#include <simgear/io/sg_binobj.hxx>
#include <simgear/math/sg_geodesy.hxx>
#include <simgear/math/sg_random.h>
+#include <simgear/scene/material/Effect.hxx>
+#include <simgear/scene/material/EffectGeode.hxx>
#include <simgear/scene/material/mat.hxx>
#include <simgear/scene/material/matlib.hxx>
#include <simgear/scene/model/SGOffsetTransform.hxx>
for (unsigned grp = 0; grp < obj.get_pts_v().size(); ++grp) {
std::string materialName = obj.get_pt_materials()[grp];
- SGMaterial* material = matlib->find(materialName);
+ SGMaterial* material = 0;
+ if (matlib)
+ material = matlib->find(materialName);
SGVec4f color = getMaterialLightColor(material);
if (3 <= materialName.size() && materialName.substr(0, 3) != "RWY") {
if (materialTriangleMap.empty())
return 0;
- osg::Geode* geode = new osg::Geode;
+ EffectGeode* eg = 0;
+ osg::Group* group = (materialTriangleMap.size() > 1 ? new osg::Group : 0);
+ //osg::Geode* geode = new osg::Geode;
SGMaterialTriangleMap::const_iterator i;
for (i = materialTriangleMap.begin(); i != materialTriangleMap.end(); ++i) {
osg::Geometry* geometry = i->second.buildGeometry();
- SGMaterial *mat = matlib->find(i->first);
+ SGMaterial *mat = 0;
+ if (matlib)
+ mat = matlib->find(i->first);
+ eg = new EffectGeode;
if (mat)
- geometry->setStateSet(mat->get_state());
- geode->addDrawable(geometry);
+ eg->setEffect(mat->get_effect());
+ eg->addDrawable(geometry);
+ if (group)
+ group->addChild(eg);
}
- return geode;
+ if (group)
+ return group;
+ else
+ return eg;
}
void computeRandomSurfaceLights(SGMaterialLib* matlib)
if (!mat)
continue;
- float coverage = mat->get_tree_coverage();
- if (coverage <= 0)
+ float wood_coverage = mat->get_wood_coverage();
+ if (wood_coverage <= 0)
continue;
// Attributes that don't vary by tree
randomForest.texture_varieties = mat->get_tree_varieties();
std::vector<SGVec3f> randomPoints;
- i->second.addRandomSurfacePoints(coverage, 0, randomPoints);
+ i->second.addRandomTreePoints(wood_coverage,
+ mat->get_tree_density(),
+ mat->get_wood_size(),
+ randomPoints);
+
std::vector<SGVec3f>::iterator j;
for (j = randomPoints.begin(); j != randomPoints.end(); ++j) {
-
- // Apply a random scaling factor and texture index.
- float scale = (mt_rand(&seed) + mt_rand(&seed)) / 2.0f + 0.5f;
- int v = (int) (mt_rand(&seed) * mat->get_tree_varieties());
- if (v == mat->get_tree_varieties()) v--;
- randomForest.insert(*j, v, scale);
+ randomForest.insert(*j);
}
}
}
if (use_random_objects || use_random_vegetation) {
if (use_random_objects) {
- tileGeometryBin.computeRandomObjects(matlib);
+ if (matlib)
+ tileGeometryBin.computeRandomObjects(matlib);
if (tileGeometryBin.randomModels.getNumModels() > 0) {
// Generate a repeatable random seed
// location, and then apply the rotation matrix created
// above, with an additional random heading rotation if appropriate.
osg::Matrix transformMat;
- transformMat = osg::Matrix::translate(obj.position.osg());
+ transformMat = osg::Matrix::translate(toOsg(obj.position));
if (obj.model->get_heading_type() == SGMatModel::HEADING_RANDOM) {
// Rotate the object around the z axis.
double hdg = mt_rand(&seed) * M_PI * 2;
}
}
- if (use_random_vegetation) {
+ if (use_random_vegetation && matlib) {
// Now add some random forest.
tileGeometryBin.computeRandomForest(matlib);
if (calc_lights) {
// FIXME: ugly, has a side effect
- tileGeometryBin.computeRandomSurfaceLights(matlib);
+ if (matlib)
+ tileGeometryBin.computeRandomSurfaceLights(matlib);
if (tileGeometryBin.tileLights.getNumLights() > 0
|| tileGeometryBin.randomTileLights.getNumLights() > 0) {
}
if (!tileGeometryBin.vasiLights.empty()) {
- osg::Geode* vasiGeode = new osg::Geode;
+ EffectGeode* vasiGeode = new EffectGeode;
+ Effect* vasiEffect
+ = getLightEffect(6, osg::Vec3(1, 0.0001, 0.000001), 1, 6, true);
+ vasiGeode->setEffect(vasiEffect);
SGVec4f red(1, 0, 0, 1);
- SGMaterial* mat = matlib->find("RWY_RED_LIGHTS");
+ SGMaterial* mat = 0;
+ if (matlib)
+ mat = matlib->find("RWY_RED_LIGHTS");
if (mat)
red = mat->get_light_color();
SGVec4f white(1, 1, 1, 1);
- mat = matlib->find("RWY_WHITE_LIGHTS");
+ mat = 0;
+ if (matlib)
+ mat = matlib->find("RWY_WHITE_LIGHTS");
if (mat)
white = mat->get_light_color();
-
SGDirectionalLightListBin::const_iterator i;
for (i = tileGeometryBin.vasiLights.begin();
i != tileGeometryBin.vasiLights.end(); ++i) {
vasiGeode->addDrawable(SGLightFactory::getVasi(up, *i, red, white));
}
- vasiGeode->setCullCallback(new SGPointSpriteLightCullCallback(osg::Vec3(1, 0.0001, 0.000001), 6));
vasiGeode->setStateSet(lightManager->getRunwayLightStateSet());
lightGroup->addChild(vasiGeode);
}
-
+ Effect* runwayEffect = 0;
+ if (tileGeometryBin.runwayLights.getNumLights() > 0
+ || !tileGeometryBin.rabitLights.empty()
+ || !tileGeometryBin.reilLights.empty()
+ || !tileGeometryBin.odalLights.empty()
+ || tileGeometryBin.taxiLights.getNumLights() > 0)
+ runwayEffect = getLightEffect(4, osg::Vec3(1, 0.001, 0.0002), 1, 4, true);
if (tileGeometryBin.runwayLights.getNumLights() > 0
|| !tileGeometryBin.rabitLights.empty()
|| !tileGeometryBin.reilLights.empty()
|| !tileGeometryBin.odalLights.empty()) {
osg::Group* rwyLights = new osg::Group;
- rwyLights->setCullCallback(new SGPointSpriteLightCullCallback);
rwyLights->setStateSet(lightManager->getRunwayLightStateSet());
rwyLights->setNodeMask(RUNWAYLIGHTS_BIT);
if (tileGeometryBin.runwayLights.getNumLights() != 0) {
- osg::Geode* geode = new osg::Geode;
+ EffectGeode* geode = new EffectGeode;
+ geode->setEffect(runwayEffect);
geode->addDrawable(SGLightFactory::getLights(tileGeometryBin
.runwayLights));
rwyLights->addChild(geode);
if (tileGeometryBin.taxiLights.getNumLights() > 0) {
osg::Group* taxiLights = new osg::Group;
- taxiLights->setCullCallback(new SGPointSpriteLightCullCallback);
taxiLights->setStateSet(lightManager->getTaxiLightStateSet());
taxiLights->setNodeMask(RUNWAYLIGHTS_BIT);
- osg::Geode* geode = new osg::Geode;
+ EffectGeode* geode = new EffectGeode;
+ geode->setEffect(runwayEffect);
geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.taxiLights));
taxiLights->addChild(geode);
lightGroup->addChild(taxiLights);
// The toplevel transform for that tile.
osg::MatrixTransform* transform = new osg::MatrixTransform;
transform->setName(path);
- transform->setMatrix(osg::Matrix::rotate(hlOr.osg())*
- osg::Matrix::translate(center.osg()));
+ transform->setMatrix(osg::Matrix::rotate(toOsg(hlOr))*
+ osg::Matrix::translate(toOsg(center)));
transform->addChild(terrainGroup);
if (lightGroup->getNumChildren() > 0) {
osg::LOD* lightLOD = new osg::LOD;