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flightgear/src/Scenery/scenery.cxx
Richard Harrison 1e636ce4cf Support for DDS Texture Cache
- 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.
2018-11-24 20:21:46 +01:00

503 lines
15 KiB
C++

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