WS30 Uniform arrays and photoscenery search path
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2ec9df7597
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0470375889
@ -354,30 +354,12 @@ SGMaterialCache::Atlas SGMaterialLib::getMaterialTextureAtlas(SGVec2f center, co
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atlas.image = new osg::Texture2DArray();
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osg::ref_ptr<osg::Image> dimensionImage = new osg::Image();
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dimensionImage->allocateImage(512, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE);
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atlas.dimensions = new osg::Texture1D(dimensionImage.get());
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atlas.dimensions->setFilter(osg::Texture::MIN_FILTER, osg::Texture::NEAREST);
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atlas.dimensions->setFilter(osg::Texture::MAG_FILTER, osg::Texture::NEAREST);
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atlas.dimensions->setWrap(osg::Texture::WRAP_S,osg::Texture::CLAMP);
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atlas.dimensions->setWrap(osg::Texture::WRAP_T,osg::Texture::CLAMP);
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osg::ref_ptr<osg::Image> diffuseImage = new osg::Image();
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diffuseImage->allocateImage(512, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE);
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atlas.diffuse = new osg::Texture1D(diffuseImage.get());
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atlas.diffuse->setFilter(osg::Texture::MIN_FILTER, osg::Texture::NEAREST);
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atlas.diffuse->setFilter(osg::Texture::MAG_FILTER, osg::Texture::NEAREST);
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atlas.diffuse->setWrap(osg::Texture::WRAP_S,osg::Texture::CLAMP);
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atlas.diffuse->setWrap(osg::Texture::WRAP_T,osg::Texture::CLAMP);
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osg::ref_ptr<osg::Image> specularImage = new osg::Image();
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specularImage->allocateImage(512, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE);
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atlas.specular = new osg::Texture1D(specularImage.get());
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atlas.specular->setFilter(osg::Texture::MIN_FILTER, osg::Texture::NEAREST);
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atlas.specular->setFilter(osg::Texture::MAG_FILTER, osg::Texture::NEAREST);
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atlas.specular->setWrap(osg::Texture::WRAP_S,osg::Texture::CLAMP);
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atlas.specular->setWrap(osg::Texture::WRAP_T,osg::Texture::CLAMP);
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if (landclasslib.size() > 128) SG_LOG(SG_TERRAIN, SG_ALERT, "Too many landclass entries for uniform arrays");
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atlas.dimensions = new osg::Uniform(osg::Uniform::Type::FLOAT_VEC4, "dimensionsArray", 128);
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atlas.ambient = new osg::Uniform(osg::Uniform::Type::FLOAT_VEC4, "ambientArray", 128);
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atlas.diffuse = new osg::Uniform(osg::Uniform::Type::FLOAT_VEC4, "diffuseArray", 128);
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atlas.specular = new osg::Uniform(osg::Uniform::Type::FLOAT_VEC4, "specularArray", 128);
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atlas.image->setMaxAnisotropy(SGSceneFeatures::instance()->getTextureFilter());
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atlas.image->setResizeNonPowerOfTwoHint(false);
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@ -385,57 +367,53 @@ SGMaterialCache::Atlas SGMaterialLib::getMaterialTextureAtlas(SGVec2f center, co
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atlas.image->setWrap(osg::Texture::WRAP_S,osg::Texture::REPEAT);
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atlas.image->setWrap(osg::Texture::WRAP_T,osg::Texture::REPEAT);
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int index = -1;
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unsigned int index = 0;
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lc_iter = landclasslib.begin();
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for (; lc_iter != landclasslib.end(); ++lc_iter) {
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// index is incremented at the start of the loop so that we have a valid
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// mapping based on the lanclassList, even if we fail to process the texture.
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++index;
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int i = lc_iter->first;
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SGMaterial* mat = find(lc_iter->second.first, center);
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atlas.index[i] = index;
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atlas.waterAtlas[i] = lc_iter->second.second;
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if (mat == NULL) continue;
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if (mat != NULL) {
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// Just get the first texture in the first texture-set for the moment.
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// Should add some variability in texture-set in the future.
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const std::string texture = mat->get_one_texture(0,0);
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if (texture.empty()) continue;
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// Just get the first texture in the first texture-set for the moment.
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// Should add some variability in texture-set in the future.
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const std::string texture = mat->get_one_texture(0,0);
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if (! texture.empty()) {
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if (texture.empty()) continue;
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SGPath texturePath = SGPath("Textures");
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//texturePath.append(texture);
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std::string fullPath = SGModelLib::findDataFile(texture, options, texturePath);
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SGPath texturePath = SGPath("Textures");
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//texturePath.append(texture);
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std::string fullPath = SGModelLib::findDataFile(texture, options, texturePath);
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if (fullPath.empty()) {
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SG_LOG(SG_GENERAL, SG_ALERT, "Cannot find texture \""
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<< texture << "\" in Textures folders when creating texture atlas");
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}
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else
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{
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// Copy the texture into the atlas in the appropriate place
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osg::ref_ptr<osg::Image> subtexture = osgDB::readRefImageFile(fullPath, options);
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if (subtexture && subtexture->valid()) {
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if ((subtexture->s() != 2048) || (subtexture->t() != 2048)) {
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subtexture->scaleImage(2048,2048,1);
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if (fullPath.empty()) {
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SG_LOG(SG_GENERAL, SG_ALERT, "Cannot find texture \""
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<< texture << "\" in Textures folders when creating texture atlas");
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}
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else
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{
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// Copy the texture into the atlas in the appropriate place
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osg::ref_ptr<osg::Image> subtexture = osgDB::readRefImageFile(fullPath, options);
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// Add other useful information, such as the texture size in m.
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// As we pack the texture size into a texture, we need to scale to [0..1.0]
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float x_size = (0 < mat->get_xsize()) ? mat->get_xsize()/10000.0 : 0.1f;
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float y_size = (0 < mat->get_ysize()) ? mat->get_ysize()/10000.0 : 0.1f;
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if (subtexture && subtexture->valid()) {
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SG_LOG(SG_TERRAIN, SG_DEBUG, "Adding image " << fullPath << " to texture atlas " << x_size << " " << y_size);
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atlas.image->setImage(index,subtexture);
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if ((subtexture->s() != 2048) || (subtexture->t() != 2048)) {
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subtexture->scaleImage(2048,2048,1);
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}
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atlas.dimensions->getImage()->setColor(osg::Vec4(x_size, y_size, mat->get_shininess(), 1.0f), index);
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atlas.diffuse->getImage()->setColor(mat->get_diffuse(), index);
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atlas.specular->getImage()->setColor(mat->get_specular(), index);
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atlas.image->setImage(index,subtexture);
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atlas.dimensions->setElement(index, osg::Vec4f(mat->get_xsize(), mat->get_ysize(), mat->get_shininess(), 1.0f));
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atlas.ambient->setElement(index, mat->get_ambient());
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atlas.diffuse->setElement(index, mat->get_diffuse());
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atlas.specular->setElement(index, mat->get_specular());
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}
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}
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}
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}
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++index;
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}
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// Cache for future lookups
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@ -59,9 +59,10 @@ public:
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typedef struct {
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AtlasIndex index;
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AtlasImage image;
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osg::ref_ptr<osg::Texture1D> dimensions;
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osg::ref_ptr<osg::Texture1D> diffuse;
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osg::ref_ptr<osg::Texture1D> specular;
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osg::ref_ptr<osg::Uniform> dimensions;
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osg::ref_ptr<osg::Uniform> ambient;
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osg::ref_ptr<osg::Uniform> diffuse;
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osg::ref_ptr<osg::Uniform> specular;
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WaterAtlas waterAtlas;
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} Atlas;
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@ -65,7 +65,7 @@ VPBTechnique::VPBTechnique():
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_randomObjectsConstraintGroup = new osg::Group();
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}
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VPBTechnique::VPBTechnique(const SGReaderWriterOptions* options, const string& fileName):
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VPBTechnique::VPBTechnique(const SGReaderWriterOptions* options, const string fileName):
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_fileName(fileName)
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{
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setFilterBias(0);
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@ -1296,20 +1296,29 @@ void VPBTechnique::applyColorLayers(BufferData& buffer, Locator* masterLocator)
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// Firstly, we need to work out the texture file we want to load. Fortunately this follows the same
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// naming convention as the VPB scenery itself.
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auto tileID = _terrainTile->getTileID();
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SG_LOG(SG_TERRAIN, SG_DEBUG, "Using Photoscenery for " << tileID.level << " X" << tileID.x << " Y" << tileID.y);
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SG_LOG(SG_TERRAIN, SG_DEBUG, "Using Photoscenery for " << _fileName << " " << tileID.level << " X" << tileID.x << " Y" << tileID.y);
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const osg::Vec3d world = buffer._transform->getMatrix().getTrans();
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const SGGeod loc = SGGeod::fromCart(toSG(world));
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const SGBucket bucket = SGBucket(loc);
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SGPath orthotexture;
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// Bit of a hack - we assume the Orthophotos are in the same FG_SCENERY top level as the .osgb tiles.
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string base = _fileName.substr(0, _fileName.find("vpb"));
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SGPath orthotexture = SGPath(base);
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orthotexture.append("Orthophotos");
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orthotexture.append(bucket.gen_vpb_subtile(tileID.level, tileID.x, tileID.y) + ".dds");
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SG_LOG(SG_TERRAIN, SG_DEBUG, "Using phototexture " << orthotexture);
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osgDB::FilePathList& pathList = _options->getDatabasePathList();
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bool found = false;
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if (orthotexture.exists()) {
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for (auto iter = pathList.begin(); !found && iter != pathList.end(); ++iter) {
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orthotexture = SGPath(*iter);
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orthotexture.append("Orthophotos");
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orthotexture.append(bucket.gen_vpb_subtile(tileID.level, tileID.x, tileID.y) + ".dds");
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SG_LOG(SG_TERRAIN, SG_DEBUG, "Looking for phototexture " << orthotexture);
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if (orthotexture.exists()) {
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found = true;
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SG_LOG(SG_TERRAIN, SG_DEBUG, "Found phototexture " << orthotexture);
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}
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}
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if (found) {
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// Set up the texture with wrapping of UV to reduce black edges at tile boundaries.
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osg::Texture2D* texture = SGLoadTexture2D(SGPath(orthotexture), _options, true, true);
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osg::StateSet* stateset = buffer._landGeode->getOrCreateStateSet();
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@ -1369,10 +1378,11 @@ void VPBTechnique::applyColorLayers(BufferData& buffer, Locator* masterLocator)
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osg::StateSet* stateset = buffer._landGeode->getOrCreateStateSet();
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stateset->setTextureAttributeAndModes(0, texture2D, osg::StateAttribute::ON);
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stateset->setTextureAttributeAndModes(1, atlas.image, osg::StateAttribute::ON);
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stateset->setTextureAttributeAndModes(2, atlas.dimensions, osg::StateAttribute::ON);
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stateset->setTextureAttributeAndModes(3, atlas.diffuse, osg::StateAttribute::ON);
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stateset->setTextureAttributeAndModes(4, atlas.specular, osg::StateAttribute::ON);
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stateset->addUniform(new osg::Uniform("photoScenery", false));
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stateset->addUniform(atlas.dimensions);
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stateset->addUniform(atlas.ambient);
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stateset->addUniform(atlas.diffuse);
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stateset->addUniform(atlas.specular);
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}
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}
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@ -45,7 +45,7 @@ class VPBTechnique : public TerrainTechnique
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public:
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VPBTechnique();
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VPBTechnique(const SGReaderWriterOptions* options, const string& fileName);
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VPBTechnique(const SGReaderWriterOptions* options, const string fileName);
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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VPBTechnique(const VPBTechnique&,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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