#include <osg/Depth>
#include <osg/ShadeModel>
#include <osg/Texture2D>
+#include <osg/Texture3D>
#include <osg/TexEnv>
#include <osg/Image>
+#include <simgear/debug/logstream.hxx>
+
+#include "Noise.hxx"
+
using namespace osg;
namespace simgear
_depthWritesDisabled->setDataVariance(Object::STATIC);
}
+osg::Image* make3DNoiseImage(int texSize)
+{
+ osg::Image* image = new osg::Image;
+ image->setImage(texSize, texSize, texSize,
+ 4, GL_RGBA, GL_UNSIGNED_BYTE,
+ new unsigned char[4 * texSize * texSize * texSize],
+ osg::Image::USE_NEW_DELETE);
+
+ const int startFrequency = 4;
+ const int numOctaves = 4;
+
+ int f, i, j, k, inc;
+ double ni[3];
+ double inci, incj, inck;
+ int frequency = startFrequency;
+ GLubyte *ptr;
+ double amp = 0.5;
+
+ SG_LOG(SG_TERRAIN, SG_BULK, "creating 3D noise texture... ");
+
+ for (f = 0, inc = 0; f < numOctaves; ++f, frequency *= 2, ++inc, amp *= 0.5)
+ {
+ SetNoiseFrequency(frequency);
+ ptr = image->data();
+ ni[0] = ni[1] = ni[2] = 0;
+
+ inci = 1.0 / (texSize / frequency);
+ for (i = 0; i < texSize; ++i, ni[0] += inci)
+ {
+ incj = 1.0 / (texSize / frequency);
+ for (j = 0; j < texSize; ++j, ni[1] += incj)
+ {
+ inck = 1.0 / (texSize / frequency);
+ for (k = 0; k < texSize; ++k, ni[2] += inck, ptr += 4)
+ {
+ *(ptr+inc) = (GLubyte) (((noise3(ni) + 1.0) * amp) * 128.0);
+ }
+ }
+ }
+ }
+
+ SG_LOG(SG_TERRAIN, SG_BULK, "DONE");
+
+ return image;
+}
+
+osg::Texture3D* StateAttributeFactory::getNoiseTexture(int size)
+{
+ NoiseMap::iterator itr = _noises.find(size);
+ if (itr != _noises.end())
+ return itr->second.get();
+ Texture3D* noiseTexture = new osg::Texture3D;
+ noiseTexture->setFilter(osg::Texture3D::MIN_FILTER, osg::Texture3D::LINEAR);
+ noiseTexture->setFilter(osg::Texture3D::MAG_FILTER, osg::Texture3D::LINEAR);
+ noiseTexture->setWrap(osg::Texture3D::WRAP_S, osg::Texture3D::REPEAT);
+ noiseTexture->setWrap(osg::Texture3D::WRAP_T, osg::Texture3D::REPEAT);
+ noiseTexture->setWrap(osg::Texture3D::WRAP_R, osg::Texture3D::REPEAT);
+ noiseTexture->setImage( make3DNoiseImage(size) );
+ _noises.insert(std::make_pair(size, noiseTexture));
+ return noiseTexture;
+}
+
+// anchor the destructor into this file, to avoid ref_ptr warnings
+StateAttributeFactory::~StateAttributeFactory()
+{
+
+}
}