]> git.mxchange.org Git - simgear.git/blobdiff - simgear/scene/tgdb/TreeBin.cxx
Merge branch 'jmt/ref_ptr-conv'
[simgear.git] / simgear / scene / tgdb / TreeBin.cxx
index b4219f33be85a70a8bd1d9a31be0d69887e5f1af..66c26addba0ea60ca68522cc6fd80dcccb095f1b 100644 (file)
  *
  */
 
+#ifdef HAVE_CONFIG_H
+#  include <simgear_config.h>
+#endif
+
 #include <algorithm>
+#include <vector>
 #include <string>
 #include <map>
 
-#include <osg/AlphaFunc>
-#include <osg/Billboard>
-#include <osg/BlendFunc>
+#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_DEPTH 3
 
-// Comments from Tim Moore:
-// Some work remains for this code. Stuart's enhancement for multiple
-// textures per forest should be integrated. We should try to use one
-// ShaderGeometry for *all* the trees in the scene graph and do the
-// rotation and scale with a MatrixTransform above the trees quad
-// tree. The positions would of course have to be transformed by the
-// inverse of that transform. Also, we should investigate whether it
-// would be better to instantiate trees as polygons in a osg::Geometry
-// object instead of using the ShaderGeometry instancing technique.
-
 using namespace osg;
 
 namespace simgear
 {
 
-osg::Geometry* createOrthQuads(float w, float h, int varieties, const osg::Matrix& rotate)
-{
-
-    //const osg::Vec3& pos = osg::Vec3(0.0f,0.0f,0.0f),
-    // set up the coords
-    // Create front and back polygons so we don't need to screw around
-    // with two-sided lighting in the shader.
-    osg::Vec3Array& v = *(new osg::Vec3Array(8));
-    osg::Vec3Array& n = *(new osg::Vec3Array(8));
-    osg::Vec2Array& t = *(new osg::Vec2Array(8));
-    
-    float cw = w*0.5f;
+// 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.
 
-    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);
-
-    // The texture coordinate range is not the
-    // entire coordinate space - as the texture
-    // has a number of different trees on it.
-    float tx = 1.0f/varieties;
-
-    t[0].set(0.0f,0.0f);
-    t[1].set(  tx,0.0f);
-    t[2].set(  tx,1.0f);
-    t[3].set(0.0f,1.0f);
-
-    t[4].set(0.0f,0.0f);
-    t[5].set(  tx,0.0f);
-    t[6].set(  tx,1.0f);
-    t[7].set(0.0f,1.0f);
+struct TreesBoundingBoxCallback : public Drawable::ComputeBoundingBoxCallback
+{
+    TreesBoundingBoxCallback() {}
+    TreesBoundingBoxCallback(const TreesBoundingBoxCallback&, const CopyOp&) {}
+    META_Object(simgear, TreesBoundingBoxCallback);
+    virtual BoundingBox computeBound(const Drawable&) const;
+};
 
-    // For now the normal is normal to the quad. If we want to get
-    // fancier and approximate a cylindrical tree or something, then
-    // we would really want more geometry.
-    std::fill(n.begin(), n.begin() + 4, Vec3f(1.0f, 0.0f, 0.0f));
-    std::fill(n.begin() + 4, n.end(), Vec3f(0.0f, -1.0f, 0.0f));
-    for (unsigned int i = 0; i < 8; i++) {
-        v[i] = v[i] * rotate;
-        // Should be the inverse transpose, but assume that rotate is
-        // orthonormal.
-        n[i] = n[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);
-    geom->setTexCoordArray(0, &t);
-    geom->setNormalArray(&n);
-    geom->setNormalBinding(Geometry::BIND_PER_VERTEX);
-    // No color for now; that's used to pass the position.
-    geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,8));
+ref_ptr<Geometry> sharedTreeGeometry;
 
-    return geom;
+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;
 }
 
- static char vertexShaderSource[] = 
-    "varying float fogFactor;\n"
-    "attribute float textureIndex;\n"
-    "\n"
-    "void main(void)\n"
-    "{\n"
-    "  gl_TexCoord[0] = gl_MultiTexCoord0 + vec4(textureIndex, 0.0, 0.0, 0.0);\n"
-    "  vec3 position = gl_Vertex.xyz * gl_Color.w + gl_Color.xyz;\n"
-    "  gl_Position   = gl_ModelViewProjectionMatrix * vec4(position,1.0);\n"
-    "  vec3 ecPosition = vec3(gl_ModelViewMatrix * vec4(position, 1.0));\n"
-    "  vec3 N = normalize(gl_NormalMatrix * gl_Normal);\n"
-    "  vec3 diffuse = gl_FrontMaterial.diffuse.rgb * max(0.0, dot(N, gl_LightSource[0].position.xyz));\n"
-    "  vec3 backDiffuse = gl_FrontMaterial.diffuse.rgb * max(0.0, dot(-N, gl_LightSource[0].position.xyz));\n"
-    " vec4 ambientColor = gl_FrontLightModelProduct.sceneColor + gl_LightSource[0].ambient * gl_FrontMaterial.ambient;\n"
-    " gl_FrontColor = ambientColor + gl_LightSource[0].diffuse * vec4(diffuse, 1.0);\n"
-    " gl_BackColor = ambientColor + gl_LightSource[0].diffuse * vec4(backDiffuse, 1.0)\n;"
-//    "  gl_TexCoord[0] = gl_MultiTexCoord0;\n"
-    " float fogCoord = abs(ecPosition.z);\n"
-    "  fogFactor = exp( -gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);\n"
-    "  fogFactor = clamp(fogFactor, 0.0, 1.0);\n"
-    "}\n";
+EffectGeode* createTreeGeode(float width, float height, int varieties)
+{
+    EffectGeode* result = new EffectGeode;
+    result->addDrawable(createTreeGeometry(width, height, varieties));
+    return result;
+}
 
-static char fragmentShaderSource[] = 
-    "uniform sampler2D baseTexture; \n"
-    "varying float fogFactor;\n"
-    "\n"
-    "void main(void) \n"
-    "{ \n"
-    "  vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);\n"
-    "  vec4 finalColor = base * gl_Color;\n"
-    "  gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor );\n"
-    "}\n";
+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);
+    }
+}
 
-typedef std::map<std::string, osg::ref_ptr<StateSet> > StateSetMap;
+typedef std::map<std::string, osg::ref_ptr<Effect> > EffectMap;
 
-static StateSetMap treeTextureMap;
+static EffectMap treeEffectMap;
 
 // Helper classes for creating the quad tree
 namespace
 {
 struct MakeTreesLeaf
 {
-    MakeTreesLeaf(float range, Geometry* geometry, int varieties) :
-        _range(range), _geometry(geometry), _varieties(varieties)
-    {}
+    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), _geometry(rhs._geometry), _varieties(rhs._varieties) {}
+        _range(rhs._range),
+        _varieties(rhs._varieties), _width(rhs._width), _height(rhs._height),
+        _effect(rhs._effect)
+    {}
+
     LOD* operator() () const
     {
         LOD* result = new LOD;
-        Geode* geode = new Geode;
-        ShaderGeometry* sg = new ShaderGeometry(_varieties);
-        sg->setGeometry(_geometry);
-        geode->addDrawable(sg);
+        EffectGeode* geode = createTreeGeode(_width, _height, _varieties);
+        geode->setEffect(_effect.get());
         result->addChild(geode, 0, _range);
         return result;
     }
     float _range;
     int _varieties;
-    Geometry* _geometry;
+    float _width;
+    float _height;
+    ref_ptr<Effect> _effect;
 };
 
 struct AddTreesLeafObject
@@ -193,97 +247,80 @@ struct AddTreesLeafObject
     void operator() (LOD* lod, const TreeBin::Tree& tree) const
     {
         Geode* geode = static_cast<Geode*>(lod->getChild(0));
-        ShaderGeometry* sg
-            = static_cast<ShaderGeometry*>(geode->getDrawable(0));
-        sg->addTree(tree);
+        addTreeToLeafGeode(geode, tree.position);
     }
 };
 
 struct GetTreeCoord
 {
-    GetTreeCoord(const Matrix& transform) : _transform(transform) {}
-    GetTreeCoord(const GetTreeCoord& rhs) : _transform(rhs._transform) {}
     Vec3 operator() (const TreeBin::Tree& tree) const
     {
-        return tree.position.osg() * _transform;
+        return toOsg(tree.position);
     }
-    Matrix _transform;
 };
 
 typedef QuadTreeBuilder<LOD*, TreeBin::Tree, MakeTreesLeaf, AddTreesLeafObject,
                         GetTreeCoord> ShaderGeometryQuadtree;
 }
 
-osg::Group* createForest(TreeBin& forest, const osg::Matrix& transform)
+struct TreeTransformer
 {
-    // Set up some shared structures. 
-    osg::Geometry* shared_geometry = createOrthQuads(forest.width, 
-                                                     forest.height, 
-                                                     forest.texture_varieties,
-                                                     transform);
-
-    ref_ptr<Group> group;
-
-    osg::StateSet* stateset = 0;
-    StateSetMap::iterator iter = treeTextureMap.find(forest.texture);
-    if (iter == treeTextureMap.end()) {
-        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(forest.texture));
+    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;
+};
 
-        static ref_ptr<AlphaFunc> alphaFunc;
-        static ref_ptr<Program> program;
-        static ref_ptr<Uniform> baseTextureSampler;
-        static ref_ptr<Material> material;
-    
-        stateset = new osg::StateSet;
-        stateset->setTextureAttributeAndModes(0, tex, osg::StateAttribute::ON );
-        stateset->setRenderBinDetails(RANDOM_OBJECTS_BIN, "DepthSortedBin");
-        if (!program.valid()) {
-            alphaFunc = new AlphaFunc;
-            alphaFunc->setFunction(AlphaFunc::GEQUAL,0.33f);
-            program  = new Program;
-            baseTextureSampler = new osg::Uniform("baseTexture", 0);
-            Shader* vertex_shader = new Shader(Shader::VERTEX, vertexShaderSource);
-            program->addShader(vertex_shader);
-            program->addBindAttribLocation("textureIndex", 1);
+// 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.
 
-            Shader* fragment_shader = new Shader(Shader::FRAGMENT,
-                                                 fragmentShaderSource);
-            program->addShader(fragment_shader);
-            material = new Material;
-            // DonĀ“t track vertex color
-            material->setColorMode(Material::OFF);
-            material->setAmbient(Material::FRONT_AND_BACK,
-                                 Vec4(.8f, .8f, .8f, 1.0f));
-            material->setDiffuse(Material::FRONT_AND_BACK,
-                                 Vec4(.2f, .2f, .2f, 1.0f));
-        }
-        stateset->setAttributeAndModes(alphaFunc.get());
-        stateset->setAttribute(program.get());
-        stateset->addUniform(baseTextureSampler.get());
-        stateset->setMode(GL_VERTEX_PROGRAM_TWO_SIDE, StateAttribute::ON);
-        stateset->setAttribute(material.get());
+osg::Group* createForest(TreeBin& forest, const osg::Matrix& transform)
+{
+    Matrix transInv = Matrix::inverse(transform);
+    static Matrix ident;
+    // Set up some shared structures.
+    ref_ptr<Group> group;
 
-        treeTextureMap.insert(StateSetMap::value_type(forest.texture,
-                                                      stateset));
+    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 {
-        stateset = iter->second.get();
+        effect = iter->second.get();
     }
     // Now, create a quadtree for the forest.
     {
-        ShaderGeometryQuadtree quadtree(GetTreeCoord(Matrix::inverse(transform)),
-                                        AddTreesLeafObject(),
-                                        SG_TREE_QUAD_TREE_DEPTH,
-                                        MakeTreesLeaf(forest.range,
-                                                      shared_geometry,
-                                                      forest.texture_varieties));
-        quadtree.buildQuadTree(forest._trees.begin(), forest._trees.end());
+        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();
     }
-    group->setStateSet(stateset);
-    return group.release();    
+    MatrixTransform* mt = new MatrixTransform(transform);
+    for (size_t i = 0; i < group->getNumChildren(); ++i)
+        mt->addChild(group->getChild(i));
+    return mt;
 }
 
 }