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.
This commit is contained in:
Tim Moore
2009-01-30 10:37:06 +01:00
parent 3ff13189aa
commit 589dae7b0c

View File

@@ -20,9 +20,12 @@
*/
#include <algorithm>
#include <vector>
#include <string>
#include <map>
#include <boost/tuple/tuple_comparison.hpp>
#include <osg/AlphaFunc>
#include <osg/Billboard>
#include <osg/BlendFunc>
@@ -64,8 +67,17 @@ using namespace osg;
namespace simgear
{
// memoize geometry
typedef boost::tuple<float, float, int> ForestTuple;
typedef std::map<ForestTuple, ref_ptr<Geometry> > OrthQuadMap;
osg::Geometry* createOrthQuads(float w, float h, int varieties, const osg::Matrix& rotate)
{
static OrthQuadMap orthQuadMap;
OrthQuadMap::iterator giter
= orthQuadMap.find(ForestTuple(w, h, varieties));
if (giter != orthQuadMap.end())
return giter->second.get();
//const osg::Vec3& pos = osg::Vec3(0.0f,0.0f,0.0f),
// set up the coords
@@ -123,22 +135,17 @@ osg::Geometry* createOrthQuads(float w, float h, int varieties, const osg::Matri
// No color for now; that's used to pass the position.
geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,8));
orthQuadMap.insert(std::make_pair(ForestTuple(w, h, varieties), geom));
return geom;
}
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"
@@ -207,26 +214,41 @@ struct AddTreesLeafObject
struct GetTreeCoord
{
GetTreeCoord(const Matrix& transform) : _transform(transform) {}
GetTreeCoord(const GetTreeCoord& rhs) : _transform(rhs._transform) {}
Vec3 operator() (const TreeBin::Tree& tree) const
{
return tree.position.osg() * _transform;
return tree.position.osg();
}
Matrix _transform;
};
typedef QuadTreeBuilder<LOD*, TreeBin::Tree, MakeTreesLeaf, AddTreesLeafObject,
GetTreeCoord> ShaderGeometryQuadtree;
}
struct TreeTransformer
{
TreeTransformer(Matrix& mat_) : mat(mat_) {}
TreeBin::Tree operator()(const TreeBin::Tree& tree) const
{
const Vec3& pos = tree.position.osg();
return TreeBin::Tree(SGVec3f(pos * mat), tree.texture_index,
tree.scale);
}
Matrix mat;
};
// This actually returns a MatrixTransform node. If we rotate the whole
// forest into the local Z-up coordinate system we can reuse the
// primitive tree geometry for all the forests of the same type.
osg::Group* createForest(TreeBin& forest, const osg::Matrix& transform)
{
Matrix transInv = Matrix::inverse(transform);
static Matrix ident;
// Set up some shared structures.
osg::Geometry* shared_geometry = createOrthQuads(forest.width,
forest.height,
forest.texture_varieties,
transform);
ident);
ref_ptr<Group> group;
@@ -253,9 +275,7 @@ 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);
@@ -281,17 +301,28 @@ osg::Group* createForest(TreeBin& forest, const osg::Matrix& transform)
}
// Now, create a quadtree for the forest.
{
ShaderGeometryQuadtree quadtree(GetTreeCoord(Matrix::inverse(transform)),
ShaderGeometryQuadtree quadtree(GetTreeCoord(),
AddTreesLeafObject(),
SG_TREE_QUAD_TREE_DEPTH,
MakeTreesLeaf(forest.range,
shared_geometry,
forest.texture_varieties));
quadtree.buildQuadTree(forest._trees.begin(), forest._trees.end());
// Transform tree positions from the "geocentric" positions we
// get from the scenery polys into the local Z-up coordinate
// system.
std::vector<TreeBin::Tree> rotatedTrees;
rotatedTrees.reserve(forest._trees.size());
std::transform(forest._trees.begin(), forest._trees.end(),
std::back_inserter(rotatedTrees),
TreeTransformer(transInv));
quadtree.buildQuadTree(rotatedTrees.begin(), rotatedTrees.end());
group = quadtree.getRoot();
}
group->setStateSet(stateset);
return group.release();
MatrixTransform* mt = new MatrixTransform(transform);
for (int i = 0; i < group->getNumChildren(); ++i)
mt->addChild(group->getChild(i));
mt->setStateSet(stateset);
return mt;
}
}