X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=simgear%2Fscene%2Fmaterial%2Fmatlib.cxx;h=5de7e01c75d9e227d8fb989370f7049a2b7e5272;hb=675c86582d8b25270897db0a36d0e02388f09bf4;hp=bd8a7725bc80aef6413a93b18e5686c105d5bc11;hpb=834eab9457ee5409a9279ec58d46632ae071c543;p=simgear.git diff --git a/simgear/scene/material/matlib.cxx b/simgear/scene/material/matlib.cxx index bd8a7725..5de7e01c 100644 --- a/simgear/scene/material/matlib.cxx +++ b/simgear/scene/material/matlib.cxx @@ -25,161 +25,38 @@ # include #endif -#ifdef SG_MATH_EXCEPTION_CLASH -# include -#endif - -#ifdef HAVE_WINDOWS_H -# include -#endif - #include #include #include -#include SG_GL_H - #include -#include STL_STRING +#include -#include -#include -#include -#include -// #include -#include -#include -#include -#include -#include -#include -#include -#include +#include #include #include #include #include +#include #include #include "mat.hxx" +#include "Effect.hxx" +#include "Technique.hxx" #include "matlib.hxx" -SG_USING_NAMESPACE(std); -SG_USING_STD(string); - -extern bool SGPointLightsUseSprites; -extern bool SGPointLightsEnhancedLighting; -extern bool SGPointLightsDistanceAttenuation; - -// FIXME: should make this configurable -static const bool sprite_lighting = true; +using std::string; // Constructor SGMaterialLib::SGMaterialLib ( void ) { } -// generate standard colored directional light environment texture map -static osg::Texture2D* -gen_standard_dir_light_map( int r, int g, int b, int alpha ) { - const int env_tex_res = 32; - int half_res = env_tex_res / 2; - - osg::Image* image = new osg::Image; - image->allocateImage(env_tex_res, env_tex_res, 1, - GL_RGBA, GL_UNSIGNED_BYTE); - for ( int i = 0; i < env_tex_res; ++i ) { - for ( int j = 0; j < env_tex_res; ++j ) { - double x = (i - half_res) / (double)half_res; - double y = (j - half_res) / (double)half_res; - double dist = sqrt(x*x + y*y); - if ( dist > 1.0 ) { dist = 1.0; } - double bright = cos( dist * SGD_PI_2 ); - if ( bright < 0.3 ) { bright = 0.3; } - unsigned char* env_map = image->data(i, j); - env_map[0] = r; - env_map[1] = g; - env_map[2] = b; - env_map[3] = (int)(bright * alpha); - } - } - - osg::Texture2D* texture = new osg::Texture2D; - texture->setImage(image); - - return texture; -} - - -// generate standard colored directional light environment texture map -static osg::Texture2D* -gen_taxiway_dir_light_map( int r, int g, int b, int alpha ) { - const int env_tex_res = 32; - int half_res = env_tex_res / 2; - - osg::Image* image = new osg::Image; - image->allocateImage(env_tex_res, env_tex_res, 1, - GL_RGBA, GL_UNSIGNED_BYTE); - - for ( int i = 0; i < env_tex_res; ++i ) { - for ( int j = 0; j < env_tex_res; ++j ) { - double x = (i - half_res) / (double)half_res; - double y = (j - half_res) / (double)half_res; - double tmp = sqrt(x*x + y*y); - double dist = tmp * tmp; - if ( dist > 1.0 ) { dist = 1.0; } - double bright = sin( dist * SGD_PI_2 ); - if ( bright < 0.2 ) { bright = 0.2; } - unsigned char* env_map = image->data(i, j); - env_map[0] = r; - env_map[1] = g; - env_map[2] = b; - env_map[3] = (int)(bright * alpha); - } - } - - osg::Texture2D* texture = new osg::Texture2D; - texture->setImage(image); - - return texture; -} - -static osg::Texture2D* -gen_standard_light_sprite( int r, int g, int b, int alpha ) { - const int env_tex_res = 32; - int half_res = env_tex_res / 2; - - osg::Image* image = new osg::Image; - image->allocateImage(env_tex_res, env_tex_res, 1, - GL_RGBA, GL_UNSIGNED_BYTE); - - for ( int i = 0; i < env_tex_res; ++i ) { - for ( int j = 0; j < env_tex_res; ++j ) { - double x = (i - half_res) / (double)half_res; - double y = (j - half_res) / (double)half_res; - double dist = sqrt(x*x + y*y); - if ( dist > 1.0 ) { dist = 1.0; } - double bright = cos( dist * SGD_PI_2 ); - if ( bright < 0.01 ) { bright = 0.0; } - unsigned char* env_map = image->data(i, j); - env_map[0] = r; - env_map[1] = g; - env_map[2] = b; - env_map[3] = (int)(bright * alpha); - } - } - - osg::Texture2D* texture = new osg::Texture2D; - texture->setImage(image); - - return texture; -} - - // Load a library of material properties -bool SGMaterialLib::load( const string &fg_root, const string& mpath, const char *season ) { - +bool SGMaterialLib::load( const string &fg_root, const string& mpath, + SGPropertyNode *prop_root ) +{ SGPropertyNode materials; SG_LOG( SG_INPUT, SG_INFO, "Reading materials from " << mpath ); @@ -190,14 +67,25 @@ bool SGMaterialLib::load( const string &fg_root, const string& mpath, const char << ex.getMessage() ); throw; } - - SGSharedPtr m; - + osg::ref_ptr options + = new osgDB::ReaderWriter::Options; + options->setObjectCacheHint(osgDB::ReaderWriter::Options::CACHE_ALL); + options->setDatabasePath(fg_root); int nMaterials = materials.nChildren(); for (int i = 0; i < nMaterials; i++) { - const SGPropertyNode * node = materials.getChild(i); + const SGPropertyNode *node = materials.getChild(i); if (!strcmp(node->getName(), "material")) { - m = new SGMaterial( fg_root, node, season ); + const SGPropertyNode *conditionNode = node->getChild("condition"); + if (conditionNode) { + SGSharedPtr condition = sgReadCondition(prop_root, conditionNode); + if (!condition->test()) { + SG_LOG(SG_INPUT, SG_DEBUG, "Skipping material entry #" + << i << " (condition false)"); + continue; + } + } + + SGSharedPtr m = new SGMaterial(options.get(), node); vectornames = node->getChildren("name"); for ( unsigned int j = 0; j < names.size(); j++ ) { @@ -205,7 +93,7 @@ bool SGMaterialLib::load( const string &fg_root, const string& mpath, const char // cerr << "Material " << name << endl; matlib[name] = m; m->add_name(name); - SG_LOG( SG_TERRAIN, SG_INFO, " Loading material " + SG_LOG( SG_TERRAIN, SG_DEBUG, " Loading material " << names[j]->getStringValue() ); } } else { @@ -214,313 +102,9 @@ bool SGMaterialLib::load( const string &fg_root, const string& mpath, const char } } - osg::ref_ptr lightStateSet = new osg::StateSet; - { - lightStateSet->setRenderBinDetails(9, "DepthSortedBin"); - lightStateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF); -// lightStateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON); - - lightStateSet->setMode(GL_BLEND, osg::StateAttribute::ON); - - lightStateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF); - lightStateSet->setAttribute(new osg::AlphaFunc(osg::AlphaFunc::GREATER, 0.01)); - lightStateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON); - - osg::CullFace* cullFace = new osg::CullFace; - cullFace->setMode(osg::CullFace::BACK); - lightStateSet->setAttributeAndModes(cullFace, osg::StateAttribute::ON); - - osg::BlendFunc* blendFunc = new osg::BlendFunc; - blendFunc->setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA); - lightStateSet->setAttributeAndModes(blendFunc, osg::StateAttribute::ON); - - osg::PolygonMode* polygonMode = new osg::PolygonMode; - polygonMode->setMode(osg::PolygonMode::FRONT, osg::PolygonMode::POINT); - lightStateSet->setAttribute(polygonMode); - -// if (SGPointLightsUseSprites) { - osg::PointSprite* pointSprite = new osg::PointSprite; - lightStateSet->setTextureAttributeAndModes(0, pointSprite, osg::StateAttribute::ON); -// } - -// if (SGPointLightsDistanceAttenuation) { - osg::Point* point = new osg::Point; - point->setMinSize(2); - point->setSize(8); - point->setDistanceAttenuation(osg::Vec3(1.0, 0.001, 0.000001)); - lightStateSet->setAttribute(point); -// } - - osg::PolygonOffset* polygonOffset = new osg::PolygonOffset; - polygonOffset->setFactor(-1); - polygonOffset->setUnits(-1); - lightStateSet->setAttributeAndModes(polygonOffset, osg::StateAttribute::ON); - - osg::TexGen* texGen = new osg::TexGen; - texGen->setMode(osg::TexGen::SPHERE_MAP); - lightStateSet->setTextureAttribute(0, texGen); - lightStateSet->setTextureMode(0, GL_TEXTURE_GEN_S, osg::StateAttribute::ON); - lightStateSet->setTextureMode(0, GL_TEXTURE_GEN_T, osg::StateAttribute::ON); - osg::TexEnv* texEnv = new osg::TexEnv; - texEnv->setMode(osg::TexEnv::MODULATE); - lightStateSet->setTextureAttribute(0, texEnv); - - osg::Material* material = new osg::Material; - lightStateSet->setAttribute(material); - } - - - // hard coded ground light state - osg::StateSet *gnd_lights = static_cast(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL)); -// if (SGPointLightsDistanceAttenuation) { - osg::Point* point = new osg::Point; - point->setMinSize(1); - point->setSize(2); - point->setMaxSize(4); - point->setDistanceAttenuation(osg::Vec3(1.0, 0.01, 0.0001)); - while (gnd_lights->getAttribute(osg::StateAttribute::POINT)) { - gnd_lights->removeAttribute(osg::StateAttribute::POINT); - } - gnd_lights->setAttribute(point); -// } - m = new SGMaterial( gnd_lights ); - m->add_name("GROUND_LIGHTS"); - matlib["GROUND_LIGHTS"] = m; - - // hard coded runway white light state - osg::Texture2D* texture; - if ( sprite_lighting ) { - texture = gen_standard_light_sprite(235, 235, 195, 255); - } else { - texture = gen_standard_dir_light_map(235, 235, 195, 255); - } - osg::StateSet *rwy_white_lights = static_cast(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL)); - rwy_white_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON); - - m = new SGMaterial( rwy_white_lights ); - m->add_name("RWY_WHITE_LIGHTS"); - matlib["RWY_WHITE_LIGHTS"] = m; - // For backwards compatibility ... remove someday - m->add_name("RUNWAY_LIGHTS"); - matlib["RUNWAY_LIGHTS"] = m; - m->add_name("RWY_LIGHTS"); - matlib["RWY_LIGHTS"] = m; - // end of backwards compatitibilty - - // hard coded runway medium intensity white light state - if ( sprite_lighting ) { - texture = gen_standard_light_sprite( 235, 235, 195, 205 ); - } else { - texture = gen_standard_dir_light_map( 235, 235, 195, 205 ); - } - osg::StateSet *rwy_white_medium_lights = static_cast(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL)); - rwy_white_medium_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON); - - m = new SGMaterial( rwy_white_medium_lights ); - m->add_name("RWY_WHITE_MEDIUM_LIGHTS"); - matlib["RWY_WHITE_MEDIUM_LIGHTS"] = m; - - // hard coded runway low intensity white light state - if ( sprite_lighting ) { - texture = gen_standard_light_sprite( 235, 235, 195, 155 ); - } else { - texture = gen_standard_dir_light_map( 235, 235, 195, 155 ); - } - osg::StateSet *rwy_white_low_lights = static_cast(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL)); - rwy_white_medium_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON); - m = new SGMaterial( rwy_white_low_lights ); - m->add_name("RWY_WHITE_LOW_LIGHTS"); - matlib["RWY_WHITE_LOW_LIGHTS"] = m; - - // hard coded runway yellow light state - if ( sprite_lighting ) { - texture = gen_standard_light_sprite( 235, 215, 20, 255 ); - } else { - texture = gen_standard_dir_light_map( 235, 215, 20, 255 ); - } - osg::StateSet *rwy_yellow_lights = static_cast(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL)); - rwy_yellow_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON); - m = new SGMaterial( rwy_yellow_lights ); - m->add_name("RWY_YELLOW_LIGHTS"); - matlib["RWY_YELLOW_LIGHTS"] = m; - - // hard coded runway medium intensity yellow light state - if ( sprite_lighting ) { - texture = gen_standard_light_sprite( 235, 215, 20, 205 ); - } else { - texture = gen_standard_dir_light_map( 235, 215, 20, 205 ); - } - osg::StateSet *rwy_yellow_medium_lights = static_cast(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL)); - rwy_yellow_medium_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON); - m = new SGMaterial( rwy_yellow_medium_lights ); - m->add_name("RWY_YELLOW_MEDIUM_LIGHTS"); - matlib["RWY_YELLOW_MEDIUM_LIGHTS"] = m; - - // hard coded runway low intensity yellow light state - if ( sprite_lighting ) { - texture = gen_standard_light_sprite( 235, 215, 20, 155 ); - } else { - texture = gen_standard_dir_light_map( 235, 215, 20, 155 ); - } - osg::StateSet *rwy_yellow_low_lights = static_cast(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL)); - rwy_yellow_low_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON); - m = new SGMaterial( rwy_yellow_low_lights ); - m->add_name("RWY_YELLOW_LOW_LIGHTS"); - matlib["RWY_YELLOW_LOW_LIGHTS"] = m; - - // hard coded runway red light state - if ( sprite_lighting ) { - texture = gen_standard_light_sprite( 235, 90, 90, 255 ); - } else { - texture = gen_standard_dir_light_map( 235, 90, 90, 255 ); - } - osg::StateSet *rwy_red_lights = static_cast(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL)); - rwy_red_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON); - m = new SGMaterial( rwy_red_lights ); - m->add_name("RWY_RED_LIGHTS"); - matlib["RWY_RED_LIGHTS"] = m; - - // hard coded medium intensity runway red light state - if ( sprite_lighting ) { - texture = gen_standard_light_sprite( 235, 90, 90, 205 ); - } else { - texture = gen_standard_dir_light_map( 235, 90, 90, 205 ); - } - osg::StateSet *rwy_red_medium_lights = static_cast(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL)); - rwy_red_medium_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON); - m = new SGMaterial( rwy_red_medium_lights ); - m->add_name("RWY_RED_MEDIUM_LIGHTS"); - matlib["RWY_RED_MEDIUM_LIGHTS"] = m; - - // hard coded low intensity runway red light state - if ( sprite_lighting ) { - texture = gen_standard_light_sprite( 235, 90, 90, 155 ); - } else { - texture = gen_standard_dir_light_map( 235, 90, 90, 155 ); - } - osg::StateSet *rwy_red_low_lights = static_cast(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL)); - rwy_red_low_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON); - m = new SGMaterial( rwy_red_low_lights ); - m->add_name("RWY_RED_LOW_LIGHTS"); - matlib["RWY_RED_LOW_LIGHTS"] = m; - - // hard coded runway green light state - if ( sprite_lighting ) { - texture = gen_standard_light_sprite( 20, 235, 20, 255 ); - } else { - texture = gen_standard_dir_light_map( 20, 235, 20, 255 ); - } - osg::StateSet *rwy_green_lights = static_cast(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL)); - rwy_green_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON); - m = new SGMaterial( rwy_green_lights ); - m->add_name("RWY_GREEN_LIGHTS"); - matlib["RWY_GREEN_LIGHTS"] = m; - - // hard coded medium intensity runway green light state - if ( sprite_lighting ) { - texture = gen_standard_light_sprite( 20, 235, 20, 205 ); - } else { - texture = gen_standard_dir_light_map( 20, 235, 20, 205 ); - } - osg::StateSet *rwy_green_medium_lights = static_cast(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL)); - rwy_green_medium_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON); - m = new SGMaterial( rwy_green_medium_lights ); - m->add_name("RWY_GREEN_MEDIUM_LIGHTS"); - matlib["RWY_GREEN_MEDIUM_LIGHTS"] = m; - - // hard coded low intensity runway green light state - if ( sprite_lighting ) { - texture = gen_standard_light_sprite( 20, 235, 20, 155 ); - } else { - texture = gen_standard_dir_light_map( 20, 235, 20, 155 ); - } - osg::StateSet *rwy_green_low_lights = static_cast(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL)); - rwy_green_low_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON); - m = new SGMaterial( rwy_green_low_lights ); - m->add_name("RWY_GREEN_LOW_LIGHTS"); - matlib["RWY_GREEN_LOW_LIGHTS"] = m; - m->add_name("RWY_GREEN_TAXIWAY_LIGHTS"); - matlib["RWY_GREEN_TAXIWAY_LIGHTS"] = m; - - // hard coded low intensity taxiway blue light state - if ( sprite_lighting ) { - texture = gen_standard_light_sprite( 90, 90, 235, 205 ); - } else { - texture = gen_taxiway_dir_light_map( 90, 90, 235, 205 ); - } - osg::StateSet *taxiway_blue_low_lights = static_cast(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL)); - taxiway_blue_low_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON); - m = new SGMaterial( taxiway_blue_low_lights ); - m->add_name("RWY_BLUE_TAXIWAY_LIGHTS"); - matlib["RWY_BLUE_TAXIWAY_LIGHTS"] = m; - - // hard coded runway vasi light state - if ( sprite_lighting ) { - texture = gen_standard_light_sprite( 235, 235, 195, 255 ); - } else { - texture = gen_standard_dir_light_map( 235, 235, 195, 255 ); - } - osg::StateSet *rwy_vasi_lights = static_cast(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL)); -// if (SGPointLightsDistanceAttenuation) { - point = new osg::Point; - point->setMinSize(4); - point->setSize(10); - point->setDistanceAttenuation(osg::Vec3(1.0, 0.01, 0.0001)); - while (rwy_vasi_lights->getAttribute(osg::StateAttribute::POINT)) { - rwy_vasi_lights->removeAttribute(osg::StateAttribute::POINT); - } - rwy_vasi_lights->setAttribute(point); -// } - rwy_vasi_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON); - m = new SGMaterial( rwy_vasi_lights ); - m->add_name("RWY_VASI_LIGHTS"); - matlib["RWY_VASI_LIGHTS"] = m; - return true; } - -// Load a library of material properties -bool SGMaterialLib::add_item ( const string &tex_path ) -{ - string material_name = tex_path; - int pos = tex_path.rfind( "/" ); - material_name = material_name.substr( pos + 1 ); - - return add_item( material_name, tex_path ); -} - - -// Load a library of material properties -bool SGMaterialLib::add_item ( const string &mat_name, const string &full_path ) -{ - int pos = full_path.rfind( "/" ); - string tex_name = full_path.substr( pos + 1 ); - string tex_path = full_path.substr( 0, pos ); - - SG_LOG( SG_TERRAIN, SG_INFO, " Loading material " - << mat_name << " (" << full_path << ")"); - - matlib[mat_name] = new SGMaterial( full_path ); - matlib[mat_name]->add_name(mat_name); - - return true; -} - - -// Load a library of material properties -bool SGMaterialLib::add_item ( const string &mat_name, osg::StateSet *state ) -{ - matlib[mat_name] = new SGMaterial( state ); - matlib[mat_name]->add_name(mat_name); - - SG_LOG( SG_TERRAIN, SG_INFO, " Loading material given a premade " - << "osg::StateSet = " << mat_name ); - - return true; -} - - // find a material record by material name SGMaterial *SGMaterialLib::find( const string& material ) { SGMaterial *result = NULL; @@ -533,39 +117,26 @@ SGMaterial *SGMaterialLib::find( const string& material ) { return NULL; } - // Destructor SGMaterialLib::~SGMaterialLib ( void ) { -} - - -// Load one pending "deferred" texture. Return true if a texture -// loaded successfully, false if no pending, or error. -void SGMaterialLib::load_next_deferred() { - // container::iterator it = begin(); - for ( material_map_iterator it = begin(); it != end(); it++ ) { - /* we don't need the key, but here's how we'd get it if we wanted it. */ - // const string &key = it->first; - SGMaterial *slot = it->second; - if (slot->load_texture()) - return; - } + SG_LOG( SG_GENERAL, SG_INFO, "SGMaterialLib::~SGMaterialLib() size=" << matlib.size()); } const SGMaterial* -SGMaterialLib::findMaterial(const osg::StateSet* stateSet) const +SGMaterialLib::findMaterial(const osg::Geode* geode) { - if (!stateSet) - return 0; - - const osg::Referenced* base = stateSet->getUserData(); - if (!base) - return 0; - - const SGMaterialUserData* matUserData - = dynamic_cast(base); - if (!matUserData) - return 0; - - return matUserData->getMaterial(); + if (!geode) + return 0; + const simgear::EffectGeode* effectGeode; + effectGeode = dynamic_cast(geode); + if (!effectGeode) + return 0; + const simgear::Effect* effect = effectGeode->getEffect(); + if (!effect) + return 0; + const SGMaterialUserData* userData; + userData = dynamic_cast(effect->getUserData()); + if (!userData) + return 0; + return userData->getMaterial(); }