Build trees under a transform note that is rotated to Z-up.
This allows the tree geometry to be shared across the entire scene because it doesn't need to be rotated for each scenery tile.
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@@ -20,9 +20,12 @@
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*/
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#include <algorithm>
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#include <vector>
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#include <string>
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#include <map>
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#include <boost/tuple/tuple_comparison.hpp>
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#include <osg/AlphaFunc>
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#include <osg/Billboard>
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#include <osg/BlendFunc>
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@@ -64,8 +67,17 @@ using namespace osg;
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namespace simgear
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{
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// memoize geometry
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typedef boost::tuple<float, float, int> ForestTuple;
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typedef std::map<ForestTuple, ref_ptr<Geometry> > OrthQuadMap;
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osg::Geometry* createOrthQuads(float w, float h, int varieties, const osg::Matrix& rotate)
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{
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static OrthQuadMap orthQuadMap;
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OrthQuadMap::iterator giter
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= orthQuadMap.find(ForestTuple(w, h, varieties));
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if (giter != orthQuadMap.end())
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return giter->second.get();
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//const osg::Vec3& pos = osg::Vec3(0.0f,0.0f,0.0f),
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// set up the coords
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@@ -123,22 +135,17 @@ osg::Geometry* createOrthQuads(float w, float h, int varieties, const osg::Matri
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// No color for now; that's used to pass the position.
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geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,8));
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orthQuadMap.insert(std::make_pair(ForestTuple(w, h, varieties), geom));
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return geom;
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}
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static char vertexShaderSource[] =
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"varying float fogFactor;\n"
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#ifndef TSG_PACKED_ATTRIBUTES
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"attribute float textureIndex;\n"
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#endif
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"\n"
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"void main(void)\n"
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"{\n"
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#ifdef TSG_PACKED_ATTRIBUTES
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" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
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#else
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" gl_TexCoord[0] = gl_MultiTexCoord0 + vec4(textureIndex, 0.0, 0.0, 0.0);\n"
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#endif
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" vec3 position = gl_Vertex.xyz * gl_Color.w + gl_Color.xyz;\n"
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" gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);\n"
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" vec3 ecPosition = vec3(gl_ModelViewMatrix * vec4(position, 1.0));\n"
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@@ -207,26 +214,41 @@ struct AddTreesLeafObject
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struct GetTreeCoord
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{
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GetTreeCoord(const Matrix& transform) : _transform(transform) {}
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GetTreeCoord(const GetTreeCoord& rhs) : _transform(rhs._transform) {}
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Vec3 operator() (const TreeBin::Tree& tree) const
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{
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return tree.position.osg() * _transform;
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return tree.position.osg();
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}
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Matrix _transform;
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};
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typedef QuadTreeBuilder<LOD*, TreeBin::Tree, MakeTreesLeaf, AddTreesLeafObject,
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GetTreeCoord> ShaderGeometryQuadtree;
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}
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struct TreeTransformer
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{
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TreeTransformer(Matrix& mat_) : mat(mat_) {}
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TreeBin::Tree operator()(const TreeBin::Tree& tree) const
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{
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const Vec3& pos = tree.position.osg();
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return TreeBin::Tree(SGVec3f(pos * mat), tree.texture_index,
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tree.scale);
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}
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Matrix mat;
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};
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// This actually returns a MatrixTransform node. If we rotate the whole
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// forest into the local Z-up coordinate system we can reuse the
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// primitive tree geometry for all the forests of the same type.
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osg::Group* createForest(TreeBin& forest, const osg::Matrix& transform)
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{
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Matrix transInv = Matrix::inverse(transform);
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static Matrix ident;
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// Set up some shared structures.
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osg::Geometry* shared_geometry = createOrthQuads(forest.width,
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forest.height,
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forest.texture_varieties,
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transform);
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ident);
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ref_ptr<Group> group;
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@@ -253,9 +275,7 @@ osg::Group* createForest(TreeBin& forest, const osg::Matrix& transform)
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baseTextureSampler = new osg::Uniform("baseTexture", 0);
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Shader* vertex_shader = new Shader(Shader::VERTEX, vertexShaderSource);
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program->addShader(vertex_shader);
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#ifndef TSG_PACKED_ATTRIBUTES
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program->addBindAttribLocation("textureIndex", 1);
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#endif
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Shader* fragment_shader = new Shader(Shader::FRAGMENT,
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fragmentShaderSource);
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@@ -281,17 +301,28 @@ osg::Group* createForest(TreeBin& forest, const osg::Matrix& transform)
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}
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// Now, create a quadtree for the forest.
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{
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ShaderGeometryQuadtree quadtree(GetTreeCoord(Matrix::inverse(transform)),
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ShaderGeometryQuadtree quadtree(GetTreeCoord(),
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AddTreesLeafObject(),
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SG_TREE_QUAD_TREE_DEPTH,
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MakeTreesLeaf(forest.range,
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shared_geometry,
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forest.texture_varieties));
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quadtree.buildQuadTree(forest._trees.begin(), forest._trees.end());
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// Transform tree positions from the "geocentric" positions we
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// get from the scenery polys into the local Z-up coordinate
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// system.
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std::vector<TreeBin::Tree> rotatedTrees;
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rotatedTrees.reserve(forest._trees.size());
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std::transform(forest._trees.begin(), forest._trees.end(),
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std::back_inserter(rotatedTrees),
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TreeTransformer(transInv));
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quadtree.buildQuadTree(rotatedTrees.begin(), rotatedTrees.end());
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group = quadtree.getRoot();
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}
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group->setStateSet(stateset);
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return group.release();
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MatrixTransform* mt = new MatrixTransform(transform);
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for (int i = 0; i < group->getNumChildren(); ++i)
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mt->addChild(group->getChild(i));
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mt->setStateSet(stateset);
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return mt;
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}
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}
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