Modified Files:

SGMaterialAnimation.cxx SGMaterialAnimation.hxx:
	Tim Moore: overhaul the material animation.
This commit is contained in:
frohlich 2007-05-05 09:15:18 +00:00
parent 2dc8de295d
commit c523e15302
2 changed files with 217 additions and 196 deletions

View File

@ -10,9 +10,11 @@
#include "SGMaterialAnimation.hxx"
#include <osg/AlphaFunc>
#include <osg/Array>
#include <osg/Drawable>
#include <osg/Geode>
#include <osg/Geometry>
#include <osg/Material>
#include <osg/StateSet>
#include <osgDB/FileNameUtils>
#include <osgDB/FileUtils>
@ -22,7 +24,11 @@
#include <simgear/props/props.hxx>
#include <simgear/scene/model/model.hxx>
struct SGMaterialAnimation::ColorSpec {
namespace {
/**
* Get a color from properties.
*/
struct ColorSpec {
float red, green, blue;
float factor;
float offset;
@ -91,6 +97,12 @@ struct SGMaterialAnimation::ColorSpec {
v[3] = 1;
return v;
}
osg::Vec4& rgbaVec4()
{
return rgba().osg();
}
SGVec4f &initialRgba() {
v[0] = SGMiscf::clip(red*factor + offset, 0, 1);
v[1] = SGMiscf::clip(green*factor + offset, 0, 1);
@ -100,8 +112,10 @@ struct SGMaterialAnimation::ColorSpec {
}
};
struct SGMaterialAnimation::PropSpec {
/**
* Get a property value from a property.
*/
struct PropSpec {
float value;
float factor;
float offset;
@ -155,148 +169,83 @@ struct SGMaterialAnimation::PropSpec {
}
};
class SGMaterialAnimation::MaterialVisitor : public osg::NodeVisitor {
public:
enum {
DIFFUSE = 1,
AMBIENT = 2,
SPECULAR = 4,
EMISSION = 8,
SHININESS = 16,
TRANSPARENCY = 32
};
/**
* The possible color properties supplied by a material animation.
*/
enum SuppliedColor {
DIFFUSE = 1,
AMBIENT = 2,
SPECULAR = 4,
EMISSION = 8,
SHININESS = 16,
TRANSPARENCY = 32
};
MaterialVisitor() :
osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN),
_updateMask(0),
_ambient(-1, -1, -1, -1),
_diffuse(-1, -1, -1, -1),
_specular(-1, -1, -1, -1),
_emission(-1, -1, -1, -1),
_shininess(-1),
_alpha(-1)
const unsigned AMBIENT_DIFFUSE = AMBIENT | DIFFUSE;
const int allMaterialColors = (DIFFUSE | AMBIENT | SPECULAR | EMISSION
| SHININESS);
// Visitor for finding default material colors in the animation node's
// subgraph. This makes some assumptions about the subgraph i.e.,
// there will be one material and one color value found. This is
// probably true for ac3d models and most uses of material animations,
// but will break down if, for example, you animate the transparency
// of a vertex colored model.
class MaterialDefaultsVisitor : public osg::NodeVisitor {
public:
MaterialDefaultsVisitor()
: osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN),
ambientDiffuse(-1.0f, -1.0f, -1.0f, -1.0f)
{
setVisitorType(osg::NodeVisitor::NODE_VISITOR);
}
void setDiffuse(const SGVec4f& diffuse)
{
if (diffuse != _diffuse)
_diffuse = diffuse;
_updateMask |= DIFFUSE;
}
void setAmbient(const SGVec4f& ambient)
{
if (ambient != _ambient)
_ambient = ambient;
_updateMask |= AMBIENT;
}
void setSpecular(const SGVec4f& specular)
{
if (specular != _specular)
_specular = specular;
_updateMask |= SPECULAR;
}
void setEmission(const SGVec4f& emission)
{
if (emission != _emission)
_emission = emission;
_updateMask |= EMISSION;
}
void setShininess(float shininess)
{
if (shininess != _shininess)
_shininess = shininess;
_updateMask |= SHININESS;
}
void setAlpha(float alpha)
{
if (alpha != _alpha)
_alpha = alpha;
_updateMask |= TRANSPARENCY;
}
virtual void reset()
{
_updateMask = 0;
}
virtual void apply(osg::Node& node)
{
updateStateSet(node.getStateSet());
maybeGetMaterialValues(node.getStateSet());
traverse(node);
}
virtual void apply(osg::Geode& node)
{
apply((osg::Node&)node);
unsigned nDrawables = node.getNumDrawables();
for (unsigned i = 0; i < nDrawables; ++i) {
osg::Drawable* drawable = node.getDrawable(i);
updateStateSet(drawable->getStateSet());
if (_updateMask&TRANSPARENCY) {
osg::Geometry* geometry = drawable->asGeometry();
if (!geometry)
continue;
osg::Array* array = geometry->getColorArray();
if (!array)
continue;
osg::Vec4Array* vec4Array = dynamic_cast<osg::Vec4Array*>(array);
if (!vec4Array)
continue;
// FIXME, according to the colormode in the material
// we might incorporate the apropriate color value
geometry->dirtyDisplayList();
vec4Array->dirty();
for (unsigned k = 0; k < vec4Array->size(); ++k) {
(*vec4Array)[k][3] = _alpha;
}
maybeGetMaterialValues(node.getStateSet());
int numDrawables = node.getNumDrawables();
for (int i = 0; i < numDrawables; i++) {
osg::Geometry* geom = dynamic_cast<osg::Geometry*>(node.getDrawable(i));
if (!geom || geom->getColorBinding() != osg::Geometry::BIND_OVERALL)
continue;
maybeGetMaterialValues(geom->getStateSet());
osg::Array* colorArray = geom->getColorArray();
osg::Vec4Array* colorVec4 = dynamic_cast<osg::Vec4Array*>(colorArray);
if (colorVec4) {
ambientDiffuse = (*colorVec4)[0];
break;
}
osg::Vec3Array* colorVec3 = dynamic_cast<osg::Vec3Array*>(colorArray);
if (colorVec3) {
ambientDiffuse = osg::Vec4((*colorVec3)[0], 1.0f);
break;
}
}
}
void updateStateSet(osg::StateSet* stateSet)
void maybeGetMaterialValues(osg::StateSet* stateSet)
{
if (!stateSet)
return;
osg::StateAttribute* stateAttribute;
stateAttribute = stateSet->getAttribute(osg::StateAttribute::MATERIAL);
if (!stateAttribute)
osg::Material* nodeMat
= dynamic_cast<osg::Material*>(stateSet->getAttribute(osg::StateAttribute::MATERIAL));
if (!nodeMat)
return;
osg::Material* material = dynamic_cast<osg::Material*>(stateAttribute);
if (!material)
return;
if (_updateMask&AMBIENT)
material->setAmbient(osg::Material::FRONT_AND_BACK, _ambient.osg());
if (_updateMask&DIFFUSE)
material->setDiffuse(osg::Material::FRONT_AND_BACK, _diffuse.osg());
if (_updateMask&SPECULAR)
material->setSpecular(osg::Material::FRONT_AND_BACK, _specular.osg());
if (_updateMask&EMISSION)
material->setEmission(osg::Material::FRONT_AND_BACK, _emission.osg());
if (_updateMask&SHININESS)
material->setShininess(osg::Material::FRONT_AND_BACK, _shininess);
if (_updateMask&TRANSPARENCY) {
material->setAlpha(osg::Material::FRONT_AND_BACK, _alpha);
if (_alpha < 1) {
stateSet->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
} else {
stateSet->setRenderingHint(osg::StateSet::DEFAULT_BIN);
}
}
material = nodeMat;
}
private:
unsigned _updateMask;
SGVec4f _ambient;
SGVec4f _diffuse;
SGVec4f _specular;
SGVec4f _emission;
float _shininess;
float _alpha;
osg::ref_ptr<osg::Material> material;
osg::Vec4 ambientDiffuse;
};
class SGMaterialAnimation::UpdateCallback : public osg::NodeCallback {
class UpdateCallback : public osg::NodeCallback {
public:
UpdateCallback(const osgDB::FilePathList& texturePathList,
const SGCondition* condition,
@ -324,12 +273,13 @@ public:
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
if (!_condition || _condition->test()) {
osg::StateSet* stateSet = node->getStateSet();
if ((!_condition || _condition->test()) && stateSet) {
if (_textureProp) {
std::string textureName = _textureProp->getStringValue();
if (_textureName != textureName) {
osg::StateSet* stateSet = node->getOrCreateStateSet();
while (stateSet->getTextureAttribute(0, osg::StateAttribute::TEXTURE)) {
while (stateSet->getTextureAttribute(0,
osg::StateAttribute::TEXTURE)) {
stateSet->removeTextureAttribute(0, osg::StateAttribute::TEXTURE);
}
std::string textureFile;
@ -337,7 +287,8 @@ public:
if (!textureFile.empty()) {
osg::Texture2D* texture2D = SGLoadTexture2D(textureFile);
if (texture2D) {
stateSet->setTextureAttribute(0, texture2D);
stateSet->setTextureAttribute(0, texture2D,
osg::StateAttribute::OVERRIDE);
stateSet->setTextureMode(0, GL_TEXTURE_2D,
osg::StateAttribute::ON);
_textureName = textureName;
@ -349,35 +300,47 @@ public:
osg::StateSet* stateSet = node->getOrCreateStateSet();
osg::StateAttribute* stateAttribute;
stateAttribute = stateSet->getAttribute(osg::StateAttribute::ALPHAFUNC);
assert(dynamic_cast<osg::AlphaFunc*>(stateAttribute));
osg::AlphaFunc* alphaFunc = static_cast<osg::AlphaFunc*>(stateAttribute);
osg::AlphaFunc* alphaFunc = dynamic_cast<osg::AlphaFunc*>(stateAttribute);
assert(alphaFunc);
alphaFunc->setReferenceValue(_thresholdProp->getFloatValue());
}
_visitor.reset();
if (_ambient.live())
_visitor.setAmbient(_ambient.rgba());
if (_diffuse.live())
_visitor.setDiffuse(_diffuse.rgba());
if (_specular.live())
_visitor.setSpecular(_specular.rgba());
if (_emission.live())
_visitor.setEmission(_emission.rgba());
if (_shininess.live())
_visitor.setShininess(_shininess.getValue());
if (_transparency.live())
_visitor.setAlpha(_transparency.getValue());
node->accept(_visitor);
osg::StateAttribute* stateAttribute
= stateSet->getAttribute(osg::StateAttribute::MATERIAL);
osg::Material* material = dynamic_cast<osg::Material*>(stateAttribute);
if (material) {
if (_ambient.live())
material->setAmbient(osg::Material::FRONT_AND_BACK,
_ambient.rgbaVec4());
if (_diffuse.live())
material->setDiffuse(osg::Material::FRONT_AND_BACK,
_diffuse.rgbaVec4());
if (_specular.live())
material->setSpecular(osg::Material::FRONT_AND_BACK,
_specular.rgbaVec4());
if (_emission.live())
material->setEmission(osg::Material::FRONT_AND_BACK,
_emission.rgbaVec4());
if (_shininess.live())
material->setShininess(osg::Material::FRONT_AND_BACK,
_shininess.getValue());
if (_transparency.live()) {
float alpha = _transparency.getValue();
material->setAlpha(osg::Material::FRONT_AND_BACK, alpha);
if (alpha < 1.0f) {
stateSet->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
} else {
stateSet->setRenderingHint(osg::StateSet::DEFAULT_BIN);
}
}
}
}
traverse(node, nv);
}
private:
SGSharedPtr<const SGCondition> _condition;
SGSharedPtr<const SGPropertyNode> _textureProp;
SGSharedPtr<const SGPropertyNode> _thresholdProp;
MaterialVisitor _visitor;
std::string _textureName;
ColorSpec _ambient;
ColorSpec _diffuse;
@ -387,6 +350,8 @@ private:
PropSpec _transparency;
osgDB::FilePathList _texturePathList;
};
} // namespace
SGMaterialAnimation::SGMaterialAnimation(const SGPropertyNode* configNode,
SGPropertyNode* modelRoot) :
@ -419,7 +384,8 @@ SGMaterialAnimation::createAnimationGroup(osg::Group& parent)
osg::StateSet* stateSet = group->getOrCreateStateSet();
osg::Texture2D* texture2D = SGLoadTexture2D(textureFile);
if (texture2D) {
stateSet->setTextureAttribute(0, texture2D);
stateSet->setTextureAttribute(0, texture2D,
osg::StateAttribute::OVERRIDE);
stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
if (texture2D->getImage()->isImageTranslucent()) {
stateSet->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
@ -435,13 +401,100 @@ SGMaterialAnimation::createAnimationGroup(osg::Group& parent)
alphaFunc->setFunction(osg::AlphaFunc::GREATER);
float threshold = getConfig()->getFloatValue("threshold", 0);
alphaFunc->setReferenceValue(threshold);
stateSet->setAttributeAndModes(alphaFunc);
stateSet->setAttribute(alphaFunc, osg::StateAttribute::OVERRIDE);
}
UpdateCallback* updateCallback;
updateCallback = new UpdateCallback(texturePathList, getCondition(),
getConfig(), inputRoot);
group->setUpdateCallback(updateCallback);
unsigned suppliedColors = 0;
if (getConfig()->hasChild("ambient"))
suppliedColors |= AMBIENT;
if (getConfig()->hasChild("diffuse"))
suppliedColors |= DIFFUSE;
if (getConfig()->hasChild("specular"))
suppliedColors |= SPECULAR;
if (getConfig()->hasChild("emission"))
suppliedColors |= EMISSION;
if (getConfig()->hasChild("shininess")
|| getConfig()->hasChild("shininess-prop"))
suppliedColors |= SHININESS;
if (getConfig()->hasChild("transparency"))
suppliedColors |= TRANSPARENCY;
if (suppliedColors != 0) {
osg::StateSet* stateSet = group->getOrCreateStateSet();
osg::Material* mat;
if (defaultMaterial.valid()) {
mat = defaultMaterial.get();
} else {
mat = new osg::Material;
mat->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
}
mat->setDataVariance(osg::Object::DYNAMIC);
unsigned defaultColorModeMask = 0;
mat->setUpdateCallback(0); // Just to make sure.
switch (mat->getColorMode()) {
case osg::Material::OFF:
defaultColorModeMask = 0;
break;
case osg::Material::AMBIENT:
defaultColorModeMask = AMBIENT;
break;
case osg::Material::DIFFUSE:
defaultColorModeMask = DIFFUSE;
break;
case osg::Material::AMBIENT_AND_DIFFUSE:
defaultColorModeMask = AMBIENT | DIFFUSE;
break;
case osg::Material::SPECULAR:
defaultColorModeMask = SPECULAR;
break;
case osg::Material::EMISSION:
defaultColorModeMask = EMISSION;
break;
}
// Copy the color found by traversing geometry into the material
// in case we need to specify it (e.g., transparency) and it is
// not specified by the animation.
if (defaultAmbientDiffuse.x() >= 0) {
if (defaultColorModeMask & AMBIENT)
mat->setAmbient(osg::Material::FRONT_AND_BACK, defaultAmbientDiffuse);
if (defaultColorModeMask & DIFFUSE)
mat->setDiffuse(osg::Material::FRONT_AND_BACK, defaultAmbientDiffuse);
}
// Compute which colors in the animation override colors set via
// colorMode / glColor, and set the colorMode for the animation's
// material accordingly.
if (suppliedColors & TRANSPARENCY) {
// All colors will be affected by the material. Hope all the
// defaults are fine, if needed.
mat->setColorMode(osg::Material::OFF);
} else if ((suppliedColors & defaultColorModeMask) != 0) {
// First deal with the complicated AMBIENT/DIFFUSE case.
if (defaultColorModeMask & AMBIENT_DIFFUSE != 0) {
// glColor can supply colors not specified by the animation.
unsigned matColorModeMask = ((~suppliedColors & defaultColorModeMask)
& AMBIENT_DIFFUSE);
if (matColorModeMask & DIFFUSE != 0)
mat->setColorMode(osg::Material::DIFFUSE);
else if (matColorModeMask & AMBIENT != 0)
mat->setColorMode(osg::Material::AMBIENT);
else
mat->setColorMode(osg::Material::OFF);
} else {
// The animation overrides the glColor color.
mat->setColorMode(osg::Material::OFF);
}
} else {
// No overlap between the animation and color mode, so leave
// the color mode alone.
}
stateSet->setAttribute(mat,(osg::StateAttribute::ON
| osg::StateAttribute::OVERRIDE));
}
group->setUpdateCallback(new UpdateCallback(texturePathList,
getCondition(),
getConfig(), inputRoot));
parent.addChild(group);
return group;
}
@ -450,43 +503,12 @@ void
SGMaterialAnimation::install(osg::Node& node)
{
SGAnimation::install(node);
// make sure everything (except the texture attributes)
// below is private to our model
cloneDrawables(node);
// Remove all textures if required, they get replaced later on
if (getConfig()->hasChild("texture") ||
getConfig()->hasChild("texture-prop")) {
removeTextureAttribute(node, 0, osg::StateAttribute::TEXTURE);
removeTextureMode(node, 0, GL_TEXTURE_2D);
}
// Remove all nested alphaFuncs
if (getConfig()->hasChild("threshold") ||
getConfig()->hasChild("threshold-prop"))
removeAttribute(node, osg::StateAttribute::ALPHAFUNC);
ColorSpec ambient(getConfig()->getChild("ambient"), getModelRoot());
ColorSpec diffuse(getConfig()->getChild("diffuse"), getModelRoot());
ColorSpec specular(getConfig()->getChild("specular"), getModelRoot());
ColorSpec emission(getConfig()->getChild("emission"), getModelRoot());
PropSpec shininess("shininess", "shininess-prop",
getConfig()->getChild("shininess"), getModelRoot());
PropSpec transparency("alpha", "alpha-prop",
getConfig()->getChild("transparency"), getModelRoot());
MaterialVisitor visitor;
if (ambient.dirty())
visitor.setAmbient(ambient.initialRgba());
if (diffuse.dirty())
visitor.setDiffuse(diffuse.initialRgba());
if (specular.dirty())
visitor.setSpecular(specular.initialRgba());
if (emission.dirty())
visitor.setEmission(emission.initialRgba());
if (shininess.dirty())
visitor.setShininess(shininess.getInitialValue());
if (transparency.dirty())
visitor.setAlpha(transparency.getInitialValue());
node.accept(visitor);
MaterialDefaultsVisitor defaultsVisitor;
node.accept(defaultsVisitor);
if (defaultsVisitor.material.valid()) {
defaultMaterial
= static_cast<osg::Material*>(defaultsVisitor.material->clone(osg::CopyOp::SHALLOW_COPY));
}
defaultAmbientDiffuse = defaultsVisitor.ambientDiffuse;
}

View File

@ -11,6 +11,7 @@
# error This library requires C++
#endif
#include <osg/Material>
#include "animation.hxx"
//////////////////////////////////////////////////////////////////////
@ -24,10 +25,8 @@ public:
virtual osg::Group* createAnimationGroup(osg::Group& parent);
virtual void install(osg::Node& node);
private:
struct ColorSpec;
struct PropSpec;
class MaterialVisitor;
class UpdateCallback;
osg::ref_ptr<osg::Material> defaultMaterial;
osg::Vec4 defaultAmbientDiffuse;
};
#endif // _SG_MATERIALANIMATION_HXX