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simgear/simgear/scene/tgdb/TreeBin.cxx
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/* -*-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.
*
*/
#ifdef HAVE_CONFIG_H
# include <simgear_config.h>
#endif
#include <algorithm>
#include <vector>
#include <string>
#include <map>
#include <osg/Geode>
#include <osg/Geometry>
#include <osg/Math>
#include <osg/MatrixTransform>
#include <osg/Matrix>
#include <osg/NodeVisitor>
#include <osgDB/ReadFile>
#include <osgDB/FileUtils>
#include <simgear/debug/logstream.hxx>
#include <simgear/math/sg_random.h>
#include <simgear/misc/sg_path.hxx>
#include <simgear/scene/material/Effect.hxx>
#include <simgear/scene/material/EffectGeode.hxx>
#include <simgear/props/props.hxx>
#include <simgear/scene/util/QuadTreeBuilder.hxx>
#include <simgear/scene/util/RenderConstants.hxx>
#include <simgear/scene/util/StateAttributeFactory.hxx>
#include <simgear/scene/util/SGReaderWriterOptions.hxx>
#include <simgear/structure/OSGUtils.hxx>
#include "ShaderGeometry.hxx"
#include "TreeBin.hxx"
#define SG_TREE_QUAD_TREE_DEPTH 3
#define SG_TREE_FADE_OUT_LEVELS 10
using namespace osg;
namespace simgear
{
bool use_tree_shadows;
bool use_tree_normals;
// Tree instance scheme:
// vertex - local position of quad vertex.
// normal - x y scaling, z number of varieties
// fog coord - rotation
// color - xyz of tree quad origin, replicated 4 times.
//
// The tree quad is rendered twice, with different rotations, to
// create the crossed tree geometry.
struct TreesBoundingBoxCallback : public Drawable::ComputeBoundingBoxCallback
{
TreesBoundingBoxCallback() {}
TreesBoundingBoxCallback(const TreesBoundingBoxCallback&, const CopyOp&) {}
META_Object(simgear, TreesBoundingBoxCallback);
virtual BoundingBox computeBound(const Drawable&) const;
};
BoundingBox
TreesBoundingBoxCallback::computeBound(const Drawable& drawable) const
{
BoundingBox bb;
const Geometry* geom = static_cast<const Geometry*>(&drawable);
const Vec3Array* v = static_cast<const Vec3Array*>(geom->getVertexArray());
const Vec3Array* pos = static_cast<const Vec3Array*>(geom->getColorArray());
const Vec3Array* params
= static_cast<const Vec3Array*>(geom->getNormalArray());
const FloatArray* rot
= static_cast<const FloatArray*>(geom->getFogCoordArray());
float w = (*params)[0].x();
float h = (*params)[0].y();
Geometry::PrimitiveSetList primSets = geom->getPrimitiveSetList();
FloatArray::const_iterator rotitr = rot->begin();
for (Geometry::PrimitiveSetList::const_iterator psitr = primSets.begin(),
psend = primSets.end();
psitr != psend;
++psitr, ++rotitr) {
Matrixd trnsfrm = (Matrixd::scale(w, w, h)
* Matrixd::rotate(*rotitr, Vec3(0.0f, 0.0f, 1.0f)));
DrawArrays* da = static_cast<DrawArrays*>(psitr->get());
GLint psFirst = da->getFirst();
GLint psEndVert = psFirst + da->getCount();
for (GLint i = psFirst;i < psEndVert; ++i) {
Vec3 pt = (*v)[i];
pt = pt * trnsfrm;
pt += (*pos)[i];
bb.expandBy(pt);
}
}
return bb;
}
Geometry* makeSharedTreeGeometry(int numQuads)
{
// generate a repeatable random seed
mt seed;
mt_init(&seed, unsigned(123));
// set up the coords
osg::Vec3Array* v = new osg::Vec3Array;
osg::Vec2Array* t = new osg::Vec2Array;
v->reserve(numQuads * 4);
t->reserve(numQuads * 4);
for (int i = 0; i < numQuads; ++i) {
// Apply a random scaling factor and texture index.
float h = (mt_rand(&seed) + mt_rand(&seed)) / 2.0f + 0.5f;
float cw = h * .5;
v->push_back(Vec3(0.0f, -cw, 0.0f));
v->push_back(Vec3(0.0f, cw, 0.0f));
v->push_back(Vec3(0.0f, cw, h));
v->push_back(Vec3(0.0f,-cw, h));
// The texture coordinate range is not the entire coordinate
// space, as the texture has a number of different trees on
// it. Here we assign random coordinates and let the shader
// choose the variety.
float variety = mt_rand(&seed);
t->push_back(Vec2(variety, 0.0f));
t->push_back(Vec2(variety + 1.0f, 0.0f));
t->push_back(Vec2(variety + 1.0f, 0.234f));
t->push_back(Vec2(variety, 0.234f));
}
Geometry* result = new Geometry;
result->setVertexArray(v);
result->setTexCoordArray(0, t, Array::BIND_PER_VERTEX);
result->setComputeBoundingBoxCallback(new TreesBoundingBoxCallback);
//result->setUseDisplayList(false);
return result;
}
static std::mutex static_sharedGeometryMutex;
static ref_ptr<Geometry> sharedTreeGeometry;
void clearSharedTreeGeometry()
{
std::lock_guard<std::mutex> g(static_sharedGeometryMutex);
sharedTreeGeometry = {};
}
Geometry* createTreeGeometry(float width, float height, int varieties)
{
Geometry* quadGeom = nullptr;
{
std::lock_guard<std::mutex> g(static_sharedGeometryMutex);
if (!sharedTreeGeometry)
sharedTreeGeometry = makeSharedTreeGeometry(1600);
quadGeom = simgear::clone(sharedTreeGeometry.get(),
CopyOp::SHALLOW_COPY);
}
Vec3Array* params = new Vec3Array;
params->push_back(Vec3(width, height, (float)varieties));
quadGeom->setNormalArray(params);
quadGeom->setNormalBinding(Geometry::BIND_OVERALL);
// Positions
quadGeom->setColorArray(new Vec3Array);
quadGeom->setColorBinding(Geometry::BIND_PER_VERTEX);
// Normals
if (use_tree_shadows || use_tree_normals)
{
quadGeom->setSecondaryColorArray(new Vec3Array);
quadGeom->setSecondaryColorBinding(Geometry::BIND_PER_VERTEX);
}
FloatArray* rotation = new FloatArray(3);
(*rotation)[0] = 0.0;
(*rotation)[1] = PI_2;
if (use_tree_shadows) {(*rotation)[2] = -1.0;}
quadGeom->setFogCoordArray(rotation);
quadGeom->setFogCoordBinding(Geometry::BIND_PER_PRIMITIVE_SET);
// The primitive sets render the same geometry, but the second
// will rotated 90 degrees by the vertex shader, which uses the
// fog coordinate as a rotation.
int imax = 2;
if (use_tree_shadows) {imax = 3;}
for (int i = 0; i < imax; ++i)
quadGeom->addPrimitiveSet(new DrawArrays(PrimitiveSet::QUADS));
return quadGeom;
}
EffectGeode* createTreeGeode(float width, float height, int varieties)
{
EffectGeode* result = new EffectGeode;
result->addDrawable(createTreeGeometry(width, height, varieties));
return result;
}
void addTreeToLeafGeode(Geode* geode, const SGVec3f& p, const SGVec3f& t)
{
Vec3 pos = toOsg(p);
Vec3 ter = toOsg(t);
unsigned int numDrawables = geode->getNumDrawables();
Geometry* geom = static_cast<Geometry*>(geode->getDrawable(numDrawables - 1));
Vec3Array* posArray = static_cast<Vec3Array*>(geom->getColorArray());
Vec3Array* tnormalArray = NULL;
if (use_tree_shadows || use_tree_normals) {
tnormalArray = static_cast<Vec3Array*>(geom->getSecondaryColorArray());
}
if (posArray->size() >= static_cast<Vec3Array*>(geom->getVertexArray())->size()) {
Vec3Array* paramsArray = static_cast<Vec3Array*>(geom->getNormalArray());
Vec3 params = (*paramsArray)[0];
geom = createTreeGeometry(params.x(), params.y(), params.z());
posArray = static_cast<Vec3Array*>(geom->getColorArray());
if (use_tree_shadows || use_tree_normals) {
tnormalArray = static_cast<Vec3Array*>(geom->getSecondaryColorArray());
}
geode->addDrawable(geom);
}
if (tnormalArray && (use_tree_shadows || use_tree_normals))
tnormalArray->insert(tnormalArray->end(), 4, ter);
if (posArray)
{
posArray->insert(posArray->end(), 4, pos);
size_t numVerts = posArray->size();
unsigned int imax = 2;
if (use_tree_shadows) { imax = 3; }
for (unsigned int i = 0; i < imax; ++i) {
if (i < geom->getNumPrimitiveSets()) {
DrawArrays* primSet = static_cast<DrawArrays*>(geom->getPrimitiveSet(i));
if (primSet != nullptr)
primSet->setCount(numVerts);
}
}
}
}
typedef std::map<std::string, osg::observer_ptr<Effect> > EffectMap;
static EffectMap treeEffectMap;
// Helper classes for creating the quad tree
namespace
{
struct MakeTreesLeaf
{
MakeTreesLeaf(float range, int varieties, float width, float height,
Effect* effect) :
_range(range), _varieties(varieties),
_width(width), _height(height), _effect(effect) {}
MakeTreesLeaf(const MakeTreesLeaf& rhs) :
_range(rhs._range),
_varieties(rhs._varieties), _width(rhs._width), _height(rhs._height),
_effect(rhs._effect)
{}
LOD* operator() () const
{
LOD* result = new LOD;
// Create a series of LOD nodes so trees cover decreases slightly
// gradually with distance from _range to 2*_range
for (float i = 0.0; i < SG_TREE_FADE_OUT_LEVELS; i++)
{
EffectGeode* geode = createTreeGeode(_width, _height, _varieties);
geode->setEffect(_effect.get());
result->addChild(geode, 0, _range * (1.0 + i / (SG_TREE_FADE_OUT_LEVELS - 1.0)));
}
return result;
}
float _range;
int _varieties;
float _width;
float _height;
ref_ptr<Effect> _effect;
};
struct AddTreesLeafObject
{
void operator() (LOD* lod, const TreeBin::Tree& tree) const
{
Geode* geode = static_cast<Geode*>(lod->getChild(int(tree.position.x() * 10.0f) % lod->getNumChildren()));
addTreeToLeafGeode(geode, tree.position, tree.tnormal);
}
};
struct GetTreeCoord
{
Vec3 operator() (const TreeBin::Tree& tree) const
{
return toOsg(tree.position);
}
};
typedef QuadTreeBuilder<LOD*, TreeBin::Tree, MakeTreesLeaf, AddTreesLeafObject,
GetTreeCoord> ShaderGeometryQuadtree;
}
struct TreeTransformer
{
TreeTransformer(Matrix& mat_) : mat(mat_) {}
TreeBin::Tree operator()(const TreeBin::Tree& tree) const
{
Vec3 pos = toOsg(tree.position);
Vec3 norm = toOsg(tree.tnormal);
return TreeBin::Tree(toSG(pos * mat),toSG(norm * mat));
}
Matrix mat;
};
// We may end up with a quadtree with many empty leaves. One might say
// that we should avoid constructing the leaves in the first place,
// but this node visitor tries to clean up after the fact.
struct QuadTreeCleaner : public osg::NodeVisitor
{
QuadTreeCleaner() : NodeVisitor(NodeVisitor::TRAVERSE_ALL_CHILDREN)
{
}
void apply(LOD& lod)
{
for (int i = lod.getNumChildren() - 1; i >= 0; --i) {
EffectGeode* geode = dynamic_cast<EffectGeode*>(lod.getChild(i));
if (!geode)
continue;
bool geodeEmpty = true;
for (unsigned j = 0; j < geode->getNumDrawables(); ++j) {
const Geometry* geom = dynamic_cast<Geometry*>(geode->getDrawable(j));
if (!geom) {
geodeEmpty = false;
break;
}
for (unsigned k = 0; k < geom->getNumPrimitiveSets(); k++) {
const PrimitiveSet* ps = geom->getPrimitiveSet(k);
if (ps->getNumIndices() > 0) {
geodeEmpty = false;
break;
}
}
}
if (geodeEmpty)
lod.removeChildren(i, 1);
}
}
};
// This actually returns a MatrixTransform node. If we rotate the whole
// forest into the local Z-up coordinate system we can reuse the
// primitive tree geometry for all the forests of the same type.
osg::Group* createForest(SGTreeBinList& forestList, const osg::Matrix& transform,
const SGReaderWriterOptions* options)
{
Matrix transInv = Matrix::inverse(transform);
static Matrix ident;
// Set up some shared structures.
ref_ptr<Group> group;
MatrixTransform* mt = new MatrixTransform(transform);
SGTreeBinList::iterator i;
use_tree_shadows = false;
use_tree_normals = false;
if (options) {
SGPropertyNode* propertyNode = options->getPropertyNode().get();
if (propertyNode) {
use_tree_shadows
= propertyNode->getBoolValue("/sim/rendering/random-vegetation-shadows",
use_tree_shadows);
use_tree_normals
= propertyNode->getBoolValue("/sim/rendering/random-vegetation-normals",
use_tree_normals);
}
}
for (i = forestList.begin(); i != forestList.end(); ++i) {
TreeBin* forest = *i;
ref_ptr<Effect> effect;
EffectMap::iterator iter = treeEffectMap.find(forest->texture);
if ((iter == treeEffectMap.end())||
(!iter->second.lock(effect)))
{
SGPropertyNode_ptr effectProp = new SGPropertyNode;
makeChild(effectProp, "inherits-from")->setStringValue(forest->teffect);
SGPropertyNode* params = makeChild(effectProp, "parameters");
// emphasize n = 0
params->getChild("texture", 0, true)->getChild("image", 0, true)
->setStringValue(forest->texture);
effect = makeEffect(effectProp, true, options);
if (iter == treeEffectMap.end())
treeEffectMap.insert(EffectMap::value_type(forest->texture, effect));
else
iter->second = effect; // update existing, but empty observer
}
// Now, create a quadtree for the forest.
ShaderGeometryQuadtree
quadtree(GetTreeCoord(), AddTreesLeafObject(),
SG_TREE_QUAD_TREE_DEPTH,
MakeTreesLeaf(forest->range, forest->texture_varieties,
forest->width, forest->height, effect));
// Transform tree positions from the "geocentric" positions we
// get from the scenery polys into the local Z-up coordinate
// system.
std::vector<TreeBin::Tree> rotatedTrees;
rotatedTrees.reserve(forest->_trees.size());
std::transform(forest->_trees.begin(), forest->_trees.end(),
std::back_inserter(rotatedTrees),
TreeTransformer(transInv));
quadtree.buildQuadTree(rotatedTrees.begin(), rotatedTrees.end());
group = quadtree.getRoot();
for (size_t i = 0; i < group->getNumChildren(); ++i)
mt->addChild(group->getChild(i));
delete forest;
}
forestList.clear();
QuadTreeCleaner cleaner;
mt->accept(cleaner);
return mt;
}
}