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simgear/simgear/scene/tgdb/obj.cxx
T
timoore cafcecf03d StateSet optimizations
Use only one shared StateSet to control GL_NORMALIZE. This removes
thousands of state sets from the scene graph.

Fix a typo that was causing two copies of groundLights0 to be added to
each tile.
2007-11-18 23:31:03 +00:00

687 lines
24 KiB
C++

// obj.cxx -- routines to handle loading scenery and building the plib
// scene graph.
//
// Written by Curtis Olson, started October 1997.
//
// Copyright (C) 1997 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 "obj.hxx"
#include <simgear/compiler.h>
#include <osg/Fog>
#include <osg/Geode>
#include <osg/Geometry>
#include <osg/Group>
#include <osg/LOD>
#include <osg/MatrixTransform>
#include <osg/Point>
#include <osg/StateSet>
#include <osg/Switch>
#include <simgear/debug/logstream.hxx>
#include <simgear/io/sg_binobj.hxx>
#include <simgear/math/sg_geodesy.hxx>
#include <simgear/math/sg_random.h>
#include <simgear/scene/material/mat.hxx>
#include <simgear/scene/material/matlib.hxx>
#include <simgear/scene/model/SGOffsetTransform.hxx>
#include <simgear/scene/util/SGUpdateVisitor.hxx>
#include <simgear/scene/util/SGNodeMasks.hxx>
#include <simgear/threads/SGThread.hxx>
#include <simgear/threads/SGGuard.hxx>
#include "SGTexturedTriangleBin.hxx"
#include "SGLightBin.hxx"
#include "SGDirectionalLightBin.hxx"
#include "pt_lights.hxx"
typedef std::map<std::string,SGTexturedTriangleBin> SGMaterialTriangleMap;
typedef std::list<SGLightBin> SGLightListBin;
typedef std::list<SGDirectionalLightBin> SGDirectionalLightListBin;
struct SGTileGeometryBin {
SGMaterialTriangleMap materialTriangleMap;
SGLightBin tileLights;
SGLightBin randomTileLights;
SGDirectionalLightBin runwayLights;
SGDirectionalLightBin taxiLights;
SGDirectionalLightListBin vasiLights;
SGDirectionalLightListBin rabitLights;
SGLightListBin odalLights;
SGDirectionalLightListBin reilLights;
static SGVec4f
getMaterialLightColor(const SGMaterial* material)
{
if (!material)
return SGVec4f(1, 1, 1, 0.8);
return material->get_light_color();
}
static void
addPointGeometry(SGLightBin& lights,
const std::vector<SGVec3d>& vertices,
const SGVec4f& color,
const int_list& pts_v)
{
for (unsigned i = 0; i < pts_v.size(); ++i)
lights.insert(toVec3f(vertices[pts_v[i]]), color);
}
static void
addPointGeometry(SGDirectionalLightBin& lights,
const std::vector<SGVec3d>& vertices,
const std::vector<SGVec3f>& normals,
const SGVec4f& color,
const int_list& pts_v,
const int_list& pts_n)
{
// If the normal indices match the vertex indices, use seperate
// normal indices. Else reuse the vertex indices for the normals.
if (pts_v.size() == pts_n.size()) {
for (unsigned i = 0; i < pts_v.size(); ++i)
lights.insert(toVec3f(vertices[pts_v[i]]), normals[pts_n[i]], color);
} else {
for (unsigned i = 0; i < pts_v.size(); ++i)
lights.insert(toVec3f(vertices[pts_v[i]]), normals[pts_v[i]], color);
}
}
bool
insertPtGeometry(const SGBinObject& obj, SGMaterialLib* matlib)
{
if (obj.get_pts_v().size() != obj.get_pts_n().size()) {
SG_LOG(SG_TERRAIN, SG_ALERT,
"Group list sizes for points do not match!");
return false;
}
for (unsigned grp = 0; grp < obj.get_pts_v().size(); ++grp) {
std::string materialName = obj.get_pt_materials()[grp];
SGMaterial* material = matlib->find(materialName);
SGVec4f color = getMaterialLightColor(material);
if (3 <= materialName.size() && materialName.substr(0, 3) != "RWY") {
// Just plain lights. Not something for the runway.
addPointGeometry(tileLights, obj.get_wgs84_nodes(), color,
obj.get_pts_v()[grp]);
} else if (materialName == "RWY_BLUE_TAXIWAY_LIGHTS"
|| materialName == "RWY_GREEN_TAXIWAY_LIGHTS") {
addPointGeometry(taxiLights, obj.get_wgs84_nodes(), obj.get_normals(),
color, obj.get_pts_v()[grp], obj.get_pts_n()[grp]);
} else if (materialName == "RWY_VASI_LIGHTS") {
vasiLights.push_back(SGDirectionalLightBin());
addPointGeometry(vasiLights.back(), obj.get_wgs84_nodes(),
obj.get_normals(), color, obj.get_pts_v()[grp],
obj.get_pts_n()[grp]);
} else if (materialName == "RWY_SEQUENCED_LIGHTS") {
rabitLights.push_back(SGDirectionalLightBin());
addPointGeometry(rabitLights.back(), obj.get_wgs84_nodes(),
obj.get_normals(), color, obj.get_pts_v()[grp],
obj.get_pts_n()[grp]);
} else if (materialName == "RWY_ODALS_LIGHTS") {
odalLights.push_back(SGLightBin());
addPointGeometry(odalLights.back(), obj.get_wgs84_nodes(),
color, obj.get_pts_v()[grp]);
} else if (materialName == "RWY_REIL_LIGHTS") {
reilLights.push_back(SGDirectionalLightBin());
addPointGeometry(reilLights.back(), obj.get_wgs84_nodes(),
obj.get_normals(), color, obj.get_pts_v()[grp],
obj.get_pts_n()[grp]);
} else {
// what is left must be runway lights
addPointGeometry(runwayLights, obj.get_wgs84_nodes(),
obj.get_normals(), color, obj.get_pts_v()[grp],
obj.get_pts_n()[grp]);
}
}
return true;
}
static SGVec2f
getTexCoord(const std::vector<SGVec2f>& texCoords, const int_list& tc,
const SGVec2f& tcScale, unsigned i)
{
if (tc.empty())
return tcScale;
else if (tc.size() == 1)
return mult(texCoords[tc[0]], tcScale);
else
return mult(texCoords[tc[i]], tcScale);
}
static void
addTriangleGeometry(SGTexturedTriangleBin& triangles,
const std::vector<SGVec3d>& vertices,
const std::vector<SGVec3f>& normals,
const std::vector<SGVec2f>& texCoords,
const int_list& tris_v,
const int_list& tris_n,
const int_list& tris_tc,
const SGVec2f& tcScale)
{
if (tris_v.size() != tris_n.size()) {
// If the normal indices do not match, they should be inmplicitly
// the same than the vertex indices. So just call ourselves again
// with the matching index vector.
addTriangleGeometry(triangles, vertices, normals, texCoords,
tris_v, tris_v, tris_tc, tcScale);
return;
}
for (unsigned i = 2; i < tris_v.size(); i += 3) {
SGVertNormTex v0;
v0.vertex = toVec3f(vertices[tris_v[i-2]]);
v0.normal = normals[tris_n[i-2]];
v0.texCoord = getTexCoord(texCoords, tris_tc, tcScale, i-2);
SGVertNormTex v1;
v1.vertex = toVec3f(vertices[tris_v[i-1]]);
v1.normal = normals[tris_n[i-1]];
v1.texCoord = getTexCoord(texCoords, tris_tc, tcScale, i-1);
SGVertNormTex v2;
v2.vertex = toVec3f(vertices[tris_v[i]]);
v2.normal = normals[tris_n[i]];
v2.texCoord = getTexCoord(texCoords, tris_tc, tcScale, i);
triangles.insert(v0, v1, v2);
}
}
static void
addStripGeometry(SGTexturedTriangleBin& triangles,
const std::vector<SGVec3d>& vertices,
const std::vector<SGVec3f>& normals,
const std::vector<SGVec2f>& texCoords,
const int_list& strips_v,
const int_list& strips_n,
const int_list& strips_tc,
const SGVec2f& tcScale)
{
if (strips_v.size() != strips_n.size()) {
// If the normal indices do not match, they should be inmplicitly
// the same than the vertex indices. So just call ourselves again
// with the matching index vector.
addStripGeometry(triangles, vertices, normals, texCoords,
strips_v, strips_v, strips_tc, tcScale);
return;
}
for (unsigned i = 2; i < strips_v.size(); ++i) {
SGVertNormTex v0;
v0.vertex = toVec3f(vertices[strips_v[i-2]]);
v0.normal = normals[strips_n[i-2]];
v0.texCoord = getTexCoord(texCoords, strips_tc, tcScale, i-2);
SGVertNormTex v1;
v1.vertex = toVec3f(vertices[strips_v[i-1]]);
v1.normal = normals[strips_n[i-1]];
v1.texCoord = getTexCoord(texCoords, strips_tc, tcScale, i-1);
SGVertNormTex v2;
v2.vertex = toVec3f(vertices[strips_v[i]]);
v2.normal = normals[strips_n[i]];
v2.texCoord = getTexCoord(texCoords, strips_tc, tcScale, i);
if (i%2)
triangles.insert(v1, v0, v2);
else
triangles.insert(v0, v1, v2);
}
}
static void
addFanGeometry(SGTexturedTriangleBin& triangles,
const std::vector<SGVec3d>& vertices,
const std::vector<SGVec3f>& normals,
const std::vector<SGVec2f>& texCoords,
const int_list& fans_v,
const int_list& fans_n,
const int_list& fans_tc,
const SGVec2f& tcScale)
{
if (fans_v.size() != fans_n.size()) {
// If the normal indices do not match, they should be implicitly
// the same than the vertex indices. So just call ourselves again
// with the matching index vector.
addFanGeometry(triangles, vertices, normals, texCoords,
fans_v, fans_v, fans_tc, tcScale);
return;
}
SGVertNormTex v0;
v0.vertex = toVec3f(vertices[fans_v[0]]);
v0.normal = normals[fans_n[0]];
v0.texCoord = getTexCoord(texCoords, fans_tc, tcScale, 0);
SGVertNormTex v1;
v1.vertex = toVec3f(vertices[fans_v[1]]);
v1.normal = normals[fans_n[1]];
v1.texCoord = getTexCoord(texCoords, fans_tc, tcScale, 1);
for (unsigned i = 2; i < fans_v.size(); ++i) {
SGVertNormTex v2;
v2.vertex = toVec3f(vertices[fans_v[i]]);
v2.normal = normals[fans_n[i]];
v2.texCoord = getTexCoord(texCoords, fans_tc, tcScale, i);
triangles.insert(v0, v1, v2);
v1 = v2;
}
}
SGVec2f getTexCoordScale(const std::string& name, SGMaterialLib* matlib)
{
if (!matlib)
return SGVec2f(1, 1);
SGMaterial* material = matlib->find(name);
if (!material)
return SGVec2f(1, 1);
return material->get_tex_coord_scale();
}
bool
insertSurfaceGeometry(const SGBinObject& obj, SGMaterialLib* matlib)
{
if (obj.get_tris_n().size() < obj.get_tris_v().size() ||
obj.get_tris_tc().size() < obj.get_tris_v().size()) {
SG_LOG(SG_TERRAIN, SG_ALERT,
"Group list sizes for triangles do not match!");
return false;
}
for (unsigned grp = 0; grp < obj.get_tris_v().size(); ++grp) {
std::string materialName = obj.get_tri_materials()[grp];
SGVec2f tcScale = getTexCoordScale(materialName, matlib);
addTriangleGeometry(materialTriangleMap[materialName],
obj.get_wgs84_nodes(), obj.get_normals(),
obj.get_texcoords(), obj.get_tris_v()[grp],
obj.get_tris_n()[grp], obj.get_tris_tc()[grp],
tcScale);
}
if (obj.get_strips_n().size() < obj.get_strips_v().size() ||
obj.get_strips_tc().size() < obj.get_strips_v().size()) {
SG_LOG(SG_TERRAIN, SG_ALERT,
"Group list sizes for strips do not match!");
return false;
}
for (unsigned grp = 0; grp < obj.get_strips_v().size(); ++grp) {
std::string materialName = obj.get_strip_materials()[grp];
SGVec2f tcScale = getTexCoordScale(materialName, matlib);
addStripGeometry(materialTriangleMap[materialName],
obj.get_wgs84_nodes(), obj.get_normals(),
obj.get_texcoords(), obj.get_strips_v()[grp],
obj.get_strips_n()[grp], obj.get_strips_tc()[grp],
tcScale);
}
if (obj.get_fans_n().size() < obj.get_fans_v().size() ||
obj.get_fans_tc().size() < obj.get_fans_v().size()) {
SG_LOG(SG_TERRAIN, SG_ALERT,
"Group list sizes for fans do not match!");
return false;
}
for (unsigned grp = 0; grp < obj.get_fans_v().size(); ++grp) {
std::string materialName = obj.get_fan_materials()[grp];
SGVec2f tcScale = getTexCoordScale(materialName, matlib);
addFanGeometry(materialTriangleMap[materialName],
obj.get_wgs84_nodes(), obj.get_normals(),
obj.get_texcoords(), obj.get_fans_v()[grp],
obj.get_fans_n()[grp], obj.get_fans_tc()[grp],
tcScale);
}
return true;
}
osg::Node* getSurfaceGeometry(SGMaterialLib* matlib) const
{
if (materialTriangleMap.empty())
return 0;
osg::Geode* geode = new osg::Geode;
SGMaterialTriangleMap::const_iterator i;
for (i = materialTriangleMap.begin(); i != materialTriangleMap.end(); ++i) {
// CHUNCKED (sic) here splits up unconnected triangles parts of
// the mesh into different Geometry sets, presumably for better
// culling. I (timoore) believe it is more performant to build
// the biggest indexed sets possible at the expense of tight
// culling.
//#define CHUNCKED
#ifdef CHUNCKED
SGMaterial *mat = matlib->find(i->first);
std::list<SGTexturedTriangleBin::TriangleVector> connectSets;
i->second.getConnectedSets(connectSets);
std::list<SGTexturedTriangleBin::TriangleVector>::iterator j;
for (j = connectSets.begin(); j != connectSets.end(); ++j) {
osg::Geometry* geometry = i->second.buildGeometry(*j);
if (mat)
geometry->setStateSet(mat->get_state());
geode->addDrawable(geometry);
}
#else
osg::Geometry* geometry = i->second.buildGeometry();
SGMaterial *mat = matlib->find(i->first);
if (mat)
geometry->setStateSet(mat->get_state());
geode->addDrawable(geometry);
#endif
}
return geode;
}
void computeRandomSurfaceLights(SGMaterialLib* matlib)
{
SGMaterialTriangleMap::const_iterator i;
for (i = materialTriangleMap.begin(); i != materialTriangleMap.end(); ++i) {
SGMaterial *mat = matlib->find(i->first);
if (!mat)
continue;
float coverage = mat->get_light_coverage();
if (coverage <= 0)
continue;
if (coverage < 10000.0) {
SG_LOG(SG_INPUT, SG_ALERT, "Light coverage is "
<< coverage << ", pushing up to 10000");
coverage = 10000;
}
// generate a repeatable random seed
sg_srandom(unsigned(coverage));
std::vector<SGVec3f> randomPoints;
i->second.addRandomSurfacePoints(coverage, 3, randomPoints);
std::vector<SGVec3f>::iterator j;
for (j = randomPoints.begin(); j != randomPoints.end(); ++j) {
float zombie = sg_random();
// factor = sg_random() ^ 2, range = 0 .. 1 concentrated towards 0
float factor = sg_random();
factor *= factor;
float bright = 1;
SGVec4f color;
if ( zombie > 0.5 ) {
// 50% chance of yellowish
color = SGVec4f(0.9f, 0.9f, 0.3f, bright - factor * 0.2f);
} else if (zombie > 0.15f) {
// 35% chance of whitish
color = SGVec4f(0.9, 0.9f, 0.8f, bright - factor * 0.2f);
} else if (zombie > 0.05f) {
// 10% chance of orangish
color = SGVec4f(0.9f, 0.6f, 0.2f, bright - factor * 0.2f);
} else {
// 5% chance of redish
color = SGVec4f(0.9f, 0.2f, 0.2f, bright - factor * 0.2f);
}
randomTileLights.insert(*j, color);
}
}
}
bool insertBinObj(const SGBinObject& obj, SGMaterialLib* matlib)
{
if (!insertPtGeometry(obj, matlib))
return false;
if (!insertSurfaceGeometry(obj, matlib))
return false;
return true;
}
};
class SGTileUpdateCallback : public osg::NodeCallback {
public:
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
assert(dynamic_cast<osg::Switch*>(node));
assert(dynamic_cast<SGUpdateVisitor*>(nv));
osg::Switch* lightSwitch = static_cast<osg::Switch*>(node);
SGUpdateVisitor* updateVisitor = static_cast<SGUpdateVisitor*>(nv);
// The current sun angle in degree
float sun_angle = updateVisitor->getSunAngleDeg();
// vasi is always on
lightSwitch->setValue(0, true);
if (sun_angle > 85 || updateVisitor->getVisibility() < 5000) {
// runway and taxi
lightSwitch->setValue(1, true);
lightSwitch->setValue(2, true);
} else {
// runway and taxi
lightSwitch->setValue(1, false);
lightSwitch->setValue(2, false);
}
// ground lights
if ( sun_angle > 95 )
lightSwitch->setValue(5, true);
else
lightSwitch->setValue(5, false);
if ( sun_angle > 92 )
lightSwitch->setValue(4, true);
else
lightSwitch->setValue(4, false);
if ( sun_angle > 89 )
lightSwitch->setValue(3, true);
else
lightSwitch->setValue(3, false);
traverse(node, nv);
}
};
class SGRunwayLightFogUpdateCallback : public osg::StateAttribute::Callback {
public:
virtual void operator () (osg::StateAttribute* sa, osg::NodeVisitor* nv)
{
assert(dynamic_cast<SGUpdateVisitor*>(nv));
assert(dynamic_cast<osg::Fog*>(sa));
SGUpdateVisitor* updateVisitor = static_cast<SGUpdateVisitor*>(nv);
osg::Fog* fog = static_cast<osg::Fog*>(sa);
fog->setMode(osg::Fog::EXP2);
fog->setColor(updateVisitor->getFogColor().osg());
fog->setDensity(updateVisitor->getRunwayFogExp2Density());
}
};
class SGTaxiLightFogUpdateCallback : public osg::StateAttribute::Callback {
public:
virtual void operator () (osg::StateAttribute* sa, osg::NodeVisitor* nv)
{
assert(dynamic_cast<SGUpdateVisitor*>(nv));
assert(dynamic_cast<osg::Fog*>(sa));
SGUpdateVisitor* updateVisitor = static_cast<SGUpdateVisitor*>(nv);
osg::Fog* fog = static_cast<osg::Fog*>(sa);
fog->setMode(osg::Fog::EXP2);
fog->setColor(updateVisitor->getFogColor().osg());
fog->setDensity(updateVisitor->getTaxiFogExp2Density());
}
};
class SGGroundLightFogUpdateCallback : public osg::StateAttribute::Callback {
public:
virtual void operator () (osg::StateAttribute* sa, osg::NodeVisitor* nv)
{
assert(dynamic_cast<SGUpdateVisitor*>(nv));
assert(dynamic_cast<osg::Fog*>(sa));
SGUpdateVisitor* updateVisitor = static_cast<SGUpdateVisitor*>(nv);
osg::Fog* fog = static_cast<osg::Fog*>(sa);
fog->setMode(osg::Fog::EXP2);
fog->setColor(updateVisitor->getFogColor().osg());
fog->setDensity(updateVisitor->getGroundLightsFogExp2Density());
}
};
osg::Node*
SGLoadBTG(const std::string& path, SGMaterialLib *matlib, bool calc_lights, bool use_random_objects)
{
SGBinObject obj;
if (!obj.read_bin(path))
return false;
SGTileGeometryBin tileGeometryBin;
if (!tileGeometryBin.insertBinObj(obj, matlib))
return false;
SGVec3d center = obj.get_gbs_center2();
SGGeod geodPos = SGGeod::fromCart(center);
SGQuatd hlOr = SGQuatd::fromLonLat(geodPos);
SGVec3f up = toVec3f(hlOr.backTransform(SGVec3d(0, 0, -1)));
osg::Group* vasiLights = new osg::Group;
vasiLights->setCullCallback(new SGPointSpriteLightCullCallback(osg::Vec3(1, 0.0001, 0.000001), 6));
osg::StateSet* stateSet = vasiLights->getOrCreateStateSet();
osg::Fog* fog = new osg::Fog;
fog->setUpdateCallback(new SGRunwayLightFogUpdateCallback);
stateSet->setAttribute(fog);
osg::Group* rwyLights = new osg::Group;
rwyLights->setCullCallback(new SGPointSpriteLightCullCallback);
stateSet = rwyLights->getOrCreateStateSet();
fog = new osg::Fog;
fog->setUpdateCallback(new SGRunwayLightFogUpdateCallback);
stateSet->setAttribute(fog);
osg::Group* taxiLights = new osg::Group;
taxiLights->setCullCallback(new SGPointSpriteLightCullCallback);
stateSet = taxiLights->getOrCreateStateSet();
fog = new osg::Fog;
fog->setUpdateCallback(new SGTaxiLightFogUpdateCallback);
stateSet->setAttribute(fog);
osg::Group* groundLights0 = new osg::Group;
stateSet = groundLights0->getOrCreateStateSet();
fog = new osg::Fog;
fog->setUpdateCallback(new SGGroundLightFogUpdateCallback);
stateSet->setAttribute(fog);
osg::Group* groundLights1 = new osg::Group;
stateSet = groundLights1->getOrCreateStateSet();
fog = new osg::Fog;
fog->setUpdateCallback(new SGGroundLightFogUpdateCallback);
stateSet->setAttribute(fog);
osg::Group* groundLights2 = new osg::Group;
stateSet = groundLights2->getOrCreateStateSet();
fog = new osg::Fog;
fog->setUpdateCallback(new SGGroundLightFogUpdateCallback);
stateSet->setAttribute(fog);
osg::Switch* lightSwitch = new osg::Switch;
lightSwitch->setUpdateCallback(new SGTileUpdateCallback);
lightSwitch->addChild(vasiLights, true);
lightSwitch->addChild(rwyLights, true);
lightSwitch->addChild(taxiLights, true);
lightSwitch->addChild(groundLights0, true);
lightSwitch->addChild(groundLights1, true);
lightSwitch->addChild(groundLights2, true);
osg::Group* lightGroup = new SGOffsetTransform(0.94);
lightGroup->addChild(lightSwitch);
osg::LOD* lightLOD = new osg::LOD;
lightLOD->addChild(lightGroup, 0, 30000);
unsigned nodeMask = ~0u;
nodeMask &= ~SG_NODEMASK_CASTSHADOW_BIT;
nodeMask &= ~SG_NODEMASK_RECIEVESHADOW_BIT;
nodeMask &= ~SG_NODEMASK_PICK_BIT;
nodeMask &= ~SG_NODEMASK_TERRAIN_BIT;
lightLOD->setNodeMask(nodeMask);
osg::Group* terrainGroup = new osg::Group;
osg::Node* node = tileGeometryBin.getSurfaceGeometry(matlib);
if (node)
terrainGroup->addChild(node);
if (calc_lights) {
// FIXME: ugly, has a side effect
tileGeometryBin.computeRandomSurfaceLights(matlib);
osg::Geode* geode = new osg::Geode;
groundLights0->addChild(geode);
geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.tileLights));
geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.randomTileLights, 4, -0.3f));
geode = new osg::Geode;
groundLights1->addChild(geode);
geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.randomTileLights, 2, -0.15f));
geode = new osg::Geode;
groundLights2->addChild(geode);
geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.randomTileLights));
}
{
SGVec4f red(1, 0, 0, 1);
SGMaterial* mat = matlib->find("RWY_RED_LIGHTS");
if (mat)
red = mat->get_light_color();
SGVec4f white(1, 1, 1, 1);
mat = matlib->find("RWY_WHITE_LIGHTS");
if (mat)
white = mat->get_light_color();
osg::Geode* geode;
geode = new osg::Geode;
vasiLights->addChild(geode);
SGDirectionalLightListBin::const_iterator i;
for (i = tileGeometryBin.vasiLights.begin();
i != tileGeometryBin.vasiLights.end(); ++i) {
geode->addDrawable(SGLightFactory::getVasi(up, *i, red, white));
}
geode = new osg::Geode;
rwyLights->addChild(geode);
geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.runwayLights));
for (i = tileGeometryBin.rabitLights.begin();
i != tileGeometryBin.rabitLights.end(); ++i) {
rwyLights->addChild(SGLightFactory::getSequenced(*i));
}
for (i = tileGeometryBin.reilLights.begin();
i != tileGeometryBin.reilLights.end(); ++i) {
rwyLights->addChild(SGLightFactory::getSequenced(*i));
}
SGLightListBin::const_iterator j;
for (j = tileGeometryBin.odalLights.begin();
j != tileGeometryBin.odalLights.end(); ++j) {
rwyLights->addChild(SGLightFactory::getOdal(*j));
}
geode = new osg::Geode;
taxiLights->addChild(geode);
geode->addDrawable(SGLightFactory::getLights(tileGeometryBin.taxiLights));
}
// The toplevel transform for that tile.
osg::MatrixTransform* transform = new osg::MatrixTransform;
transform->setName(path);
transform->setMatrix(osg::Matrix::translate(center.osg()));
transform->addChild(terrainGroup);
transform->addChild(lightLOD);
return transform;
}