X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=simgear%2Fscene%2Ftgdb%2FTreeBin.cxx;h=66c26addba0ea60ca68522cc6fd80dcccb095f1b;hb=2cc2a857a2cc2daff30601e0f8f697c768dd5b30;hp=b4219f33be85a70a8bd1d9a31be0d69887e5f1af;hpb=dc63ddb010408e716c2b31de26dade1476850e46;p=simgear.git diff --git a/simgear/scene/tgdb/TreeBin.cxx b/simgear/scene/tgdb/TreeBin.cxx index b4219f33..66c26add 100644 --- a/simgear/scene/tgdb/TreeBin.cxx +++ b/simgear/scene/tgdb/TreeBin.cxx @@ -19,173 +19,227 @@ * */ +#ifdef HAVE_CONFIG_H +# include +#endif + #include +#include #include #include -#include -#include -#include +#include + #include #include -#include #include #include #include -#include -#include -#include #include #include +#include +#include #include +#include +#include +#include #include #include #include +#include #include "ShaderGeometry.hxx" #include "TreeBin.hxx" #define SG_TREE_QUAD_TREE_DEPTH 3 -// Comments from Tim Moore: -// Some work remains for this code. Stuart's enhancement for multiple -// textures per forest should be integrated. We should try to use one -// ShaderGeometry for *all* the trees in the scene graph and do the -// rotation and scale with a MatrixTransform above the trees quad -// tree. The positions would of course have to be transformed by the -// inverse of that transform. Also, we should investigate whether it -// would be better to instantiate trees as polygons in a osg::Geometry -// object instead of using the ShaderGeometry instancing technique. - using namespace osg; namespace simgear { -osg::Geometry* createOrthQuads(float w, float h, int varieties, const osg::Matrix& rotate) -{ - - //const osg::Vec3& pos = osg::Vec3(0.0f,0.0f,0.0f), - // set up the coords - // Create front and back polygons so we don't need to screw around - // with two-sided lighting in the shader. - osg::Vec3Array& v = *(new osg::Vec3Array(8)); - osg::Vec3Array& n = *(new osg::Vec3Array(8)); - osg::Vec2Array& t = *(new osg::Vec2Array(8)); - - float cw = w*0.5f; +// Tree instance scheme: +// vertex - local position of quad vertex. +// normal - x y scaling, z number of varieties +// fog coord - rotation +// color - xyz of tree quad origin, replicated 4 times. +// +// The tree quad is rendered twice, with different rotations, to +// create the crossed tree geometry. - v[0].set(0.0f,-cw,0.0f); - v[1].set(0.0f, cw,0.0f); - v[2].set(0.0f, cw,h); - v[3].set(0.0f,-cw,h); - - v[4].set(-cw,0.0f,0.0f); - v[5].set( cw,0.0f,0.0f); - v[6].set( cw,0.0f,h); - v[7].set(-cw,0.0f,h); - - // The texture coordinate range is not the - // entire coordinate space - as the texture - // has a number of different trees on it. - float tx = 1.0f/varieties; - - t[0].set(0.0f,0.0f); - t[1].set( tx,0.0f); - t[2].set( tx,1.0f); - t[3].set(0.0f,1.0f); - - t[4].set(0.0f,0.0f); - t[5].set( tx,0.0f); - t[6].set( tx,1.0f); - t[7].set(0.0f,1.0f); +struct TreesBoundingBoxCallback : public Drawable::ComputeBoundingBoxCallback +{ + TreesBoundingBoxCallback() {} + TreesBoundingBoxCallback(const TreesBoundingBoxCallback&, const CopyOp&) {} + META_Object(simgear, TreesBoundingBoxCallback); + virtual BoundingBox computeBound(const Drawable&) const; +}; - // For now the normal is normal to the quad. If we want to get - // fancier and approximate a cylindrical tree or something, then - // we would really want more geometry. - std::fill(n.begin(), n.begin() + 4, Vec3f(1.0f, 0.0f, 0.0f)); - std::fill(n.begin() + 4, n.end(), Vec3f(0.0f, -1.0f, 0.0f)); - for (unsigned int i = 0; i < 8; i++) { - v[i] = v[i] * rotate; - // Should be the inverse transpose, but assume that rotate is - // orthonormal. - n[i] = n[i] * rotate; +BoundingBox +TreesBoundingBoxCallback::computeBound(const Drawable& drawable) const +{ + BoundingBox bb; + const Geometry* geom = static_cast(&drawable); + const Vec3Array* v = static_cast(geom->getVertexArray()); + const Vec3Array* pos = static_cast(geom->getColorArray()); + const Vec3Array* params + = static_cast(geom->getNormalArray()); + const FloatArray* rot + = static_cast(geom->getFogCoordArray()); + float w = (*params)[0].x(); + float h = (*params)[0].y(); + Geometry::PrimitiveSetList primSets = geom->getPrimitiveSetList(); + FloatArray::const_iterator rotitr = rot->begin(); + for (Geometry::PrimitiveSetList::const_iterator psitr = primSets.begin(), + psend = primSets.end(); + psitr != psend; + ++psitr, ++rotitr) { + Matrixd trnsfrm = (Matrixd::scale(w, w, h) + * Matrixd::rotate(*rotitr, Vec3(0.0f, 0.0f, 1.0f))); + DrawArrays* da = static_cast(psitr->get()); + GLint psFirst = da->getFirst(); + GLint psEndVert = psFirst + da->getCount(); + for (GLint i = psFirst;i < psEndVert; ++i) { + Vec3 pt = (*v)[i]; + pt = pt * trnsfrm; + pt += (*pos)[i]; + bb.expandBy(pt); + } } + return bb; +} - osg::Geometry *geom = new osg::Geometry; +Geometry* makeSharedTreeGeometry(int numQuads) +{ + // generate a repeatable random seed + mt seed; + mt_init(&seed, unsigned(123)); + // set up the coords + osg::Vec3Array* v = new osg::Vec3Array; + osg::Vec2Array* t = new osg::Vec2Array; + v->reserve(numQuads * 4); + t->reserve(numQuads * 4); + for (int i = 0; i < numQuads; ++i) { + // Apply a random scaling factor and texture index. + float h = (mt_rand(&seed) + mt_rand(&seed)) / 2.0f + 0.5f; + float cw = h * .5; + v->push_back(Vec3(0.0f, -cw, 0.0f)); + v->push_back(Vec3(0.0f, cw, 0.0f)); + v->push_back(Vec3(0.0f, cw, h)); + v->push_back(Vec3(0.0f,-cw, h)); + // The texture coordinate range is not the entire coordinate + // space, as the texture has a number of different trees on + // it. Here we assign random coordinates and let the shader + // choose the variety. + float variety = mt_rand(&seed); + t->push_back(Vec2(variety, 0.0f)); + t->push_back(Vec2(variety + 1.0f, 0.0f)); + t->push_back(Vec2(variety + 1.0f, 1.0f)); + t->push_back(Vec2(variety, 1.0f)); + } + Geometry* result = new Geometry; + result->setVertexArray(v); + result->setTexCoordArray(0, t); + result->setComputeBoundingBoxCallback(new TreesBoundingBoxCallback); + result->setUseDisplayList(false); + return result; +} - geom->setVertexArray(&v); - geom->setTexCoordArray(0, &t); - geom->setNormalArray(&n); - geom->setNormalBinding(Geometry::BIND_PER_VERTEX); - // No color for now; that's used to pass the position. - geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,8)); +ref_ptr sharedTreeGeometry; - return geom; +Geometry* createTreeGeometry(float width, float height, int varieties) +{ + if (!sharedTreeGeometry) + sharedTreeGeometry = makeSharedTreeGeometry(1600); + Geometry* quadGeom = simgear::clone(sharedTreeGeometry.get(), + CopyOp::SHALLOW_COPY); + Vec3Array* params = new Vec3Array; + params->push_back(Vec3(width, height, (float)varieties)); + quadGeom->setNormalArray(params); + quadGeom->setNormalBinding(Geometry::BIND_OVERALL); + // Positions + quadGeom->setColorArray(new Vec3Array); + quadGeom->setColorBinding(Geometry::BIND_PER_VERTEX); + FloatArray* rotation = new FloatArray(2); + (*rotation)[0] = 0.0; + (*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; } - static char vertexShaderSource[] = - "varying float fogFactor;\n" - "attribute float textureIndex;\n" - "\n" - "void main(void)\n" - "{\n" - " gl_TexCoord[0] = gl_MultiTexCoord0 + vec4(textureIndex, 0.0, 0.0, 0.0);\n" - " vec3 position = gl_Vertex.xyz * gl_Color.w + gl_Color.xyz;\n" - " gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);\n" - " vec3 ecPosition = vec3(gl_ModelViewMatrix * vec4(position, 1.0));\n" - " vec3 N = normalize(gl_NormalMatrix * gl_Normal);\n" - " vec3 diffuse = gl_FrontMaterial.diffuse.rgb * max(0.0, dot(N, gl_LightSource[0].position.xyz));\n" - " vec3 backDiffuse = gl_FrontMaterial.diffuse.rgb * max(0.0, dot(-N, gl_LightSource[0].position.xyz));\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 = ambientColor + gl_LightSource[0].diffuse * vec4(backDiffuse, 1.0)\n;" -// " gl_TexCoord[0] = gl_MultiTexCoord0;\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"; +EffectGeode* createTreeGeode(float width, float height, int varieties) +{ + EffectGeode* result = new EffectGeode; + result->addDrawable(createTreeGeometry(width, height, varieties)); + return result; +} -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"; +void addTreeToLeafGeode(Geode* geode, const SGVec3f& p) +{ + Vec3 pos = toOsg(p); + unsigned int numDrawables = geode->getNumDrawables(); + Geometry* geom + = static_cast(geode->getDrawable(numDrawables - 1)); + Vec3Array* posArray = static_cast(geom->getColorArray()); + if (posArray->size() + >= static_cast(geom->getVertexArray())->size()) { + Vec3Array* paramsArray + = static_cast(geom->getNormalArray()); + Vec3 params = (*paramsArray)[0]; + geom = createTreeGeometry(params.x(), params.y(), params.z()); + posArray = static_cast(geom->getColorArray()); + geode->addDrawable(geom); + } + posArray->insert(posArray->end(), 4, pos); + size_t numVerts = posArray->size(); + for (int i = 0; i < 2; ++i) { + DrawArrays* primSet + = static_cast(geom->getPrimitiveSet(i)); + primSet->setCount(numVerts); + } +} -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, Geometry* geometry, int varieties) : - _range(range), _geometry(geometry), _varieties(varieties) - {} + MakeTreesLeaf(float range, int varieties, float width, float height, + Effect* effect) : + _range(range), _varieties(varieties), + _width(width), _height(height), _effect(effect) {} + MakeTreesLeaf(const MakeTreesLeaf& rhs) : - _range(rhs._range), _geometry(rhs._geometry), _varieties(rhs._varieties) {} + _range(rhs._range), + _varieties(rhs._varieties), _width(rhs._width), _height(rhs._height), + _effect(rhs._effect) + {} + LOD* operator() () const { LOD* result = new LOD; - Geode* geode = new Geode; - ShaderGeometry* sg = new ShaderGeometry(_varieties); - sg->setGeometry(_geometry); - geode->addDrawable(sg); + EffectGeode* geode = createTreeGeode(_width, _height, _varieties); + geode->setEffect(_effect.get()); result->addChild(geode, 0, _range); return result; } float _range; int _varieties; - Geometry* _geometry; + float _width; + float _height; + ref_ptr _effect; }; struct AddTreesLeafObject @@ -193,97 +247,80 @@ struct AddTreesLeafObject void operator() (LOD* lod, const TreeBin::Tree& tree) const { Geode* geode = static_cast(lod->getChild(0)); - ShaderGeometry* sg - = static_cast(geode->getDrawable(0)); - sg->addTree(tree); + addTreeToLeafGeode(geode, tree.position); } }; struct GetTreeCoord { - GetTreeCoord(const Matrix& transform) : _transform(transform) {} - GetTreeCoord(const GetTreeCoord& rhs) : _transform(rhs._transform) {} Vec3 operator() (const TreeBin::Tree& tree) const { - return tree.position.osg() * _transform; + return toOsg(tree.position); } - Matrix _transform; }; typedef QuadTreeBuilder ShaderGeometryQuadtree; } -osg::Group* createForest(TreeBin& forest, const osg::Matrix& transform) +struct TreeTransformer { - // Set up some shared structures. - osg::Geometry* shared_geometry = createOrthQuads(forest.width, - forest.height, - forest.texture_varieties, - transform); - - 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)); + TreeTransformer(Matrix& mat_) : mat(mat_) {} + TreeBin::Tree operator()(const TreeBin::Tree& tree) const + { + Vec3 pos = toOsg(tree.position); + return TreeBin::Tree(toSG(pos * mat)); + } + Matrix mat; +}; - 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); - program->addBindAttribLocation("textureIndex", 1); +// This actually returns a MatrixTransform node. If we rotate the whole +// forest into the local Z-up coordinate system we can reuse the +// primitive tree geometry for all the forests of the same type. - 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(.8f, .8f, .8f, 1.0f)); - material->setDiffuse(Material::FRONT_AND_BACK, - Vec4(.2f, .2f, .2f, 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()); +osg::Group* createForest(TreeBin& forest, const osg::Matrix& transform) +{ + Matrix transInv = Matrix::inverse(transform); + static Matrix ident; + // Set up some shared structures. + ref_ptr group; - 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. { - ShaderGeometryQuadtree quadtree(GetTreeCoord(Matrix::inverse(transform)), - AddTreesLeafObject(), - SG_TREE_QUAD_TREE_DEPTH, - MakeTreesLeaf(forest.range, - shared_geometry, - forest.texture_varieties)); - quadtree.buildQuadTree(forest._trees.begin(), forest._trees.end()); + ShaderGeometryQuadtree + quadtree(GetTreeCoord(), AddTreesLeafObject(), + SG_TREE_QUAD_TREE_DEPTH, + MakeTreesLeaf(forest.range, forest.texture_varieties, + 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. + std::vector rotatedTrees; + rotatedTrees.reserve(forest._trees.size()); + std::transform(forest._trees.begin(), forest._trees.end(), + std::back_inserter(rotatedTrees), + TreeTransformer(transInv)); + quadtree.buildQuadTree(rotatedTrees.begin(), rotatedTrees.end()); group = quadtree.getRoot(); } - group->setStateSet(stateset); - return group.release(); + MatrixTransform* mt = new MatrixTransform(transform); + for (size_t i = 0; i < group->getNumChildren(); ++i) + mt->addChild(group->getChild(i)); + return mt; } }