- pass texture cache control properties to simgear - /sim/rendering/texture-cache/cache-enabled - /sim/rendering/texture-cache/compress-transparent - /sim/rendering/texture-cache/compress-solid - /sim/rendering/texture-cache/compress - support --texture-cache-dir command line option - set max reported supported texture size during splashscreen.
503 lines
15 KiB
C++
503 lines
15 KiB
C++
// scenery.cxx -- data structures and routines for managing scenery.
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//
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// Written by Curtis Olson, started May 1997.
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//
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// Copyright (C) 1997 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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#include <config.h>
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#include <simgear/simgear_config.h>
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#include <stdio.h>
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#include <string.h>
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#include <osg/Camera>
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#include <osg/Transform>
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#include <osg/MatrixTransform>
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#include <osg/PositionAttitudeTransform>
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#include <osg/CameraView>
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#include <osg/LOD>
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#include <osgViewer/Viewer>
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#include <simgear/constants.h>
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#include <simgear/sg_inlines.h>
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#include <simgear/debug/logstream.hxx>
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#include <simgear/scene/tgdb/userdata.hxx>
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#include <simgear/scene/material/matlib.hxx>
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#include <simgear/scene/material/mat.hxx>
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#include <simgear/scene/util/SGNodeMasks.hxx>
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#include <simgear/scene/util/OsgMath.hxx>
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#include <simgear/scene/util/SGSceneUserData.hxx>
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#include <simgear/scene/model/CheckSceneryVisitor.hxx>
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#include <simgear/scene/sky/sky.hxx>
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#include <simgear/scene/util/SGSceneFeatures.hxx>
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#include <simgear/bvh/BVHNode.hxx>
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#include <simgear/bvh/BVHLineSegmentVisitor.hxx>
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#include <simgear/structure/commands.hxx>
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#include <Viewer/renderer.hxx>
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#include <Main/fg_props.hxx>
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#include <GUI/MouseCursor.hxx>
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#include "scenery.hxx"
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#include "terrain_stg.hxx"
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#ifdef ENABLE_GDAL
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#include "terrain_pgt.hxx"
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#endif
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using namespace flightgear;
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using namespace simgear;
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class FGGroundPickCallback : public SGPickCallback {
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public:
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FGGroundPickCallback() : SGPickCallback(PriorityScenery)
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{ }
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virtual bool buttonPressed( int button,
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const osgGA::GUIEventAdapter&,
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const Info& info )
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{
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// only on left mouse button
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if (button != 0)
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return false;
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SGGeod geod = SGGeod::fromCart(info.wgs84);
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SG_LOG( SG_TERRAIN, SG_INFO, "Got ground pick at " << geod );
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SGPropertyNode *c = fgGetNode("/sim/input/click", true);
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c->setDoubleValue("longitude-deg", geod.getLongitudeDeg());
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c->setDoubleValue("latitude-deg", geod.getLatitudeDeg());
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c->setDoubleValue("elevation-m", geod.getElevationM());
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c->setDoubleValue("elevation-ft", geod.getElevationFt());
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fgSetBool("/sim/signals/click", 1);
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return true;
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}
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};
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class FGSceneryIntersect : public osg::NodeVisitor {
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public:
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FGSceneryIntersect(const SGLineSegmentd& lineSegment,
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const osg::Node* skipNode) :
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osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN),
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_lineSegment(lineSegment),
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_skipNode(skipNode),
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_material(0),
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_haveHit(false)
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{ }
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bool getHaveHit() const
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{ return _haveHit; }
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const SGLineSegmentd& getLineSegment() const
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{ return _lineSegment; }
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const simgear::BVHMaterial* getMaterial() const
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{ return _material; }
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virtual void apply(osg::Node& node)
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{
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if (&node == _skipNode)
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return;
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if (!testBoundingSphere(node.getBound()))
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return;
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addBoundingVolume(node);
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}
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virtual void apply(osg::Group& group)
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{
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if (&group == _skipNode)
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return;
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if (!testBoundingSphere(group.getBound()))
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return;
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traverse(group);
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addBoundingVolume(group);
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}
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virtual void apply(osg::Transform& transform)
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{ handleTransform(transform); }
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virtual void apply(osg::Camera& camera)
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{
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if (camera.getRenderOrder() != osg::Camera::NESTED_RENDER)
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return;
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handleTransform(camera);
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}
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virtual void apply(osg::CameraView& transform)
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{ handleTransform(transform); }
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virtual void apply(osg::MatrixTransform& transform)
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{ handleTransform(transform); }
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virtual void apply(osg::PositionAttitudeTransform& transform)
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{ handleTransform(transform); }
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private:
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void handleTransform(osg::Transform& transform)
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{
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if (&transform == _skipNode)
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return;
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// Hmm, may be this needs to be refined somehow ...
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if (transform.getReferenceFrame() != osg::Transform::RELATIVE_RF)
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return;
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if (!testBoundingSphere(transform.getBound()))
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return;
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osg::Matrix inverseMatrix;
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if (!transform.computeWorldToLocalMatrix(inverseMatrix, this))
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return;
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osg::Matrix matrix;
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if (!transform.computeLocalToWorldMatrix(matrix, this))
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return;
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SGLineSegmentd lineSegment = _lineSegment;
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bool haveHit = _haveHit;
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const simgear::BVHMaterial* material = _material;
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_haveHit = false;
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_lineSegment = lineSegment.transform(SGMatrixd(inverseMatrix.ptr()));
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addBoundingVolume(transform);
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traverse(transform);
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if (_haveHit) {
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_lineSegment = _lineSegment.transform(SGMatrixd(matrix.ptr()));
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} else {
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_lineSegment = lineSegment;
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_material = material;
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_haveHit = haveHit;
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}
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}
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simgear::BVHNode* getNodeBoundingVolume(osg::Node& node)
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{
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SGSceneUserData* userData = SGSceneUserData::getSceneUserData(&node);
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if (!userData)
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return 0;
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return userData->getBVHNode();
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}
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void addBoundingVolume(osg::Node& node)
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{
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simgear::BVHNode* bvNode = getNodeBoundingVolume(node);
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if (!bvNode)
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return;
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// Find ground intersection on the bvh nodes
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simgear::BVHLineSegmentVisitor lineSegmentVisitor(_lineSegment,
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0/*startTime*/);
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bvNode->accept(lineSegmentVisitor);
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if (!lineSegmentVisitor.empty()) {
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_lineSegment = lineSegmentVisitor.getLineSegment();
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_material = lineSegmentVisitor.getMaterial();
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_haveHit = true;
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}
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}
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bool testBoundingSphere(const osg::BoundingSphere& bound) const
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{
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if (!bound.valid())
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return false;
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SGSphered sphere(toVec3d(toSG(bound._center)), bound._radius);
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return intersects(_lineSegment, sphere);
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}
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SGLineSegmentd _lineSegment;
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const osg::Node* _skipNode;
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const simgear::BVHMaterial* _material;
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bool _haveHit;
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};
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class FGScenery::TextureCacheListener : public SGPropertyChangeListener
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{
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protected:
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const char* root_node_path = "/sim/rendering/texture-cache";
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public:
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TextureCacheListener()
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{
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SGPropertyNode_ptr textureCacheNode = fgGetNode(root_node_path, true);
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setupPropertyListener(textureCacheNode, "cache-enabled");
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setupPropertyListener(textureCacheNode, "compress-transparent");
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setupPropertyListener(textureCacheNode, "compress-solid");
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setupPropertyListener(textureCacheNode, "compress");
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}
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~TextureCacheListener()
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{
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SGPropertyNode_ptr maskNode = fgGetNode(root_node_path);
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for (int i = 0; i < maskNode->nChildren(); ++i) {
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maskNode->getChild(i)->removeChangeListener(this);
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}
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}
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void setupPropertyListener(SGPropertyNode_ptr textureCacheNode, const char *node)
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{
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textureCacheNode->getChild(node, 0, true)->addChangeListener(this, true);
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}
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virtual void valueChanged(SGPropertyNode * node)
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{
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bool b = node->getBoolValue();
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std::string name(node->getNameString());
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if (name == "cache-enabled") {
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SGSceneFeatures::instance()->setTextureCacheActive(b);
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}
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else if (name == "compress-transparent" || name == "compress") {
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SGSceneFeatures::instance()->setTextureCacheCompressionActiveTransparent(b);
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}
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else if (name == "compress-solid" || name == "compress") {
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SGSceneFeatures::instance()->setTextureCacheCompressionActive(b);
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}
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}
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};
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class FGScenery::ScenerySwitchListener : public SGPropertyChangeListener
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{
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public:
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ScenerySwitchListener(FGScenery* scenery) :
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_scenery(scenery)
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{
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SGPropertyNode_ptr maskNode = fgGetNode("/sim/rendering/draw-mask", true);
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maskNode->getChild("terrain", 0, true)->addChangeListener(this, true);
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maskNode->getChild("models", 0, true)->addChangeListener(this, true);
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maskNode->getChild("aircraft", 0, true)->addChangeListener(this, true);
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maskNode->getChild("clouds", 0, true)->addChangeListener(this, true);
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// legacy compatability option
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fgGetNode("/sim/rendering/draw-otw")->addChangeListener(this);
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// badly named property, this is what is set by --enable/disable-clouds
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fgGetNode("/environment/clouds/status")->addChangeListener(this);
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}
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~ScenerySwitchListener()
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{
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SGPropertyNode_ptr maskNode = fgGetNode("/sim/rendering/draw-mask");
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for (int i=0; i < maskNode->nChildren(); ++i) {
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maskNode->getChild(i)->removeChangeListener(this);
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}
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fgGetNode("/sim/rendering/draw-otw")->removeChangeListener(this);
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fgGetNode("/environment/clouds/status")->removeChangeListener(this);
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}
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virtual void valueChanged (SGPropertyNode * node)
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{
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bool b = node->getBoolValue();
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std::string name(node->getNameString());
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if (name == "terrain") {
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_scenery->scene_graph->setChildValue(_scenery->terrain_branch, b);
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} else if (name == "models") {
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_scenery->scene_graph->setChildValue(_scenery->models_branch, b);
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} else if (name == "aircraft") {
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_scenery->scene_graph->setChildValue(_scenery->aircraft_branch, b);
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} else if (name == "clouds") {
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// clouds live elsewhere in the scene, but we handle them here
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globals->get_renderer()->getSky()->set_clouds_enabled(b);
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} else if (name == "draw-otw") {
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// legacy setting but let's keep it working
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fgGetNode("/sim/rendering/draw-mask")->setBoolValue("terrain", b);
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fgGetNode("/sim/rendering/draw-mask")->setBoolValue("models", b);
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} else if (name == "status") {
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fgGetNode("/sim/rendering/draw-mask")->setBoolValue("clouds", b);
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}
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}
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private:
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FGScenery* _scenery;
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};
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////////////////////////////////////////////////////////////////////////////
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// Scenery Management system
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FGScenery::FGScenery() :
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_listener(nullptr), _textureCacheListener(nullptr)
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{
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// keep reference to pager singleton, so it cannot be destroyed while FGScenery lives
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_pager = FGScenery::getPagerSingleton();
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// Initialise the state of the scene graph.
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_inited = false;
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}
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FGScenery::~FGScenery()
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{
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delete _listener;
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delete _textureCacheListener;
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}
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// Initialize the Scenery Management system
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void FGScenery::init() {
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// Already set up.
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if (_inited)
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return;
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// Scene graph root
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scene_graph = new osg::Switch;
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scene_graph->setName( "FGScenery" );
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// Terrain branch
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terrain_branch = new osg::Group;
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terrain_branch->setName( "Terrain" );
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scene_graph->addChild( terrain_branch.get() );
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SGSceneUserData* userData;
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userData = SGSceneUserData::getOrCreateSceneUserData(terrain_branch.get());
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userData->setPickCallback(new FGGroundPickCallback);
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models_branch = new osg::Group;
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models_branch->setName( "Models" );
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scene_graph->addChild( models_branch.get() );
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aircraft_branch = new osg::Group;
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aircraft_branch->setName( "Aircraft" );
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scene_graph->addChild( aircraft_branch.get() );
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// choosing to make the interior branch a child of the main
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// aircraft group, for the moment. This simplifes places which
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// assume all aircraft elements are within this group - principally
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// FGODGuage::set_aircraft_texture.
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interior_branch = new osg::Group;
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interior_branch->setName( "Interior" );
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osg::LOD* interiorLOD = new osg::LOD;
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interiorLOD->addChild(interior_branch.get(), 0.0, 50.0);
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aircraft_branch->addChild( interiorLOD );
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// Set up the particle system as a directly accessible branch of the scene graph.
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particles_branch = simgear::Particles::getCommonRoot();
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particles_branch->setName("Particles");
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scene_graph->addChild(particles_branch.get());
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simgear::GlobalParticleCallback::setSwitch(fgGetNode("/sim/rendering/particles", true));
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// Set up the precipitation system.
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precipitation_branch = new osg::Group;
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precipitation_branch->setName("Precipitation");
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scene_graph->addChild(precipitation_branch.get());
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// initialize the terrian based on selected engine
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std::string engine = fgGetString("/sim/scenery/engine", "tilecache" );
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SG_LOG( SG_TERRAIN, SG_INFO, "Selected scenery is " << engine );
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if ( engine == "pagedLOD" ) {
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#ifdef ENABLE_GDAL
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_terrain = new FGPgtTerrain();
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#else
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_terrain = new FGStgTerrain();
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#endif
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} else {
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_terrain = new FGStgTerrain();
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}
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_terrain->init( terrain_branch.get() );
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_listener = new ScenerySwitchListener(this);
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_textureCacheListener = new TextureCacheListener();
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// Toggle the setup flag.
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_inited = true;
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}
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void FGScenery::reinit()
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{
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_terrain->reinit();
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}
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void FGScenery::shutdown()
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{
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_terrain->shutdown();
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scene_graph = NULL;
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terrain_branch = NULL;
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models_branch = NULL;
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aircraft_branch = NULL;
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particles_branch = NULL;
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precipitation_branch = NULL;
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// Toggle the setup flag.
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_inited = false;
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}
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void FGScenery::update(double dt)
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{
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_terrain->update(dt);
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}
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void FGScenery::bind() {
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}
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void FGScenery::unbind() {
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}
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bool
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FGScenery::get_cart_elevation_m(const SGVec3d& pos, double max_altoff,
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double& alt,
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const simgear::BVHMaterial** material,
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const osg::Node* butNotFrom)
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{
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return _terrain->get_cart_elevation_m(pos, max_altoff, alt,
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material, butNotFrom);
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}
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bool
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FGScenery::get_elevation_m(const SGGeod& geod, double& alt,
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const simgear::BVHMaterial** material,
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const osg::Node* butNotFrom)
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{
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return _terrain->get_elevation_m( geod, alt, material,
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butNotFrom );
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}
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bool
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FGScenery::get_cart_ground_intersection(const SGVec3d& pos, const SGVec3d& dir,
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SGVec3d& nearestHit,
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const osg::Node* butNotFrom)
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{
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return _terrain->get_cart_ground_intersection( pos, dir, nearestHit, butNotFrom );
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}
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bool FGScenery::scenery_available(const SGGeod& position, double range_m)
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{
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return _terrain->scenery_available( position, range_m );
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}
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bool FGScenery::schedule_scenery(const SGGeod& position, double range_m, double duration)
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{
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return _terrain->schedule_scenery( position, range_m, duration );
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}
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void FGScenery::materialLibChanged()
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{
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_terrain->materialLibChanged();
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}
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static osg::ref_ptr<SceneryPager> pager;
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SceneryPager* FGScenery::getPagerSingleton()
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{
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if (!pager)
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pager = new SceneryPager;
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return pager.get();
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}
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void FGScenery::resetPagerSingleton()
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{
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pager = NULL;
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}
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