WS30 - Line feature texturing
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@ -284,6 +284,11 @@ SGMaterial::read_properties(const SGReaderWriterOptions* options,
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light_edge_colour[2] = props->getDoubleValue("light-edge-color/b", 1.0);
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light_edge_colour[2] = props->getDoubleValue("light-edge-color/b", 1.0);
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light_edge_colour[3] = props->getDoubleValue("light-edge-color/a", 1.0);
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light_edge_colour[3] = props->getDoubleValue("light-edge-color/a", 1.0);
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// Line feature texture coordinates
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line_feature_tex_x0 = props->getDoubleValue("line-feature-tex-x0", 0.0);
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line_feature_tex_x1 = props->getDoubleValue("line-feature-tex-x1", 0.0);
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line_feature_offset_m = props->getDoubleValue("line-feature-offset-m", 1.0);
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// Building properties
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// Building properties
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building_coverage = props->getDoubleValue("building-coverage", 0.0);
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building_coverage = props->getDoubleValue("building-coverage", 0.0);
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building_spacing = props->getDoubleValue("building-spacing-m", 5.0);
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building_spacing = props->getDoubleValue("building-spacing-m", 5.0);
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@ -176,9 +176,7 @@ public:
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inline double get_light_coverage () const { return light_coverage; }
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inline double get_light_coverage () const { return light_coverage; }
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/**
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/**
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* Get the edge lighting for Roads etc.
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* Get the edge lighting and other parameters for line features (Roads, Railways) etc.
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*
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* @return The spacing (in m) between individual lights
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*/
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*/
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inline double get_light_edge_spacing_m () const { return light_edge_spacing_m; }
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inline double get_light_edge_spacing_m () const { return light_edge_spacing_m; }
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inline double get_light_edge_size_cm() const { return light_edge_size_cm; };
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inline double get_light_edge_size_cm() const { return light_edge_size_cm; };
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@ -188,6 +186,10 @@ public:
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inline double get_light_edge_angle_vertical_deg() const { return light_edge_angle_vertical_deg; };
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inline double get_light_edge_angle_vertical_deg() const { return light_edge_angle_vertical_deg; };
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inline SGVec4f get_light_edge_colour() const { return light_edge_colour; };
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inline SGVec4f get_light_edge_colour() const { return light_edge_colour; };
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inline bool get_light_edge_offset() const { return light_edge_offset; };
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inline bool get_light_edge_offset() const { return light_edge_offset; };
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inline double get_line_feature_tex_x0() const { return line_feature_tex_x0; };
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inline double get_line_feature_tex_x1() const { return line_feature_tex_x1; };
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inline double get_line_feature_offset_m() const { return line_feature_offset_m; };
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/**
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/**
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* Get the building coverage.
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* Get the building coverage.
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@ -454,6 +456,9 @@ private:
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double light_edge_angle_vertical_deg;
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double light_edge_angle_vertical_deg;
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SGVec4f light_edge_colour;
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SGVec4f light_edge_colour;
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bool light_edge_offset;
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bool light_edge_offset;
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double line_feature_tex_x0;
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double line_feature_tex_x1;
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double line_feature_offset_m;
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// coverage of buildings
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// coverage of buildings
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double building_coverage;
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double building_coverage;
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@ -1674,11 +1674,13 @@ void VPBTechnique::applyLineFeatures(BufferData& buffer, Locator* masterLocator)
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continue;
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continue;
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}
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}
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const unsigned int xsize = mat->get_xsize();
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const unsigned int ysize = mat->get_ysize();
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const unsigned int ysize = mat->get_ysize();
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const bool light_edge_offset = mat->get_light_edge_offset();
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const bool light_edge_offset = mat->get_light_edge_offset();
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const double light_edge_spacing = mat->get_light_edge_spacing_m();
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const double light_edge_spacing = mat->get_light_edge_spacing_m();
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const double light_edge_height = mat->get_light_edge_height_m();
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const double light_edge_height = mat->get_light_edge_height_m();
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const double x0 = mat->get_line_feature_tex_x0();
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const double x1 = mat->get_line_feature_tex_x1();
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const double elevation_offset_m = mat->get_line_feature_offset_m();
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// Generate a geometry for this set of roads.
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// Generate a geometry for this set of roads.
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osg::Vec3Array* v = new osg::Vec3Array;
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osg::Vec3Array* v = new osg::Vec3Array;
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@ -1690,7 +1692,7 @@ void VPBTechnique::applyLineFeatures(BufferData& buffer, Locator* masterLocator)
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auto lineFeatures = rb->getLineFeatures();
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auto lineFeatures = rb->getLineFeatures();
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for (auto r = lineFeatures.begin(); r != lineFeatures.end(); ++r) {
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for (auto r = lineFeatures.begin(); r != lineFeatures.end(); ++r) {
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if (r->_width > minWidth) generateLineFeature(buffer, masterLocator, *r, world, v, t, n, lights, xsize, ysize, light_edge_spacing, light_edge_height, light_edge_offset);
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if (r->_width > minWidth) generateLineFeature(buffer, masterLocator, *r, world, v, t, n, lights, x0, x1, ysize, light_edge_spacing, light_edge_height, light_edge_offset, elevation_offset_m);
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}
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}
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if (v->size() == 0) continue;
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if (v->size() == 0) continue;
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@ -1736,7 +1738,7 @@ void VPBTechnique::applyLineFeatures(BufferData& buffer, Locator* masterLocator)
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if (lightbin.getNumLights() > 0) buffer._transform->addChild(createLights(lightbin, osg::Matrix::identity(), _options));
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if (lightbin.getNumLights() > 0) buffer._transform->addChild(createLights(lightbin, osg::Matrix::identity(), _options));
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}
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}
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void VPBTechnique::generateLineFeature(BufferData& buffer, Locator* masterLocator, LineFeatureBin::LineFeature road, osg::Vec3d modelCenter, osg::Vec3Array* v, osg::Vec2Array* t, osg::Vec3Array* n, osg::Vec3Array* lights, unsigned int xsize, unsigned int ysize, double light_edge_spacing, double light_edge_height, bool light_edge_offset)
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void VPBTechnique::generateLineFeature(BufferData& buffer, Locator* masterLocator, LineFeatureBin::LineFeature road, osg::Vec3d modelCenter, osg::Vec3Array* v, osg::Vec2Array* t, osg::Vec3Array* n, osg::Vec3Array* lights, double x0, double x1, unsigned int ysize, double light_edge_spacing, double light_edge_height, bool light_edge_offset, double elevation_offset_m)
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{
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{
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// We're in Earth-centered coordinates, so "up" is simply directly away from (0,0,0)
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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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osg::Vec3d up = modelCenter;
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@ -1794,13 +1796,12 @@ void VPBTechnique::generateLineFeature(BufferData& buffer, Locator* masterLocato
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spanwise.normalize();
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spanwise.normalize();
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// Define the road extents
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// Define the road extents
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const osg::Vec3d a = start - last_spanwise * road._width * 0.5 + up;
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const osg::Vec3d a = start - last_spanwise * road._width * 0.5 + up * elevation_offset_m;
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const osg::Vec3d b = start + last_spanwise * road._width * 0.5 + up;
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const osg::Vec3d b = start + last_spanwise * road._width * 0.5 + up * elevation_offset_m;
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const osg::Vec3d c = end - spanwise * road._width * 0.5 + up;
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const osg::Vec3d c = end - spanwise * road._width * 0.5 + up * elevation_offset_m;
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const osg::Vec3d d = end + spanwise * road._width * 0.5 + up;
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const osg::Vec3d d = end + spanwise * road._width * 0.5 + up * elevation_offset_m;
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// Determine the x and y texture coordinates for the edges
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// Determine the x and y texture coordinates for the edges
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const float xTex = 1.0 / xsize;
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const float yTexA = yTexBaseA + (c-a).length() / ysize;
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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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const float yTexB = yTexBaseB + (d-b).length() / ysize;
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@ -1809,17 +1810,17 @@ void VPBTechnique::generateLineFeature(BufferData& buffer, Locator* masterLocato
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v->push_back(b);
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v->push_back(b);
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v->push_back(c);
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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(x0, yTexBaseA));
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t->push_back(osg::Vec2d(xTex, yTexBaseB));
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t->push_back(osg::Vec2d(x1, yTexBaseB));
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t->push_back(osg::Vec2d(0, yTexA));
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t->push_back(osg::Vec2d(x0, yTexA));
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v->push_back(b);
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v->push_back(b);
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v->push_back(d);
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v->push_back(d);
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v->push_back(c);
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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(x1, yTexBaseB));
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t->push_back(osg::Vec2d(xTex, yTexB));
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t->push_back(osg::Vec2d(x1, yTexB));
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t->push_back(osg::Vec2d(0, yTexA));
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t->push_back(osg::Vec2d(x0, yTexA));
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// Normal is straight from the quad
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// Normal is straight from the quad
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osg::Vec3d normal = -(end-start)^spanwise;
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osg::Vec3d normal = -(end-start)^spanwise;
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@ -2211,7 +2212,7 @@ void VPBTechnique::generateCoastlineFeature(BufferData& buffer, Locator* masterL
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t->push_back(osg::Vec2d(xTex, yTexBaseB));
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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(xTex, yTexB));
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t->push_back(osg::Vec2d(0, yTexBaseA));
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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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// Normal is straight from the quad
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osg::Vec3d normal = -(end-start)^spanwise;
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osg::Vec3d normal = -(end-start)^spanwise;
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@ -148,11 +148,13 @@ class VPBTechnique : public TerrainTechnique
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osg::Vec2Array* t,
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osg::Vec2Array* t,
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osg::Vec3Array* n,
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osg::Vec3Array* n,
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osg::Vec3Array* lights,
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osg::Vec3Array* lights,
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unsigned int xsize,
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double x0,
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double x1,
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unsigned int ysize,
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unsigned int ysize,
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double light_edge_spacing,
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double light_edge_spacing,
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double light_edge_height,
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double light_edge_height,
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bool light_edge_offset);
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bool light_edge_offset,
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double elevation_offset_m);
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virtual void applyAreaFeatures(BufferData& buffer, Locator* masterLocator);
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virtual void applyAreaFeatures(BufferData& buffer, Locator* masterLocator);
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virtual void generateAreaFeature(BufferData& buffer,
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virtual void generateAreaFeature(BufferData& buffer,
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