Emissive lighting for random buildings. Requires up to date fgdata.
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@@ -274,8 +274,15 @@ SGMaterial::read_properties(const SGReaderWriterOptions* options,
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if (building_texture.empty()) {
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SG_LOG(SG_GENERAL, SG_ALERT, "Cannot find texture \"" << bt);
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}
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bt = props->getStringValue("building-lightmap", "Textures/buildings-lightmap.png");
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building_lightmap = SGModelLib::findDataFile(bt, options);
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if (building_lightmap.empty()) {
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SG_LOG(SG_GENERAL, SG_ALERT, "Cannot find texture \"" << bt);
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}
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building_small_ratio = props->getDoubleValue("building-small-ratio", 0.8);
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building_medium_ratio = props->getDoubleValue("building-medium-ratio", 0.15);
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building_large_ratio = props->getDoubleValue("building-large-ratio", 0.05);
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@@ -172,6 +172,15 @@ public:
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* @return The texture for auto-generated buildings.
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*/
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inline std::string get_building_texture () const { return building_texture; }
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/**
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* Get the building lightmap.
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*
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* This is the lightmap used for auto-generated buildings.
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*
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* @return The lightmap for auto-generated buildings.
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*/
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inline std::string get_building_lightmap () const { return building_lightmap; }
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// Ratio of the 3 random building sizes
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inline double get_building_small_fraction () const { return building_small_ratio / (building_small_ratio + building_medium_ratio + building_large_ratio); }
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@@ -384,8 +393,9 @@ private:
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// building spacing
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double building_spacing;
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// building texture
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// building texture & lightmap
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std::string building_texture;
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std::string building_lightmap;
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// Ratio of the 3 random building sizes
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double building_small_ratio;
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@@ -611,9 +611,14 @@ osg::Group* createRandomBuildings(SGBuildingBinList buildings, const osg::Matrix
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SGPropertyNode_ptr effectProp = new SGPropertyNode;
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makeChild(effectProp, "inherits-from")->setStringValue("Effects/building");
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SGPropertyNode* params = makeChild(effectProp, "parameters");
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// emphasize n = 0
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// Main texture - n=0
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params->getChild("texture", 0, true)->getChild("image", 0, true)
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->setStringValue(bin->texture);
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// Light map - n=1
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params->getChild("texture", 1, true)->getChild("image", 0, true)
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->setStringValue(bin->lightMap);
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effect = makeEffect(effectProp, true, options);
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if (iter == buildingEffectMap.end())
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buildingEffectMap.insert(EffectMap::value_type(bin->texture, effect));
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@@ -639,34 +644,6 @@ osg::Group* createRandomBuildings(SGBuildingBinList buildings, const osg::Matrix
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ref_ptr<Group> group = quadbuilding.getRoot();
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/*
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// Set up the stateset for this building bin and the texture to use.
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osg::StateSet* stateSet = group->getOrCreateStateSet();
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const std::string texturename = bin->texture;
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osg::Texture2D* texture = SGLoadTexture2D(texturename);
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texture->setWrap(osg::Texture2D::WRAP_S, osg::Texture2D::CLAMP_TO_EDGE);
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texture->setWrap(osg::Texture2D::WRAP_T, osg::Texture2D::CLAMP_TO_EDGE);
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stateSet->setTextureAttributeAndModes(0, texture);
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osg::ShadeModel* shadeModel = new osg::ShadeModel;
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shadeModel->setMode(osg::ShadeModel::FLAT);
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stateSet->setAttributeAndModes(shadeModel);
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stateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON);
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stateSet->setMode(GL_FOG, osg::StateAttribute::ON);
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stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
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stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
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stateSet->setMode(GL_BLEND, osg::StateAttribute::OFF);
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stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
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stateSet->setAttribute(new osg::CullFace(osg::CullFace::BACK));
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osg::Material* material = new osg::Material;
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material->setAmbient(osg::Material::FRONT, osg::Vec4(0.3,0.3,0.3,1.0));
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material->setDiffuse(osg::Material::FRONT, osg::Vec4(1.0,1.0,1.0,1.0));
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material->setSpecular(osg::Material::FRONT, osg::Vec4(0,0,0,1.0));
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material->setShininess(osg::Material::FRONT, 0.0);
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material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
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stateSet->setAttribute(material);
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*/
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mt->addChild(group);
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}
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@@ -86,6 +86,7 @@ public:
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BuildingList buildings;
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std::string texture;
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std::string lightMap;
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void insert(const Building& model)
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{
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@@ -496,6 +496,7 @@ struct SGTileGeometryBin {
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if (!found) {
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bin = new SGBuildingBin();
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bin->texture = mat->get_building_texture();
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bin->lightMap = mat->get_building_lightmap();
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SG_LOG(SG_INPUT, SG_DEBUG, "Building texture " << bin->texture);
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randomBuildings.push_back(bin);
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}
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