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simgear/simgear/scene/model/SGMaterialAnimation.cxx
T

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// animation.cxx - classes to manage model animation.
// Written by David Megginson, started 2002.
//
// This file is in the Public Domain, and comes with no warranty.
#ifdef HAVE_CONFIG_H
# include <simgear_config.h>
#endif
#include "SGMaterialAnimation.hxx"
#include <osg/AlphaFunc>
#include <osg/Array>
#include <osg/Drawable>
#include <osg/Geode>
#include <osg/Geometry>
#include <osg/Material>
#include <osg/StateSet>
#include <osgDB/FileNameUtils>
#include <osgDB/FileUtils>
#include <osgDB/ReadFile>
#include <simgear/props/condition.hxx>
#include <simgear/props/props.hxx>
#include <simgear/scene/model/model.hxx>
namespace {
/**
* Get a color from properties.
*/
struct ColorSpec {
float red, green, blue;
float factor;
float offset;
SGPropertyNode_ptr red_prop;
SGPropertyNode_ptr green_prop;
SGPropertyNode_ptr blue_prop;
SGPropertyNode_ptr factor_prop;
SGPropertyNode_ptr offset_prop;
SGVec4f v;
ColorSpec(const SGPropertyNode* configNode, SGPropertyNode* modelRoot)
{
red = -1.0;
green = -1.0;
blue = -1.0;
if (!configNode)
return;
red = configNode->getFloatValue("red", -1.0);
green = configNode->getFloatValue("green", -1.0);
blue = configNode->getFloatValue("blue", -1.0);
factor = configNode->getFloatValue("factor", 1.0);
offset = configNode->getFloatValue("offset", 0.0);
if (!modelRoot)
return;
const SGPropertyNode *node;
node = configNode->getChild("red-prop");
if (node)
red_prop = modelRoot->getNode(node->getStringValue(), true);
node = configNode->getChild("green-prop");
if (node)
green_prop = modelRoot->getNode(node->getStringValue(), true);
node = configNode->getChild("blue-prop");
if (node)
blue_prop = modelRoot->getNode(node->getStringValue(), true);
node = configNode->getChild("factor-prop");
if (node)
factor_prop = modelRoot->getNode(node->getStringValue(), true);
node = configNode->getChild("offset-prop");
if (node)
offset_prop = modelRoot->getNode(node->getStringValue(), true);
}
bool dirty() {
return red >= 0 || green >= 0 || blue >= 0;
}
bool live() {
return red_prop || green_prop || blue_prop
|| factor_prop || offset_prop;
}
SGVec4f &rgba() {
if (red_prop)
red = red_prop->getFloatValue();
if (green_prop)
green = green_prop->getFloatValue();
if (blue_prop)
blue = blue_prop->getFloatValue();
if (factor_prop)
factor = factor_prop->getFloatValue();
if (offset_prop)
offset = offset_prop->getFloatValue();
v[0] = SGMiscf::clip(red*factor + offset, 0, 1);
v[1] = SGMiscf::clip(green*factor + offset, 0, 1);
v[2] = SGMiscf::clip(blue*factor + offset, 0, 1);
v[3] = 1;
return v;
}
osg::Vec4& rgbaVec4()
{
return rgba().osg();
}
SGVec4f &initialRgba() {
v[0] = SGMiscf::clip(red*factor + offset, 0, 1);
v[1] = SGMiscf::clip(green*factor + offset, 0, 1);
v[2] = SGMiscf::clip(blue*factor + offset, 0, 1);
v[3] = 1;
return v;
}
};
/**
* Get a property value from a property.
*/
struct PropSpec {
float value;
float factor;
float offset;
float min;
float max;
SGPropertyNode_ptr value_prop;
SGPropertyNode_ptr factor_prop;
SGPropertyNode_ptr offset_prop;
PropSpec(const char* valueName, const char* valuePropName,
const SGPropertyNode* configNode, SGPropertyNode* modelRoot)
{
value = -1;
if (!configNode)
return;
value = configNode->getFloatValue(valueName, -1);
factor = configNode->getFloatValue("factor", 1);
offset = configNode->getFloatValue("offset", 0);
min = configNode->getFloatValue("min", 0);
max = configNode->getFloatValue("max", 1);
if (!modelRoot)
return;
const SGPropertyNode *node;
node = configNode->getChild(valuePropName);
if (node)
value_prop = modelRoot->getNode(node->getStringValue(), true);
node = configNode->getChild("factor-prop");
if (node)
factor_prop = modelRoot->getNode(node->getStringValue(), true);
node = configNode->getChild("offset-prop");
if (node)
offset_prop = modelRoot->getNode(node->getStringValue(), true);
}
bool dirty() { return value >= 0.0; }
bool live() { return value_prop || factor_prop || offset_prop; }
float getValue()
{
if (value_prop)
value = value_prop->getFloatValue();
if (offset_prop)
offset = offset_prop->getFloatValue();
if (factor_prop)
factor = factor_prop->getFloatValue();
return SGMiscf::clip(value*factor + offset, min, max);
}
float getInitialValue()
{
return SGMiscf::clip(value*factor + offset, min, max);
}
};
/**
* The possible color properties supplied by a material animation.
*/
enum SuppliedColor {
DIFFUSE = 1,
AMBIENT = 2,
SPECULAR = 4,
EMISSION = 8,
SHININESS = 16,
TRANSPARENCY = 32
};
const unsigned AMBIENT_DIFFUSE = AMBIENT | DIFFUSE;
const int allMaterialColors = (DIFFUSE | AMBIENT | SPECULAR | EMISSION
| SHININESS);
// Visitor for finding default material colors in the animation node's
// subgraph. This makes some assumptions about the subgraph i.e.,
// there will be one material and one color value found. This is
// probably true for ac3d models and most uses of material animations,
// but will break down if, for example, you animate the transparency
// of a vertex colored model.
class MaterialDefaultsVisitor : public osg::NodeVisitor {
public:
MaterialDefaultsVisitor()
: osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN),
ambientDiffuse(-1.0f, -1.0f, -1.0f, -1.0f)
{
setVisitorType(osg::NodeVisitor::NODE_VISITOR);
}
virtual void apply(osg::Node& node)
{
maybeGetMaterialValues(node.getStateSet());
traverse(node);
}
virtual void apply(osg::Geode& node)
{
maybeGetMaterialValues(node.getStateSet());
int numDrawables = node.getNumDrawables();
for (int i = 0; i < numDrawables; i++) {
osg::Geometry* geom = dynamic_cast<osg::Geometry*>(node.getDrawable(i));
if (!geom || geom->getColorBinding() != osg::Geometry::BIND_OVERALL)
continue;
maybeGetMaterialValues(geom->getStateSet());
osg::Array* colorArray = geom->getColorArray();
osg::Vec4Array* colorVec4 = dynamic_cast<osg::Vec4Array*>(colorArray);
if (colorVec4) {
ambientDiffuse = (*colorVec4)[0];
break;
}
osg::Vec3Array* colorVec3 = dynamic_cast<osg::Vec3Array*>(colorArray);
if (colorVec3) {
ambientDiffuse = osg::Vec4((*colorVec3)[0], 1.0f);
break;
}
}
}
void maybeGetMaterialValues(osg::StateSet* stateSet)
{
if (!stateSet)
return;
osg::Material* nodeMat
= dynamic_cast<osg::Material*>(stateSet->getAttribute(osg::StateAttribute::MATERIAL));
if (!nodeMat)
return;
material = nodeMat;
}
osg::ref_ptr<osg::Material> material;
osg::Vec4 ambientDiffuse;
};
class UpdateCallback : public osg::NodeCallback {
public:
UpdateCallback(const osgDB::FilePathList& texturePathList,
const SGCondition* condition,
const SGPropertyNode* configNode, SGPropertyNode* modelRoot) :
_condition(condition),
_ambient(configNode->getChild("ambient"), modelRoot),
_diffuse(configNode->getChild("diffuse"), modelRoot),
_specular(configNode->getChild("specular"), modelRoot),
_emission(configNode->getChild("emission"), modelRoot),
_shininess("shininess", "shininess-prop",
configNode->getChild("shininess"), modelRoot),
_transparency("alpha", "alpha-prop",
configNode->getChild("transparency"), modelRoot),
_texturePathList(texturePathList)
{
const SGPropertyNode* node;
node = configNode->getChild("threshold-prop");
if (node)
_thresholdProp = modelRoot->getNode(node->getStringValue(), true);
node = configNode->getChild("texture-prop");
if (node)
_textureProp = modelRoot->getNode(node->getStringValue(), true);
}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osg::StateSet* stateSet = node->getStateSet();
if ((!_condition || _condition->test()) && stateSet) {
if (_textureProp) {
std::string textureName = _textureProp->getStringValue();
if (_textureName != textureName) {
while (stateSet->getTextureAttribute(0,
osg::StateAttribute::TEXTURE)) {
stateSet->removeTextureAttribute(0, osg::StateAttribute::TEXTURE);
}
std::string textureFile;
textureFile = osgDB::findFileInPath(textureName, _texturePathList);
if (!textureFile.empty()) {
osg::Texture2D* texture2D = SGLoadTexture2D(textureFile);
if (texture2D) {
stateSet->setTextureAttribute(0, texture2D,
osg::StateAttribute::OVERRIDE);
stateSet->setTextureMode(0, GL_TEXTURE_2D,
osg::StateAttribute::ON);
_textureName = textureName;
}
}
}
}
if (_thresholdProp) {
osg::StateSet* stateSet = node->getOrCreateStateSet();
osg::StateAttribute* stateAttribute;
stateAttribute = stateSet->getAttribute(osg::StateAttribute::ALPHAFUNC);
osg::AlphaFunc* alphaFunc = dynamic_cast<osg::AlphaFunc*>(stateAttribute);
assert(alphaFunc);
alphaFunc->setReferenceValue(_thresholdProp->getFloatValue());
}
osg::StateAttribute* stateAttribute
= stateSet->getAttribute(osg::StateAttribute::MATERIAL);
osg::Material* material = dynamic_cast<osg::Material*>(stateAttribute);
if (material) {
if (_ambient.live())
material->setAmbient(osg::Material::FRONT_AND_BACK,
_ambient.rgbaVec4());
if (_diffuse.live())
material->setDiffuse(osg::Material::FRONT_AND_BACK,
_diffuse.rgbaVec4());
if (_specular.live())
material->setSpecular(osg::Material::FRONT_AND_BACK,
_specular.rgbaVec4());
if (_emission.live())
material->setEmission(osg::Material::FRONT_AND_BACK,
_emission.rgbaVec4());
if (_shininess.live())
material->setShininess(osg::Material::FRONT_AND_BACK,
_shininess.getValue());
if (_transparency.live()) {
float alpha = _transparency.getValue();
material->setAlpha(osg::Material::FRONT_AND_BACK, alpha);
if (alpha < 1.0f) {
stateSet->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
} else {
stateSet->setRenderingHint(osg::StateSet::DEFAULT_BIN);
}
}
}
}
traverse(node, nv);
}
private:
SGSharedPtr<const SGCondition> _condition;
SGSharedPtr<const SGPropertyNode> _textureProp;
SGSharedPtr<const SGPropertyNode> _thresholdProp;
std::string _textureName;
ColorSpec _ambient;
ColorSpec _diffuse;
ColorSpec _specular;
ColorSpec _emission;
PropSpec _shininess;
PropSpec _transparency;
osgDB::FilePathList _texturePathList;
};
} // namespace
SGMaterialAnimation::SGMaterialAnimation(const SGPropertyNode* configNode,
SGPropertyNode* modelRoot,
const osgDB::ReaderWriter::Options*
options) :
SGAnimation(configNode, modelRoot),
texturePathList(options->getDatabasePathList())
{
if (configNode->hasChild("global"))
SG_LOG(SG_IO, SG_ALERT, "Use of <global> in material animation is "
"no longer supported");
}
osg::Group*
SGMaterialAnimation::createAnimationGroup(osg::Group& parent)
{
osg::Group* group = new osg::Group;
group->setName("material animation group");
SGPropertyNode* inputRoot = getModelRoot();
const SGPropertyNode* node = getConfig()->getChild("property-base");
if (node)
inputRoot = getModelRoot()->getNode(node->getStringValue(), true);
if (getConfig()->hasChild("texture-prop"))
osg::StateSet* stateSet = group->getOrCreateStateSet();
if (getConfig()->hasChild("texture")) {
std::string textureName = getConfig()->getStringValue("texture");
std::string textureFile;
textureFile = osgDB::findFileInPath(textureName, texturePathList);
if (!textureFile.empty()) {
osg::StateSet* stateSet = group->getOrCreateStateSet();
osg::Texture2D* texture2D = SGLoadTexture2D(textureFile);
if (texture2D) {
stateSet->setTextureAttribute(0, texture2D,
osg::StateAttribute::OVERRIDE);
stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
if (texture2D->getImage()->isImageTranslucent()) {
stateSet->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
}
}
}
}
if (getConfig()->hasChild("threshold-prop") ||
getConfig()->hasChild("threshold")) {
osg::StateSet* stateSet = group->getOrCreateStateSet();
osg::AlphaFunc* alphaFunc = new osg::AlphaFunc;
alphaFunc->setFunction(osg::AlphaFunc::GREATER);
float threshold = getConfig()->getFloatValue("threshold", 0);
alphaFunc->setReferenceValue(threshold);
stateSet->setAttribute(alphaFunc, osg::StateAttribute::OVERRIDE);
}
unsigned suppliedColors = 0;
if (getConfig()->hasChild("ambient"))
suppliedColors |= AMBIENT;
if (getConfig()->hasChild("diffuse"))
suppliedColors |= DIFFUSE;
if (getConfig()->hasChild("specular"))
suppliedColors |= SPECULAR;
if (getConfig()->hasChild("emission"))
suppliedColors |= EMISSION;
if (getConfig()->hasChild("shininess")
|| getConfig()->hasChild("shininess-prop"))
suppliedColors |= SHININESS;
if (getConfig()->hasChild("transparency"))
suppliedColors |= TRANSPARENCY;
if (suppliedColors != 0) {
osg::StateSet* stateSet = group->getOrCreateStateSet();
osg::Material* mat;
if (defaultMaterial.valid()) {
mat = defaultMaterial.get();
} else {
mat = new osg::Material;
mat->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
}
mat->setDataVariance(osg::Object::DYNAMIC);
unsigned defaultColorModeMask = 0;
mat->setUpdateCallback(0); // Just to make sure.
switch (mat->getColorMode()) {
case osg::Material::OFF:
defaultColorModeMask = 0;
break;
case osg::Material::AMBIENT:
defaultColorModeMask = AMBIENT;
break;
case osg::Material::DIFFUSE:
defaultColorModeMask = DIFFUSE;
break;
case osg::Material::AMBIENT_AND_DIFFUSE:
defaultColorModeMask = AMBIENT | DIFFUSE;
break;
case osg::Material::SPECULAR:
defaultColorModeMask = SPECULAR;
break;
case osg::Material::EMISSION:
defaultColorModeMask = EMISSION;
break;
}
// Copy the color found by traversing geometry into the material
// in case we need to specify it (e.g., transparency) and it is
// not specified by the animation.
if (defaultAmbientDiffuse.x() >= 0) {
if (defaultColorModeMask & AMBIENT)
mat->setAmbient(osg::Material::FRONT_AND_BACK, defaultAmbientDiffuse);
if (defaultColorModeMask & DIFFUSE)
mat->setDiffuse(osg::Material::FRONT_AND_BACK, defaultAmbientDiffuse);
}
// Compute which colors in the animation override colors set via
// colorMode / glColor, and set the colorMode for the animation's
// material accordingly.
if (suppliedColors & TRANSPARENCY) {
// All colors will be affected by the material. Hope all the
// defaults are fine, if needed.
mat->setColorMode(osg::Material::OFF);
} else if ((suppliedColors & defaultColorModeMask) != 0) {
// First deal with the complicated AMBIENT/DIFFUSE case.
if ((defaultColorModeMask & AMBIENT_DIFFUSE) != 0) {
// glColor can supply colors not specified by the animation.
unsigned matColorModeMask = ((~suppliedColors & defaultColorModeMask)
& AMBIENT_DIFFUSE);
if ((matColorModeMask & DIFFUSE) != 0)
mat->setColorMode(osg::Material::DIFFUSE);
else if ((matColorModeMask & AMBIENT) != 0)
mat->setColorMode(osg::Material::AMBIENT);
else
mat->setColorMode(osg::Material::OFF);
} else {
// The animation overrides the glColor color.
mat->setColorMode(osg::Material::OFF);
}
} else {
// No overlap between the animation and color mode, so leave
// the color mode alone.
}
stateSet->setAttribute(mat,(osg::StateAttribute::ON
| osg::StateAttribute::OVERRIDE));
}
group->setUpdateCallback(new UpdateCallback(texturePathList,
getCondition(),
getConfig(), inputRoot));
parent.addChild(group);
return group;
}
void
SGMaterialAnimation::install(osg::Node& node)
{
SGAnimation::install(node);
MaterialDefaultsVisitor defaultsVisitor;
node.accept(defaultsVisitor);
if (defaultsVisitor.material.valid()) {
defaultMaterial
= static_cast<osg::Material*>(defaultsVisitor.material->clone(osg::CopyOp::SHALLOW_COPY));
}
defaultAmbientDiffuse = defaultsVisitor.ambientDiffuse;
}