Support for tree shadows from Thorsten RENK.
This commit is contained in:
@@ -291,7 +291,8 @@ public:
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float vegetation_density,
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float vegetation_density,
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float cos_max_density_angle,
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float cos_max_density_angle,
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float cos_zero_density_angle,
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float cos_zero_density_angle,
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std::vector<SGVec3f>& points)
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std::vector<SGVec3f>& points,
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std::vector<SGVec3f>& normals)
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{
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{
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if ( !geometries.empty() ) {
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if ( !geometries.empty() ) {
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const osg::Vec3Array* vertices = dynamic_cast<osg::Vec3Array*>(geometries[0]->getVertexArray());
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const osg::Vec3Array* vertices = dynamic_cast<osg::Vec3Array*>(geometries[0]->getVertexArray());
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@@ -366,9 +367,11 @@ public:
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if (mt_rand(&seed) < img->getColor(x, y).g()) {
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if (mt_rand(&seed) < img->getColor(x, y).g()) {
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// The red channel contains the rotation for this object
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// The red channel contains the rotation for this object
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points.push_back(randomPoint);
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points.push_back(randomPoint);
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normals.push_back(normalize(normal));
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}
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}
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} else {
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} else {
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points.push_back(randomPoint);
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points.push_back(randomPoint);
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normals.push_back(normalize(normal));
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}
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}
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}
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}
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}
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}
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@@ -216,7 +216,8 @@ public:
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float vegetation_density,
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float vegetation_density,
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float cos_max_density_angle,
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float cos_max_density_angle,
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float cos_zero_density_angle,
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float cos_zero_density_angle,
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std::vector<SGVec3f>& points)
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std::vector<SGVec3f>& points,
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std::vector<SGVec3f>& normals)
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{
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{
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unsigned num = getNumTriangles();
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unsigned num = getNumTriangles();
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for (unsigned i = 0; i < num; ++i) {
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for (unsigned i = 0; i < num; ++i) {
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@@ -282,9 +283,11 @@ public:
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if (mt_rand(&seed) < img->getColor(x, y).g()) {
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if (mt_rand(&seed) < img->getColor(x, y).g()) {
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// The red channel contains the rotation for this object
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// The red channel contains the rotation for this object
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points.push_back(randomPoint);
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points.push_back(randomPoint);
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normals.push_back(normalize(normal));
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}
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}
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} else {
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} else {
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points.push_back(randomPoint);
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points.push_back(randomPoint);
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normals.push_back(normalize(normal));
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}
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}
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}
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}
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}
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}
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@@ -723,7 +723,7 @@ public:
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BOOST_FOREACH(bin, randomForest)
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BOOST_FOREACH(bin, randomForest)
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{
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{
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if ((bin->texture == mat->get_tree_texture() ) &&
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if ((bin->texture == mat->get_tree_texture() ) &&
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(bin->teffect == mat->get_tree_effect() ) &&
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(bin->teffect == mat->get_tree_effect() ) &&
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(bin->texture_varieties == mat->get_tree_varieties()) &&
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(bin->texture_varieties == mat->get_tree_varieties()) &&
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(bin->range == mat->get_tree_range() ) &&
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(bin->range == mat->get_tree_range() ) &&
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(bin->width == mat->get_tree_width() ) &&
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(bin->width == mat->get_tree_width() ) &&
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@@ -747,16 +747,19 @@ public:
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}
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}
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std::vector<SGVec3f> randomPoints;
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std::vector<SGVec3f> randomPoints;
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std::vector<SGVec3f> randomPointNormals;
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matTris[i].addRandomTreePoints(wood_coverage,
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matTris[i].addRandomTreePoints(wood_coverage,
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mat->get_one_object_mask(matTris[i].getTextureIndex()),
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mat->get_one_object_mask(matTris[i].getTextureIndex()),
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vegetation_density,
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vegetation_density,
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mat->get_cos_tree_max_density_slope_angle(),
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mat->get_cos_tree_max_density_slope_angle(),
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mat->get_cos_tree_zero_density_slope_angle(),
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mat->get_cos_tree_zero_density_slope_angle(),
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randomPoints);
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randomPoints,
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randomPointNormals);
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std::vector<SGVec3f>::iterator k;
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std::vector<SGVec3f>::iterator k;
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for (k = randomPoints.begin(); k != randomPoints.end(); ++k) {
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std::vector<SGVec3f>::iterator j;
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bin->insert(*k);
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for (k = randomPoints.begin(), j = randomPointNormals.begin(); k != randomPoints.end(); ++k, ++j) {
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bin->insert(*k, *j);
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}
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}
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}
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}
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}
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}
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@@ -49,6 +49,7 @@
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#include <simgear/scene/util/QuadTreeBuilder.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/RenderConstants.hxx>
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#include <simgear/scene/util/StateAttributeFactory.hxx>
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#include <simgear/scene/util/StateAttributeFactory.hxx>
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#include <simgear/scene/util/SGReaderWriterOptions.hxx>
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#include <simgear/structure/OSGUtils.hxx>
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#include <simgear/structure/OSGUtils.hxx>
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#include "ShaderGeometry.hxx"
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#include "ShaderGeometry.hxx"
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@@ -62,6 +63,9 @@ using namespace osg;
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namespace simgear
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namespace simgear
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{
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{
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bool use_tree_shadows;
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bool use_tree_normals;
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// Tree instance scheme:
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// Tree instance scheme:
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// vertex - local position of quad vertex.
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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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// normal - x y scaling, z number of varieties
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@@ -164,15 +168,24 @@ Geometry* createTreeGeometry(float width, float height, int varieties)
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// Positions
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// Positions
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quadGeom->setColorArray(new Vec3Array);
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quadGeom->setColorArray(new Vec3Array);
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quadGeom->setColorBinding(Geometry::BIND_PER_VERTEX);
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quadGeom->setColorBinding(Geometry::BIND_PER_VERTEX);
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FloatArray* rotation = new FloatArray(2);
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// Normals
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if (use_tree_shadows || use_tree_normals)
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{
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quadGeom->setSecondaryColorArray(new Vec3Array);
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quadGeom->setSecondaryColorBinding(Geometry::BIND_PER_VERTEX);
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}
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FloatArray* rotation = new FloatArray(3);
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(*rotation)[0] = 0.0;
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(*rotation)[0] = 0.0;
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(*rotation)[1] = PI_2;
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(*rotation)[1] = PI_2;
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if (use_tree_shadows) {(*rotation)[2] = -1.0;}
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quadGeom->setFogCoordArray(rotation);
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quadGeom->setFogCoordArray(rotation);
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quadGeom->setFogCoordBinding(Geometry::BIND_PER_PRIMITIVE_SET);
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quadGeom->setFogCoordBinding(Geometry::BIND_PER_PRIMITIVE_SET);
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// The primitive sets render the same geometry, but the second
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// The primitive sets render the same geometry, but the second
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// will rotated 90 degrees by the vertex shader, which uses the
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// will rotated 90 degrees by the vertex shader, which uses the
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// fog coordinate as a rotation.
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// fog coordinate as a rotation.
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for (int i = 0; i < 2; ++i)
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int imax = 2;
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if (use_tree_shadows) {imax = 3;}
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for (int i = 0; i < imax; ++i)
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quadGeom->addPrimitiveSet(new DrawArrays(PrimitiveSet::QUADS));
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quadGeom->addPrimitiveSet(new DrawArrays(PrimitiveSet::QUADS));
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return quadGeom;
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return quadGeom;
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}
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}
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@@ -184,13 +197,17 @@ EffectGeode* createTreeGeode(float width, float height, int varieties)
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return result;
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return result;
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}
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}
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void addTreeToLeafGeode(Geode* geode, const SGVec3f& p)
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void addTreeToLeafGeode(Geode* geode, const SGVec3f& p, const SGVec3f& t)
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{
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{
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Vec3 pos = toOsg(p);
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Vec3 pos = toOsg(p);
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Vec3 ter = toOsg(t);
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unsigned int numDrawables = geode->getNumDrawables();
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unsigned int numDrawables = geode->getNumDrawables();
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Geometry* geom
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Geometry* geom
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= static_cast<Geometry*>(geode->getDrawable(numDrawables - 1));
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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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Vec3Array* posArray = static_cast<Vec3Array*>(geom->getColorArray());
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Vec3Array* tnormalArray;
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if (use_tree_shadows || use_tree_normals)
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{tnormalArray = static_cast<Vec3Array*>(geom->getSecondaryColorArray());}
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if (posArray->size()
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if (posArray->size()
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>= static_cast<Vec3Array*>(geom->getVertexArray())->size()) {
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>= static_cast<Vec3Array*>(geom->getVertexArray())->size()) {
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Vec3Array* paramsArray
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Vec3Array* paramsArray
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@@ -198,11 +215,17 @@ void addTreeToLeafGeode(Geode* geode, const SGVec3f& p)
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Vec3 params = (*paramsArray)[0];
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Vec3 params = (*paramsArray)[0];
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geom = createTreeGeometry(params.x(), params.y(), params.z());
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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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posArray = static_cast<Vec3Array*>(geom->getColorArray());
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if (use_tree_shadows || use_tree_normals)
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{tnormalArray = static_cast<Vec3Array*>(geom->getSecondaryColorArray());}
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geode->addDrawable(geom);
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geode->addDrawable(geom);
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}
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}
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posArray->insert(posArray->end(), 4, pos);
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posArray->insert(posArray->end(), 4, pos);
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if (use_tree_shadows || use_tree_normals)
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{tnormalArray->insert(tnormalArray->end(),4,ter);}
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size_t numVerts = posArray->size();
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size_t numVerts = posArray->size();
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for (int i = 0; i < 2; ++i) {
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int imax = 2;
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if (use_tree_shadows) {imax = 3;}
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for (int i = 0; i < imax; ++i) {
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DrawArrays* primSet
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DrawArrays* primSet
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= static_cast<DrawArrays*>(geom->getPrimitiveSet(i));
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= static_cast<DrawArrays*>(geom->getPrimitiveSet(i));
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primSet->setCount(numVerts);
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primSet->setCount(numVerts);
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@@ -218,14 +241,14 @@ namespace
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{
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{
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struct MakeTreesLeaf
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struct MakeTreesLeaf
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{
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{
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MakeTreesLeaf(float range, int varieties, float width, float height,
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MakeTreesLeaf(float range, int varieties, float width, float height,
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Effect* effect) :
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Effect* effect) :
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_range(range), _varieties(varieties),
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_range(range), _varieties(varieties),
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_width(width), _height(height), _effect(effect) {}
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_width(width), _height(height), _effect(effect) {}
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MakeTreesLeaf(const MakeTreesLeaf& rhs) :
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MakeTreesLeaf(const MakeTreesLeaf& rhs) :
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_range(rhs._range),
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_range(rhs._range),
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_varieties(rhs._varieties), _width(rhs._width), _height(rhs._height),
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_varieties(rhs._varieties), _width(rhs._width), _height(rhs._height),
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_effect(rhs._effect)
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_effect(rhs._effect)
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{}
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{}
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@@ -255,7 +278,7 @@ struct AddTreesLeafObject
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void operator() (LOD* lod, const TreeBin::Tree& tree) const
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void operator() (LOD* lod, const TreeBin::Tree& tree) const
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{
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{
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Geode* geode = static_cast<Geode*>(lod->getChild(int(tree.position.x() * 10.0f) % lod->getNumChildren()));
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Geode* geode = static_cast<Geode*>(lod->getChild(int(tree.position.x() * 10.0f) % lod->getNumChildren()));
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addTreeToLeafGeode(geode, tree.position);
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addTreeToLeafGeode(geode, tree.position, tree.tnormal);
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}
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}
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};
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};
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@@ -277,7 +300,8 @@ struct TreeTransformer
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TreeBin::Tree operator()(const TreeBin::Tree& tree) const
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TreeBin::Tree operator()(const TreeBin::Tree& tree) const
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{
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{
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Vec3 pos = toOsg(tree.position);
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Vec3 pos = toOsg(tree.position);
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return TreeBin::Tree(toSG(pos * mat));
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Vec3 norm = toOsg(tree.tnormal);
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return TreeBin::Tree(toSG(pos * mat),toSG(norm * mat));
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}
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}
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Matrix mat;
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Matrix mat;
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};
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};
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@@ -332,6 +356,20 @@ osg::Group* createForest(SGTreeBinList& forestList, const osg::Matrix& transform
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MatrixTransform* mt = new MatrixTransform(transform);
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MatrixTransform* mt = new MatrixTransform(transform);
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SGTreeBinList::iterator i;
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SGTreeBinList::iterator i;
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use_tree_shadows = false;
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use_tree_normals = false;
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if (options) {
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SGPropertyNode* propertyNode = options->getPropertyNode().get();
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if (propertyNode) {
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use_tree_shadows
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= propertyNode->getBoolValue("/sim/rendering/random-vegetation-shadows",
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use_tree_shadows);
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use_tree_normals
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= propertyNode->getBoolValue("/sim/rendering/random-vegetation-normals",
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use_tree_normals);
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}
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}
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for (i = forestList.begin(); i != forestList.end(); ++i) {
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for (i = forestList.begin(); i != forestList.end(); ++i) {
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TreeBin* forest = *i;
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TreeBin* forest = *i;
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@@ -36,10 +36,10 @@ namespace simgear
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class TreeBin {
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class TreeBin {
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public:
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public:
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struct Tree {
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struct Tree {
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Tree(const SGVec3f& p) :
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position(p)
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{ }
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SGVec3f position;
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SGVec3f position;
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SGVec3f tnormal;
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Tree(const SGVec3f& p, const SGVec3f& t) : position(p),tnormal(t)
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{ }
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};
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};
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typedef std::vector<Tree> TreeList;
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typedef std::vector<Tree> TreeList;
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@@ -53,8 +53,9 @@ public:
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void insert(const Tree& t)
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void insert(const Tree& t)
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{ _trees.push_back(t); }
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{ _trees.push_back(t); }
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void insert(const SGVec3f& p, int t, float s)
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{ insert(Tree(p)); }
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void insert(const SGVec3f& p, const SGVec3f& tnorm)
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{insert(Tree(p,tnorm));}
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unsigned getNumTrees() const
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unsigned getNumTrees() const
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{ return _trees.size(); }
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{ return _trees.size(); }
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Block a user