// scenery.cxx -- data structures and routines for managing scenery. // // Written by Curtis Olson, started May 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. // // $Id$ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include
#include #include
#include "scenery.hxx" #include "terrain_stg.hxx" #ifdef ENABLE_GDAL #include "terrain_pgt.hxx" #endif using namespace flightgear; using namespace simgear; class FGGroundPickCallback : public SGPickCallback { public: FGGroundPickCallback() : SGPickCallback(PriorityScenery) { } virtual bool buttonPressed( int button, const osgGA::GUIEventAdapter&, const Info& info ) { // only on left mouse button if (button != 0) return false; SGGeod geod = SGGeod::fromCart(info.wgs84); SG_LOG( SG_TERRAIN, SG_INFO, "Got ground pick at " << geod ); SGPropertyNode *c = fgGetNode("/sim/input/click", true); c->setDoubleValue("longitude-deg", geod.getLongitudeDeg()); c->setDoubleValue("latitude-deg", geod.getLatitudeDeg()); c->setDoubleValue("elevation-m", geod.getElevationM()); c->setDoubleValue("elevation-ft", geod.getElevationFt()); fgSetBool("/sim/signals/click", 1); return true; } }; class FGSceneryIntersect : public osg::NodeVisitor { public: FGSceneryIntersect(const SGLineSegmentd& lineSegment, const osg::Node* skipNode) : osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN), _lineSegment(lineSegment), _skipNode(skipNode), _material(0), _haveHit(false) { } bool getHaveHit() const { return _haveHit; } const SGLineSegmentd& getLineSegment() const { return _lineSegment; } const simgear::BVHMaterial* getMaterial() const { return _material; } virtual void apply(osg::Node& node) { if (&node == _skipNode) return; if (!testBoundingSphere(node.getBound())) return; addBoundingVolume(node); } virtual void apply(osg::Group& group) { if (&group == _skipNode) return; if (!testBoundingSphere(group.getBound())) return; traverse(group); addBoundingVolume(group); } virtual void apply(osg::Transform& transform) { handleTransform(transform); } virtual void apply(osg::Camera& camera) { if (camera.getRenderOrder() != osg::Camera::NESTED_RENDER) return; handleTransform(camera); } virtual void apply(osg::CameraView& transform) { handleTransform(transform); } virtual void apply(osg::MatrixTransform& transform) { handleTransform(transform); } virtual void apply(osg::PositionAttitudeTransform& transform) { handleTransform(transform); } private: void handleTransform(osg::Transform& transform) { if (&transform == _skipNode) return; // Hmm, may be this needs to be refined somehow ... if (transform.getReferenceFrame() != osg::Transform::RELATIVE_RF) return; if (!testBoundingSphere(transform.getBound())) return; osg::Matrix inverseMatrix; if (!transform.computeWorldToLocalMatrix(inverseMatrix, this)) return; osg::Matrix matrix; if (!transform.computeLocalToWorldMatrix(matrix, this)) return; SGLineSegmentd lineSegment = _lineSegment; bool haveHit = _haveHit; const simgear::BVHMaterial* material = _material; _haveHit = false; _lineSegment = lineSegment.transform(SGMatrixd(inverseMatrix.ptr())); addBoundingVolume(transform); traverse(transform); if (_haveHit) { _lineSegment = _lineSegment.transform(SGMatrixd(matrix.ptr())); } else { _lineSegment = lineSegment; _material = material; _haveHit = haveHit; } } simgear::BVHNode* getNodeBoundingVolume(osg::Node& node) { SGSceneUserData* userData = SGSceneUserData::getSceneUserData(&node); if (!userData) return 0; return userData->getBVHNode(); } void addBoundingVolume(osg::Node& node) { simgear::BVHNode* bvNode = getNodeBoundingVolume(node); if (!bvNode) return; // Find ground intersection on the bvh nodes simgear::BVHLineSegmentVisitor lineSegmentVisitor(_lineSegment, 0/*startTime*/); bvNode->accept(lineSegmentVisitor); if (!lineSegmentVisitor.empty()) { _lineSegment = lineSegmentVisitor.getLineSegment(); _material = lineSegmentVisitor.getMaterial(); _haveHit = true; } } bool testBoundingSphere(const osg::BoundingSphere& bound) const { if (!bound.valid()) return false; SGSphered sphere(toVec3d(toSG(bound._center)), bound._radius); return intersects(_lineSegment, sphere); } SGLineSegmentd _lineSegment; const osg::Node* _skipNode; const simgear::BVHMaterial* _material; bool _haveHit; }; class FGScenery::TextureCacheListener : public SGPropertyChangeListener { protected: const char* root_node_path = "/sim/rendering/texture-cache"; public: TextureCacheListener() { SGPropertyNode_ptr textureCacheNode = fgGetNode(root_node_path, true); setupPropertyListener(textureCacheNode, "cache-enabled"); setupPropertyListener(textureCacheNode, "compress-transparent"); setupPropertyListener(textureCacheNode, "compress-solid"); setupPropertyListener(textureCacheNode, "compress"); } ~TextureCacheListener() { SGPropertyNode_ptr maskNode = fgGetNode(root_node_path); for (int i = 0; i < maskNode->nChildren(); ++i) { maskNode->getChild(i)->removeChangeListener(this); } } void setupPropertyListener(SGPropertyNode_ptr textureCacheNode, const char *node) { textureCacheNode->getChild(node, 0, true)->addChangeListener(this, true); } virtual void valueChanged(SGPropertyNode * node) { bool b = node->getBoolValue(); std::string name(node->getNameString()); if (name == "cache-enabled") { SGSceneFeatures::instance()->setTextureCacheActive(b); } else if (name == "compress-transparent" || name == "compress") { SGSceneFeatures::instance()->setTextureCacheCompressionActiveTransparent(b); } else if (name == "compress-solid" || name == "compress") { SGSceneFeatures::instance()->setTextureCacheCompressionActive(b); } } }; class FGScenery::ElevationMeshListener : public SGPropertyChangeListener { protected: const char* root_node_path = "/scenery/elevation-mesh"; const char* lod_node_path = "/sim/rendering/static-lod"; public: ElevationMeshListener() { SGPropertyNode_ptr elevationMeshNode = fgGetNode(root_node_path, true); setupPropertyListener(elevationMeshNode, "constraint-gap-m"); setupPropertyListener(elevationMeshNode, "lod-range-factor"); setupPropertyListener(elevationMeshNode, "sample-ratio"); setupPropertyListener(elevationMeshNode, "vertical-scale"); setupPropertyListener(elevationMeshNode, "separate-water-mesh"); // We also need to set the maximum range based on the LOD ranges SGPropertyNode_ptr lodNode = fgGetNode(lod_node_path, true); setupPropertyListener(lodNode, "detailed"); setupPropertyListener(lodNode, "rough-delta"); setupPropertyListener(lodNode, "bare-delta"); } ~ElevationMeshListener() { SGPropertyNode_ptr node = fgGetNode(root_node_path); for (int i = 0; i < node->nChildren(); ++i) { node->getChild(i)->removeChangeListener(this); } } void setupPropertyListener(SGPropertyNode_ptr elevationMeshNode, const char *node) { elevationMeshNode->getChild(node, 0, true)->addChangeListener(this, true); } virtual void valueChanged(SGPropertyNode * node) { float f = node->getFloatValue(); bool b = node->getBoolValue(); std::string name(node->getNameString()); if (name == "constraint-gap-m") { SGSceneFeatures::instance()->setVPBConstraintGap(f); } else if (name == "sample-ratio") { SGSceneFeatures::instance()->setVPBSampleRatio(f); } else if (name == "vertical-scale") { SGSceneFeatures::instance()->setVPBVerticalScale(f); } else if (name == "separate-water-mesh") { SGSceneFeatures::instance()->setVPBSeparateWaterMesh(b); } else { SG_LOG(SG_TERRAIN, SG_ALERT, "Unexpected property in listener " << node->getPath()); } } }; class FGScenery::ScenerySwitchListener : public SGPropertyChangeListener { public: ScenerySwitchListener(FGScenery* scenery) : _scenery(scenery) { SGPropertyNode_ptr maskNode = fgGetNode("/sim/rendering/draw-mask", true); maskNode->getChild("terrain", 0, true)->addChangeListener(this, true); maskNode->getChild("models", 0, true)->addChangeListener(this, true); maskNode->getChild("aircraft", 0, true)->addChangeListener(this, true); maskNode->getChild("clouds", 0, true)->addChangeListener(this, true); // legacy compatability option fgGetNode("/sim/rendering/draw-otw")->addChangeListener(this); // badly named property, this is what is set by --enable/disable-clouds fgGetNode("/environment/clouds/status")->addChangeListener(this); auto vpb_active = fgGetNode("/scenery/use-vpb"); if (vpb_active) { vpb_active->addChangeListener(this); SGSceneFeatures::instance()->setVPBActive(vpb_active->getBoolValue()); } } ~ScenerySwitchListener() { SGPropertyNode_ptr maskNode = fgGetNode("/sim/rendering/draw-mask"); for (int i=0; i < maskNode->nChildren(); ++i) { maskNode->getChild(i)->removeChangeListener(this); } fgGetNode("/sim/rendering/draw-otw")->removeChangeListener(this); fgGetNode("/environment/clouds/status")->removeChangeListener(this); fgGetNode("/scenery/use-vpb")->removeChangeListener(this); } virtual void valueChanged (SGPropertyNode * node) { bool b = node->getBoolValue(); std::string name(node->getNameString()); if (name == "use-vpb") { SGSceneFeatures::instance()->setVPBActive(b); } else if (name == "terrain") { _scenery->scene_graph->setChildValue(_scenery->terrain_branch, b); } else if (name == "models") { _scenery->scene_graph->setChildValue(_scenery->models_branch, b); } else if (name == "aircraft") { _scenery->scene_graph->setChildValue(_scenery->aircraft_branch, b); } else if (name == "clouds") { // clouds live elsewhere in the scene, but we handle them here globals->get_renderer()->getSky()->set_clouds_enabled(b); } else if (name == "draw-otw") { // legacy setting but let's keep it working fgGetNode("/sim/rendering/draw-mask")->setBoolValue("terrain", b); fgGetNode("/sim/rendering/draw-mask")->setBoolValue("models", b); } else if (name == "status") { fgGetNode("/sim/rendering/draw-mask")->setBoolValue("clouds", b); } } private: FGScenery* _scenery; }; //////////////////////////////////////////////////////////////////////////// // Scenery Management system FGScenery::FGScenery() : _listener(nullptr), _textureCacheListener(nullptr), _elevationMeshListener(nullptr) { // keep reference to pager singleton, so it cannot be destroyed while FGScenery lives _pager = FGScenery::getPagerSingleton(); // Initialise the state of the scene graph. _inited = false; } FGScenery::~FGScenery() { delete _listener; delete _textureCacheListener; } // Initialize the Scenery Management system void FGScenery::init() { // Already set up. if (_inited) return; // Scene graph root scene_graph = new osg::Switch; scene_graph->setName( "FGScenery" ); // Terrain branch terrain_branch = new osg::Group; terrain_branch->setName( "Terrain" ); scene_graph->addChild( terrain_branch.get() ); SGSceneUserData* userData; userData = SGSceneUserData::getOrCreateSceneUserData(terrain_branch.get()); userData->setPickCallback(new FGGroundPickCallback); models_branch = new osg::Group; models_branch->setName( "Models" ); scene_graph->addChild( models_branch.get() ); aircraft_branch = new osg::Group; aircraft_branch->setName( "Aircraft" ); scene_graph->addChild( aircraft_branch.get() ); // choosing to make the interior branch a child of the main // aircraft group, for the moment. This simplifes places which // assume all aircraft elements are within this group - principally // FGODGuage::set_aircraft_texture. interior_branch = new osg::Group; interior_branch->setName( "Interior" ); osg::LOD* interiorLOD = new osg::LOD; interiorLOD->addChild(interior_branch.get(), 0.0, 50.0); aircraft_branch->addChild( interiorLOD ); // Set up the particle system as a directly accessible branch of the scene graph. auto paricles = simgear::ParticlesGlobalManager::instance(); particles_branch = paricles->getCommonRoot(); particles_branch->setName("Particles"); scene_graph->addChild(particles_branch.get()); paricles->setSwitchNode(fgGetNode("/sim/rendering/particles", true)); paricles->initFromMainThread(); // Set up the precipitation system. precipitation_branch = new osg::Group; precipitation_branch->setName("Precipitation"); scene_graph->addChild(precipitation_branch.get()); // initialize the terrian based on selected engine std::string engine = fgGetString("/sim/scenery/engine", "tilecache" ); SG_LOG( SG_TERRAIN, SG_INFO, "Selected scenery is " << engine ); if ( engine == "pagedLOD" ) { #ifdef ENABLE_GDAL _terrain.reset(new FGPgtTerrain); #else _terrain.reset(new FGStgTerrain); #endif } else { _terrain.reset(new FGStgTerrain); } _terrain->init( terrain_branch.get() ); _listener = new ScenerySwitchListener(this); _textureCacheListener = new TextureCacheListener(); _elevationMeshListener = new ElevationMeshListener(); // Toggle the setup flag. _inited = true; } void FGScenery::reinit() { flightgear::addSentryBreadcrumb("reloading scenery", "info"); fgSetBool("/sim/rendering/scenery-reload-required", false); _terrain->reinit(); } void FGScenery::shutdown() { _terrain->shutdown(); scene_graph = NULL; terrain_branch = NULL; models_branch = NULL; aircraft_branch = NULL; particles_branch = NULL; precipitation_branch = NULL; _terrain.reset(); // Toggle the setup flag. _inited = false; simgear::ParticlesGlobalManager::clear(); } void FGScenery::update(double dt) { _terrain->update(dt); } void FGScenery::bind() { } void FGScenery::unbind() { } bool FGScenery::get_cart_elevation_m(const SGVec3d& pos, double max_altoff, double& alt, const simgear::BVHMaterial** material, const osg::Node* butNotFrom) { return _terrain->get_cart_elevation_m(pos, max_altoff, alt, material, butNotFrom); } bool FGScenery::get_elevation_m(const SGGeod& geod, double& alt, const simgear::BVHMaterial** material, const osg::Node* butNotFrom) { return _terrain->get_elevation_m( geod, alt, material, butNotFrom ); } bool FGScenery::get_cart_ground_intersection(const SGVec3d& pos, const SGVec3d& dir, SGVec3d& nearestHit, const osg::Node* butNotFrom) { return _terrain->get_cart_ground_intersection( pos, dir, nearestHit, butNotFrom ); } bool FGScenery::scenery_available(const SGGeod& position, double range_m) { return _terrain->scenery_available( position, range_m ); } bool FGScenery::schedule_scenery(const SGGeod& position, double range_m, double duration) { return _terrain->schedule_scenery( position, range_m, duration ); } void FGScenery::materialLibChanged() { _terrain->materialLibChanged(); } static osg::ref_ptr pager; SceneryPager* FGScenery::getPagerSingleton() { if (!pager) pager = new SceneryPager; return pager.get(); } void FGScenery::resetPagerSingleton() { pager = NULL; } // Register the subsystem. SGSubsystemMgr::Registrant registrantFGScenery( SGSubsystemMgr::DISPLAY, {{"FGRenderer", SGSubsystemMgr::Dependency::NONSUBSYSTEM_HARD}, {"SGSky", SGSubsystemMgr::Dependency::NONSUBSYSTEM_HARD}});