*
*/
+#include <algorithm>
+#include <vector>
+#include <string>
+#include <map>
+
+#include <boost/tuple/tuple_comparison.hpp>
+
#include <osg/AlphaFunc>
#include <osg/Billboard>
#include <osg/BlendFunc>
#include <osgDB/FileUtils>
#include <simgear/misc/sg_path.hxx>
+#include <simgear/scene/util/QuadTreeBuilder.hxx>
+#include <simgear/scene/util/RenderConstants.hxx>
+#include <simgear/scene/util/StateAttributeFactory.hxx>
#include "ShaderGeometry.hxx"
#include "TreeBin.hxx"
-#define SG_TREE_QUAD_TREE_SIZE 32
+#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, const osg::Matrix& rotate)
+// memoize geometry
+typedef boost::tuple<float, float, int> ForestTuple;
+typedef std::map<ForestTuple, ref_ptr<Geometry> > OrthQuadMap;
+
+osg::Geometry* createOrthQuads(float w, float h, int varieties, const osg::Matrix& rotate)
{
+ static OrthQuadMap orthQuadMap;
+ OrthQuadMap::iterator giter
+ = orthQuadMap.find(ForestTuple(w, h, varieties));
+ if (giter != orthQuadMap.end())
+ return giter->second.get();
//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 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[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(1.0f,0.0f);
- t[2].set(1.0f,1.0f);
+ 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(1.0f,0.0f);
- t[6].set(1.0f,1.0f);
+ t[5].set( tx,0.0f);
+ t[6].set( tx,1.0f);
t[7].set(0.0f,1.0f);
-
- for (unsigned int i = 0; i < 8; i++)
- {
- v[i] = v[i] * rotate;
+
+ // 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;
}
osg::Geometry *geom = new osg::Geometry;
- geom->setVertexArray( &v );
+ 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));
+
+ orthQuadMap.insert(std::make_pair(ForestTuple(w, h, varieties), geom));
+ return geom;
+}
- geom->setTexCoordArray( 0, &t );
+ 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"
+ " float n = dot(normalize(gl_LightSource[0].position.xyz), normalize(-ecPosition));\n"
+ " vec3 diffuse = gl_FrontMaterial.diffuse.rgb * max(0.1, n);\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 = gl_FrontColor;\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";
- geom->addPrimitiveSet( new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,8) );
+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";
- return geom;
+typedef std::map<std::string, osg::ref_ptr<StateSet> > StateSetMap;
+
+static StateSetMap treeTextureMap;
+
+// Helper classes for creating the quad tree
+namespace
+{
+struct MakeTreesLeaf
+{
+ MakeTreesLeaf(float range, Geometry* geometry, int varieties) :
+ _range(range), _geometry(geometry), _varieties(varieties)
+ {}
+ MakeTreesLeaf(const MakeTreesLeaf& rhs) :
+ _range(rhs._range), _geometry(rhs._geometry), _varieties(rhs._varieties) {}
+ LOD* operator() () const
+ {
+ LOD* result = new LOD;
+ Geode* geode = new Geode;
+ ShaderGeometry* sg = new ShaderGeometry(_varieties);
+ sg->setGeometry(_geometry);
+ geode->addDrawable(sg);
+ result->addChild(geode, 0, _range);
+ return result;
+ }
+ float _range;
+ int _varieties;
+ Geometry* _geometry;
+};
+
+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);
+ }
+};
+
+struct GetTreeCoord
+{
+ Vec3 operator() (const TreeBin::Tree& tree) const
+ {
+ return tree.position.osg();
+ }
+};
+
+typedef QuadTreeBuilder<LOD*, TreeBin::Tree, MakeTreesLeaf, AddTreesLeafObject,
+ GetTreeCoord> ShaderGeometryQuadtree;
}
-osg::Group* createForest(const TreeBin& forest, const osg::Matrix& transform)
+struct TreeTransformer
{
- // 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);
+ TreeTransformer(Matrix& mat_) : mat(mat_) {}
+ TreeBin::Tree operator()(const TreeBin::Tree& tree) const
+ {
+ const Vec3& pos = tree.position.osg();
+ return TreeBin::Tree(SGVec3f(pos * mat), tree.texture_index,
+ tree.scale);
}
+ 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(TreeBin& forest, const osg::Matrix& transform)
+{
+ Matrix transInv = Matrix::inverse(transform);
+ static Matrix ident;
+ // Set up some shared structures.
+ osg::Geometry* shared_geometry = createOrthQuads(forest.width,
+ forest.height,
+ forest.texture_varieties,
+ ident);
+
+ 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));
+
+ static ref_ptr<AlphaFunc> alphaFunc;
+ static ref_ptr<Program> program;
+ static ref_ptr<Uniform> baseTextureSampler;
+ static ref_ptr<Material> material;
- 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);
- }
+ 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);
+
+ 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(1.0f, 1.0f, 1.0f, 1.0f));
+ material->setDiffuse(Material::FRONT_AND_BACK,
+ Vec4(1.0f, 1.0f, 1.0f, 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());
+
+ treeTextureMap.insert(StateSetMap::value_type(forest.texture,
+ stateset));
+ } else {
+ stateset = iter->second.get();
}
-
- // 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);
+ // Now, create a quadtree for the forest.
+ {
+ ShaderGeometryQuadtree quadtree(GetTreeCoord(),
+ AddTreesLeafObject(),
+ SG_TREE_QUAD_TREE_DEPTH,
+ MakeTreesLeaf(forest.range,
+ shared_geometry,
+ forest.texture_varieties));
+ // 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();
}
-
- return group;
+ MatrixTransform* mt = new MatrixTransform(transform);
+ for (int i = 0; i < group->getNumChildren(); ++i)
+ mt->addChild(group->getChild(i));
+ mt->setStateSet(stateset);
+ return mt;
}
}