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simgear/simgear/scene/model/ModelRegistry.cxx
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// ModelRegistry.hxx -- interface to the OSG model registry
//
// Copyright (C) 2005-2007 Mathias Froehlich
// Copyright (C) 2007 Tim Moore <timoore@redhat.com>
//
// 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 "ModelRegistry.hxx"
#include <algorithm>
#include <OpenThreads/ScopedLock>
#include <osg/observer_ptr>
#include <osg/ref_ptr>
#include <osg/Group>
#include <osg/NodeCallback>
#include <osg/Switch>
#include <osg/Material>
#include <osg/MatrixTransform>
#include <osgDB/Archive>
#include <osgDB/FileNameUtils>
#include <osgDB/FileUtils>
#include <osgDB/ReadFile>
#include <osgDB/WriteFile>
#include <osgDB/Registry>
#include <osgDB/SharedStateManager>
#include <osgUtil/Optimizer>
#include <simgear/scene/util/SGSceneFeatures.hxx>
#include <simgear/scene/util/SGStateAttributeVisitor.hxx>
#include <simgear/scene/util/SGTextureStateAttributeVisitor.hxx>
#include <simgear/structure/exception.hxx>
#include <simgear/props/props.hxx>
#include <simgear/props/props_io.hxx>
#include <simgear/props/condition.hxx>
using namespace std;
using namespace osg;
using namespace osgUtil;
using namespace osgDB;
using namespace simgear;
// Little helper class that holds an extra reference to a
// loaded 3d model.
// Since we clone all structural nodes from our 3d models,
// the database pager will only see one single reference to
// top node of the model and expire it relatively fast.
// We attach that extra reference to every model cloned from
// a base model in the pager. When that cloned model is deleted
// this extra reference is deleted too. So if there are no
// cloned models left the model will expire.
namespace {
class SGDatabaseReference : public Observer {
public:
SGDatabaseReference(Referenced* referenced) :
mReferenced(referenced)
{ }
virtual void objectDeleted(void*)
{
mReferenced = 0;
}
private:
ref_ptr<Referenced> mReferenced;
};
// Visitor for
class SGTextureUpdateVisitor : public SGTextureStateAttributeVisitor {
public:
SGTextureUpdateVisitor(const FilePathList& pathList) :
mPathList(pathList)
{ }
Texture2D* textureReplace(int unit,
StateSet::RefAttributePair& refAttr)
{
Texture2D* texture;
texture = dynamic_cast<Texture2D*>(refAttr.first.get());
if (!texture)
return 0;
ref_ptr<Image> image = texture->getImage(0);
if (!image)
return 0;
// The currently loaded file name
string fullFilePath = image->getFileName();
// The short name
string fileName = getSimpleFileName(fullFilePath);
// The name that should be found with the current database path
string fullLiveryFile = findFileInPath(fileName, mPathList);
// If it is empty or they are identical then there is nothing to do
if (fullLiveryFile.empty() || fullLiveryFile == fullFilePath)
return 0;
image = readImageFile(fullLiveryFile);
if (!image)
return 0;
CopyOp copyOp(CopyOp::DEEP_COPY_ALL & ~CopyOp::DEEP_COPY_IMAGES);
texture = static_cast<Texture2D*>(copyOp(texture));
if (!texture)
return 0;
texture->setImage(image.get());
return texture;
}
virtual void apply(StateSet* stateSet)
{
if (!stateSet)
return;
// get a copy that we can safely modify the statesets values.
StateSet::TextureAttributeList attrList;
attrList = stateSet->getTextureAttributeList();
for (unsigned unit = 0; unit < attrList.size(); ++unit) {
StateSet::AttributeList::iterator i = attrList[unit].begin();
while (i != attrList[unit].end()) {
Texture2D* texture = textureReplace(unit, i->second);
if (texture) {
stateSet->removeTextureAttribute(unit, i->second.first.get());
stateSet->setTextureAttribute(unit, texture, i->second.second);
stateSet->setTextureMode(unit, GL_TEXTURE_2D, StateAttribute::ON);
}
++i;
}
}
}
private:
FilePathList mPathList;
};
class SGTexCompressionVisitor : public SGTextureStateAttributeVisitor {
public:
virtual void apply(int, StateSet::RefAttributePair& refAttr)
{
Texture2D* texture;
texture = dynamic_cast<Texture2D*>(refAttr.first.get());
if (!texture)
return;
// Hmm, true??
texture->setDataVariance(osg::Object::STATIC);
Image* image = texture->getImage(0);
if (!image)
return;
int s = image->s();
int t = image->t();
if (s <= t && 32 <= s) {
SGSceneFeatures::instance()->setTextureCompression(texture);
} else if (t < s && 32 <= t) {
SGSceneFeatures::instance()->setTextureCompression(texture);
}
}
};
class SGTexDataVarianceVisitor : public SGTextureStateAttributeVisitor {
public:
virtual void apply(int, StateSet::RefAttributePair& refAttr)
{
Texture* texture;
texture = dynamic_cast<Texture*>(refAttr.first.get());
if (!texture)
return;
texture->setDataVariance(Object::STATIC);
}
virtual void apply(StateSet* stateSet)
{
if (!stateSet)
return;
SGTextureStateAttributeVisitor::apply(stateSet);
stateSet->setDataVariance(Object::STATIC);
}
};
class SGAcMaterialCrippleVisitor : public SGStateAttributeVisitor {
public:
virtual void apply(StateSet::RefAttributePair& refAttr)
{
Material* material;
material = dynamic_cast<Material*>(refAttr.first.get());
if (!material)
return;
material->setColorMode(Material::AMBIENT_AND_DIFFUSE);
}
};
// Work around an OSG bug - the file loaders don't use the file path
// in options while the file is being loaded.
struct OptionsPusher {
FilePathList localPathList;
bool validOptions;
OptionsPusher(const ReaderWriter::Options* options):
validOptions(false)
{
if (!options)
return;
Registry* registry = Registry::instance();
localPathList = registry->getDataFilePathList();
const FilePathList& regPathList = registry->getDataFilePathList();
const FilePathList& optionsPathList = options->getDatabasePathList();
for (FilePathList::const_iterator iter = optionsPathList.begin();
iter != optionsPathList.end();
++iter) {
if (find(regPathList.begin(), regPathList.end(), *iter)
== regPathList.end())
localPathList.push_back(*iter);
}
// Save the current Registry path list and install the augmented one.
localPathList.swap(registry->getDataFilePathList());
validOptions = true;
}
~OptionsPusher()
{
// Restore the old path list
if (validOptions)
localPathList.swap(Registry::instance()->getDataFilePathList());
}
};
} // namespace
ReaderWriter::ReadResult
ModelRegistry::readImage(const string& fileName,
const ReaderWriter::Options* opt)
{
OpenThreads::ScopedLock<OpenThreads::ReentrantMutex> lock(readerMutex);
CallbackMap::iterator iter
= imageCallbackMap.find(getFileExtension(fileName));
// XXX Workaround for OSG plugin bug
{
OptionsPusher pusher(opt);
if (iter != imageCallbackMap.end() && iter->second.valid())
return iter->second->readImage(fileName, opt);
string absFileName = findDataFile(fileName);
if (!fileExists(absFileName)) {
SG_LOG(SG_IO, SG_ALERT, "Cannot find image file \""
<< fileName << "\"");
return ReaderWriter::ReadResult::FILE_NOT_FOUND;
}
Registry* registry = Registry::instance();
ReaderWriter::ReadResult res;
res = registry->readImageImplementation(absFileName, opt);
if (res.loadedFromCache())
SG_LOG(SG_IO, SG_INFO, "Returning cached image \""
<< res.getImage()->getFileName() << "\"");
else
SG_LOG(SG_IO, SG_INFO, "Reading image \""
<< res.getImage()->getFileName() << "\"");
return res;
}
}
osg::Node* DefaultCachePolicy::find(const string& fileName,
const ReaderWriter::Options* opt)
{
Registry* registry = Registry::instance();
osg::Node* cached
= dynamic_cast<Node*>(registry->getFromObjectCache(fileName));
if (cached)
SG_LOG(SG_IO, SG_INFO, "Got cached model \""
<< fileName << "\"");
else
SG_LOG(SG_IO, SG_INFO, "Reading model \""
<< fileName << "\"");
return cached;
}
void DefaultCachePolicy::addToCache(const string& fileName,
osg::Node* node)
{
Registry::instance()->addEntryToObjectCache(fileName, node);
}
// Optimizations we don't use:
// Don't use this one. It will break animation names ...
// opts |= osgUtil::Optimizer::REMOVE_REDUNDANT_NODES;
//
// opts |= osgUtil::Optimizer::REMOVE_LOADED_PROXY_NODES;
// opts |= osgUtil::Optimizer::COMBINE_ADJACENT_LODS;
// opts |= osgUtil::Optimizer::CHECK_GEOMETRY;
// opts |= osgUtil::Optimizer::SPATIALIZE_GROUPS;
// opts |= osgUtil::Optimizer::COPY_SHARED_NODES;
// opts |= osgUtil::Optimizer::TESSELATE_GEOMETRY;
// opts |= osgUtil::Optimizer::OPTIMIZE_TEXTURE_SETTINGS;
OptimizeModelPolicy::OptimizeModelPolicy(const string& extension) :
_osgOptions(Optimizer::SHARE_DUPLICATE_STATE
| Optimizer::MERGE_GEOMETRY
| Optimizer::FLATTEN_STATIC_TRANSFORMS
| Optimizer::TRISTRIP_GEOMETRY)
{
}
osg::Node* OptimizeModelPolicy::optimize(osg::Node* node,
const string& fileName,
const osgDB::ReaderWriter::Options* opt)
{
osgUtil::Optimizer optimizer;
optimizer.optimize(node, _osgOptions);
// Make sure the data variance of sharable objects is set to
// STATIC so that textures will be globally shared.
SGTexDataVarianceVisitor dataVarianceVisitor;
node->accept(dataVarianceVisitor);
SGTexCompressionVisitor texComp;
node->accept(texComp);
return node;
}
osg::Node* DefaultCopyPolicy::copy(osg::Node* model, const string& fileName,
const osgDB::ReaderWriter::Options* opt)
{
// Add an extra reference to the model stored in the database.
// That it to avoid expiring the object from the cache even if it is still
// in use. Note that the object cache will think that a model is unused
// if the reference count is 1. If we clone all structural nodes here
// we need that extra reference to the original object
SGDatabaseReference* databaseReference;
databaseReference = new SGDatabaseReference(model);
CopyOp::CopyFlags flags = CopyOp::DEEP_COPY_ALL;
flags &= ~CopyOp::DEEP_COPY_TEXTURES;
flags &= ~CopyOp::DEEP_COPY_IMAGES;
flags &= ~CopyOp::DEEP_COPY_STATESETS;
flags &= ~CopyOp::DEEP_COPY_STATEATTRIBUTES;
flags &= ~CopyOp::DEEP_COPY_ARRAYS;
flags &= ~CopyOp::DEEP_COPY_PRIMITIVES;
// This will safe display lists ...
flags &= ~CopyOp::DEEP_COPY_DRAWABLES;
flags &= ~CopyOp::DEEP_COPY_SHAPES;
osg::Node* res = CopyOp(flags)(model);
res->addObserver(databaseReference);
// Update liveries
SGTextureUpdateVisitor liveryUpdate(opt->getDatabasePathList());
res->accept(liveryUpdate);
return res;
}
string OSGSubstitutePolicy::substitute(const string& name,
const ReaderWriter::Options* opt)
{
string fileSansExtension = getNameLessExtension(name);
string osgFileName = fileSansExtension + ".osg";
string absFileName = findDataFile(osgFileName, opt);
return absFileName;
}
ModelRegistry::ModelRegistry() :
_defaultCallback(new DefaultCallback(""))
{
}
void
ModelRegistry::addImageCallbackForExtension(const string& extension,
Registry::ReadFileCallback* callback)
{
imageCallbackMap.insert(CallbackMap::value_type(extension, callback));
}
void
ModelRegistry::addNodeCallbackForExtension(const string& extension,
Registry::ReadFileCallback* callback)
{
nodeCallbackMap.insert(CallbackMap::value_type(extension, callback));
}
ref_ptr<ModelRegistry> ModelRegistry::instance;
ModelRegistry* ModelRegistry::getInstance()
{
if (!instance.valid())
instance = new ModelRegistry;
return instance.get();
}
ReaderWriter::ReadResult
ModelRegistry::readNode(const string& fileName,
const ReaderWriter::Options* opt)
{
OpenThreads::ScopedLock<OpenThreads::ReentrantMutex> lock(readerMutex);
// XXX Workaround for OSG plugin bug.
OptionsPusher pusher(opt);
Registry* registry = Registry::instance();
ReaderWriter::ReadResult res;
Node* cached = 0;
CallbackMap::iterator iter
= nodeCallbackMap.find(getFileExtension(fileName));
if (iter != nodeCallbackMap.end() && iter->second.valid())
return iter->second->readNode(fileName, opt);
return _defaultCallback->readNode(fileName, opt);
}
class SGReadCallbackInstaller {
public:
SGReadCallbackInstaller()
{
// XXX I understand why we want this, but this seems like a weird
// place to set this option.
Referenced::setThreadSafeReferenceCounting(true);
Registry* registry = Registry::instance();
ReaderWriter::Options* options = new ReaderWriter::Options;
int cacheOptions = ReaderWriter::Options::CACHE_ALL;
options->
setObjectCacheHint((ReaderWriter::Options::CacheHintOptions)cacheOptions);
registry->setOptions(options);
registry->getOrCreateSharedStateManager()->
setShareMode(SharedStateManager::SHARE_STATESETS);
registry->setReadFileCallback(ModelRegistry::getInstance());
}
};
static SGReadCallbackInstaller readCallbackInstaller;
// we get optimal geometry from the loader.
struct ACOptimizePolicy : public OptimizeModelPolicy {
ACOptimizePolicy(const string& extension) :
OptimizeModelPolicy(extension)
{
_osgOptions &= ~Optimizer::TRISTRIP_GEOMETRY;
}
Node* optimize(Node* node, const string& fileName,
const ReaderWriter::Options* opt)
{
ref_ptr<Node> optimized
= OptimizeModelPolicy::optimize(node, fileName, opt);
MatrixTransform* transform
= dynamic_cast<MatrixTransform*>(optimized.get());
if (transform && transform->getMatrix().isIdentity()
&& transform->getName().empty()
&& transform->getNumChildren() == 1) {
optimized = static_cast<Node*>(transform->getChild(0));
Group* group = dynamic_cast<Group*>(optimized.get());
if (group && group->getName().empty()
&& group->getNumChildren() == 1)
optimized = static_cast<Node*>(group->getChild(0));
}
return optimized.release();
}
};
struct ACProcessPolicy {
ACProcessPolicy(const string& extension) {}
Node* process(Node* node, const string& filename,
const ReaderWriter::Options* opt)
{
Matrix m(1, 0, 0, 0,
0, 0, 1, 0,
0, -1, 0, 0,
0, 0, 0, 1);
// XXX Does there need to be a Group node here to trick the
// optimizer into optimizing the static transform?
osg::Group* root = new Group;
MatrixTransform* transform = new MatrixTransform;
root->addChild(transform);
transform->setDataVariance(Object::STATIC);
transform->setMatrix(m);
transform->addChild(node);
// Ok, this step is questionable.
// It is there to have the same visual appearance of ac objects for the
// first cut. Osg's ac3d loader will correctly set materials from the
// ac file. But the old plib loader used GL_AMBIENT_AND_DIFFUSE for the
// materials that in effect igored the ambient part specified in the
// file. We emulate that for the first cut here by changing all
// ac models here. But in the long term we should use the
// unchanged model and fix the input files instead ...
SGAcMaterialCrippleVisitor matCriple;
root->accept(matCriple);
return root;
}
};
typedef ModelRegistryCallback<ACProcessPolicy, DefaultCachePolicy,
ACOptimizePolicy, DefaultCopyPolicy,
OSGSubstitutePolicy> ACCallback;
namespace
{
ModelRegistryCallbackProxy<ACCallback> g_acRegister("ac");
}