WS30: Improved coastlines
Build a high resolution texture containing coastline data that will be mixed with the landclass texture in the ws30 shader. Replaces the previous approach of creating a separate coastline mesh.
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@ -440,7 +440,7 @@ SGMaterialCache::Atlas SGMaterialLib::getMaterialTextureAtlas(SGVec2f center, co
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// TEXTURE NAME texture-unit Material texture index Default value
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// Primary texure 0 0 n/a
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// gradient_texture 2 13 Textures/Terrain/rock_alt.png
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// dot_texture 3 15 Textures/Terrain/void.png
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// dot_texture 3 15 Textures/Terrain/sand6.png
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// grain_texture 4 14 Textures/Terrain/grain_texture.png
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// mix_texture 5 12 Textures/Terrain/void.png
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// detail_texture 7 11 Textures/Terrain/void.png
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@ -457,6 +457,7 @@ SGMaterialCache::Atlas SGMaterialLib::getMaterialTextureAtlas(SGVec2f center, co
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if (i < 13) texture = std::string("Textures/Terrain/void.png");
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if (i == 13) texture = std::string("Textures/Terrain/rock_alt.png");
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if (i == 14) texture = std::string("Textures/Terrain/grain_texture.png");
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if (i == 15) texture = std::string("Textures/Terrain/sand6.png");
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if (i > 14) texture = std::string("Textures/Terrain/void.png");
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}
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@ -174,7 +174,6 @@ void VPBTechnique::init(int dirtyMask, bool assumeMultiThreaded)
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applyColorLayers(*buffer, masterLocator);
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applyLineFeatures(*buffer, masterLocator);
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applyAreaFeatures(*buffer, masterLocator);
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applyCoastline(*buffer, masterLocator);
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applyMaterials(*buffer, masterLocator);
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}
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}
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@ -185,7 +184,6 @@ void VPBTechnique::init(int dirtyMask, bool assumeMultiThreaded)
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applyColorLayers(*buffer, masterLocator);
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applyLineFeatures(*buffer, masterLocator);
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applyAreaFeatures(*buffer, masterLocator);
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applyCoastline(*buffer, masterLocator);
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applyMaterials(*buffer, masterLocator);
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}
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@ -1374,9 +1372,19 @@ void VPBTechnique::applyColorLayers(BufferData& buffer, Locator* masterLocator)
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texture2D->setWrap(osg::Texture::WRAP_S,osg::Texture::CLAMP_TO_EDGE);
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texture2D->setWrap(osg::Texture::WRAP_T,osg::Texture::CLAMP_TO_EDGE);
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osg::ref_ptr<osg::Texture2D> waterTexture = new osg::Texture2D;
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waterTexture->setImage(generateWaterTexture(buffer, masterLocator));
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waterTexture->setMaxAnisotropy(16.0f);
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waterTexture->setResizeNonPowerOfTwoHint(false);
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waterTexture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::NEAREST_MIPMAP_NEAREST);
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waterTexture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::NEAREST_MIPMAP_NEAREST);
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waterTexture->setWrap(osg::Texture::WRAP_S,osg::Texture::CLAMP_TO_EDGE);
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waterTexture->setWrap(osg::Texture::WRAP_T,osg::Texture::CLAMP_TO_EDGE);
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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(7, waterTexture, osg::StateAttribute::ON);
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stateset->addUniform(new osg::Uniform(VPBTechnique::PHOTO_SCENERY, false));
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stateset->addUniform(new osg::Uniform(VPBTechnique::Z_UP_TRANSFORM, osg::Matrixf(osg::Matrix::inverse(makeZUpFrameRelative(loc)))));
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stateset->addUniform(new osg::Uniform(VPBTechnique::MODEL_OFFSET, (osg::Vec3f) buffer._transform->getMatrix().getTrans()));
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@ -2087,38 +2095,45 @@ void VPBTechnique::generateAreaFeature(BufferData& buffer, Locator* masterLocato
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}
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}
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void VPBTechnique::applyCoastline(BufferData& buffer, Locator* masterLocator)
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{
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osg::Image* VPBTechnique::generateWaterTexture(BufferData& buffer, Locator* masterLocator) {
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osg::Image* waterTexture = new osg::Image();
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unsigned int coast_features_lod_range = 4;
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float coastWidth = 40.0;
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unsigned int waterTextureSize = 2048;
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float coastWidth = 150.0;
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const unsigned int tileLevel = _terrainTile->getTileID().level;
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const SGPropertyNode* propertyNode = _options->getPropertyNode().get();
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if (propertyNode) {
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const SGPropertyNode* static_lod = propertyNode->getNode("/sim/rendering/static-lod");
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waterTextureSize = static_lod->getIntValue("water-texture-size", coast_features_lod_range);
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coast_features_lod_range = static_lod->getIntValue("coastline-lod-level", coast_features_lod_range);
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coastWidth = static_lod->getFloatValue("coastline-width", coastWidth);
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}
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if (tileLevel < coast_features_lod_range) {
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// Do not generate coasts for tiles too far away
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return;
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waterTexture->allocateImage(1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE);
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waterTexture->setColor(osg::Vec4f(0.0f,0.0f,0.0f,0.0f), 0,0);
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return waterTexture;
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}
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const SGMaterialLibPtr matlib = _options->getMaterialLib();
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if (! matlib) {
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SG_LOG(SG_TERRAIN, SG_ALERT, "Unable to get materials library to generate areas");
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return;
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waterTexture->allocateImage(waterTextureSize, waterTextureSize, 1, GL_RGBA, GL_FLOAT);
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for (unsigned int y = 0; y < waterTextureSize; ++y) {
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for (unsigned int x = 0; x < waterTextureSize; ++x) {
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waterTexture->setColor(osg::Vec4f(0.0f,0.0f,0.0f,0.0f), x, y);
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}
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}
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// Get all appropriate coasts. We assume that the VPB terrain tile is smaller than a Bucket size.
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const osg::Vec3d world = buffer._transform->getMatrix().getTrans();
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float tileSize = sqrt(buffer._width * buffer._width + buffer._height * buffer._height);
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const SGGeod loc = SGGeod::fromCart(toSG(world));
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const SGBucket bucket = SGBucket(loc);
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auto coasts = std::find_if(_coastFeatureLists.begin(), _coastFeatureLists.end(), [bucket](BucketCoastlineBinList b){return (b.first == bucket);});
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if (coasts == _coastFeatureLists.end()) return;
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if (coasts == _coastFeatureLists.end()) return waterTexture;
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// We're in Earth-centered coordinates, so "up" is simply directly away from (0,0,0)
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osg::Vec3d up = world;
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@ -2126,23 +2141,6 @@ void VPBTechnique::applyCoastline(BufferData& buffer, Locator* masterLocator)
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TileBounds tileBounds(masterLocator, up);
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SGMaterialCache* matcache = matlib->generateMatCache(loc, _options);
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SGMaterial* mat = matcache->find("ws30coastline");
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if (!mat) {
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SG_LOG(SG_TERRAIN, SG_ALERT, "Unable to find material ws30coastline at " << loc << " " << bucket);
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return;
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}
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unsigned int xsize = mat->get_xsize();
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unsigned int ysize = mat->get_ysize();
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// Generate a geometry for this set of coasts.
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osg::Vec3Array* v = new osg::Vec3Array;
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osg::Vec2Array* t = new osg::Vec2Array;
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osg::Vec3Array* n = new osg::Vec3Array;
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osg::Vec4Array* c = new osg::Vec4Array;
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for (; coasts != _coastFeatureLists.end(); ++coasts) {
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const CoastlineBinList coastBins = coasts->second;
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@ -2155,128 +2153,131 @@ void VPBTechnique::applyCoastline(BufferData& buffer, Locator* masterLocator)
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if (clipped.size() > 1) {
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// We need at least two points to render a line.
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LineFeatureBin::LineFeature line = LineFeatureBin::LineFeature(clipped, coastWidth);
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generateCoastlineFeature(buffer, masterLocator, line, world, v, t, n, xsize, ysize);
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addCoastline(masterLocator, waterTexture, line, waterTextureSize, tileSize, coastWidth);
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}
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}
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}
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}
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if (v->size() == 0) return;
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c->push_back(osg::Vec4(1.0,1.0,1.0,1.0));
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osg::ref_ptr<osg::Geometry> geometry = new osg::Geometry;
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geometry->setVertexArray(v);
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geometry->setTexCoordArray(0, t, osg::Array::BIND_PER_VERTEX);
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geometry->setTexCoordArray(1, t, osg::Array::BIND_PER_VERTEX);
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geometry->setNormalArray(n, osg::Array::BIND_PER_VERTEX);
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geometry->setColorArray(c, osg::Array::BIND_OVERALL);
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geometry->setUseDisplayList( false );
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geometry->setUseVertexBufferObjects( true );
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geometry->addPrimitiveSet( new osg::DrawArrays( GL_TRIANGLES, 0, v->size()) );
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EffectGeode* geode = new EffectGeode;
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geode->addDrawable(geometry);
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geode->setMaterial(mat);
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geode->setEffect(mat->get_one_effect(0));
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geode->setNodeMask(SG_NODEMASK_TERRAIN_BIT);
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buffer._transform->addChild(geode);
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return waterTexture;
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}
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void VPBTechnique::generateCoastlineFeature(BufferData& buffer, Locator* masterLocator, LineFeatureBin::LineFeature coastline, osg::Vec3d modelCenter, osg::Vec3Array* v, osg::Vec2Array* t, osg::Vec3Array* n, unsigned int xsize, unsigned int ysize)
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{
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if (coastline._nodes.size() < 2) {
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// Update the color of a particular texture pixel, clipping to the texture and not over-writing a larger value.
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void VPBTechnique::updateWaterTexture(osg::Image* waterTexture, unsigned int waterTextureSize, osg::Vec4 color, float x, float y) {
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if (floor(x) < 0.0) return;
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if (floor(x) > (waterTextureSize -1)) return;
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if (floor(y) < 0.0) return;
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if (floor(y) > (waterTextureSize -1)) return;
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auto clamp = [waterTextureSize](float l) { return (unsigned int) fmaxf(0, fminf(floor(l), waterTextureSize - 1)); };
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unsigned int clamped_x = clamp(x);
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unsigned int clamped_y = clamp(y);
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osg::Vec4 new_color = max(waterTexture->getColor(clamped_x, clamped_y), color);
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waterTexture->setColor(new_color, clamped_x, clamped_y);
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}
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void VPBTechnique::writeShoreStripe(osg::Image* waterTexture, unsigned int waterTextureSize, float tileSize, float coastWidth, float x, float y, int dx, int dy) {
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// We need to create a shoreline of width coastWidth to define it better and to hide any discrepancy in the underlying terrain mesh
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// which may be either mis-aligned or simply of insufficient resolution.
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float waterTextureResolution = tileSize / waterTextureSize;
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int width = (int) coastWidth / waterTextureResolution;
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int aboveHWLtxUnits = 0.3*width;
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int belowHWLtxUnits = width - aboveHWLtxUnits;
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// Above the high water mark we just want sand. However there can be interpolation artifacts right at the edge causing a border or water. To avoid
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// this we create an extra texel where the G channel is used to ensure we get a hard fall-off to the underlying texture
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// on the adjacent sand texture unit.
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updateWaterTexture(waterTexture, waterTextureSize, osg::Vec4(0.0f, 1.0f, 0.0f, 0.0), x - dx*(aboveHWLtxUnits + 1), y -dy*(aboveHWLtxUnits + 1));
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// Create the sand above the high water mark
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for (int d = 0; d < aboveHWLtxUnits; d++) {
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updateWaterTexture(waterTexture, waterTextureSize, osg::Vec4(0.0f, 1.0f, 0.0f, 0.0), x - dx*d, y -dy*d);
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}
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// Create the shoreline below the high water level which will gradually merge into the underlying terrain mesh
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for (int d = 0; d < belowHWLtxUnits; d++) {
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updateWaterTexture(waterTexture, waterTextureSize, osg::Vec4(0.0f, 0.0f, 1.0f, 0.0)*(belowHWLtxUnits -d)/belowHWLtxUnits, x + dx*d, y + dy*d);
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}
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}
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void VPBTechnique::addCoastline(Locator* masterLocator, osg::Image* waterTexture, LineFeatureBin::LineFeature line, unsigned int waterTextureSize, float tileSize, float coastWidth) {
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if (line._nodes.size() < 2) {
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SG_LOG(SG_TERRAIN, SG_ALERT, "Coding error - LineFeatureBin::LineFeature with fewer than two nodes");
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return;
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}
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osg::Vec3d ma, mb;
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std::list<osg::Vec3d> coastlinePoints;
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auto coastline_iter = coastline._nodes.begin();
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auto iter = line._nodes.begin();
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// We're in Earth-centered coordinates, so "up" is simply directly away from (0,0,0)
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osg::Vec3d up = modelCenter;
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up.normalize();
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ma = getMeshIntersection(buffer, masterLocator, *coastline_iter - modelCenter, up);
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coastline_iter++;
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for (; coastline_iter != coastline._nodes.end(); coastline_iter++) {
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mb = getMeshIntersection(buffer, masterLocator, *coastline_iter - modelCenter, up);
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auto esl = VPBElevationSlice::computeVPBElevationSlice(buffer._landGeometry, ma, mb, up);
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for(auto eslitr = esl.begin(); eslitr != esl.end(); ++eslitr) {
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coastlinePoints.push_back(*eslitr);
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// LineFeature is in Model coordinates, but for the rasterization we will use local coordinates.
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osg::Vec3d start;
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bool success = masterLocator->convertModelToLocal(*iter, start);
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if (!success) {
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SG_LOG(SG_TERRAIN, SG_ALERT, "Unable to convert from model coordinates to local: " << *iter);
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return;
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}
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// Now traverse the next segment
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ma = mb;
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}
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if (coastlinePoints.size() == 0) return;
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// We now have a series of points following the topography of the elevation mesh.
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auto iter = coastlinePoints.begin();
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osg::Vec3d start = *iter;
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iter++;
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for (; iter != line._nodes.end(); iter++) {
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osg::Vec3d end;
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success = masterLocator->convertModelToLocal(*iter, end);
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if (!success) {
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SG_LOG(SG_TERRAIN, SG_ALERT, "Unable to convert from model coordinates to local: " << *iter);
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continue;
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}
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osg::Vec3d last_spanwise = (*iter - start)^ up;
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last_spanwise.normalize();
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// We now have two points in local (2d) space, so rasterize the line between them onto the water texture.
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// We use a simple version of a DDA to render the lines. We should replace this with a scanline algorithm to handle coastlines
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// and waterbodies efficiently.
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// Do everything in the texture coordinates.
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float dx = (end.x() - start.x()) * waterTextureSize;
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float dy = (end.y() - start.y()) * waterTextureSize;
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float step = abs(dy);
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bool steep = true;
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if (abs(dx) >= abs(dy)) {
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step = abs(dx);
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steep = false;
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}
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dx = dx / step;
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dy = dy / step;
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float x = start.x() * waterTextureSize;
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float y = start.y() * waterTextureSize;
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int i = 0;
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while (i <= step) {
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if ((x >= 0.0f) && (y >= 0.0f) && (x < waterTextureSize) && (y < waterTextureSize)) {
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// The line defines the Mean High Water Level. By definition, the sea is always to
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// the right of the line. We want to fill in a section of sea and shore to cover up any issues
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// between the OSM data and the landclass texture.
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float yTexBaseA = 0.0f;
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float yTexBaseB = 0.0f;
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if (steep) {
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// A steep line, so we are should add width in the x-axis
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if (dy < 0) {
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// We are travelling downwards, so the seaward side is -x
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writeShoreStripe(waterTexture, waterTextureSize, tileSize, coastWidth, x , y, -1, 0);
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} else {
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// We are travelling upwards, so the seaward side is +x
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writeShoreStripe(waterTexture, waterTextureSize, tileSize, coastWidth, x , y, 1, 0);
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}
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} else {
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// Not a steep line, so we should add width in the y axis
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if (dx < 0) {
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// We are travelling right to left, so the seaward side is +y
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writeShoreStripe(waterTexture, waterTextureSize, tileSize, coastWidth, x , y, 0, 1);
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} else {
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// We are travelling left to right, so the seaward side is -y
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writeShoreStripe(waterTexture, waterTextureSize, tileSize, coastWidth, x , y, 0, -1);
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}
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}
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}
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for (; iter != coastlinePoints.end(); iter++) {
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osg::Vec3d end = *iter;
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// Ignore small segments - we really don't need resolution less than 10m
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if ((end - start).length2() < 100.0) continue;
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// Find a spanwise vector
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osg::Vec3d spanwise = ((end-start) ^ up);
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spanwise.normalize();
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// Define the coastline extents. Angle it down slightly on the seaward side (b->d).
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// OSM coastlines are always with the
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const osg::Vec3d a = start + up;
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const osg::Vec3d b = start + last_spanwise * coastline._width;
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const osg::Vec3d c = end + up;
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const osg::Vec3d d = end + spanwise * coastline._width;
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// Determine the x and y texture coordinates for the edges
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const float xTex = coastline._width / xsize;
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const float yTexA = yTexBaseA + (c-a).length() / ysize;
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const float yTexB = yTexBaseB + (d-b).length() / ysize;
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// Now generate two triangles, .
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v->push_back(a);
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v->push_back(b);
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v->push_back(c);
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t->push_back(osg::Vec2d(0, yTexBaseA));
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t->push_back(osg::Vec2d(xTex, yTexBaseB));
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t->push_back(osg::Vec2d(0, yTexA));
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v->push_back(b);
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v->push_back(d);
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v->push_back(c);
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t->push_back(osg::Vec2d(xTex, yTexBaseB));
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t->push_back(osg::Vec2d(xTex, yTexB));
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t->push_back(osg::Vec2d(0, yTexA));
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// Normal is straight from the quad
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osg::Vec3d normal = -(end-start)^spanwise;
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normal.normalize();
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for (unsigned int i = 0; i < 6; i++) n->push_back(normal);
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x = x + dx;
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y = y + dy;
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i = i + 1;
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}
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start = end;
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yTexBaseA = yTexA;
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yTexBaseB = yTexB;
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last_spanwise = spanwise;
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}
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}
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@ -169,16 +169,10 @@ class VPBTechnique : public TerrainTechnique
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unsigned int xsize,
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unsigned int ysize);
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virtual void applyCoastline(BufferData& buffer, Locator* masterLocator);
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virtual void generateCoastlineFeature(BufferData& buffer,
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Locator* masterLocator,
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LineFeatureBin::LineFeature coastLine,
|
||||
osg::Vec3d modelCenter,
|
||||
osg::Vec3Array* v,
|
||||
osg::Vec2Array* t,
|
||||
osg::Vec3Array* n,
|
||||
unsigned int xsize,
|
||||
unsigned int ysize);
|
||||
virtual osg::Image* generateWaterTexture(BufferData& buffer, Locator* masterLocator);
|
||||
virtual void addCoastline(Locator* masterLocator, osg::Image* waterTexture, LineFeatureBin::LineFeature line, unsigned int waterTextureSize, float tileSize, float coastWidth);
|
||||
virtual void updateWaterTexture(osg::Image* waterTexture, unsigned int waterTextureSize, osg::Vec4 color, float x, float y);
|
||||
virtual void writeShoreStripe(osg::Image* waterTexture, unsigned int waterTextureSize, float tileSize, float coastWidth, float x, float y, int dx, int dy);
|
||||
|
||||
virtual osg::Vec3d getMeshIntersection(BufferData& buffer, Locator* masterLocator, osg::Vec3d pt, osg::Vec3d up);
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user