X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=simgear%2Fscene%2Ftgdb%2FTreeBin.cxx;h=66c26addba0ea60ca68522cc6fd80dcccb095f1b;hb=2cc2a857a2cc2daff30601e0f8f697c768dd5b30;hp=b02307dbfc42b021788eb6229b1eb9f7c4c89e52;hpb=d4289c5d542465791567af4eecc313b456622017;p=simgear.git diff --git a/simgear/scene/tgdb/TreeBin.cxx b/simgear/scene/tgdb/TreeBin.cxx index b02307db..66c26add 100644 --- a/simgear/scene/tgdb/TreeBin.cxx +++ b/simgear/scene/tgdb/TreeBin.cxx @@ -19,6 +19,10 @@ * */ +#ifdef HAVE_CONFIG_H +# include +#endif + #include #include #include @@ -26,18 +30,11 @@ #include -#include -#include -#include #include #include -#include #include #include #include -#include -#include -#include #include #include @@ -45,6 +42,9 @@ #include #include #include +#include +#include +#include #include #include #include @@ -167,21 +167,24 @@ Geometry* createTreeGeometry(float width, float height, int varieties) (*rotation)[1] = PI_2; quadGeom->setFogCoordArray(rotation); quadGeom->setFogCoordBinding(Geometry::BIND_PER_PRIMITIVE_SET); + // The primitive sets render the same geometry, but the second + // will rotated 90 degrees by the vertex shader, which uses the + // fog coordinate as a rotation. for (int i = 0; i < 2; ++i) quadGeom->addPrimitiveSet(new DrawArrays(PrimitiveSet::QUADS)); return quadGeom; } -Geode* createTreeGeode(float width, float height, int varieties) +EffectGeode* createTreeGeode(float width, float height, int varieties) { - Geode* result = new Geode; + EffectGeode* result = new EffectGeode; result->addDrawable(createTreeGeometry(width, height, varieties)); return result; } void addTreeToLeafGeode(Geode* geode, const SGVec3f& p) { - const Vec3& pos = p.osg(); + Vec3 pos = toOsg(p); unsigned int numDrawables = geode->getNumDrawables(); Geometry* geom = static_cast(geode->getDrawable(numDrawables - 1)); @@ -204,67 +207,31 @@ void addTreeToLeafGeode(Geode* geode, const SGVec3f& p) } } - static char vertexShaderSource[] = - "varying float fogFactor;\n" - "\n" - "void main(void)\n" - "{\n" - " float numVarieties = gl_Normal.z;\n" - " float texFract = floor(fract(gl_MultiTexCoord0.x) * numVarieties) / numVarieties;\n" - " texFract += floor(gl_MultiTexCoord0.x) / numVarieties;\n" - " float sr = sin(gl_FogCoord);\n" - " float cr = cos(gl_FogCoord);\n" - " gl_TexCoord[0] = vec4(texFract, gl_MultiTexCoord0.y, 0.0, 0.0);\n" - // scaling - " vec3 position = gl_Vertex.xyz * gl_Normal.xxy;\n" - // Rotation of the generic quad to specific one for the tree. - " position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr)));\n" - " position = position + gl_Color.xyz;\n" - " gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);\n" - " vec3 ecPosition = vec3(gl_ModelViewMatrix * vec4(position, 1.0));\n" - " float n = dot(normalize(gl_LightSource[0].position.xyz), normalize(-ecPosition));\n" - " vec3 diffuse = gl_FrontMaterial.diffuse.rgb * max(0.1, n);\n" - " vec4 ambientColor = gl_FrontLightModelProduct.sceneColor + gl_LightSource[0].ambient * gl_FrontMaterial.ambient;\n" - " gl_FrontColor = ambientColor + gl_LightSource[0].diffuse * vec4(diffuse, 1.0);\n" - " gl_BackColor = gl_FrontColor;\n" - " float fogCoord = abs(ecPosition.z);\n" - " fogFactor = exp( -gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);\n" - " fogFactor = clamp(fogFactor, 0.0, 1.0);\n" - "}\n"; - -static char fragmentShaderSource[] = - "uniform sampler2D baseTexture; \n" - "varying float fogFactor;\n" - "\n" - "void main(void) \n" - "{ \n" - " vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);\n" - " vec4 finalColor = base * gl_Color;\n" - " gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor );\n" - "}\n"; - -typedef std::map > StateSetMap; +typedef std::map > EffectMap; -static StateSetMap treeTextureMap; +static EffectMap treeEffectMap; // Helper classes for creating the quad tree namespace { struct MakeTreesLeaf { - MakeTreesLeaf(float range, int varieties, float width, float height) : + MakeTreesLeaf(float range, int varieties, float width, float height, + Effect* effect) : _range(range), _varieties(varieties), - _width(width), _height(height) {} + _width(width), _height(height), _effect(effect) {} MakeTreesLeaf(const MakeTreesLeaf& rhs) : _range(rhs._range), - _varieties(rhs._varieties), _width(rhs._width), _height(rhs._height) + _varieties(rhs._varieties), _width(rhs._width), _height(rhs._height), + _effect(rhs._effect) {} LOD* operator() () const { LOD* result = new LOD; - Geode* geode = createTreeGeode(_width, _height, _varieties); + EffectGeode* geode = createTreeGeode(_width, _height, _varieties); + geode->setEffect(_effect.get()); result->addChild(geode, 0, _range); return result; } @@ -272,6 +239,7 @@ struct MakeTreesLeaf int _varieties; float _width; float _height; + ref_ptr _effect; }; struct AddTreesLeafObject @@ -287,7 +255,7 @@ struct GetTreeCoord { Vec3 operator() (const TreeBin::Tree& tree) const { - return tree.position.osg(); + return toOsg(tree.position); } }; @@ -300,8 +268,8 @@ struct TreeTransformer TreeTransformer(Matrix& mat_) : mat(mat_) {} TreeBin::Tree operator()(const TreeBin::Tree& tree) const { - const Vec3& pos = tree.position.osg(); - return TreeBin::Tree(SGVec3f(pos * mat)); + Vec3 pos = toOsg(tree.position); + return TreeBin::Tree(toSG(pos * mat)); } Matrix mat; }; @@ -317,51 +285,19 @@ osg::Group* createForest(TreeBin& forest, const osg::Matrix& transform) // Set up some shared structures. ref_ptr group; - osg::StateSet* stateset = 0; - StateSetMap::iterator iter = treeTextureMap.find(forest.texture); - if (iter == treeTextureMap.end()) { - osg::Texture2D *tex = new osg::Texture2D; - tex->setWrap( osg::Texture2D::WRAP_S, osg::Texture2D::CLAMP ); - tex->setWrap( osg::Texture2D::WRAP_T, osg::Texture2D::CLAMP ); - tex->setImage(osgDB::readImageFile(forest.texture)); - - static ref_ptr alphaFunc; - static ref_ptr program; - static ref_ptr baseTextureSampler; - static ref_ptr material; - - stateset = new osg::StateSet; - stateset->setTextureAttributeAndModes(0, tex, osg::StateAttribute::ON ); - stateset->setRenderBinDetails(RANDOM_OBJECTS_BIN, "DepthSortedBin"); - if (!program.valid()) { - alphaFunc = new AlphaFunc; - alphaFunc->setFunction(AlphaFunc::GEQUAL,0.33f); - program = new Program; - baseTextureSampler = new osg::Uniform("baseTexture", 0); - Shader* vertex_shader = new Shader(Shader::VERTEX, - vertexShaderSource); - program->addShader(vertex_shader); - Shader* fragment_shader = new Shader(Shader::FRAGMENT, - fragmentShaderSource); - program->addShader(fragment_shader); - material = new Material; - // Don´t track vertex color - material->setColorMode(Material::OFF); - material->setAmbient(Material::FRONT_AND_BACK, - Vec4(1.0f, 1.0f, 1.0f, 1.0f)); - material->setDiffuse(Material::FRONT_AND_BACK, - Vec4(1.0f, 1.0f, 1.0f, 1.0f)); - } - stateset->setAttributeAndModes(alphaFunc.get()); - stateset->setAttribute(program.get()); - stateset->addUniform(baseTextureSampler.get()); - stateset->setMode(GL_VERTEX_PROGRAM_TWO_SIDE, StateAttribute::ON); - stateset->setAttribute(material.get()); - - treeTextureMap.insert(StateSetMap::value_type(forest.texture, - stateset)); + Effect* effect = 0; + EffectMap::iterator iter = treeEffectMap.find(forest.texture); + if (iter == treeEffectMap.end()) { + SGPropertyNode_ptr effectProp = new SGPropertyNode; + makeChild(effectProp, "inherits-from")->setStringValue("Effects/tree"); + SGPropertyNode* params = makeChild(effectProp, "parameters"); + // emphasize n = 0 + params->getChild("texture", 0, true)->getChild("image", 0, true) + ->setStringValue(forest.texture); + effect = makeEffect(effectProp, true); + treeEffectMap.insert(EffectMap::value_type(forest.texture, effect)); } else { - stateset = iter->second.get(); + effect = iter->second.get(); } // Now, create a quadtree for the forest. { @@ -369,7 +305,7 @@ osg::Group* createForest(TreeBin& forest, const osg::Matrix& transform) quadtree(GetTreeCoord(), AddTreesLeafObject(), SG_TREE_QUAD_TREE_DEPTH, MakeTreesLeaf(forest.range, forest.texture_varieties, - forest.width, forest.height)); + forest.width, forest.height, effect)); // Transform tree positions from the "geocentric" positions we // get from the scenery polys into the local Z-up coordinate // system. @@ -384,7 +320,6 @@ osg::Group* createForest(TreeBin& forest, const osg::Matrix& transform) MatrixTransform* mt = new MatrixTransform(transform); for (size_t i = 0; i < group->getNumChildren(); ++i) mt->addChild(group->getChild(i)); - mt->setStateSet(stateset); return mt; }