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simgear/simgear/scene/material/mat.cxx
T
Stuart Buchanan fd8369142a Building performance improvements.
Use sensible LoD range of 10km and gradual fade-out to 20km rather
than fixed 20km+ LoD range.  Also make deeper quad-tree to make
culling easier.
2013-02-06 21:53:57 +00:00

578 lines
21 KiB
C++

// mat.cxx -- class to handle material properties
//
// Written by Curtis Olson, started May 1998.
//
// Copyright (C) 1998 - 2000 Curtis L. Olson - http://www.flightgear.org/~curt
//
// 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.
//
// $Id$
#ifdef HAVE_CONFIG_H
# include <simgear_config.h>
#endif
#include <simgear/compiler.h>
#include <string.h>
#include <map>
#include <vector>
#include <string>
#include <boost/foreach.hpp>
#include "mat.hxx"
#include <osg/CullFace>
#include <osg/Material>
#include <osg/ShadeModel>
#include <osg/StateSet>
#include <osg/TexEnv>
#include <osg/Texture>
#include <osg/Texture2D>
#include <osgDB/ReaderWriter>
#include <osgDB/ReadFile>
#include <osgDB/Registry>
#include <osgDB/FileUtils>
#include <simgear/debug/logstream.hxx>
#include <simgear/misc/sg_path.hxx>
#include <simgear/misc/sgstream.hxx>
#include <simgear/scene/util/SGReaderWriterOptions.hxx>
#include <simgear/props/props_io.hxx>
#include <simgear/props/vectorPropTemplates.hxx>
#include <simgear/scene/model/model.hxx>
#include <simgear/scene/material/matmodel.hxx>
#include <simgear/scene/util/RenderConstants.hxx>
#include <simgear/scene/util/StateAttributeFactory.hxx>
#include <simgear/props/condition.hxx>
#include <simgear/scene/util/SGSceneFeatures.hxx>
#include <simgear/scene/tgdb/SGTexturedTriangleBin.hxx>
#include "Effect.hxx"
#include "Technique.hxx"
#include "Pass.hxx"
using std::map;
using std::string;
using namespace simgear;
////////////////////////////////////////////////////////////////////////
// Constructors and destructor.
////////////////////////////////////////////////////////////////////////
SGMaterial::_internal_state::_internal_state(Effect *e, bool l,
const SGReaderWriterOptions* o)
: effect(e), effect_realized(l), options(o)
{
}
SGMaterial::_internal_state::_internal_state(Effect *e, const string &t, bool l,
const SGReaderWriterOptions* o)
: effect(e), effect_realized(l), options(o)
{
texture_paths.push_back(std::make_pair(t,0));
}
void SGMaterial::_internal_state::add_texture(const std::string &t, int i)
{
texture_paths.push_back(std::make_pair(t,i));
}
SGMaterial::SGMaterial( const SGReaderWriterOptions* options,
const SGPropertyNode *props,
SGPropertyNode *prop_root )
{
init();
read_properties( options, props, prop_root );
buildEffectProperties(options);
}
SGMaterial::SGMaterial( const osgDB::Options* options,
const SGPropertyNode *props,
SGPropertyNode *prop_root)
{
osg::ref_ptr<SGReaderWriterOptions> opt;
opt = SGReaderWriterOptions::copyOrCreate(options);
init();
read_properties(opt.get(), props, prop_root);
buildEffectProperties(opt.get());
}
SGMaterial::~SGMaterial (void)
{
}
////////////////////////////////////////////////////////////////////////
// Public methods.
////////////////////////////////////////////////////////////////////////
void
SGMaterial::read_properties(const SGReaderWriterOptions* options,
const SGPropertyNode *props,
SGPropertyNode *prop_root)
{
std::vector<bool> dds;
std::vector<SGPropertyNode_ptr> textures = props->getChildren("texture");
for (unsigned int i = 0; i < textures.size(); i++)
{
string tname = textures[i]->getStringValue();
if (tname.empty()) {
tname = "unknown.rgb";
}
SGPath tpath("Textures.high");
tpath.append(tname);
string fullTexPath = SGModelLib::findDataFile(tpath.str(), options);
if (fullTexPath.empty()) {
tpath.set("Textures");
tpath.append(tname);
fullTexPath = SGModelLib::findDataFile(tpath.str(), options);
if (fullTexPath.empty()) {
SG_LOG(SG_GENERAL, SG_ALERT, "Cannot find texture \""
<< tname << "\" in Textures or Textures.high folders.");
}
}
if (tpath.lower_extension() == "dds") {
dds.push_back(true);
} else {
dds.push_back(false);
}
if (!fullTexPath.empty() ) {
_internal_state st( NULL, fullTexPath, false, options );
_status.push_back( st );
}
}
std::vector<SGPropertyNode_ptr> texturesets = props->getChildren("texture-set");
for (unsigned int i = 0; i < texturesets.size(); i++)
{
_internal_state st( NULL, false, options );
std::vector<SGPropertyNode_ptr> textures = texturesets[i]->getChildren("texture");
for (unsigned int j = 0; j < textures.size(); j++)
{
string tname = textures[j]->getStringValue();
if (tname.empty()) {
tname = "unknown.rgb";
}
SGPath tpath("Textures.high");
tpath.append(tname);
string fullTexPath = SGModelLib::findDataFile(tpath.str(), options);
if (fullTexPath.empty()) {
tpath.set("Textures");
tpath.append(tname);
fullTexPath = SGModelLib::findDataFile(tpath.str(), options);
if (fullTexPath.empty() ) {
SG_LOG(SG_GENERAL, SG_ALERT, "Cannot find texture \""
<< tname << "\" in Textures or Textures.high folders.");
}
}
if (j == 0) {
if (tpath.lower_extension() == "dds") {
dds.push_back(true);
} else {
dds.push_back(false);
}
}
st.add_texture(fullTexPath, textures[j]->getIndex());
}
if (!st.texture_paths.empty() ) {
_status.push_back( st );
}
}
if (textures.size() == 0 && texturesets.size() == 0) {
SGPath tpath("Textures");
tpath.append("Terrain");
tpath.append("unknown.rgb");
_internal_state st( NULL, tpath.str(), true, options );
_status.push_back( st );
}
std::vector<SGPropertyNode_ptr> masks = props->getChildren("object-mask");
for (unsigned int i = 0; i < masks.size(); i++)
{
string omname = masks[i]->getStringValue();
if (! omname.empty()) {
SGPath ompath("Textures.high");
ompath.append(omname);
string fullMaskPath = SGModelLib::findDataFile(ompath.str(), options);
if (fullMaskPath.empty()) {
ompath.set("Textures");
ompath.append(omname);
fullMaskPath = SGModelLib::findDataFile(ompath.str(), options);
}
if (fullMaskPath.empty()) {
SG_LOG(SG_GENERAL, SG_ALERT, "Cannot find texture \""
<< omname << "\" in Textures or Textures.high folders.");
}
else
{
osg::Image* image = osgDB::readImageFile(fullMaskPath, options);
if (image && image->valid())
{
osg::Texture2D* object_mask = new osg::Texture2D;
bool dds_mask = (ompath.lower_extension() == "dds");
if (i < dds.size() && dds[i] != dds_mask) {
// Texture format does not match mask format. This is relevant for
// the object mask, as DDS textures have an origin at the bottom
// left rather than top left. Therefore we flip a copy of the image
// (otherwise a second reference to the object mask would flip it
// back!).
SG_LOG(SG_GENERAL, SG_DEBUG, "Flipping object mask" << omname);
image = (osg::Image* ) image->clone(osg::CopyOp::SHALLOW_COPY);
image->flipVertical();
}
object_mask->setImage(image);
// We force the filtering to be nearest, as the red channel (rotation)
// in particular, doesn't make sense to be interpolated between pixels.
object_mask->setFilter(osg::Texture::MIN_FILTER, osg::Texture::NEAREST);
object_mask->setFilter(osg::Texture::MAG_FILTER, osg::Texture::NEAREST);
object_mask->setDataVariance(osg::Object::STATIC);
object_mask->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
object_mask->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
_masks.push_back(object_mask);
}
}
}
}
xsize = props->getDoubleValue("xsize", 0.0);
ysize = props->getDoubleValue("ysize", 0.0);
wrapu = props->getBoolValue("wrapu", true);
wrapv = props->getBoolValue("wrapv", true);
mipmap = props->getBoolValue("mipmap", true);
light_coverage = props->getDoubleValue("light-coverage", 0.0);
// Building properties
building_coverage = props->getDoubleValue("building-coverage", 0.0);
building_spacing = props->getDoubleValue("building-spacing-m", 5.0);
string bt = props->getStringValue("building-texture", "Textures/buildings.png");
building_texture = SGModelLib::findDataFile(bt, options);
if (building_texture.empty()) {
SG_LOG(SG_GENERAL, SG_ALERT, "Cannot find texture \"" << bt);
}
bt = props->getStringValue("building-lightmap", "Textures/buildings-lightmap.png");
building_lightmap = SGModelLib::findDataFile(bt, options);
if (building_lightmap.empty()) {
SG_LOG(SG_GENERAL, SG_ALERT, "Cannot find texture \"" << bt);
}
building_small_ratio = props->getDoubleValue("building-small-ratio", 0.8);
building_medium_ratio = props->getDoubleValue("building-medium-ratio", 0.15);
building_large_ratio = props->getDoubleValue("building-large-ratio", 0.05);
building_small_pitch = props->getDoubleValue("building-small-pitch", 0.8);
building_medium_pitch = props->getDoubleValue("building-medium-pitch", 0.2);
building_large_pitch = props->getDoubleValue("building-large-pitch", 0.1);
building_small_min_floors = props->getIntValue("building-small-min-floors", 1);
building_small_max_floors = props->getIntValue("building-small-max-floors", 3);
building_medium_min_floors = props->getIntValue("building-medium-min-floors", 3);
building_medium_max_floors = props->getIntValue("building-medium-max-floors", 8);
building_large_min_floors = props->getIntValue("building-large-min-floors", 5);
building_large_max_floors = props->getIntValue("building-large-max-floors", 20);
building_small_min_width = props->getFloatValue("building-small-min-width-m", 15.0);
building_small_max_width = props->getFloatValue("building-small-max-width-m", 60.0);
building_small_min_depth = props->getFloatValue("building-small-min-depth-m", 10.0);
building_small_max_depth = props->getFloatValue("building-small-max-depth-m", 20.0);
building_medium_min_width = props->getFloatValue("building-medium-min-width-m", 25.0);
building_medium_max_width = props->getFloatValue("building-medium-max-width-m", 50.0);
building_medium_min_depth = props->getFloatValue("building-medium-min-depth-m", 20.0);
building_medium_max_depth = props->getFloatValue("building-medium-max-depth-m", 50.0);
building_large_min_width = props->getFloatValue("building-large-min-width-m", 50.0);
building_large_max_width = props->getFloatValue("building-large-max-width-m", 75.0);
building_large_min_depth = props->getFloatValue("building-large-min-depth-m", 50.0);
building_large_max_depth = props->getFloatValue("building-large-max-depth-m", 75.0);
building_range = props->getDoubleValue("building-range-m", 10000.0);
cos_object_max_density_slope_angle = cos(props->getFloatValue("object-max-density-angle-deg", 20.0) * osg::PI/180.0);
cos_object_zero_density_slope_angle = cos(props->getFloatValue("object-zero-density-angle-deg", 30.0) * osg::PI/180.0);
// Random vegetation properties
wood_coverage = props->getDoubleValue("wood-coverage", 0.0);
tree_height = props->getDoubleValue("tree-height-m", 0.0);
tree_width = props->getDoubleValue("tree-width-m", 0.0);
tree_range = props->getDoubleValue("tree-range-m", 0.0);
tree_varieties = props->getIntValue("tree-varieties", 1);
cos_tree_max_density_slope_angle = cos(props->getFloatValue("tree-max-density-angle-deg", 30.0) * osg::PI/180.0);
cos_tree_zero_density_slope_angle = cos(props->getFloatValue("tree-zero-density-angle-deg", 45.0) * osg::PI/180.0);
const SGPropertyNode* treeTexNode = props->getChild("tree-texture");
if (treeTexNode) {
string treeTexPath = props->getStringValue("tree-texture");
if (! treeTexPath.empty()) {
SGPath treePath("Textures.high");
treePath.append(treeTexPath);
tree_texture = SGModelLib::findDataFile(treePath.str(), options);
if (tree_texture.empty()) {
treePath.set("Textures");
treePath.append(treeTexPath);
tree_texture = SGModelLib::findDataFile(treePath.str(), options);
}
}
}
// surface values for use with ground reactions
_solid = props->getBoolValue("solid", _solid);
_friction_factor = props->getDoubleValue("friction-factor", _friction_factor);
_rolling_friction = props->getDoubleValue("rolling-friction", _rolling_friction);
_bumpiness = props->getDoubleValue("bumpiness", _bumpiness);
_load_resistance = props->getDoubleValue("load-resistance", _load_resistance);
// Taken from default values as used in ac3d
ambient[0] = props->getDoubleValue("ambient/r", 0.2);
ambient[1] = props->getDoubleValue("ambient/g", 0.2);
ambient[2] = props->getDoubleValue("ambient/b", 0.2);
ambient[3] = props->getDoubleValue("ambient/a", 1.0);
diffuse[0] = props->getDoubleValue("diffuse/r", 0.8);
diffuse[1] = props->getDoubleValue("diffuse/g", 0.8);
diffuse[2] = props->getDoubleValue("diffuse/b", 0.8);
diffuse[3] = props->getDoubleValue("diffuse/a", 1.0);
specular[0] = props->getDoubleValue("specular/r", 0.0);
specular[1] = props->getDoubleValue("specular/g", 0.0);
specular[2] = props->getDoubleValue("specular/b", 0.0);
specular[3] = props->getDoubleValue("specular/a", 1.0);
emission[0] = props->getDoubleValue("emissive/r", 0.0);
emission[1] = props->getDoubleValue("emissive/g", 0.0);
emission[2] = props->getDoubleValue("emissive/b", 0.0);
emission[3] = props->getDoubleValue("emissive/a", 1.0);
shininess = props->getDoubleValue("shininess", 1.0);
if (props->hasChild("effect"))
effect = props->getStringValue("effect");
std::vector<SGPropertyNode_ptr> object_group_nodes =
((SGPropertyNode *)props)->getChildren("object-group");
for (unsigned int i = 0; i < object_group_nodes.size(); i++)
object_groups.push_back(new SGMatModelGroup(object_group_nodes[i]));
// read glyph table for taxi-/runway-signs
std::vector<SGPropertyNode_ptr> glyph_nodes = props->getChildren("glyph");
for (unsigned int i = 0; i < glyph_nodes.size(); i++) {
const char *name = glyph_nodes[i]->getStringValue("name");
if (name)
glyphs[name] = new SGMaterialGlyph(glyph_nodes[i]);
}
// Read parameters entry, which is passed into the effect
if (props->hasChild("parameters")) {
parameters = props->getChild("parameters");
} else {
parameters = new SGPropertyNode();
}
// Read conditions node
const SGPropertyNode *conditionNode = props->getChild("condition");
if (conditionNode) {
condition = sgReadCondition(prop_root, conditionNode);
}
}
////////////////////////////////////////////////////////////////////////
// Private methods.
////////////////////////////////////////////////////////////////////////
void
SGMaterial::init ()
{
_status.clear();
xsize = 0;
ysize = 0;
wrapu = true;
wrapv = true;
mipmap = true;
light_coverage = 0.0;
building_coverage = 0.0;
shininess = 1.0;
for (int i = 0; i < 4; i++) {
ambient[i] = (i < 3) ? 0.2 : 1.0;
specular[i] = (i < 3) ? 0.0 : 1.0;
diffuse[i] = (i < 3) ? 0.8 : 1.0;
emission[i] = (i < 3) ? 0.0 : 1.0;
}
effect = "Effects/terrain-default";
}
Effect* SGMaterial::get_effect(int i)
{
if(!_status[i].effect_realized) {
if (!_status[i].effect.valid())
return 0;
_status[i].effect->realizeTechniques(_status[i].options.get());
_status[i].effect_realized = true;
}
return _status[i].effect.get();
}
Effect* SGMaterial::get_effect(const SGTexturedTriangleBin& triangleBin)
{
if (_status.size() == 0) {
SG_LOG( SG_GENERAL, SG_WARN, "No effect available.");
return 0;
}
int i = triangleBin.getTextureIndex() % _status.size();
return get_effect(i);
}
Effect* SGMaterial::get_effect()
{
return get_effect(0);
}
osg::Texture2D* SGMaterial::get_object_mask(const SGTexturedTriangleBin& triangleBin)
{
if (_status.size() == 0) {
SG_LOG( SG_GENERAL, SG_WARN, "No mask available.");
return 0;
}
// Note that the object mask is closely linked to the texture/effect
// so we index based on the texture index,
unsigned int i = triangleBin.getTextureIndex() % _status.size();
if (i < _masks.size()) {
return _masks[i];
} else {
return 0;
}
}
void SGMaterial::buildEffectProperties(const SGReaderWriterOptions* options)
{
using namespace osg;
ref_ptr<SGMaterialUserData> user = new SGMaterialUserData(this);
SGPropertyNode_ptr propRoot = new SGPropertyNode();
makeChild(propRoot, "inherits-from")->setStringValue(effect);
SGPropertyNode* paramProp = makeChild(propRoot, "parameters");
copyProperties(parameters, paramProp);
SGPropertyNode* materialProp = makeChild(paramProp, "material");
makeChild(materialProp, "ambient")->setValue(SGVec4d(ambient));
makeChild(materialProp, "diffuse")->setValue(SGVec4d(diffuse));
makeChild(materialProp, "specular")->setValue(SGVec4d(specular));
makeChild(materialProp, "emissive")->setValue(SGVec4d(emission));
makeChild(materialProp, "shininess")->setFloatValue(shininess);
if (ambient[3] < 1 || diffuse[3] < 1 ||
specular[3] < 1 || emission[3] < 1) {
makeChild(paramProp, "transparent")->setBoolValue(true);
SGPropertyNode* binProp = makeChild(paramProp, "render-bin");
makeChild(binProp, "bin-number")->setIntValue(TRANSPARENT_BIN);
makeChild(binProp, "bin-name")->setStringValue("DepthSortedBin");
}
BOOST_FOREACH(_internal_state& matState, _status)
{
SGPropertyNode_ptr effectProp = new SGPropertyNode();
copyProperties(propRoot, effectProp);
SGPropertyNode* effectParamProp = effectProp->getChild("parameters", 0);
for (unsigned int i = 0; i < matState.texture_paths.size(); i++) {
SGPropertyNode* texProp = makeChild(effectParamProp, "texture", matState.texture_paths[i].second);
makeChild(texProp, "image")->setStringValue(matState.texture_paths[i].first);
makeChild(texProp, "filter")
->setStringValue(mipmap ? "linear-mipmap-linear" : "nearest");
makeChild(texProp, "wrap-s")
->setStringValue(wrapu ? "repeat" : "clamp-to-edge");
makeChild(texProp, "wrap-t")
->setStringValue(wrapv ? "repeat" : "clamp-to-edge");
}
makeChild(effectParamProp, "xsize")->setDoubleValue(xsize);
makeChild(effectParamProp, "ysize")->setDoubleValue(ysize);
makeChild(effectParamProp, "scale")->setValue(SGVec3d(xsize,ysize,0.0));
makeChild(effectParamProp, "light-coverage")->setDoubleValue(light_coverage);
matState.effect = makeEffect(effectProp, false, options);
if (matState.effect.valid())
matState.effect->setUserData(user.get());
}
}
SGMaterialGlyph* SGMaterial::get_glyph (const string& name) const
{
map<string, SGSharedPtr<SGMaterialGlyph> >::const_iterator it;
it = glyphs.find(name);
if (it == glyphs.end())
return 0;
return it->second;
}
bool SGMaterial::valid() const
{
if (condition) {
return condition->test();
} else {
return true;
}
}
////////////////////////////////////////////////////////////////////////
// SGMaterialGlyph.
////////////////////////////////////////////////////////////////////////
SGMaterialGlyph::SGMaterialGlyph(SGPropertyNode *p) :
_left(p->getDoubleValue("left", 0.0)),
_right(p->getDoubleValue("right", 1.0))
{
}
void
SGSetTextureFilter( int max) {
SGSceneFeatures::instance()->setTextureFilter( max);
}
int
SGGetTextureFilter() {
return SGSceneFeatures::instance()->getTextureFilter();
}