Cleanup and performance tuning of the random trees code.

The QuadTreeBuilder class was completely revamped as a templated class
to support flexible creation of scene graph quad trees, and a major
bug was fixed as well. Now it actually generates quadtrees instead of
some weird striped thing.

One StateSet is shared among all the "forests." The trees are drawn
after normal terrain objects to minimize some of the transparency
related artifacts.

Lighting was implemented in the ShaderGeometry shader (for both
polygon sides). Ambient-diffuse values for trees are hard-coded in
TreeBin.cxx.

DotOsg wrappers were added for ShaderGeometry so it can be output in
the scene graph dump.
This commit is contained in:
timoore
2008-02-02 23:01:27 +00:00
parent 4b63bc051e
commit be61689458
11 changed files with 472 additions and 192 deletions

View File

@@ -1,6 +1,32 @@
/* -*-c++-*-
*
* Copyright (C) 2008 Stuart Buchanan
*
* 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.
*
*/
#include <osgDB/Registry>
#include <osgDB/Input>
#include <osgDB/ParameterOutput>
#include "ShaderGeometry.hxx"
using namespace osg;
using namespace osgDB;
namespace simgear
{
@@ -29,4 +55,69 @@ BoundingBox ShaderGeometry::computeBound() const
return bb;
}
bool ShaderGeometry_readLocalData(Object& obj, Input& fr)
{
bool iteratorAdvanced = false;
ShaderGeometry& geom = static_cast<ShaderGeometry&>(obj);
if ((fr[0].matchWord("geometry"))) {
++fr;
iteratorAdvanced = true;
Drawable* drawable = 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) {
Vec4 v;
if (fr[0].getFloat(v.x()) && fr[1].getFloat(v.y())
&& fr[2].getFloat(v.z()) && fr[3].getFloat(v.w())) {
fr += 4;
geom._trees.push_back(v);
} else {
++fr;
}
}
}
return iteratorAdvanced;
}
bool ShaderGeometry_writeLocalData(const Object& obj, Output& fw)
{
const ShaderGeometry& geom = static_cast<const ShaderGeometry&>(obj);
fw.indent() << "geometry" << std::endl;
fw.writeObject(*geom._geometry);
fw.indent() << "instances " << geom._trees.size() << std::endl;
fw.indent() << "{" << std::endl;
fw.moveIn();
for (ShaderGeometry::PositionSizeList::const_iterator iter
= geom._trees.begin();
iter != geom._trees.end();
++iter) {
fw.indent() << iter->x() << " " << iter->y() << " " << iter->z() << " "
<< iter->w() << std::endl;
}
fw.moveOut();
fw.indent() << "}" << std::endl;
return true;
}
osgDB::RegisterDotOsgWrapperProxy shaderGeometryProxy
(
new ShaderGeometry,
"ShaderGeometry",
"Object Drawable ShaderGeometry",
&ShaderGeometry_readLocalData,
&ShaderGeometry_writeLocalData
);
}

View File

@@ -47,7 +47,7 @@ class ShaderGeometry : public osg::Drawable
ShaderGeometry(const ShaderGeometry& ShaderGeometry,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY):
osg::Drawable(ShaderGeometry,copyop) {}
META_Object(osg,ShaderGeometry);
META_Object(flightgear, ShaderGeometry);
typedef std::vector<osg::Vec4> PositionSizeList;
@@ -55,7 +55,7 @@ class ShaderGeometry : public osg::Drawable
virtual osg::BoundingBox computeBound() const;
void setGeometry(osg::Geometry* geometry)
void setGeometry(osg::Drawable* geometry)
{
_geometry = geometry;
}
@@ -65,7 +65,7 @@ class ShaderGeometry : public osg::Drawable
_trees.push_back(osg::Vec4(position, scale));
}
osg::ref_ptr<osg::Geometry> _geometry;
osg::ref_ptr<osg::Drawable> _geometry;
PositionSizeList _trees;

View File

@@ -19,6 +19,10 @@
*
*/
#include <algorithm>
#include <string>
#include <map>
#include <osg/AlphaFunc>
#include <osg/Billboard>
#include <osg/BlendFunc>
@@ -36,11 +40,26 @@
#include <osgDB/FileUtils>
#include <simgear/misc/sg_path.hxx>
#include <simgear/scene/util/QuadTreeBuilder.hxx>
#include <simgear/scene/util/RenderConstants.hxx>
#include <simgear/scene/util/StateAttributeFactory.hxx>
#include "ShaderGeometry.hxx"
#include "TreeBin.hxx"
#define SG_TREE_QUAD_TREE_SIZE 32
#define SG_TREE_QUAD_TREE_DEPTH 3
// Comments from Tim Moore:
// Some work remains for this code. Stuart's enhancement for multiple
// textures per forest should be integrated. We should try to use one
// ShaderGeometry for *all* the trees in the scene graph and do the
// rotation and scale with a MatrixTransform above the trees quad
// tree. The positions would of course have to be transformed by the
// inverse of that transform. Also, we should investigate whether it
// would be better to instantiate trees as polygons in a osg::Geometry
// object instead of using the ShaderGeometry instancing technique.
using namespace osg;
namespace simgear
{
@@ -50,24 +69,12 @@ osg::Geometry* createOrthQuads(float w, float h, const osg::Matrix& rotate)
//const osg::Vec3& pos = osg::Vec3(0.0f,0.0f,0.0f),
// set up the coords
// Create front and back polygons so we don't need to screw around
// with two-sided lighting in the shader.
osg::Vec3Array& v = *(new osg::Vec3Array(8));
osg::Vec3Array& n = *(new osg::Vec3Array(8));
osg::Vec2Array& t = *(new osg::Vec2Array(8));
/*
float rotation = 0.0f;
float sw = sinf(rotation)*w*0.5f;
float cw = cosf(rotation)*w*0.5f;
v[0].set(pos.x()-sw,pos.y()-cw,pos.z()+0.0f);
v[1].set(pos.x()+sw,pos.y()+cw,pos.z()+0.0f);
v[2].set(pos.x()+sw,pos.y()+cw,pos.z()+h);
v[3].set(pos.x()-sw,pos.y()-cw,pos.z()+h);
v[4].set(pos.x()-cw,pos.y()+sw,pos.z()+0.0f);
v[5].set(pos.x()+cw,pos.y()-sw,pos.z()+0.0f);
v[6].set(pos.x()+cw,pos.y()-sw,pos.z()+h);
v[7].set(pos.x()-cw,pos.y()+sw,pos.z()+h);
*/
float cw = w*0.5f;
v[0].set(0.0f,-cw,0.0f);
@@ -89,24 +96,120 @@ osg::Geometry* createOrthQuads(float w, float h, const osg::Matrix& rotate)
t[5].set(1.0f,0.0f);
t[6].set(1.0f,1.0f);
t[7].set(0.0f,1.0f);
for (unsigned int i = 0; i < 8; i++)
{
v[i] = v[i] * rotate;
// For now the normal is normal to the quad. If we want to get
// fancier and approximate a cylindrical tree or something, then
// we would really want more geometry.
std::fill(n.begin(), n.begin() + 4, Vec3f(1.0f, 0.0f, 0.0f));
std::fill(n.begin() + 4, n.end(), Vec3f(0.0f, -1.0f, 0.0f));
for (unsigned int i = 0; i < 8; i++) {
v[i] = v[i] * rotate;
// Should be the inverse transpose, but assume that rotate is
// orthonormal.
n[i] = n[i] * rotate;
}
osg::Geometry *geom = new osg::Geometry;
geom->setVertexArray( &v );
geom->setTexCoordArray( 0, &t );
geom->addPrimitiveSet( new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,8) );
geom->setVertexArray(&v);
geom->setTexCoordArray(0, &t);
geom->setNormalArray(&n);
geom->setNormalBinding(Geometry::BIND_PER_VERTEX);
// No color for now; that's used to pass the position.
geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,8));
return geom;
}
osg::Group* createForest(const TreeBin& forest, const osg::Matrix& transform)
static char vertexShaderSource[] =
"varying float fogFactor;\n"
"\n"
"void main(void)\n"
"{\n"
" 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"
" vec3 N = normalize(gl_NormalMatrix * gl_Normal);\n"
" vec3 diffuse = gl_FrontMaterial.diffuse.rgb * max(0.0, dot(N, gl_LightSource[0].position.xyz));\n"
" vec3 backDiffuse = gl_FrontMaterial.diffuse.rgb * max(0.0, dot(-N, gl_LightSource[0].position.xyz));\n"
" vec4 ambientColor = gl_FrontLightModelProduct.sceneColor + gl_LightSource[0].ambient * gl_FrontMaterial.ambient;\n"
" gl_FrontColor = ambientColor + gl_LightSource[0].diffuse * vec4(diffuse, 1.0);\n"
" gl_BackColor = ambientColor + gl_LightSource[0].diffuse * vec4(backDiffuse, 1.0)\n;"
" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
" float fogCoord = abs(ecPosition.z);\n"
" fogFactor = exp( -gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);\n"
" fogFactor = clamp(fogFactor, 0.0, 1.0);\n"
"}\n";
static char fragmentShaderSource[] =
"uniform sampler2D baseTexture; \n"
// "varying vec3 N;\n"
// "varying vec3 v;\n"
"varying float fogFactor;\n"
"\n"
"void main(void) \n"
"{ \n"
" vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);\n"
" vec4 finalColor = base * gl_Color;\n"
" gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor );\n"
"}\n";
typedef std::map<std::string, osg::ref_ptr<StateSet> > StateSetMap;
static StateSetMap treeTextureMap;
// Helper classes for creating the quad tree
namespace
{
struct MakeTreesLeaf
{
MakeTreesLeaf(float range, Geometry* geometry) :
_range(range), _geometry(geometry)
{}
MakeTreesLeaf(const MakeTreesLeaf& rhs) :
_range(rhs._range), _geometry(rhs._geometry) {}
LOD* operator() () const
{
LOD* result = new LOD;
Geode* geode = new Geode;
ShaderGeometry* sg = new ShaderGeometry;
sg->setGeometry(_geometry);
geode->addDrawable(sg);
result->addChild(geode, 0, _range);
return result;
}
float _range;
Geometry* _geometry;
};
struct AddTreesLeafObject
{
void operator() (LOD* lod, const TreeBin::Tree& tree) const
{
Geode* geode = static_cast<Geode*>(lod->getChild(0));
ShaderGeometry* sg
= static_cast<ShaderGeometry*>(geode->getDrawable(0));
sg->addTree(tree.position.osg(), tree.height);
}
};
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;
}
Matrix _transform;
};
typedef QuadTreeBuilder<LOD*, TreeBin::Tree, MakeTreesLeaf, AddTreesLeafObject,
GetTreeCoord> ShaderGeometryQuadtree;
}
osg::Group* createForest(TreeBin& forest, const osg::Matrix& transform)
{
// Set up some shared structures.
// FIXME: Currently we only take the texture, height and width of the first tree in the forest. In the future
@@ -116,129 +219,66 @@ osg::Group* createForest(const TreeBin& forest, const osg::Matrix& transform)
osg::Geometry* shared_geometry = createOrthQuads(firstTree.width,
firstTree.height,
transform);
osg::Group* group = new osg::Group;
ref_ptr<Group> group;
osg::Texture2D *tex = new osg::Texture2D;
tex->setWrap( osg::Texture2D::WRAP_S, osg::Texture2D::CLAMP );
tex->setWrap( osg::Texture2D::WRAP_T, osg::Texture2D::CLAMP );
tex->setImage(osgDB::readImageFile(firstTree.texture));
osg::StateSet* stateset = 0;
StateSetMap::iterator iter = treeTextureMap.find(firstTree.texture);
if (iter == treeTextureMap.end()) {
osg::Texture2D *tex = new osg::Texture2D;
tex->setWrap( osg::Texture2D::WRAP_S, osg::Texture2D::CLAMP );
tex->setWrap( osg::Texture2D::WRAP_T, osg::Texture2D::CLAMP );
tex->setImage(osgDB::readImageFile(firstTree.texture));
osg::AlphaFunc* alphaFunc = new osg::AlphaFunc;
alphaFunc->setFunction(osg::AlphaFunc::GEQUAL,0.05f);
osg::StateSet *dstate = new osg::StateSet;
dstate->setTextureAttributeAndModes(0, tex, osg::StateAttribute::ON );
dstate->setTextureAttribute(0, new osg::TexEnv );
dstate->setAttributeAndModes( new osg::BlendFunc, osg::StateAttribute::ON );
dstate->setAttributeAndModes( alphaFunc, osg::StateAttribute::ON );
dstate->setMode( GL_LIGHTING, osg::StateAttribute::OFF );
dstate->setRenderingHint( osg::StateSet::TRANSPARENT_BIN );
static ref_ptr<AlphaFunc> alphaFunc;
static ref_ptr<Program> program;
static ref_ptr<Uniform> baseTextureSampler;
static ref_ptr<Material> material;
osg::StateSet* stateset = new osg::StateSet;
stateset->setTextureAttributeAndModes(0, tex, osg::StateAttribute::ON );
stateset->setRenderingHint( osg::StateSet::TRANSPARENT_BIN );
osg::Program* program = new osg::Program;
stateset->setAttribute(program);
osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0);
stateset->addUniform(baseTextureSampler);
/*
* FIXME: Currently, calculating the diffuse term results in a bad
* "flickering" and a tendency of the diffuse term be either
* 0.0 of 1.0. Hence, it has been commented out in the shader below.
* I (Stuart) suspect it may be because the light is so distant that
* we're seeing floating point representation issues.
*/
char vertexShaderSource[] =
// "varying vec3 N;\n"
// "varying vec3 v;\n"
"varying vec2 texcoord;\n"
"varying float fogFactor;\n"
"\n"
"void main(void)\n"
"{\n"
// " v = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
// " N = normalize(gl_NormalMatrix * gl_Normal);\n"
" texcoord = gl_MultiTexCoord0.st;\n"
" vec3 position = gl_Vertex.xyz * gl_Color.w + gl_Color.xyz;\n"
" gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);\n"
" const float LOG2 = 1.442695;\n"
" gl_FogFragCoord = gl_Position.z;\n"
" fogFactor = exp2( -gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord * LOG2 );\n"
" fogFactor = clamp(fogFactor, 0.0, 1.0);\n"
"}\n";
char fragmentShaderSource[] =
"uniform sampler2D baseTexture; \n"
// "varying vec3 N;\n"
// "varying vec3 v;\n"
"varying vec2 texcoord;\n"
"varying float fogFactor;\n"
"\n"
"void main(void) \n"
"{ \n"
" vec4 base = texture2D( baseTexture, texcoord);\n"
// " vec3 L = normalize(gl_LightSource[0].position.xyz);\n"
// " vec4 vDiffuse = gl_FrontLightProduct[0].diffuse * max(dot(N,L), 0.0);\n"
// " vDiffuse = sqrt(clamp(vDiffuse, 0.0, 1.0));\n"
// " vec4 vAmbient = gl_FrontLightProduct[0].ambient;\n"
// " vec4 finalColor = base * (vAmbient + vDiffuse);\n"
" vec4 finalColor = base * gl_FrontLightProduct[0].diffuse;\n"
" gl_FragColor = mix(gl_Fog.color, finalColor, fogFactor );\n"
"}\n";
osg::Shader* vertex_shader = new osg::Shader(osg::Shader::VERTEX, vertexShaderSource);
program->addShader(vertex_shader);
osg::Shader* fragment_shader = new osg::Shader(osg::Shader::FRAGMENT, fragmentShaderSource);
program->addShader(fragment_shader);
stateset = new osg::StateSet;
stateset->setTextureAttributeAndModes(0, tex, osg::StateAttribute::ON );
stateset->setRenderBinDetails(RANDOM_OBJECTS_BIN, "DepthSortedBin");
if (!program.valid()) {
alphaFunc = new AlphaFunc;
alphaFunc->setFunction(AlphaFunc::GEQUAL,0.33f);
program = new Program;
baseTextureSampler = new osg::Uniform("baseTexture", 0);
Shader* vertex_shader = new Shader(Shader::VERTEX, vertexShaderSource);
program->addShader(vertex_shader);
Shader* fragment_shader = new Shader(Shader::FRAGMENT,
fragmentShaderSource);
program->addShader(fragment_shader);
material = new Material;
// Don´t track vertex color
material->setColorMode(Material::OFF);
material->setAmbient(Material::FRONT_AND_BACK,
Vec4(.6f, .6f, .6f, 1.0f));
material->setDiffuse(Material::FRONT_AND_BACK,
Vec4(.4f, .4f, .4f, 1.0f));
}
stateset->setAttributeAndModes(alphaFunc.get());
stateset->setAttribute(program.get());
stateset->addUniform(baseTextureSampler.get());
stateset->setMode(GL_VERTEX_PROGRAM_TWO_SIDE, StateAttribute::ON);
stateset->setAttribute(material.get());
// XXX This should really come from a material definition
// instead of being hard-coded.
treeTextureMap.insert(StateSetMap::value_type(firstTree.texture,
stateset));
} else {
stateset = iter->second.get();
}
// Now, create a quadtree for the forest.
osg::ref_ptr<osg::Group> _root;
ShaderGeometry* leaves[SG_TREE_QUAD_TREE_SIZE][SG_TREE_QUAD_TREE_SIZE];
// Determine the extents of the tree, and a list of the required textures for later.
osg::BoundingBox extents;
for (unsigned int i = 0; i < forest.getNumTrees(); i++)
{
const osg::Vec3f center = forest.getTree(i).position.osg() * transform;
extents.expandBy(center);
{
ShaderGeometryQuadtree quadtree(GetTreeCoord(Matrix::inverse(transform)),
AddTreesLeafObject(),
SG_TREE_QUAD_TREE_DEPTH,
MakeTreesLeaf(firstTree.range,
shared_geometry));
quadtree.buildQuadTree(forest._trees.begin(), forest._trees.end());
group = quadtree.getRoot();
}
const osg::Vec2 quadMin(extents.xMin(), extents.yMin());
const osg::Vec2 quadMax(extents.xMax(), extents.yMax());
for (int i = 0; i < SG_TREE_QUAD_TREE_SIZE; ++i) {
osg::LOD* interior = new osg::LOD;
//osg::Group* interior = new osg::Group;
group->addChild(interior);
for (int j = 0; j < SG_TREE_QUAD_TREE_SIZE; ++j) {
osg::Geode* geode = new osg::Geode;
leaves[i][j] = new ShaderGeometry();
leaves[i][j]->setGeometry(shared_geometry);
geode->setStateSet(stateset);
geode->addDrawable(leaves[i][j]);
interior->addChild(geode, 0, firstTree.range);
}
}
// Now we've got our quadtree, add the trees based on location.
for (unsigned int i = 0; i < forest.getNumTrees(); i++)
{
TreeBin::Tree t = forest.getTree(i);
osg::Vec3 center = t.position.osg() * transform;
int x = (int)(SG_TREE_QUAD_TREE_SIZE * (center.x() - quadMin.x()) / (quadMax.x() - quadMin.x()));
x = osg::clampTo(x, 0, (SG_TREE_QUAD_TREE_SIZE - 1));
int y = (int)(SG_TREE_QUAD_TREE_SIZE * (center.y() - quadMin.y()) / (quadMax.y() - quadMin.y()));
y = osg::clampTo(y, 0, (SG_TREE_QUAD_TREE_SIZE -1));
leaves[y][x]->addTree(t.position.osg(), t.height);
}
return group;
group->setStateSet(stateset);
return group.release();
}
}

View File

@@ -55,12 +55,10 @@ public:
{ return _trees.size(); }
const Tree& getTree(unsigned i) const
{ return _trees[i]; }
private:
TreeList _trees;
};
osg::Geometry* createOrthQuads(float w, float h, const osg::Matrix& rotate);
osg::Group* createForest(const TreeBin& forest, const osg::Matrix& transform);
osg::Group* createForest(TreeBin& forest, const osg::Matrix& transform);
}
#endif

View File

@@ -474,7 +474,7 @@ struct SGTileGeometryBin {
i->second.addRandomSurfacePoints(coverage, 0, randomPoints);
std::vector<SGVec3f>::iterator j;
for (j = randomPoints.begin(); j != randomPoints.end(); ++j) {
int k = mt_rand(&seed) * textures.size();
int k = (int)(mt_rand(&seed) * textures.size());
if (k == textures.size()) k--;
randomForest.insert(*j, textures[k], mat->get_tree_height(), mat->get_tree_width(), mat->get_tree_range());
}
@@ -515,7 +515,7 @@ struct SGTileGeometryBin {
i->second.addRandomPoints(object->get_coverage_m2(), randomPoints);
std::vector<SGVec3f>::iterator l;
for (l = randomPoints.begin(); l != randomPoints.end(); ++l) {
randomModels.insert(*l, object, object->get_randomized_range_m(&seed));
randomModels.insert(*l, object, (int)object->get_randomized_range_m(&seed));
}
}
}
@@ -534,6 +534,30 @@ struct SGTileGeometryBin {
}
};
typedef std::pair<osg::Node*, int> ModelLOD;
struct MakeQuadLeaf {
osg::LOD* operator() () const { return new osg::LOD; }
};
struct AddModelLOD {
void operator() (osg::LOD* leaf, ModelLOD& mlod) const
{
leaf->addChild(mlod.first, 0, mlod.second);
}
};
struct GetModelLODCoord {
GetModelLODCoord(const osg::Matrix& transform) : _transform(transform) {}
GetModelLODCoord(const GetModelLODCoord& rhs) : _transform(rhs._transform)
{}
osg::Vec3 operator() (const ModelLOD& mlod) const
{
return mlod.first->getBound().center() * _transform;
}
osg::Matrix _transform;
};
typedef QuadTreeBuilder<osg::LOD*, ModelLOD, MakeQuadLeaf, AddModelLOD,
GetModelLODCoord> RandomObjectsQuadtree;
osg::Node*
SGLoadBTG(const std::string& path, SGMaterialLib *matlib, bool calc_lights, bool use_random_objects)
{
@@ -549,7 +573,6 @@ SGLoadBTG(const std::string& path, SGMaterialLib *matlib, bool calc_lights, bool
SGGeod geodPos = SGGeod::fromCart(center);
SGQuatd hlOr = SGQuatd::fromLonLat(geodPos);
SGVec3f up = toVec3f(hlOr.backTransform(SGVec3d(0, 0, -1)));
osg::Matrix world2Tile(-hlOr.osg());
GroundLightManager* lightManager = GroundLightManager::instance();
osg::ref_ptr<osg::Group> lightGroup = new SGOffsetTransform(0.94);
@@ -569,6 +592,14 @@ SGLoadBTG(const std::string& path, SGMaterialLib *matlib, bool calc_lights, bool
0, -1, 0, 0,
0, 0, -1, 0,
0, 0, 0, 1);
// Determine an rotation matrix for the models to place them
// perpendicular to the earth's surface. We use the same matrix,
// based on the centre of the tile, as the small angular differences
// between different points on the tile aren't worth worrying about
// for random objects. We also need to flip the orientation 180 degrees
osg::Matrix mAtt = flip * osg::Matrix::rotate(hlOr.osg());
// The inverse goes from world coordinates to Z up tile coordinates.
osg::Matrix world2Tile(osg::Matrix(hlOr.osg().conj()) * flip);
tileGeometryBin.computeRandomObjects(matlib);
@@ -576,16 +607,8 @@ SGLoadBTG(const std::string& path, SGMaterialLib *matlib, bool calc_lights, bool
// Generate a repeatable random seed
mt seed;
mt_init(&seed, unsigned(123));
// Determine an rotation matrix for the models to place them
// perpendicular to the earth's surface. We use the same matrix,
// based on the centre of the tile, as the small angular differences
// between different points on the tile aren't worth worrying about
// for random objects. We also need to flip the orientation 180 degrees
osg::Matrix mAtt = flip * osg::Matrix::rotate(hlOr.osg());
LodMap models;
std::vector<ModelLOD> models;
for (unsigned int i = 0; i < tileGeometryBin.randomModels.getNumModels(); i++) {
SGMatModelBin::MatModel obj = tileGeometryBin.randomModels.getMatModel(i);
osg::Node* node = sgGetRandomModel(obj.model);
@@ -609,10 +632,12 @@ SGLoadBTG(const std::string& path, SGMaterialLib *matlib, bool calc_lights, bool
}
position->addChild(node);
models.insert(std::pair<osg::ref_ptr<osg::Node>,int>(position, obj.lod));
models.push_back(ModelLOD(position, obj.lod));
}
randomObjects = QuadTreeBuilder::makeQuadTree(models, world2Tile);
RandomObjectsQuadtree quadtree((GetModelLODCoord(world2Tile)),
(AddModelLOD()));
quadtree.buildQuadTree(models.begin(), models.end());
randomObjects = quadtree.getRoot();
randomObjects->setName("random objects");
}
@@ -620,8 +645,7 @@ SGLoadBTG(const std::string& path, SGMaterialLib *matlib, bool calc_lights, bool
tileGeometryBin.computeRandomForest(matlib);
if (tileGeometryBin.randomForest.getNumTrees() > 0) {
osg::Matrix forAtt = flip * world2Tile;
randomForest = createForest(tileGeometryBin.randomForest, forAtt);
randomForest = createForest(tileGeometryBin.randomForest, mAtt);
randomForest->setName("random trees");
}
}

View File

@@ -25,30 +25,48 @@ using namespace osg;
namespace simgear
{
QuadTreeBuilder::QuadTreeBuilder(const Vec2& min, const Vec2& max) :
_root(new osg::Group), _min(min), _max(max)
#if 0
QuadTreeBuilder::QuadTreeBuilder(const Vec2& min, const Vec2& max, int depth) :
_root(new osg::Group), _min(min), _max(max), _depth(depth),
_dimension(1 << depth), _leafStorage(_dimension * _dimension),
_leaves(_leafStorage, _dimension)
{
for (int i = 0; i < QUAD_TREE_LEAVES; ++i) {
Group* interior = new osg::Group;
_root->addChild(interior);
for (int j = 0; j < QUAD_TREE_LEAVES; ++j) {
LOD* lod = new osg::LOD;
interior->addChild(lod);
_leaves[i][j] = lod;
for (LeafVector::iterator iter = _leafStorage.begin();
iter != _leafStorage.end();
++iter)
*iter = new LOD;
vector<Group*> parentNodes(1);
parentNodes[0] = _root.get();
unsigned leafDim = 2;
for (int i = 0; i < depth - 1; ++i, leafDim *= 2) {
VectorArrayAdapter<vector<Group*> > parents(parentNodes, leafDim / 2);
vector<Group*> interiorNodes(leafDim * leafDim);
VectorArrayAdapter<vector<Group*> > interiors(interiorNodes, leafDim);
for (unsigned j = 0; j < leafDim; ++j) {
for (unsigned k = 0; k < leafDim; ++k) {
interiors(j, k) = new Group;
parents(j / 2, k / 2)->addChild(interiors(j, k));
}
}
parentNodes.swap(interiorNodes);
}
VectorArrayAdapter<vector<Group*> > leafParents(parentNodes,
_dimension / 2);
for (int j = 0; j < _dimension; ++j)
for (int k =0; k < _dimension; ++k)
leafParents(j / 2, k / 2)->addChild(_leaves(j, k));
}
void QuadTreeBuilder::addNode(Node* node, int lod, const Matrix& transform)
{
Vec3 center = node->getBound().center() * transform;
int x = (int)(QUAD_TREE_LEAVES * (center.x() - _min.x()) / (_max.x() - _min.x()));
x = clampTo(x, 0, (QUAD_TREE_LEAVES - 1));
int y = (int)(QUAD_TREE_LEAVES * (center.y() - _min.y()) / (_max.y() - _min.y()));
y = clampTo(y, 0, (QUAD_TREE_LEAVES -1));
int x = (int)(_dimension * (center.x() - _min.x()) / (_max.x() - _min.x()));
x = clampTo(x, 0, (_dimension - 1));
int y = (int)(_dimension * (center.y() - _min.y()) / (_max.y() - _min.y()));
y = clampTo(y, 0, (_dimension -1));
_leaves[y][x]->addChild(node, 0, lod);
_leaves(y, x)->addChild(node, 0, lod);
}
osg::Group* QuadTreeBuilder::makeQuadTree(LodMap& models,
@@ -74,5 +92,5 @@ osg::Group* QuadTreeBuilder::makeQuadTree(LodMap& models,
}
return result.release();
}
#endif
}

View File

@@ -16,36 +16,115 @@
#ifndef SIMGEAR_QUADTREEBUILDER_HXX
#define SIMGEAR_QUADTREEBUILDER_HXX 1
#include <algorithm>
#include <functional>
#include <vector>
#include <osg/BoundingBox>
#include <osg/ref_ptr>
#include <osg/Node>
#include <osg/Group>
#include <osg/Matrix>
#include <osg/Vec2>
#include <osg/LOD>
#define QUAD_TREE_LEAVES 4
#include "VectorArrayAdapter.hxx"
namespace simgear
{
typedef std::map<osg::ref_ptr<osg::Node>,int> LodMap;
// Create a quad tree based on x, y extents
template <typename LeafType, typename ObjectType, typename MakeLeaf,
typename AddLeafObject, typename GetObjectLocalCoords>
class QuadTreeBuilder {
public:
QuadTreeBuilder(const osg::Vec2& min, const osg::Vec2& max);
QuadTreeBuilder(const GetObjectLocalCoords& getLocalCoords,
const AddLeafObject& addLeafObject, int depth = 2,
const MakeLeaf& makeLeaf = MakeLeaf()) :
_root(new osg::Group), _depth(depth),
_dimension(1 << depth), _leafStorage(_dimension * _dimension),
_leaves(_leafStorage, _dimension), _getLocalCoords(getLocalCoords),
_addLeafObject(addLeafObject), _makeLeaf(makeLeaf)
{
using namespace std;
using namespace osg;
generate(_leafStorage.begin(), _leafStorage.end(), _makeLeaf);
vector<Group*> parentNodes(1);
parentNodes[0] = _root.get();
unsigned leafDim = 2;
for (int i = 0; i < depth - 1; ++i, leafDim *= 2) {
VectorArrayAdapter<vector<Group*> > parents(parentNodes, leafDim / 2);
vector<Group*> interiorNodes(leafDim * leafDim);
VectorArrayAdapter<vector<Group*> > interiors(interiorNodes, leafDim);
for (unsigned j = 0; j < leafDim; ++j) {
for (unsigned k = 0; k < leafDim; ++k) {
interiors(j, k) = new Group;
parents(j / 2, k / 2)->addChild(interiors(j, k));
}
}
parentNodes.swap(interiorNodes);
}
VectorArrayAdapter<vector<Group*> > leafParents(parentNodes,
_dimension / 2);
for (int j = 0; j < _dimension; ++j)
for (int k =0; k < _dimension; ++k)
leafParents(j / 2, k / 2)->addChild(_leaves(j, k));
}
osg::Vec2 getMin() { return _min; }
void setMin(const osg::Vec2& min) { _min = min; }
osg::Vec2 getMax() { return _max; }
void setMax(const osg::Vec2& max) { _max = max; }
~QuadTreeBuilder() {}
osg::Group* getRoot() { return _root.get(); }
// Add node to the quadtree using its x, y and LoD
void addNode(osg::Node* node, int lod, const osg::Matrix& transform);
void addNode(ObjectType& obj)
{
using namespace osg;
const Vec3 center(_getLocalCoords(obj));
int x = (int)(_dimension * (center.x() - _min.x())
/ (_max.x() - _min.x()));
x = clampTo(x, 0, (_dimension - 1));
int y = (int)(_dimension * (center.y() - _min.y())
/ (_max.y() - _min.y()));
y = clampTo(y, 0, (_dimension -1));
_addLeafObject(_leaves(y, x), obj);
}
// STL craziness
struct AddNode
{
AddNode(QuadTreeBuilder* qt) : _qt(qt) {}
AddNode(const AddNode& rhs) : _qt(rhs._qt) {}
void operator() (ObjectType& obj) const { _qt->addNode(obj); }
QuadTreeBuilder *_qt;
};
// Make a quadtree of nodes from a map of nodes and LOD values
static osg::Group* makeQuadTree(LodMap& nodes,
const osg::Matrix& transform);
template <typename ForwardIterator>
void buildQuadTree(const ForwardIterator& begin,
const ForwardIterator& end)
{
using namespace osg;
BoundingBox extents;
for (ForwardIterator iter = begin; iter != end; ++iter) {
const Vec3 center = _getLocalCoords(*iter);
extents.expandBy(center);
}
_min = Vec2(extents.xMin(), extents.yMin());
_max = Vec2(extents.xMax(), extents.yMax());
std::for_each(begin, end, AddNode(this));
}
protected:
typedef std::vector<LeafType> LeafVector;
osg::ref_ptr<osg::Group> _root;
osg::LOD* _leaves[QUAD_TREE_LEAVES][QUAD_TREE_LEAVES];
osg::Vec2 _min;
osg::Vec2 _max;
int _depth;
int _dimension;
LeafVector _leafStorage;
VectorArrayAdapter<LeafVector> _leaves;
const GetObjectLocalCoords _getLocalCoords;
const AddLeafObject _addLeafObject;
const MakeLeaf _makeLeaf;
};
}
#endif

View File

@@ -50,6 +50,10 @@ enum NodeMask {
//
// Normal opaque objects are assigned bin 0.
//
// Random objects like trees may have transparency, but there are too
// many to depth sort. By drawing them after the terrain we can at
// least keep the sky under the ground from poking through.
//
// Point lights blend with the terrain to simulate attenuation but
// should completely obscure any transparent geometry behind
// them. Also, they should be visible through semi-transparent cloud
@@ -62,6 +66,7 @@ enum NodeMask {
// OSG and its file loaders throw all transparent objects into bin 10.
enum RenderBin {
RANDOM_OBJECTS_BIN = 2,
POINT_LIGHTS_BIN = 8,
CLOUDS_BIN = 9,
TRANSPARENT_BIN = 10 // assigned by OSG

View File

@@ -57,6 +57,11 @@ StateAttributeFactory::StateAttributeFactory()
_whiteTexture->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
_whiteTexture->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
_whiteTexture->setDataVariance(osg::Object::STATIC);
_white = new Vec4Array(1);
(*_white)[0].set(1.0f, 1.0f, 1.0f, 1.0f);
_white->setDataVariance(Object::STATIC);
_cullFaceBack = new CullFace(CullFace::BACK);
_cullFaceBack->setDataVariance(Object::STATIC);
}
osg::ref_ptr<StateAttributeFactory> StateAttributeFactory::_theInstance;

View File

@@ -25,7 +25,9 @@
#include <OpenThreads/Mutex>
#include <osg/ref_ptr>
#include <osg/AlphaFunc>
#include <osg/Array>
#include <osg/BlendFunc>
#include <osg/CullFace>
#include <osg/ShadeModel>
#include <osg/Texture2D>
#include <osg/TexEnv>
@@ -45,6 +47,11 @@ public:
osg::ShadeModel* getFlatShadeModel() { return _flat.get(); }
// White, repeating texture
osg::Texture2D* getWhiteTexture() { return _whiteTexture.get(); }
// White color
osg::Vec4Array* getWhiteColor() {return _white.get(); }
// cull back facing polygons
osg::CullFace* getCullFaceBack() { return _cullFaceBack.get(); }
static StateAttributeFactory* instance();
protected:
StateAttributeFactory();
@@ -54,6 +61,8 @@ protected:
osg::ref_ptr<osg::BlendFunc> _standardBlendFunc;
osg::ref_ptr<osg::TexEnv> _standardTexEnv;
osg::ref_ptr<osg::Texture2D> _whiteTexture;
osg::ref_ptr<osg::Vec4Array> _white;
osg::ref_ptr<osg::CullFace> _cullFaceBack;
static osg::ref_ptr<StateAttributeFactory> _theInstance;
static OpenThreads::Mutex _instanceMutex;
};

View File

@@ -22,6 +22,7 @@
#ifndef VECTORARRAYADAPTERHXX
#define VECTORARRAYADAPTERHXX 1
// #define SG_CHECK_VECTOR_ACCESS 1
namespace simgear
{
template <typename Vector>
@@ -44,7 +45,16 @@ public:
_rowOffset(rowOffset)
{
}
#ifdef SG_CHECK_VECTOR_ACCESS
typename Vector::value_type& operator() (int i, int j)
{
return _v.at(_baseOffset + i * _rowStride + _rowOffset + j);
}
const typename Vector::value_type& operator() (int i, int j) const
{
return _v.at(_baseOffset + i * _rowStride + _rowOffset + j);
}
#else
typename Vector::value_type& operator() (int i, int j)
{
return _v[_baseOffset + i * _rowStride + _rowOffset + j];
@@ -53,6 +63,7 @@ public:
{
return _v[_baseOffset + i * _rowStride + _rowOffset + j];
}
#endif
private:
Vector& _v;
const int _rowStride;