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@@ -42,111 +42,184 @@
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#include <osgDB/ReadFile>
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#include <osgDB/FileUtils>
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#include <simgear/debug/logstream.hxx>
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#include <simgear/math/sg_random.h>
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#include <simgear/misc/sg_path.hxx>
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#include <simgear/scene/util/QuadTreeBuilder.hxx>
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#include <simgear/scene/util/RenderConstants.hxx>
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#include <simgear/scene/util/StateAttributeFactory.hxx>
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#include <simgear/structure/OSGUtils.hxx>
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#include "ShaderGeometry.hxx"
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#include "TreeBin.hxx"
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#define SG_TREE_QUAD_TREE_DEPTH 3
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// Comments from Tim Moore:
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// Some work remains for this code. Stuart's enhancement for multiple
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// textures per forest should be integrated. We should try to use one
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// ShaderGeometry for *all* the trees in the scene graph and do the
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// rotation and scale with a MatrixTransform above the trees quad
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// tree. The positions would of course have to be transformed by the
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// inverse of that transform. Also, we should investigate whether it
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// would be better to instantiate trees as polygons in a osg::Geometry
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// object instead of using the ShaderGeometry instancing technique.
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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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// Tree instance scheme:
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// vertex - local position of quad vertex.
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// normal - x y scaling, z number of varieties
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// fog coord - rotation
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// color - xyz of tree quad origin, replicated 4 times.
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//
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// The tree quad is rendered twice, with different rotations, to
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// create the crossed tree geometry.
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osg::Geometry* createOrthQuads(float w, float h, int varieties, const osg::Matrix& rotate)
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struct TreesBoundingBoxCallback : public Drawable::ComputeBoundingBoxCallback
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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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TreesBoundingBoxCallback() {}
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TreesBoundingBoxCallback(const TreesBoundingBoxCallback&, const CopyOp&) {}
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META_Object(simgear, TreesBoundingBoxCallback);
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virtual BoundingBox computeBound(const Drawable&) const;
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};
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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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// Create front and back polygons so we don't need to screw around
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// with two-sided lighting in the shader.
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osg::Vec3Array& v = *(new osg::Vec3Array(8));
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osg::Vec3Array& n = *(new osg::Vec3Array(8));
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osg::Vec2Array& t = *(new osg::Vec2Array(8));
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float cw = w*0.5f;
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v[0].set(0.0f,-cw,0.0f);
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v[1].set(0.0f, cw,0.0f);
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v[2].set(0.0f, cw,h);
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v[3].set(0.0f,-cw,h);
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v[4].set(-cw,0.0f,0.0f);
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v[5].set( cw,0.0f,0.0f);
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v[6].set( cw,0.0f,h);
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v[7].set(-cw,0.0f,h);
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// The texture coordinate range is not the
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// entire coordinate space - as the texture
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// has a number of different trees on it.
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float tx = 1.0f/varieties;
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t[0].set(0.0f,0.0f);
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t[1].set( tx,0.0f);
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t[2].set( tx,1.0f);
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t[3].set(0.0f,1.0f);
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t[4].set(0.0f,0.0f);
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t[5].set( tx,0.0f);
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t[6].set( tx,1.0f);
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t[7].set(0.0f,1.0f);
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// For now the normal is normal to the quad. If we want to get
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// fancier and approximate a cylindrical tree or something, then
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// we would really want more geometry.
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std::fill(n.begin(), n.begin() + 4, Vec3f(1.0f, 0.0f, 0.0f));
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std::fill(n.begin() + 4, n.end(), Vec3f(0.0f, -1.0f, 0.0f));
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for (unsigned int i = 0; i < 8; i++) {
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v[i] = v[i] * rotate;
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// Should be the inverse transpose, but assume that rotate is
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// orthonormal.
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n[i] = n[i] * rotate;
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BoundingBox
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TreesBoundingBoxCallback::computeBound(const Drawable& drawable) const
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{
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BoundingBox bb;
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const Geometry* geom = static_cast<const Geometry*>(&drawable);
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const Vec3Array* v = static_cast<const Vec3Array*>(geom->getVertexArray());
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const Vec3Array* pos = static_cast<const Vec3Array*>(geom->getColorArray());
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const Vec3Array* params
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= static_cast<const Vec3Array*>(geom->getNormalArray());
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const FloatArray* rot
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= static_cast<const FloatArray*>(geom->getFogCoordArray());
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float w = (*params)[0].x();
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float h = (*params)[0].y();
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Geometry::PrimitiveSetList primSets = geom->getPrimitiveSetList();
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FloatArray::const_iterator rotitr = rot->begin();
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for (Geometry::PrimitiveSetList::const_iterator psitr = primSets.begin(),
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psend = primSets.end();
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psitr != psend;
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++psitr, ++rotitr) {
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Matrixd trnsfrm = (Matrixd::scale(w, w, h)
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* Matrixd::rotate(*rotitr, Vec3(0.0f, 0.0f, 1.0f)));
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DrawArrays* da = static_cast<DrawArrays*>(psitr->get());
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GLint psFirst = da->getFirst();
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GLint psEndVert = psFirst + da->getCount();
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for (GLint i = psFirst;i < psEndVert; ++i) {
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Vec3 pt = (*v)[i];
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pt = pt * trnsfrm;
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pt += (*pos)[i];
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bb.expandBy(pt);
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}
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}
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return bb;
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}
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osg::Geometry *geom = new osg::Geometry;
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Geometry* makeSharedTreeGeometry(int numQuads)
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{
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// generate a repeatable random seed
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mt seed;
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mt_init(&seed, unsigned(123));
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// set up the coords
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osg::Vec3Array* v = new osg::Vec3Array;
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osg::Vec2Array* t = new osg::Vec2Array;
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v->reserve(numQuads * 4);
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t->reserve(numQuads * 4);
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for (int i = 0; i < numQuads; ++i) {
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// Apply a random scaling factor and texture index.
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float h = (mt_rand(&seed) + mt_rand(&seed)) / 2.0f + 0.5f;
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float cw = h * .5;
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v->push_back(Vec3(0.0f, -cw, 0.0f));
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v->push_back(Vec3(0.0f, cw, 0.0f));
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v->push_back(Vec3(0.0f, cw, h));
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v->push_back(Vec3(0.0f,-cw, h));
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// The texture coordinate range is not the entire coordinate
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// space, as the texture has a number of different trees on
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// it. Here we assign random coordinates and let the shader
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// choose the variety.
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float variety = mt_rand(&seed);
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t->push_back(Vec2(variety, 0.0f));
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t->push_back(Vec2(variety + 1.0f, 0.0f));
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t->push_back(Vec2(variety + 1.0f, 1.0f));
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t->push_back(Vec2(variety, 1.0f));
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}
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Geometry* result = new Geometry;
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result->setVertexArray(v);
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result->setTexCoordArray(0, t);
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result->setComputeBoundingBoxCallback(new TreesBoundingBoxCallback);
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result->setUseDisplayList(false);
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return result;
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}
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geom->setVertexArray(&v);
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geom->setTexCoordArray(0, &t);
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geom->setNormalArray(&n);
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geom->setNormalBinding(Geometry::BIND_PER_VERTEX);
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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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ref_ptr<Geometry> sharedTreeGeometry;
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orthQuadMap.insert(std::make_pair(ForestTuple(w, h, varieties), geom));
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return geom;
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Geometry* createTreeGeometry(float width, float height, int varieties)
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{
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if (!sharedTreeGeometry)
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sharedTreeGeometry = makeSharedTreeGeometry(1600);
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Geometry* quadGeom = simgear::clone(sharedTreeGeometry.get(),
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CopyOp::SHALLOW_COPY);
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Vec3Array* params = new Vec3Array;
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params->push_back(Vec3(width, height, (float)varieties));
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quadGeom->setNormalArray(params);
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quadGeom->setNormalBinding(Geometry::BIND_OVERALL);
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// Positions
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quadGeom->setColorArray(new Vec3Array);
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quadGeom->setColorBinding(Geometry::BIND_PER_VERTEX);
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FloatArray* rotation = new FloatArray(2);
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(*rotation)[0] = 0.0;
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(*rotation)[1] = PI_2;
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quadGeom->setFogCoordArray(rotation);
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quadGeom->setFogCoordBinding(Geometry::BIND_PER_PRIMITIVE_SET);
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for (int i = 0; i < 2; ++i)
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quadGeom->addPrimitiveSet(new DrawArrays(PrimitiveSet::QUADS));
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return quadGeom;
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}
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Geode* createTreeGeode(float width, float height, int varieties)
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{
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Geode* result = new Geode;
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result->addDrawable(createTreeGeometry(width, height, varieties));
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return result;
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}
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void addTreeToLeafGeode(Geode* geode, const SGVec3f& p)
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{
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const Vec3& pos = p.osg();
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unsigned int numDrawables = geode->getNumDrawables();
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Geometry* geom
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= static_cast<Geometry*>(geode->getDrawable(numDrawables - 1));
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Vec3Array* posArray = static_cast<Vec3Array*>(geom->getColorArray());
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if (posArray->size()
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>= static_cast<Vec3Array*>(geom->getVertexArray())->size()) {
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Vec3Array* paramsArray
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= static_cast<Vec3Array*>(geom->getNormalArray());
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Vec3 params = (*paramsArray)[0];
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geom = createTreeGeometry(params.x(), params.y(), params.z());
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posArray = static_cast<Vec3Array*>(geom->getColorArray());
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geode->addDrawable(geom);
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}
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posArray->insert(posArray->end(), 4, pos);
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size_t numVerts = posArray->size();
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for (int i = 0; i < 2; ++i) {
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DrawArrays* primSet
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= static_cast<DrawArrays*>(geom->getPrimitiveSet(i));
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primSet->setCount(numVerts);
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}
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}
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static char vertexShaderSource[] =
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"varying float fogFactor;\n"
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"attribute float textureIndex;\n"
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"\n"
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"void main(void)\n"
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"{\n"
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" gl_TexCoord[0] = gl_MultiTexCoord0 + vec4(textureIndex, 0.0, 0.0, 0.0);\n"
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" vec3 position = gl_Vertex.xyz * gl_Color.w + gl_Color.xyz;\n"
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" float numVarieties = gl_Normal.z;\n"
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" float texFract = floor(fract(gl_MultiTexCoord0.x) * numVarieties) / numVarieties;\n"
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" texFract += floor(gl_MultiTexCoord0.x) / numVarieties;\n"
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" float sr = sin(gl_FogCoord);\n"
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" float cr = cos(gl_FogCoord);\n"
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" gl_TexCoord[0] = vec4(texFract, gl_MultiTexCoord0.y, 0.0, 0.0);\n"
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// scaling
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" vec3 position = gl_Vertex.xyz * gl_Normal.xxy;\n"
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// Rotation of the generic quad to specific one for the tree.
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" position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr)));\n"
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" position = position + 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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" float n = dot(normalize(gl_LightSource[0].position.xyz), normalize(-ecPosition));\n"
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@@ -179,24 +252,26 @@ namespace
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{
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struct MakeTreesLeaf
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{
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MakeTreesLeaf(float range, Geometry* geometry, int varieties) :
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_range(range), _varieties(varieties), _geometry(geometry)
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{}
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MakeTreesLeaf(float range, int varieties, float width, float height) :
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_range(range), _varieties(varieties),
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_width(width), _height(height) {}
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MakeTreesLeaf(const MakeTreesLeaf& rhs) :
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_range(rhs._range), _varieties(rhs._varieties), _geometry(rhs._geometry) {}
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_range(rhs._range),
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_varieties(rhs._varieties), _width(rhs._width), _height(rhs._height)
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{}
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LOD* operator() () const
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{
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LOD* result = new LOD;
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Geode* geode = new Geode;
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ShaderGeometry* sg = new ShaderGeometry(_varieties);
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sg->setGeometry(_geometry);
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geode->addDrawable(sg);
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Geode* geode = createTreeGeode(_width, _height, _varieties);
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result->addChild(geode, 0, _range);
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return result;
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}
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float _range;
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int _varieties;
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Geometry* _geometry;
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float _width;
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float _height;
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};
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struct AddTreesLeafObject
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@@ -204,9 +279,7 @@ struct AddTreesLeafObject
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void operator() (LOD* lod, const TreeBin::Tree& tree) const
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{
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Geode* geode = static_cast<Geode*>(lod->getChild(0));
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ShaderGeometry* sg
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= static_cast<ShaderGeometry*>(geode->getDrawable(0));
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sg->addTree(tree);
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addTreeToLeafGeode(geode, tree.position);
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}
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};
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@@ -228,8 +301,7 @@ struct TreeTransformer
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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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return TreeBin::Tree(SGVec3f(pos * mat));
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}
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Matrix mat;
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};
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@@ -242,12 +314,7 @@ 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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ident);
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// Set up some shared structures.
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ref_ptr<Group> group;
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osg::StateSet* stateset = 0;
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@@ -271,10 +338,9 @@ osg::Group* createForest(TreeBin& forest, const osg::Matrix& transform)
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alphaFunc->setFunction(AlphaFunc::GEQUAL,0.33f);
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program = new Program;
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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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Shader* vertex_shader = new Shader(Shader::VERTEX,
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vertexShaderSource);
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program->addShader(vertex_shader);
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program->addBindAttribLocation("textureIndex", 1);
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Shader* fragment_shader = new Shader(Shader::FRAGMENT,
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fragmentShaderSource);
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program->addShader(fragment_shader);
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|
@@ -299,12 +365,11 @@ 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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|
|
ShaderGeometryQuadtree quadtree(GetTreeCoord(),
|
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|
|
|
AddTreesLeafObject(),
|
|
|
|
|
SG_TREE_QUAD_TREE_DEPTH,
|
|
|
|
|
MakeTreesLeaf(forest.range,
|
|
|
|
|
shared_geometry,
|
|
|
|
|
forest.texture_varieties));
|
|
|
|
|
ShaderGeometryQuadtree
|
|
|
|
|
quadtree(GetTreeCoord(), AddTreesLeafObject(),
|
|
|
|
|
SG_TREE_QUAD_TREE_DEPTH,
|
|
|
|
|
MakeTreesLeaf(forest.range, forest.texture_varieties,
|
|
|
|
|
forest.width, forest.height));
|
|
|
|
|
// Transform tree positions from the "geocentric" positions we
|
|
|
|
|
// get from the scenery polys into the local Z-up coordinate
|
|
|
|
|
// system.
|
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|