Rewrite ShaderGeometry to use display lists and OSG primitives.

Based on a patch from Yon Uriarte.

Eliminate _trees list from ShaderGeometry

Use the position and scale values that are already available.
This commit is contained in:
Tim Moore
2009-01-21 22:20:03 +01:00
parent 1a8fd62680
commit 3c74fea087
3 changed files with 52 additions and 70 deletions

View File

@@ -25,35 +25,52 @@
#include "ShaderGeometry.hxx"
#include <algorithm>
using namespace osg;
using namespace osgDB;
namespace simgear
{
void ShaderGeometry::drawImplementation(RenderInfo& renderInfo) const
void ShaderGeometry::addTree(const TreeBin::Tree& t)
{
osg::State& state = *renderInfo.getState();
const Extensions* extensions = getExtensions(state.getContextID(),true);
for(TreeBin::TreeList::const_iterator t = _trees.begin(); t != _trees.end(); ++t)
{
extensions->glVertexAttrib1f(1, (float) t->texture_index/varieties);
glColor4f(t->position.x(), t->position.y(), t->position.z(), t->scale);
_geometry->draw(renderInfo);
if (!getVertexArray()) {
setVertexData(_geometry->getVertexData());
setNormalData(_geometry->getNormalData());
setTexCoordData(0, _geometry->getTexCoordData(0));
setColorArray(new Vec4Array());
setColorBinding(Geometry::BIND_PER_PRIMITIVE_SET);
setVertexAttribArray(1, new FloatArray());
setVertexAttribBinding(1, Geometry::BIND_PER_PRIMITIVE_SET);
}
Geometry::PrimitiveSetList& modelSets = _geometry->getPrimitiveSetList();
size_t numSets = modelSets.size();
Vec4Array *colors = static_cast<Vec4Array*>(getColorArray());
FloatArray *vertexAttribs
= static_cast<FloatArray*>(getVertexAttribArray(1));
colors->insert(colors->end(), numSets, Vec4(t.position.osg(), t.scale));
vertexAttribs->insert(vertexAttribs->end(), numSets,
(float)t.texture_index / varieties);
_primitives.insert(_primitives.end(), modelSets.begin(), modelSets.end());
dirtyDisplayList();
dirtyBound();
}
BoundingBox ShaderGeometry::computeBound() const
{
BoundingBox geom_box = _geometry->getBound();
BoundingBox bb;
for(TreeBin::TreeList::const_iterator itr = _trees.begin();
itr != _trees.end();
++itr) {
bb.expandBy(geom_box.corner(0)*itr->scale +
osg::Vec3( itr->position.x(), itr->position.y(), itr->position.z() ));
bb.expandBy(geom_box.corner(7)*itr->scale +
osg::Vec3( itr->position.x(), itr->position.y(), itr->position.z() ));
unsigned numSets = _geometry->getNumPrimitiveSets();
const Vec4Array* posScales = static_cast<const Vec4Array*>(getColorArray());
if (!posScales)
return bb;
size_t numPosScales = posScales->size();
for (int i = 0; i < numPosScales; i += numSets) {
const Vec4& posScale((*posScales)[i]);
const float scale = posScale.w();
const Vec3 pos(posScale.x(), posScale.y(), posScale.z());
for (unsigned j = 0; j < 7; ++j)
bb.expandBy(geom_box.corner(j) * scale + pos);
}
return bb;
}
@@ -67,34 +84,11 @@ bool ShaderGeometry_readLocalData(Object& obj, Input& fr)
if ((fr[0].matchWord("geometry"))) {
++fr;
iteratorAdvanced = true;
osg::Drawable* drawable = fr.readDrawable();
osg::Geometry* drawable = dynamic_cast<osg::Geometry*>(fr.readDrawable());
if (drawable) {
geom._geometry = drawable;
}
}
if ((fr.matchSequence("instances %i"))) {
int entry = fr[0].getNoNestedBrackets();
int capacity;
fr[1].getInt(capacity);
geom._trees.reserve(capacity);
fr += 3;
iteratorAdvanced = true;
// skip {
while (!fr.eof() && fr[0].getNoNestedBrackets() > entry) {
SGVec3f v;
int t;
float s;
if (fr[0].getFloat(v.x()) && fr[1].getFloat(v.y())
&& fr[2].getFloat(v.z()) && fr[3].getInt(t) && fr[4].getFloat(s)) {
fr += 4;
//SGVec3f* v = new SGVec3f(v.x(), v.y(), v.z());
//TreeBin::Tree tree = new TreeBin::Tree(v, t, s);
geom._trees.push_back(TreeBin::Tree(v, t, s));
} else {
++fr;
}
}
}
return iteratorAdvanced;
}
@@ -104,18 +98,6 @@ bool ShaderGeometry_writeLocalData(const Object& obj, Output& fw)
fw.indent() << "geometry" << std::endl;
fw.writeObject(*geom._geometry);
fw.indent() << "instances " << geom._trees.size() << std::endl;
fw.indent() << "{" << std::endl;
fw.moveIn();
for (TreeBin::TreeList::const_iterator iter
= geom._trees.begin();
iter != geom._trees.end();
++iter) {
fw.indent() << iter->position.x() << " " << iter->position.y() << " " << iter->position.z() << " "
<< iter->texture_index << " " << iter->scale << std::endl;
}
fw.moveOut();
fw.indent() << "}" << std::endl;
return true;
}
@@ -123,8 +105,9 @@ osgDB::RegisterDotOsgWrapperProxy shaderGeometryProxy
(
new ShaderGeometry,
"ShaderGeometry",
"Object Drawable ShaderGeometry",
"Object Drawable Geometry ShaderGeometry",
&ShaderGeometry_readLocalData,
&ShaderGeometry_writeLocalData
);
}

View File

@@ -37,45 +37,36 @@
namespace simgear
{
class ShaderGeometry : public osg::Drawable
class ShaderGeometry : public osg::Geometry
{
public:
ShaderGeometry()
ShaderGeometry() :
varieties(1)
{
setUseDisplayList(false);
}
ShaderGeometry(int v) :
varieties(v)
{
setUseDisplayList(false);
}
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
ShaderGeometry(const ShaderGeometry& ShaderGeometry,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY):
osg::Drawable(ShaderGeometry,copyop) {}
osg::Geometry(ShaderGeometry,copyop) {}
META_Object(flightgear, ShaderGeometry);
typedef std::vector<osg::Vec4> PositionSizeList;
virtual void drawImplementation(osg::RenderInfo& renderInfo) const;
virtual osg::BoundingBox computeBound() const;
void setGeometry(osg::Drawable* geometry)
void setGeometry(osg::Geometry* geometry)
{
_geometry = geometry;
}
void addTree(TreeBin::Tree tree)
{
_trees.push_back(tree);
}
osg::ref_ptr<osg::Drawable> _geometry;
void addTree(const TreeBin::Tree& tree);
osg::ref_ptr<osg::Geometry> _geometry;
TreeBin::TreeList _trees;
int varieties;
protected:

View File

@@ -128,11 +128,17 @@ osg::Geometry* createOrthQuads(float w, float h, int varieties, const osg::Matri
static char vertexShaderSource[] =
"varying float fogFactor;\n"
#ifndef TSG_PACKED_ATTRIBUTES
"attribute float textureIndex;\n"
#endif
"\n"
"void main(void)\n"
"{\n"
#ifdef TSG_PACKED_ATTRIBUTES
" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
#else
" gl_TexCoord[0] = gl_MultiTexCoord0 + vec4(textureIndex, 0.0, 0.0, 0.0);\n"
#endif
" vec3 position = gl_Vertex.xyz * gl_Color.w + gl_Color.xyz;\n"
" gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);\n"
" vec3 ecPosition = vec3(gl_ModelViewMatrix * vec4(position, 1.0));\n"
@@ -247,7 +253,9 @@ osg::Group* createForest(TreeBin& forest, const osg::Matrix& transform)
baseTextureSampler = new osg::Uniform("baseTexture", 0);
Shader* vertex_shader = new Shader(Shader::VERTEX, vertexShaderSource);
program->addShader(vertex_shader);
#ifndef TSG_PACKED_ATTRIBUTES
program->addBindAttribLocation("textureIndex", 1);
#endif
Shader* fragment_shader = new Shader(Shader::FRAGMENT,
fragmentShaderSource);