    // If no image attached, we assume this one is dynamically generated
+    Image* image = texture->getImage(0);
+    if (!image)
+      return;
+    
     texture->setDataVariance(Object::STATIC);
   }
 
@@ -270,27 +185,15 @@ public:
   {
     if (!stateSet)
       return;
-    SGTextureStateAttributeVisitor::apply(stateSet);
     stateSet->setDataVariance(Object::STATIC);
-  }
-};
-
-class SGAcMaterialCrippleVisitor : public SGStateAttributeVisitor {
-public:
-  virtual void apply(StateSet::RefAttributePair& refAttr)
-  {
-    Material* material;
-    material = dynamic_cast<Material*>(refAttr.first.get());
-    if (!material)
-      return;
-    material->setColorMode(Material::AMBIENT_AND_DIFFUSE);
+    SGTextureStateAttributeVisitor::apply(stateSet);
   }
 };
 
 } // namespace
 
 Node* DefaultProcessPolicy::process(Node* node, const string& filename,
-                                    const ReaderWriter::Options* opt)
+                                    const Options* opt)
 {
     TextureNameVisitor nameVisitor;
     node->accept(nameVisitor);
@@ -299,16 +202,14 @@ Node* DefaultProcessPolicy::process(Node* node, const string& filename,
 
 ReaderWriter::ReadResult
 ModelRegistry::readImage(const string& fileName,
-                         const ReaderWriter::Options* opt)
+                         const Options* opt)
 {
-    ScopedLock<ReentrantMutex> lock(readerMutex);
     CallbackMap::iterator iter
         = imageCallbackMap.find(getFileExtension(fileName));
-    // XXX Workaround for OSG plugin bug
     {
         if (iter != imageCallbackMap.end() && iter->second.valid())
             return iter->second->readImage(fileName, opt);
-        string absFileName = findDataFile(fileName, opt);
+        string absFileName = SGModelLib::findDataFile(fileName, opt);
         if (!fileExists(absFileName)) {
             SG_LOG(SG_IO, SG_ALERT, "Cannot find image file \""
                    << fileName << "\"");
@@ -324,28 +225,91 @@ ModelRegistry::readImage(const string& fileName,
         }
         
         if (res.loadedFromCache())
-            SG_LOG(SG_IO, SG_INFO, "Returning cached image \""
+            SG_LOG(SG_IO, SG_BULK, "Returning cached image \""
                    << res.getImage()->getFileName() << "\"");
         else
-            SG_LOG(SG_IO, SG_INFO, "Reading image \""
+            SG_LOG(SG_IO, SG_BULK, "Reading image \""
                    << res.getImage()->getFileName() << "\"");
 
+        // Check for precompressed textures that depend on an extension
+        switch (res.getImage()->getPixelFormat()) {
+
+            // GL_EXT_texture_compression_s3tc
+            // patented, no way to decompress these
+#ifndef GL_EXT_texture_compression_s3tc
+#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT   0x83F0
+#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT  0x83F1
+#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT  0x83F2
+#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT  0x83F3
+#endif
+        case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
+        case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
+        case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
+        case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
+            
+            // GL_EXT_texture_sRGB
+            // patented, no way to decompress these
+#ifndef GL_EXT_texture_sRGB
+#define GL_COMPRESSED_SRGB_S3TC_DXT1_EXT  0x8C4C
+#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT 0x8C4D
+#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT 0x8C4E
+#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT 0x8C4F
+#endif
+        case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT:
+        case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:
+        case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT:
+        case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:
+            
+            // GL_TDFX_texture_compression_FXT1
+            // can decompress these in software but
+            // no code present in simgear.
+#ifndef GL_3DFX_texture_compression_FXT1
+#define GL_COMPRESSED_RGB_FXT1_3DFX       0x86B0
+#define GL_COMPRESSED_RGBA_FXT1_3DFX      0x86B1
+#endif
+        case GL_COMPRESSED_RGB_FXT1_3DFX:
+        case GL_COMPRESSED_RGBA_FXT1_3DFX:
+            
+            // GL_EXT_texture_compression_rgtc
+            // can decompress these in software but
+            // no code present in simgear.
+#ifndef GL_EXT_texture_compression_rgtc
+#define GL_COMPRESSED_RED_RGTC1_EXT       0x8DBB
+#define GL_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC
+#define GL_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD
+#define GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE
+#endif
+        case GL_COMPRESSED_RED_RGTC1_EXT:
+        case GL_COMPRESSED_SIGNED_RED_RGTC1_EXT:
+        case GL_COMPRESSED_RED_GREEN_RGTC2_EXT:
+        case GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT:
+
+            SG_LOG(SG_IO, SG_ALERT, "Image \"" << fileName << "\"\n"
+                   "uses compressed textures which cannot be supported on "
+                   "some systems.\n"
+                   "Please decompress this texture for improved portability.");
+            break;
+
+        default:
+            break;
+        }
+
         return res;
     }
 }
 
 
 osg::Node* DefaultCachePolicy::find(const string& fileName,
-                                    const ReaderWriter::Options* opt)
+                                    const Options* opt)
 {
     Registry* registry = Registry::instance();
     osg::Node* cached
         = dynamic_cast<Node*>(registry->getFromObjectCache(fileName));
     if (cached)
-        SG_LOG(SG_IO, SG_INFO, "Got cached model \""
+        SG_LOG(SG_IO, SG_BULK, "Got cached model \""
                << fileName << "\"");
     else
-        SG_LOG(SG_IO, SG_INFO, "Reading model \""
+        SG_LOG(SG_IO, SG_BULK, "Reading model \""
                << fileName << "\"");
     return cached;
 }
@@ -378,7 +342,7 @@ OptimizeModelPolicy::OptimizeModelPolicy(const string& extension) :
 
 osg::Node* OptimizeModelPolicy::optimize(osg::Node* node,
                                          const string& fileName,
-                                         const osgDB::ReaderWriter::Options* opt)
+                                         const osgDB::Options* opt)
 {
     osgUtil::Optimizer optimizer;
     optimizer.optimize(node, _osgOptions);
@@ -393,55 +357,43 @@ osg::Node* OptimizeModelPolicy::optimize(osg::Node* node,
     return node;
 }
 
-osg::Node* DefaultCopyPolicy::copy(osg::Node* model, const string& fileName,
-                    const osgDB::ReaderWriter::Options* opt)
-{
-    /// Crude hack for the bounding volume sharing problem.
-    /// Better solution this week.
-    /// Note that this does not really build in the case we come here
-    /// the second time for the same node
-    BoundingVolumeBuildVisitor bvBuilder;
-    model->accept(bvBuilder);
-
-    // Add an extra reference to the model stored in the database.
-    // That it to avoid expiring the object from the cache even if it is still
-    // in use. Note that the object cache will think that a model is unused
-    // if the reference count is 1. If we clone all structural nodes here
-    // we need that extra reference to the original object
-    SGDatabaseReference* databaseReference;
-    databaseReference = new SGDatabaseReference(model);
-    CopyOp::CopyFlags flags = CopyOp::DEEP_COPY_ALL;
-    flags &= ~CopyOp::DEEP_COPY_TEXTURES;
-    flags &= ~CopyOp::DEEP_COPY_IMAGES;
-    flags &= ~CopyOp::DEEP_COPY_STATESETS;
-    flags &= ~CopyOp::DEEP_COPY_STATEATTRIBUTES;
-    flags &= ~CopyOp::DEEP_COPY_ARRAYS;
-    flags &= ~CopyOp::DEEP_COPY_PRIMITIVES;
-    // This will safe display lists ...
-    flags &= ~CopyOp::DEEP_COPY_DRAWABLES;
-    flags &= ~CopyOp::DEEP_COPY_SHAPES;
-    osg::Node* res = CopyOp(flags)(model);
-    res->addObserver(databaseReference);
-
-    // Update liveries
-    TextureUpdateVisitor liveryUpdate(opt->getDatabasePathList());
-    res->accept(liveryUpdate);
-
-    return res;
-}
-
 string OSGSubstitutePolicy::substitute(const string& name,
-                                       const ReaderWriter::Options* opt)
+                                       const Options* opt)
 {
     string fileSansExtension = getNameLessExtension(name);
     string osgFileName = fileSansExtension + ".osg";
-    string absFileName = findDataFile(osgFileName, opt);
+    string absFileName = SGModelLib::findDataFile(osgFileName, opt);
     return absFileName;
 }
 
+
+void
+BuildLeafBVHPolicy::buildBVH(const std::string& fileName, osg::Node* node)
+{
+    SG_LOG(SG_IO, SG_BULK, "Building leaf attached boundingvolume tree for \""
+           << fileName << "\".");
+    BoundingVolumeBuildVisitor bvBuilder(true);
+    node->accept(bvBuilder);
+}
+
+void
+BuildGroupBVHPolicy::buildBVH(const std::string& fileName, osg::Node* node)
+{
+    SG_LOG(SG_IO, SG_BULK, "Building group attached boundingvolume tree for \""
+           << fileName << "\".");
+    BoundingVolumeBuildVisitor bvBuilder(false);
+    node->accept(bvBuilder);
+}
+
+void
+NoBuildBVHPolicy::buildBVH(const std::string& fileName, osg::Node*)
+{
+    SG_LOG(SG_IO, SG_BULK, "Omitting boundingvolume tree for \""
+           << fileName << "\".");
+}
+
 ModelRegistry::ModelRegistry() :
-    _defaultCallback(new DefaultCallback("")),
-    _nestingLevel(0)
+    _defaultCallback(new DefaultCallback(""))
 {
 }
 
@@ -461,13 +413,8 @@ ModelRegistry::addNodeCallbackForExtension(const string& extension,
 
 ReaderWriter::ReadResult
 ModelRegistry::readNode(const string& fileName,
-                        const ReaderWriter::Options* opt)
+                        const Options* opt)
 {
-    ScopedLock<ReentrantMutex> lock(readerMutex);
-    ++_nestingLevel;
-
-    // XXX Workaround for OSG plugin bug.
-    Registry* registry = Registry::instance();
     ReaderWriter::ReadResult res;
     CallbackMap::iterator iter
         = nodeCallbackMap.find(getFileExtension(fileName));
@@ -477,15 +424,6 @@ ModelRegistry::readNode(const string& fileName,
     else
         result = _defaultCallback->readNode(fileName, opt);
 
-    if (0 == --_nestingLevel) {
-        SG_LOG(SG_IO, SG_INFO, "Building boundingvolume tree for \""
-               << fileName << "\".");
-        BoundingVolumeBuildVisitor bvBuilder;
-        result.getNode()->accept(bvBuilder);
-    } else {
-        SG_LOG(SG_IO, SG_INFO, "Defering boundingvolume tree built for \""
-               << fileName << "\" to parent.");
-    }
     return result;
 }
 
@@ -498,10 +436,10 @@ public:
     Referenced::setThreadSafeReferenceCounting(true);
 
     Registry* registry = Registry::instance();
-    ReaderWriter::Options* options = new ReaderWriter::Options;
-    int cacheOptions = ReaderWriter::Options::CACHE_ALL;
+    Options* options = new Options;
+    int cacheOptions = Options::CACHE_ALL;
     options->
-      setObjectCacheHint((ReaderWriter::Options::CacheHintOptions)cacheOptions);
+      setObjectCacheHint((Options::CacheHintOptions)cacheOptions);
     registry->setOptions(options);
     registry->getOrCreateSharedStateManager()->
       setShareMode(SharedStateManager::SHARE_STATESETS);
@@ -511,7 +449,7 @@ public:
 
 static SGReadCallbackInstaller readCallbackInstaller;
 
-// we get optimal geometry from the loader.
+// we get optimal geometry from the loader (Hah!).
 struct ACOptimizePolicy : public OptimizeModelPolicy {
     ACOptimizePolicy(const string& extension)  :
         OptimizeModelPolicy(extension)
@@ -519,7 +457,7 @@ struct ACOptimizePolicy : public OptimizeModelPolicy {
         _osgOptions &= ~Optimizer::TRISTRIP_GEOMETRY;
     }
     Node* optimize(Node* node, const string& fileName,
-                   const ReaderWriter::Options* opt)
+                   const Options* opt)
     {
         ref_ptr<Node> optimized
             = OptimizeModelPolicy::optimize(node, fileName, opt);
@@ -535,6 +473,10 @@ struct ACOptimizePolicy : public OptimizeModelPolicy {
                 && group->getNumChildren() == 1)
                 optimized = static_cast<Node*>(group->getChild(0));
         }
+        const SGReaderWriterOptions* sgopt
+            = dynamic_cast<const SGReaderWriterOptions*>(opt);
+        if (sgopt && sgopt->getInstantiateEffects())
+            optimized = instantiateEffects(optimized.get(), sgopt);
         return optimized.release();
     }
 };
@@ -542,7 +484,7 @@ struct ACOptimizePolicy : public OptimizeModelPolicy {
 struct ACProcessPolicy {
     ACProcessPolicy(const string& extension) {}
     Node* process(Node* node, const string& filename,
-                  const ReaderWriter::Options* opt)
+                  const Options* opt)
     {
         Matrix m(1, 0, 0, 0,
                  0, 0, 1, 0,
@@ -557,23 +499,15 @@ struct ACProcessPolicy {
         transform->setDataVariance(Object::STATIC);
         transform->setMatrix(m);
         transform->addChild(node);
-        // Ok, this step is questionable.
-        // It is there to have the same visual appearance of ac objects for the
-        // first cut. Osg's ac3d loader will correctly set materials from the
-        // ac file. But the old plib loader used GL_AMBIENT_AND_DIFFUSE for the
-        // materials that in effect igored the ambient part specified in the
-        // file. We emulate that for the first cut here by changing all
-        // ac models here. But in the long term we should use the
-        // unchanged model and fix the input files instead ...
-        SGAcMaterialCrippleVisitor matCriple;
-        root->accept(matCriple);
+
         return root;
     }
 };
 
 typedef ModelRegistryCallback<ACProcessPolicy, DefaultCachePolicy,
-                              ACOptimizePolicy, DefaultCopyPolicy,
-                              OSGSubstitutePolicy> ACCallback;
+                              ACOptimizePolicy,
+                              OSGSubstitutePolicy, BuildLeafBVHPolicy>
+ACCallback;
 
 namespace
 {