#include <boost/iterator/iterator_adaptor.hpp>
#include "Effect.hxx"
+#include "mat.hxx"
namespace simgear
{
META_Node(simgear,EffectGeode);
Effect* getEffect() const { return _effect.get(); }
void setEffect(Effect* effect);
+ SGMaterial* getMaterial() const { return _material; }
+ void setMaterial(SGMaterial* mat) { _material = mat; }
virtual void resizeGLObjectBuffers(unsigned int maxSize);
virtual void releaseGLObjects(osg::State* = 0) const;
void runGenerators(osg::Geometry *geometry);
private:
osg::ref_ptr<Effect> _effect;
+ SGMaterial* _material;
};
}
#endif
return _status[i].effect.get();
}
-Effect* SGMaterial::get_effect(const SGTexturedTriangleBin& triangleBin)
+Effect* SGMaterial::get_one_effect(int texIndex)
{
SGGuard<SGMutex> g(_lock);
if (_status.empty()) {
return 0;
}
- int i = triangleBin.getTextureIndex() % _status.size();
+ int i = texIndex % _status.size();
return get_effect(i);
}
}
-osg::Texture2D* SGMaterial::get_object_mask(const SGTexturedTriangleBin& triangleBin)
+osg::Texture2D* SGMaterial::get_one_object_mask(int texIndex)
{
if (_status.empty()) {
SG_LOG( SG_GENERAL, SG_WARN, "No mask available.");
// Note that the object mask is closely linked to the texture/effect
// so we index based on the texture index,
- unsigned int i = triangleBin.getTextureIndex() % _status.size();
+ unsigned int i = texIndex % _status.size();
if (i < _masks.size()) {
return _masks[i].get();
} else {
/**
* Get the textured state.
*/
- simgear::Effect* get_effect(const SGTexturedTriangleBin& triangleBin);
+ simgear::Effect* get_one_effect(int texIndex);
simgear::Effect* get_effect();
/**
* Get the textured state.
*/
- osg::Texture2D* get_object_mask(const SGTexturedTriangleBin& triangleBin);
+ osg::Texture2D* get_one_object_mask(int texIndex);
/**
SGDirectionalLightBin.hxx
SGLightBin.hxx
SGModelBin.hxx
+ SGNodeTriangles.hxx
SGOceanTile.hxx
SGReaderWriterBTG.hxx
SGTexturedTriangleBin.hxx
+ SGTileDetailsCallback.hxx
+ SGTileGeometryBin.hxx
SGTriangleBin.hxx
SGVasiDrawable.hxx
SGVertexArrayBin.hxx
--- /dev/null
+// future API - just run through once to convert from OSG to SG
+// then we can use these triangle lists for random
+// trees/lights/buildings/objects
+struct SGTexturedTriangle
+{
+public:
+ std::vector<SGVec3f> vertices;
+ std::vector<SGVec2f> texcoords;
+};
+
+struct SGBorderContour
+{
+public:
+ SGVec3d start;
+ SGVec3d end;
+};
+
+class SGTriangleInfo
+{
+public:
+ SGTriangleInfo( const SGVec3d& center ) {
+ gbs_center = center;
+ mt_init(&seed, 123);
+ }
+
+ // API used to build the Info by the visitor
+ void addGeometry( osg::Geometry* g ) {
+ geometries.push_back(g);
+ }
+
+ void setMaterial( SGMaterial* m ) {
+ mat = m;
+ }
+
+ SGMaterial* getMaterial( void ) const {
+ return mat;
+ }
+
+ // API used to get a specific texture or effect from a material. Materials can have
+ // multiple textures - use the floor of the x coordinate of the first vertes to select it.
+ // This will be constant, and give the same result each time to select one effect/texture per drawable.
+ int getTextureIndex( void ) const {
+ int texInfo = 0;
+ const osg::Vec3Array* vertices = dynamic_cast<osg::Vec3Array*>(geometries[0]->getVertexArray());
+ if ( vertices ) {
+ const osg::Vec3 *v0 = &vertices->operator[](0);
+ texInfo = floor(v0->x());
+ }
+ return texInfo;
+ }
+
+ // new API - TODO
+ void getTriangles( std::vector<SGTexturedTriangle>& tris )
+ {
+ const osg::Vec3Array* vertices = dynamic_cast<osg::Vec3Array*>(geometries[0]->getVertexArray());
+ const osg::Vec2Array* texcoords = dynamic_cast<osg::Vec2Array*>(geometries[0]->getTexCoordArray(0));
+
+ int numPrimitiveSets = geometries[0]->getNumPrimitiveSets();
+ if ( numPrimitiveSets > 0 ) {
+ const osg::PrimitiveSet* ps = geometries[0]->getPrimitiveSet(0);
+ unsigned int numIndices = ps->getNumIndices();
+
+ for ( unsigned int i=2; i<numIndices; i+= 3 ) {
+ SGTexturedTriangle tri;
+
+ tri.vertices.push_back( toSG(vertices->operator[](ps->index(i-2))) );
+ tri.vertices.push_back( toSG(vertices->operator[](ps->index(i-1))) );
+ tri.vertices.push_back( toSG(vertices->operator[](ps->index(i-0))) );
+
+ tri.texcoords.push_back( toSG(texcoords->operator[](ps->index(i-2))) );
+ tri.texcoords.push_back( toSG(texcoords->operator[](ps->index(i-1))) );
+ tri.texcoords.push_back( toSG(texcoords->operator[](ps->index(i-0))) );
+ }
+ }
+ }
+
+ void getBorderContours( std::vector<SGBorderContour>& border )
+ {
+ // each structure contains a list of target indexes and a count
+ int numPrimitiveSets = geometries[0]->getNumPrimitiveSets();
+ if ( numPrimitiveSets > 0 ) {
+ const osg::Vec3Array* vertices = dynamic_cast<osg::Vec3Array*>(geometries[0]->getVertexArray());
+
+ const osg::PrimitiveSet* ps = geometries[0]->getPrimitiveSet(0);
+ unsigned int numTriangles = ps->getNumIndices()/3;
+
+ // use a map for fast lookup map the segment as a 64 bit int
+ std::map<uint64_t, int> segCounter;
+ uint32_t idx1, idx2;
+ uint64_t key;
+
+ for ( unsigned int i=0; i<numTriangles; i+= 3 ) {
+ // first seg
+ if ( ps->index(i+0) < ps->index(i+1) ) {
+ idx1 = ps->index(i+0);
+ idx2 = ps->index(i+1);
+ } else {
+ idx1 = ps->index(i+1);
+ idx2 = ps->index(i+0);
+ }
+
+ key=( (uint64_t)idx1<<32) | (uint64_t)idx2;
+ SG_LOG(SG_TERRAIN, SG_ALERT, "key " << std::hex << key << std::dec << " count is " << segCounter[key] );
+ segCounter[key]++;
+ SG_LOG(SG_TERRAIN, SG_ALERT, "after increment key " << std::hex << key << std::dec << " count is " << segCounter[key] );
+
+ // second seg
+ if ( ps->index(i+1) < ps->index(i+2) ) {
+ idx1 = ps->index(i+1);
+ idx2 = ps->index(i+2);
+ } else {
+ idx1 = ps->index(i+2);
+ idx2 = ps->index(i+1);
+ }
+
+ key=( (uint64_t)idx1<<32) | (uint64_t)idx2;
+ SG_LOG(SG_TERRAIN, SG_ALERT, "key " << std::hex << key << std::dec << " count is " << segCounter[key] );
+ segCounter[key]++;
+ SG_LOG(SG_TERRAIN, SG_ALERT, "after increment key " << std::hex << key << std::dec << " count is " << segCounter[key] );
+
+ // third seg
+ if ( ps->index(i+2) < ps->index(i+0) ) {
+ idx1 = ps->index(i+2);
+ idx2 = ps->index(i+0);
+ } else {
+ idx1 = ps->index(i+0);
+ idx2 = ps->index(i+2);
+ }
+
+ key=( (uint64_t)idx1<<32) | (uint64_t)idx2;
+ SG_LOG(SG_TERRAIN, SG_ALERT, "key " << std::hex << key << std::dec << " count is " << segCounter[key] );
+ segCounter[key]++;
+ SG_LOG(SG_TERRAIN, SG_ALERT, "after increment key " << std::hex << key << std::dec << " count is " << segCounter[key] );
+ }
+
+ // return all segments with count = 1 ( border )
+ std::map<uint64_t, int>::iterator segIt = segCounter.begin();
+ while ( segIt != segCounter.end() ) {
+ if ( segIt->second == 1 ) {
+ SG_LOG(SG_TERRAIN, SG_ALERT, "key " << std::hex << segIt->first << std::dec << " count is " << segIt->second );
+
+ unsigned int iStart = segIt->first >> 32;
+ unsigned int iEnd = segIt->first & 0x00000000FFFFFFFF;
+
+ SGBorderContour bc;
+
+ bc.start = toVec3d(toSG(vertices->operator[](iStart)));
+ bc.end = toVec3d(toSG(vertices->operator[](iEnd)));
+ border.push_back( bc );
+ }
+ segIt++;
+ }
+
+#if 0
+ // debug out - requires GDAL
+ //
+ //
+ //
+ SGGeod geodPos = SGGeod::fromCart(gbs_center);
+ SGQuatd hlOr = SGQuatd::fromLonLat(geodPos)*SGQuatd::fromEulerDeg(0, 0, 180);
+
+ for ( unsigned int i=0; i<border.size(); i++ ){
+ // de-rotate and translate : todo - create a paralell vertex list so we just do this
+ // once per vertex, not for every triangle's use of the vertex
+ SGVec3d sgVStart = hlOr.backTransform( border[i].start) + gbs_center;
+ SGVec3d sgVEnd = hlOr.backTransform( border[i].end) + gbs_center;
+
+ // convert from cartesian to Geodetic, and save as a list of Geods for output
+ SGGeod gStart = SGGeod::fromCart(sgVStart);
+ SGGeod gEnd = SGGeod::fromCart(sgVEnd);
+
+ SGShapefile::FromSegment( gStart, gEnd, true, "./borders", mat->get_names()[0], "border" );
+ }
+#endif
+ }
+ }
+
+ // Random buildings API - get num triangles, then get a triangle at index
+ unsigned int getNumTriangles( void ) const {
+ unsigned int num_triangles = 0;
+
+ if ( !geometries.empty() ) {
+ int numPrimitiveSets = geometries[0]->getNumPrimitiveSets();
+ if ( numPrimitiveSets > 0 ) {
+ const osg::PrimitiveSet* ps = geometries[0]->getPrimitiveSet(0);
+ unsigned int numIndices = ps->getNumIndices();
+ num_triangles = numIndices/3;
+ }
+ }
+
+ return num_triangles;
+ }
+
+ void getTriangle(unsigned int i, std::vector<SGVec3f>& triVerts, std::vector<SGVec2f>& triTCs) const {
+ const osg::Vec3Array* vertices = dynamic_cast<osg::Vec3Array*>(geometries[0]->getVertexArray());
+ const osg::Vec2Array* texcoords = dynamic_cast<osg::Vec2Array*>(geometries[0]->getTexCoordArray(0));
+
+ if ( !geometries.empty() ) {
+ int numPrimitiveSets = geometries[0]->getNumPrimitiveSets();
+ if ( numPrimitiveSets > 0 ) {
+ const osg::PrimitiveSet* ps = geometries[0]->getPrimitiveSet(0);
+ int idxStart = i*3;
+
+ triVerts.push_back( toSG(vertices->operator[](ps->index(idxStart+0))) );
+ triVerts.push_back( toSG(vertices->operator[](ps->index(idxStart+1))) );
+ triVerts.push_back( toSG(vertices->operator[](ps->index(idxStart+2))) );
+
+ triTCs.push_back( toSG(texcoords->operator[](ps->index(idxStart+0))) );
+ triTCs.push_back( toSG(texcoords->operator[](ps->index(idxStart+1))) );
+ triTCs.push_back( toSG(texcoords->operator[](ps->index(idxStart+2))) );
+ }
+ }
+ }
+
+ // random lights and trees - just get a list of points on where to add the light / tree
+ // TODO move this out - and handle in the random light / tree code
+ // just use generic triangle API.
+ void addRandomSurfacePoints(float coverage, float offset,
+ osg::Texture2D* object_mask,
+ std::vector<SGVec3f>& points)
+ {
+ if ( !geometries.empty() ) {
+ const osg::Vec3Array* vertices = dynamic_cast<osg::Vec3Array*>(geometries[0]->getVertexArray());
+ const osg::Vec2Array* texcoords = dynamic_cast<osg::Vec2Array*>(geometries[0]->getTexCoordArray(0));
+
+ int numPrimitiveSets = geometries[0]->getNumPrimitiveSets();
+ if ( numPrimitiveSets > 0 ) {
+ const osg::PrimitiveSet* ps = geometries[0]->getPrimitiveSet(0);
+ unsigned int numIndices = ps->getNumIndices();
+
+ for ( unsigned int i=2; i<numIndices; i+= 3 ) {
+ SGVec3f v0 = toSG(vertices->operator[](ps->index(i-2)));
+ SGVec3f v1 = toSG(vertices->operator[](ps->index(i-1)));
+ SGVec3f v2 = toSG(vertices->operator[](ps->index(i-0)));
+
+ SGVec2f t0 = toSG(texcoords->operator[](ps->index(i-2)));
+ SGVec2f t1 = toSG(texcoords->operator[](ps->index(i-1)));
+ SGVec2f t2 = toSG(texcoords->operator[](ps->index(i-0)));
+
+ SGVec3f normal = cross(v1 - v0, v2 - v0);
+
+ // Compute the area
+ float area = 0.5f*length(normal);
+ if (area <= SGLimitsf::min())
+ continue;
+
+ // For partial units of area, use a zombie door method to
+ // create the proper random chance of a light being created
+ // for this triangle
+ float unit = area + mt_rand(&seed)*coverage;
+
+ SGVec3f offsetVector = offset*normalize(normal);
+ // generate a light point for each unit of area
+
+ while ( coverage < unit ) {
+ float a = mt_rand(&seed);
+ float b = mt_rand(&seed);
+
+ if ( a + b > 1 ) {
+ a = 1 - a;
+ b = 1 - b;
+ }
+ float c = 1 - a - b;
+ SGVec3f randomPoint = offsetVector + a*v0 + b*v1 + c*v2;
+
+ if (object_mask != NULL) {
+ SGVec2f texCoord = a*t0 + b*t1 + c*t2;
+
+ // Check this random point against the object mask
+ // red channel.
+ osg::Image* img = object_mask->getImage();
+ unsigned int x = (int) (img->s() * texCoord.x()) % img->s();
+ unsigned int y = (int) (img->t() * texCoord.y()) % img->t();
+
+ if (mt_rand(&seed) < img->getColor(x, y).r()) {
+ points.push_back(randomPoint);
+ }
+ } else {
+ // No object mask, so simply place the object
+ points.push_back(randomPoint);
+ }
+ unit -= coverage;
+ }
+ }
+ }
+ }
+ }
+
+ void addRandomTreePoints(float wood_coverage,
+ osg::Texture2D* object_mask,
+ float vegetation_density,
+ float cos_max_density_angle,
+ float cos_zero_density_angle,
+ std::vector<SGVec3f>& points)
+ {
+ if ( !geometries.empty() ) {
+ const osg::Vec3Array* vertices = dynamic_cast<osg::Vec3Array*>(geometries[0]->getVertexArray());
+ const osg::Vec2Array* texcoords = dynamic_cast<osg::Vec2Array*>(geometries[0]->getTexCoordArray(0));
+
+ int numPrimitiveSets = geometries[0]->getNumPrimitiveSets();
+ if ( numPrimitiveSets > 0 ) {
+ const osg::PrimitiveSet* ps = geometries[0]->getPrimitiveSet(0);
+ unsigned int numIndices = ps->getNumIndices();
+
+ for ( unsigned int i=2; i<numIndices; i+= 3 ) {
+ SGVec3f v0 = toSG(vertices->operator[](ps->index(i-2)));
+ SGVec3f v1 = toSG(vertices->operator[](ps->index(i-1)));
+ SGVec3f v2 = toSG(vertices->operator[](ps->index(i-0)));
+
+ SGVec2f t0 = toSG(texcoords->operator[](ps->index(i-2)));
+ SGVec2f t1 = toSG(texcoords->operator[](ps->index(i-1)));
+ SGVec2f t2 = toSG(texcoords->operator[](ps->index(i-0)));
+
+ SGVec3f normal = cross(v1 - v0, v2 - v0);
+
+ // Ensure the slope isn't too steep by checking the
+ // cos of the angle between the slope normal and the
+ // vertical (conveniently the z-component of the normalized
+ // normal) and values passed in.
+ float alpha = normalize(normal).z();
+ float slope_density = 1.0;
+
+ if (alpha < cos_zero_density_angle)
+ continue; // Too steep for any vegetation
+
+ if (alpha < cos_max_density_angle) {
+ slope_density =
+ (alpha - cos_zero_density_angle) / (cos_max_density_angle - cos_zero_density_angle);
+ }
+
+ // Compute the area
+ float area = 0.5f*length(normal);
+ if (area <= SGLimitsf::min())
+ continue;
+
+ // Determine the number of trees, taking into account vegetation
+ // density (which is linear) and the slope density factor.
+ // Use a zombie door method to create the proper random chance
+ // of a tree being created for partial values.
+ int woodcount = (int) (vegetation_density * vegetation_density *
+ slope_density *
+ area / wood_coverage + mt_rand(&seed));
+
+ for (int j = 0; j < woodcount; j++) {
+ float a = mt_rand(&seed);
+ float b = mt_rand(&seed);
+
+ if ( a + b > 1.0f ) {
+ a = 1.0f - a;
+ b = 1.0f - b;
+ }
+
+ float c = 1.0f - a - b;
+
+ SGVec3f randomPoint = a*v0 + b*v1 + c*v2;
+
+ if (object_mask != NULL) {
+ SGVec2f texCoord = a*t0 + b*t1 + c*t2;
+
+ // Check this random point against the object mask
+ // green (for trees) channel.
+ osg::Image* img = object_mask->getImage();
+ unsigned int x = (int) (img->s() * texCoord.x()) % img->s();
+ unsigned int y = (int) (img->t() * texCoord.y()) % img->t();
+
+ if (mt_rand(&seed) < img->getColor(x, y).g()) {
+ // The red channel contains the rotation for this object
+ points.push_back(randomPoint);
+ }
+ } else {
+ points.push_back(randomPoint);
+ }
+ }
+ }
+ }
+ }
+ }
+
+#if 0
+ // debug : this will save the tile as a shapefile that can be viewed in QGIS.
+ // NOTE: this is really slow....
+ // remember - we need to de-rotate the tile, then translate back to gbs_center.
+ void dumpBorder() {
+ //dump the first triangle only of the first geometry, for now...
+ SG_LOG(SG_TERRAIN, SG_ALERT, "effect geode has " << geometries.size() << " geometries" );
+
+ const osg::Vec3Array* vertices = dynamic_cast<osg::Vec3Array*>(geometries[0]->getVertexArray());
+ if ( vertices ) {
+ SG_LOG(SG_TERRAIN, SG_ALERT, " geometry has " << vertices->getNumElements() << " vertices" );
+ }
+
+ if ( !geometries.empty() ) {
+ int numPrimitiveSets = geometries[0]->getNumPrimitiveSets();
+ SG_LOG(SG_TERRAIN, SG_ALERT, " geometry has " << numPrimitiveSets << " primitive sets" );
+
+ if ( numPrimitiveSets > 0 ) {
+ const osg::PrimitiveSet* ps = geometries[0]->getPrimitiveSet(0);
+ unsigned int numIndices = ps->getNumIndices();
+
+ // create the same quat we used to rotate here
+ // - use backTransform to go back to original node location
+ SGGeod geodPos = SGGeod::fromCart(gbs_center);
+ SGQuatd hlOr = SGQuatd::fromLonLat(geodPos)*SGQuatd::fromEulerDeg(0, 0, 180);
+
+ SG_LOG(SG_TERRAIN, SG_ALERT, " primitive set has has " << numIndices << " indices" );
+ for ( unsigned int i=2; i<numIndices; i+= 3 ) {
+ if ( numIndices >= 3 ) {
+ unsigned int v0i = ps->index(i-2);
+ unsigned int v1i = ps->index(i-1);
+ unsigned int v2i = ps->index(i-0);
+
+ const osg::Vec3 *v0 = &vertices->operator[](v0i);
+ const osg::Vec3 *v1 = &vertices->operator[](v1i);
+ const osg::Vec3 *v2 = &vertices->operator[](v2i);
+
+ // de-rotate and translate : todo - create a paralell vertex list so we just do this
+ // once per vertex, not for every triangle's use of the vertex
+ SGVec3d vec0 = hlOr.backTransform( toVec3d(toSG(*v0))) + gbs_center;
+ SGVec3d vec1 = hlOr.backTransform( toVec3d(toSG(*v1))) + gbs_center;
+ SGVec3d vec2 = hlOr.backTransform( toVec3d(toSG(*v2))) + gbs_center;
+
+ // convert from cartesian to Geodetic, and save as a list of Geods for output
+ std::vector<SGGeod> triangle;
+ triangle.push_back( SGGeod::fromCart(vec0) );
+ triangle.push_back( SGGeod::fromCart(vec1) );
+ triangle.push_back( SGGeod::fromCart(vec2) );
+
+ SGShapefile::FromGeodList( triangle, true, "./triangles", mat->get_names()[0], "tri" );
+ }
+ }
+ }
+
+ }
+ }
+#endif
+
+private:
+ mt seed;
+ SGMaterial* mat;
+ SGVec3d gbs_center;
+ std::vector<osg::Geometry*> geometries;
+ std::vector<int> polygon_border; // TODO
+};
+
+// This visitor will generate an SGTriangleInfo.
+// currently, it looks like it could save multiple lists, which could be the case
+// if multiple osg::geods are found with osg::Geometry.
+// But right now, we store a single PrimitiveSet under a single EffectGeod.
+// so the traversal should only find a single EffectGeod - building a single SGTriangleInfo
+class GetNodeTriangles : public osg::NodeVisitor
+{
+public:
+ GetNodeTriangles(const SGVec3d& c, std::vector<SGTriangleInfo>* nt) : osg::NodeVisitor( osg::NodeVisitor::TRAVERSE_ALL_CHILDREN ), center(c), nodeTris(nt) {}
+
+ // This method gets called for every node in the scene
+ // graph. Check each node to see if it has user
+ // out target. If so, save the node's address.
+ virtual void apply( osg::Node& node )
+ {
+ EffectGeode* eg = dynamic_cast<EffectGeode*>(&node);
+ if ( eg ) {
+ // get the material from the user info
+ SGTriangleInfo triInfo( center );
+ triInfo.setMaterial( eg->getMaterial() );
+
+ // let's find the drawables for this node
+ int numDrawables = eg->getNumDrawables();
+ for ( int i=0; i<numDrawables; i++ ) {
+ triInfo.addGeometry( eg->getDrawable(i)->asGeometry() );
+ }
+
+ nodeTris->push_back( triInfo );
+ }
+
+ // Keep traversing the rest of the scene graph.
+ traverse( node );
+ }
+
+protected:
+ SGVec3d center;
+ std::vector<SGTriangleInfo>* nodeTris;
+};
--- /dev/null
+// obj.cxx -- routines to handle loading scenery and building the plib
+// scene graph.
+//
+// Written by Curtis Olson, started October 1997.
+//
+// Copyright (C) 1997 Curtis L. Olson - http://www.flightgear.org/~curt
+//
+// 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.
+//
+// $Id$
+
+
+#ifdef HAVE_CONFIG_H
+# include <simgear_config.h>
+#endif
+
+#include <osg/LOD>
+#include <osgUtil/Simplifier>
+
+#include <boost/foreach.hpp>
+
+#include <simgear/scene/material/matmodel.hxx>
+#include <simgear/scene/model/SGOffsetTransform.hxx>
+#include <simgear/scene/util/QuadTreeBuilder.hxx>
+#include <simgear/scene/util/SGReaderWriterOptions.hxx>
+#include <simgear/scene/util/OptionsReadFileCallback.hxx>
+#include <simgear/scene/util/SGNodeMasks.hxx>
+
+#include "SGNodeTriangles.hxx"
+#include "GroundLightManager.hxx"
+#include "SGLightBin.hxx"
+#include "SGDirectionalLightBin.hxx"
+#include "SGModelBin.hxx"
+#include "SGBuildingBin.hxx"
+#include "TreeBin.hxx"
+
+#include "pt_lights.hxx"
+
+
+typedef std::list<SGLightBin> SGLightListBin;
+typedef std::list<SGDirectionalLightBin> SGDirectionalLightListBin;
+
+#define SG_SIMPLIFIER_RATIO (0.001)
+#define SG_SIMPLIFIER_MAX_LENGTH (1000.0)
+#define SG_SIMPLIFIER_MAX_ERROR (2000.0)
+#define SG_OBJECT_RANGE (9000.0)
+#define SG_TILE_RADIUS (14000.0)
+#define SG_TILE_MIN_EXPIRY (180.0)
+
+using namespace simgear;
+
+// QuadTreeBuilder is used by Random Objects Generator
+typedef std::pair<osg::Node*, int> ModelLOD;
+struct MakeQuadLeaf {
+ osg::LOD* operator() () const { return new osg::LOD; }
+};
+struct AddModelLOD {
+ void operator() (osg::LOD* leaf, ModelLOD& mlod) const
+ {
+ leaf->addChild(mlod.first, 0, mlod.second);
+ }
+};
+struct GetModelLODCoord {
+ GetModelLODCoord() {}
+ GetModelLODCoord(const GetModelLODCoord& rhs)
+ {}
+ osg::Vec3 operator() (const ModelLOD& mlod) const
+ {
+ return mlod.first->getBound().center();
+ }
+};
+typedef QuadTreeBuilder<osg::LOD*, ModelLOD, MakeQuadLeaf, AddModelLOD,
+ GetModelLODCoord> RandomObjectsQuadtree;
+
+
+// needs constructor
+static unsigned int num_tdcb = 0;
+class SGTileDetailsCallback : public OptionsReadFileCallback {
+public:
+ SGTileDetailsCallback()
+ {
+ num_tdcb++;
+ }
+
+ virtual ~SGTileDetailsCallback()
+ {
+ num_tdcb--;
+ SG_LOG( SG_GENERAL, SG_INFO, "SGTileDetailsCallback::~SGTileDetailsCallback() num cbs left " << num_tdcb );
+ }
+
+ virtual osgDB::ReaderWriter::ReadResult readNode(
+ const std::string&, const osgDB::Options*)
+ {
+ SGMaterialLibPtr matlib;
+ osg::ref_ptr<SGMaterialCache> matcache;
+
+ osg::ref_ptr<osg::Group> group = new osg::Group;
+ group->setDataVariance(osg::Object::STATIC);
+
+ // generate textured triangle list
+ std::vector<SGTriangleInfo> matTris;
+ GetNodeTriangles nodeTris(_gbs_center, &matTris);
+ _rootNode->accept( nodeTris );
+
+ // build matcache
+ matlib = _options->getMaterialLib();
+ if (matlib) {
+ SGGeod geodPos = SGGeod::fromCart(_gbs_center);
+ matcache = matlib->generateMatCache(geodPos);
+ }
+
+#if 0
+ // TEST : See if we can regenerate landclass shapes from node
+ for ( unsigned int i=0; i<matTris.size(); i++ ) {
+ matTris[i].dumpBorder(_gbs_center);
+ }
+#endif
+
+ osg::Node* node = loadTerrain();
+ if (node) {
+ group->addChild(node);
+ }
+
+ osg::LOD* lightLOD = generateLightingTileObjects(matTris, matcache);
+ if (lightLOD) {
+ group->addChild(lightLOD);
+ }
+
+ osg::LOD* objectLOD = generateRandomTileObjects(matTris, matcache);
+ if (objectLOD) {
+ group->addChild(objectLOD);
+ }
+
+ return group.release();
+ }
+
+ static SGVec4f getMaterialLightColor(const SGMaterial* material)
+ {
+ if (!material) {
+ return SGVec4f(1, 1, 1, 0.8);
+ }
+
+ return material->get_light_color();
+ }
+
+ static void
+ addPointGeometry(SGLightBin& lights,
+ const std::vector<SGVec3d>& vertices,
+ const SGVec4f& color,
+ const int_list& pts_v)
+ {
+ for (unsigned i = 0; i < pts_v.size(); ++i)
+ lights.insert(toVec3f(vertices[pts_v[i]]), color);
+ }
+
+ static void
+ addPointGeometry(SGDirectionalLightBin& lights,
+ const std::vector<SGVec3d>& vertices,
+ const std::vector<SGVec3f>& normals,
+ const SGVec4f& color,
+ const int_list& pts_v,
+ const int_list& pts_n)
+ {
+ // If the normal indices match the vertex indices, use seperate
+ // normal indices. Else reuse the vertex indices for the normals.
+ if (pts_v.size() == pts_n.size()) {
+ for (unsigned i = 0; i < pts_v.size(); ++i)
+ lights.insert(toVec3f(vertices[pts_v[i]]), normals[pts_n[i]], color);
+ } else {
+ for (unsigned i = 0; i < pts_v.size(); ++i)
+ lights.insert(toVec3f(vertices[pts_v[i]]), normals[pts_v[i]], color);
+ }
+ }
+
+ bool insertPtGeometry(const SGBinObject& obj, SGMaterialCache* matcache)
+ {
+ if (obj.get_pts_v().size() != obj.get_pts_n().size()) {
+ SG_LOG(SG_TERRAIN, SG_ALERT,
+ "Group list sizes for points do not match!");
+ return false;
+ }
+
+ for (unsigned grp = 0; grp < obj.get_pts_v().size(); ++grp) {
+ std::string materialName = obj.get_pt_materials()[grp];
+ SGMaterial* material = matcache->find(materialName);
+ SGVec4f color = getMaterialLightColor(material);
+
+ if (3 <= materialName.size() && materialName.substr(0, 3) != "RWY") {
+ // Just plain lights. Not something for the runway.
+ addPointGeometry(tileLights, obj.get_wgs84_nodes(), color,
+ obj.get_pts_v()[grp]);
+ } else if (materialName == "RWY_BLUE_TAXIWAY_LIGHTS"
+ || materialName == "RWY_GREEN_TAXIWAY_LIGHTS") {
+ addPointGeometry(taxiLights, obj.get_wgs84_nodes(), obj.get_normals(),
+ color, obj.get_pts_v()[grp], obj.get_pts_n()[grp]);
+ } else if (materialName == "RWY_VASI_LIGHTS") {
+ vasiLights.push_back(SGDirectionalLightBin());
+ addPointGeometry(vasiLights.back(), obj.get_wgs84_nodes(),
+ obj.get_normals(), color, obj.get_pts_v()[grp],
+ obj.get_pts_n()[grp]);
+ } else if (materialName == "RWY_SEQUENCED_LIGHTS") {
+ rabitLights.push_back(SGDirectionalLightBin());
+ addPointGeometry(rabitLights.back(), obj.get_wgs84_nodes(),
+ obj.get_normals(), color, obj.get_pts_v()[grp],
+ obj.get_pts_n()[grp]);
+ } else if (materialName == "RWY_ODALS_LIGHTS") {
+ odalLights.push_back(SGLightBin());
+ addPointGeometry(odalLights.back(), obj.get_wgs84_nodes(),
+ color, obj.get_pts_v()[grp]);
+ } else if (materialName == "RWY_YELLOW_PULSE_LIGHTS") {
+ holdshortLights.push_back(SGDirectionalLightBin());
+ addPointGeometry(holdshortLights.back(), obj.get_wgs84_nodes(),
+ obj.get_normals(), color, obj.get_pts_v()[grp],
+ obj.get_pts_n()[grp]);
+ } else if (materialName == "RWY_GUARD_LIGHTS") {
+ guardLights.push_back(SGDirectionalLightBin());
+ addPointGeometry(guardLights.back(), obj.get_wgs84_nodes(),
+ obj.get_normals(), color, obj.get_pts_v()[grp],
+ obj.get_pts_n()[grp]);
+ } else if (materialName == "RWY_REIL_LIGHTS") {
+ reilLights.push_back(SGDirectionalLightBin());
+ addPointGeometry(reilLights.back(), obj.get_wgs84_nodes(),
+ obj.get_normals(), color, obj.get_pts_v()[grp],
+ obj.get_pts_n()[grp]);
+ } else {
+ // what is left must be runway lights
+ addPointGeometry(runwayLights, obj.get_wgs84_nodes(),
+ obj.get_normals(), color, obj.get_pts_v()[grp],
+ obj.get_pts_n()[grp]);
+ }
+ }
+
+ return true;
+ }
+
+
+
+ // Load terrain if required
+ // todo - this is the same code as when we load a btg from the .STG - can we combine?
+ osg::Node* loadTerrain()
+ {
+ if (! _loadterrain)
+ return NULL;
+
+ SGBinObject tile;
+ if (!tile.read_bin(_path))
+ return NULL;
+
+ SGMaterialLibPtr matlib;
+ SGMaterialCache* matcache = 0;
+ bool useVBOs = false;
+ bool simplifyNear = false;
+ double ratio = SG_SIMPLIFIER_RATIO;
+ double maxLength = SG_SIMPLIFIER_MAX_LENGTH;
+ double maxError = SG_SIMPLIFIER_MAX_ERROR;
+
+ if (_options) {
+ matlib = _options->getMaterialLib();
+ useVBOs = (_options->getPluginStringData("SimGear::USE_VBOS") == "ON");
+ SGPropertyNode* propertyNode = _options->getPropertyNode().get();
+ simplifyNear = propertyNode->getBoolValue("/sim/rendering/terrain/simplifier/enabled-near", simplifyNear);
+ ratio = propertyNode->getDoubleValue("/sim/rendering/terrain/simplifier/ratio", ratio);
+ maxLength = propertyNode->getDoubleValue("/sim/rendering/terrain/simplifier/max-length", maxLength);
+ maxError = propertyNode->getDoubleValue("/sim/rendering/terrain/simplifier/max-error", maxError);
+ }
+
+ // PSADRO TODO : we can do this in terragear
+ // - why not add a bitmask of flags to the btg so we can precompute this?
+ // and only do it if it hasn't been done already
+ SGVec3d center = tile.get_gbs_center();
+ SGGeod geodPos = SGGeod::fromCart(center);
+ SGQuatd hlOr = SGQuatd::fromLonLat(geodPos)*SGQuatd::fromEulerDeg(0, 0, 180);
+
+ // Generate a materials cache
+ if (matlib) {
+ matcache = matlib->generateMatCache(geodPos);
+ }
+
+ // rotate the tiles so that the bounding boxes get nearly axis aligned.
+ // this will help the collision tree's bounding boxes a bit ...
+ std::vector<SGVec3d> nodes = tile.get_wgs84_nodes();
+ for (unsigned i = 0; i < nodes.size(); ++i) {
+ nodes[i] = hlOr.transform(nodes[i]);
+ }
+ tile.set_wgs84_nodes(nodes);
+
+ SGQuatf hlOrf(hlOr[0], hlOr[1], hlOr[2], hlOr[3]);
+ std::vector<SGVec3f> normals = tile.get_normals();
+ for (unsigned i = 0; i < normals.size(); ++i) {
+ normals[i] = hlOrf.transform(normals[i]);
+ }
+ tile.set_normals(normals);
+
+ osg::ref_ptr<SGTileGeometryBin> tileGeometryBin = new SGTileGeometryBin;
+
+ if (!tileGeometryBin->insertSurfaceGeometry(tile, matcache)) {
+ return NULL;
+ }
+
+ osg::Node* node = tileGeometryBin->getSurfaceGeometry(matcache, useVBOs);
+ if (node && simplifyNear) {
+ osgUtil::Simplifier simplifier(ratio, maxError, maxLength);
+ node->accept(simplifier);
+ }
+
+ return node;
+ }
+
+ float min_dist_to_seg_squared( const SGVec3f p, const SGVec3d& a, const SGVec3d& b )
+ {
+ const float l2 = distSqr(a, b);
+ SGVec3d pd = toVec3d( p );
+ if (l2 == 0.0) {
+ return distSqr(pd, a); // if a == b, just return distance to A
+ }
+
+ // Consider the line extending the segment, parameterized as a + t (b - a).
+ // We find projection of pt onto the line.
+ // It falls where t = [(p-a) . (b-a)] / |b-a|^2
+ const float t = dot(pd-a, b-a) / l2;
+
+ if (t < 0.0) {
+ return distSqr(pd, a);
+ } else if (t > 1.0) {
+ return distSqr(pd, b);
+ } else {
+ const SGVec3d proj = a + t * (b-a);
+ return distSqr(pd, proj);
+ }
+ }
+
+ float min_dist_from_borders( SGVec3f p, const std::vector<SGBorderContour>& bsegs )
+ {
+ // calc min dist to each line
+ // calc distance squared to keep this as fast as we can
+ // first, we must be able to project the point onto the segment
+ std::vector<float> distances;
+ for ( unsigned int b=0; b<bsegs.size(); b++ )
+ {
+ distances.push_back( min_dist_to_seg_squared( p, bsegs[b].start, bsegs[b].end ) );
+ }
+
+ float min_dist_sq = *std::min_element( distances.begin(), distances.end() );
+ return sqrt( min_dist_sq );
+ }
+
+ // let's break random objects from randomBuildings
+ void computeRandomObjectsAndBuildings(
+ std::vector<SGTriangleInfo>& matTris,
+ float building_density,
+ bool use_random_objects,
+ bool use_random_buildings,
+ bool useVBOs,
+ SGMatModelBin& randomModels,
+ SGBuildingBinList& randomBuildings )
+ {
+ unsigned int m;
+
+ // Only compute the random objects if we haven't already done so
+ if (_tileRandomObjectsComputed) {
+ return;
+ }
+ _tileRandomObjectsComputed = true;
+
+ // generate a repeatable random seed
+ mt seed;
+ mt_init(&seed, unsigned(123));
+
+ for ( m=0; m<matTris.size(); m++ ) {
+ SGMaterial *mat = matTris[m].getMaterial();
+ if (!mat)
+ continue;
+
+ osg::Texture2D* object_mask = mat->get_one_object_mask(matTris[m].getTextureIndex());
+
+ int group_count = mat->get_object_group_count();
+ float building_coverage = mat->get_building_coverage();
+ float cos_zero_density_angle = mat->get_cos_object_zero_density_slope_angle();
+ float cos_max_density_angle = mat->get_cos_object_max_density_slope_angle();
+
+ if (building_coverage == 0)
+ continue;
+
+ SGBuildingBin* bin = NULL;
+
+ if (building_coverage > 0) {
+ bin = new SGBuildingBin(mat, useVBOs);
+ randomBuildings.push_back(bin);
+ }
+
+ unsigned num = matTris[m].getNumTriangles();
+ int random_dropped = 0;
+ int mask_dropped = 0;
+ int building_dropped = 0;
+ int triangle_dropped = 0;
+
+ // get the polygon border segments
+// std::vector<SGBorderContour> borderSegs;
+// matTris[m].getBorderContours( borderSegs );
+
+ for (unsigned i = 0; i < num; ++i) {
+ std::vector<SGVec3f> triVerts;
+ std::vector<SGVec2f> triTCs;
+ matTris[m].getTriangle(i, triVerts, triTCs);
+
+ SGVec3f vorigin = triVerts[0];
+ SGVec3f v0 = triVerts[1] - vorigin;
+ SGVec3f v1 = triVerts[2] - vorigin;
+ SGVec2f torigin = triTCs[0];
+ SGVec2f t0 = triTCs[1] - torigin;
+ SGVec2f t1 = triTCs[2] - torigin;
+ SGVec3f normal = cross(v0, v1);
+
+ // Ensure the slope isn't too steep by checking the
+ // cos of the angle between the slope normal and the
+ // vertical (conveniently the z-component of the normalized
+ // normal) and values passed in.
+ float cos = normalize(normal).z();
+ float slope_density = 1.0;
+ if (cos < cos_zero_density_angle) continue; // Too steep for any objects
+ if (cos < cos_max_density_angle) {
+ slope_density =
+ (cos - cos_zero_density_angle) /
+ (cos_max_density_angle - cos_zero_density_angle);
+ }
+
+ // Containers to hold the random buildings and objects generated
+ // for this triangle for collision detection purposes.
+ std::vector< std::pair< SGVec3f, float> > triangleObjectsList;
+ std::vector< std::pair< SGVec3f, float> > triangleBuildingList;
+
+ // Compute the area : todo - we only want to stop if the area of the POLY
+ // is too small
+ // so we need to know area of each poly....
+ float area = 0.5f*length(normal);
+ if (area <= SGLimitsf::min())
+ continue;
+
+ // Generate any random objects
+ if (use_random_objects && (group_count > 0))
+ {
+ for (int j = 0; j < group_count; j++)
+ {
+ SGMatModelGroup *object_group = mat->get_object_group(j);
+ int nObjects = object_group->get_object_count();
+
+ if (nObjects == 0) continue;
+
+ // For each of the random models in the group, determine an appropriate
+ // number of random placements and insert them.
+ for (int k = 0; k < nObjects; k++) {
+ SGMatModel * object = object_group->get_object(k);
+
+ // Determine the number of objecst to place, taking into account
+ // the slope density factor.
+ double n = slope_density * area / object->get_coverage_m2();
+
+ // Use the zombie door method to determine fractional object placement.
+ n = n + mt_rand(&seed);
+
+ // place an object each unit of area
+ while ( n > 1.0 ) {
+ n -= 1.0;
+
+ float a = mt_rand(&seed);
+ float b = mt_rand(&seed);
+ if ( a + b > 1 ) {
+ a = 1 - a;
+ b = 1 - b;
+ }
+
+ SGVec3f randomPoint = vorigin + a*v0 + b*v1;
+ float rotation = static_cast<float>(mt_rand(&seed));
+
+ // Check that the point is sufficiently far from
+ // the edge of the triangle by measuring the distance
+ // from the three lines that make up the triangle.
+ float spacing = object->get_spacing_m();
+
+ SGVec3f p = randomPoint - vorigin;
+#if 1
+ float edges[] = {
+ length(cross(p , p - v0)) / length(v0),
+ length(cross(p - v0, p - v1)) / length(v1 - v0),
+ length(cross(p - v1, p )) / length(v1) };
+ float edge_dist = *std::min_element(edges, edges + 3);
+#else
+ float edge_dist = min_dist_from_borders( randomPoint, borderSegs );
+#endif
+ if (edge_dist < spacing) {
+ continue;
+ }
+
+ if (object_mask != NULL) {
+ SGVec2f texCoord = torigin + a*t0 + b*t1;
+
+ // Check this random point against the object mask
+ // blue (for buildings) channel.
+ osg::Image* img = object_mask->getImage();
+ unsigned int x = (int) (img->s() * texCoord.x()) % img->s();
+ unsigned int y = (int) (img->t() * texCoord.y()) % img->t();
+
+ if (mt_rand(&seed) > img->getColor(x, y).b()) {
+ // Failed object mask check
+ continue;
+ }
+
+ rotation = img->getColor(x,y).r();
+ }
+
+ bool close = false;
+
+ // Check it isn't too close to any other random objects in the triangle
+ std::vector<std::pair<SGVec3f, float> >::iterator l;
+ for (l = triangleObjectsList.begin(); l != triangleObjectsList.end(); ++l) {
+ float min_dist2 = (l->second + object->get_spacing_m()) *
+ (l->second + object->get_spacing_m());
+
+ if (distSqr(l->first, randomPoint) < min_dist2) {
+ close = true;
+ continue;
+ }
+ }
+
+ if (!close) {
+ triangleObjectsList.push_back(std::make_pair(randomPoint, object->get_spacing_m()));
+ randomModels.insert(randomPoint,
+ object,
+ (int)object->get_randomized_range_m(&seed),
+ rotation);
+ }
+ }
+ }
+ }
+ }
+
+ // Random objects now generated. Now generate the random buildings (if any);
+ if (use_random_buildings && (building_coverage > 0) && (building_density > 0)) {
+
+ // Calculate the number of buildings, taking into account building density (which is linear)
+ // and the slope density factor.
+ double num = building_density * building_density * slope_density * area / building_coverage;
+
+ // For partial units of area, use a zombie door method to
+ // create the proper random chance of an object being created
+ // for this triangle.
+ num = num + mt_rand(&seed);
+
+ if (num < 1.0f) {
+ continue;
+ }
+
+ // Cosine of the angle between the two vectors.
+ float cosine = (dot(v0, v1) / (length(v0) * length(v1)));
+
+ // Determine a grid spacing in each vector such that the correct
+ // coverage will result.
+ float stepv0 = (sqrtf(building_coverage) / building_density) / length(v0) / sqrtf(1 - cosine * cosine);
+ float stepv1 = (sqrtf(building_coverage) / building_density) / length(v1);
+
+ stepv0 = std::min(stepv0, 1.0f);
+ stepv1 = std::min(stepv1, 1.0f);
+
+ // Start at a random point. a will be immediately incremented below.
+ float a = -mt_rand(&seed) * stepv0;
+ float b = mt_rand(&seed) * stepv1;
+
+ // Place an object each unit of area
+ while (num > 1.0) {
+ num -= 1.0;
+
+ // Set the next location to place a building
+ a += stepv0;
+
+ if ((a + b) > 1.0f) {
+ // Reached the end of the scan-line on v0. Reset and increment
+ // scan-line on v1
+ a = mt_rand(&seed) * stepv0;
+ b += stepv1;
+ }
+
+ if (b > 1.0f) {
+ // In a degenerate case of a single point, we might be outside the
+ // scanline. Note that we need to still ensure that a+b < 1.
+ b = mt_rand(&seed) * stepv1 * (1.0f - a);
+ }
+
+ if ((a + b) > 1.0f ) {
+ // Truly degenerate case - simply choose a random point guaranteed
+ // to fulfil the constraing of a+b < 1.
+ a = mt_rand(&seed);
+ b = mt_rand(&seed) * (1.0f - a);
+ }
+
+ SGVec3f randomPoint = vorigin + a*v0 + b*v1;
+ float rotation = mt_rand(&seed);
+
+ if (object_mask != NULL) {
+ SGVec2f texCoord = torigin + a*t0 + b*t1;
+ osg::Image* img = object_mask->getImage();
+ int x = (int) (img->s() * texCoord.x()) % img->s();
+ int y = (int) (img->t() * texCoord.y()) % img->t();
+
+ // In some degenerate cases x or y can be < 1, in which case the mod operand fails
+ while (x < 0) x += img->s();
+ while (y < 0) y += img->t();
+
+ if (mt_rand(&seed) < img->getColor(x, y).b()) {
+ // Object passes mask. Rotation is taken from the red channel
+ rotation = img->getColor(x,y).r();
+ } else {
+ // Fails mask test - try again.
+ mask_dropped++;
+ continue;
+ }
+ }
+
+ // Check building isn't too close to the triangle edge.
+ float type_roll = mt_rand(&seed);
+ SGBuildingBin::BuildingType buildingtype = bin->getBuildingType(type_roll);
+ float radius = bin->getBuildingMaxRadius(buildingtype);
+
+ // Determine the actual center of the building, by shifting from the
+ // center of the front face to the true center.
+ osg::Matrix rotationMat = osg::Matrix::rotate(- rotation * M_PI * 2,
+ osg::Vec3f(0.0, 0.0, 1.0));
+ SGVec3f buildingCenter = randomPoint + toSG(osg::Vec3f(-0.5 * bin->getBuildingMaxDepth(buildingtype), 0.0, 0.0) * rotationMat);
+
+ SGVec3f p = buildingCenter - vorigin;
+#if 1
+ float edges[] = { length(cross(p , p - v0)) / length(v0),
+ length(cross(p - v0, p - v1)) / length(v1 - v0),
+ length(cross(p - v1, p )) / length(v1) };
+ float edge_dist = *std::min_element(edges, edges + 3);
+#else
+ float edge_dist = min_dist_from_borders(randomPoint, borderSegs);
+#endif
+ if (edge_dist < radius) {
+ triangle_dropped++;
+ continue;
+ }
+
+ // Check building isn't too close to random objects and other buildings.
+ bool close = false;
+ std::vector<std::pair<SGVec3f, float> >::iterator iter;
+
+ for (iter = triangleBuildingList.begin(); iter != triangleBuildingList.end(); ++iter) {
+ float min_dist = iter->second + radius;
+ if (distSqr(iter->first, buildingCenter) < min_dist * min_dist) {
+ close = true;
+ continue;
+ }
+ }
+
+ if (close) {
+ building_dropped++;
+ continue;
+ }
+
+ for (iter = triangleObjectsList.begin(); iter != triangleObjectsList.end(); ++iter) {
+ float min_dist = iter->second + radius;
+ if (distSqr(iter->first, buildingCenter) < min_dist * min_dist) {
+ close = true;
+ continue;
+ }
+ }
+
+ if (close) {
+ random_dropped++;
+ continue;
+ }
+
+ std::pair<SGVec3f, float> pt = std::make_pair(buildingCenter, radius);
+ triangleBuildingList.push_back(pt);
+ bin->insert(randomPoint, rotation, buildingtype);
+ }
+ }
+
+ triangleObjectsList.clear();
+ triangleBuildingList.clear();
+ }
+
+ SG_LOG(SG_TERRAIN, SG_DEBUG, "Random Buildings: " << ((bin) ? bin->getNumBuildings() : 0));
+ SG_LOG(SG_TERRAIN, SG_DEBUG, " Dropped due to mask: " << mask_dropped);
+ SG_LOG(SG_TERRAIN, SG_DEBUG, " Dropped due to random object: " << random_dropped);
+ SG_LOG(SG_TERRAIN, SG_DEBUG, " Dropped due to other buildings: " << building_dropped);
+ }
+ }
+
+ void computeRandomForest(std::vector<SGTriangleInfo>& matTris, float vegetation_density, SGTreeBinList& randomForest)
+ {
+ unsigned int i;
+
+ // generate a repeatable random seed
+ mt seed;
+ mt_init(&seed, unsigned(586));
+
+ for ( i=0; i<matTris.size(); i++ ) {
+ SGMaterial *mat = matTris[i].getMaterial();
+ if (!mat)
+ continue;
+
+ float wood_coverage = mat->get_wood_coverage();
+ if ((wood_coverage <= 0) || (vegetation_density <= 0))
+ continue;
+
+ // Attributes that don't vary by tree but do vary by material
+ bool found = false;
+ TreeBin* bin = NULL;
+
+ BOOST_FOREACH(bin, randomForest)
+ {
+ if ((bin->texture == mat->get_tree_texture() ) &&
+ (bin->texture_varieties == mat->get_tree_varieties()) &&
+ (bin->range == mat->get_tree_range() ) &&
+ (bin->width == mat->get_tree_width() ) &&
+ (bin->height == mat->get_tree_height() ) ) {
+ found = true;
+ break;
+ }
+ }
+
+ if (!found) {
+ bin = new TreeBin();
+ bin->texture = mat->get_tree_texture();
+ SG_LOG(SG_INPUT, SG_DEBUG, "Tree texture " << bin->texture);
+ bin->range = mat->get_tree_range();
+ bin->width = mat->get_tree_width();
+ bin->height = mat->get_tree_height();
+ bin->texture_varieties = mat->get_tree_varieties();
+ randomForest.push_back(bin);
+ }
+
+ std::vector<SGVec3f> randomPoints;
+ matTris[i].addRandomTreePoints(wood_coverage,
+ mat->get_one_object_mask(matTris[i].getTextureIndex()),
+ vegetation_density,
+ mat->get_cos_tree_max_density_slope_angle(),
+ mat->get_cos_tree_zero_density_slope_angle(),
+ randomPoints);
+
+ std::vector<SGVec3f>::iterator k;
+ for (k = randomPoints.begin(); k != randomPoints.end(); ++k) {
+ bin->insert(*k);
+ }
+ }
+ }
+
+ void computeRandomSurfaceLights(std::vector<SGTriangleInfo>& matTris, SGLightBin& randomTileLights )
+ {
+ unsigned int i;
+
+ // Only compute the lights if we haven't already done so.
+ // For example, the light data will still exist if the
+ // PagedLOD expires.
+ if ( _randomSurfaceLightsComputed )
+ {
+ return;
+ }
+ _randomSurfaceLightsComputed = true;
+
+ // generate a repeatable random seed
+ mt seed;
+ mt_init(&seed, unsigned(123));
+
+ for ( i=0; i<matTris.size(); i++ ) {
+ SGMaterial *mat = matTris[i].getMaterial();
+ if (!mat)
+ continue;
+
+ float coverage = mat->get_light_coverage();
+ if (coverage <= 0)
+ continue;
+ if (coverage < 10000.0) {
+ SG_LOG(SG_INPUT, SG_ALERT, "Light coverage is "
+ << coverage << ", pushing up to 10000");
+ coverage = 10000;
+ }
+
+ int texIndex = matTris[i].getTextureIndex();
+
+ std::vector<SGVec3f> randomPoints;
+ matTris[i].addRandomSurfacePoints(coverage, 3, mat->get_one_object_mask(texIndex), randomPoints);
+ std::vector<SGVec3f>::iterator j;
+ for (j = randomPoints.begin(); j != randomPoints.end(); ++j) {
+ float zombie = mt_rand(&seed);
+ // factor = sg_random() ^ 2, range = 0 .. 1 concentrated towards 0
+ float factor = mt_rand(&seed);
+ factor *= factor;
+
+ float bright = 1;
+ SGVec4f color;
+ if ( zombie > 0.5 ) {
+ // 50% chance of yellowish
+ color = SGVec4f(0.9f, 0.9f, 0.3f, bright - factor * 0.2f);
+ } else if (zombie > 0.15f) {
+ // 35% chance of whitish
+ color = SGVec4f(0.9, 0.9f, 0.8f, bright - factor * 0.2f);
+ } else if (zombie > 0.05f) {
+ // 10% chance of orangish
+ color = SGVec4f(0.9f, 0.6f, 0.2f, bright - factor * 0.2f);
+ } else {
+ // 5% chance of redish
+ color = SGVec4f(0.9f, 0.2f, 0.2f, bright - factor * 0.2f);
+ }
+ randomTileLights.insert(*j, color);
+ }
+ }
+ }
+
+ // Generate all the lighting objects for the tile.
+ osg::LOD* generateLightingTileObjects(std::vector<SGTriangleInfo>& matTris, const SGMaterialCache* matcache)
+ {
+ SGLightBin randomTileLights;
+ computeRandomSurfaceLights(matTris, randomTileLights);
+
+ GroundLightManager* lightManager = GroundLightManager::instance();
+ osg::ref_ptr<osg::Group> lightGroup = new SGOffsetTransform(0.94);
+ SGVec3f up(0, 0, 1);
+
+ if (tileLights.getNumLights() > 0 || randomTileLights.getNumLights() > 0) {
+ osg::ref_ptr<osg::Group> groundLights0 = new osg::Group;
+
+ groundLights0->setStateSet(lightManager->getGroundLightStateSet());
+ groundLights0->setNodeMask(GROUNDLIGHTS0_BIT);
+
+ osg::ref_ptr<EffectGeode> geode = new EffectGeode;
+ osg::ref_ptr<Effect> lightEffect = getLightEffect(24, osg::Vec3(1, 0.001, 0.00001), 1, 8, false, _options);
+
+ geode->setEffect(lightEffect);
+ geode->addDrawable(SGLightFactory::getLights(tileLights));
+ geode->addDrawable(SGLightFactory::getLights(randomTileLights, 4, -0.3f));
+ groundLights0->addChild(geode);
+ lightGroup->addChild(groundLights0);
+ }
+
+ if (randomTileLights.getNumLights() > 0) {
+ osg::ref_ptr<osg::Group> groundLights1 = new osg::Group;
+ groundLights1->setStateSet(lightManager->getGroundLightStateSet());
+ groundLights1->setNodeMask(GROUNDLIGHTS1_BIT);
+
+ osg::ref_ptr<osg::Group> groundLights2 = new osg::Group;
+ groundLights2->setStateSet(lightManager->getGroundLightStateSet());
+ groundLights2->setNodeMask(GROUNDLIGHTS2_BIT);
+
+ osg::ref_ptr<EffectGeode> geode1 = new EffectGeode;
+
+ osg::ref_ptr<Effect> lightEffect = getLightEffect(24, osg::Vec3(1, 0.001, 0.00001), 1, 8, false, _options);
+ geode1->setEffect(lightEffect);
+ geode1->addDrawable(SGLightFactory::getLights(randomTileLights, 2, -0.15f));
+ groundLights1->addChild(geode1);
+ lightGroup->addChild(groundLights1);
+
+ osg::ref_ptr<EffectGeode> geode2 = new EffectGeode;
+
+ geode2->setEffect(lightEffect);
+ geode2->addDrawable(SGLightFactory::getLights(randomTileLights));
+ groundLights2->addChild(geode2);
+ lightGroup->addChild(groundLights2);
+ }
+
+ if (vasiLights.empty()) {
+ EffectGeode* vasiGeode = new EffectGeode;
+ Effect* vasiEffect = getLightEffect(24, osg::Vec3(1, 0.0001, 0.000001), 1, 24, true, _options);
+ vasiGeode->setEffect(vasiEffect);
+ SGVec4f red(1, 0, 0, 1);
+ SGMaterial* mat = 0;
+ if (matcache)
+ mat = matcache->find("RWY_RED_LIGHTS");
+ if (mat) {
+ red = mat->get_light_color();
+ }
+
+ SGVec4f white(1, 1, 1, 1);
+ mat = 0;
+ if (matcache)
+ mat = matcache->find("RWY_WHITE_LIGHTS");
+ if (mat) {
+ white = mat->get_light_color();
+ }
+ SGDirectionalLightListBin::const_iterator i;
+ for (i = vasiLights.begin();
+ i != vasiLights.end(); ++i) {
+ osg::Drawable* vasiDraw = SGLightFactory::getVasi(up, *i, red, white);
+ vasiGeode->addDrawable( vasiDraw );
+ }
+ osg::StateSet* ss = lightManager->getRunwayLightStateSet();
+ vasiGeode->setStateSet( ss );
+ lightGroup->addChild(vasiGeode);
+ }
+
+ Effect* runwayEffect = 0;
+ if (runwayLights.getNumLights() > 0
+ || !rabitLights.empty()
+ || !reilLights.empty()
+ || !odalLights.empty()
+ || taxiLights.getNumLights() > 0) {
+
+ runwayEffect = getLightEffect(16, osg::Vec3(1, 0.001, 0.0002), 1, 16, true, _options);
+ }
+
+ if (runwayLights.getNumLights() > 0
+ || !rabitLights.empty()
+ || !reilLights.empty()
+ || !odalLights.empty()
+ || !holdshortLights.empty()
+ || !guardLights.empty()) {
+ osg::Group* rwyLights = new osg::Group;
+
+ osg::StateSet* ss = lightManager->getRunwayLightStateSet();
+ rwyLights->setStateSet(ss);
+ rwyLights->setNodeMask(RUNWAYLIGHTS_BIT);
+
+ if (runwayLights.getNumLights() != 0) {
+ EffectGeode* geode = new EffectGeode;
+ geode->setEffect(runwayEffect);
+
+ osg::Drawable* rldraw = SGLightFactory::getLights(runwayLights);
+ geode->addDrawable( rldraw );
+
+ rwyLights->addChild(geode);
+ }
+ SGDirectionalLightListBin::const_iterator i;
+ for (i = rabitLights.begin();
+ i != rabitLights.end(); ++i) {
+ osg::Node* seqNode = SGLightFactory::getSequenced(*i, _options);
+ rwyLights->addChild( seqNode );
+ }
+ for (i = reilLights.begin();
+ i != reilLights.end(); ++i) {
+ osg::Node* seqNode = SGLightFactory::getSequenced(*i, _options);
+ rwyLights->addChild(seqNode);
+ }
+ for (i = holdshortLights.begin();
+ i != holdshortLights.end(); ++i) {
+ osg::Node* seqNode = SGLightFactory::getHoldShort(*i, _options);
+ rwyLights->addChild(seqNode);
+ }
+ for (i = guardLights.begin();
+ i != guardLights.end(); ++i) {
+ osg::Node* seqNode = SGLightFactory::getGuard(*i, _options);
+ rwyLights->addChild(seqNode);
+ }
+ SGLightListBin::const_iterator j;
+ for (j = odalLights.begin();
+ j != odalLights.end(); ++j) {
+ osg::Node* seqNode = SGLightFactory::getOdal(*j, _options);
+ rwyLights->addChild(seqNode);
+ }
+ lightGroup->addChild(rwyLights);
+ }
+
+ if (taxiLights.getNumLights() > 0) {
+ osg::Group* taxiLightsGroup = new osg::Group;
+ taxiLightsGroup->setStateSet(lightManager->getTaxiLightStateSet());
+ taxiLightsGroup->setNodeMask(RUNWAYLIGHTS_BIT);
+ EffectGeode* geode = new EffectGeode;
+ geode->setEffect(runwayEffect);
+ geode->addDrawable(SGLightFactory::getLights(taxiLights));
+ taxiLightsGroup->addChild(geode);
+ lightGroup->addChild(taxiLightsGroup);
+ }
+
+ osg::LOD* lightLOD = NULL;
+
+ if (lightGroup->getNumChildren() > 0) {
+ lightLOD = new osg::LOD;
+ lightLOD->addChild(lightGroup.get(), 0, 60000);
+ // VASI is always on, so doesn't use light bits.
+ lightLOD->setNodeMask(LIGHTS_BITS | MODEL_BIT | PERMANENTLIGHT_BIT);
+ }
+
+ return lightLOD;
+ }
+
+ // Generate all the random forest, objects and buildings for the tile
+ osg::LOD* generateRandomTileObjects(std::vector<SGTriangleInfo>& matTris, const SGMaterialCache* matcache)
+ {
+ SGMaterialLibPtr matlib;
+ bool use_random_objects = false;
+ bool use_random_vegetation = false;
+ bool use_random_buildings = false;
+ float vegetation_density = 1.0f;
+ float building_density = 1.0f;
+ bool useVBOs = false;
+
+ osg::ref_ptr<osg::Group> randomObjects;
+ osg::ref_ptr<osg::Group> forestNode;
+ osg::ref_ptr<osg::Group> buildingNode;
+
+ if (_options) {
+ matlib = _options->getMaterialLib();
+ SGPropertyNode* propertyNode = _options->getPropertyNode().get();
+ if (propertyNode) {
+ use_random_objects
+ = propertyNode->getBoolValue("/sim/rendering/random-objects",
+ use_random_objects);
+ use_random_vegetation
+ = propertyNode->getBoolValue("/sim/rendering/random-vegetation",
+ use_random_vegetation);
+ vegetation_density
+ = propertyNode->getFloatValue("/sim/rendering/vegetation-density",
+ vegetation_density);
+ use_random_buildings
+ = propertyNode->getBoolValue("/sim/rendering/random-buildings",
+ use_random_buildings);
+ building_density
+ = propertyNode->getFloatValue("/sim/rendering/building-density",
+ building_density);
+ }
+
+ useVBOs = (_options->getPluginStringData("SimGear::USE_VBOS") == "ON");
+ }
+
+ SGMatModelBin randomModels;
+
+ SGBuildingBinList randomBuildings;
+
+ if (matlib && (use_random_objects || use_random_buildings)) {
+ computeRandomObjectsAndBuildings( matTris,
+ building_density,
+ use_random_objects,
+ use_random_buildings,
+ useVBOs,
+ randomModels,
+ randomBuildings
+ );
+ }
+
+ if (randomModels.getNumModels() > 0) {
+ // Generate a repeatable random seed
+ mt seed;
+ mt_init(&seed, unsigned(123));
+
+ std::vector<ModelLOD> models;
+ for (unsigned int i = 0; i < randomModels.getNumModels(); i++) {
+ SGMatModelBin::MatModel obj = randomModels.getMatModel(i);
+
+ SGPropertyNode* root = _options->getPropertyNode()->getRootNode();
+ osg::Node* node = obj.model->get_random_model(root, &seed);
+
+ // Create a matrix to place the object in the correct
+ // location, and then apply the rotation matrix created
+ // above, with an additional random (or taken from
+ // the object mask) heading rotation if appropriate.
+ osg::Matrix transformMat;
+ transformMat = osg::Matrix::translate(toOsg(obj.position));
+ if (obj.model->get_heading_type() == SGMatModel::HEADING_RANDOM) {
+ // Rotate the object around the z axis.
+ double hdg = mt_rand(&seed) * M_PI * 2;
+ transformMat.preMult(osg::Matrix::rotate(hdg,
+ osg::Vec3d(0.0, 0.0, 1.0)));
+ }
+
+ if (obj.model->get_heading_type() == SGMatModel::HEADING_MASK) {
+ // Rotate the object around the z axis.
+ double hdg = - obj.rotation * M_PI * 2;
+ transformMat.preMult(osg::Matrix::rotate(hdg,
+ osg::Vec3d(0.0, 0.0, 1.0)));
+ }
+
+ osg::MatrixTransform* position =
+ new osg::MatrixTransform(transformMat);
+ position->setName("positionRandomModel");
+ position->addChild(node);
+ models.push_back(ModelLOD(position, obj.lod));
+ }
+ RandomObjectsQuadtree quadtree((GetModelLODCoord()), (AddModelLOD()));
+ quadtree.buildQuadTree(models.begin(), models.end());
+ randomObjects = quadtree.getRoot();
+ randomObjects->setName("Random objects");
+ }
+
+ if (!randomBuildings.empty()) {
+ buildingNode = createRandomBuildings(randomBuildings, osg::Matrix::identity(), _options);
+ buildingNode->setName("Random buildings");
+ randomBuildings.clear();
+ }
+
+ if (use_random_vegetation && matlib) {
+ // Now add some random forest.
+ SGTreeBinList randomForest;
+ computeRandomForest(matTris, vegetation_density, randomForest);
+
+ if (!randomForest.empty()) {
+ forestNode = createForest(randomForest, osg::Matrix::identity(),_options);
+ forestNode->setName("Random trees");
+ }
+ }
+
+ osg::LOD* objectLOD = NULL;
+
+ if (randomObjects.valid() || forestNode.valid() || buildingNode.valid()) {
+ objectLOD = new osg::LOD;
+
+ if (randomObjects.valid()) objectLOD->addChild(randomObjects.get(), 0, 20000);
+ if (forestNode.valid()) objectLOD->addChild(forestNode.get(), 0, 20000);
+ if (buildingNode.valid()) objectLOD->addChild(buildingNode.get(), 0, 20000);
+
+ unsigned nodeMask = SG_NODEMASK_CASTSHADOW_BIT | SG_NODEMASK_RECEIVESHADOW_BIT | SG_NODEMASK_TERRAIN_BIT;
+ objectLOD->setNodeMask(nodeMask);
+ }
+
+ return objectLOD;
+ }
+
+ /// The original options to use for this bunch of models
+ osg::ref_ptr<SGReaderWriterOptions> _options;
+ string _path;
+ bool _loadterrain;
+ osg::ref_ptr<osg::Node> _rootNode;
+ SGVec3d _gbs_center;
+ bool _randomSurfaceLightsComputed;
+ bool _tileRandomObjectsComputed;
+
+ // most of these are just point and color arrays - extracted from the
+ // .BTG PointGeometry at tile load time.
+ // It shouldn't be too much to keep this in memory even if we don't use it.
+ SGLightBin tileLights;
+ SGDirectionalLightBin runwayLights;
+ SGDirectionalLightBin taxiLights;
+ SGDirectionalLightListBin vasiLights;
+ SGDirectionalLightListBin rabitLights;
+ SGLightListBin odalLights;
+ SGDirectionalLightListBin holdshortLights;
+ SGDirectionalLightListBin guardLights;
+ SGDirectionalLightListBin reilLights;
+};
\ No newline at end of file
--- /dev/null
+
+#ifdef HAVE_CONFIG_H
+# include <simgear_config.h>
+#endif
+
+#include "obj.hxx"
+
+#include <simgear/scene/material/EffectGeode.hxx>
+#include <simgear/scene/material/matlib.hxx>
+#include <simgear/scene/material/mat.hxx>
+
+#include "SGTexturedTriangleBin.hxx"
+
+using namespace simgear;
+
+typedef std::map<std::string,SGTexturedTriangleBin> SGMaterialTriangleMap;
+
+// Class handling the initial BTG loading : should probably be in its own file
+// it is very closely coupled with SGTexturedTriangleBin.hxx
+// it was used to load fans, strips, and triangles.
+// WS2.0 no longer uses fans or strips, but people still use ws1.0, so we need
+// to keep this functionality.
+class SGTileGeometryBin : public osg::Referenced {
+public:
+ SGMaterialTriangleMap materialTriangleMap;
+
+ SGTileGeometryBin() {}
+
+ static SGVec2f
+ getTexCoord(const std::vector<SGVec2f>& texCoords, const int_list& tc,
+ const SGVec2f& tcScale, unsigned i)
+ {
+ if (tc.empty())
+ return tcScale;
+ else if (tc.size() == 1)
+ return mult(texCoords[tc[0]], tcScale);
+ else
+ return mult(texCoords[tc[i]], tcScale);
+ }
+
+ SGVec2f getTexCoordScale(const std::string& name, SGMaterialCache* matcache)
+ {
+ if (!matcache)
+ return SGVec2f(1, 1);
+ SGMaterial* material = matcache->find(name);
+ if (!material)
+ return SGVec2f(1, 1);
+
+ return material->get_tex_coord_scale();
+ }
+
+ static void
+ addTriangleGeometry(SGTexturedTriangleBin& triangles,
+ const SGBinObject& obj, unsigned grp,
+ const SGVec2f& tc0Scale,
+ const SGVec2f& tc1Scale)
+ {
+ const std::vector<SGVec3d>& vertices(obj.get_wgs84_nodes());
+ const std::vector<SGVec3f>& normals(obj.get_normals());
+ const std::vector<SGVec2f>& texCoords(obj.get_texcoords());
+ const int_list& tris_v(obj.get_tris_v()[grp]);
+ const int_list& tris_n(obj.get_tris_n()[grp]);
+ const tci_list& tris_tc(obj.get_tris_tcs()[grp]);
+ bool num_norms_is_num_verts = true;
+
+ if (tris_v.size() != tris_n.size()) {
+ // If the normal indices do not match, they should be inmplicitly
+ // the same than the vertex indices.
+ num_norms_is_num_verts = false;
+ }
+
+ if ( !tris_tc[1].empty() ) {
+ triangles.hasSecondaryTexCoord(true);
+ }
+
+ for (unsigned i = 2; i < tris_v.size(); i += 3) {
+ SGVertNormTex v0;
+ v0.SetVertex( toVec3f(vertices[tris_v[i-2]]) );
+ v0.SetNormal( num_norms_is_num_verts ? normals[tris_n[i-2]] :
+ normals[tris_v[i-2]] );
+ v0.SetTexCoord( 0, getTexCoord(texCoords, tris_tc[0], tc0Scale, i-2) );
+ if (!tris_tc[1].empty()) {
+ v0.SetTexCoord( 1, getTexCoord(texCoords, tris_tc[1], tc1Scale, i-2) );
+ }
+ SGVertNormTex v1;
+ v1.SetVertex( toVec3f(vertices[tris_v[i-1]]) );
+ v1.SetNormal( num_norms_is_num_verts ? normals[tris_n[i-1]] :
+ normals[tris_v[i-1]] );
+ v1.SetTexCoord( 0, getTexCoord(texCoords, tris_tc[0], tc0Scale, i-1) );
+ if (!tris_tc[1].empty()) {
+ v1.SetTexCoord( 1, getTexCoord(texCoords, tris_tc[1], tc1Scale, i-1) );
+ }
+ SGVertNormTex v2;
+ v2.SetVertex( toVec3f(vertices[tris_v[i]]) );
+ v2.SetNormal( num_norms_is_num_verts ? normals[tris_n[i]] :
+ normals[tris_v[i]] );
+ v2.SetTexCoord( 0, getTexCoord(texCoords, tris_tc[0], tc0Scale, i) );
+ if (!tris_tc[1].empty()) {
+ v2.SetTexCoord( 1, getTexCoord(texCoords, tris_tc[1], tc1Scale, i) );
+ }
+
+ triangles.insert(v0, v1, v2);
+ }
+ }
+
+ static void
+ addStripGeometry(SGTexturedTriangleBin& triangles,
+ const SGBinObject& obj, unsigned grp,
+ const SGVec2f& tc0Scale,
+ const SGVec2f& tc1Scale)
+ {
+ const std::vector<SGVec3d>& vertices(obj.get_wgs84_nodes());
+ const std::vector<SGVec3f>& normals(obj.get_normals());
+ const std::vector<SGVec2f>& texCoords(obj.get_texcoords());
+ const int_list& strips_v(obj.get_strips_v()[grp]);
+ const int_list& strips_n(obj.get_strips_n()[grp]);
+ const tci_list& strips_tc(obj.get_strips_tcs()[grp]);
+ bool num_norms_is_num_verts = true;
+
+ if (strips_v.size() != strips_n.size()) {
+ // If the normal indices do not match, they should be inmplicitly
+ // the same than the vertex indices.
+ num_norms_is_num_verts = false;
+ }
+
+ if ( !strips_tc[1].empty() ) {
+ triangles.hasSecondaryTexCoord(true);
+ }
+
+ for (unsigned i = 2; i < strips_v.size(); ++i) {
+ SGVertNormTex v0;
+ v0.SetVertex( toVec3f(vertices[strips_v[i-2]]) );
+ v0.SetNormal( num_norms_is_num_verts ? normals[strips_n[i-2]] :
+ normals[strips_v[i-2]] );
+ v0.SetTexCoord( 0, getTexCoord(texCoords, strips_tc[0], tc0Scale, i-2) );
+ if (!strips_tc[1].empty()) {
+ v0.SetTexCoord( 1, getTexCoord(texCoords, strips_tc[1], tc1Scale, i-2) );
+ }
+ SGVertNormTex v1;
+ v1.SetVertex( toVec3f(vertices[strips_v[i-1]]) );
+ v1.SetNormal( num_norms_is_num_verts ? normals[strips_n[i-1]] :
+ normals[strips_v[i-1]] );
+ v1.SetTexCoord( 0, getTexCoord(texCoords, strips_tc[1], tc0Scale, i-1) );
+ if (!strips_tc[1].empty()) {
+ v1.SetTexCoord( 1, getTexCoord(texCoords, strips_tc[1], tc1Scale, i-1) );
+ }
+ SGVertNormTex v2;
+ v2.SetVertex( toVec3f(vertices[strips_v[i]]) );
+ v2.SetNormal( num_norms_is_num_verts ? normals[strips_n[i]] :
+ normals[strips_v[i]] );
+ v2.SetTexCoord( 0, getTexCoord(texCoords, strips_tc[0], tc0Scale, i) );
+ if (!strips_tc[1].empty()) {
+ v2.SetTexCoord( 1, getTexCoord(texCoords, strips_tc[1], tc1Scale, i) );
+ }
+ if (i%2)
+ triangles.insert(v1, v0, v2);
+ else
+ triangles.insert(v0, v1, v2);
+ }
+ }
+
+ static void
+ addFanGeometry(SGTexturedTriangleBin& triangles,
+ const SGBinObject& obj, unsigned grp,
+ const SGVec2f& tc0Scale,
+ const SGVec2f& tc1Scale)
+ {
+ const std::vector<SGVec3d>& vertices(obj.get_wgs84_nodes());
+ const std::vector<SGVec3f>& normals(obj.get_normals());
+ const std::vector<SGVec2f>& texCoords(obj.get_texcoords());
+ const int_list& fans_v(obj.get_fans_v()[grp]);
+ const int_list& fans_n(obj.get_fans_n()[grp]);
+ const tci_list& fans_tc(obj.get_fans_tcs()[grp]);
+ bool num_norms_is_num_verts = true;
+
+ if (fans_v.size() != fans_n.size()) {
+ // If the normal indices do not match, they should be inmplicitly
+ // the same than the vertex indices.
+ num_norms_is_num_verts = false;
+ }
+
+ if ( !fans_tc[1].empty() ) {
+ triangles.hasSecondaryTexCoord(true);
+ }
+
+ SGVertNormTex v0;
+ v0.SetVertex( toVec3f(vertices[fans_v[0]]) );
+ v0.SetNormal( num_norms_is_num_verts ? normals[fans_n[0]] :
+ normals[fans_v[0]] );
+ v0.SetTexCoord( 0, getTexCoord(texCoords, fans_tc[0], tc0Scale, 0) );
+ if (!fans_tc[1].empty()) {
+ v0.SetTexCoord( 1, getTexCoord(texCoords, fans_tc[1], tc1Scale, 0) );
+ }
+ SGVertNormTex v1;
+ v1.SetVertex( toVec3f(vertices[fans_v[1]]) );
+ v1.SetNormal( num_norms_is_num_verts ? normals[fans_n[1]] :
+ normals[fans_v[1]] );
+ v1.SetTexCoord( 0, getTexCoord(texCoords, fans_tc[0], tc0Scale, 1) );
+ if (!fans_tc[1].empty()) {
+ v1.SetTexCoord( 1, getTexCoord(texCoords, fans_tc[1], tc1Scale, 1) );
+ }
+ for (unsigned i = 2; i < fans_v.size(); ++i) {
+ SGVertNormTex v2;
+ v2.SetVertex( toVec3f(vertices[fans_v[i]]) );
+ v2.SetNormal( num_norms_is_num_verts ? normals[fans_n[i]] :
+ normals[fans_v[i]] );
+ v2.SetTexCoord( 0, getTexCoord(texCoords, fans_tc[0], tc0Scale, i) );
+ if (!fans_tc[1].empty()) {
+ v2.SetTexCoord( 1, getTexCoord(texCoords, fans_tc[1], tc1Scale, i) );
+ }
+ triangles.insert(v0, v1, v2);
+ v1 = v2;
+ }
+ }
+
+ bool
+ insertSurfaceGeometry(const SGBinObject& obj, SGMaterialCache* matcache)
+ {
+ if (obj.get_tris_n().size() < obj.get_tris_v().size() ||
+ obj.get_tris_tcs().size() < obj.get_tris_v().size()) {
+ SG_LOG(SG_TERRAIN, SG_ALERT,
+ "Group list sizes for triangles do not match!");
+ return false;
+ }
+
+ for (unsigned grp = 0; grp < obj.get_tris_v().size(); ++grp) {
+ std::string materialName = obj.get_tri_materials()[grp];
+ SGVec2f tc0Scale = getTexCoordScale(materialName, matcache);
+ SGVec2f tc1Scale(1.0, 1.0);
+ addTriangleGeometry(materialTriangleMap[materialName],
+ obj, grp, tc0Scale, tc1Scale );
+ }
+
+ if (obj.get_strips_n().size() < obj.get_strips_v().size() ||
+ obj.get_strips_tcs().size() < obj.get_strips_v().size()) {
+ SG_LOG(SG_TERRAIN, SG_ALERT,
+ "Group list sizes for strips do not match!");
+ return false;
+ }
+ for (unsigned grp = 0; grp < obj.get_strips_v().size(); ++grp) {
+ std::string materialName = obj.get_strip_materials()[grp];
+ SGVec2f tc0Scale = getTexCoordScale(materialName, matcache);
+ SGVec2f tc1Scale(1.0, 1.0);
+ addStripGeometry(materialTriangleMap[materialName],
+ obj, grp, tc0Scale, tc1Scale);
+ }
+
+ if (obj.get_fans_n().size() < obj.get_fans_v().size() ||
+ obj.get_fans_tcs().size() < obj.get_fans_v().size()) {
+ SG_LOG(SG_TERRAIN, SG_ALERT,
+ "Group list sizes for fans do not match!");
+ return false;
+ }
+ for (unsigned grp = 0; grp < obj.get_fans_v().size(); ++grp) {
+ std::string materialName = obj.get_fan_materials()[grp];
+ SGVec2f tc0Scale = getTexCoordScale(materialName, matcache);
+ SGVec2f tc1Scale(1.0, 1.0);
+ addFanGeometry(materialTriangleMap[materialName],
+ obj, grp, tc0Scale, tc1Scale );
+ }
+ return true;
+ }
+
+ osg::Node* getSurfaceGeometry(SGMaterialCache* matcache, bool useVBOs) const
+ {
+ if (materialTriangleMap.empty())
+ return 0;
+
+ EffectGeode* eg = NULL;
+ osg::Group* group = (materialTriangleMap.size() > 1 ? new osg::Group : NULL);
+ if (group) {
+ group->setName("surfaceGeometryGroup");
+ }
+
+ //osg::Geode* geode = new osg::Geode;
+ SGMaterialTriangleMap::const_iterator i;
+ for (i = materialTriangleMap.begin(); i != materialTriangleMap.end(); ++i) {
+ osg::Geometry* geometry = i->second.buildGeometry(useVBOs);
+ SGMaterial *mat = NULL;
+ if (matcache) {
+ mat = matcache->find(i->first);
+ }
+ eg = new EffectGeode;
+ eg->setName("EffectGeode");
+ if (mat) {
+ eg->setMaterial(mat);
+ eg->setEffect(mat->get_one_effect(i->second.getTextureIndex()));
+ } else {
+ eg->setMaterial(NULL);
+ }
+ eg->addDrawable(geometry);
+ eg->runGenerators(geometry); // Generate extra data needed by effect
+ if (group) {
+ group->addChild(eg);
+ }
+ }
+
+ if (group) {
+ return group;
+ } else {
+ return eg;
+ }
+ }
+};
#include "obj.hxx"
-#include <simgear/compiler.h>
-
-#include <osg/Fog>
-#include <osg/Geode>
-#include <osg/Geometry>
-#include <osg/Group>
-#include <osg/LOD>
-#include <osg/MatrixTransform>
-#include <osg/Point>
-#include <osg/Referenced>
-#include <osg/StateSet>
-#include <osg/Switch>
-#include <osgDB/ReaderWriter>
-
-#include <osgUtil/Simplifier>
-
-#include <boost/foreach.hpp>
-
-#include <algorithm>
-
#include <simgear/debug/logstream.hxx>
#include <simgear/io/sg_binobj.hxx>
-#include <simgear/math/sg_geodesy.hxx>
-#include <simgear/math/sg_random.h>
-#include <simgear/math/SGMisc.hxx>
-#include <simgear/scene/material/Effect.hxx>
-#include <simgear/scene/material/EffectGeode.hxx>
-#include <simgear/scene/material/mat.hxx>
-#include <simgear/scene/material/matmodel.hxx>
-#include <simgear/scene/material/matlib.hxx>
-#include <simgear/scene/model/SGOffsetTransform.hxx>
-#include <simgear/scene/util/SGUpdateVisitor.hxx>
-#include <simgear/scene/util/SGNodeMasks.hxx>
-#include <simgear/scene/util/QuadTreeBuilder.hxx>
-#include <simgear/scene/util/SGReaderWriterOptions.hxx>
-#include <simgear/scene/util/OptionsReadFileCallback.hxx>
-
-#include "SGTexturedTriangleBin.hxx"
-#include "SGLightBin.hxx"
-#include "SGModelBin.hxx"
-#include "SGBuildingBin.hxx"
-#include "TreeBin.hxx"
-#include "SGDirectionalLightBin.hxx"
-#include "GroundLightManager.hxx"
-#include "pt_lights.hxx"
+#include "SGTileGeometryBin.hxx" // for original tile loading
+#include "SGTileDetailsCallback.hxx" // for tile details ( random objects, and lighting )
-#define SG_SIMPLIFIER_RATIO 0.001
-#define SG_SIMPLIFIER_MAX_LENGTH 1000.0
-#define SG_SIMPLIFIER_MAX_ERROR 2000.0
-#define SG_OBJECT_RANGE 9000.0
-#define SG_TILE_RADIUS 14000.0
-#define SG_TILE_MIN_EXPIRY 180.0
using namespace simgear;
-typedef std::map<std::string,SGTexturedTriangleBin> SGMaterialTriangleMap;
-typedef std::list<SGLightBin> SGLightListBin;
-typedef std::list<SGDirectionalLightBin> SGDirectionalLightListBin;
-
-class SGTileGeometryBin : public osg::Referenced {
-public:
- SGMaterialTriangleMap materialTriangleMap;
- SGLightBin tileLights;
- SGLightBin randomTileLights;
- SGTreeBinList randomForest;
- SGDirectionalLightBin runwayLights;
- SGDirectionalLightBin taxiLights;
- SGDirectionalLightListBin vasiLights;
- SGDirectionalLightListBin rabitLights;
- SGLightListBin odalLights;
- SGDirectionalLightListBin holdshortLights;
- SGDirectionalLightListBin guardLights;
- SGDirectionalLightListBin reilLights;
- SGMatModelBin randomModels;
- SGBuildingBinList randomBuildings;
- bool tileRandomSurfaceLightsComputed;
- bool tileRandomObjectsComputed;
-
- SGTileGeometryBin() {
- tileRandomSurfaceLightsComputed = false;
- tileRandomObjectsComputed = false;
- }
-
- static SGVec4f
- getMaterialLightColor(const SGMaterial* material)
- {
- if (!material)
- return SGVec4f(1, 1, 1, 0.8);
- return material->get_light_color();
- }
-
- static void
- addPointGeometry(SGLightBin& lights,
- const std::vector<SGVec3d>& vertices,
- const SGVec4f& color,
- const int_list& pts_v)
- {
- for (unsigned i = 0; i < pts_v.size(); ++i)
- lights.insert(toVec3f(vertices[pts_v[i]]), color);
- }
-
- static void
- addPointGeometry(SGDirectionalLightBin& lights,
- const std::vector<SGVec3d>& vertices,
- const std::vector<SGVec3f>& normals,
- const SGVec4f& color,
- const int_list& pts_v,
- const int_list& pts_n)
- {
- // If the normal indices match the vertex indices, use seperate
- // normal indices. Else reuse the vertex indices for the normals.
- if (pts_v.size() == pts_n.size()) {
- for (unsigned i = 0; i < pts_v.size(); ++i)
- lights.insert(toVec3f(vertices[pts_v[i]]), normals[pts_n[i]], color);
- } else {
- for (unsigned i = 0; i < pts_v.size(); ++i)
- lights.insert(toVec3f(vertices[pts_v[i]]), normals[pts_v[i]], color);
- }
- }
-
- bool
- insertPtGeometry(const SGBinObject& obj, SGMaterialCache* matcache)
- {
- if (obj.get_pts_v().size() != obj.get_pts_n().size()) {
- SG_LOG(SG_TERRAIN, SG_ALERT,
- "Group list sizes for points do not match!");
- return false;
- }
-
- for (unsigned grp = 0; grp < obj.get_pts_v().size(); ++grp) {
- std::string materialName = obj.get_pt_materials()[grp];
- SGMaterial* material = matcache->find(materialName);
- SGVec4f color = getMaterialLightColor(material);
-
- if (3 <= materialName.size() && materialName.substr(0, 3) != "RWY") {
- // Just plain lights. Not something for the runway.
- addPointGeometry(tileLights, obj.get_wgs84_nodes(), color,
- obj.get_pts_v()[grp]);
- } else if (materialName == "RWY_BLUE_TAXIWAY_LIGHTS"
- || materialName == "RWY_GREEN_TAXIWAY_LIGHTS") {
- addPointGeometry(taxiLights, obj.get_wgs84_nodes(), obj.get_normals(),
- color, obj.get_pts_v()[grp], obj.get_pts_n()[grp]);
- } else if (materialName == "RWY_VASI_LIGHTS") {
- vasiLights.push_back(SGDirectionalLightBin());
- addPointGeometry(vasiLights.back(), obj.get_wgs84_nodes(),
- obj.get_normals(), color, obj.get_pts_v()[grp],
- obj.get_pts_n()[grp]);
- } else if (materialName == "RWY_SEQUENCED_LIGHTS") {
- rabitLights.push_back(SGDirectionalLightBin());
- addPointGeometry(rabitLights.back(), obj.get_wgs84_nodes(),
- obj.get_normals(), color, obj.get_pts_v()[grp],
- obj.get_pts_n()[grp]);
- } else if (materialName == "RWY_ODALS_LIGHTS") {
- odalLights.push_back(SGLightBin());
- addPointGeometry(odalLights.back(), obj.get_wgs84_nodes(),
- color, obj.get_pts_v()[grp]);
- } else if (materialName == "RWY_YELLOW_PULSE_LIGHTS") {
- holdshortLights.push_back(SGDirectionalLightBin());
- addPointGeometry(holdshortLights.back(), obj.get_wgs84_nodes(),
- obj.get_normals(), color, obj.get_pts_v()[grp],
- obj.get_pts_n()[grp]);
- } else if (materialName == "RWY_GUARD_LIGHTS") {
- guardLights.push_back(SGDirectionalLightBin());
- addPointGeometry(guardLights.back(), obj.get_wgs84_nodes(),
- obj.get_normals(), color, obj.get_pts_v()[grp],
- obj.get_pts_n()[grp]);
- } else if (materialName == "RWY_REIL_LIGHTS") {
- reilLights.push_back(SGDirectionalLightBin());
- addPointGeometry(reilLights.back(), obj.get_wgs84_nodes(),
- obj.get_normals(), color, obj.get_pts_v()[grp],
- obj.get_pts_n()[grp]);
- } else {
- // what is left must be runway lights
- addPointGeometry(runwayLights, obj.get_wgs84_nodes(),
- obj.get_normals(), color, obj.get_pts_v()[grp],
- obj.get_pts_n()[grp]);
- }
- }
-
- return true;
- }
-
-
- static SGVec2f
- getTexCoord(const std::vector<SGVec2f>& texCoords, const int_list& tc,
- const SGVec2f& tcScale, unsigned i)
- {
- if (tc.empty())
- return tcScale;
- else if (tc.size() == 1)
- return mult(texCoords[tc[0]], tcScale);
- else
- return mult(texCoords[tc[i]], tcScale);
- }
-
- static void
- addTriangleGeometry(SGTexturedTriangleBin& triangles,
- const SGBinObject& obj, unsigned grp,
- const SGVec2f& tc0Scale,
- const SGVec2f& tc1Scale)
- {
- const std::vector<SGVec3d>& vertices(obj.get_wgs84_nodes());
- const std::vector<SGVec3f>& normals(obj.get_normals());
- const std::vector<SGVec2f>& texCoords(obj.get_texcoords());
- const int_list& tris_v(obj.get_tris_v()[grp]);
- const int_list& tris_n(obj.get_tris_n()[grp]);
- const tci_list& tris_tc(obj.get_tris_tcs()[grp]);
- bool num_norms_is_num_verts = true;
-
- if (tris_v.size() != tris_n.size()) {
- // If the normal indices do not match, they should be inmplicitly
- // the same than the vertex indices.
- num_norms_is_num_verts = false;
- }
-
- if ( !tris_tc[1].empty() ) {
- triangles.hasSecondaryTexCoord(true);
- }
-
- for (unsigned i = 2; i < tris_v.size(); i += 3) {
- SGVertNormTex v0;
- v0.SetVertex( toVec3f(vertices[tris_v[i-2]]) );
- v0.SetNormal( num_norms_is_num_verts ? normals[tris_n[i-2]] :
- normals[tris_v[i-2]] );
- v0.SetTexCoord( 0, getTexCoord(texCoords, tris_tc[0], tc0Scale, i-2) );
- if (!tris_tc[1].empty()) {
- v0.SetTexCoord( 1, getTexCoord(texCoords, tris_tc[1], tc1Scale, i-2) );
- }
- SGVertNormTex v1;
- v1.SetVertex( toVec3f(vertices[tris_v[i-1]]) );
- v1.SetNormal( num_norms_is_num_verts ? normals[tris_n[i-1]] :
- normals[tris_v[i-1]] );
- v1.SetTexCoord( 0, getTexCoord(texCoords, tris_tc[0], tc0Scale, i-1) );
- if (!tris_tc[1].empty()) {
- v1.SetTexCoord( 1, getTexCoord(texCoords, tris_tc[1], tc1Scale, i-1) );
- }
- SGVertNormTex v2;
- v2.SetVertex( toVec3f(vertices[tris_v[i]]) );
- v2.SetNormal( num_norms_is_num_verts ? normals[tris_n[i]] :
- normals[tris_v[i]] );
- v2.SetTexCoord( 0, getTexCoord(texCoords, tris_tc[0], tc0Scale, i) );
- if (!tris_tc[1].empty()) {
- v2.SetTexCoord( 1, getTexCoord(texCoords, tris_tc[1], tc1Scale, i) );
- }
-
- triangles.insert(v0, v1, v2);
- }
- }
-
- static void
- addStripGeometry(SGTexturedTriangleBin& triangles,
- const SGBinObject& obj, unsigned grp,
- const SGVec2f& tc0Scale,
- const SGVec2f& tc1Scale)
- {
- const std::vector<SGVec3d>& vertices(obj.get_wgs84_nodes());
- const std::vector<SGVec3f>& normals(obj.get_normals());
- const std::vector<SGVec2f>& texCoords(obj.get_texcoords());
- const int_list& strips_v(obj.get_strips_v()[grp]);
- const int_list& strips_n(obj.get_strips_n()[grp]);
- const tci_list& strips_tc(obj.get_strips_tcs()[grp]);
- bool num_norms_is_num_verts = true;
-
- if (strips_v.size() != strips_n.size()) {
- // If the normal indices do not match, they should be inmplicitly
- // the same than the vertex indices.
- num_norms_is_num_verts = false;
- }
-
- if ( !strips_tc[1].empty() ) {
- triangles.hasSecondaryTexCoord(true);
- }
-
- for (unsigned i = 2; i < strips_v.size(); ++i) {
- SGVertNormTex v0;
- v0.SetVertex( toVec3f(vertices[strips_v[i-2]]) );
- v0.SetNormal( num_norms_is_num_verts ? normals[strips_n[i-2]] :
- normals[strips_v[i-2]] );
- v0.SetTexCoord( 0, getTexCoord(texCoords, strips_tc[0], tc0Scale, i-2) );
- if (!strips_tc[1].empty()) {
- v0.SetTexCoord( 1, getTexCoord(texCoords, strips_tc[1], tc1Scale, i-2) );
- }
- SGVertNormTex v1;
- v1.SetVertex( toVec3f(vertices[strips_v[i-1]]) );
- v1.SetNormal( num_norms_is_num_verts ? normals[strips_n[i-1]] :
- normals[strips_v[i-1]] );
- v1.SetTexCoord( 0, getTexCoord(texCoords, strips_tc[1], tc0Scale, i-1) );
- if (!strips_tc[1].empty()) {
- v1.SetTexCoord( 1, getTexCoord(texCoords, strips_tc[1], tc1Scale, i-1) );
- }
- SGVertNormTex v2;
- v2.SetVertex( toVec3f(vertices[strips_v[i]]) );
- v2.SetNormal( num_norms_is_num_verts ? normals[strips_n[i]] :
- normals[strips_v[i]] );
- v2.SetTexCoord( 0, getTexCoord(texCoords, strips_tc[0], tc0Scale, i) );
- if (!strips_tc[1].empty()) {
- v2.SetTexCoord( 1, getTexCoord(texCoords, strips_tc[1], tc1Scale, i) );
- }
- if (i%2)
- triangles.insert(v1, v0, v2);
- else
- triangles.insert(v0, v1, v2);
- }
- }
-
- static void
- addFanGeometry(SGTexturedTriangleBin& triangles,
- const SGBinObject& obj, unsigned grp,
- const SGVec2f& tc0Scale,
- const SGVec2f& tc1Scale)
- {
- const std::vector<SGVec3d>& vertices(obj.get_wgs84_nodes());
- const std::vector<SGVec3f>& normals(obj.get_normals());
- const std::vector<SGVec2f>& texCoords(obj.get_texcoords());
- const int_list& fans_v(obj.get_fans_v()[grp]);
- const int_list& fans_n(obj.get_fans_n()[grp]);
- const tci_list& fans_tc(obj.get_fans_tcs()[grp]);
- bool num_norms_is_num_verts = true;
-
- if (fans_v.size() != fans_n.size()) {
- // If the normal indices do not match, they should be inmplicitly
- // the same than the vertex indices.
- num_norms_is_num_verts = false;
- }
-
- if ( !fans_tc[1].empty() ) {
- triangles.hasSecondaryTexCoord(true);
- }
-
- SGVertNormTex v0;
- v0.SetVertex( toVec3f(vertices[fans_v[0]]) );
- v0.SetNormal( num_norms_is_num_verts ? normals[fans_n[0]] :
- normals[fans_v[0]] );
- v0.SetTexCoord( 0, getTexCoord(texCoords, fans_tc[0], tc0Scale, 0) );
- if (!fans_tc[1].empty()) {
- v0.SetTexCoord( 1, getTexCoord(texCoords, fans_tc[1], tc1Scale, 0) );
- }
- SGVertNormTex v1;
- v1.SetVertex( toVec3f(vertices[fans_v[1]]) );
- v1.SetNormal( num_norms_is_num_verts ? normals[fans_n[1]] :
- normals[fans_v[1]] );
- v1.SetTexCoord( 0, getTexCoord(texCoords, fans_tc[0], tc0Scale, 1) );
- if (!fans_tc[1].empty()) {
- v1.SetTexCoord( 1, getTexCoord(texCoords, fans_tc[1], tc1Scale, 1) );
- }
- for (unsigned i = 2; i < fans_v.size(); ++i) {
- SGVertNormTex v2;
- v2.SetVertex( toVec3f(vertices[fans_v[i]]) );
- v2.SetNormal( num_norms_is_num_verts ? normals[fans_n[i]] :
- normals[fans_v[i]] );
- v2.SetTexCoord( 0, getTexCoord(texCoords, fans_tc[0], tc0Scale, i) );
- if (!fans_tc[1].empty()) {
- v2.SetTexCoord( 1, getTexCoord(texCoords, fans_tc[1], tc1Scale, i) );
- }
- triangles.insert(v0, v1, v2);
- v1 = v2;
- }
- }
-
- SGVec2f getTexCoordScale(const std::string& name, SGMaterialCache* matcache)
- {
- if (!matcache)
- return SGVec2f(1, 1);
- SGMaterial* material = matcache->find(name);
- if (!material)
- return SGVec2f(1, 1);
-
- return material->get_tex_coord_scale();
- }
-
- bool
- insertSurfaceGeometry(const SGBinObject& obj, SGMaterialCache* matcache)
- {
- if (obj.get_tris_n().size() < obj.get_tris_v().size() ||
- obj.get_tris_tcs().size() < obj.get_tris_v().size()) {
- SG_LOG(SG_TERRAIN, SG_ALERT,
- "Group list sizes for triangles do not match!");
- return false;
- }
-
- for (unsigned grp = 0; grp < obj.get_tris_v().size(); ++grp) {
- std::string materialName = obj.get_tri_materials()[grp];
- SGVec2f tc0Scale = getTexCoordScale(materialName, matcache);
- SGVec2f tc1Scale(1.0, 1.0);
- addTriangleGeometry(materialTriangleMap[materialName],
- obj, grp, tc0Scale, tc1Scale );
- }
-
- if (obj.get_strips_n().size() < obj.get_strips_v().size() ||
- obj.get_strips_tcs().size() < obj.get_strips_v().size()) {
- SG_LOG(SG_TERRAIN, SG_ALERT,
- "Group list sizes for strips do not match!");
- return false;
- }
- for (unsigned grp = 0; grp < obj.get_strips_v().size(); ++grp) {
- std::string materialName = obj.get_strip_materials()[grp];
- SGVec2f tc0Scale = getTexCoordScale(materialName, matcache);
- SGVec2f tc1Scale(1.0, 1.0);
- addStripGeometry(materialTriangleMap[materialName],
- obj, grp, tc0Scale, tc1Scale);
- }
-
- if (obj.get_fans_n().size() < obj.get_fans_v().size() ||
- obj.get_fans_tcs().size() < obj.get_fans_v().size()) {
- SG_LOG(SG_TERRAIN, SG_ALERT,
- "Group list sizes for fans do not match!");
- return false;
- }
- for (unsigned grp = 0; grp < obj.get_fans_v().size(); ++grp) {
- std::string materialName = obj.get_fan_materials()[grp];
- SGVec2f tc0Scale = getTexCoordScale(materialName, matcache);
- SGVec2f tc1Scale(1.0, 1.0);
- addFanGeometry(materialTriangleMap[materialName],
- obj, grp, tc0Scale, tc1Scale );
- }
- return true;
- }
-
- osg::Node* getSurfaceGeometry(SGMaterialCache* matcache, bool useVBOs) const
- {
- if (materialTriangleMap.empty())
- return 0;
-
- EffectGeode* eg = NULL;
- osg::Group* group = (materialTriangleMap.size() > 1 ? new osg::Group : NULL);
- if (group) {
- group->setName("surfaceGeometryGroup");
- }
-
- //osg::Geode* geode = new osg::Geode;
- SGMaterialTriangleMap::const_iterator i;
- for (i = materialTriangleMap.begin(); i != materialTriangleMap.end(); ++i) {
- osg::Geometry* geometry = i->second.buildGeometry(useVBOs);
- SGMaterial *mat = NULL;
- if (matcache) {
- mat = matcache->find(i->first);
- }
- eg = new EffectGeode;
- eg->setName("EffectGeode");
- if (mat) {
- eg->setEffect(mat->get_effect(i->second));
- }
- eg->addDrawable(geometry);
- eg->runGenerators(geometry); // Generate extra data needed by effect
- if (group) {
- group->addChild(eg);
- }
- }
-
- if (group) {
- return group;
- } else {
- return eg;
- }
- }
-
- void computeRandomSurfaceLights(SGMaterialCache* matcache)
- {
- SGMaterialTriangleMap::iterator i;
-
- // Only compute the lights if we haven't already done so.
- // For example, the light data will still exist if the
- // PagedLOD expires.
- if (tileRandomSurfaceLightsComputed) return;
- tileRandomSurfaceLightsComputed = true;
-
- // generate a repeatable random seed
- mt seed;
- mt_init(&seed, unsigned(123));
-
- for (i = materialTriangleMap.begin(); i != materialTriangleMap.end(); ++i) {
- SGMaterial *mat = matcache->find(i->first);
- if (!mat)
- continue;
-
- float coverage = mat->get_light_coverage();
- if (coverage <= 0)
- continue;
- if (coverage < 10000.0) {
- SG_LOG(SG_INPUT, SG_ALERT, "Light coverage is "
- << coverage << ", pushing up to 10000");
- coverage = 10000;
- }
-
- std::vector<SGVec3f> randomPoints;
- i->second.addRandomSurfacePoints(coverage, 3, mat->get_object_mask(i->second), randomPoints);
- std::vector<SGVec3f>::iterator j;
- for (j = randomPoints.begin(); j != randomPoints.end(); ++j) {
- float zombie = mt_rand(&seed);
- // factor = sg_random() ^ 2, range = 0 .. 1 concentrated towards 0
- float factor = mt_rand(&seed);
- factor *= factor;
-
- float bright = 1;
- SGVec4f color;
- if ( zombie > 0.5 ) {
- // 50% chance of yellowish
- color = SGVec4f(0.9f, 0.9f, 0.3f, bright - factor * 0.2f);
- } else if (zombie > 0.15f) {
- // 35% chance of whitish
- color = SGVec4f(0.9, 0.9f, 0.8f, bright - factor * 0.2f);
- } else if (zombie > 0.05f) {
- // 10% chance of orangish
- color = SGVec4f(0.9f, 0.6f, 0.2f, bright - factor * 0.2f);
- } else {
- // 5% chance of redish
- color = SGVec4f(0.9f, 0.2f, 0.2f, bright - factor * 0.2f);
- }
- randomTileLights.insert(*j, color);
- }
- }
- }
-
- void computeRandomObjectsAndBuildings(
- SGMaterialCache* matcache,
- float building_density,
- bool use_random_objects,
- bool use_random_buildings,
- bool useVBOs)
- {
- SGMaterialTriangleMap::iterator i;
-
- // Only compute the random objects if we haven't already done so
- if (tileRandomObjectsComputed) return;
- tileRandomObjectsComputed = true;
-
- // generate a repeatable random seed
- mt seed;
- mt_init(&seed, unsigned(123));
-
- for (i = materialTriangleMap.begin(); i != materialTriangleMap.end(); ++i) {
- SGMaterial *mat = matcache->find(i->first);
- SGTexturedTriangleBin triangleBin = i->second;
-
- if (!mat)
- continue;
-
- osg::Texture2D* object_mask = mat->get_object_mask(triangleBin);
-
- int group_count = mat->get_object_group_count();
- float building_coverage = mat->get_building_coverage();
- float cos_zero_density_angle = mat->get_cos_object_zero_density_slope_angle();
- float cos_max_density_angle = mat->get_cos_object_max_density_slope_angle();
-
- if (building_coverage == 0)
- continue;
-
- SGBuildingBin* bin = NULL;
-
- if (building_coverage > 0) {
- bin = new SGBuildingBin(mat, useVBOs);
- randomBuildings.push_back(bin);
- }
-
- unsigned num = i->second.getNumTriangles();
- int random_dropped = 0;
- int mask_dropped = 0;
- int building_dropped = 0;
- int triangle_dropped = 0;
-
- for (unsigned i = 0; i < num; ++i) {
- SGTexturedTriangleBin::triangle_ref triangleRef = triangleBin.getTriangleRef(i);
-
- SGVec3f vorigin = triangleBin.getVertex(triangleRef[0]).GetVertex();
- SGVec3f v0 = triangleBin.getVertex(triangleRef[1]).GetVertex() - vorigin;
- SGVec3f v1 = triangleBin.getVertex(triangleRef[2]).GetVertex() - vorigin;
- SGVec2f torigin = triangleBin.getVertex(triangleRef[0]).GetTexCoord(0);
- SGVec2f t0 = triangleBin.getVertex(triangleRef[1]).GetTexCoord(0) - torigin;
- SGVec2f t1 = triangleBin.getVertex(triangleRef[2]).GetTexCoord(0) - torigin;
- SGVec3f normal = cross(v0, v1);
-
- // Ensure the slope isn't too steep by checking the
- // cos of the angle between the slope normal and the
- // vertical (conveniently the z-component of the normalized
- // normal) and values passed in.
- float cos = normalize(normal).z();
- float slope_density = 1.0;
- if (cos < cos_zero_density_angle) continue; // Too steep for any objects
- if (cos < cos_max_density_angle) {
- slope_density =
- (cos - cos_zero_density_angle) /
- (cos_max_density_angle - cos_zero_density_angle);
- }
-
- // Containers to hold the random buildings and objects generated
- // for this triangle for collision detection purposes.
- std::vector< std::pair< SGVec3f, float> > triangleObjectsList;
- std::vector< std::pair< SGVec3f, float> > triangleBuildingList;
-
- // Compute the area
- float area = 0.5f*length(normal);
- if (area <= SGLimitsf::min())
- continue;
-
- // Generate any random objects
- if (use_random_objects && (group_count > 0))
- {
- for (int j = 0; j < group_count; j++)
- {
- SGMatModelGroup *object_group = mat->get_object_group(j);
- int nObjects = object_group->get_object_count();
-
- if (nObjects == 0) continue;
-
- // For each of the random models in the group, determine an appropriate
- // number of random placements and insert them.
- for (int k = 0; k < nObjects; k++) {
- SGMatModel * object = object_group->get_object(k);
-
- // Determine the number of objecst to place, taking into account
- // the slope density factor.
- double n = slope_density * area / object->get_coverage_m2();
-
- // Use the zombie door method to determine fractional object placement.
- n = n + mt_rand(&seed);
-
- // place an object each unit of area
- while ( n > 1.0 ) {
- n -= 1.0;
-
- float a = mt_rand(&seed);
- float b = mt_rand(&seed);
- if ( a + b > 1 ) {
- a = 1 - a;
- b = 1 - b;
- }
-
- SGVec3f randomPoint = vorigin + a*v0 + b*v1;
- float rotation = static_cast<float>(mt_rand(&seed));
-
- // Check that the point is sufficiently far from
- // the edge of the triangle by measuring the distance
- // from the three lines that make up the triangle.
- float spacing = object->get_spacing_m();
-
- SGVec3f p = randomPoint - vorigin;
- float edges[] = { length(cross(p , p - v0)) / length(v0),
- length(cross(p - v0, p - v1)) / length(v1 - v0),
- length(cross(p - v1, p )) / length(v1) };
- float edge_dist = *std::min_element(edges, edges + 3);
-
- if (edge_dist < spacing) {
- continue;
- }
-
- if (object_mask != NULL) {
- SGVec2f texCoord = torigin + a*t0 + b*t1;
-
- // Check this random point against the object mask
- // blue (for buildings) channel.
- osg::Image* img = object_mask->getImage();
- unsigned int x = (int) (img->s() * texCoord.x()) % img->s();
- unsigned int y = (int) (img->t() * texCoord.y()) % img->t();
-
- if (mt_rand(&seed) > img->getColor(x, y).b()) {
- // Failed object mask check
- continue;
- }
-
- rotation = img->getColor(x,y).r();
- }
-
- bool close = false;
-
- // Check it isn't too close to any other random objects in the triangle
- std::vector<std::pair<SGVec3f, float> >::iterator l;
- for (l = triangleObjectsList.begin(); l != triangleObjectsList.end(); ++l) {
- float min_dist2 = (l->second + object->get_spacing_m()) *
- (l->second + object->get_spacing_m());
-
- if (distSqr(l->first, randomPoint) < min_dist2) {
- close = true;
- continue;
- }
- }
-
- if (!close) {
- triangleObjectsList.push_back(std::make_pair(randomPoint, object->get_spacing_m()));
- randomModels.insert(randomPoint,
- object,
- (int)object->get_randomized_range_m(&seed),
- rotation);
- }
- }
- }
- }
- }
-
- // Random objects now generated. Now generate the random buildings (if any);
- if (use_random_buildings && (building_coverage > 0) && (building_density > 0)) {
-
- // Calculate the number of buildings, taking into account building density (which is linear)
- // and the slope density factor.
- double num = building_density * building_density * slope_density * area / building_coverage;
-
- // For partial units of area, use a zombie door method to
- // create the proper random chance of an object being created
- // for this triangle.
- num = num + mt_rand(&seed);
-
- if (num < 1.0f) {
- continue;
- }
-
- // Cosine of the angle between the two vectors.
- float cosine = (dot(v0, v1) / (length(v0) * length(v1)));
-
- // Determine a grid spacing in each vector such that the correct
- // coverage will result.
- float stepv0 = (sqrtf(building_coverage) / building_density) / length(v0) / sqrtf(1 - cosine * cosine);
- float stepv1 = (sqrtf(building_coverage) / building_density) / length(v1);
-
- stepv0 = std::min(stepv0, 1.0f);
- stepv1 = std::min(stepv1, 1.0f);
-
- // Start at a random point. a will be immediately incremented below.
- float a = -mt_rand(&seed) * stepv0;
- float b = mt_rand(&seed) * stepv1;
-
- // Place an object each unit of area
- while (num > 1.0) {
- num -= 1.0;
-
- // Set the next location to place a building
- a += stepv0;
-
- if ((a + b) > 1.0f) {
- // Reached the end of the scan-line on v0. Reset and increment
- // scan-line on v1
- a = mt_rand(&seed) * stepv0;
- b += stepv1;
- }
-
- if (b > 1.0f) {
- // In a degenerate case of a single point, we might be outside the
- // scanline. Note that we need to still ensure that a+b < 1.
- b = mt_rand(&seed) * stepv1 * (1.0f - a);
- }
-
- if ((a + b) > 1.0f ) {
- // Truly degenerate case - simply choose a random point guaranteed
- // to fulfil the constraing of a+b < 1.
- a = mt_rand(&seed);
- b = mt_rand(&seed) * (1.0f - a);
- }
-
- SGVec3f randomPoint = vorigin + a*v0 + b*v1;
- float rotation = mt_rand(&seed);
-
- if (object_mask != NULL) {
- SGVec2f texCoord = torigin + a*t0 + b*t1;
- osg::Image* img = object_mask->getImage();
- int x = (int) (img->s() * texCoord.x()) % img->s();
- int y = (int) (img->t() * texCoord.y()) % img->t();
-
- // In some degenerate cases x or y can be < 1, in which case the mod operand fails
- while (x < 0) x += img->s();
- while (y < 0) y += img->t();
-
- if (mt_rand(&seed) < img->getColor(x, y).b()) {
- // Object passes mask. Rotation is taken from the red channel
- rotation = img->getColor(x,y).r();
- } else {
- // Fails mask test - try again.
- mask_dropped++;
- continue;
- }
- }
-
- // Check building isn't too close to the triangle edge.
- float type_roll = mt_rand(&seed);
- SGBuildingBin::BuildingType buildingtype = bin->getBuildingType(type_roll);
- float radius = bin->getBuildingMaxRadius(buildingtype);
-
- // Determine the actual center of the building, by shifting from the
- // center of the front face to the true center.
- osg::Matrix rotationMat = osg::Matrix::rotate(- rotation * M_PI * 2,
- osg::Vec3f(0.0, 0.0, 1.0));
- SGVec3f buildingCenter = randomPoint + toSG(osg::Vec3f(-0.5 * bin->getBuildingMaxDepth(buildingtype), 0.0, 0.0) * rotationMat);
-
- SGVec3f p = buildingCenter - vorigin;
- float edges[] = { length(cross(p , p - v0)) / length(v0),
- length(cross(p - v0, p - v1)) / length(v1 - v0),
- length(cross(p - v1, p )) / length(v1) };
- float edge_dist = *std::min_element(edges, edges + 3);
-
- if (edge_dist < radius) {
- triangle_dropped++;
- continue;
- }
-
- // Check building isn't too close to random objects and other buildings.
- bool close = false;
- std::vector<std::pair<SGVec3f, float> >::iterator iter;
-
- for (iter = triangleBuildingList.begin(); iter != triangleBuildingList.end(); ++iter) {
- float min_dist = iter->second + radius;
- if (distSqr(iter->first, buildingCenter) < min_dist * min_dist) {
- close = true;
- continue;
- }
- }
-
- if (close) {
- building_dropped++;
- continue;
- }
-
- for (iter = triangleObjectsList.begin(); iter != triangleObjectsList.end(); ++iter) {
- float min_dist = iter->second + radius;
- if (distSqr(iter->first, buildingCenter) < min_dist * min_dist) {
- close = true;
- continue;
- }
- }
-
- if (close) {
- random_dropped++;
- continue;
- }
-
- std::pair<SGVec3f, float> pt = std::make_pair(buildingCenter, radius);
- triangleBuildingList.push_back(pt);
- bin->insert(randomPoint, rotation, buildingtype);
- }
- }
-
- triangleObjectsList.clear();
- triangleBuildingList.clear();
- }
-
- SG_LOG(SG_TERRAIN, SG_DEBUG, "Random Buildings: " << ((bin) ? bin->getNumBuildings() : 0));
- SG_LOG(SG_TERRAIN, SG_DEBUG, " Dropped due to mask: " << mask_dropped);
- SG_LOG(SG_TERRAIN, SG_DEBUG, " Dropped due to random object: " << random_dropped);
- SG_LOG(SG_TERRAIN, SG_DEBUG, " Dropped due to other buildings: " << building_dropped);
- }
- }
-
- void computeRandomForest(SGMaterialCache* matcache, float vegetation_density)
- {
- SGMaterialTriangleMap::iterator i;
-
- // generate a repeatable random seed
- mt seed;
-
- mt_init(&seed, unsigned(586));
-
- for (i = materialTriangleMap.begin(); i != materialTriangleMap.end(); ++i) {
- SGMaterial *mat = matcache->find(i->first);
- if (!mat)
- continue;
-
- float wood_coverage = mat->get_wood_coverage();
- if ((wood_coverage <= 0) || (vegetation_density <= 0))
- continue;
-
- // Attributes that don't vary by tree but do vary by material
- bool found = false;
- TreeBin* bin = NULL;
-
- BOOST_FOREACH(bin, randomForest)
- {
- if ((bin->texture == mat->get_tree_texture() ) &&
- (bin->texture_varieties == mat->get_tree_varieties()) &&
- (bin->range == mat->get_tree_range() ) &&
- (bin->width == mat->get_tree_width() ) &&
- (bin->height == mat->get_tree_height() ) ) {
- found = true;
- break;
- }
- }
-
- if (!found) {
- bin = new TreeBin();
- bin->texture = mat->get_tree_texture();
- SG_LOG(SG_INPUT, SG_DEBUG, "Tree texture " << bin->texture);
- bin->range = mat->get_tree_range();
- bin->width = mat->get_tree_width();
- bin->height = mat->get_tree_height();
- bin->texture_varieties = mat->get_tree_varieties();
- randomForest.push_back(bin);
- }
-
- std::vector<SGVec3f> randomPoints;
- i->second.addRandomTreePoints(wood_coverage,
- mat->get_object_mask(i->second),
- vegetation_density,
- mat->get_cos_tree_max_density_slope_angle(),
- mat->get_cos_tree_zero_density_slope_angle(),
- randomPoints);
-
- std::vector<SGVec3f>::iterator k;
- for (k = randomPoints.begin(); k != randomPoints.end(); ++k) {
- bin->insert(*k);
- }
- }
- }
-
- bool insertBinObj(const SGBinObject& obj, SGMaterialCache* matcache)
- {
- if (!insertPtGeometry(obj, matcache))
- return false;
- if (!insertSurfaceGeometry(obj, matcache))
- return false;
- return true;
- }
-};
-
-typedef std::pair<osg::Node*, int> ModelLOD;
-struct MakeQuadLeaf {
- osg::LOD* operator() () const { return new osg::LOD; }
-};
-struct AddModelLOD {
- void operator() (osg::LOD* leaf, ModelLOD& mlod) const
- {
- leaf->addChild(mlod.first, 0, mlod.second);
- }
-};
-struct GetModelLODCoord {
- GetModelLODCoord() {}
- GetModelLODCoord(const GetModelLODCoord& rhs)
- {}
- osg::Vec3 operator() (const ModelLOD& mlod) const
- {
- return mlod.first->getBound().center();
- }
-};
-
-typedef QuadTreeBuilder<osg::LOD*, ModelLOD, MakeQuadLeaf, AddModelLOD,
- GetModelLODCoord> RandomObjectsQuadtree;
-
-class RandomObjectCallback : public OptionsReadFileCallback {
-public:
- virtual osgDB::ReaderWriter::ReadResult
- readNode(const std::string&, const osgDB::Options*)
- {
- osg::ref_ptr<osg::Group> group = new osg::Group;
- group->setName("Random Object and Lighting Group");
- group->setDataVariance(osg::Object::STATIC);
-
- osg::Node* node = loadTerrain();
- if (node)
- group->addChild(node);
-
- osg::LOD* lightLOD = generateLightingTileObjects();
- if (lightLOD)
- group->addChild(lightLOD);
-
- osg::LOD* objectLOD = generateRandomTileObjects();
- if (objectLOD)
- group->addChild(objectLOD);
-
- return group.release();
- }
-
- // Load terrain if required
- osg::Node* loadTerrain()
- {
- if (! _loadterrain)
- return NULL;
-
- SGBinObject tile;
- if (!tile.read_bin(_path))
- return NULL;
-
- SGMaterialLibPtr matlib;
- SGMaterialCache* matcache = 0;
- bool useVBOs = false;
- bool simplifyNear = false;
- double ratio = SG_SIMPLIFIER_RATIO;
- double maxLength = SG_SIMPLIFIER_MAX_LENGTH;
- double maxError = SG_SIMPLIFIER_MAX_ERROR;
-
- if (_options) {
- matlib = _options->getMaterialLib();
- useVBOs = (_options->getPluginStringData("SimGear::USE_VBOS") == "ON");
- SGPropertyNode* propertyNode = _options->getPropertyNode().get();
- simplifyNear = propertyNode->getBoolValue("/sim/rendering/terrain/simplifier/enabled-near", simplifyNear);
- ratio = propertyNode->getDoubleValue("/sim/rendering/terrain/simplifier/ratio", ratio);
- maxLength = propertyNode->getDoubleValue("/sim/rendering/terrain/simplifier/max-length", maxLength);
- maxError = propertyNode->getDoubleValue("/sim/rendering/terrain/simplifier/max-error", maxError);
- }
-
- // PSADRO TODO : we can do this in terragear
- // - why not add a bitmask of flags to the btg so we can precompute this?
- // and only do it if it hasn't been done already
- SGVec3d center = tile.get_gbs_center();
- SGGeod geodPos = SGGeod::fromCart(center);
- SGQuatd hlOr = SGQuatd::fromLonLat(geodPos)*SGQuatd::fromEulerDeg(0, 0, 180);
-
- // Generate a materials cache
- if (matlib) matcache = matlib->generateMatCache(geodPos);
-
- // rotate the tiles so that the bounding boxes get nearly axis aligned.
- // this will help the collision tree's bounding boxes a bit ...
- std::vector<SGVec3d> nodes = tile.get_wgs84_nodes();
- for (unsigned i = 0; i < nodes.size(); ++i)
- nodes[i] = hlOr.transform(nodes[i]);
- tile.set_wgs84_nodes(nodes);
-
- SGQuatf hlOrf(hlOr[0], hlOr[1], hlOr[2], hlOr[3]);
- std::vector<SGVec3f> normals = tile.get_normals();
- for (unsigned i = 0; i < normals.size(); ++i)
- normals[i] = hlOrf.transform(normals[i]);
- tile.set_normals(normals);
-
- osg::ref_ptr<SGTileGeometryBin> tileGeometryBin = new SGTileGeometryBin;
-
- if (!tileGeometryBin->insertBinObj(tile, matcache))
- return NULL;
-
- osg::Node* node = tileGeometryBin->getSurfaceGeometry(matcache, useVBOs);
- if (node && simplifyNear) {
- osgUtil::Simplifier simplifier(ratio, maxError, maxLength);
- node->accept(simplifier);
- }
-
- return node;
- }
-
- // Generate all the lighting objects for the tile.
- osg::LOD* generateLightingTileObjects()
- {
- if (_matcache)
- _tileGeometryBin->computeRandomSurfaceLights(_matcache);
-
- GroundLightManager* lightManager = GroundLightManager::instance();
- osg::ref_ptr<osg::Group> lightGroup = new SGOffsetTransform(0.94);
- SGVec3f up(0, 0, 1);
-
- if (_tileGeometryBin->tileLights.getNumLights() > 0
- || _tileGeometryBin->randomTileLights.getNumLights() > 0) {
- osg::Group* groundLights0 = new osg::Group;
- groundLights0->setStateSet(lightManager->getGroundLightStateSet());
- groundLights0->setNodeMask(GROUNDLIGHTS0_BIT);
-
- EffectGeode* geode = new EffectGeode;
- Effect* lightEffect = getLightEffect(24, osg::Vec3(1, 0.001, 0.00001), 1, 8, false, _options);
-
- geode->setEffect(lightEffect);
- geode->addDrawable(SGLightFactory::getLights(_tileGeometryBin->tileLights));
- geode->addDrawable(SGLightFactory::getLights(_tileGeometryBin->randomTileLights, 4, -0.3f));
- groundLights0->addChild(geode);
- lightGroup->addChild(groundLights0);
- }
-
- if (_tileGeometryBin->randomTileLights.getNumLights() > 0) {
- osg::Group* groundLights1 = new osg::Group;
- groundLights1->setStateSet(lightManager->getGroundLightStateSet());
- groundLights1->setNodeMask(GROUNDLIGHTS1_BIT);
- osg::Group* groundLights2 = new osg::Group;
- groundLights2->setStateSet(lightManager->getGroundLightStateSet());
- groundLights2->setNodeMask(GROUNDLIGHTS2_BIT);
- EffectGeode* geode = new EffectGeode;
- Effect* lightEffect = getLightEffect(24, osg::Vec3(1, 0.001, 0.00001), 1, 8, false, _options);
- geode->setEffect(lightEffect);
- geode->addDrawable(SGLightFactory::getLights(_tileGeometryBin->randomTileLights, 2, -0.15f));
- groundLights1->addChild(geode);
- lightGroup->addChild(groundLights1);
- geode = new EffectGeode;
- geode->setEffect(lightEffect);
- geode->addDrawable(SGLightFactory::getLights(_tileGeometryBin->randomTileLights));
- groundLights2->addChild(geode);
- lightGroup->addChild(groundLights2);
- }
-
- if (!_tileGeometryBin->vasiLights.empty()) {
- EffectGeode* vasiGeode = new EffectGeode;
- Effect* vasiEffect
- = getLightEffect(24, osg::Vec3(1, 0.0001, 0.000001), 1, 24, true, _options);
- vasiGeode->setEffect(vasiEffect);
- SGVec4f red(1, 0, 0, 1);
- SGMaterial* mat = 0;
- if (_matcache)
- mat = _matcache->find("RWY_RED_LIGHTS");
- if (mat)
- red = mat->get_light_color();
- SGVec4f white(1, 1, 1, 1);
- mat = 0;
- if (_matcache)
- mat = _matcache->find("RWY_WHITE_LIGHTS");
- if (mat)
- white = mat->get_light_color();
- SGDirectionalLightListBin::const_iterator i;
- for (i = _tileGeometryBin->vasiLights.begin();
- i != _tileGeometryBin->vasiLights.end(); ++i) {
- vasiGeode->addDrawable(SGLightFactory::getVasi(up, *i, red, white));
- }
- vasiGeode->setStateSet(lightManager->getRunwayLightStateSet());
- lightGroup->addChild(vasiGeode);
- }
-
- Effect* runwayEffect = 0;
- if (_tileGeometryBin->runwayLights.getNumLights() > 0
- || !_tileGeometryBin->rabitLights.empty()
- || !_tileGeometryBin->reilLights.empty()
- || !_tileGeometryBin->odalLights.empty()
- || _tileGeometryBin->taxiLights.getNumLights() > 0)
- runwayEffect = getLightEffect(16, osg::Vec3(1, 0.001, 0.0002), 1, 16, true, _options);
- if (_tileGeometryBin->runwayLights.getNumLights() > 0
- || !_tileGeometryBin->rabitLights.empty()
- || !_tileGeometryBin->reilLights.empty()
- || !_tileGeometryBin->odalLights.empty()
- || !_tileGeometryBin->holdshortLights.empty()
- || !_tileGeometryBin->guardLights.empty()) {
- osg::Group* rwyLights = new osg::Group;
- rwyLights->setStateSet(lightManager->getRunwayLightStateSet());
- rwyLights->setNodeMask(RUNWAYLIGHTS_BIT);
- if (_tileGeometryBin->runwayLights.getNumLights() != 0) {
- EffectGeode* geode = new EffectGeode;
- geode->setEffect(runwayEffect);
- geode->addDrawable(SGLightFactory::getLights(_tileGeometryBin->runwayLights));
- rwyLights->addChild(geode);
- }
- SGDirectionalLightListBin::const_iterator i;
- for (i = _tileGeometryBin->rabitLights.begin();
- i != _tileGeometryBin->rabitLights.end(); ++i) {
- rwyLights->addChild(SGLightFactory::getSequenced(*i, _options));
- }
- for (i = _tileGeometryBin->reilLights.begin();
- i != _tileGeometryBin->reilLights.end(); ++i) {
- rwyLights->addChild(SGLightFactory::getSequenced(*i, _options));
- }
- for (i = _tileGeometryBin->holdshortLights.begin();
- i != _tileGeometryBin->holdshortLights.end(); ++i) {
- rwyLights->addChild(SGLightFactory::getHoldShort(*i, _options));
- }
- for (i = _tileGeometryBin->guardLights.begin();
- i != _tileGeometryBin->guardLights.end(); ++i) {
- rwyLights->addChild(SGLightFactory::getGuard(*i, _options));
- }
- SGLightListBin::const_iterator j;
- for (j = _tileGeometryBin->odalLights.begin();
- j != _tileGeometryBin->odalLights.end(); ++j) {
- rwyLights->addChild(SGLightFactory::getOdal(*j, _options));
- }
- lightGroup->addChild(rwyLights);
- }
-
- if (_tileGeometryBin->taxiLights.getNumLights() > 0) {
- osg::Group* taxiLights = new osg::Group;
- taxiLights->setStateSet(lightManager->getTaxiLightStateSet());
- taxiLights->setNodeMask(RUNWAYLIGHTS_BIT);
- EffectGeode* geode = new EffectGeode;
- geode->setEffect(runwayEffect);
- geode->addDrawable(SGLightFactory::getLights(_tileGeometryBin->taxiLights));
- taxiLights->addChild(geode);
- lightGroup->addChild(taxiLights);
- }
-
- osg::LOD* lightLOD = NULL;
-
- if (lightGroup->getNumChildren() > 0) {
- lightLOD = new osg::LOD;
- lightLOD->addChild(lightGroup.get(), 0, 60000);
- // VASI is always on, so doesn't use light bits.
- lightLOD->setNodeMask(LIGHTS_BITS | MODEL_BIT | PERMANENTLIGHT_BIT);
- }
-
- return lightLOD;
- }
-
- // Generate all the random forest, objects and buildings for the tile
- osg::LOD* generateRandomTileObjects()
- {
- SGMaterialLibPtr matlib;
- bool use_random_objects = false;
- bool use_random_vegetation = false;
- bool use_random_buildings = false;
- float vegetation_density = 1.0f;
- float building_density = 1.0f;
- bool useVBOs = false;
-
- osg::ref_ptr<osg::Group> randomObjects;
- osg::ref_ptr<osg::Group> forestNode;
- osg::ref_ptr<osg::Group> buildingNode;
-
- if (_options) {
- matlib = _options->getMaterialLib();
- SGPropertyNode* propertyNode = _options->getPropertyNode().get();
- if (propertyNode) {
- use_random_objects
- = propertyNode->getBoolValue("/sim/rendering/random-objects",
- use_random_objects);
- use_random_vegetation
- = propertyNode->getBoolValue("/sim/rendering/random-vegetation",
- use_random_vegetation);
- vegetation_density
- = propertyNode->getFloatValue("/sim/rendering/vegetation-density",
- vegetation_density);
- use_random_buildings
- = propertyNode->getBoolValue("/sim/rendering/random-buildings",
- use_random_buildings);
- building_density
- = propertyNode->getFloatValue("/sim/rendering/building-density",
- building_density);
- }
-
- useVBOs = (_options->getPluginStringData("SimGear::USE_VBOS") == "ON");
- }
-
-
-
- if (matlib && (use_random_objects || use_random_buildings)) {
- _tileGeometryBin->computeRandomObjectsAndBuildings(_matcache,
- building_density,
- use_random_objects,
- use_random_buildings,
- useVBOs);
- }
-
-
- if (_tileGeometryBin->randomModels.getNumModels() > 0) {
- // Generate a repeatable random seed
- mt seed;
- mt_init(&seed, unsigned(123));
-
- std::vector<ModelLOD> models;
- for (unsigned int i = 0;
- i < _tileGeometryBin->randomModels.getNumModels(); i++) {
- SGMatModelBin::MatModel obj
- = _tileGeometryBin->randomModels.getMatModel(i);
-
- SGPropertyNode* root = _options->getPropertyNode()->getRootNode();
- osg::Node* node = obj.model->get_random_model(root, &seed);
-
- // Create a matrix to place the object in the correct
- // location, and then apply the rotation matrix created
- // above, with an additional random (or taken from
- // the object mask) heading rotation if appropriate.
- osg::Matrix transformMat;
- transformMat = osg::Matrix::translate(toOsg(obj.position));
- if (obj.model->get_heading_type() == SGMatModel::HEADING_RANDOM) {
- // Rotate the object around the z axis.
- double hdg = mt_rand(&seed) * M_PI * 2;
- transformMat.preMult(osg::Matrix::rotate(hdg,
- osg::Vec3d(0.0, 0.0, 1.0)));
- }
-
- if (obj.model->get_heading_type() == SGMatModel::HEADING_MASK) {
- // Rotate the object around the z axis.
- double hdg = - obj.rotation * M_PI * 2;
- transformMat.preMult(osg::Matrix::rotate(hdg,
- osg::Vec3d(0.0, 0.0, 1.0)));
- }
-
- osg::MatrixTransform* position =
- new osg::MatrixTransform(transformMat);
- position->setName("positionRandomModel");
- position->addChild(node);
- models.push_back(ModelLOD(position, obj.lod));
- }
- RandomObjectsQuadtree quadtree((GetModelLODCoord()), (AddModelLOD()));
- quadtree.buildQuadTree(models.begin(), models.end());
- randomObjects = quadtree.getRoot();
- randomObjects->setName("Random objects");
- }
-
- if (! _tileGeometryBin->randomBuildings.empty()) {
- buildingNode = createRandomBuildings(_tileGeometryBin->randomBuildings, osg::Matrix::identity(),
- _options);
- buildingNode->setName("Random buildings");
- _tileGeometryBin->randomBuildings.clear();
- }
-
- if (use_random_vegetation && matlib) {
- // Now add some random forest.
- _tileGeometryBin->computeRandomForest(_matcache, vegetation_density);
-
- if (! _tileGeometryBin->randomForest.empty()) {
- forestNode = createForest(_tileGeometryBin->randomForest, osg::Matrix::identity(),
- _options);
- forestNode->setName("Random trees");
- }
- }
-
- osg::LOD* objectLOD = NULL;
-
- if (randomObjects.valid() || forestNode.valid() || buildingNode.valid()) {
- objectLOD = new osg::LOD;
-
- if (randomObjects.valid()) objectLOD->addChild(randomObjects.get(), 0, 20000);
- if (forestNode.valid()) objectLOD->addChild(forestNode.get(), 0, 20000);
- if (buildingNode.valid()) objectLOD->addChild(buildingNode.get(), 0, 20000);
-
- unsigned nodeMask = SG_NODEMASK_CASTSHADOW_BIT | SG_NODEMASK_RECEIVESHADOW_BIT | SG_NODEMASK_TERRAIN_BIT;
- objectLOD->setNodeMask(nodeMask);
- }
-
- return objectLOD;
- }
-
- /// The original options to use for this bunch of models
- osg::ref_ptr<SGReaderWriterOptions> _options;
- osg::ref_ptr<SGMaterialCache> _matcache;
- osg::ref_ptr<SGTileGeometryBin> _tileGeometryBin;
- string _path;
- bool _loadterrain;
-};
-
osg::Node*
SGLoadBTG(const std::string& path, const simgear::SGReaderWriterOptions* options)
{
normals[i] = hlOrf.transform(normals[i]);
tile.set_normals(normals);
+ // tile surface
osg::ref_ptr<SGTileGeometryBin> tileGeometryBin = new SGTileGeometryBin();
- if (!tileGeometryBin->insertBinObj(tile, matcache))
+ if (!tileGeometryBin->insertSurfaceGeometry(tile, matcache))
return NULL;
osg::Node* node = tileGeometryBin->getSurfaceGeometry(matcache, useVBOs);
transform->setMatrix(osg::Matrix::rotate(toOsg(hlOr))*
osg::Matrix::translate(toOsg(center)));
- // PagedLOD for the random objects so we don't need to generate
- // them all on tile loading.
- osg::PagedLOD* pagedLOD = new osg::PagedLOD;
- pagedLOD->setCenterMode(osg::PagedLOD::USE_BOUNDING_SPHERE_CENTER);
- pagedLOD->setName("pagedObjectLOD");
-
if (node) {
+ // tile points
+ SGTileDetailsCallback* tileDetailsCallback = new SGTileDetailsCallback;
+ tileDetailsCallback->insertPtGeometry( tile, matcache );
+
+ // PagedLOD for the random objects so we don't need to generate
+ // them all on tile loading.
+ osg::PagedLOD* pagedLOD = new osg::PagedLOD;
+ pagedLOD->setCenterMode(osg::PagedLOD::USE_BOUNDING_SPHERE_CENTER);
+ pagedLOD->setName("pagedObjectLOD");
+
if (simplifyNear == simplifyDistant) {
// Same terrain type is used for both near and far distances,
// so add it to the main group.
// call-back below will re-generate the closer version
pagedLOD->addChild(node, object_range + SG_TILE_RADIUS, FLT_MAX);
}
- }
- osg::ref_ptr<SGReaderWriterOptions> opt;
- opt = SGReaderWriterOptions::copyOrCreate(options);
+ osg::ref_ptr<SGReaderWriterOptions> opt;
+ opt = SGReaderWriterOptions::copyOrCreate(options);
- // we just need to know about the read file callback that itself holds the data
- RandomObjectCallback* randomObjectCallback = new RandomObjectCallback;
- randomObjectCallback->_options = opt;
- randomObjectCallback->_tileGeometryBin = tileGeometryBin;
- randomObjectCallback->_path = std::string(path);
- randomObjectCallback->_loadterrain = ! (simplifyNear == simplifyDistant);
- randomObjectCallback->_matcache = matcache;
+ // we just need to know about the read file callback that itself holds the data
+ tileDetailsCallback->_options = opt;
+ tileDetailsCallback->_path = std::string(path);
+ tileDetailsCallback->_loadterrain = ! (simplifyNear == simplifyDistant);
+ tileDetailsCallback->_gbs_center = center;
+ tileDetailsCallback->_rootNode = node;
+ tileDetailsCallback->_randomSurfaceLightsComputed = false;
+ tileDetailsCallback->_tileRandomObjectsComputed = false;
+
+ osg::ref_ptr<osgDB::Options> callbackOptions = new osgDB::Options;
+ callbackOptions->setObjectCacheHint(osgDB::Options::CACHE_ALL);
+ callbackOptions->setReadFileCallback(tileDetailsCallback);
+ pagedLOD->setDatabaseOptions(callbackOptions.get());
- osg::ref_ptr<osgDB::Options> callbackOptions = new osgDB::Options;
- callbackOptions->setObjectCacheHint(osgDB::Options::CACHE_ALL);
- callbackOptions->setReadFileCallback(randomObjectCallback);
- pagedLOD->setDatabaseOptions(callbackOptions.get());
+ // Ensure that the random objects aren't expired too quickly
+ pagedLOD->setMinimumExpiryTime(pagedLOD->getNumChildren(), tile_min_expiry);
+ pagedLOD->setFileName(pagedLOD->getNumChildren(), "Dummy filename for random objects callback");
+ pagedLOD->setRange(pagedLOD->getNumChildren(), 0, object_range + SG_TILE_RADIUS);
+ transform->addChild(pagedLOD);
+ }
- // Ensure that the random objects aren't expired too quickly
- pagedLOD->setMinimumExpiryTime(pagedLOD->getNumChildren(), tile_min_expiry);
- pagedLOD->setFileName(pagedLOD->getNumChildren(), "Dummy filename for random objects callback");
- pagedLOD->setRange(pagedLOD->getNumChildren(), 0, object_range + SG_TILE_RADIUS);
- transform->addChild(pagedLOD);
transform->setNodeMask( ~simgear::MODELLIGHT_BIT );
-
return transform;
}