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simgear/simgear/scene/material/mat.hxx
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// mat.hxx -- a material in the scene graph.
// TODO: this class needs to be renamed.
//
// Written by Curtis Olson, started May 1998.
// Overhauled by David Megginson, December 2001
//
// Copyright (C) 1998 - 2000 Curtis L. Olson - http://www.flightgear.org/~curt
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
#ifndef _SG_MAT_HXX
#define _SG_MAT_HXX
#include <simgear/compiler.h>
#include <string> // Standard C++ string library
#include <vector>
#include <map>
#include <mutex>
#include "Effect.hxx"
#include <osg/ref_ptr>
#include <osg/Texture2D>
namespace osg
{
class StateSet;
}
#include <simgear/structure/SGSharedPtr.hxx>
#include <simgear/threads/SGThread.hxx> // for SGMutex
#include <simgear/math/SGLimits.hxx>
#include <simgear/math/SGMisc.hxx>
#include <simgear/math/SGMath.hxx>
#include <simgear/math/SGVec2.hxx>
#include <simgear/math/SGRect.hxx>
#include <simgear/bvh/BVHMaterial.hxx>
typedef osg::ref_ptr<osg::Texture2D> Texture2DRef;
typedef std::vector<SGRect <float> > AreaList;
namespace simgear
{
class Effect;
void reload_shaders();
class SGReaderWriterOptions;
}
class SGMatModelGroup;
class SGCondition;
class SGPropertyNode;
class SGMaterialGlyph;
class SGTexturedTriangleBin;
/**
* A material in the scene graph.
*
* A material represents information about a single surface type
* in the 3D scene graph, including texture, colour, lighting,
* tiling, and so on; most of the materials in FlightGear are
* defined in the $FG_ROOT/materials.xml file, and can be changed
* at runtime.
*/
class SGMaterial : public simgear::BVHMaterial {
public:
////////////////////////////////////////////////////////////////////
// Public Constructors.
////////////////////////////////////////////////////////////////////
/**
* Construct a material from a set of properties.
*
* @param props A property node containing subnodes with the
* state information for the material. This node is usually
* loaded from the $FG_ROOT/materials.xml file.
*/
SGMaterial(const osgDB::Options*,
const SGPropertyNode *props,
SGPropertyNode *prop_root,
AreaList *a,
SGSharedPtr<const SGCondition> c,
const std::string& n);
SGMaterial(const simgear::SGReaderWriterOptions*,
const SGPropertyNode *props,
SGPropertyNode *prop_root,
AreaList *a,
SGSharedPtr<const SGCondition> c,
const std::string& n);
/**
* Destructor.
*/
~SGMaterial( void );
////////////////////////////////////////////////////////////////////
// Public methods.
////////////////////////////////////////////////////////////////////
/**
* Get the textured state.
*/
simgear::Effect* get_one_effect(int texIndex);
simgear::Effect* get_effect();
/**
* Get the region Name.
*/
const std::string get_region_name() const { return region; }
/**
* Get the Effect Name.
*/
std::string get_effect_name() const { return effect; }
/**
* Get the textured state.
*/
osg::Texture2D* get_one_object_mask(int texIndex);
/**
* Get the number of textures assigned to this material.
*/
inline int get_num() const { return _status.size(); }
/**
* Get the xsize of the texture, in meters.
*/
inline double get_xsize() const { return xsize; }
/**
* Get the ysize of the texture, in meters.
*/
inline double get_ysize() const { return ysize; }
/**
* Get the light coverage.
*
* A smaller number means more generated night lighting.
*
* @return The area (m^2) covered by each light.
*/
inline double get_light_coverage () const { return light_coverage; }
/**
* Get the building coverage.
*
* A smaller number means more generated buildings.
*
* @return The area (m^2) covered by each light.
*/
inline double get_building_coverage () const { return building_coverage; }
/**
* Get the building spacing.
*
* This is the minimum spacing between buildings
*
* @return The minimum distance between buildings
*/
inline double get_building_spacing () const { return building_spacing; }
/**
* Get the building texture.
*
* This is the texture used for auto-generated buildings.
*
* @return The texture for auto-generated buildings.
*/
inline std::string get_building_texture () const { return building_texture; }
/**
* Get the building lightmap.
*
* This is the lightmap used for auto-generated buildings.
*
* @return The lightmap for auto-generated buildings.
*/
inline std::string get_building_lightmap () const { return building_lightmap; }
// Ratio of the 3 random building sizes
inline double get_building_small_fraction () const { return building_small_ratio / (building_small_ratio + building_medium_ratio + building_large_ratio); }
inline double get_building_medium_fraction () const { return building_medium_ratio / (building_small_ratio + building_medium_ratio + building_large_ratio); }
inline double get_building_large_fraction () const { return building_large_ratio / (building_small_ratio + building_medium_ratio + building_large_ratio); }
// Proportion of buildings with pitched roofs
inline double get_building_small_pitch () const { return building_small_pitch; }
inline double get_building_medium_pitch () const { return building_medium_pitch; }
inline double get_building_large_pitch () const { return building_large_pitch; }
// Min/Max number of floors for each size
inline int get_building_small_min_floors () const { return building_small_min_floors; }
inline int get_building_small_max_floors () const { return building_small_max_floors; }
inline int get_building_medium_min_floors () const { return building_medium_min_floors; }
inline int get_building_medium_max_floors () const { return building_medium_max_floors; }
inline int get_building_large_min_floors () const { return building_large_min_floors; }
inline int get_building_large_max_floors () const { return building_large_max_floors; }
// Minimum width and depth for each size
inline double get_building_small_min_width () const { return building_small_min_width; }
inline double get_building_small_max_width () const { return building_small_max_width; }
inline double get_building_small_min_depth () const { return building_small_min_depth; }
inline double get_building_small_max_depth () const { return building_small_max_depth; }
inline double get_building_medium_min_width () const { return building_medium_min_width; }
inline double get_building_medium_max_width () const { return building_medium_max_width; }
inline double get_building_medium_min_depth () const { return building_medium_min_depth; }
inline double get_building_medium_max_depth () const { return building_medium_max_depth; }
inline double get_building_large_min_width () const { return building_large_min_width; }
inline double get_building_large_max_width () const { return building_large_max_width; }
inline double get_building_large_min_depth () const { return building_large_min_depth; }
inline double get_building_large_max_depth () const { return building_large_max_depth; }
inline double get_building_range () const { return building_range; }
inline double get_cos_object_max_density_slope_angle () const { return cos_object_max_density_slope_angle; }
inline double get_cos_object_zero_density_slope_angle () const { return cos_object_zero_density_slope_angle; }
/**
* Get the wood coverage.
*
* A smaller number means more generated woods within the forest.
*
* @return The area (m^2) covered by each wood.
*/
inline double get_wood_coverage () const { return wood_coverage; }
/**
* Get whether or not vegetation is regularly spaced
*
* @return flag: if true, vegetation is regularly spaced.
*/
inline bool get_is_plantation () const { return is_plantation; }
/**
* Get the tree height.
*
* @return The average height of the trees.
*/
inline double get_tree_height () const { return tree_height; }
/**
* Get the tree width.
*
* @return The average width of the trees.
*/
inline double get_tree_width () const { return tree_width; }
/**
* Get the forest LoD range.
*
* @return The LoD range for the trees.
*/
inline double get_tree_range () const { return tree_range; }
/**
* Get the number of tree varieties available
*
* @return the number of different trees defined in the texture strip
*/
inline int get_tree_varieties () const { return tree_varieties; }
/**
* Get the texture strip to use for trees
*
* @return the texture to use for trees.
*/
inline std::string get_tree_texture () const { return tree_texture; }
/**
* Get the effect file name to use for trees
*
* @return the effect to use for this set of trees.
*/
inline std::string get_tree_effect () const { return tree_effect; }
/**
* Get the cosine of the maximum tree density slope angle. We
* use the cosine as it can be compared directly to the z component
* of a triangle normal.
*
* @return the cosine of the maximum tree density slope angle.
*/
inline double get_cos_tree_max_density_slope_angle () const { return cos_tree_max_density_slope_angle; }
/**
* Get the cosine of the maximum tree density slope angle. We
* use the cosine as it can be compared directly to the z component
* of a triangle normal.
*
* @return the cosine of the maximum tree density slope angle.
*/
inline double get_cos_tree_zero_density_slope_angle () const { return cos_tree_zero_density_slope_angle; }
/**
* Get the list of names for this material
*/
const std::vector<std::string>& get_names() const { return _names; }
/**
* add the given name to the list of names this material is known
*/
void add_name(const std::string& name) { _names.push_back(name); }
/**
* Get the number of randomly-placed objects defined for this material.
*/
int get_object_group_count () const { return object_groups.size(); }
/**
* Get a randomly-placed object for this material.
*/
SGMatModelGroup * get_object_group (int index) const {
return object_groups[index];
}
/**
* Evaluate whether this material is valid given the current global
* property state and the tile location.
*/
bool valid(SGVec2f loc) const;
/**
* Return pointer to glyph class, or 0 if it doesn't exist.
*/
SGMaterialGlyph * get_glyph (const std::string& name) const;
void set_light_color(const SGVec4f& color)
{ emission = color; }
const SGVec4f& get_light_color() const
{ return emission; }
SGVec2f get_tex_coord_scale() const
{
float tex_width = get_xsize();
float tex_height = get_ysize();
return SGVec2f((0 < tex_width) ? 1000.0f/tex_width : 1.0f,
(0 < tex_height) ? 1000.0f/tex_height : 1.0f);
}
protected:
////////////////////////////////////////////////////////////////////
// Protected methods.
////////////////////////////////////////////////////////////////////
/**
* Initialization method, invoked by all public constructors.
*/
void init();
protected:
struct _internal_state {
_internal_state(simgear::Effect *e, bool l,
const simgear::SGReaderWriterOptions *o);
_internal_state(simgear::Effect *e, const std::string &t, bool l,
const simgear::SGReaderWriterOptions *o);
void add_texture(const std::string &t, int i);
osg::ref_ptr<simgear::Effect> effect;
std::vector<std::pair<std::string,int> > texture_paths;
bool effect_realized;
osg::ref_ptr<const simgear::SGReaderWriterOptions> options;
};
private:
////////////////////////////////////////////////////////////////////
// Internal state.
////////////////////////////////////////////////////////////////////
// texture status
std::vector<_internal_state> _status;
// texture size
double xsize, ysize;
// wrap texture?
bool wrapu, wrapv;
// use mipmapping?
bool mipmap;
// coverage of night lighting.
double light_coverage;
// coverage of buildings
double building_coverage;
// building spacing
double building_spacing;
// building texture & lightmap
std::string building_texture;
std::string building_lightmap;
// Ratio of the 3 random building sizes
double building_small_ratio;
double building_medium_ratio;
double building_large_ratio;
// Proportion of buildings with pitched roofs
double building_small_pitch;
double building_medium_pitch;
double building_large_pitch;
// Min/Max number of floors for each size
int building_small_min_floors;
int building_small_max_floors;
int building_medium_min_floors;
int building_medium_max_floors;
int building_large_min_floors;
int building_large_max_floors;
// Minimum width and depth for each size
double building_small_min_width;
double building_small_max_width;
double building_small_min_depth;
double building_small_max_depth;
double building_medium_min_width;
double building_medium_max_width;
double building_medium_min_depth;
double building_medium_max_depth;
double building_large_min_width;
double building_large_max_width;
double building_large_min_depth;
double building_large_max_depth;
double building_range;
// Cosine of the angle of maximum and zero density,
// used to stop buildings and random objects from being
// created on too steep a slope.
double cos_object_max_density_slope_angle;
double cos_object_zero_density_slope_angle;
// coverage of woods
double wood_coverage;
// are trees regularly planted?
bool is_plantation;
// Range at which trees become visible
double tree_range;
// Height of the tree
double tree_height;
// Width of the tree
double tree_width;
// Number of varieties of tree texture
int tree_varieties;
// cosine of the tile angle of maximum and zero density,
// used to stop trees from being created on too steep a slope.
double cos_tree_max_density_slope_angle;
double cos_tree_zero_density_slope_angle;
// material properties
SGVec4f ambient, diffuse, specular, emission;
double shininess;
// region of this material
std::string region;
// effect for this material
std::string effect;
// the list of names for this material. May be empty.
std::vector<std::string> _names;
std::vector<SGSharedPtr<SGMatModelGroup> > object_groups;
// taxiway-/runway-sign texture elements
std::map<std::string, SGSharedPtr<SGMaterialGlyph> > glyphs;
// Tree texture, typically a strip of applicable tree textures
std::string tree_texture;
// Tree effect to be used for a particular material
std::string tree_effect;
// Object mask, a simple RGB texture used as a mask when placing
// random vegetation, objects and buildings
std::vector<Texture2DRef> _masks;
// Condition, indicating when this material is active
SGSharedPtr<const SGCondition> condition;
// List of geographical rectangles for this material
AreaList* areas;
// Parameters from the materials file
const SGPropertyNode* parameters;
// per-material lock for entrypoints called from multiple threads
std::mutex _lock;
////////////////////////////////////////////////////////////////////
// Internal constructors and methods.
////////////////////////////////////////////////////////////////////
void read_properties(const simgear::SGReaderWriterOptions* options,
const SGPropertyNode *props,
SGPropertyNode *prop_root);
void buildEffectProperties(const simgear::SGReaderWriterOptions* options);
simgear::Effect* get_effect(int i);
};
class SGMaterialGlyph : public SGReferenced {
public:
SGMaterialGlyph(SGPropertyNode *);
inline double get_left() const { return _left; }
inline double get_right() const { return _right; }
inline double get_width() const { return _right - _left; }
protected:
double _left;
double _right;
};
class SGMaterialUserData : public osg::Referenced {
public:
SGMaterialUserData(const SGMaterial* material) :
mMaterial(material)
{}
const SGMaterial* getMaterial() const
{ return mMaterial; }
private:
// this cannot be an SGSharedPtr since that would create a cicrular reference
// making it impossible to ever free the space needed by SGMaterial
const SGMaterial* mMaterial;
};
void
SGSetTextureFilter( int max);
int
SGGetTextureFilter();
#endif // _SG_MAT_HXX