*
*/
-#include <osg/AlphaFunc>
-#include <osg/Billboard>
-#include <osg/BlendFunc>
+#ifdef HAVE_CONFIG_H
+# include <simgear_config.h>
+#endif
+
+#include <algorithm>
+#include <vector>
+#include <string>
+#include <map>
+
+#include <boost/tuple/tuple_comparison.hpp>
+
#include <osg/Geode>
#include <osg/Geometry>
-#include <osg/Material>
#include <osg/Math>
#include <osg/MatrixTransform>
#include <osg/Matrix>
-#include <osg/StateSet>
-#include <osg/Texture2D>
-#include <osg/TexEnv>
#include <osgDB/ReadFile>
#include <osgDB/FileUtils>
+#include <simgear/debug/logstream.hxx>
+#include <simgear/math/sg_random.h>
#include <simgear/misc/sg_path.hxx>
+#include <simgear/scene/material/Effect.hxx>
+#include <simgear/scene/material/EffectGeode.hxx>
+#include <simgear/props/props.hxx>
+#include <simgear/scene/util/QuadTreeBuilder.hxx>
+#include <simgear/scene/util/RenderConstants.hxx>
+#include <simgear/scene/util/StateAttributeFactory.hxx>
+#include <simgear/structure/OSGUtils.hxx>
#include "ShaderGeometry.hxx"
#include "TreeBin.hxx"
-#define SG_TREE_QUAD_TREE_SIZE 32
+#define SG_TREE_QUAD_TREE_DEPTH 3
+#define SG_TREE_FADE_OUT_LEVELS 10
+
+using namespace osg;
namespace simgear
{
-osg::Geometry* createOrthQuads(float w, float h, const osg::Matrix& rotate)
+// Tree instance scheme:
+// vertex - local position of quad vertex.
+// normal - x y scaling, z number of varieties
+// fog coord - rotation
+// color - xyz of tree quad origin, replicated 4 times.
+//
+// The tree quad is rendered twice, with different rotations, to
+// create the crossed tree geometry.
+
+struct TreesBoundingBoxCallback : public Drawable::ComputeBoundingBoxCallback
{
+ TreesBoundingBoxCallback() {}
+ TreesBoundingBoxCallback(const TreesBoundingBoxCallback&, const CopyOp&) {}
+ META_Object(simgear, TreesBoundingBoxCallback);
+ virtual BoundingBox computeBound(const Drawable&) const;
+};
- //const osg::Vec3& pos = osg::Vec3(0.0f,0.0f,0.0f),
- // set up the coords
- osg::Vec3Array& v = *(new osg::Vec3Array(8));
- osg::Vec2Array& t = *(new osg::Vec2Array(8));
-
- /*
- float rotation = 0.0f;
- float sw = sinf(rotation)*w*0.5f;
- float cw = cosf(rotation)*w*0.5f;
-
- v[0].set(pos.x()-sw,pos.y()-cw,pos.z()+0.0f);
- v[1].set(pos.x()+sw,pos.y()+cw,pos.z()+0.0f);
- v[2].set(pos.x()+sw,pos.y()+cw,pos.z()+h);
- v[3].set(pos.x()-sw,pos.y()-cw,pos.z()+h);
-
- v[4].set(pos.x()-cw,pos.y()+sw,pos.z()+0.0f);
- v[5].set(pos.x()+cw,pos.y()-sw,pos.z()+0.0f);
- v[6].set(pos.x()+cw,pos.y()-sw,pos.z()+h);
- v[7].set(pos.x()-cw,pos.y()+sw,pos.z()+h);
- */
- float cw = w*0.5f;
-
- v[0].set(0.0f,-cw,0.0f);
- v[1].set(0.0f, cw,0.0f);
- v[2].set(0.0f, cw,h);
- v[3].set(0.0f,-cw,h);
-
- v[4].set(-cw,0.0f,0.0f);
- v[5].set( cw,0.0f,0.0f);
- v[6].set( cw,0.0f,h);
- v[7].set(-cw,0.0f,h);
-
- t[0].set(0.0f,0.0f);
- t[1].set(1.0f,0.0f);
- t[2].set(1.0f,1.0f);
- t[3].set(0.0f,1.0f);
-
- t[4].set(0.0f,0.0f);
- t[5].set(1.0f,0.0f);
- t[6].set(1.0f,1.0f);
- t[7].set(0.0f,1.0f);
-
- for (unsigned int i = 0; i < 8; i++)
- {
- v[i] = v[i] * rotate;
+BoundingBox
+TreesBoundingBoxCallback::computeBound(const Drawable& drawable) const
+{
+ BoundingBox bb;
+ const Geometry* geom = static_cast<const Geometry*>(&drawable);
+ const Vec3Array* v = static_cast<const Vec3Array*>(geom->getVertexArray());
+ const Vec3Array* pos = static_cast<const Vec3Array*>(geom->getColorArray());
+ const Vec3Array* params
+ = static_cast<const Vec3Array*>(geom->getNormalArray());
+ const FloatArray* rot
+ = static_cast<const FloatArray*>(geom->getFogCoordArray());
+ float w = (*params)[0].x();
+ float h = (*params)[0].y();
+ Geometry::PrimitiveSetList primSets = geom->getPrimitiveSetList();
+ FloatArray::const_iterator rotitr = rot->begin();
+ for (Geometry::PrimitiveSetList::const_iterator psitr = primSets.begin(),
+ psend = primSets.end();
+ psitr != psend;
+ ++psitr, ++rotitr) {
+ Matrixd trnsfrm = (Matrixd::scale(w, w, h)
+ * Matrixd::rotate(*rotitr, Vec3(0.0f, 0.0f, 1.0f)));
+ DrawArrays* da = static_cast<DrawArrays*>(psitr->get());
+ GLint psFirst = da->getFirst();
+ GLint psEndVert = psFirst + da->getCount();
+ for (GLint i = psFirst;i < psEndVert; ++i) {
+ Vec3 pt = (*v)[i];
+ pt = pt * trnsfrm;
+ pt += (*pos)[i];
+ bb.expandBy(pt);
+ }
}
+ return bb;
+}
- osg::Geometry *geom = new osg::Geometry;
+Geometry* makeSharedTreeGeometry(int numQuads)
+{
+ // generate a repeatable random seed
+ mt seed;
+ mt_init(&seed, unsigned(123));
+ // set up the coords
+ osg::Vec3Array* v = new osg::Vec3Array;
+ osg::Vec2Array* t = new osg::Vec2Array;
+ v->reserve(numQuads * 4);
+ t->reserve(numQuads * 4);
+ for (int i = 0; i < numQuads; ++i) {
+ // Apply a random scaling factor and texture index.
+ float h = (mt_rand(&seed) + mt_rand(&seed)) / 2.0f + 0.5f;
+ float cw = h * .5;
+ v->push_back(Vec3(0.0f, -cw, 0.0f));
+ v->push_back(Vec3(0.0f, cw, 0.0f));
+ v->push_back(Vec3(0.0f, cw, h));
+ v->push_back(Vec3(0.0f,-cw, h));
+ // The texture coordinate range is not the entire coordinate
+ // space, as the texture has a number of different trees on
+ // it. Here we assign random coordinates and let the shader
+ // choose the variety.
+ float variety = mt_rand(&seed);
+ t->push_back(Vec2(variety, 0.0f));
+ t->push_back(Vec2(variety + 1.0f, 0.0f));
+ t->push_back(Vec2(variety + 1.0f, 1.0f));
+ t->push_back(Vec2(variety, 1.0f));
+ }
+ Geometry* result = new Geometry;
+ result->setVertexArray(v);
+ result->setTexCoordArray(0, t);
+ result->setComputeBoundingBoxCallback(new TreesBoundingBoxCallback);
+ result->setUseDisplayList(false);
+ return result;
+}
- geom->setVertexArray( &v );
+ref_ptr<Geometry> sharedTreeGeometry;
- geom->setTexCoordArray( 0, &t );
+Geometry* createTreeGeometry(float width, float height, int varieties)
+{
+ if (!sharedTreeGeometry)
+ sharedTreeGeometry = makeSharedTreeGeometry(1600);
+ Geometry* quadGeom = simgear::clone(sharedTreeGeometry.get(),
+ CopyOp::SHALLOW_COPY);
+ Vec3Array* params = new Vec3Array;
+ params->push_back(Vec3(width, height, (float)varieties));
+ quadGeom->setNormalArray(params);
+ quadGeom->setNormalBinding(Geometry::BIND_OVERALL);
+ // Positions
+ quadGeom->setColorArray(new Vec3Array);
+ quadGeom->setColorBinding(Geometry::BIND_PER_VERTEX);
+ FloatArray* rotation = new FloatArray(2);
+ (*rotation)[0] = 0.0;
+ (*rotation)[1] = PI_2;
+ quadGeom->setFogCoordArray(rotation);
+ quadGeom->setFogCoordBinding(Geometry::BIND_PER_PRIMITIVE_SET);
+ // The primitive sets render the same geometry, but the second
+ // will rotated 90 degrees by the vertex shader, which uses the
+ // fog coordinate as a rotation.
+ for (int i = 0; i < 2; ++i)
+ quadGeom->addPrimitiveSet(new DrawArrays(PrimitiveSet::QUADS));
+ return quadGeom;
+}
- geom->addPrimitiveSet( new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,8) );
+EffectGeode* createTreeGeode(float width, float height, int varieties)
+{
+ EffectGeode* result = new EffectGeode;
+ result->addDrawable(createTreeGeometry(width, height, varieties));
+ return result;
+}
- return geom;
+void addTreeToLeafGeode(Geode* geode, const SGVec3f& p)
+{
+ Vec3 pos = toOsg(p);
+ unsigned int numDrawables = geode->getNumDrawables();
+ Geometry* geom
+ = static_cast<Geometry*>(geode->getDrawable(numDrawables - 1));
+ Vec3Array* posArray = static_cast<Vec3Array*>(geom->getColorArray());
+ if (posArray->size()
+ >= static_cast<Vec3Array*>(geom->getVertexArray())->size()) {
+ Vec3Array* paramsArray
+ = static_cast<Vec3Array*>(geom->getNormalArray());
+ Vec3 params = (*paramsArray)[0];
+ geom = createTreeGeometry(params.x(), params.y(), params.z());
+ posArray = static_cast<Vec3Array*>(geom->getColorArray());
+ geode->addDrawable(geom);
+ }
+ posArray->insert(posArray->end(), 4, pos);
+ size_t numVerts = posArray->size();
+ for (int i = 0; i < 2; ++i) {
+ DrawArrays* primSet
+ = static_cast<DrawArrays*>(geom->getPrimitiveSet(i));
+ primSet->setCount(numVerts);
+ }
}
-osg::Group* createForest(const TreeBin& forest, const osg::Matrix& transform)
+typedef std::map<std::string, osg::ref_ptr<Effect> > EffectMap;
+
+static EffectMap treeEffectMap;
+
+// Helper classes for creating the quad tree
+namespace
{
- // Set up some shared structures.
- // FIXME: Currently we only take the texture, height and width of the first tree in the forest. In the future
- // we should be able to handle multiple textures etc.
- TreeBin::Tree firstTree = forest.getTree(0);
-
- osg::Geometry* shared_geometry = createOrthQuads(firstTree.width,
- firstTree.height,
- transform);
- osg::Group* group = new osg::Group;
-
- osg::Texture2D *tex = new osg::Texture2D;
- tex->setWrap( osg::Texture2D::WRAP_S, osg::Texture2D::CLAMP );
- tex->setWrap( osg::Texture2D::WRAP_T, osg::Texture2D::CLAMP );
- tex->setImage(osgDB::readImageFile(firstTree.texture));
-
- osg::AlphaFunc* alphaFunc = new osg::AlphaFunc;
- alphaFunc->setFunction(osg::AlphaFunc::GEQUAL,0.05f);
-
- osg::StateSet *dstate = new osg::StateSet;
- dstate->setTextureAttributeAndModes(0, tex, osg::StateAttribute::ON );
- dstate->setTextureAttribute(0, new osg::TexEnv );
- dstate->setAttributeAndModes( new osg::BlendFunc, osg::StateAttribute::ON );
- dstate->setAttributeAndModes( alphaFunc, osg::StateAttribute::ON );
- dstate->setMode( GL_LIGHTING, osg::StateAttribute::OFF );
- dstate->setRenderingHint( osg::StateSet::TRANSPARENT_BIN );
-
- osg::StateSet* stateset = new osg::StateSet;
- stateset->setTextureAttributeAndModes(0, tex, osg::StateAttribute::ON );
- stateset->setRenderingHint( osg::StateSet::TRANSPARENT_BIN );
-
- osg::Program* program = new osg::Program;
- stateset->setAttribute(program);
- osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0);
- stateset->addUniform(baseTextureSampler);
-
- /*
- * FIXME: Currently, calculating the diffuse term results in a bad
- * "flickering" and a tendency of the diffuse term be either
- * 0.0 of 1.0. Hence, it has been commented out in the shader below.
- * I (Stuart) suspect it may be because the light is so distant that
- * we're seeing floating point representation issues.
- */
- char vertexShaderSource[] =
-// "varying vec3 N;\n"\r
-// "varying vec3 v;\n"
- "varying vec2 texcoord;\n"
- "varying float fogFactor;\n"
- "\n"
- "void main(void)\n"
- "{\n"
-// " v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"\r
-// " N = normalize(gl_NormalMatrix * gl_Normal);\n"\r
- " texcoord = gl_MultiTexCoord0.st;\n"
- " vec3 position = gl_Vertex.xyz * gl_Color.w + gl_Color.xyz;\n"
- " gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);\n"
- " const float LOG2 = 1.442695;\n"\r
- " gl_FogFragCoord = gl_Position.z;\n"\r
- " fogFactor = exp2( -gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord * LOG2 );\n"\r
- " fogFactor = clamp(fogFactor, 0.0, 1.0);\n"
- "}\n";
-
- char fragmentShaderSource[] =
- "uniform sampler2D baseTexture; \n"
-// "varying vec3 N;\n"\r
-// "varying vec3 v;\n"
- "varying vec2 texcoord;\n"
- "varying float fogFactor;\n"
- "\n"
- "void main(void) \n"
- "{ \n"
- " vec4 base = texture2D( baseTexture, texcoord);\n"
-// " vec3 L = normalize(gl_LightSource[0].position.xyz);\n"
-// " vec4 vDiffuse = gl_FrontLightProduct[0].diffuse * max(dot(N,L), 0.0);\n"
-// " vDiffuse = sqrt(clamp(vDiffuse, 0.0, 1.0));\n"
-// " vec4 vAmbient = gl_FrontLightProduct[0].ambient;\n"
-// " vec4 finalColor = base * (vAmbient + vDiffuse);\n"
- " vec4 finalColor = base * gl_FrontLightProduct[0].diffuse;\n"
- " gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor );\n"
- "}\n";
-
- osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource);
- program->addShader(vertex_shader);
-
- osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource);
- program->addShader(fragment_shader);
-
- // Now, create a quadtree for the forest.
- osg::ref_ptr<osg::Group> _root;
- ShaderGeometry* leaves[SG_TREE_QUAD_TREE_SIZE][SG_TREE_QUAD_TREE_SIZE];
-
- // Determine the extents of the tree, and a list of the required textures for later.
- osg::BoundingBox extents;
- for (unsigned int i = 0; i < forest.getNumTrees(); i++)
- {
- const osg::Vec3f center = forest.getTree(i).position.osg() * transform;
- extents.expandBy(center);
+struct MakeTreesLeaf
+{
+ MakeTreesLeaf(float range, int varieties, float width, float height,
+ Effect* effect) :
+ _range(range), _varieties(varieties),
+ _width(width), _height(height), _effect(effect) {}
+
+ MakeTreesLeaf(const MakeTreesLeaf& rhs) :
+ _range(rhs._range),
+ _varieties(rhs._varieties), _width(rhs._width), _height(rhs._height),
+ _effect(rhs._effect)
+ {}
+
+ LOD* operator() () const
+ {
+ LOD* result = new LOD;
+
+ // Create a series of LOD nodes so trees cover decreases slightly
+ // gradually with distance from _range to 2*_range
+ for (float i = 0.0; i < SG_TREE_FADE_OUT_LEVELS; i++)
+ {
+ EffectGeode* geode = createTreeGeode(_width, _height, _varieties);
+ geode->setEffect(_effect.get());
+ result->addChild(geode, 0, _range * (1.0 + i / (SG_TREE_FADE_OUT_LEVELS - 1.0)));
+ }
+ return result;
}
-
- const osg::Vec2 quadMin(extents.xMin(), extents.yMin());
- const osg::Vec2 quadMax(extents.xMax(), extents.yMax());
-
- for (int i = 0; i < SG_TREE_QUAD_TREE_SIZE; ++i) {
- osg::LOD* interior = new osg::LOD;
- //osg::Group* interior = new osg::Group;
- group->addChild(interior);
- for (int j = 0; j < SG_TREE_QUAD_TREE_SIZE; ++j) {
- osg::Geode* geode = new osg::Geode;
- leaves[i][j] = new ShaderGeometry();
- leaves[i][j]->setGeometry(shared_geometry);
- geode->setStateSet(stateset);
- geode->addDrawable(leaves[i][j]);
- interior->addChild(geode, 0, firstTree.range);
- }
+ float _range;
+ int _varieties;
+ float _width;
+ float _height;
+ ref_ptr<Effect> _effect;
+};
+
+struct AddTreesLeafObject
+{
+ void operator() (LOD* lod, const TreeBin::Tree& tree) const
+ {
+ Geode* geode = static_cast<Geode*>(lod->getChild(rand() % SG_TREE_FADE_OUT_LEVELS));
+ addTreeToLeafGeode(geode, tree.position);
}
-
- // Now we've got our quadtree, add the trees based on location.
-
- for (unsigned int i = 0; i < forest.getNumTrees(); i++)
- {
- TreeBin::Tree t = forest.getTree(i);
- osg::Vec3 center = t.position.osg() * transform;
-
- int x = (int)(SG_TREE_QUAD_TREE_SIZE * (center.x() - quadMin.x()) / (quadMax.x() - quadMin.x()));
- x = osg::clampTo(x, 0, (SG_TREE_QUAD_TREE_SIZE - 1));
- int y = (int)(SG_TREE_QUAD_TREE_SIZE * (center.y() - quadMin.y()) / (quadMax.y() - quadMin.y()));
- y = osg::clampTo(y, 0, (SG_TREE_QUAD_TREE_SIZE -1));
-
- leaves[y][x]->addTree(t.position.osg(), t.height);
+};
+
+struct GetTreeCoord
+{
+ Vec3 operator() (const TreeBin::Tree& tree) const
+ {
+ return toOsg(tree.position);
+ }
+};
+
+typedef QuadTreeBuilder<LOD*, TreeBin::Tree, MakeTreesLeaf, AddTreesLeafObject,
+ GetTreeCoord> ShaderGeometryQuadtree;
+}
+
+struct TreeTransformer
+{
+ TreeTransformer(Matrix& mat_) : mat(mat_) {}
+ TreeBin::Tree operator()(const TreeBin::Tree& tree) const
+ {
+ Vec3 pos = toOsg(tree.position);
+ return TreeBin::Tree(toSG(pos * mat));
+ }
+ Matrix mat;
+};
+
+// This actually returns a MatrixTransform node. If we rotate the whole
+// forest into the local Z-up coordinate system we can reuse the
+// primitive tree geometry for all the forests of the same type.
+
+osg::Group* createForest(SGTreeBinList& forestList, const osg::Matrix& transform)
+{
+ Matrix transInv = Matrix::inverse(transform);
+ static Matrix ident;
+ // Set up some shared structures.
+ ref_ptr<Group> group;
+ MatrixTransform* mt = new MatrixTransform(transform);
+
+ SGTreeBinList::iterator i;
+
+ for (i = forestList.begin(); i != forestList.end(); ++i) {
+ TreeBin* forest = *i;
+
+ Effect* effect = 0;
+ EffectMap::iterator iter = treeEffectMap.find(forest->texture);
+ if (iter == treeEffectMap.end()) {
+ SGPropertyNode_ptr effectProp = new SGPropertyNode;
+ makeChild(effectProp, "inherits-from")->setStringValue("Effects/tree");
+ SGPropertyNode* params = makeChild(effectProp, "parameters");
+ // emphasize n = 0
+ params->getChild("texture", 0, true)->getChild("image", 0, true)
+ ->setStringValue(forest->texture);
+ effect = makeEffect(effectProp, true);
+ treeEffectMap.insert(EffectMap::value_type(forest->texture, effect));
+ } else {
+ effect = iter->second.get();
+ }
+
+ // Now, create a quadtree for the forest.
+ ShaderGeometryQuadtree
+ quadtree(GetTreeCoord(), AddTreesLeafObject(),
+ SG_TREE_QUAD_TREE_DEPTH,
+ MakeTreesLeaf(forest->range, forest->texture_varieties,
+ forest->width, forest->height, effect));
+ // Transform tree positions from the "geocentric" positions we
+ // get from the scenery polys into the local Z-up coordinate
+ // system.
+ std::vector<TreeBin::Tree> rotatedTrees;
+ rotatedTrees.reserve(forest->_trees.size());
+ std::transform(forest->_trees.begin(), forest->_trees.end(),
+ std::back_inserter(rotatedTrees),
+ TreeTransformer(transInv));
+ quadtree.buildQuadTree(rotatedTrees.begin(), rotatedTrees.end());
+ group = quadtree.getRoot();
+
+ for (size_t i = 0; i < group->getNumChildren(); ++i)
+ mt->addChild(group->getChild(i));
}
- return group;
+ return mt;
}
}