open_toontown_panda3d/panda/src/speedtree/speedTreeNode.cxx

1830 lines
63 KiB
C++

/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file speedTreeNode.cxx
* @author drose
* @date 2009-03-13
*/
#include "pandabase.h"
#include "speedTreeNode.h"
#include "stBasicTerrain.h"
#include "virtualFileSystem.h"
#include "config_util.h"
#include "cullTraverser.h"
#include "cullableObject.h"
#include "cullHandler.h"
#include "omniBoundingVolume.h"
#include "boundingSphere.h"
#include "boundingBox.h"
#include "clockObject.h"
#include "geomDrawCallbackData.h"
#include "graphicsStateGuardian.h"
#include "textureAttrib.h"
#include "lightAttrib.h"
#include "directionalLight.h"
#include "ambientLight.h"
#include "loader.h"
#include "deg_2_rad.h"
#include "sceneGraphReducer.h"
#include "pStatTimer.h"
#ifdef SPEEDTREE_OPENGL
#include "glew/glew.h"
#endif // SPEEDTREE_OPENGL
#ifdef SPEEDTREE_DIRECTX9
#include "dxGraphicsStateGuardian9.h"
#endif
double SpeedTreeNode::_global_time_delta = 0.0;
bool SpeedTreeNode::_authorized;
bool SpeedTreeNode::_done_first_init;
TypeHandle SpeedTreeNode::_type_handle;
TypeHandle SpeedTreeNode::DrawCallback::_type_handle;
PStatCollector SpeedTreeNode::_cull_speedtree_pcollector("Cull:SpeedTree");
PStatCollector SpeedTreeNode::_cull_speedtree_shadows_pcollector("Cull:SpeedTree:Shadows");
PStatCollector SpeedTreeNode::_cull_speedtree_trees_pcollector("Cull:SpeedTree:Trees");
PStatCollector SpeedTreeNode::_cull_speedtree_terrain_pcollector("Cull:SpeedTree:Terrain");
PStatCollector SpeedTreeNode::_draw_speedtree_pcollector("Draw:SpeedTree");
PStatCollector SpeedTreeNode::_draw_speedtree_shadows_pcollector("Draw:SpeedTree:Shadows");
PStatCollector SpeedTreeNode::_draw_speedtree_trees_pcollector("Draw:SpeedTree:Trees");
PStatCollector SpeedTreeNode::_draw_speedtree_terrain_pcollector("Draw:SpeedTree:Terrain");
PStatCollector SpeedTreeNode::_draw_speedtree_terrain_update_pcollector("Draw:SpeedTree:Terrain:Update");
/**
*
*/
SpeedTreeNode::
SpeedTreeNode(const string &name) :
PandaNode(name),
#ifdef ST_DELETE_FOREST_HACK
// Early versions of SpeedTree don't destruct unused CForestRender objects
// correctly. To avoid crashes, we have to leak these things.
_forest_render(*(new SpeedTree::CForestRender)),
#endif
_time_delta(0.0)
{
init_node();
// For now, set an infinite bounding volume. Maybe in the future we'll
// change this to match whatever set of trees we're holding, though it
// probably doesn't really matter too much. set_internal_bounds(new
// OmniBoundingVolume); set_internal_bounds(new
// BoundingSphere(LPoint3::zero(), 10.0f));
// Intialize the render params. First, get the shader directory.
Filename shaders_dir = speedtree_shaders_dir;
// We expect the shader directory to contain at least this one token
// filename (to prove it's the right directory).
Filename token_filename = "Branch.hlsl";
if (!Filename(shaders_dir, token_filename).exists()) {
// If that shader directory doesn't work, look along the model-path.
if (token_filename.resolve_filename(get_model_path())) {
shaders_dir = token_filename.get_dirname();
} else {
if (!shaders_dir.is_directory()) {
speedtree_cat.warning()
<< "speedtree-shaders-dir is set to " << shaders_dir
<< ", which doesn't exist.\n";
} else {
speedtree_cat.warning()
<< "speedtree-shaders-dir is set to " << shaders_dir
<< ", which exists but doesn't contain " << token_filename
<< ".\n";
}
}
}
_os_shaders_dir = shaders_dir.to_os_specific();
// Ensure the path ends with a terminal slash; SpeedTree requires this.
#if defined(WIN32) || defined(WIN64)
if (!_os_shaders_dir.empty() && _os_shaders_dir[_os_shaders_dir.length() - 1] != '\\') {
_os_shaders_dir += "\\";
}
#else
if (!_os_shaders_dir.empty() && _os_shaders_dir[_os_shaders_dir.length() - 1] != '/') {
_os_shaders_dir += "/";
}
#endif
SpeedTree::SForestRenderInfo render_info;
render_info.m_strShaderPath = _os_shaders_dir.c_str();
_forest_render.SetRenderInfo(render_info);
// Now apply the rest of the config settings.
reload_config();
}
/**
* Returns the total number of trees that will be rendered by this node,
* counting all instances of all trees.
*/
int SpeedTreeNode::
count_total_instances() const {
int total_instances = 0;
Trees::const_iterator ti;
for (ti = _trees.begin(); ti != _trees.end(); ++ti) {
InstanceList *instance_list = (*ti);
total_instances += instance_list->get_num_instances();
}
return total_instances;
}
/**
* Adds a new tree for rendering. Returns the InstanceList which can be used
* to add to the instances for this tree. If the tree has previously been
* added, returns the existing InstanceList.
*/
SpeedTreeNode::InstanceList &SpeedTreeNode::
add_tree(const STTree *tree) {
nassertr(is_valid(), *(InstanceList *)NULL);
nassertr(tree->is_valid(), *(InstanceList *)NULL);
InstanceList ilist(tree);
Trees::iterator ti = _trees.find(&ilist);
if (ti == _trees.end()) {
// This is the first time that this particular tree has been added.
InstanceList *instance_list = new InstanceList(tree);
pair<Trees::iterator, bool> result = _trees.insert(instance_list);
ti = result.first;
bool inserted = result.second;
nassertr(inserted, *(*ti));
if (!_forest_render.RegisterTree((SpeedTree::CTree *)tree->get_tree())) {
speedtree_cat.warning()
<< "Failed to register tree " << tree->get_fullpath() << "\n";
write_error(speedtree_cat.warning());
}
}
_needs_repopulate = true;
mark_internal_bounds_stale();
InstanceList *instance_list = (*ti);
return *instance_list;
}
/**
* Removes all instances of the indicated tree. Returns the number of
* instances removed.
*/
int SpeedTreeNode::
remove_tree(const STTree *tree) {
InstanceList ilist(tree);
Trees::iterator ti = _trees.find(&ilist);
if (ti == _trees.end()) {
// The tree was not already present.
return 0;
}
if (!_forest_render.UnregisterTree(tree->get_tree())) {
speedtree_cat.warning()
<< "Failed to unregister tree " << tree->get_fullpath() << "\n";
write_error(speedtree_cat.warning());
}
_needs_repopulate = true;
mark_internal_bounds_stale();
InstanceList *instance_list = (*ti);
int num_removed = instance_list->get_num_instances();
_trees.erase(ti);
delete instance_list;
return num_removed;
}
/**
* Removes all instances of all trees from the node.
*/
void SpeedTreeNode::
remove_all_trees() {
Trees::iterator ti;
for (ti = _trees.begin(); ti != _trees.end(); ++ti) {
InstanceList *instance_list = (*ti);
const STTree *tree = instance_list->get_tree();
if (!_forest_render.UnregisterTree(tree->get_tree())) {
speedtree_cat.warning()
<< "Failed to unregister tree " << tree->get_fullpath() << "\n";
write_error(speedtree_cat.warning());
}
delete instance_list;
}
_trees.clear();
_needs_repopulate = true;
mark_internal_bounds_stale();
}
/**
* Returns true if the indicated tree has any instances within this node,
* false otherwise.
*/
bool SpeedTreeNode::
has_instance_list(const STTree *tree) const {
InstanceList ilist(tree);
Trees::const_iterator ti = _trees.find(&ilist);
return (ti != _trees.end());
}
/**
* Returns a list of transforms that corresponds to the instances at which the
* indicated tree appears. You should ensure that has_instance_list() returns
* true before calling this method.
*/
const SpeedTreeNode::InstanceList &SpeedTreeNode::
get_instance_list(const STTree *tree) const {
InstanceList ilist(tree);
Trees::const_iterator ti = _trees.find(&ilist);
if (ti == _trees.end()) {
// The tree was not already present.
static InstanceList empty_list((STTree *)NULL);
return empty_list;
}
InstanceList *instance_list = (*ti);
return *instance_list;
}
/**
* Returns a modifiable list of transforms that corresponds to the instances
* of this tree. This is equivalent to add_tree().
*/
SpeedTreeNode::InstanceList &SpeedTreeNode::
modify_instance_list(const STTree *tree) {
return add_tree(tree);
}
/**
* Adds a new instance of the indicated tree at the indicated transform.
*/
void SpeedTreeNode::
add_instance(const STTree *tree, const STTransform &transform) {
if (speedtree_follow_terrain && has_terrain()) {
STTransform new_transform = transform;
new_transform._pos[2] = _terrain->get_height(new_transform._pos[0], new_transform._pos[1]);
add_tree(tree).add_instance(new_transform);
} else {
add_tree(tree).add_instance(transform);
}
}
/**
* Walks the scene graph beginning at root, looking for nested SpeedTreeNodes.
* For each SpeedTreeNode found, adds all of the instances defined within that
* SpeedTreeNode as instances of this node, after applying the indicated
* scene-graph transform.
*/
void SpeedTreeNode::
add_instances(const NodePath &root, const TransformState *transform) {
nassertv(!root.is_empty());
r_add_instances(root.node(), transform->compose(root.get_transform()),
Thread::get_current_thread());
}
/**
* Adds all of the instances defined within the indicated SpeedTreeNode as
* instances of this node. Does not recurse to children.
*/
void SpeedTreeNode::
add_instances_from(const SpeedTreeNode *other) {
int num_trees = other->get_num_trees();
for (int ti = 0; ti < num_trees; ++ti) {
const InstanceList &other_instance_list = other->get_instance_list(ti);
const STTree *tree = other_instance_list.get_tree();
InstanceList &this_instance_list = add_tree(tree);
int num_instances = other_instance_list.get_num_instances();
for (int i = 0; i < num_instances; ++i) {
STTransform other_trans = other_instance_list.get_instance(i);
this_instance_list.add_instance(other_trans);
}
}
}
/**
* Adds all of the instances defined within the indicated SpeedTreeNode as
* instances of this node, after applying the indicated scene-graph transform.
* Does not recurse to children.
*/
void SpeedTreeNode::
add_instances_from(const SpeedTreeNode *other, const TransformState *transform) {
int num_trees = other->get_num_trees();
for (int ti = 0; ti < num_trees; ++ti) {
const InstanceList &other_instance_list = other->get_instance_list(ti);
const STTree *tree = other_instance_list.get_tree();
InstanceList &this_instance_list = add_tree(tree);
int num_instances = other_instance_list.get_num_instances();
for (int i = 0; i < num_instances; ++i) {
CPT(TransformState) other_trans = other_instance_list.get_instance(i);
CPT(TransformState) new_trans = transform->compose(other_trans);
if (speedtree_follow_terrain && has_terrain()) {
STTransform new_transform = new_trans;
new_transform._pos[2] = _terrain->get_height(new_transform._pos[0], new_transform._pos[1]);
this_instance_list.add_instance(new_transform);
} else {
this_instance_list.add_instance(new_trans.p());
}
}
}
}
/**
* Creates a number of random instances of the indicated true, within the
* indicated range. If a terrain is present, height_min and height_max
* restrict trees to the (x, y) positions that fall within the indicated
* terrain, and slope_min and slope_max restrict trees to the (x, y) positions
* that have a matching slope. If a terrain is not present, height_min and
* height_max specify a random range of Z heights, and slope_min and slope_max
* are ignored.
*/
void SpeedTreeNode::
add_random_instances(const STTree *tree, int quantity,
PN_stdfloat x_min, PN_stdfloat x_max,
PN_stdfloat y_min, PN_stdfloat y_max,
PN_stdfloat scale_min, PN_stdfloat scale_max,
PN_stdfloat height_min, PN_stdfloat height_max,
PN_stdfloat slope_min, PN_stdfloat slope_max,
Randomizer &randomizer) {
InstanceList &instance_list = add_tree(tree);
_needs_repopulate = true;
for (int i = 0; i < quantity; ++i) {
STTransform transform;
transform._pos[0] = randomizer.random_real(x_max - x_min) + x_min;
transform._pos[1] = randomizer.random_real(y_max - y_min) + y_min;
transform._rotate = randomizer.random_real(360.0);
transform._scale = randomizer.random_real(scale_max - scale_min) + scale_min;
if (has_terrain()) {
// Spin till we find a valid match with terrain.
int repeat_count = speedtree_max_random_try_count;
while (!_terrain->placement_is_acceptable(transform._pos[0], transform._pos[1], height_min, height_max, slope_min, slope_max)) {
transform._pos[0] = randomizer.random_real(x_max - x_min) + x_min;
transform._pos[1] = randomizer.random_real(y_max - y_min) + y_min;
if (--repeat_count == 0) {
nassert_raise("Exceeded speedtree-max-random-try-count; bad placement parameters?");
return;
}
}
transform._pos[2] = _terrain->get_height(transform._pos[0], transform._pos[1]);
} else {
// No terrain; just pick a random height.
transform._pos[2] = randomizer.random_real(height_max - height_min) + height_min;
}
instance_list.add_instance(transform);
}
}
/**
* Opens and reads the named STF (SpeedTree Forest) file, and adds the SRT
* files named within as instances of this node. Returns true on success,
* false on failure.
*/
bool SpeedTreeNode::
add_from_stf(const Filename &stf_filename, const LoaderOptions &options) {
VirtualFileSystem *vfs = VirtualFileSystem::get_global_ptr();
Filename fullpath = Filename::text_filename(stf_filename);
vfs->resolve_filename(fullpath, get_model_path());
if (!vfs->exists(fullpath)) {
speedtree_cat.warning()
<< "Couldn't find " << stf_filename << "\n";
return false;
}
PT(VirtualFile) file = vfs->get_file(fullpath);
if (file == (VirtualFile *)NULL) {
// No such file.
speedtree_cat.error()
<< "Could not find " << stf_filename << "\n";
return false;
}
if (speedtree_cat.is_debug()) {
speedtree_cat.debug()
<< "Reading STF file " << fullpath << "\n";
}
istream *in = file->open_read_file(true);
bool success = add_from_stf(*in, fullpath, options);
vfs->close_read_file(in);
return success;
}
/**
* Reads text data from the indicated stream, which is understood to represent
* the named STF (SpeedTree Forest) file, and adds the SRT files named within
* as instances of this node. Returns true on success, false on failure.
*
* The pathname is used for reference only; if nonempty, it provides a search
* directory for named SRT files.
*
* The Loader and LoaderOptions, if provided, are used to load the SRT files.
* If the Loader pointer is NULL, the default global Loader is used instead.
*/
bool SpeedTreeNode::
add_from_stf(istream &in, const Filename &pathname,
const LoaderOptions &options, Loader *loader) {
if (loader == NULL) {
loader = Loader::get_global_ptr();
}
string os_filename;
Filename dirname = pathname.get_dirname();
dirname.make_absolute();
DSearchPath search;
search.append_directory(dirname);
typedef pmap<Filename, CPT(STTree) > AlreadyLoaded;
AlreadyLoaded already_loaded;
// The STF file format doesn't allow for spaces in the SRT filename.
in >> os_filename;
while (in && !in.eof()) {
CPT(STTree) tree;
Filename srt_filename = Filename::from_os_specific(os_filename);
AlreadyLoaded::iterator ai = already_loaded.find(srt_filename);
if (ai != already_loaded.end()) {
tree = (*ai).second;
} else {
// Resolve the SRT filename relative to the STF file first.
srt_filename.resolve_filename(search);
// Now load up the SRT file using the Panda loader (which will also
// search the model-path if necessary).
PT(PandaNode) srt_root = loader->load_sync(srt_filename);
if (srt_root != NULL) {
NodePath srt(srt_root);
NodePath srt_np = srt.find("**/+SpeedTreeNode");
if (!srt_np.is_empty()) {
SpeedTreeNode *srt_node = DCAST(SpeedTreeNode, srt_np.node());
if (srt_node->get_num_trees() >= 1) {
tree = srt_node->get_tree(0);
}
}
}
already_loaded[srt_filename] = tree;
}
// Now we've loaded the SRT data, so apply it the appropriate number of
// times to the locations specified.
int num_instances;
in >> num_instances;
for (int ni = 0; ni < num_instances && in && !in.eof(); ++ni) {
LPoint3 pos;
PN_stdfloat rotate, scale;
in >> pos[0] >> pos[1] >> pos[2] >> rotate >> scale;
if (!speedtree_5_2_stf) {
// 5.1 or earlier stf files also included these additional values,
// which we will ignore:
PN_stdfloat height_min, height_max, slope_min, slope_max;
in >> height_min >> height_max >> slope_min >> slope_max;
}
if (tree != NULL) {
add_instance(tree, STTransform(pos, rad_2_deg(rotate), scale));
}
}
in >> os_filename;
}
// Consume any whitespace at the end of the file.
in >> ws;
if (!in.eof()) {
// If we didn't read all the way to end-of-file, there was an error.
in.clear();
string text;
in >> text;
speedtree_cat.error()
<< "Unexpected text in " << pathname << " at \"" << text << "\"\n";
return false;
}
// Return true if we successfully read all the way to end-of-file.
return true;
}
/**
* A convenience function to set up terrain geometry by reading a terrain.txt
* file as defined by SpeedTree. This file names the various map files that
* define the terrain, as well as defining parameters size as its size and
* color.
*
* This method implicitly creates a STBasicTerrain object and passes it to
* set_terrain().
*/
bool SpeedTreeNode::
setup_terrain(const Filename &terrain_file) {
PT(STBasicTerrain) terrain = new STBasicTerrain;
if (terrain->setup_terrain(terrain_file)) {
set_terrain(terrain);
return true;
}
return false;
}
/**
* Associated a terrain with the node. If the terrain has not already been
* loaded prior to this call, load_data() will be called immediately.
*
* The terrain will be rendered using SpeedTree callbacks, and trees may be
* repositioned with a call to snap_to_terrain().
*/
void SpeedTreeNode::
set_terrain(STTerrain *terrain) {
_terrain = NULL;
_needs_repopulate = true;
if (terrain == (STTerrain *)NULL) {
return;
}
if (!terrain->is_valid()) {
// If the terrain was not already loaded, load it immediately.
terrain->load_data();
}
nassertv(terrain->is_valid());
nassertv(terrain->get_num_splat_layers() == SpeedTree::c_nNumTerrainSplatLayers);
_terrain = terrain;
_terrain_render.SetShaderLoader(_forest_render.GetShaderLoader());
SpeedTree::STerrainRenderInfo trender_info;
trender_info.m_strShaderPath = _os_shaders_dir.c_str();
string os_specific = terrain->get_normal_map().to_os_specific();
trender_info.m_strNormalMap = os_specific.c_str();
os_specific = terrain->get_splat_map().to_os_specific();
trender_info.m_strSplatMap = os_specific.c_str();
for (int i = 0; i < SpeedTree::c_nNumTerrainSplatLayers; ++i) {
os_specific = terrain->get_splat_layer(i).to_os_specific();
trender_info.m_astrSplatLayers[i] = os_specific.c_str();
trender_info.m_afSplatTileValues[i] = terrain->get_splat_layer_tiling(i);
}
trender_info.m_fNormalMapBlueScale = 1.0f;
trender_info.m_bShadowsEnabled = false; // what does this do?
trender_info.m_bZPrePass = false;
_terrain_render.SetRenderInfo(trender_info);
_terrain_render.SetHeightHints(terrain->get_min_height(), terrain->get_max_height());
if (speedtree_follow_terrain) {
snap_to_terrain();
}
}
/**
* Adjusts all the trees in this node so that their Z position matches the
* height of the terrain at their X, Y position.
*/
void SpeedTreeNode::
snap_to_terrain() {
Trees::iterator ti;
for (ti = _trees.begin(); ti != _trees.end(); ++ti) {
InstanceList *instance_list = (*ti);
int num_instances = instance_list->get_num_instances();
if (_terrain != (STTerrain *)NULL) {
for (int i = 0; i < num_instances; ++i) {
STTransform trans = instance_list->get_instance(i);
LPoint3 pos = trans.get_pos();
pos[2] = _terrain->get_height(pos[0], pos[1]);
trans.set_pos(pos);
instance_list->set_instance(i, trans);
}
} else {
for (int i = 0; i < num_instances; ++i) {
STTransform trans = instance_list->get_instance(i);
LPoint3 pos = trans.get_pos();
pos[2] = 0.0f;
trans.set_pos(pos);
instance_list->set_instance(i, trans);
}
}
}
_needs_repopulate = true;
}
/**
* Re-reads the current setting of all of the relevant config variables and
* applies them to this node. This can be called after changing config
* settings, to make them apply to this particular node.
*/
void SpeedTreeNode::
reload_config() {
_shadow_infos.clear();
int num_shadow_maps = speedtree_cascading_shadow_splits.get_num_words();
if (num_shadow_maps > SpeedTree::c_nMaxNumShadowMaps) {
speedtree_cat.warning()
<< "SpeedTree is current compiled to support a maximum of "
<< SpeedTree::c_nMaxNumShadowMaps << " shadow maps.\n";
num_shadow_maps = SpeedTree::c_nMaxNumShadowMaps;
}
_shadow_infos.insert(_shadow_infos.begin(), num_shadow_maps, ShadowInfo());
for (int smi = 0; smi < num_shadow_maps; ++smi) {
_shadow_infos[smi]._shadow_split = speedtree_cascading_shadow_splits[smi];
}
SpeedTree::SForestRenderInfo render_info = _forest_render.GetRenderInfo();
render_info.m_nMaxAnisotropy = speedtree_max_anisotropy;
render_info.m_bHorizontalBillboards = speedtree_horizontal_billboards;
render_info.m_fAlphaTestScalar = speedtree_alpha_test_scalar;
render_info.m_bZPrePass = speedtree_z_pre_pass;
render_info.m_nMaxBillboardImagesByBase = speedtree_max_billboard_images_by_base;
render_info.m_fVisibility = speedtree_visibility;
render_info.m_fGlobalLightScalar = speedtree_global_light_scalar;
render_info.m_sLightMaterial.m_vSpecular = SpeedTree::Vec4(speedtree_specular_color[0], speedtree_specular_color[1], speedtree_specular_color[2], speedtree_specular_color[3]);
render_info.m_sLightMaterial.m_vEmissive = SpeedTree::Vec4(speedtree_emissive_color[0], speedtree_emissive_color[1], speedtree_emissive_color[2], speedtree_emissive_color[3]);
render_info.m_bSpecularLighting = speedtree_specular_lighting;
render_info.m_bTransmissionLighting = speedtree_transmission_lighting;
render_info.m_bDetailLayer = speedtree_detail_layer;
render_info.m_bDetailNormalMapping = speedtree_detail_normal_mapping;
render_info.m_bAmbientContrast = speedtree_ambient_contrast;
render_info.m_fTransmissionScalar = speedtree_transmission_scalar;
render_info.m_fFogStartDistance = speedtree_fog_distance[0];
render_info.m_fFogEndDistance = speedtree_fog_distance[1];
render_info.m_vFogColor = SpeedTree::Vec3(speedtree_fog_color[0], speedtree_fog_color[1], speedtree_fog_color[2]);
render_info.m_vSkyColor = SpeedTree::Vec3(speedtree_sky_color[0], speedtree_sky_color[1], speedtree_sky_color[2]);
render_info.m_fSkyFogMin = speedtree_sky_fog[0];
render_info.m_fSkyFogMax = speedtree_sky_fog[1];
render_info.m_vSunColor = SpeedTree::Vec3(speedtree_sun_color[0], speedtree_sun_color[1], speedtree_sun_color[2]);
render_info.m_fSunSize = speedtree_sun_size;
render_info.m_fSunSpreadExponent = speedtree_sun_spread_exponent;
render_info.m_fSunFogBloom = speedtree_sun_fog_bloom;
render_info.m_nNumShadowMaps = num_shadow_maps;
render_info.m_nShadowMapResolution = speedtree_shadow_map_resolution;
render_info.m_bSmoothShadows = speedtree_smooth_shadows;
render_info.m_bShowShadowSplitsOnTerrain = speedtree_show_shadow_splits_on_terrain;
render_info.m_bWindEnabled = speedtree_wind_enabled;
render_info.m_bFrondRippling = speedtree_frond_rippling;
_forest_render.SetRenderInfo(render_info);
_terrain_render.SetMaxAnisotropy(speedtree_max_anisotropy);
_terrain_render.SetHint(SpeedTree::CTerrain::HINT_MAX_NUM_VISIBLE_CELLS,
speedtree_max_num_visible_cells);
_visible_terrain.Reserve(speedtree_max_num_visible_cells);
_needs_repopulate = true;
}
/**
* Specifies the overall wind strength and direction. Gusts are controlled
* internally.
*/
void SpeedTreeNode::
set_wind(double strength, const LVector3 &direction) {
_forest_render.SetGlobalWindStrength(strength);
_forest_render.SetGlobalWindDirection(SpeedTree::Vec3(direction[0], direction[1], direction[2]));
}
/**
* Make this call to initialized the SpeedTree API and verify the license. If
* an empty string is passed for the license, the config variable speedtree-
* license is consulted. Returns true on success, false on failure. If this
* call is not made explicitly, it will be made implicitly the first time a
* SpeedTreeNode is created.
*/
bool SpeedTreeNode::
authorize(const string &license) {
if (!_authorized) {
if (!license.empty()) {
SpeedTree::CCore::Authorize(license.c_str());
} else {
if (!speedtree_license.empty()) {
SpeedTree::CCore::Authorize(speedtree_license.c_str());
}
}
_authorized = SpeedTree::CCore::IsAuthorized();
SpeedTree::CCore::SetTextureFlip(true);
}
return _authorized;
}
/**
*
*/
SpeedTreeNode::
SpeedTreeNode(const SpeedTreeNode &copy) :
PandaNode(copy),
_os_shaders_dir(copy._os_shaders_dir),
_shadow_infos(copy._shadow_infos),
#ifdef ST_DELETE_FOREST_HACK
// Early versions of SpeedTree don't destruct unused CForestRender objects
// correctly. To avoid crashes, we have to leak these things.
_forest_render(*(new SpeedTree::CForestRender)),
#endif
_time_delta(copy._time_delta)
{
init_node();
_forest_render.SetRenderInfo(copy._forest_render.GetRenderInfo());
_terrain_render.SetRenderInfo(copy._terrain_render.GetRenderInfo());
// No way to copy these parameters, so we just re-assign them.
_terrain_render.SetMaxAnisotropy(speedtree_max_anisotropy);
_terrain_render.SetHint(SpeedTree::CTerrain::HINT_MAX_NUM_VISIBLE_CELLS,
speedtree_max_num_visible_cells);
_visible_terrain.Reserve(speedtree_max_num_visible_cells);
Trees::const_iterator ti;
for (ti = copy._trees.begin(); ti != copy._trees.end(); ++ti) {
InstanceList *instance_list = (*ti);
const STTree *tree = instance_list->get_tree();
if (!_forest_render.RegisterTree((SpeedTree::CTree *)tree->get_tree())) {
speedtree_cat.warning()
<< "Failed to register tree " << tree->get_fullpath() << "\n";
write_error(speedtree_cat.warning());
}
_trees.push_back(new InstanceList(*instance_list));
}
_trees.sort();
set_terrain(copy._terrain);
_needs_repopulate = true;
mark_internal_bounds_stale();
}
/**
*
*/
SpeedTreeNode::
~SpeedTreeNode() {
remove_all_trees();
// Help reduce memory waste from ST_DELETE_FOREST_HACK.
_forest_render.ClearInstances();
}
/**
* Returns a newly-allocated Node that is a shallow copy of this one. It will
* be a different Node pointer, but its internal data may or may not be shared
* with that of the original Node.
*/
PandaNode *SpeedTreeNode::
make_copy() const {
return new SpeedTreeNode(*this);
}
/**
* Collapses this node with the other node, if possible, and returns a pointer
* to the combined node, or NULL if the two nodes cannot safely be combined.
*
* The return value may be this, other, or a new node altogether.
*
* This function is called from GraphReducer::flatten(), and need not deal
* with children; its job is just to decide whether to collapse the two nodes
* and what the collapsed node should look like.
*/
PandaNode *SpeedTreeNode::
combine_with(PandaNode *other) {
if (is_exact_type(get_class_type()) &&
other->is_exact_type(get_class_type())) {
// Two SpeedTreeNodes can combine by moving trees from one to the other,
// similar to the way GeomNodes combine.
SpeedTreeNode *gother = DCAST(SpeedTreeNode, other);
// But, not if they both have a terrain set.
if (has_terrain() && gother->has_terrain()) {
return NULL;
} else if (gother->has_terrain()) {
set_terrain(gother->get_terrain());
}
add_instances_from(gother);
return this;
}
return PandaNode::combine_with(other);
}
/**
* Applies whatever attributes are specified in the AccumulatedAttribs object
* (and by the attrib_types bitmask) to the vertices on this node, if
* appropriate. If this node uses geom arrays like a GeomNode, the supplied
* GeomTransformer may be used to unify shared arrays across multiple
* different nodes.
*
* This is a generalization of xform().
*/
void SpeedTreeNode::
apply_attribs_to_vertices(const AccumulatedAttribs &attribs, int attrib_types,
GeomTransformer &transformer) {
if ((attrib_types & SceneGraphReducer::TT_transform) != 0) {
STTransform xform = attribs._transform;
Trees::iterator ti;
for (ti = _trees.begin(); ti != _trees.end(); ++ti) {
InstanceList *instance_list = (*ti);
STInstances &instances = instance_list->_instances;
STInstances::iterator sti;
for (sti = instances.begin(); sti != instances.end(); ++sti) {
STTransform orig_transform = *sti;
(*sti) = orig_transform * xform;
}
}
}
mark_internal_bounds_stale();
}
/**
* This function will be called during the cull traversal to perform any
* additional operations that should be performed at cull time. This may
* include additional manipulation of render state or additional
* visible/invisible decisions, or any other arbitrary operation.
*
* Note that this function will *not* be called unless set_cull_callback() is
* called in the constructor of the derived class. It is necessary to call
* set_cull_callback() to indicated that we require cull_callback() to be
* called.
*
* By the time this function is called, the node has already passed the
* bounding-volume test for the viewing frustum, and the node's transform and
* state have already been applied to the indicated CullTraverserData object.
*
* The return value is true if this node should be visible, or false if it
* should be culled.
*/
bool SpeedTreeNode::
cull_callback(CullTraverser *trav, CullTraverserData &data) {
if (!_is_valid) {
return false;
}
PStatTimer timer(_cull_speedtree_pcollector);
GraphicsStateGuardian *gsg = DCAST(GraphicsStateGuardian, trav->get_gsg());
nassertr(gsg != (GraphicsStateGuardian *)NULL, true);
if (!validate_api(gsg)) {
return false;
}
ClockObject *clock = ClockObject::get_global_clock();
_forest_render.SetGlobalTime(clock->get_frame_time() + _time_delta + _global_time_delta);
_forest_render.AdvanceGlobalWind();
// Compute the modelview and camera transforms, to pass to the SpeedTree
// CView structure.
CPT(TransformState) orig_modelview = data.get_modelview_transform(trav);
CPT(TransformState) modelview = trav->get_scene()->get_cs_transform()->compose(orig_modelview);
CPT(TransformState) camera_transform = modelview->invert_compose(TransformState::make_identity());
LMatrix4f modelview_mat = LCAST(float, modelview->get_mat());
const LPoint3 &camera_pos = camera_transform->get_pos();
const Lens *lens = trav->get_scene()->get_lens();
LMatrix4f projection_mat =
LCAST(float, LMatrix4::convert_mat(gsg->get_internal_coordinate_system(), lens->get_coordinate_system()) *
lens->get_projection_mat());
_view.Set(SpeedTree::Vec3(camera_pos[0], camera_pos[1], camera_pos[2]),
SpeedTree::Mat4x4(projection_mat.get_data()),
SpeedTree::Mat4x4(modelview_mat.get_data()),
lens->get_near(), lens->get_far());
// Convert the render state to SpeedTree's input.
const RenderState *state = data._state;
// Check texture state. If all textures are disabled, then we ask SpeedTree
// to disable textures.
bool show_textures = true;
const TextureAttrib *ta = DCAST(TextureAttrib, state->get_attrib(TextureAttrib::get_class_slot()));
if (ta != (TextureAttrib *)NULL) {
show_textures = !ta->has_all_off();
}
_forest_render.EnableTexturing(show_textures);
_terrain_render.EnableTexturing(show_textures);
// Check lighting state. SpeedTree only supports a single directional
// light; we look for a directional light in the lighting state and pass its
// direction and color to SpeedTree. We also accumulate the ambient light
// colors.
LColor ambient_color(0.0f, 0.0f, 0.0f, 0.0f);
DirectionalLight *dlight = NULL;
NodePath dlight_np;
LColor diffuse_color;
int diffuse_priority = 0;
const LightAttrib *la = DCAST(LightAttrib, state->get_attrib(LightAttrib::get_class_slot()));
if (la != (LightAttrib *)NULL) {
for (int i = 0; i < la->get_num_on_lights(); ++i) {
NodePath light = la->get_on_light(i);
if (!light.is_empty() && light.node()->is_of_type(DirectionalLight::get_class_type())) {
// A directional light.
DirectionalLight *light_obj = DCAST(DirectionalLight, light.node());
if (dlight == NULL || light_obj->get_priority() > dlight->get_priority()) {
// Here's the most important directional light.
dlight = light_obj;
dlight_np = light;
}
} else if (!light.is_empty() && light.node()->is_of_type(AmbientLight::get_class_type())) {
// An ambient light. We keep the color only.
AmbientLight *light_obj = DCAST(AmbientLight, light.node());
ambient_color += light_obj->get_color();
}
}
}
if (dlight != (DirectionalLight *)NULL) {
CPT(TransformState) transform = dlight_np.get_transform(trav->get_scene()->get_scene_root().get_parent());
LVector3 dir = dlight->get_direction() * transform->get_mat();
dir.normalize();
_light_dir = SpeedTree::Vec3(dir[0], dir[1], dir[2]);
diffuse_color = dlight->get_color();
} else {
// No light. But there's no way to turn off lighting in SpeedTree. In
// lieu of this, we just shine a light from above.
_light_dir = SpeedTree::Vec3(0.0, 0.0, -1.0);
// Also, we set ambient and diffuse colors to the same full-white value.
ambient_color.set(1.0f, 1.0f, 1.0f, 1.0f);
diffuse_color.set(1.0f, 1.0f, 1.0f, 1.0f);
}
SpeedTree::SForestRenderInfo render_info = _forest_render.GetRenderInfo();
render_info.m_sLightMaterial.m_vAmbient = SpeedTree::Vec4(ambient_color[0], ambient_color[1], ambient_color[2], 1.0f);
render_info.m_sLightMaterial.m_vDiffuse = SpeedTree::Vec4(diffuse_color[0], diffuse_color[1], diffuse_color[2], 1.0f);
_forest_render.SetRenderInfo(render_info);
_forest_render.SetLightDir(_light_dir);
SpeedTree::st_float32 updated_splits[SpeedTree::c_nMaxNumShadowMaps];
memset(updated_splits, 0, sizeof(updated_splits));
for (int smi = 0; smi < (int)_shadow_infos.size(); ++smi) {
updated_splits[smi] = _shadow_infos[smi]._shadow_split;
};
_forest_render.SetCascadedShadowMapDistances(updated_splits, lens->get_far());
_forest_render.SetShadowFadePercentage(speedtree_shadow_fade);
if (!_needs_repopulate) {
// Don't bother culling now unless we're correctly fully populated.
// (Culling won't be accurate unless the forest has been populated, but we
// have to be in the draw traversal to populate.)
cull_forest();
}
// Recurse onto the node's children.
return true;
}
/**
* Returns true if there is some value to visiting this particular node during
* the cull traversal for any camera, false otherwise. This will be used to
* optimize the result of get_net_draw_show_mask(), so that any subtrees that
* contain only nodes for which is_renderable() is false need not be visited.
*/
bool SpeedTreeNode::
is_renderable() const {
return true;
}
/**
* Adds the node's contents to the CullResult we are building up during the
* cull traversal, so that it will be drawn at render time. For most nodes
* other than GeomNodes, this is a do-nothing operation.
*/
void SpeedTreeNode::
add_for_draw(CullTraverser *trav, CullTraverserData &data) {
if (_is_valid) {
// We create a CullableObject that has an explicit draw_callback into this
// node, so that we can make the appropriate calls into SpeedTree to
// render the forest during the actual draw.
CullableObject *object =
new CullableObject(NULL, data._state,
TransformState::make_identity());
object->set_draw_callback(new DrawCallback(this));
trav->get_cull_handler()->record_object(object, trav);
}
}
/**
* Walks through the scene graph beginning at this node, and does whatever
* initialization is required to render the scene properly with the indicated
* GSG. It is not strictly necessary to call this, since the GSG will
* initialize itself when the scene is rendered, but this may take some of the
* overhead away from that process.
*
* In particular, this will ensure that textures within the scene are loaded
* in texture memory, and display lists are built up from static geometry.
*/
void SpeedTreeNode::
prepare_scene(GraphicsStateGuardianBase *gsgbase, const RenderState *) {
GraphicsStateGuardian *gsg = DCAST(GraphicsStateGuardian, gsgbase);
if (validate_api(gsg)) {
setup_for_render(gsg);
}
}
/**
* Returns a newly-allocated BoundingVolume that represents the internal
* contents of the node. Should be overridden by PandaNode classes that
* contain something internally.
*/
void SpeedTreeNode::
compute_internal_bounds(CPT(BoundingVolume) &internal_bounds,
int &internal_vertices,
int pipeline_stage,
Thread *current_thread) const {
internal_vertices = 0;
SpeedTree::CExtents extents;
Trees::const_iterator ti;
for (ti = _trees.begin(); ti != _trees.end(); ++ti) {
InstanceList *instance_list = (*ti);
const STTree *tree = instance_list->get_tree();
const STInstances &st_instances = instance_list->_instances;
STInstances::const_iterator ii;
for (ii = st_instances.begin(); ii != st_instances.end(); ++ii) {
SpeedTree::CExtents tree_extents = tree->get_tree()->GetExtents();
tree_extents.Rotate((*ii).GetRotationAngle());
tree_extents.Scale((*ii).GetScale());
tree_extents.Translate((*ii).GetPos());
extents.ExpandAround(tree_extents);
}
}
const SpeedTree::Vec3 &emin = extents.Min();
const SpeedTree::Vec3 &emax = extents.Max();
internal_bounds = new BoundingBox(LPoint3(emin[0], emin[1], emin[2]),
LPoint3(emax[0], emax[1], emax[2]));
}
/**
* Writes a brief description of the node to the indicated output stream.
* This is invoked by the << operator. It may be overridden in derived
* classes to include some information relevant to the class.
*/
void SpeedTreeNode::
output(ostream &out) const {
PandaNode::output(out);
out
<< " (" << get_num_trees() << " unique trees with "
<< count_total_instances() << " total instances)";
}
/**
*
*/
void SpeedTreeNode::
write(ostream &out, int indent_level) const {
PandaNode::write(out, indent_level);
// This makes NodePath.ls() too confusing.
/*
Trees::const_iterator ti;
for (ti = _trees.begin(); ti != _trees.end(); ++ti) {
InstanceList *instance_list = (*ti);
indent(out, indent_level + 2)
<< *instance_list << "\n";
}
*/
}
/**
* Writes the current SpeedTree error message to the indicated stream.
*/
void SpeedTreeNode::
write_error(ostream &out) {
const char *error = SpeedTree::CCore::GetError();
if (error != (const char *)NULL) {
out << error;
}
out << "\n";
}
/**
* Uses SpeedTree::CRenderState to set the indicated transparency mode.
*/
void SpeedTreeNode::
set_transparent_texture_mode(SpeedTree::ETextureAlphaRenderMode eMode) const {
// turn all modes off (no telling what render state the client application
// might be in before this call)
SpeedTree::CRenderState::SetBlending(false);
SpeedTree::CRenderState::SetAlphaTesting(false);
SpeedTree::CRenderState::SetAlphaToCoverage(false);
switch (eMode) {
case SpeedTree::TRANS_TEXTURE_ALPHA_TESTING:
SpeedTree::CRenderState::SetAlphaTesting(true);
break;
case SpeedTree::TRANS_TEXTURE_ALPHA_TO_COVERAGE:
SpeedTree::CRenderState::SetAlphaToCoverage(true);
break;
case SpeedTree::TRANS_TEXTURE_BLENDING:
SpeedTree::CRenderState::SetBlending(true);
break;
default:
// intentionally do nothing (TRANS_TEXTURE_NOTHING)
break;
}
}
/**
* Called from the constructor to initialize some internal values.
*/
void SpeedTreeNode::
init_node() {
PandaNode::set_cull_callback();
_is_valid = false;
_needs_repopulate = false;
// Ensure we have a license.
if (!authorize()) {
speedtree_cat.warning()
<< "SpeedTree license not available.\n";
return;
}
_forest_render.SetHint(SpeedTree::CForest::HINT_MAX_NUM_VISIBLE_CELLS,
speedtree_max_num_visible_cells);
_forest_render.SetCullCellSize(speedtree_cull_cell_size);
// Doesn't appear to be necessary to call this explicitly.
// _forest_render.EnableWind(true);
_is_valid = true;
}
/**
* The recursive implementation of add_instances().
*/
void SpeedTreeNode::
r_add_instances(PandaNode *node, const TransformState *transform,
Thread *current_thread) {
if (node->is_of_type(SpeedTreeNode::get_class_type()) && node != this) {
SpeedTreeNode *other = DCAST(SpeedTreeNode, node);
add_instances_from(other, transform);
}
Children children = node->get_children(current_thread);
for (int i = 0; i < children.get_num_children(); i++) {
PandaNode *child = children.get_child(i);
CPT(TransformState) child_transform = transform->compose(child->get_transform());
r_add_instances(child, child_transform, current_thread);
}
}
/**
* Rebuilds the internal structures as necessary for rendering.
*/
void SpeedTreeNode::
repopulate() {
_forest_render.ClearInstances();
Trees::iterator ti;
for (ti = _trees.begin(); ti != _trees.end(); ++ti) {
InstanceList *instance_list = (*ti);
const STTree *tree = instance_list->get_tree();
const STInstances &instances = instance_list->_instances;
if (instances.empty()) {
// There are no instances, so don't bother. (This shouldn't happen
// often, because we remove trees from the SpeedTreeNode when their
// instance list goes empty, though it's possible if the user has
// explicitly removed all of the instances.)
continue;
}
if (!_forest_render.AddInstances(tree->get_tree(), &instances[0], instances.size())) {
speedtree_cat.warning()
<< "Failed to add " << instances.size()
<< " instances for " << *tree << "\n";
write_error(speedtree_cat.warning());
}
}
_forest_render.GetPopulationStats(_population_stats);
print_forest_stats(_population_stats);
// setup billboard caps based on instances-per-cell stats
int max_instances_by_cell = 1;
for (ti = _trees.begin(); ti != _trees.end(); ++ti) {
InstanceList *instance_list = (*ti);
const STTree *tree = instance_list->get_tree();
const STInstances &instances = instance_list->_instances;
if (instances.empty()) {
continue;
}
int max_instances = 1;
SpeedTree::CMap<const SpeedTree::CTree*, SpeedTree::st_int32>::const_iterator si;
si = _population_stats.m_mMaxNumInstancesPerCellPerBase.find(tree->get_tree());
if (si != _population_stats.m_mMaxNumInstancesPerCellPerBase.end()) {
max_instances = max(max_instances, (int)si->second);
}
max_instances_by_cell = max(max_instances_by_cell, max_instances);
}
_visible_trees.Reserve(_forest_render.GetBaseTrees(),
_forest_render.GetBaseTrees().size(),
speedtree_max_num_visible_cells,
max_instances_by_cell,
speedtree_horizontal_billboards);
}
/**
* Called once a frame to load vertex data for newly-visible terrain cells.
*/
void SpeedTreeNode::
update_terrain_cells() {
nassertv(has_terrain());
SpeedTree::TTerrainCellArray &cells = _visible_terrain.m_aCellsToUpdate;
int num_tile_res = _terrain_render.GetMaxTileRes();
PN_stdfloat cell_size = _terrain_render.GetCellSize();
// A temporary vertex data object for populating terrain.
PT(GeomVertexData) vertex_data =
new GeomVertexData("terrain", _terrain->get_vertex_format(),
GeomEnums::UH_static);
int num_vertices = num_tile_res * num_tile_res;
vertex_data->set_num_rows(num_vertices);
size_t num_bytes = vertex_data->get_array(0)->get_data_size_bytes();
int num_cells = (int)cells.size();
for (int ci = 0; ci < num_cells; ++ci) {
SpeedTree::CTerrainCell *cell = cells[ci];
nassertv(cell != NULL && cell->GetVbo() != NULL);
int cell_yi = cell->Row();
int cell_xi = cell->Col();
// cerr << "populating cell " << cell_xi << " " << cell_yi << "\n";
_terrain->fill_vertices(vertex_data,
cell_xi * cell_size, cell_yi * cell_size,
cell_size, num_tile_res);
const GeomVertexArrayData *array_data = vertex_data->get_array(0);
CPT(GeomVertexArrayDataHandle) handle = array_data->get_handle();
const unsigned char *data_pointer = handle->get_read_pointer(true);
SpeedTree::CGeometryBuffer *vbo = (SpeedTree::CGeometryBuffer *)cell->GetVbo();
nassertv(vbo->NumVertices() == num_tile_res * num_tile_res);
nassertv(vbo->NumVertices() * vbo->VertexSize() == handle->get_data_size_bytes());
vbo->OverwriteVertices(data_pointer, num_vertices, 0);
}
}
/**
* Returns true if the indicated GSG shares the appropriate API for this
* SpeedTreeNode, false otherwise.
*/
bool SpeedTreeNode::
validate_api(GraphicsStateGuardian *gsg) {
GraphicsPipe *pipe = gsg->get_pipe();
nassertr(pipe != (GraphicsPipe *)NULL, true);
#if defined(SPEEDTREE_OPENGL)
static const string compiled_api = "OpenGL";
#elif defined(SPEEDTREE_DIRECTX9)
static const string compiled_api = "DirectX9";
#else
#error Unexpected graphics API.
#endif
if (pipe->get_interface_name() != compiled_api) {
speedtree_cat.error()
<< "SpeedTree is compiled for " << compiled_api
<< ", cannot render with " << pipe->get_interface_name()
<< "\n";
_is_valid = false;
return false;
}
return true;
}
/**
* Called when the node is visited during the draw traversal, by virtue of our
* DrawCallback construct. This makes the calls into SpeedTree to perform the
* actual rendering.
*/
void SpeedTreeNode::
draw_callback(CallbackData *data) {
PStatTimer timer(_draw_speedtree_pcollector);
GeomDrawCallbackData *geom_cbdata;
DCAST_INTO_V(geom_cbdata, data);
GraphicsStateGuardian *gsg = DCAST(GraphicsStateGuardian, geom_cbdata->get_gsg());
setup_for_render(gsg);
// Set some initial state requirements.
SpeedTree::CRenderState::SetAlphaFunction(SpeedTree::ALPHAFUNC_GREATER, 0.0f);
// start the forest render
_forest_render.StartRender();
if (_forest_render.ShadowsAreEnabled()) {
// Update the shadow maps. TODO: consider updating these only every once
// in a while, instead of every frame, as a simple optimization.
PStatTimer timer(_draw_speedtree_shadows_pcollector);
render_forest_into_shadow_maps();
_forest_render.ClearBoundTextures( );
}
if (!_forest_render.UploadViewShaderParameters(_view)) {
speedtree_cat.warning()
<< "Couldn't set view parameters\n";
write_error(speedtree_cat.warning());
}
if (has_terrain()) {
PStatTimer timer1(_draw_speedtree_terrain_pcollector);
// Is this needed for terrain?
_terrain_render.UploadShaderConstants
(&_forest_render, _light_dir,
_forest_render.GetRenderInfo().m_sLightMaterial);
// set terrain render states
set_transparent_texture_mode(SpeedTree::TRANS_TEXTURE_NOTHING);
// render actual terrain
bool terrain = _terrain_render.Render
(&_forest_render, _visible_terrain, SpeedTree::RENDER_PASS_STANDARD,
_light_dir, _forest_render.GetRenderInfo().m_sLightMaterial,
&_forest_render.GetRenderStats());
if (!terrain) {
speedtree_cat.warning()
<< "Failed to render terrain\n";
write_error(speedtree_cat.warning());
// Clear the terrain so we don't keep spamming error messages.
_terrain = NULL;
}
}
{
// Now draw the actual trees.
PStatTimer timer1(_draw_speedtree_trees_pcollector);
// SpeedTree::ETextureAlphaRenderMode mode =
// SpeedTree::TRANS_TEXTURE_ALPHA_TESTING;
SpeedTree::ETextureAlphaRenderMode mode = SpeedTree::TRANS_TEXTURE_ALPHA_TO_COVERAGE;
// SpeedTree::ETextureAlphaRenderMode mode =
// SpeedTree::TRANS_TEXTURE_BLENDING; SpeedTree::ETextureAlphaRenderMode
// mode = SpeedTree::TRANS_TEXTURE_NOTHING;
set_transparent_texture_mode(SpeedTree::ETextureAlphaRenderMode(mode));
bool branches = _forest_render.RenderBranches(_visible_trees, SpeedTree::RENDER_PASS_STANDARD);
bool fronds = _forest_render.RenderFronds(_visible_trees, SpeedTree::RENDER_PASS_STANDARD);
bool leaf_meshes = _forest_render.RenderLeafMeshes(_visible_trees, SpeedTree::RENDER_PASS_STANDARD);
bool leaf_cards = _forest_render.RenderLeafCards(_visible_trees, SpeedTree::RENDER_PASS_STANDARD, _view);
bool billboards = _forest_render.RenderBillboards(_visible_trees, SpeedTree::RENDER_PASS_STANDARD, _view);
// Sometimes billboards comes back false, particularly if wind is
// disabled; but the billboards appear to have been rendered successfully.
// Weird. Just removing this test from the condition.
if (!branches || !fronds || !leaf_meshes || !leaf_cards /* || !billboards */) {
speedtree_cat.warning()
<< "Failed to render forest completely: "
<< branches << " " << fronds << " " << leaf_meshes << " " << leaf_cards << " " << billboards << "\n";
write_error(speedtree_cat.warning());
}
}
_forest_render.EndRender();
if (_forest_render.ShadowsAreEnabled() && speedtree_show_overlays) {
_forest_render.RenderOverlays();
}
// SpeedTree leaves the graphics state indeterminate. Make sure Panda
// doesn't rely on anything in the state.
geom_cbdata->set_lost_state(true);
}
/**
* Renders the forest from the point of view of the light, to fill up the
* shadow map(s).
*/
void SpeedTreeNode::
render_forest_into_shadow_maps() {
bool success = true;
// d3d10 allows A2C on render targets, so make sure to turn it off
SpeedTree::CRenderState::SetMultisampling(false);
SpeedTree::CRenderState::SetAlphaToCoverage(false);
#if defined(SPEEDTREE_OPENGL)
// Ensure the viewport is not constrained. SpeedTree doesn't expect that.
glDisable(GL_SCISSOR_TEST);
#endif
for (int smi = 0; smi < (int)_shadow_infos.size(); ++smi) {
const SpeedTree::CView &light_view = _shadow_infos[smi]._light_view;
const SpeedTree::SForestCullResults &light_cull = _shadow_infos[smi]._light_cull;
if (_forest_render.BeginShadowMap(smi, light_view)) {
success &= _forest_render.UploadViewShaderParameters(light_view);
// branch geometry can be rendered with backfacing triangle removed, so
// a closer tolerance can be used
SpeedTree::CRenderState::SetPolygonOffset(1.0f, 0.125f);
success &= _forest_render.RenderBranches(light_cull, SpeedTree::RENDER_PASS_SHADOW);
// the remaining geometry types cannot be backface culled, so we need a
// much more aggressive offset
SpeedTree::CRenderState::SetPolygonOffset(10.0f, 1.0f);
success &= _forest_render.RenderFronds(light_cull, SpeedTree::RENDER_PASS_SHADOW);
success &= _forest_render.RenderLeafMeshes(light_cull, SpeedTree::RENDER_PASS_SHADOW);
success &= _forest_render.RenderLeafCards(light_cull, SpeedTree::RENDER_PASS_SHADOW, light_view);
// We don't bother to render billboard geometry into the shadow map(s).
success &= _forest_render.EndShadowMap(smi);
}
}
// SpeedTree::CRenderState::SetMultisampling(m_sUserSettings.m_nSampleCount
// > 0);
if (!success) {
speedtree_cat.warning()
<< "Failed to render shadow maps\n";
write_error(speedtree_cat.warning());
}
}
/**
* Does whatever calls are necessary to set up the forest for rendering--
* create vbuffers, load shaders, and whatnot. Primarily, this is the calls
* to InitTreeGraphics and the like.
*/
void SpeedTreeNode::
setup_for_render(GraphicsStateGuardian *gsg) {
if (!_done_first_init) {
// This is the first time we have entered the draw callback since creating
// any SpeedTreeNode. Now we have an opportunity to do any initial setup
// that requires a graphics context.
#ifdef SPEEDTREE_OPENGL
// For OpenGL, we have to ensure GLEW has been initialized. (SpeedTree
// uses it, though Panda doesn't.)
GLenum err = glewInit();
if (err != GLEW_OK) {
speedtree_cat.error()
<< "GLEW initialization failed: %s\n", glewGetErrorString(err);
// Can't proceed without GLEW.
_is_valid = false;
return;
}
// Insist that OpenGL 2.0 is available as the SpeedTree renderer requires
// it.
if (!GLEW_VERSION_2_0) {
speedtree_cat.error()
<< "The SpeedTree OpenGL implementation requires OpenGL 2.0 or better to run; this system has version " << glGetString(GL_VERSION) << "\n";
_is_valid = false;
return;
}
#endif // SPEEDTREE_OPENGL
_done_first_init = true;
}
#ifdef SPEEDTREE_DIRECTX9
// In DirectX, we have to tell SpeedTree our device pointer.
DXGraphicsStateGuardian9 *dxgsg = DCAST(DXGraphicsStateGuardian9, gsg);
SpeedTree::DX9::SetDevice(dxgsg->_screen->_d3d_device);
#endif // SPEEDTREE_DIRECTX9
if (_needs_repopulate) {
repopulate();
// Now init per-tree graphics
Trees::const_iterator ti;
for (ti = _trees.begin(); ti != _trees.end(); ++ti) {
InstanceList *instance_list = (*ti);
const STTree *tree = instance_list->get_tree();
const STInstances &instances = instance_list->_instances;
if (instances.empty()) {
continue;
}
int max_instances = 2;
SpeedTree::CMap<const SpeedTree::CTree*, SpeedTree::st_int32>::const_iterator si;
si = _population_stats.m_mMaxNumInstancesPerCellPerBase.find(tree->get_tree());
if (si != _population_stats.m_mMaxNumInstancesPerCellPerBase.end()) {
max_instances = max(max_instances, (int)si->second);
}
// Get the speedtree-textures-dir to pass for initialization.
string os_textures_dir;
if (!speedtree_textures_dir.empty()) {
os_textures_dir = speedtree_textures_dir.get_value().to_os_specific();
// Ensure the path ends with a terminal slash; SpeedTree requires
// this.
#if defined(WIN32) || defined(WIN64)
if (!os_textures_dir.empty() && os_textures_dir[os_textures_dir.length() - 1] != '\\') {
os_textures_dir += "\\";
}
#else
if (!os_textures_dir.empty() && os_textures_dir[os_textures_dir.length() - 1] != '/') {
os_textures_dir += "/";
}
#endif
}
if (!_forest_render.InitTreeGraphics((SpeedTree::CTreeRender *)tree->get_tree(),
max_instances, speedtree_horizontal_billboards,
os_textures_dir.c_str())) {
if (speedtree_cat.is_debug()) {
speedtree_cat.debug()
<< "Failed to init tree graphics for " << *tree << "\n";
write_error(speedtree_cat.debug());
}
}
}
// Init overall graphics
if (!_forest_render.InitGraphics(false)) {
speedtree_cat.warning()
<< "Failed to init graphics\n";
write_error(speedtree_cat.warning());
_is_valid = false;
return;
}
// This call apparently must be made at draw time, not earlier, because it
// might attempt to create OpenGL index buffers and such.
_forest_render.UpdateTreeCellExtents();
if (has_terrain()) {
// Now initialize the terrain.
if (!_terrain_render.Init(speedtree_terrain_num_lods,
speedtree_terrain_resolution,
speedtree_terrain_cell_size,
_terrain->get_st_vertex_format())) {
speedtree_cat.warning()
<< "Failed to init terrain\n";
write_error(speedtree_cat.warning());
}
}
// If we needed to repopulate, it means we didn't cull in the cull
// traversal. Do it now.
cull_forest();
_needs_repopulate = false;
}
if (has_terrain()) {
PStatTimer timer1(_draw_speedtree_terrain_update_pcollector);
update_terrain_cells();
}
}
/**
* Calls the SpeedTree methods to perform the needed cull calculations.
*/
void SpeedTreeNode::
cull_forest() {
{
PStatTimer timer1(_cull_speedtree_trees_pcollector);
_forest_render.CullAndComputeLOD(_view, _visible_trees);
}
if (has_terrain()) {
PStatTimer timer1(_cull_speedtree_terrain_pcollector);
_terrain_render.CullAndComputeLOD(_view, _visible_terrain);
}
if (_forest_render.ShadowsAreEnabled()) {
PStatTimer timer1(_cull_speedtree_shadows_pcollector);
for (int smi = 0; smi < (int)_shadow_infos.size(); ++smi) {
SpeedTree::CView &light_view = _shadow_infos[smi]._light_view;
SpeedTree::SForestCullResultsRender &light_cull = _shadow_infos[smi]._light_cull;
_forest_render.ComputeLightView
(_forest_render.GetLightDir(), _view.GetFrustumPoints(), smi,
light_view, 0.0f);
light_view.SetLodRefPoint(_view.GetCameraPos());
_forest_render.CullAndComputeLOD(light_view, light_cull, false);
}
}
}
/**
*
*/
void SpeedTreeNode::
print_forest_stats(const SpeedTree::CForest::SPopulationStats &forest_stats) const {
fprintf(stderr, "\n Forest Population Statistics\n");
fprintf(stderr, " ---------------------------------------------------\n");
fprintf(stderr, " # of tree cull cells: %d\n", forest_stats.m_nNumCells);
fprintf(stderr, " # of unique base trees: %d\n", forest_stats.m_nNumBaseTrees);
fprintf(stderr, " total # of instances: %d\n", forest_stats.m_nNumInstances);
fprintf(stderr, " average # of instances per base: %g\n", forest_stats.m_fAverageNumInstancesPerBase);
fprintf(stderr, " max # of billboards/instances per cell: %d\n", forest_stats.m_nMaxNumBillboardsPerCell);
fprintf(stderr, " max # of instances per cell per base:\n");
SpeedTree::CMap<const SpeedTree::CTree*, SpeedTree::st_int32>::const_iterator i;
for (i = forest_stats.m_mMaxNumInstancesPerCellPerBase.begin( ); i != forest_stats.m_mMaxNumInstancesPerCellPerBase.end( ); ++i) {
fprintf(stderr, " %35s: %4d\n", SpeedTree::CFixedString(i->first->GetFilename( )).NoPath( ).c_str( ), i->second);
}
fprintf(stderr, " average # instances per cell: %g\n", forest_stats.m_fAverageInstancesPerCell);
fprintf(stderr, " max # of billboard images: %d\n", forest_stats.m_nMaxNumBillboardImages);
fprintf(stderr, "\n");
}
/**
* Tells the BamReader how to create objects of type SpeedTreeNode.
*/
void SpeedTreeNode::
register_with_read_factory() {
BamReader::get_factory()->register_factory(get_class_type(), make_from_bam);
}
/**
* Writes the contents of this object to the datagram for shipping out to a
* Bam file.
*/
void SpeedTreeNode::
write_datagram(BamWriter *manager, Datagram &dg) {
PandaNode::write_datagram(manager, dg);
int num_trees = _trees.size();
dg.add_uint32(num_trees);
Trees::const_iterator ti;
for (ti = _trees.begin(); ti != _trees.end(); ++ti) {
InstanceList *instance_list = (*ti);
instance_list->write_datagram(manager, dg);
}
}
/**
* This function is called by the BamReader's factory when a new object of
* type SpeedTreeNode is encountered in the Bam file. It should create the
* SpeedTreeNode and extract its information from the file.
*/
TypedWritable *SpeedTreeNode::
make_from_bam(const FactoryParams &params) {
SpeedTreeNode *node = new SpeedTreeNode("");
DatagramIterator scan;
BamReader *manager;
parse_params(params, scan, manager);
node->fillin(scan, manager);
return node;
}
/**
* This internal function is called by make_from_bam to read in all of the
* relevant data from the BamFile for the new SpeedTreeNode.
*/
void SpeedTreeNode::
fillin(DatagramIterator &scan, BamReader *manager) {
PandaNode::fillin(scan, manager);
int num_trees = scan.get_uint32();
_trees.reserve(num_trees);
for (int i = 0; i < num_trees; i++) {
InstanceList *instance_list = new InstanceList(NULL);
instance_list->fillin(scan, manager);
if (instance_list->get_tree() == (STTree *)NULL) {
// The tree wasn't successfully loaded. Don't keep it.
delete instance_list;
} else {
_trees.push_back(instance_list);
}
}
_trees.sort();
}
/**
*
*/
void SpeedTreeNode::InstanceList::
output(ostream &out) const {
out << *_tree << ": " << _instances.size() << " instances";
}
/**
*
*/
void SpeedTreeNode::InstanceList::
write(ostream &out, int indent_level) const {
indent(out, indent_level)
<< *_tree << ": " << _instances.size() << " instances.\n";
STInstances::const_iterator ii;
for (ii = _instances.begin(); ii != _instances.end(); ++ii) {
indent(out, indent_level + 2)
<< STTransform(*ii) << "\n";
}
}
/**
* Writes the contents of this object to the datagram for shipping out to a
* Bam file.
*/
void SpeedTreeNode::InstanceList::
write_datagram(BamWriter *manager, Datagram &dg) {
// Compute the relative pathname to the SRT file.
VirtualFileSystem *vfs = VirtualFileSystem::get_global_ptr();
bool has_bam_dir = !manager->get_filename().empty();
Filename bam_dir = manager->get_filename().get_dirname();
Filename srt_filename = _tree->get_fullpath();
bam_dir.make_absolute(vfs->get_cwd());
if (!has_bam_dir || !srt_filename.make_relative_to(bam_dir, true)) {
srt_filename.find_on_searchpath(get_model_path());
}
dg.add_string(srt_filename);
// Now record the instances.
int num_instances = _instances.size();
dg.add_uint32(num_instances);
STInstances::const_iterator ii;
for (ii = _instances.begin(); ii != _instances.end(); ++ii) {
STTransform transform = (*ii);
transform.write_datagram(manager, dg);
}
}
/**
* This internal function is called by make_from_bam to read in all of the
* relevant data from the BamFile for the new SpeedTreeNode.
*/
void SpeedTreeNode::InstanceList::
fillin(DatagramIterator &scan, BamReader *manager) {
// Get the relative pathname to the SRT file.
string srt_filename = scan.get_string();
// Now load up the SRT file using the Panda loader (which will also search
// the model-path if necessary).
Loader *loader = Loader::get_global_ptr();
PT(PandaNode) srt_root = loader->load_sync(srt_filename);
if (srt_root != NULL) {
NodePath srt(srt_root);
NodePath srt_np = srt.find("**/+SpeedTreeNode");
if (!srt_np.is_empty()) {
SpeedTreeNode *srt_node = DCAST(SpeedTreeNode, srt_np.node());
if (srt_node->get_num_trees() >= 1) {
_tree = (STTree *)srt_node->get_tree(0);
}
}
}
// Now read the instances.
int num_instances = scan.get_uint32();
_instances.reserve(num_instances);
for (int i = 0; i < num_instances; i++) {
STTransform transform;
transform.fillin(scan, manager);
_instances.push_back(transform);
}
}
/**
* This method called when the callback is triggered; it *replaces* the
* original function. To continue performing the original function, you must
* call cbdata->upcall() during the callback.
*/
void SpeedTreeNode::DrawCallback::
do_callback(CallbackData *data) {
_node->draw_callback(data);
}