*/
#include <algorithm>
+#include <vector>
#include <string>
#include <map>
+#include <boost/tuple/tuple_comparison.hpp>
+
#include <osg/AlphaFunc>
#include <osg/Billboard>
#include <osg/BlendFunc>
namespace simgear
{
+// 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
// 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;
}
static char vertexShaderSource[] =
- "varying vec2 texcoord;\n"
"varying float fogFactor;\n"
"attribute float textureIndex;\n"
"\n"
"void main(void)\n"
"{\n"
- " texcoord = gl_MultiTexCoord0.st + vec2(textureIndex, 0.0);\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"
+ " 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";
static char fragmentShaderSource[] =
"uniform sampler2D baseTexture; \n"
- "varying vec2 texcoord;\n"
-// "varying vec3 N;\n"
-// "varying vec3 v;\n"
"varying float fogFactor;\n"
"\n"
"void main(void) \n"
"{ \n"
- " vec4 base = texture2D( baseTexture, texcoord);\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";
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 tree.position.osg();
}
- Matrix _transform;
};
typedef QuadTreeBuilder<LOD*, TreeBin::Tree, MakeTreesLeaf, AddTreesLeafObject,
GetTreeCoord> ShaderGeometryQuadtree;
}
+struct TreeTransformer
+{
+ 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,
- transform);
+ ident);
ref_ptr<Group> group;
// DonĀ“t track vertex color
material->setColorMode(Material::OFF);
material->setAmbient(Material::FRONT_AND_BACK,
- Vec4(.8f, .8f, .8f, 1.0f));
+ Vec4(1.0f, 1.0f, 1.0f, 1.0f));
material->setDiffuse(Material::FRONT_AND_BACK,
- Vec4(.2f, .2f, .2f, 1.0f));
+ Vec4(1.0f, 1.0f, 1.0f, 1.0f));
}
stateset->setAttributeAndModes(alphaFunc.get());
stateset->setAttribute(program.get());
}
// Now, create a quadtree for the forest.
{
- ShaderGeometryQuadtree quadtree(GetTreeCoord(Matrix::inverse(transform)),
+ ShaderGeometryQuadtree quadtree(GetTreeCoord(),
AddTreesLeafObject(),
SG_TREE_QUAD_TREE_DEPTH,
MakeTreesLeaf(forest.range,
shared_geometry,
forest.texture_varieties));
- quadtree.buildQuadTree(forest._trees.begin(), forest._trees.end());
+ // 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 (int i = 0; i < group->getNumChildren(); ++i)
+ mt->addChild(group->getChild(i));
+ mt->setStateSet(stateset);
+ return mt;
}
}