#include <simgear_config.h>
#endif
+ #include <utility>
+
+ #include <boost/foreach.hpp>
+
#include <osg/ref_ptr>
+ #include <osgDB/FileNameUtils>
+ #include <osgDB/FileUtils>
+ #include <osgDB/ReaderWriter>
#include <osgDB/ReadFile>
#include <osgDB/SharedStateManager>
+#include <simgear/math/SGMath.hxx>
+ #include <simgear/scene/material/Effect.hxx>
+ #include <simgear/scene/material/EffectGeode.hxx>
#include <simgear/scene/util/SGSceneFeatures.hxx>
+ #include <simgear/scene/util/SGSceneUserData.hxx>
+ #include <simgear/scene/util/CopyOp.hxx>
+ #include <simgear/scene/util/SplicingVisitor.hxx>
+
#include <simgear/structure/exception.hxx>
+ #include <simgear/structure/Singleton.hxx>
#include <simgear/props/props.hxx>
#include <simgear/props/props_io.hxx>
#include <simgear/props/condition.hxx>
return texture.release();
}
+ namespace simgear
+ {
+ using namespace std;
+ using namespace osg;
+ using simgear::CopyOp;
+
+ Node* copyModel(Node* model)
+ {
+ const CopyOp::CopyFlags flags = (CopyOp::DEEP_COPY_ALL
+ & ~CopyOp::DEEP_COPY_TEXTURES
+ & ~CopyOp::DEEP_COPY_IMAGES
+ & ~CopyOp::DEEP_COPY_STATESETS
+ & ~CopyOp::DEEP_COPY_STATEATTRIBUTES
+ & ~CopyOp::DEEP_COPY_ARRAYS
+ & ~CopyOp::DEEP_COPY_PRIMITIVES
+ // This will preserve display lists ...
+ & ~CopyOp::DEEP_COPY_DRAWABLES
+ & ~CopyOp::DEEP_COPY_SHAPES);
+ return (CopyOp(flags))(model);
+ }
+
+ TextureUpdateVisitor::TextureUpdateVisitor(const osgDB::FilePathList& pathList) :
+ NodeAndDrawableVisitor(NodeVisitor::TRAVERSE_ALL_CHILDREN),
+ _pathList(pathList)
+ {
+ }
+
+ void TextureUpdateVisitor::apply(Node& node)
+ {
+ StateSet* stateSet = cloneStateSet(node.getStateSet());
+ if (stateSet)
+ node.setStateSet(stateSet);
+ traverse(node);
+ }
+
+ void TextureUpdateVisitor::apply(Drawable& drawable)
+ {
+ StateSet* stateSet = cloneStateSet(drawable.getStateSet());
+ if (stateSet)
+ drawable.setStateSet(stateSet);
+ }
+
+ Texture2D* TextureUpdateVisitor::textureReplace(int unit, const StateAttribute* attr)
+ {
+ using namespace osgDB;
+ const Texture2D* texture = dynamic_cast<const Texture2D*>(attr);
+
+ if (!texture)
+ return 0;
+
+ const Image* image = texture->getImage();
+ const string* fullFilePath = 0;
+ if (image) {
+ // The currently loaded file name
+ fullFilePath = &image->getFileName();
+
+ } else {
+ fullFilePath = &texture->getName();
+ }
+ // The short name
+ string fileName = getSimpleFileName(*fullFilePath);
+ if (fileName.empty())
+ return 0;
+ // The name that should be found with the current database path
+ string fullLiveryFile = findFileInPath(fileName, _pathList);
+ // If it is empty or they are identical then there is nothing to do
+ if (fullLiveryFile.empty() || fullLiveryFile == *fullFilePath)
+ return 0;
+ Image* newImage = readImageFile(fullLiveryFile);
+ if (!newImage)
+ return 0;
+ CopyOp copyOp(CopyOp::DEEP_COPY_ALL & ~CopyOp::DEEP_COPY_IMAGES);
+ Texture2D* newTexture = static_cast<Texture2D*>(copyOp(texture));
+ if (!newTexture) {
+ return 0;
+ } else {
+ newTexture->setImage(newImage);
+ return newTexture;
+ }
+ }
+
+ StateSet* TextureUpdateVisitor::cloneStateSet(const StateSet* stateSet)
+ {
+ typedef std::pair<int, Texture2D*> Tex2D;
+ vector<Tex2D> newTextures;
+ StateSet* result = 0;
+
+ if (!stateSet)
+ return 0;
+ int numUnits = stateSet->getTextureAttributeList().size();
+ if (numUnits > 0) {
+ for (int i = 0; i < numUnits; ++i) {
+ const StateAttribute* attr
+ = stateSet->getTextureAttribute(i, StateAttribute::TEXTURE);
+ Texture2D* newTexture = textureReplace(i, attr);
+ if (newTexture)
+ newTextures.push_back(Tex2D(i, newTexture));
+ }
+ if (!newTextures.empty()) {
+ result = static_cast<StateSet*>(stateSet->clone(CopyOp()));
+ for (vector<Tex2D>::iterator i = newTextures.begin();
+ i != newTextures.end();
+ ++i) {
+ result->setTextureAttribute(i->first, i->second);
+ }
+ }
+ }
+ return result;
+ }
+
+ UserDataCopyVisitor::UserDataCopyVisitor() :
+ NodeVisitor(NodeVisitor::NODE_VISITOR,
+ NodeVisitor::TRAVERSE_ALL_CHILDREN)
+ {
+ }
+
+ void UserDataCopyVisitor::apply(Node& node)
+ {
+ ref_ptr<SGSceneUserData> userData;
+ userData = SGSceneUserData::getSceneUserData(&node);
+ if (userData.valid()) {
+ SGSceneUserData* newUserData = new SGSceneUserData(*userData);
+ newUserData->setVelocity(0);
+ node.setUserData(newUserData);
+ }
+ node.traverse(*this);
+ }
+
+ namespace
+ {
+ class MakeEffectVisitor : public SplicingVisitor
+ {
+ public:
+ typedef std::map<string, SGPropertyNode_ptr> EffectMap;
+ using SplicingVisitor::apply;
+ MakeEffectVisitor(const osgDB::ReaderWriter::Options* options = 0)
+ : _options(options)
+ {
+ }
+ virtual void apply(osg::Group& node);
+ virtual void apply(osg::Geode& geode);
+ EffectMap& getEffectMap() { return _effectMap; }
+ const EffectMap& getEffectMap() const { return _effectMap; }
+ void setDefaultEffect(SGPropertyNode* effect)
+ {
+ _currentEffectParent = effect;
+ }
+ SGPropertyNode* getDefaultEffect() { return _currentEffectParent; }
+ protected:
+ EffectMap _effectMap;
+ SGPropertyNode_ptr _currentEffectParent;
+ osg::ref_ptr<const osgDB::ReaderWriter::Options> _options;
+ };
+
+ void MakeEffectVisitor::apply(osg::Group& node)
+ {
+ SGPropertyNode_ptr savedEffectRoot;
+ const string& nodeName = node.getName();
+ bool restoreEffect = false;
+ if (!nodeName.empty()) {
+ EffectMap::iterator eitr = _effectMap.find(nodeName);
+ if (eitr != _effectMap.end()) {
+ savedEffectRoot = _currentEffectParent;
+ _currentEffectParent = eitr->second;
+ restoreEffect = true;
+ }
+ }
+ SplicingVisitor::apply(node);
+ // If a new node was created, copy the user data too.
+ ref_ptr<SGSceneUserData> userData = SGSceneUserData::getSceneUserData(&node);
+ if (userData.valid() && _childStack.back().back().get() != &node)
+ _childStack.back().back()->setUserData(new SGSceneUserData(*userData));
+ if (restoreEffect)
+ _currentEffectParent = savedEffectRoot;
+ }
+
+ void MakeEffectVisitor::apply(osg::Geode& geode)
+ {
+ if (pushNode(getNewNode(geode)))
+ return;
+ osg::StateSet* ss = geode.getStateSet();
+ if (!ss) {
+ pushNode(&geode);
+ return;
+ }
+ SGPropertyNode_ptr ssRoot = new SGPropertyNode;
+ makeParametersFromStateSet(ssRoot, ss);
+ SGPropertyNode_ptr effectRoot = new SGPropertyNode;
+ effect::mergePropertyTrees(effectRoot, ssRoot, _currentEffectParent);
+ Effect* effect = makeEffect(effectRoot, true, _options);
+ EffectGeode* eg = dynamic_cast<EffectGeode*>(&geode);
+ if (eg) {
+ eg->setEffect(effect);
+ } else {
+ eg = new EffectGeode;
+ eg->setEffect(effect);
+ ref_ptr<SGSceneUserData> userData = SGSceneUserData::getSceneUserData(&geode);
+ if (userData.valid())
+ eg->setUserData(new SGSceneUserData(*userData));
+ for (int i = 0; i < geode.getNumDrawables(); ++i)
+ eg->addDrawable(geode.getDrawable(i));
+ }
+ pushResultNode(&geode, eg);
+
+ }
+
+ }
+
+ namespace
+ {
+ class DefaultEffect : public simgear::Singleton<DefaultEffect>
+ {
+ public:
+ DefaultEffect()
+ {
+ _effect = new SGPropertyNode;
+ makeChild(_effect.ptr(), "inherits-from")
+ ->setStringValue("Effects/model-default");
+ }
+ virtual ~DefaultEffect() {}
+ SGPropertyNode* getEffect() { return _effect.ptr(); }
+ protected:
+ SGPropertyNode_ptr _effect;
+ };
+ }
+
+ ref_ptr<Node> instantiateEffects(osg::Node* modelGroup,
+ PropertyList& effectProps,
+ const osgDB::ReaderWriter::Options* options)
+ {
+ SGPropertyNode_ptr defaultEffectPropRoot;
+ MakeEffectVisitor visitor(options);
+ MakeEffectVisitor::EffectMap& emap = visitor.getEffectMap();
+ for (PropertyList::iterator itr = effectProps.begin(),
+ end = effectProps.end();
+ itr != end;
+ ++itr)
+ {
+ SGPropertyNode_ptr configNode = *itr;
+ std::vector<SGPropertyNode_ptr> objectNames =
+ configNode->getChildren("object-name");
+ SGPropertyNode* defaultNode = configNode->getChild("default");
+ if (defaultNode && defaultNode->getValue<bool>())
+ defaultEffectPropRoot = configNode;
+ BOOST_FOREACH(SGPropertyNode_ptr objNameNode, objectNames) {
+ emap.insert(make_pair(objNameNode->getStringValue(), configNode));
+ }
+ configNode->removeChild("default");
+ configNode->removeChildren("object-name");
+ }
+ if (!defaultEffectPropRoot)
+ defaultEffectPropRoot = DefaultEffect::instance()->getEffect();
+ visitor.setDefaultEffect(defaultEffectPropRoot.ptr());
+ modelGroup->accept(visitor);
+ osg::NodeList& result = visitor.getResults();
+ return ref_ptr<Node>(result[0].get());
+ }
+ }
// end of model.cxx
#include <simgear/math/sg_random.h>
#include <simgear/misc/sg_path.hxx>
#include <simgear/misc/PathOptions.hxx>
+ #include <simgear/props/props.hxx>
#include <simgear/scene/model/model.hxx>
#include <simgear/scene/util/StateAttributeFactory.hxx>
#include <simgear/scene/util/SGUpdateVisitor.hxx>
using namespace simgear;
using namespace osg;
- typedef std::map<std::string, osg::ref_ptr<osg::StateSet> > StateSetMap;
+ namespace
+ {
+ typedef std::map<std::string, osg::ref_ptr<Effect> > EffectMap;
+ EffectMap effectMap;
+ }
- StateSetMap cloudTextureMap;
double SGNewCloud::sprite_density = 1.0;
- static char vertexShaderSource[] =
- "#version 120\n"
- "\n"
- "varying float fogFactor;\n"
- "attribute vec3 usrAttr1;\n"
- "attribute vec3 usrAttr2;\n"
- "float textureIndexX = usrAttr1.r;\n"
- "float textureIndexY = usrAttr1.g;\n"
- "float wScale = usrAttr1.b;\n"
- "float hScale = usrAttr2.r;\n"
- "float shade = usrAttr2.g;\n"
- "float cloud_height = usrAttr2.b;\n"
- "void main(void)\n"
- "{\n"
- " gl_TexCoord[0] = gl_MultiTexCoord0 + vec4(textureIndexX, textureIndexY, 0.0, 0.0);\n"
- " vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);\n"
- " vec4 l = gl_ModelViewMatrixInverse * vec4(0.0,0.0,1.0,1.0);\n"
- " vec3 u = normalize(ep.xyz - l.xyz);\n"
- // Find a rotation matrix that rotates 1,0,0 into u. u, r and w are
- // the columns of that matrix.
- " vec3 absu = abs(u);\n"
- " vec3 r = normalize(vec3(-u.y, u.x, 0));\n"
- " vec3 w = cross(u, r);\n"
- // Do the matrix multiplication by [ u r w pos]. Assume no
- // scaling in the homogeneous component of pos.
- " gl_Position = vec4(0.0, 0.0, 0.0, 1.0);\n"
- " gl_Position.xyz = gl_Vertex.x * u;\n"
- " gl_Position.xyz += gl_Vertex.y * r * wScale;\n"
- " gl_Position.xyz += gl_Vertex.z * w * hScale;\n"
- " gl_Position.xyz += gl_Color.xyz;\n"
- // Determine a lighting normal based on the vertex position from the
- // center of the cloud, so that sprite on the opposite side of the cloud to the sun are darker.
- " float n = dot(normalize(- gl_LightSource[0].position.xyz), normalize(mat3x3(gl_ModelViewMatrix) * (- gl_Position.xyz)));\n"
- // Determine the position - used for fog and shading calculations
- " vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Position);\n"
- " float fogCoord = abs(ecPosition.z);\n"
- " float fract = smoothstep(0.0, cloud_height, gl_Position.z + cloud_height);\n"
- // Final position of the sprite
- " gl_Position = gl_ModelViewProjectionMatrix * gl_Position;\n"
- // Determine the shading of the sprite based on its vertical position and position relative to the sun.
- " n = min(smoothstep(-0.5, 0.0, n), fract);\n"
- // Determine the shading based on a mixture from the backlight to the front
- " vec4 backlight = gl_LightSource[0].diffuse * shade;\n"
- " gl_FrontColor = mix(backlight, gl_LightSource[0].diffuse, n);\n"
- " gl_FrontColor += gl_FrontLightModelProduct.sceneColor;\n"
- // As we get within 100m of the sprite, it is faded out. Equally at large distances it also fades out.
- " gl_FrontColor.a = min(smoothstep(10.0, 100.0, fogCoord), 1 - smoothstep(15000.0, 20000.0, fogCoord));\n"
- " gl_BackColor = gl_FrontColor;\n"
- // Fog doesn't affect clouds as much as other objects.
- " fogFactor = exp( -gl_Fog.density * fogCoord * 0.5);\n"
- " fogFactor = clamp(fogFactor, 0.0, 1.0);\n"
- "}\n";
-
- static char fragmentShaderSource[] =
- "uniform sampler2D baseTexture; \n"
- "varying float fogFactor;\n"
- "\n"
- "void main(void)\n"
- "{\n"
- " vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);\n"
- " vec4 finalColor = base * gl_Color;\n"
- " gl_FragColor.rgb = mix(gl_Fog.color.rgb, finalColor.rgb, fogFactor );\n"
- " gl_FragColor.a = mix(0.0, finalColor.a, fogFactor);\n"
- "}\n";
SGNewCloud::SGNewCloud(string type,
const SGPath &tex_path,
texture(tex),
name(type)
{
- // Create a new StateSet for the texture, if required.
- StateSetMap::iterator iter = SGCloudField::cloudTextureMap.find(texture);
-
- if (iter == SGCloudField::cloudTextureMap.end()) {
- stateSet = new osg::StateSet;
-
- osg::ref_ptr<osgDB::ReaderWriter::Options> options = makeOptionsFromPath(tex_path);
-
- osg::Texture2D *tex = new osg::Texture2D;
- tex->setWrap( osg::Texture2D::WRAP_S, osg::Texture2D::CLAMP );
- tex->setWrap( osg::Texture2D::WRAP_T, osg::Texture2D::CLAMP );
- tex->setImage(osgDB::readImageFile(texture, options.get()));
-
- StateAttributeFactory* attribFactory = StateAttributeFactory::instance();
-
- stateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON);
- stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
-
- // Fog handling
- stateSet->setAttributeAndModes(attribFactory->getSmoothShadeModel());
- stateSet->setAttributeAndModes(attribFactory->getStandardBlendFunc());
-
- stateSet->setTextureAttributeAndModes(0, tex, osg::StateAttribute::ON );
- stateSet->setRenderBinDetails(osg::StateSet::TRANSPARENT_BIN, "DepthSortedBin");
- // Turn off z buffer writes. Standard hack for
- // semi-transparent geometry to avoid sorting / flickering
- // artifacts.
- stateSet->setAttributeAndModes(attribFactory->getDepthWritesDisabled());
- static ref_ptr<AlphaFunc> alphaFunc;
- static ref_ptr<Program> program;
- static ref_ptr<Uniform> baseTextureSampler;
- static ref_ptr<Material> material;
-
- // Generate the shader etc, if we don't already have one.
- if (!program.valid()) {
- alphaFunc = new AlphaFunc;
- alphaFunc->setFunction(AlphaFunc::GREATER,0.01f);
- program = new Program;
- baseTextureSampler = new osg::Uniform("baseTexture", 0);
- Shader* vertex_shader = new Shader(Shader::VERTEX, vertexShaderSource);
- program->addShader(vertex_shader);
- program->addBindAttribLocation("usrAttr1", CloudShaderGeometry::USR_ATTR_1);
- program->addBindAttribLocation("usrAttr2", CloudShaderGeometry::USR_ATTR_2);
- Shader* fragment_shader = new Shader(Shader::FRAGMENT, fragmentShaderSource);
- program->addShader(fragment_shader);
- material = new Material;
- // DonĀ“t track vertex color
- material->setColorMode(Material::OFF);
-
- // We don't actually use the material information either - see shader.
- material->setAmbient(Material::FRONT_AND_BACK,
- Vec4(0.5f, 0.5f, 0.5f, 1.0f));
- material->setDiffuse(Material::FRONT_AND_BACK,
- Vec4(0.5f, 0.5f, 0.5f, 1.0f));
- }
-
- stateSet->setAttributeAndModes(alphaFunc.get());
- stateSet->setAttribute(program.get());
- stateSet->addUniform(baseTextureSampler.get());
- stateSet->setMode(GL_VERTEX_PROGRAM_TWO_SIDE, StateAttribute::ON);
- stateSet->setAttribute(material.get());
-
- // Add the newly created texture to the map for use later.
- SGCloudField::cloudTextureMap.insert(StateSetMap::value_type(texture, stateSet));
+ // Create a new Effect for the texture, if required.
+ EffectMap::iterator iter = effectMap.find(texture);
+ if (iter == effectMap.end()) {
+ SGPropertyNode_ptr pcloudEffect = new SGPropertyNode;
+ makeChild(pcloudEffect, "inherits-from")->setValue("Effects/cloud");
+ setValue(makeChild(makeChild(makeChild(pcloudEffect, "parameters"),
+ "texture"),
+ "image"),
+ texture);
+ osg::ref_ptr<osgDB::ReaderWriter::Options> options
+ = makeOptionsFromPath(tex_path);
+ if ((effect = makeEffect(pcloudEffect, true, options)))
+ effectMap.insert(EffectMap::value_type(texture, effect));
} else {
- stateSet = iter->second.get();
+ effect = iter->second.get();
}
-
- quad = createOrthQuad(min_sprite_width, min_sprite_height, num_textures_x, num_textures_y);
+ quad = createOrthQuad(min_sprite_width, min_sprite_height,
+ num_textures_x, num_textures_y);
}
SGNewCloud::~SGNewCloud() {
}
#endif
- osg::ref_ptr<Geode> SGNewCloud::genCloud() {
+ osg::ref_ptr<EffectGeode> SGNewCloud::genCloud() {
- osg::ref_ptr<osg::Geode> geode = new Geode;
+ osg::ref_ptr<EffectGeode> geode = new EffectGeode;
CloudShaderGeometry* sg = new CloudShaderGeometry(num_textures_x, num_textures_y, max_width, max_height);
// The value is squared as we use vector calculations.
float cull_distance_squared = min_sprite_height * min_sprite_height * 0.1f;
- // The number of sprites we actually used is a function of the (user-controlled) density
- int n_sprites = num_sprites * sprite_density;
+ // The number of sprites we actually use is a function of the (user-controlled) density
+ int n_sprites = num_sprites * sprite_density * (0.5 + sg_random());
for (int i = 0; i < n_sprites; i++)
{
// Determine the position of the sprite. Rather than being completely random,
// we place them on the surface of a distorted sphere. However, we place
- // the first and second sprites on the top and bottom, and the third in the
- // center of the sphere (and at maximum size) to ensure good coverage and
- // reduce the chance of there being "holes" in our cloud.
+ // the first sprite in the center of the sphere (and at maximum size) to
+ // ensure good coverage and reduce the chance of there being "holes" in our
+
float x, y, z;
-
+
if (i == 0) {
- x = 0;
- y = 0;
- z = height * 0.5f;
- } else if (i == 1) {
- x = 0;
- y = 0;
- z = - height * 0.5f;
- } else if (i == 2) {
x = 0;
y = 0;
z = 0;
double elev = sg_random() * SGD_PI;
x = width * cos(theta) * 0.5f * sin(elev);
y = width * sin(theta) * 0.5f * sin(elev);
- z = height * cos(elev) * 0.5f;
+ z = height * cos(elev) * 0.5f;
}
- SGVec3f *pos = new SGVec3f(x, y, z);
-
- // Determine the height and width as scaling factors on the minimum size (used to create the quad).
+ // Determine the height and width as scaling factors on the minimum size (used to create the quad)
float sprite_width = 1.0f + sg_random() * (max_sprite_width - min_sprite_width) / min_sprite_width;
float sprite_height = 1.0f + sg_random() * (max_sprite_height - min_sprite_height) / min_sprite_height;
-
- if (i == 2) {
+
+ // Sprites are never taller than square.
+ if (sprite_height * min_sprite_height > sprite_width * min_sprite_width)
+ {
+ sprite_height = sprite_width * min_sprite_width / min_sprite_height;
+ }
+
+ if (i == 0) {
// The center sprite is always maximum size to fill up any holes.
sprite_width = 1.0f + (max_sprite_width - min_sprite_width) / min_sprite_width;
sprite_height = 1.0f + (max_sprite_height - min_sprite_height) / min_sprite_height;
}
-
- // Determine the sprite texture indexes;
+
+ // Determine the sprite texture indexes.
int index_x = (int) floor(sg_random() * num_textures_x);
if (index_x == num_textures_x) { index_x--; }
-
- int index_y = (int) floor(sg_random() * num_textures_y);
+
+ // The y index depends on the positing of the sprite within the cloud.
+ // This allows cloud designers to have particular sprites for the base
+ // and tops of the cloud.
+ int index_y = (int) floor((z / height + 0.5f) * num_textures_y);
if (index_y == num_textures_y) { index_y--; }
- sg->addSprite(*pos,
+ sg->addSprite(SGVec3f(x, y, z),
index_x,
index_y,
sprite_width,
sg->setGeometry(quad);
geode->addDrawable(sg);
geode->setName("3D cloud");
- geode->setStateSet(stateSet.get());
+ geode->setEffect(effect.get());
return geode;
}