pxmlw6n2f/Gazebo_Distributed_MPI/gazebo/rendering/HeightmapPrivate.hh

469 lines
18 KiB
C++

/*
* Copyright (C) 2015 Open Source Robotics Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
#ifndef _GAZEBO_RENDERING_HEIGHTMAPPRIVATE_HH_
#define _GAZEBO_RENDERING_HEIGHTMAPPRIVATE_HH_
#include <string>
#include <vector>
#include <boost/filesystem.hpp>
#include <ignition/math/Vector3.hh>
#include "gazebo/rendering/RenderTypes.hh"
namespace Ogre
{
class PageManager;
class PagedWorld;
class TerrainGlobalOptions;
class TerrainGroup;
class TerrainPaging;
}
namespace gazebo
{
namespace common
{
class HeightmapData;
}
namespace rendering
{
/// \internal
/// \brief Custom terrain material generator for GLSL terrains.
/// A custom material generator that lets Gazebo use GLSL shaders
/// (as opposed to the default Cg shaders provided by Ogre) for rendering
/// terrain.
class GzTerrainMatGen : public Ogre::TerrainMaterialGeneratorA
{
/// \brief Constructor
public: GzTerrainMatGen();
/// \brief Destructor
public: virtual ~GzTerrainMatGen();
/// \brief Shader model 2 profile target.
public: class SM2Profile :
public Ogre::TerrainMaterialGeneratorA::SM2Profile
{
/// \brief Constructor
public: SM2Profile(Ogre::TerrainMaterialGenerator *_parent,
const Ogre::String &_name, const Ogre::String &_desc);
/// \brief Destructor
public: virtual ~SM2Profile();
public: Ogre::MaterialPtr generate(const Ogre::Terrain *_terrain);
public: Ogre::MaterialPtr generateForCompositeMap(
const Ogre::Terrain *_terrain);
public: void UpdateParams(const Ogre::MaterialPtr &_mat,
const Ogre::Terrain *_terrain);
public: void UpdateParamsForCompositeMap(const Ogre::MaterialPtr &_mat,
const Ogre::Terrain *_terrain);
protected: virtual void addTechnique(const Ogre::MaterialPtr &_mat,
const Ogre::Terrain *_terrain, TechniqueType _tt);
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Woverloaded-virtual"
#endif // ifdef __clang__
/// \brief Utility class to help with generating shaders for GLSL.
/// The class contains a collection of functions that are used to
/// dynamically generate a complete vertex or fragment shader program
/// in a string format.
protected: class ShaderHelperGLSL :
public Ogre::TerrainMaterialGeneratorA::SM2Profile::ShaderHelperGLSL
{
public: virtual Ogre::HighLevelGpuProgramPtr generateVertexProgram(
const SM2Profile *_prof, const Ogre::Terrain *_terrain,
TechniqueType _tt);
public: virtual Ogre::HighLevelGpuProgramPtr generateFragmentProgram(
const SM2Profile *_prof, const Ogre::Terrain *_terrain,
TechniqueType _tt);
public: virtual void updateParams(const SM2Profile *_prof,
const Ogre::MaterialPtr &_mat,
const Ogre::Terrain *_terrain, bool _compositeMap);
protected: virtual void generateVpHeader(const SM2Profile *_prof,
const Ogre::Terrain *_terrain, TechniqueType _tt,
Ogre::StringStream &_outStream);
protected: virtual void generateVpFooter(const SM2Profile *_prof,
const Ogre::Terrain *_terrain, TechniqueType _tt,
Ogre::StringStream &_outStream);
protected: virtual void generateVertexProgramSource(
const SM2Profile *_prof, const Ogre::Terrain *_terrain,
TechniqueType _tt,
Ogre::StringStream &_outStream);
protected: virtual void defaultVpParams(const SM2Profile *_prof,
const Ogre::Terrain *_terrain, TechniqueType _tt,
const Ogre::HighLevelGpuProgramPtr &_prog);
protected: virtual unsigned int generateVpDynamicShadowsParams(
unsigned int _texCoordStart, const SM2Profile *_prof,
const Ogre::Terrain *_terrain, TechniqueType _tt,
Ogre::StringStream &_outStream);
protected: virtual void generateVpDynamicShadows(
const SM2Profile *_prof, const Ogre::Terrain *_terrain,
TechniqueType _tt,
Ogre::StringStream &_outStream);
protected: virtual void generateFpHeader(const SM2Profile *_prof,
const Ogre::Terrain *_terrain,
TechniqueType tt,
Ogre::StringStream &_outStream);
protected: virtual void generateFpLayer(const SM2Profile *_prof,
const Ogre::Terrain *_terrain, TechniqueType tt,
Ogre::uint _layer,
Ogre::StringStream &_outStream);
protected: virtual void generateFpFooter(const SM2Profile *_prof,
const Ogre::Terrain *_terrain,
TechniqueType tt,
Ogre::StringStream &_outStream);
protected: virtual void generateFpDynamicShadowsParams(
Ogre::uint *_texCoord, Ogre::uint *_sampler,
const SM2Profile *_prof, const Ogre::Terrain *_terrain,
TechniqueType _tt,
Ogre::StringStream &_outStream);
protected: virtual void generateFpDynamicShadowsHelpers(
const SM2Profile *_prof,
const Ogre::Terrain *_terrain,
TechniqueType tt,
Ogre::StringStream &_outStream);
protected: void generateFpDynamicShadows(const SM2Profile *_prof,
const Ogre::Terrain *_terrain, TechniqueType _tt,
Ogre::StringStream &_outStream);
protected: virtual void generateFragmentProgramSource(
const SM2Profile *_prof,
const Ogre::Terrain *_terrain,
TechniqueType _tt,
Ogre::StringStream &_outStream);
protected: virtual void updateVpParams(const SM2Profile *_prof,
const Ogre::Terrain *_terrain, TechniqueType _tt,
const Ogre::GpuProgramParametersSharedPtr &_params);
private: Ogre::String GetChannel(Ogre::uint _idx);
};
// Needed to allow access from ShaderHelperGLSL to protected members
// of SM2Profile.
friend ShaderHelperGLSL;
/// Keeping the CG shader for reference.
/// \brief Utility class to help with generating shaders for Cg / HLSL.
/// Original implementation from Ogre that generates Cg shaders
protected: class ShaderHelperCg :
public Ogre::TerrainMaterialGeneratorA::SM2Profile::ShaderHelperCg
{
public: virtual Ogre::HighLevelGpuProgramPtr generateFragmentProgram(
const SM2Profile *_prof, const Ogre::Terrain *_terrain,
TechniqueType _tt);
public: virtual Ogre::HighLevelGpuProgramPtr generateVertexProgram(
const SM2Profile *_prof, const Ogre::Terrain *_terrain,
TechniqueType _tt);
protected: virtual void generateVpHeader(const SM2Profile *_prof,
const Ogre::Terrain *_terrain, TechniqueType _tt,
Ogre::StringStream &_outStream);
protected: virtual void generateVpFooter(const SM2Profile *_prof,
const Ogre::Terrain *_terrain, TechniqueType _tt,
Ogre::StringStream &_outStream);
protected: virtual void generateVertexProgramSource(
const SM2Profile *_prof, const Ogre::Terrain *_terrain,
TechniqueType _tt,
Ogre::StringStream &_outStream);
protected: virtual void defaultVpParams(const SM2Profile *_prof,
const Ogre::Terrain *_terrain, TechniqueType _tt,
const Ogre::HighLevelGpuProgramPtr &_prog);
protected: virtual unsigned int generateVpDynamicShadowsParams(
unsigned int _texCoordStart, const SM2Profile *_prof,
const Ogre::Terrain *_terrain, TechniqueType _tt,
Ogre::StringStream &_outStream);
protected: virtual void generateVpDynamicShadows(
const SM2Profile *_prof, const Ogre::Terrain *_terrain,
TechniqueType _tt,
Ogre::StringStream &_outStream);
};
// Needed to allow access from ShaderHelperCg to protected members
// of SM2Profile.
friend ShaderHelperCg;
#ifdef __clang__
#pragma clang diagnostic pop
// ifdef __clang__
#endif
};
};
/// \internal
/// \brief Custom terrain material generator.
/// A custom material generator that lets user specify their own material
/// script for rendering the heightmap.
class TerrainMaterial : public Ogre::TerrainMaterialGenerator
{
/// \brief Constructor
/// \param[in] _materialName Name of material
public: TerrainMaterial(const std::string &_materialName);
/// \brief Set terrain material
/// \param[in] _materialName Name of material
public: void setMaterialByName(const std::string &_materialname);
/// \brief Set the grid size of the terrain, i.e. Number of terrain slots.
/// This will be used to determined how the texture will be mapped to the
/// terrain
/// \param[in] _size Grid size of the terrain
public: void setGridSize(const unsigned int _size);
/// \brief Subclassed to provide profile-specific material generation
class Profile : public Ogre::TerrainMaterialGenerator::Profile
{
/// \brief Constructor
/// \param[in] _parent Ogre terrain material generator object
/// \param[in] _name Name of the profile
/// \param[on] _desc Profile description
public: Profile(Ogre::TerrainMaterialGenerator *_parent,
const Ogre::String &_name, const Ogre::String &_desc);
/// \brief Destructor.
public: ~Profile();
// Documentation Inherited
public: bool isVertexCompressionSupported() const;
// Documentation Inherited
public: Ogre::MaterialPtr generate(const Ogre::Terrain *_terrain);
// Documentation Inherited
public: Ogre::MaterialPtr generateForCompositeMap(
const Ogre::Terrain *_terrain);
// Documentation Inherited
public: void setLightmapEnabled(bool _enabled);
// Documentation Inherited
public: Ogre::uint8 getMaxLayers(const Ogre::Terrain *_terrain) const;
// Documentation Inherited
public: void updateParams(const Ogre::MaterialPtr& mat,
const Ogre::Terrain *_terrain);
// Documentation Inherited
public: void updateParamsForCompositeMap(const Ogre::MaterialPtr& mat,
const Ogre::Terrain *_terrain);
// Documentation Inherited
public: void requestOptions(Ogre::Terrain *_terrain);
};
/// \brief Name of material
protected: std::string materialName;
/// \brief Size of grid
protected: unsigned int gridSize = 1u;
};
/// \internal
/// \brief Pretends to provide procedural page content to avoid page loading
class DummyPageProvider : public Ogre::PageProvider
{
/// \brief Give a provider the opportunity to prepare page content
/// procedurally. The parameters are not used.
public: bool prepareProceduralPage(Ogre::Page*, Ogre::PagedWorldSection*)
{
return true;
}
/// \brief Give a provider the opportunity to load page content
/// procedurally. The parameters are not used.
public: bool loadProceduralPage(Ogre::Page*, Ogre::PagedWorldSection*)
{
return true;
}
/// \brief Give a provider the opportunity to unload page content
/// procedurally. The parameters are not used.
public: bool unloadProceduralPage(Ogre::Page*, Ogre::PagedWorldSection*)
{
return true;
}
/// \brief Give a provider the opportunity to unprepare page content
/// procedurally. The parameters are not used.
public:
bool unprepareProceduralPage(Ogre::Page*, Ogre::PagedWorldSection*)
{
return true;
}
};
/// \internal
/// \brief Private data for the Heightmap class
class HeightmapPrivate
{
/// \brief The terrain pages are loaded if the distance from the camera is
/// within the loadRadius. See Ogre::TerrainPaging::createWorldSection().
/// LoadRadiusFactor is a multiplier applied to the terrain size to create
/// a load radius that depends on the terrain size.
public: static const double loadRadiusFactor;
/// \brief The terrain pages are held in memory but not loaded if they
/// are not ready when the camera is within holdRadius distance. See
/// Ogre::TerrainPaging::createWorldSection(). HoldRadiusFactor is a
/// multiplier applied to the terrain size to create a hold radius that
/// depends on the terrain size.
public: static const double holdRadiusFactor;
/// \brief Hash file name that should be present for every terrain file
/// loaded using paging.
public: static const boost::filesystem::path hashFilename;
/// \brief Name of the top level directory where all the paging info is
/// stored
public: static const boost::filesystem::path pagingDirname;
/// \brief When the terrain paging is enabled, the terrain information
/// for every piece of terrain is stored in disk. This is the path of
/// the top level directory where these files are located.
public: boost::filesystem::path gzPagingDir;
/// \brief The scene.
public: ScenePtr scene;
/// \brief Size of the terrain.
public: ignition::math::Vector3d terrainSize;
/// \brief Size of the heightmap data.
public: unsigned int dataSize;
/// \brief Origin of the terrain.
public: ignition::math::Vector3d terrainOrigin;
/// \brief Global options.
public: Ogre::TerrainGlobalOptions *terrainGlobals = nullptr;
/// \brief Group of terrains.
public: Ogre::TerrainGroup *terrainGroup;
/// \brief True if the terrain was imported.
public: bool terrainsImported;
/// \brief The diffuse textures.
public: std::vector<std::string> diffuseTextures;
/// \brief The normal textures.
public: std::vector<std::string> normalTextures;
/// \brief The size of the world sections.
public: std::vector<double> worldSizes;
/// \brief The material blending heights.
public: std::vector<double> blendHeight;
/// \brief Material blend fade distances.
public: std::vector<double> blendFade;
/// \brief The raw height values received from physics.
public: std::vector<float> heights;
/// \brief Pointer to the terrain material generator.
public: GzTerrainMatGen *gzMatGen = nullptr;
/// \brief A page provider is needed to use the paging system.
public: DummyPageProvider dummyPageProvider;
/// \brief Central registration point for extension classes,
/// such as the PageStrategy, PageContentFactory.
public: Ogre::PageManager *pageManager = nullptr;
/// \brief Type of paging applied
public: Ogre::TerrainPaging *terrainPaging = nullptr;
/// \brief Collection of world content
public: Ogre::PagedWorld *world;
/// \brief Collection of terrains. Every terrain might be paged.
public: std::vector<std::vector<float> > subTerrains;
/// \brief Used to iterate over all the terrains
public: int terrainIdx;
/// \brief Flag that enables/disables the terrain paging
public: bool useTerrainPaging;
/// \brief True if the terrain's hash does not match the image's hash
public: bool terrainHashChanged;
/// \brief Name of custom material to use for the terrain. If empty,
/// default material with glsl shader will be used.
public: std::string materialName;
/// \brief Filename of the terrain data
public: std::string filename;
/// \brief Pointer to heightmap data
public: common::HeightmapData *heightmapData = nullptr;
/// \brief Number of samples per heightmap datum
public: unsigned int sampling = 2u;
/// \brief Max pixel error allowed for rendering the heightmap. This
/// affects the transitions between LOD levels.
public: double maxPixelError = 0.0;
/// \brief Skirt length on LOD tiles
public: double skirtLength = 1.0;
/// \brief True if the terrain need to be split into subterrains
public: bool splitTerrain = false;
/// \brief Number of pieces in which a terrain is subdivided. Used
/// for paging and also when heighmap is too large for LOD to work.
public: unsigned int numTerrainSubdivisions = 16u;
/// \brief Event connections
public: std::vector<event::ConnectionPtr> connections;
};
}
}
#endif