/usr/include/simgear/scene/tgdb/SGTexturedTriangleBin.hxx is in libsimgear-dev 3.4.0-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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*
* Copyright (C) 2006-2007 Mathias Froehlich
*
* 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, Inc., 51 Franklin Street, Fifth Floor, Boston,
* MA 02110-1301, USA.
*
*/
#ifndef SG_TEXTURED_TRIANGLE_BIN_HXX
#define SG_TEXTURED_TRIANGLE_BIN_HXX
#define MAX_RANDOM_OBJECTS 100.0
#include <osg/Array>
#include <osg/Geometry>
#include <osg/PrimitiveSet>
#include <osg/Texture2D>
#include <stdio.h>
#include <simgear/math/sg_random.h>
#include <simgear/scene/util/OsgMath.hxx>
#include "SGTriangleBin.hxx"
struct SGVertNormTex {
SGVertNormTex() {
tc_mask = 0;
}
struct less
{
inline bool tc_is_less ( const SGVertNormTex& l,
const SGVertNormTex& r,
int idx ) const
{
if ( r.tc_mask & 1<<idx ) {
if ( l.tc_mask & 1<<idx ) {
if (l.texCoord[idx] < r.texCoord[idx]) {
return true;
}
}
}
return false;
};
inline bool operator() (const SGVertNormTex& l,
const SGVertNormTex& r) const
{
if (l.vertex < r.vertex) return true;
else if (r.vertex < l.vertex) return false;
else if (l.normal < r.normal) return true;
else if (r.normal < l.normal) return false;
else if ( tc_is_less( l, r, 0 ) ) return true;
else if ( tc_is_less( r, l, 0 ) ) return false;
else if ( tc_is_less( l, r, 1 ) ) return true;
else if ( tc_is_less( r, l, 1 ) ) return false;
else if ( tc_is_less( l, r, 2 ) ) return true;
else if ( tc_is_less( r, l, 2 ) ) return false;
else if ( tc_is_less( l, r, 3 ) ) return true;
else return false;
}
};
void SetVertex( const SGVec3f& v ) { vertex = v; }
const SGVec3f& GetVertex( void ) const { return vertex; }
void SetNormal( const SGVec3f& n ) { normal = n; }
const SGVec3f& GetNormal( void ) const { return normal; }
void SetTexCoord( unsigned idx, const SGVec2f& tc ) {
texCoord[idx] = tc;
tc_mask |= 1 << idx;
}
const SGVec2f& GetTexCoord( unsigned idx ) const { return texCoord[idx]; }
private:
SGVec3f vertex;
SGVec3f normal;
SGVec2f texCoord[4];
unsigned tc_mask;
};
// Use a DrawElementsUShort if there are few enough vertices,
// otherwise fallback to DrawElementsUInt. Hide the differences
// between the two from the rest of the code.
//
// We don't bother with DrawElementsUByte because that is generally
// not an advantage on modern hardware.
class DrawElementsFacade {
public:
DrawElementsFacade(void) : count(0)
{
_uintElements = new osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES);
_ushortElements = new osg::DrawElementsUShort(osg::PrimitiveSet::TRIANGLES);
}
void push_back(unsigned val)
{
count++;
if (count < 65536) {
_ushortElements->push_back(val);
}
_uintElements->push_back(val);
}
osg::DrawElements* getDrawElements()
{
if (count > 65535) {
free (_ushortElements);
return _uintElements;
} else {
free (_uintElements);
return _ushortElements;
}
}
protected:
osg::DrawElementsUShort* _ushortElements;
osg::DrawElementsUInt* _uintElements;
unsigned count;
};
class SGTexturedTriangleBin : public SGTriangleBin<SGVertNormTex> {
public:
SGTexturedTriangleBin()
{
mt_init(&seed, 123);
has_sec_tcs = false;
}
// Computes and adds random surface points to the points list.
// The random points are computed with a density of (coverage points)/1
// The points are offsetted away from the triangles in
// offset * positive normal direction.
void addRandomSurfacePoints(float coverage, float offset,
osg::Texture2D* object_mask,
std::vector<SGVec3f>& points)
{
unsigned num = getNumTriangles();
for (unsigned i = 0; i < num; ++i) {
triangle_ref triangleRef = getTriangleRef(i);
SGVec3f v0 = getVertex(triangleRef[0]).GetVertex();
SGVec3f v1 = getVertex(triangleRef[1]).GetVertex();
SGVec3f v2 = getVertex(triangleRef[2]).GetVertex();
SGVec2f t0 = getVertex(triangleRef[0]).GetTexCoord(0);
SGVec2f t1 = getVertex(triangleRef[1]).GetTexCoord(0);
SGVec2f t2 = getVertex(triangleRef[2]).GetTexCoord(0);
SGVec3f normal = cross(v1 - v0, v2 - v0);
// Compute the area
float area = 0.5f*length(normal);
if (area <= SGLimitsf::min())
continue;
// For partial units of area, use a zombie door method to
// create the proper random chance of a light being created
// for this triangle
float unit = area + mt_rand(&seed)*coverage;
SGVec3f offsetVector = offset*normalize(normal);
// generate a light point for each unit of area
while ( coverage < unit ) {
float a = mt_rand(&seed);
float b = mt_rand(&seed);
if ( a + b > 1 ) {
a = 1 - a;
b = 1 - b;
}
float c = 1 - a - b;
SGVec3f randomPoint = offsetVector + a*v0 + b*v1 + c*v2;
if (object_mask != NULL) {
SGVec2f texCoord = a*t0 + b*t1 + c*t2;
// Check this random point against the object mask
// red channel.
osg::Image* img = object_mask->getImage();
unsigned int x = (int) (img->s() * texCoord.x()) % img->s();
unsigned int y = (int) (img->t() * texCoord.y()) % img->t();
if (mt_rand(&seed) < img->getColor(x, y).r()) {
points.push_back(randomPoint);
}
} else {
// No object mask, so simply place the object
points.push_back(randomPoint);
}
unit -= coverage;
}
}
}
// Computes and adds random surface points to the points list for tree
// coverage.
void addRandomTreePoints(float wood_coverage,
osg::Texture2D* object_mask,
float vegetation_density,
float cos_max_density_angle,
float cos_zero_density_angle,
std::vector<SGVec3f>& points)
{
unsigned num = getNumTriangles();
for (unsigned i = 0; i < num; ++i) {
triangle_ref triangleRef = getTriangleRef(i);
SGVec3f v0 = getVertex(triangleRef[0]).GetVertex();
SGVec3f v1 = getVertex(triangleRef[1]).GetVertex();
SGVec3f v2 = getVertex(triangleRef[2]).GetVertex();
SGVec2f t0 = getVertex(triangleRef[0]).GetTexCoord(0);
SGVec2f t1 = getVertex(triangleRef[1]).GetTexCoord(0);
SGVec2f t2 = getVertex(triangleRef[2]).GetTexCoord(0);
SGVec3f normal = cross(v1 - v0, v2 - v0);
// Ensure the slope isn't too steep by checking the
// cos of the angle between the slope normal and the
// vertical (conveniently the z-component of the normalized
// normal) and values passed in.
float alpha = normalize(normal).z();
float slope_density = 1.0;
if (alpha < cos_zero_density_angle)
continue; // Too steep for any vegetation
if (alpha < cos_max_density_angle) {
slope_density =
(alpha - cos_zero_density_angle) / (cos_max_density_angle - cos_zero_density_angle);
}
// Compute the area
float area = 0.5f*length(normal);
if (area <= SGLimitsf::min())
continue;
// Determine the number of trees, taking into account vegetation
// density (which is linear) and the slope density factor.
// Use a zombie door method to create the proper random chance
// of a tree being created for partial values.
int woodcount = (int) (vegetation_density * vegetation_density *
slope_density *
area / wood_coverage + mt_rand(&seed));
for (int j = 0; j < woodcount; j++) {
float a = mt_rand(&seed);
float b = mt_rand(&seed);
if ( a + b > 1.0f ) {
a = 1.0f - a;
b = 1.0f - b;
}
float c = 1.0f - a - b;
SGVec3f randomPoint = a*v0 + b*v1 + c*v2;
if (object_mask != NULL) {
SGVec2f texCoord = a*t0 + b*t1 + c*t2;
// Check this random point against the object mask
// green (for trees) channel.
osg::Image* img = object_mask->getImage();
unsigned int x = (int) (img->s() * texCoord.x()) % img->s();
unsigned int y = (int) (img->t() * texCoord.y()) % img->t();
if (mt_rand(&seed) < img->getColor(x, y).g()) {
// The red channel contains the rotation for this object
points.push_back(randomPoint);
}
} else {
points.push_back(randomPoint);
}
}
}
}
void addRandomPoints(double coverage,
double spacing,
osg::Texture2D* object_mask,
std::vector<std::pair<SGVec3f, float> >& points)
{
unsigned numtriangles = getNumTriangles();
for (unsigned i = 0; i < numtriangles; ++i) {
triangle_ref triangleRef = getTriangleRef(i);
SGVec3f v0 = getVertex(triangleRef[0]).GetVertex();
SGVec3f v1 = getVertex(triangleRef[1]).GetVertex();
SGVec3f v2 = getVertex(triangleRef[2]).GetVertex();
SGVec2f t0 = getVertex(triangleRef[0]).GetTexCoord(0);
SGVec2f t1 = getVertex(triangleRef[1]).GetTexCoord(0);
SGVec2f t2 = getVertex(triangleRef[2]).GetTexCoord(0);
SGVec3f normal = cross(v1 - v0, v2 - v0);
// Compute the area
float area = 0.5f*length(normal);
if (area <= SGLimitsf::min())
continue;
// for partial units of area, use a zombie door method to
// create the proper random chance of an object being created
// for this triangle.
double num = area / coverage + mt_rand(&seed);
if (num > MAX_RANDOM_OBJECTS) {
SG_LOG(SG_TERRAIN, SG_ALERT,
"Per-triangle random object count exceeded limits ("
<< MAX_RANDOM_OBJECTS << ") " << num);
num = MAX_RANDOM_OBJECTS;
}
// place an object each unit of area
while ( num > 1.0 ) {
float a = mt_rand(&seed);
float b = mt_rand(&seed);
if ( a + b > 1 ) {
a = 1 - a;
b = 1 - b;
}
float c = 1 - a - b;
SGVec3f randomPoint = a*v0 + b*v1 + c*v2;
// Check that the point is sufficiently far from
// the edge of the triangle by measuring the distance
// from the three lines that make up the triangle.
if (((length(cross(randomPoint - v0, randomPoint - v1)) / length(v1 - v0)) > spacing) &&
((length(cross(randomPoint - v1, randomPoint - v2)) / length(v2 - v1)) > spacing) &&
((length(cross(randomPoint - v2, randomPoint - v0)) / length(v0 - v2)) > spacing) )
{
if (object_mask != NULL) {
SGVec2f texCoord = a*t0 + b*t1 + c*t2;
// Check this random point against the object mask
// blue (for buildings) channel.
osg::Image* img = object_mask->getImage();
unsigned int x = (int) (img->s() * texCoord.x()) % img->s();
unsigned int y = (int) (img->t() * texCoord.y()) % img->t();
if (mt_rand(&seed) < img->getColor(x, y).b()) {
// The red channel contains the rotation for this object
points.push_back(std::make_pair(randomPoint, img->getColor(x,y).r()));
}
} else {
points.push_back(std::make_pair(randomPoint, static_cast<float>(mt_rand(&seed))));
}
}
num -= 1.0;
}
}
}
osg::Geometry* buildGeometry(const TriangleVector& triangles, bool useVBOs) const
{
// Do not build anything if there is nothing in here ...
if (empty() || triangles.empty())
return 0;
// FIXME: do not include all values here ...
osg::Vec3Array* vertices = new osg::Vec3Array;
osg::Vec3Array* normals = new osg::Vec3Array;
osg::Vec2Array* priTexCoords = new osg::Vec2Array;
osg::Vec2Array* secTexCoords = new osg::Vec2Array;
osg::Vec4Array* colors = new osg::Vec4Array;
colors->push_back(osg::Vec4(1, 1, 1, 1));
osg::Geometry* geometry = new osg::Geometry;
if (useVBOs) {
geometry->setUseDisplayList(false);
geometry->setUseVertexBufferObjects(true);
}
geometry->setDataVariance(osg::Object::STATIC);
geometry->setVertexArray(vertices);
geometry->setNormalArray(normals);
geometry->setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
geometry->setColorArray(colors);
geometry->setColorBinding(osg::Geometry::BIND_OVERALL);
if ( has_sec_tcs ) {
geometry->setTexCoordArray(0, priTexCoords);
geometry->setTexCoordArray(1, secTexCoords);
} else {
geometry->setTexCoordArray(0, priTexCoords);
}
const unsigned invalid = ~unsigned(0);
std::vector<unsigned> indexMap(getNumVertices(), invalid);
DrawElementsFacade deFacade;
for (index_type i = 0; i < triangles.size(); ++i) {
triangle_ref triangle = triangles[i];
if (indexMap[triangle[0]] == invalid) {
indexMap[triangle[0]] = vertices->size();
vertices->push_back(toOsg(getVertex(triangle[0]).GetVertex()));
normals->push_back(toOsg(getVertex(triangle[0]).GetNormal()));
priTexCoords->push_back(toOsg(getVertex(triangle[0]).GetTexCoord(0)));
if ( has_sec_tcs ) {
secTexCoords->push_back(toOsg(getVertex(triangle[0]).GetTexCoord(1)));
}
}
deFacade.push_back(indexMap[triangle[0]]);
if (indexMap[triangle[1]] == invalid) {
indexMap[triangle[1]] = vertices->size();
vertices->push_back(toOsg(getVertex(triangle[1]).GetVertex()));
normals->push_back(toOsg(getVertex(triangle[1]).GetNormal()));
priTexCoords->push_back(toOsg(getVertex(triangle[1]).GetTexCoord(0)));
if ( has_sec_tcs ) {
secTexCoords->push_back(toOsg(getVertex(triangle[1]).GetTexCoord(1)));
}
}
deFacade.push_back(indexMap[triangle[1]]);
if (indexMap[triangle[2]] == invalid) {
indexMap[triangle[2]] = vertices->size();
vertices->push_back(toOsg(getVertex(triangle[2]).GetVertex()));
normals->push_back(toOsg(getVertex(triangle[2]).GetNormal()));
priTexCoords->push_back(toOsg(getVertex(triangle[2]).GetTexCoord(0)));
if ( has_sec_tcs ) {
secTexCoords->push_back(toOsg(getVertex(triangle[2]).GetTexCoord(1)));
}
}
deFacade.push_back(indexMap[triangle[2]]);
}
geometry->addPrimitiveSet(deFacade.getDrawElements());
return geometry;
}
osg::Geometry* buildGeometry(bool useVBOs) const
{ return buildGeometry(getTriangles(), useVBOs); }
int getTextureIndex() const
{
if (empty() || getNumTriangles() == 0)
return 0;
triangle_ref triangleRef = getTriangleRef(0);
SGVec3f v0 = getVertex(triangleRef[0]).GetVertex();
return floor(v0.x());
}
void hasSecondaryTexCoord( bool sec_tc ) { has_sec_tcs = sec_tc; }
private:
// Random seed for the triangle.
mt seed;
// does the triangle array have secondary texture coordinates
bool has_sec_tcs;
};
#endif
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