-#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
{
_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);
_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()
+{
+
}
}