Vivian Meazza:

Correct the bug in the translate animation where the offset was part of the
multiplication. It now behaves like all other animations:
out = (prop * factor) + offset

I feel strongly that the existing is wrong and must be corrected - it is non-op
if the offset is zero as I have found to my cost! It is just a typo I expect.

The diff also provides non-op default values for the scale animation.

I've also included Harald's latest eye-candy animation which allows us to
have a very smart heat-haze for exhausts. They have been tested by me and
others on Linux and Cygwin. You might like to upload these - I have a
revised Hunter ready to go as soon as they are uploaded.
This commit is contained in:
ehofman 2005-09-25 07:44:50 +00:00
parent 7f2dfaa5b4
commit 1577ab04e1
5 changed files with 496 additions and 5 deletions

View File

@ -24,6 +24,7 @@ libsgmodel_a_SOURCES = \
personality.cxx \
placement.cxx \
placementtrans.cxx \
shadowvolume.cxx
shadowvolume.cxx \
shadanim.cxx
INCLUDES = -I$(top_srcdir)

View File

@ -772,7 +772,7 @@ SGTranslateAnimation::update()
{
if (_condition == 0 || _condition->test()) {
if (_table == 0) {
_position_m = (_prop->getDoubleValue() + _offset_m) * _factor;
_position_m = (_prop->getDoubleValue() * _factor) + _offset_m;
if (_has_min && _position_m < _min_m)
_position_m = _min_m;
if (_has_max && _position_m > _max_m)
@ -796,9 +796,9 @@ SGScaleAnimation::SGScaleAnimation( SGPropertyNode *prop_root,
SGPropertyNode_ptr props )
: SGAnimation(props, new ssgTransform),
_prop((SGPropertyNode *)prop_root->getNode(props->getStringValue("property", "/null"), true)),
_x_factor(props->getDoubleValue("x-factor", 1.0)),
_y_factor(props->getDoubleValue("y-factor", 1.0)),
_z_factor(props->getDoubleValue("z-factor", 1.0)),
_x_factor(props->getDoubleValue("x-factor", 0)),
_y_factor(props->getDoubleValue("y-factor", 0)),
_z_factor(props->getDoubleValue("z-factor", 0)),
_x_offset(props->getDoubleValue("x-offset", 1.0)),
_y_offset(props->getDoubleValue("y-offset", 1.0)),
_z_offset(props->getDoubleValue("z-offset", 1.0)),

View File

@ -599,5 +599,31 @@ private:
bool _condition_value;
};
/**
+ * An "animation" that replace fixed opengl pipeline by shaders
+ */
class SGShaderAnimation : public SGAnimation
{
public:
SGShaderAnimation ( SGPropertyNode *prop_root,
SGPropertyNode_ptr props );
virtual ~SGShaderAnimation ();
virtual void init();
virtual int update();
bool get_condition_value(void);
private:
SGCondition * _condition;
bool _condition_value;
int _shader_type;
float _param_1;
sgVec4 _param_color;
public:
bool _depth_test;
float _factor;
SGPropertyNode_ptr _factor_prop;
float _speed;
SGPropertyNode_ptr _speed_prop;
};
#endif // _SG_ANIMATION_HXX

View File

@ -167,6 +167,8 @@ sgMakeAnimation( ssgBranch * model,
animation = new SGDistScaleAnimation(node);
} else if (!strcmp("noshadow", type)) {
animation = new SGShadowAnimation(prop_root, node);
} else if (!strcmp("shader", type)) {
animation = new SGShaderAnimation(prop_root, node);
} else {
animation = new SGNullAnimation(node);
SG_LOG(SG_INPUT, SG_WARN, "Unknown animation type " << type);

View File

@ -0,0 +1,462 @@
// non fixed Opengl pipeline rendering
//
// Written by Harald JOHNSEN, started Jully 2005.
//
// Copyright (C) 2005 Harald JOHNSEN - hjohnsen@evc.net
//
// 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, 59 Temple Place, Suite 330, Boston, MA 02111-1307, USA
//
//
#include <plib/sg.h>
#include <plib/ssg.h>
#include <plib/ul.h>
#include <simgear/props/condition.hxx>
#include <simgear/props/props.hxx>
#include <simgear/screen/extensions.hxx>
#include <simgear/debug/logstream.hxx>
#include <simgear/screen/shader.h>
#include "animation.hxx"
/*
<animation>
<type>shader</type>
<shader>fresnel</shader>
<object-name>...</object-name>
</animation>
<animation>
<type>shader</type>
<shader>heat-haze</shader>
<object-name>...</object-name>
<speed>...</speed>
<speed-prop>...</speed-prop>
<factor>...</factor>
<factor-prop>...</factor-prop>
</animation>
<animation>
<type>shader</type>
<shader></shader>
<object-name>...</object-name>
<depth-test>false</depth-test>
</animation>
*/
static Shader *shFresnel=NULL;
static GLuint texFresnel = 0;
static GLuint texBackground = 0;
static const int texBackgroundWidth = 1024, texBackgroundHeight = 1024;
static bool initDone = false;
static bool haveBackground = false;
static glActiveTextureProc glActiveTexturePtr = 0;
static double totalTime = 0.0;
static int null_shader_callback( ssgEntity *e ) {
GLuint dlist = 0;
ssgLeaf *leaf = (ssgLeaf *) e;
#ifdef _SSG_USE_DLIST
dlist = leaf->getDListIndex();
if( ! dlist ) {
leaf->makeDList();
dlist = leaf->getDListIndex();
}
#endif
if( ! dlist )
return true;
ssgSimpleState *sst = ((ssgSimpleState *)leaf->getState());
if ( sst )
sst->apply();
SGShaderAnimation *my_shader = (SGShaderAnimation *) ( e->getUserData() );
if( ! my_shader->_depth_test )
glDisable( GL_DEPTH_TEST );
glCallList ( dlist ) ;
// restore states
if( ! my_shader->_depth_test )
glEnable( GL_DEPTH_TEST );
// don't draw !
return false;
}
static int heat_haze_shader_callback( ssgEntity *e ) {
GLuint dlist = 0;
ssgLeaf *leaf = (ssgLeaf *) e;
#ifdef _SSG_USE_DLIST
dlist = leaf->getDListIndex();
if( ! dlist ) {
leaf->makeDList();
dlist = leaf->getDListIndex();
}
#endif
if( ! dlist )
return true;
if( ! haveBackground ) {
// store the backbuffer in a texture
if( ! texBackground ) {
// allocate our texture here so we don't waste memory if no model use that effect
glGenTextures(1, &texBackground);
glBindTexture(GL_TEXTURE_2D, texBackground);
// trying to match the backbuffer pixel format
GLint internalFormat = GL_RGB8;
GLint colorBits = 0, alphaBits = 0;
glGetIntegerv( GL_BLUE_BITS, &colorBits );
glGetIntegerv( GL_ALPHA_BITS, &alphaBits );
if(colorBits == 5) {
if( alphaBits == 0 )
internalFormat = GL_RGB5;
else
internalFormat = GL_RGB5_A1;
} else {
if( alphaBits != 0 )
internalFormat = GL_RGBA8;
}
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat,
texBackgroundWidth, texBackgroundHeight, 0, GL_RGB, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
}
GLint viewport[4];
glGetIntegerv( GL_VIEWPORT, viewport );
const int screen_width = viewport[2];
const int screen_height = viewport[3];
glBindTexture(GL_TEXTURE_2D, texBackground);
// center of texture = center of screen
// obviously we don't have the whole screen if screen_width > texBackgroundWidth
glCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0,
(screen_width - texBackgroundWidth) / 2,
(screen_height - texBackgroundHeight) / 2,
texBackgroundWidth, texBackgroundHeight );
haveBackground = true;
glBindTexture(GL_TEXTURE_2D, 0);
}
ssgSimpleState *sst = ((ssgSimpleState *)leaf->getState());
if ( sst )
sst->apply();
SGShaderAnimation *my_shader = (SGShaderAnimation *) ( e->getUserData() );
if( ! my_shader->_depth_test )
glDisable( GL_DEPTH_TEST );
glDepthMask( GL_FALSE );
glDisable( GL_LIGHTING );
if(1) {
// noise texture, tex coord from the model translated by a time factor
glActiveTexturePtr( GL_TEXTURE0_ARB );
glEnable(GL_TEXTURE_2D);
const float noiseDist = fmodf(- totalTime * my_shader->_factor * my_shader->_speed, 4.0f);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glTranslatef( noiseDist, 0.0f, 0.0f );
glMatrixMode(GL_MODELVIEW);
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
// background texture
glActiveTexturePtr( GL_TEXTURE1_ARB );
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texBackground);
// automatic generation of texture coordinates
// map to screen space
sgMat4 CameraProjM, CameraViewM, textureMatrix;
GLint viewport[4];
glGetIntegerv( GL_VIEWPORT, viewport );
const int screen_width = viewport[2];
const int screen_height = viewport[3];
glGetFloatv(GL_PROJECTION_MATRIX, (GLfloat *) CameraProjM);
glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat *) CameraViewM);
const float dummy_scale = 1.0f; //0.95f;
const float deltaPos = 0.05f;
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glTranslatef( 0.5f, 0.5f, 0.0f );
glScalef( float( screen_width ) / float( texBackgroundWidth ) * 0.5f * dummy_scale,
float( screen_height ) / float( texBackgroundHeight ) * 0.5f * dummy_scale, 1.0f );
glMultMatrixf( (GLfloat *) CameraProjM );
glMultMatrixf( (GLfloat *) CameraViewM );
glTranslatef( deltaPos, deltaPos, deltaPos );
glMatrixMode(GL_MODELVIEW);
sgMakeIdentMat4( textureMatrix );
glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR );
glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR );
glTexGeni( GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR );
glTexGeni( GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR );
glTexGenfv( GL_S, GL_EYE_PLANE, textureMatrix[0] );
glTexGenfv( GL_T, GL_EYE_PLANE, textureMatrix[1] );
glTexGenfv( GL_R, GL_EYE_PLANE, textureMatrix[2] );
glTexGenfv( GL_Q, GL_EYE_PLANE, textureMatrix[3] );
glEnable( GL_TEXTURE_GEN_S );
glEnable( GL_TEXTURE_GEN_T );
glEnable( GL_TEXTURE_GEN_R );
glEnable( GL_TEXTURE_GEN_Q );
sgVec4 enviro = {1.00f, 1.00f, 1.00f, 0.85f};
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_CONSTANT_ARB );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR );
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, enviro);
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE0_ARB);
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
// glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_CONSTANT_ARB );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PRIMARY_COLOR_ARB );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA );
glCallList ( dlist ) ;
glMatrixMode(GL_TEXTURE);
glTranslatef( - deltaPos*2.0f, -deltaPos*2.5f, -deltaPos*2.0f );
glMatrixMode(GL_MODELVIEW);
glCallList ( dlist ) ;
// alter colors only on last rendering
sgVec4 fLight = {0.93f, 0.93f, 1.00f, 0.85f};
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR );
// glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, fLight);
glMatrixMode(GL_TEXTURE);
glTranslatef( deltaPos*0.7f, deltaPos*1.7f, deltaPos*0.7f );
glMatrixMode(GL_MODELVIEW);
glCallList ( dlist ) ;
glActiveTexturePtr( GL_TEXTURE1_ARB );
glDisable( GL_TEXTURE_GEN_S );
glDisable( GL_TEXTURE_GEN_T );
glDisable( GL_TEXTURE_GEN_R );
glDisable( GL_TEXTURE_GEN_Q );
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glDisable(GL_TEXTURE_2D);
glActiveTexturePtr( GL_TEXTURE0_ARB );
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
}
// restore states
if( ! my_shader->_depth_test )
glEnable( GL_DEPTH_TEST );
glEnable( GL_LIGHTING );
glDepthMask( GL_TRUE );
if( sst )
sst->force();
// don't draw !
return false;
}
static int fresnel_shader_callback( ssgEntity *e ) {
GLuint dlist = 0;
ssgLeaf *leaf = (ssgLeaf *) e;
#ifdef _SSG_USE_DLIST
dlist = leaf->getDListIndex();
if( ! dlist ) {
leaf->makeDList();
dlist = leaf->getDListIndex();
}
#endif
if( ! dlist )
return true;
ssgSimpleState *sst = ((ssgSimpleState *)leaf->getState());
if ( sst )
sst->apply();
sgVec4 sunColor, ambientColor;
ssgGetLight( 0 )->getColour(GL_DIFFUSE, sunColor );
ssgGetLight( 0 )->getColour(GL_AMBIENT, ambientColor );
SGShaderAnimation *my_shader = (SGShaderAnimation *) ( e->getUserData() );
glEnable(GL_BLEND);
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.0f);
if( true ) {
// sgVec4 R = {0.5,0.0,0.0,0.0};
sgVec4 enviro = {1.0,0.0,0.0,1.0};
// sgCopyVec4( enviro, sunColor );
glActiveTexturePtr( GL_TEXTURE0_ARB );
glEnable(GL_TEXTURE_2D);
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glActiveTexturePtr( GL_TEXTURE1_ARB );
glDisable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_1D);
glBindTexture(GL_TEXTURE_1D, texFresnel);
// c = a0 * a2 + a1 * (1-a2)
// glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
// glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE_ARB );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_CONSTANT_ARB );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE );
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_COLOR );
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, enviro);
shFresnel->enable();
shFresnel->bind();
glCallList ( dlist ) ;
shFresnel->disable();
glActiveTexturePtr( GL_TEXTURE1_ARB );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glDisable(GL_TEXTURE_1D);
glActiveTexturePtr( GL_TEXTURE0_ARB );
glDisable(GL_TEXTURE_1D);
glEnable(GL_TEXTURE_2D);
}
// restore states
// glBindTexture(GL_TEXTURE_2D, 0);
// glDepthFunc(GL_LESS);
// glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
if( sst )
sst->force();
// don't draw !
return false;
}
static void init_shaders(void) {
Shader::Init();
if( Shader::is_VP_supported() ) {
shFresnel = new Shader("/FlightGear/data/Textures/fresnel_vp.txt", "fresnel_vp");
// shFresnel->bindNames("somedata", 0);
}
glActiveTexturePtr = (glActiveTextureProc) SGLookupFunction("glActiveTextureARB");
const int fresnelSize = 512;
unsigned char imageFresnel[ fresnelSize * 3 ];
for(int i = 0; i < fresnelSize; i++) {
const float R0 = 0.2f;
float NdotV = float( i ) / float( fresnelSize );
float f = R0 + (1.0f-R0)*pow(1.0f - NdotV, 5);
unsigned char ff = (unsigned char) (f * 255.0);
imageFresnel[i*3+0] = imageFresnel[i*3+1] = imageFresnel[i*3+2] = ff;
}
glGenTextures( 1, &texFresnel );
glBindTexture(GL_TEXTURE_1D, texFresnel );
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_1D, GL_GENERATE_MIPMAP_SGIS, true);
glTexImage1D(GL_TEXTURE_1D, 0, 3, fresnelSize, 0, GL_RGB, GL_UNSIGNED_BYTE, imageFresnel);
glBindTexture(GL_TEXTURE_1D, 0 );
initDone = true;
}
////////////////////////////////////////////////////////////////////////
// Implementation of SGShaderAnimation
////////////////////////////////////////////////////////////////////////
SGShaderAnimation::SGShaderAnimation ( SGPropertyNode *prop_root,
SGPropertyNode_ptr props )
: SGAnimation(props, new ssgBranch),
_condition(0),
_condition_value(true),
_shader_type(0),
_param_1(props->getFloatValue("param", 1.0f)),
_depth_test(props->getBoolValue("depth-test", true)),
_factor(props->getFloatValue("factor", 1.0f)),
_factor_prop(0),
_speed(props->getFloatValue("speed", 1.0f)),
_speed_prop(0)
{
SGPropertyNode_ptr node = props->getChild("condition");
if (node != 0) {
_condition = sgReadCondition(prop_root, node);
_condition_value = false;
}
node = props->getChild("factor-prop");
if( node )
_factor_prop = prop_root->getNode(node->getStringValue(), true);
node = props->getChild("speed-prop");
if( node )
_speed_prop = prop_root->getNode(node->getStringValue(), true);
string shader_name = props->getStringValue("shader");
if( shader_name == "fresnel" || shader_name == "reflection" )
_shader_type = 1;
else if( shader_name == "heat-haze" )
_shader_type = 2;
}
static void setCallBack(ssgBranch *branch, ssgBase *user_data, ssgCallback cb) {
for (int i = 0; i < branch->getNumKids(); i++) {
ssgEntity *e = branch->getKid(i);
if( e->isAKindOf( ssgTypeBranch() ) )
setCallBack( (ssgBranch *) e, user_data, cb);
else if( e->isAKindOf( ssgTypeVtxTable() ) ) {
e->setCallback( SSG_CALLBACK_PREDRAW, cb );
e->setUserData( user_data );
}
}
}
void SGShaderAnimation::init()
{
if( ! initDone )
init_shaders();
if( _shader_type == 1 && Shader::is_VP_supported() )
setCallBack( getBranch(), (ssgBase *) this, fresnel_shader_callback );
else if( _shader_type == 2 )
setCallBack( getBranch(), (ssgBase *) this, heat_haze_shader_callback );
else
setCallBack( getBranch(), (ssgBase *) this, null_shader_callback );
}
SGShaderAnimation::~SGShaderAnimation()
{
delete _condition;
}
int
SGShaderAnimation::update()
{
if (_condition)
_condition_value = _condition->test();
if( _factor_prop)
_factor = _factor_prop->getFloatValue();
if( _speed_prop)
_speed = _speed_prop->getFloatValue();
return 2;
}
void sgShaderFrameInit(double delta_time_sec) {
haveBackground = false;
totalTime += delta_time_sec;
}