simgear/scene/material/mat.cxx simgear/scene/material/matlib.cxx simgear/scene/sky/cloud.cxx simgear/scene/sky/dome.cxx simgear/scene/sky/moon.cxx simgear/scene/sky/oursun.cxx simgear/scene/sky/sphere.cxx simgear/scene/sky/stars.cxx simgear/scene/tgdb/apt_signs.cxx simgear/scene/tgdb/leaf.cxx simgear/scene/tgdb/leaf.hxx simgear/scene/tgdb/obj.cxx simgear/scene/tgdb/pt_lights.cxx simgear/scene/util/SGDebugDrawCallback.hxx simgear/screen/Makefile.am: Use color arrays for every geode. Just use osg::Material instead of osg::Material and the associated mode.
572 lines
20 KiB
C++
572 lines
20 KiB
C++
// materialmgr.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 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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#ifdef SG_MATH_EXCEPTION_CLASH
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# include <math.h>
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#endif
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#ifdef HAVE_WINDOWS_H
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# include <windows.h>
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#endif
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#include <simgear/compiler.h>
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#include <simgear/constants.h>
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#include <simgear/structure/exception.hxx>
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#include SG_GL_H
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#include <string.h>
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#include STL_STRING
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#include <osg/AlphaFunc>
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#include <osg/BlendFunc>
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#include <osg/CullFace>
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#include <osg/Material>
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// #include <osg/Multisample>
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#include <osg/Point>
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#include <osg/PointSprite>
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#include <osg/PolygonMode>
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#include <osg/PolygonOffset>
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#include <osg/StateSet>
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#include <osg/TexEnv>
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#include <osg/TexGen>
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#include <osg/Texture2D>
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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/props/props_io.hxx>
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#include <simgear/scene/tgdb/userdata.hxx>
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#include "mat.hxx"
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#include "matlib.hxx"
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SG_USING_NAMESPACE(std);
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SG_USING_STD(string);
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extern bool SGPointLightsUseSprites;
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extern bool SGPointLightsEnhancedLighting;
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extern bool SGPointLightsDistanceAttenuation;
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// FIXME: should make this configurable
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static const bool sprite_lighting = true;
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// Constructor
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SGMaterialLib::SGMaterialLib ( void ) {
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}
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// generate standard colored directional light environment texture map
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static osg::Texture2D*
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gen_standard_dir_light_map( int r, int g, int b, int alpha ) {
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const int env_tex_res = 32;
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int half_res = env_tex_res / 2;
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osg::Image* image = new osg::Image;
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image->allocateImage(env_tex_res, env_tex_res, 1,
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GL_RGBA, GL_UNSIGNED_BYTE);
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for ( int i = 0; i < env_tex_res; ++i ) {
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for ( int j = 0; j < env_tex_res; ++j ) {
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double x = (i - half_res) / (double)half_res;
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double y = (j - half_res) / (double)half_res;
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double dist = sqrt(x*x + y*y);
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if ( dist > 1.0 ) { dist = 1.0; }
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double bright = cos( dist * SGD_PI_2 );
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if ( bright < 0.3 ) { bright = 0.3; }
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unsigned char* env_map = image->data(i, j);
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env_map[0] = r;
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env_map[1] = g;
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env_map[2] = b;
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env_map[3] = (int)(bright * alpha);
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}
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}
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setImage(image);
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return texture;
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}
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// generate standard colored directional light environment texture map
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static osg::Texture2D*
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gen_taxiway_dir_light_map( int r, int g, int b, int alpha ) {
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const int env_tex_res = 32;
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int half_res = env_tex_res / 2;
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osg::Image* image = new osg::Image;
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image->allocateImage(env_tex_res, env_tex_res, 1,
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GL_RGBA, GL_UNSIGNED_BYTE);
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for ( int i = 0; i < env_tex_res; ++i ) {
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for ( int j = 0; j < env_tex_res; ++j ) {
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double x = (i - half_res) / (double)half_res;
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double y = (j - half_res) / (double)half_res;
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double tmp = sqrt(x*x + y*y);
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double dist = tmp * tmp;
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if ( dist > 1.0 ) { dist = 1.0; }
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double bright = sin( dist * SGD_PI_2 );
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if ( bright < 0.2 ) { bright = 0.2; }
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unsigned char* env_map = image->data(i, j);
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env_map[0] = r;
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env_map[1] = g;
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env_map[2] = b;
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env_map[3] = (int)(bright * alpha);
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}
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}
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setImage(image);
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return texture;
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}
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static osg::Texture2D*
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gen_standard_light_sprite( int r, int g, int b, int alpha ) {
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const int env_tex_res = 32;
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int half_res = env_tex_res / 2;
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osg::Image* image = new osg::Image;
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image->allocateImage(env_tex_res, env_tex_res, 1,
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GL_RGBA, GL_UNSIGNED_BYTE);
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for ( int i = 0; i < env_tex_res; ++i ) {
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for ( int j = 0; j < env_tex_res; ++j ) {
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double x = (i - half_res) / (double)half_res;
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double y = (j - half_res) / (double)half_res;
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double dist = sqrt(x*x + y*y);
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if ( dist > 1.0 ) { dist = 1.0; }
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double bright = cos( dist * SGD_PI_2 );
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if ( bright < 0.01 ) { bright = 0.0; }
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unsigned char* env_map = image->data(i, j);
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env_map[0] = r;
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env_map[1] = g;
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env_map[2] = b;
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env_map[3] = (int)(bright * alpha);
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}
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}
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osg::Texture2D* texture = new osg::Texture2D;
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texture->setImage(image);
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return texture;
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}
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// Load a library of material properties
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bool SGMaterialLib::load( const string &fg_root, const string& mpath, const char *season ) {
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SGPropertyNode materials;
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SG_LOG( SG_INPUT, SG_INFO, "Reading materials from " << mpath );
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try {
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readProperties( mpath, &materials );
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} catch (const sg_exception &ex) {
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SG_LOG( SG_INPUT, SG_ALERT, "Error reading materials: "
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<< ex.getMessage() );
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throw;
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}
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SGSharedPtr<SGMaterial> m;
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int nMaterials = materials.nChildren();
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for (int i = 0; i < nMaterials; i++) {
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const SGPropertyNode * node = materials.getChild(i);
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if (!strcmp(node->getName(), "material")) {
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m = new SGMaterial( fg_root, node, season );
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vector<SGPropertyNode_ptr>names = node->getChildren("name");
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for ( unsigned int j = 0; j < names.size(); j++ ) {
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string name = names[j]->getStringValue();
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// cerr << "Material " << name << endl;
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matlib[name] = m;
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m->add_name(name);
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SG_LOG( SG_TERRAIN, SG_INFO, " Loading material "
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<< names[j]->getStringValue() );
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}
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} else {
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SG_LOG(SG_INPUT, SG_WARN,
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"Skipping bad material entry " << node->getName());
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}
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}
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osg::ref_ptr<osg::StateSet> lightStateSet = new osg::StateSet;
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{
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lightStateSet->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
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lightStateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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// lightStateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
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lightStateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
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lightStateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
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lightStateSet->setAttribute(new osg::AlphaFunc(osg::AlphaFunc::GREATER, 0.01));
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lightStateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
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osg::CullFace* cullFace = new osg::CullFace;
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cullFace->setMode(osg::CullFace::BACK);
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lightStateSet->setAttributeAndModes(cullFace, osg::StateAttribute::ON);
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osg::BlendFunc* blendFunc = new osg::BlendFunc;
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blendFunc->setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA);
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lightStateSet->setAttributeAndModes(blendFunc, osg::StateAttribute::ON);
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osg::PolygonMode* polygonMode = new osg::PolygonMode;
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polygonMode->setMode(osg::PolygonMode::FRONT, osg::PolygonMode::POINT);
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lightStateSet->setAttribute(polygonMode);
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// if (SGPointLightsUseSprites) {
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osg::PointSprite* pointSprite = new osg::PointSprite;
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lightStateSet->setTextureAttributeAndModes(0, pointSprite, osg::StateAttribute::ON);
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// }
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// if (SGPointLightsDistanceAttenuation) {
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osg::Point* point = new osg::Point;
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point->setMinSize(2);
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point->setSize(8);
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point->setDistanceAttenuation(osg::Vec3(1.0, 0.001, 0.000001));
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lightStateSet->setAttribute(point);
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// }
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osg::PolygonOffset* polygonOffset = new osg::PolygonOffset;
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polygonOffset->setFactor(-1);
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polygonOffset->setUnits(-1);
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lightStateSet->setAttributeAndModes(polygonOffset, osg::StateAttribute::ON);
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osg::TexGen* texGen = new osg::TexGen;
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texGen->setMode(osg::TexGen::SPHERE_MAP);
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lightStateSet->setTextureAttribute(0, texGen);
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lightStateSet->setTextureMode(0, GL_TEXTURE_GEN_S, osg::StateAttribute::ON);
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lightStateSet->setTextureMode(0, GL_TEXTURE_GEN_T, osg::StateAttribute::ON);
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osg::TexEnv* texEnv = new osg::TexEnv;
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texEnv->setMode(osg::TexEnv::MODULATE);
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lightStateSet->setTextureAttribute(0, texEnv);
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osg::Material* material = new osg::Material;
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lightStateSet->setAttribute(material);
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}
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// hard coded ground light state
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osg::StateSet *gnd_lights = static_cast<osg::StateSet*>(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL));
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// if (SGPointLightsDistanceAttenuation) {
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osg::Point* point = new osg::Point;
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point->setMinSize(1);
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point->setSize(2);
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point->setMaxSize(4);
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point->setDistanceAttenuation(osg::Vec3(1.0, 0.01, 0.0001));
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while (gnd_lights->getAttribute(osg::StateAttribute::POINT)) {
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gnd_lights->removeAttribute(osg::StateAttribute::POINT);
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}
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gnd_lights->setAttribute(point);
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// }
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m = new SGMaterial( gnd_lights );
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m->add_name("GROUND_LIGHTS");
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matlib["GROUND_LIGHTS"] = m;
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// hard coded runway white light state
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osg::Texture2D* texture;
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if ( sprite_lighting ) {
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texture = gen_standard_light_sprite(235, 235, 195, 255);
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} else {
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texture = gen_standard_dir_light_map(235, 235, 195, 255);
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}
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osg::StateSet *rwy_white_lights = static_cast<osg::StateSet*>(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL));
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rwy_white_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
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m = new SGMaterial( rwy_white_lights );
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m->add_name("RWY_WHITE_LIGHTS");
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matlib["RWY_WHITE_LIGHTS"] = m;
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// For backwards compatibility ... remove someday
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m->add_name("RUNWAY_LIGHTS");
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matlib["RUNWAY_LIGHTS"] = m;
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m->add_name("RWY_LIGHTS");
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matlib["RWY_LIGHTS"] = m;
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// end of backwards compatitibilty
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// hard coded runway medium intensity white light state
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if ( sprite_lighting ) {
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texture = gen_standard_light_sprite( 235, 235, 195, 205 );
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} else {
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texture = gen_standard_dir_light_map( 235, 235, 195, 205 );
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}
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osg::StateSet *rwy_white_medium_lights = static_cast<osg::StateSet*>(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL));
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rwy_white_medium_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
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m = new SGMaterial( rwy_white_medium_lights );
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m->add_name("RWY_WHITE_MEDIUM_LIGHTS");
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matlib["RWY_WHITE_MEDIUM_LIGHTS"] = m;
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// hard coded runway low intensity white light state
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if ( sprite_lighting ) {
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texture = gen_standard_light_sprite( 235, 235, 195, 155 );
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} else {
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texture = gen_standard_dir_light_map( 235, 235, 195, 155 );
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}
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osg::StateSet *rwy_white_low_lights = static_cast<osg::StateSet*>(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL));
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rwy_white_medium_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
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m = new SGMaterial( rwy_white_low_lights );
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m->add_name("RWY_WHITE_LOW_LIGHTS");
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matlib["RWY_WHITE_LOW_LIGHTS"] = m;
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// hard coded runway yellow light state
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if ( sprite_lighting ) {
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texture = gen_standard_light_sprite( 235, 215, 20, 255 );
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} else {
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texture = gen_standard_dir_light_map( 235, 215, 20, 255 );
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}
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osg::StateSet *rwy_yellow_lights = static_cast<osg::StateSet*>(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL));
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rwy_yellow_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
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m = new SGMaterial( rwy_yellow_lights );
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m->add_name("RWY_YELLOW_LIGHTS");
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matlib["RWY_YELLOW_LIGHTS"] = m;
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// hard coded runway medium intensity yellow light state
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if ( sprite_lighting ) {
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texture = gen_standard_light_sprite( 235, 215, 20, 205 );
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} else {
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texture = gen_standard_dir_light_map( 235, 215, 20, 205 );
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}
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osg::StateSet *rwy_yellow_medium_lights = static_cast<osg::StateSet*>(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL));
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rwy_yellow_medium_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
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m = new SGMaterial( rwy_yellow_medium_lights );
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m->add_name("RWY_YELLOW_MEDIUM_LIGHTS");
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matlib["RWY_YELLOW_MEDIUM_LIGHTS"] = m;
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// hard coded runway low intensity yellow light state
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if ( sprite_lighting ) {
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texture = gen_standard_light_sprite( 235, 215, 20, 155 );
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} else {
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texture = gen_standard_dir_light_map( 235, 215, 20, 155 );
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}
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osg::StateSet *rwy_yellow_low_lights = static_cast<osg::StateSet*>(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL));
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rwy_yellow_low_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
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m = new SGMaterial( rwy_yellow_low_lights );
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m->add_name("RWY_YELLOW_LOW_LIGHTS");
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matlib["RWY_YELLOW_LOW_LIGHTS"] = m;
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// hard coded runway red light state
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if ( sprite_lighting ) {
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texture = gen_standard_light_sprite( 235, 90, 90, 255 );
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} else {
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texture = gen_standard_dir_light_map( 235, 90, 90, 255 );
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}
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osg::StateSet *rwy_red_lights = static_cast<osg::StateSet*>(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL));
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rwy_red_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
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m = new SGMaterial( rwy_red_lights );
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m->add_name("RWY_RED_LIGHTS");
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matlib["RWY_RED_LIGHTS"] = m;
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// hard coded medium intensity runway red light state
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if ( sprite_lighting ) {
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texture = gen_standard_light_sprite( 235, 90, 90, 205 );
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} else {
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texture = gen_standard_dir_light_map( 235, 90, 90, 205 );
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}
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osg::StateSet *rwy_red_medium_lights = static_cast<osg::StateSet*>(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL));
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rwy_red_medium_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
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m = new SGMaterial( rwy_red_medium_lights );
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m->add_name("RWY_RED_MEDIUM_LIGHTS");
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matlib["RWY_RED_MEDIUM_LIGHTS"] = m;
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// hard coded low intensity runway red light state
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if ( sprite_lighting ) {
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texture = gen_standard_light_sprite( 235, 90, 90, 155 );
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} else {
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texture = gen_standard_dir_light_map( 235, 90, 90, 155 );
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}
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osg::StateSet *rwy_red_low_lights = static_cast<osg::StateSet*>(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL));
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rwy_red_low_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
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m = new SGMaterial( rwy_red_low_lights );
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m->add_name("RWY_RED_LOW_LIGHTS");
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matlib["RWY_RED_LOW_LIGHTS"] = m;
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// hard coded runway green light state
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if ( sprite_lighting ) {
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texture = gen_standard_light_sprite( 20, 235, 20, 255 );
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} else {
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texture = gen_standard_dir_light_map( 20, 235, 20, 255 );
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}
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osg::StateSet *rwy_green_lights = static_cast<osg::StateSet*>(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL));
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rwy_green_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
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m = new SGMaterial( rwy_green_lights );
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m->add_name("RWY_GREEN_LIGHTS");
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matlib["RWY_GREEN_LIGHTS"] = m;
|
|
|
|
// hard coded medium intensity runway green light state
|
|
if ( sprite_lighting ) {
|
|
texture = gen_standard_light_sprite( 20, 235, 20, 205 );
|
|
} else {
|
|
texture = gen_standard_dir_light_map( 20, 235, 20, 205 );
|
|
}
|
|
osg::StateSet *rwy_green_medium_lights = static_cast<osg::StateSet*>(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL));
|
|
rwy_green_medium_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
|
|
m = new SGMaterial( rwy_green_medium_lights );
|
|
m->add_name("RWY_GREEN_MEDIUM_LIGHTS");
|
|
matlib["RWY_GREEN_MEDIUM_LIGHTS"] = m;
|
|
|
|
// hard coded low intensity runway green light state
|
|
if ( sprite_lighting ) {
|
|
texture = gen_standard_light_sprite( 20, 235, 20, 155 );
|
|
} else {
|
|
texture = gen_standard_dir_light_map( 20, 235, 20, 155 );
|
|
}
|
|
osg::StateSet *rwy_green_low_lights = static_cast<osg::StateSet*>(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL));
|
|
rwy_green_low_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
|
|
m = new SGMaterial( rwy_green_low_lights );
|
|
m->add_name("RWY_GREEN_LOW_LIGHTS");
|
|
matlib["RWY_GREEN_LOW_LIGHTS"] = m;
|
|
m->add_name("RWY_GREEN_TAXIWAY_LIGHTS");
|
|
matlib["RWY_GREEN_TAXIWAY_LIGHTS"] = m;
|
|
|
|
// hard coded low intensity taxiway blue light state
|
|
if ( sprite_lighting ) {
|
|
texture = gen_standard_light_sprite( 90, 90, 235, 205 );
|
|
} else {
|
|
texture = gen_taxiway_dir_light_map( 90, 90, 235, 205 );
|
|
}
|
|
osg::StateSet *taxiway_blue_low_lights = static_cast<osg::StateSet*>(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL));
|
|
taxiway_blue_low_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
|
|
m = new SGMaterial( taxiway_blue_low_lights );
|
|
m->add_name("RWY_BLUE_TAXIWAY_LIGHTS");
|
|
matlib["RWY_BLUE_TAXIWAY_LIGHTS"] = m;
|
|
|
|
// hard coded runway vasi light state
|
|
if ( sprite_lighting ) {
|
|
texture = gen_standard_light_sprite( 235, 235, 195, 255 );
|
|
} else {
|
|
texture = gen_standard_dir_light_map( 235, 235, 195, 255 );
|
|
}
|
|
osg::StateSet *rwy_vasi_lights = static_cast<osg::StateSet*>(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL));
|
|
// if (SGPointLightsDistanceAttenuation) {
|
|
point = new osg::Point;
|
|
point->setMinSize(4);
|
|
point->setSize(10);
|
|
point->setDistanceAttenuation(osg::Vec3(1.0, 0.01, 0.0001));
|
|
while (rwy_vasi_lights->getAttribute(osg::StateAttribute::POINT)) {
|
|
rwy_vasi_lights->removeAttribute(osg::StateAttribute::POINT);
|
|
}
|
|
rwy_vasi_lights->setAttribute(point);
|
|
// }
|
|
rwy_vasi_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
|
|
m = new SGMaterial( rwy_vasi_lights );
|
|
m->add_name("RWY_VASI_LIGHTS");
|
|
matlib["RWY_VASI_LIGHTS"] = m;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
// Load a library of material properties
|
|
bool SGMaterialLib::add_item ( const string &tex_path )
|
|
{
|
|
string material_name = tex_path;
|
|
int pos = tex_path.rfind( "/" );
|
|
material_name = material_name.substr( pos + 1 );
|
|
|
|
return add_item( material_name, tex_path );
|
|
}
|
|
|
|
|
|
// Load a library of material properties
|
|
bool SGMaterialLib::add_item ( const string &mat_name, const string &full_path )
|
|
{
|
|
int pos = full_path.rfind( "/" );
|
|
string tex_name = full_path.substr( pos + 1 );
|
|
string tex_path = full_path.substr( 0, pos );
|
|
|
|
SG_LOG( SG_TERRAIN, SG_INFO, " Loading material "
|
|
<< mat_name << " (" << full_path << ")");
|
|
|
|
matlib[mat_name] = new SGMaterial( full_path );
|
|
matlib[mat_name]->add_name(mat_name);
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
// Load a library of material properties
|
|
bool SGMaterialLib::add_item ( const string &mat_name, osg::StateSet *state )
|
|
{
|
|
matlib[mat_name] = new SGMaterial( state );
|
|
matlib[mat_name]->add_name(mat_name);
|
|
|
|
SG_LOG( SG_TERRAIN, SG_INFO, " Loading material given a premade "
|
|
<< "osg::StateSet = " << mat_name );
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
// find a material record by material name
|
|
SGMaterial *SGMaterialLib::find( const string& material ) {
|
|
SGMaterial *result = NULL;
|
|
material_map_iterator it = matlib.find( material );
|
|
if ( it != end() ) {
|
|
result = it->second;
|
|
return result;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
// Destructor
|
|
SGMaterialLib::~SGMaterialLib ( void ) {
|
|
}
|
|
|
|
|
|
// Load one pending "deferred" texture. Return true if a texture
|
|
// loaded successfully, false if no pending, or error.
|
|
void SGMaterialLib::load_next_deferred() {
|
|
// container::iterator it = begin();
|
|
for ( material_map_iterator it = begin(); it != end(); it++ ) {
|
|
/* we don't need the key, but here's how we'd get it if we wanted it. */
|
|
// const string &key = it->first;
|
|
SGMaterial *slot = it->second;
|
|
if (slot->load_texture())
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Return the material from that given leaf
|
|
const SGMaterial* SGMaterialLib::findMaterial(const osg::Node* leaf) const
|
|
{
|
|
if (!leaf)
|
|
return 0;
|
|
|
|
const osg::Referenced* base = leaf->getUserData();
|
|
if (!base)
|
|
return 0;
|
|
|
|
const SGMaterialUserData* matUserData
|
|
= dynamic_cast<const SGMaterialUserData*>(base);
|
|
if (!matUserData)
|
|
return 0;
|
|
|
|
return matUserData->getMaterial();
|
|
}
|