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.
578 lines
21 KiB
C++
578 lines
21 KiB
C++
// mat.cxx -- class to handle material properties
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//
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// Written by Curtis Olson, started May 1998.
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//
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// Copyright (C) 1998 - 2000 Curtis L. Olson - http://www.flightgear.org/~curt
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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//
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// $Id$
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#ifdef HAVE_CONFIG_H
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# include <simgear_config.h>
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#endif
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#include <simgear/compiler.h>
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#include <string.h>
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#include <map>
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#include <vector>
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#include <string>
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#include <boost/foreach.hpp>
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#include "mat.hxx"
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#include <osg/CullFace>
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#include <osg/Material>
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#include <osg/ShadeModel>
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#include <osg/StateSet>
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#include <osg/TexEnv>
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#include <osg/Texture>
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#include <osg/Texture2D>
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#include <osgDB/ReaderWriter>
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#include <osgDB/ReadFile>
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#include <osgDB/Registry>
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#include <osgDB/FileUtils>
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#include <simgear/debug/logstream.hxx>
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#include <simgear/misc/sg_path.hxx>
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#include <simgear/misc/sgstream.hxx>
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#include <simgear/scene/util/SGReaderWriterOptions.hxx>
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#include <simgear/props/props_io.hxx>
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#include <simgear/props/vectorPropTemplates.hxx>
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#include <simgear/scene/model/model.hxx>
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#include <simgear/scene/material/matmodel.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/props/condition.hxx>
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#include <simgear/scene/util/SGSceneFeatures.hxx>
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#include <simgear/scene/tgdb/SGTexturedTriangleBin.hxx>
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#include "Effect.hxx"
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#include "Technique.hxx"
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#include "Pass.hxx"
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using std::map;
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using std::string;
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using namespace simgear;
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////////////////////////////////////////////////////////////////////////
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// Constructors and destructor.
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////////////////////////////////////////////////////////////////////////
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SGMaterial::_internal_state::_internal_state(Effect *e, bool l,
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const SGReaderWriterOptions* o)
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: effect(e), effect_realized(l), options(o)
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{
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}
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SGMaterial::_internal_state::_internal_state(Effect *e, const string &t, bool l,
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const SGReaderWriterOptions* o)
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: effect(e), effect_realized(l), options(o)
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{
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texture_paths.push_back(std::make_pair(t,0));
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}
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void SGMaterial::_internal_state::add_texture(const std::string &t, int i)
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{
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texture_paths.push_back(std::make_pair(t,i));
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}
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SGMaterial::SGMaterial( const SGReaderWriterOptions* options,
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const SGPropertyNode *props,
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SGPropertyNode *prop_root )
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{
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init();
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read_properties( options, props, prop_root );
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buildEffectProperties(options);
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}
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SGMaterial::SGMaterial( const osgDB::Options* options,
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const SGPropertyNode *props,
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SGPropertyNode *prop_root)
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{
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osg::ref_ptr<SGReaderWriterOptions> opt;
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opt = SGReaderWriterOptions::copyOrCreate(options);
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init();
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read_properties(opt.get(), props, prop_root);
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buildEffectProperties(opt.get());
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}
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SGMaterial::~SGMaterial (void)
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{
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}
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////////////////////////////////////////////////////////////////////////
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// Public methods.
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////////////////////////////////////////////////////////////////////////
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void
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SGMaterial::read_properties(const SGReaderWriterOptions* options,
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const SGPropertyNode *props,
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SGPropertyNode *prop_root)
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{
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std::vector<bool> dds;
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std::vector<SGPropertyNode_ptr> textures = props->getChildren("texture");
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for (unsigned int i = 0; i < textures.size(); i++)
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{
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string tname = textures[i]->getStringValue();
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if (tname.empty()) {
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tname = "unknown.rgb";
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}
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SGPath tpath("Textures.high");
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tpath.append(tname);
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string fullTexPath = SGModelLib::findDataFile(tpath.str(), options);
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if (fullTexPath.empty()) {
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tpath.set("Textures");
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tpath.append(tname);
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fullTexPath = SGModelLib::findDataFile(tpath.str(), options);
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if (fullTexPath.empty()) {
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SG_LOG(SG_GENERAL, SG_ALERT, "Cannot find texture \""
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<< tname << "\" in Textures or Textures.high folders.");
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}
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}
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if (tpath.lower_extension() == "dds") {
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dds.push_back(true);
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} else {
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dds.push_back(false);
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}
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if (!fullTexPath.empty() ) {
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_internal_state st( NULL, fullTexPath, false, options );
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_status.push_back( st );
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}
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}
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std::vector<SGPropertyNode_ptr> texturesets = props->getChildren("texture-set");
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for (unsigned int i = 0; i < texturesets.size(); i++)
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{
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_internal_state st( NULL, false, options );
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std::vector<SGPropertyNode_ptr> textures = texturesets[i]->getChildren("texture");
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for (unsigned int j = 0; j < textures.size(); j++)
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{
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string tname = textures[j]->getStringValue();
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if (tname.empty()) {
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tname = "unknown.rgb";
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}
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SGPath tpath("Textures.high");
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tpath.append(tname);
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string fullTexPath = SGModelLib::findDataFile(tpath.str(), options);
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if (fullTexPath.empty()) {
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tpath.set("Textures");
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tpath.append(tname);
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fullTexPath = SGModelLib::findDataFile(tpath.str(), options);
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if (fullTexPath.empty() ) {
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SG_LOG(SG_GENERAL, SG_ALERT, "Cannot find texture \""
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<< tname << "\" in Textures or Textures.high folders.");
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}
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}
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if (j == 0) {
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if (tpath.lower_extension() == "dds") {
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dds.push_back(true);
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} else {
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dds.push_back(false);
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}
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}
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st.add_texture(fullTexPath, textures[j]->getIndex());
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}
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if (!st.texture_paths.empty() ) {
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_status.push_back( st );
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}
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}
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if (textures.size() == 0 && texturesets.size() == 0) {
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SGPath tpath("Textures");
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tpath.append("Terrain");
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tpath.append("unknown.rgb");
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_internal_state st( NULL, tpath.str(), true, options );
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_status.push_back( st );
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}
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std::vector<SGPropertyNode_ptr> masks = props->getChildren("object-mask");
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for (unsigned int i = 0; i < masks.size(); i++)
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{
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string omname = masks[i]->getStringValue();
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if (! omname.empty()) {
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SGPath ompath("Textures.high");
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ompath.append(omname);
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string fullMaskPath = SGModelLib::findDataFile(ompath.str(), options);
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if (fullMaskPath.empty()) {
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ompath.set("Textures");
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ompath.append(omname);
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fullMaskPath = SGModelLib::findDataFile(ompath.str(), options);
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}
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if (fullMaskPath.empty()) {
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SG_LOG(SG_GENERAL, SG_ALERT, "Cannot find texture \""
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<< omname << "\" in Textures or Textures.high folders.");
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}
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else
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{
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osg::Image* image = osgDB::readImageFile(fullMaskPath, options);
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if (image && image->valid())
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{
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osg::Texture2D* object_mask = new osg::Texture2D;
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bool dds_mask = (ompath.lower_extension() == "dds");
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if (i < dds.size() && dds[i] != dds_mask) {
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// Texture format does not match mask format. This is relevant for
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// the object mask, as DDS textures have an origin at the bottom
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// left rather than top left. Therefore we flip a copy of the image
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// (otherwise a second reference to the object mask would flip it
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// back!).
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SG_LOG(SG_GENERAL, SG_DEBUG, "Flipping object mask" << omname);
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image = (osg::Image* ) image->clone(osg::CopyOp::SHALLOW_COPY);
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image->flipVertical();
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}
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object_mask->setImage(image);
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// We force the filtering to be nearest, as the red channel (rotation)
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// in particular, doesn't make sense to be interpolated between pixels.
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object_mask->setFilter(osg::Texture::MIN_FILTER, osg::Texture::NEAREST);
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object_mask->setFilter(osg::Texture::MAG_FILTER, osg::Texture::NEAREST);
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object_mask->setDataVariance(osg::Object::STATIC);
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object_mask->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
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object_mask->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
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_masks.push_back(object_mask);
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}
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}
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}
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}
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xsize = props->getDoubleValue("xsize", 0.0);
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ysize = props->getDoubleValue("ysize", 0.0);
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wrapu = props->getBoolValue("wrapu", true);
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wrapv = props->getBoolValue("wrapv", true);
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mipmap = props->getBoolValue("mipmap", true);
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light_coverage = props->getDoubleValue("light-coverage", 0.0);
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// Building properties
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building_coverage = props->getDoubleValue("building-coverage", 0.0);
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building_spacing = props->getDoubleValue("building-spacing-m", 5.0);
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string bt = props->getStringValue("building-texture", "Textures/buildings.png");
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building_texture = SGModelLib::findDataFile(bt, options);
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if (building_texture.empty()) {
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SG_LOG(SG_GENERAL, SG_ALERT, "Cannot find texture \"" << bt);
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}
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bt = props->getStringValue("building-lightmap", "Textures/buildings-lightmap.png");
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building_lightmap = SGModelLib::findDataFile(bt, options);
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if (building_lightmap.empty()) {
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SG_LOG(SG_GENERAL, SG_ALERT, "Cannot find texture \"" << bt);
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}
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building_small_ratio = props->getDoubleValue("building-small-ratio", 0.8);
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building_medium_ratio = props->getDoubleValue("building-medium-ratio", 0.15);
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building_large_ratio = props->getDoubleValue("building-large-ratio", 0.05);
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building_small_pitch = props->getDoubleValue("building-small-pitch", 0.8);
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building_medium_pitch = props->getDoubleValue("building-medium-pitch", 0.2);
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building_large_pitch = props->getDoubleValue("building-large-pitch", 0.1);
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building_small_min_floors = props->getIntValue("building-small-min-floors", 1);
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building_small_max_floors = props->getIntValue("building-small-max-floors", 3);
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building_medium_min_floors = props->getIntValue("building-medium-min-floors", 3);
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building_medium_max_floors = props->getIntValue("building-medium-max-floors", 8);
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building_large_min_floors = props->getIntValue("building-large-min-floors", 5);
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building_large_max_floors = props->getIntValue("building-large-max-floors", 20);
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building_small_min_width = props->getFloatValue("building-small-min-width-m", 15.0);
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building_small_max_width = props->getFloatValue("building-small-max-width-m", 60.0);
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building_small_min_depth = props->getFloatValue("building-small-min-depth-m", 10.0);
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building_small_max_depth = props->getFloatValue("building-small-max-depth-m", 20.0);
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building_medium_min_width = props->getFloatValue("building-medium-min-width-m", 25.0);
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building_medium_max_width = props->getFloatValue("building-medium-max-width-m", 50.0);
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building_medium_min_depth = props->getFloatValue("building-medium-min-depth-m", 20.0);
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building_medium_max_depth = props->getFloatValue("building-medium-max-depth-m", 50.0);
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building_large_min_width = props->getFloatValue("building-large-min-width-m", 50.0);
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building_large_max_width = props->getFloatValue("building-large-max-width-m", 75.0);
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building_large_min_depth = props->getFloatValue("building-large-min-depth-m", 50.0);
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building_large_max_depth = props->getFloatValue("building-large-max-depth-m", 75.0);
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building_range = props->getDoubleValue("building-range-m", 10000.0);
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cos_object_max_density_slope_angle = cos(props->getFloatValue("object-max-density-angle-deg", 20.0) * osg::PI/180.0);
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cos_object_zero_density_slope_angle = cos(props->getFloatValue("object-zero-density-angle-deg", 30.0) * osg::PI/180.0);
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// Random vegetation properties
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wood_coverage = props->getDoubleValue("wood-coverage", 0.0);
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tree_height = props->getDoubleValue("tree-height-m", 0.0);
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tree_width = props->getDoubleValue("tree-width-m", 0.0);
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tree_range = props->getDoubleValue("tree-range-m", 0.0);
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tree_varieties = props->getIntValue("tree-varieties", 1);
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cos_tree_max_density_slope_angle = cos(props->getFloatValue("tree-max-density-angle-deg", 30.0) * osg::PI/180.0);
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cos_tree_zero_density_slope_angle = cos(props->getFloatValue("tree-zero-density-angle-deg", 45.0) * osg::PI/180.0);
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const SGPropertyNode* treeTexNode = props->getChild("tree-texture");
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if (treeTexNode) {
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string treeTexPath = props->getStringValue("tree-texture");
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if (! treeTexPath.empty()) {
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SGPath treePath("Textures.high");
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treePath.append(treeTexPath);
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tree_texture = SGModelLib::findDataFile(treePath.str(), options);
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if (tree_texture.empty()) {
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treePath.set("Textures");
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treePath.append(treeTexPath);
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tree_texture = SGModelLib::findDataFile(treePath.str(), options);
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}
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}
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}
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// surface values for use with ground reactions
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_solid = props->getBoolValue("solid", _solid);
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_friction_factor = props->getDoubleValue("friction-factor", _friction_factor);
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_rolling_friction = props->getDoubleValue("rolling-friction", _rolling_friction);
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_bumpiness = props->getDoubleValue("bumpiness", _bumpiness);
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_load_resistance = props->getDoubleValue("load-resistance", _load_resistance);
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// Taken from default values as used in ac3d
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ambient[0] = props->getDoubleValue("ambient/r", 0.2);
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ambient[1] = props->getDoubleValue("ambient/g", 0.2);
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ambient[2] = props->getDoubleValue("ambient/b", 0.2);
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ambient[3] = props->getDoubleValue("ambient/a", 1.0);
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diffuse[0] = props->getDoubleValue("diffuse/r", 0.8);
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diffuse[1] = props->getDoubleValue("diffuse/g", 0.8);
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diffuse[2] = props->getDoubleValue("diffuse/b", 0.8);
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diffuse[3] = props->getDoubleValue("diffuse/a", 1.0);
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specular[0] = props->getDoubleValue("specular/r", 0.0);
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specular[1] = props->getDoubleValue("specular/g", 0.0);
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specular[2] = props->getDoubleValue("specular/b", 0.0);
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specular[3] = props->getDoubleValue("specular/a", 1.0);
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emission[0] = props->getDoubleValue("emissive/r", 0.0);
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emission[1] = props->getDoubleValue("emissive/g", 0.0);
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emission[2] = props->getDoubleValue("emissive/b", 0.0);
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emission[3] = props->getDoubleValue("emissive/a", 1.0);
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shininess = props->getDoubleValue("shininess", 1.0);
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if (props->hasChild("effect"))
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effect = props->getStringValue("effect");
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std::vector<SGPropertyNode_ptr> object_group_nodes =
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((SGPropertyNode *)props)->getChildren("object-group");
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for (unsigned int i = 0; i < object_group_nodes.size(); i++)
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object_groups.push_back(new SGMatModelGroup(object_group_nodes[i]));
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// read glyph table for taxi-/runway-signs
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std::vector<SGPropertyNode_ptr> glyph_nodes = props->getChildren("glyph");
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for (unsigned int i = 0; i < glyph_nodes.size(); i++) {
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const char *name = glyph_nodes[i]->getStringValue("name");
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if (name)
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glyphs[name] = new SGMaterialGlyph(glyph_nodes[i]);
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}
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// Read parameters entry, which is passed into the effect
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if (props->hasChild("parameters")) {
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parameters = props->getChild("parameters");
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} else {
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parameters = new SGPropertyNode();
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}
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// Read conditions node
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const SGPropertyNode *conditionNode = props->getChild("condition");
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if (conditionNode) {
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condition = sgReadCondition(prop_root, conditionNode);
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}
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}
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////////////////////////////////////////////////////////////////////////
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// Private methods.
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////////////////////////////////////////////////////////////////////////
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void
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SGMaterial::init ()
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{
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_status.clear();
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xsize = 0;
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ysize = 0;
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wrapu = true;
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wrapv = true;
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mipmap = true;
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light_coverage = 0.0;
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building_coverage = 0.0;
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shininess = 1.0;
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for (int i = 0; i < 4; i++) {
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ambient[i] = (i < 3) ? 0.2 : 1.0;
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specular[i] = (i < 3) ? 0.0 : 1.0;
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diffuse[i] = (i < 3) ? 0.8 : 1.0;
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emission[i] = (i < 3) ? 0.0 : 1.0;
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}
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effect = "Effects/terrain-default";
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}
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Effect* SGMaterial::get_effect(int i)
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{
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if(!_status[i].effect_realized) {
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if (!_status[i].effect.valid())
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return 0;
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_status[i].effect->realizeTechniques(_status[i].options.get());
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_status[i].effect_realized = true;
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}
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return _status[i].effect.get();
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}
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Effect* SGMaterial::get_effect(const SGTexturedTriangleBin& triangleBin)
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{
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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();
|
|
}
|