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
2009-01-23 19:29:18 +01:00
parent 1a8fd62680
commit 3c74fea087
3 changed files with 52 additions and 70 deletions
+36 -53
View File
@@ -25,35 +25,52 @@
#include "ShaderGeometry.hxx" #include "ShaderGeometry.hxx"
#include <algorithm>
using namespace osg; using namespace osg;
using namespace osgDB; using namespace osgDB;
namespace simgear namespace simgear
{ {
void ShaderGeometry::drawImplementation(RenderInfo& renderInfo) const void ShaderGeometry::addTree(const TreeBin::Tree& t)
{ {
osg::State& state = *renderInfo.getState(); if (!getVertexArray()) {
const Extensions* extensions = getExtensions(state.getContextID(),true); setVertexData(_geometry->getVertexData());
setNormalData(_geometry->getNormalData());
for(TreeBin::TreeList::const_iterator t = _trees.begin(); t != _trees.end(); ++t) setTexCoordData(0, _geometry->getTexCoordData(0));
{ setColorArray(new Vec4Array());
extensions->glVertexAttrib1f(1, (float) t->texture_index/varieties); setColorBinding(Geometry::BIND_PER_PRIMITIVE_SET);
glColor4f(t->position.x(), t->position.y(), t->position.z(), t->scale); setVertexAttribArray(1, new FloatArray());
_geometry->draw(renderInfo); 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 ShaderGeometry::computeBound() const
{ {
BoundingBox geom_box = _geometry->getBound(); BoundingBox geom_box = _geometry->getBound();
BoundingBox bb; BoundingBox bb;
for(TreeBin::TreeList::const_iterator itr = _trees.begin(); unsigned numSets = _geometry->getNumPrimitiveSets();
itr != _trees.end(); const Vec4Array* posScales = static_cast<const Vec4Array*>(getColorArray());
++itr) { if (!posScales)
bb.expandBy(geom_box.corner(0)*itr->scale + return bb;
osg::Vec3( itr->position.x(), itr->position.y(), itr->position.z() )); size_t numPosScales = posScales->size();
bb.expandBy(geom_box.corner(7)*itr->scale + for (int i = 0; i < numPosScales; i += numSets) {
osg::Vec3( itr->position.x(), itr->position.y(), itr->position.z() )); 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; return bb;
} }
@@ -67,34 +84,11 @@ bool ShaderGeometry_readLocalData(Object& obj, Input& fr)
if ((fr[0].matchWord("geometry"))) { if ((fr[0].matchWord("geometry"))) {
++fr; ++fr;
iteratorAdvanced = true; iteratorAdvanced = true;
osg::Drawable* drawable = fr.readDrawable(); osg::Geometry* drawable = dynamic_cast<osg::Geometry*>(fr.readDrawable());
if (drawable) { if (drawable) {
geom._geometry = 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; return iteratorAdvanced;
} }
@@ -104,18 +98,6 @@ bool ShaderGeometry_writeLocalData(const Object& obj, Output& fw)
fw.indent() << "geometry" << std::endl; fw.indent() << "geometry" << std::endl;
fw.writeObject(*geom._geometry); 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; return true;
} }
@@ -123,8 +105,9 @@ osgDB::RegisterDotOsgWrapperProxy shaderGeometryProxy
( (
new ShaderGeometry, new ShaderGeometry,
"ShaderGeometry", "ShaderGeometry",
"Object Drawable ShaderGeometry", "Object Drawable Geometry ShaderGeometry",
&ShaderGeometry_readLocalData, &ShaderGeometry_readLocalData,
&ShaderGeometry_writeLocalData &ShaderGeometry_writeLocalData
); );
} }
+8 -17
View File
@@ -37,45 +37,36 @@
namespace simgear namespace simgear
{ {
class ShaderGeometry : public osg::Drawable class ShaderGeometry : public osg::Geometry
{ {
public: public:
ShaderGeometry() ShaderGeometry() :
varieties(1)
{ {
setUseDisplayList(false);
} }
ShaderGeometry(int v) : ShaderGeometry(int v) :
varieties(v) varieties(v)
{ {
setUseDisplayList(false);
} }
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/ /** Copy constructor using CopyOp to manage deep vs shallow copy.*/
ShaderGeometry(const ShaderGeometry& ShaderGeometry,const osg::CopyOp& copyop=osg::CopyOp::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); META_Object(flightgear, ShaderGeometry);
typedef std::vector<osg::Vec4> PositionSizeList;
virtual void drawImplementation(osg::RenderInfo& renderInfo) const;
virtual osg::BoundingBox computeBound() const; virtual osg::BoundingBox computeBound() const;
void setGeometry(osg::Drawable* geometry) void setGeometry(osg::Geometry* geometry)
{ {
_geometry = geometry; _geometry = geometry;
} }
void addTree(TreeBin::Tree tree) void addTree(const TreeBin::Tree& tree);
{
_trees.push_back(tree); osg::ref_ptr<osg::Geometry> _geometry;
}
osg::ref_ptr<osg::Drawable> _geometry;
TreeBin::TreeList _trees;
int varieties; int varieties;
protected: protected:
+8
View File
@@ -128,11 +128,17 @@ osg::Geometry* createOrthQuads(float w, float h, int varieties, const osg::Matri
static char vertexShaderSource[] = static char vertexShaderSource[] =
"varying float fogFactor;\n" "varying float fogFactor;\n"
#ifndef TSG_PACKED_ATTRIBUTES
"attribute float textureIndex;\n" "attribute float textureIndex;\n"
#endif
"\n" "\n"
"void main(void)\n" "void main(void)\n"
"{\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" " 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" " vec3 position = gl_Vertex.xyz * gl_Color.w + gl_Color.xyz;\n"
" gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);\n" " gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);\n"
" vec3 ecPosition = vec3(gl_ModelViewMatrix * 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); baseTextureSampler = new osg::Uniform("baseTexture", 0);
Shader* vertex_shader = new Shader(Shader::VERTEX, vertexShaderSource); Shader* vertex_shader = new Shader(Shader::VERTEX, vertexShaderSource);
program->addShader(vertex_shader); program->addShader(vertex_shader);
#ifndef TSG_PACKED_ATTRIBUTES
program->addBindAttribLocation("textureIndex", 1); program->addBindAttribLocation("textureIndex", 1);
#endif
Shader* fragment_shader = new Shader(Shader::FRAGMENT, Shader* fragment_shader = new Shader(Shader::FRAGMENT,
fragmentShaderSource); fragmentShaderSource);