]> git.mxchange.org Git - simgear.git/blobdiff - simgear/scene/util/StateAttributeFactory.cxx
Work around apparent OSG 3.2.0 normal binding bug.
[simgear.git] / simgear / scene / util / StateAttributeFactory.cxx
index 3071ef3efe1bb16a3e3b451ebee1a18fca46704f..5b52ed648224e368d0a8f69a5b7641adcea7afd7 100644 (file)
@@ -1,7 +1,41 @@
-#include <OpenThreads/ScopedLock>
-
+/* -*-c++-*-
+ *
+ * Copyright (C) 2007 Tim Moore
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License as
+ * published by the Free Software Foundation; either version 2 of the
+ * License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful, but
+ * WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+ * General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
+ * MA 02110-1301, USA.
+ *
+ */
 #include "StateAttributeFactory.hxx"
 
+#include <osg/AlphaFunc>
+#include <osg/Array>
+#include <osg/BlendFunc>
+#include <osg/CullFace>
+#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
@@ -10,7 +44,7 @@ StateAttributeFactory::StateAttributeFactory()
 {
     _standardAlphaFunc = new AlphaFunc;
     _standardAlphaFunc->setFunction(osg::AlphaFunc::GREATER);
-    _standardAlphaFunc->setReferenceValue(0.01);
+    _standardAlphaFunc->setReferenceValue(0.01f);
     _standardAlphaFunc->setDataVariance(Object::STATIC);
     _smooth = new ShadeModel;
     _smooth->setMode(ShadeModel::SMOOTH);
@@ -24,17 +58,104 @@ StateAttributeFactory::StateAttributeFactory()
     _standardTexEnv = new TexEnv;
     _standardTexEnv->setMode(TexEnv::MODULATE);
     _standardTexEnv->setDataVariance(Object::STATIC);
+    osg::Image *dummyImage = new osg::Image;
+    dummyImage->allocateImage(1, 1, 1, GL_LUMINANCE_ALPHA,
+                              GL_UNSIGNED_BYTE);
+    unsigned char* imageBytes = dummyImage->data(0, 0);
+    imageBytes[0] = 255;
+    imageBytes[1] = 255;
+    _whiteTexture = new osg::Texture2D;
+    _whiteTexture->setImage(dummyImage);
+    _whiteTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
+    _whiteTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
+    _whiteTexture->setDataVariance(osg::Object::STATIC);
+    // And now the transparent texture
+    dummyImage = new osg::Image;
+    dummyImage->allocateImage(1, 1, 1, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE);
+    imageBytes = dummyImage->data(0, 0);
+    imageBytes[0] = 255;
+    imageBytes[1] = 0;
+    _transparentTexture = new osg::Texture2D;
+    _transparentTexture->setImage(dummyImage);
+    _transparentTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
+    _transparentTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
+    _transparentTexture->setDataVariance(osg::Object::STATIC);
+    _white = new Vec4Array(1);
+    (*_white)[0].set(1.0f, 1.0f, 1.0f, 1.0f);
+    _white->setDataVariance(Object::STATIC);
+    _cullFaceFront = new CullFace(CullFace::FRONT);
+    _cullFaceFront->setDataVariance(Object::STATIC);
+    _cullFaceBack = new CullFace(CullFace::BACK);
+    _cullFaceBack->setDataVariance(Object::STATIC);
+    _depthWritesDisabled = new Depth(Depth::LESS, 0.0, 1.0, false);
+    _depthWritesDisabled->setDataVariance(Object::STATIC);
 }
 
-osg::ref_ptr<StateAttributeFactory> StateAttributeFactory::_theInstance;
-OpenThreads::Mutex StateAttributeFactory::_instanceMutex;
-
-StateAttributeFactory* StateAttributeFactory::instance()
+osg::Image* make3DNoiseImage(int texSize)
 {
-    OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_instanceMutex);
-    if (!_theInstance.valid()) {
-        _theInstance = new StateAttributeFactory;
+    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);
+                }
+            }
+        }
     }
-    return _theInstance.get();
+
+    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()
+{
+  
 }
 }