#include <simgear/compiler.h>
-#include <plib/sg.h>
#include <simgear/math/sg_random.h>
#include <simgear/misc/sg_path.hxx>
#include <simgear/misc/PathOptions.hxx>
#include <simgear/props/props.hxx>
#include <simgear/scene/model/model.hxx>
+#include <simgear/scene/model/SGReaderWriterXMLOptions.hxx>
#include <simgear/scene/util/StateAttributeFactory.hxx>
#include <simgear/scene/util/SGUpdateVisitor.hxx>
using namespace simgear;
using namespace osg;
+using namespace std;
+
namespace
{
EffectMap effectMap;
}
-double SGNewCloud::sprite_density = 1.0;
+float SGNewCloud::sprite_density = 1.0;
-SGNewCloud::SGNewCloud(string type,
- const SGPath &tex_path,
- string tex,
- double min_w,
- double max_w,
- double min_h,
- double max_h,
- double min_sprite_w,
- double max_sprite_w,
- double min_sprite_h,
- double max_sprite_h,
- double b,
- int n,
- int nt_x,
- int nt_y) :
- min_width(min_w),
- max_width(max_w),
- min_height(min_h),
- max_height(max_h),
- min_sprite_width(min_sprite_w),
- max_sprite_width(max_sprite_w),
- min_sprite_height(min_sprite_h),
- max_sprite_height(max_sprite_h),
- bottom_shade(b),
- num_sprites(n),
- num_textures_x(nt_x),
- num_textures_y(nt_y),
- texture(tex),
- name(type)
+SGNewCloud::SGNewCloud(const SGPath &texture_root, const SGPropertyNode *cld_def)
{
+ min_width = cld_def->getFloatValue("min-cloud-width-m", 500.0);
+ max_width = cld_def->getFloatValue("max-cloud-width-m", min_width*2);
+ min_height = cld_def->getFloatValue("min-cloud-height-m", 400.0);
+ max_height = cld_def->getFloatValue("max-cloud-height-m", min_height*2);
+ min_sprite_width = cld_def->getFloatValue("min-sprite-width-m", 200.0);
+ max_sprite_width = cld_def->getFloatValue("max-sprite-width-m", min_sprite_width*1.5);
+ min_sprite_height = cld_def->getFloatValue("min-sprite-height-m", 150);
+ max_sprite_height = cld_def->getFloatValue("max-sprite-height-m", min_sprite_height*1.5);
+ num_sprites = cld_def->getIntValue("num-sprites", 20);
+ num_textures_x = cld_def->getIntValue("num-textures-x", 4);
+ num_textures_y = cld_def->getIntValue("num-textures-y", 4);
+ height_map_texture = cld_def->getBoolValue("height-map-texture", false);
+
+ min_bottom_lighting_factor = cld_def->getFloatValue("min-bottom-lighting-factor", 1.0);
+ max_bottom_lighting_factor = cld_def->getFloatValue("max-bottom-lighting-factor", min(min_bottom_lighting_factor + 0.1, 1.0));
+
+ min_middle_lighting_factor = cld_def->getFloatValue("min-middle-lighting-factor", 1.0);
+ max_middle_lighting_factor = cld_def->getFloatValue("max-middle-lighting-factor", min(min_middle_lighting_factor + 0.1, 1.0));
+
+ min_top_lighting_factor = cld_def->getFloatValue("min-top-lighting-factor", 1.0);
+ max_top_lighting_factor = cld_def->getFloatValue("max-top-lighting-factor", min(min_top_lighting_factor + 0.1, 1.0));
+
+ min_shade_lighting_factor = cld_def->getFloatValue("min-shade-lighting-factor", 0.5);
+ max_shade_lighting_factor = cld_def->getFloatValue("max-shade-lighting-factor", min(min_shade_lighting_factor + 0.1, 1.0));
+
+ zscale = cld_def->getFloatValue("z-scale", 1.0);
+ texture = cld_def->getStringValue("texture", "cl_cumulus.png");
+
// Create a new Effect for the texture, if required.
EffectMap::iterator iter = effectMap.find(texture);
if (iter == effectMap.end()) {
"texture"),
"image"),
texture);
- osg::ref_ptr<osgDB::ReaderWriter::Options> options
- = makeOptionsFromPath(tex_path);
- if ((effect = makeEffect(pcloudEffect, true, options)))
+ ref_ptr<osgDB::ReaderWriter::Options> options
+ = makeOptionsFromPath(texture_root);
+ ref_ptr<SGReaderWriterXMLOptions> sgOptions
+ = new SGReaderWriterXMLOptions(*options.get());
+ if ((effect = makeEffect(pcloudEffect, true, sgOptions.get())))
effectMap.insert(EffectMap::value_type(texture, effect));
} else {
effect = iter->second.get();
osg::ref_ptr<EffectGeode> geode = new EffectGeode;
- CloudShaderGeometry* sg = new CloudShaderGeometry(num_textures_x, num_textures_y, max_width, max_height);
-
// Determine how big this specific cloud instance is. Note that we subtract
// the sprite size because the width/height is used to define the limits of
// the center of the sprites, not their edges.
float width = min_width + sg_random() * (max_width - min_width) - min_sprite_width;
float height = min_height + sg_random() * (max_height - min_height) - min_sprite_height;
+ if (width < 0.0) { width = 0.0; }
+ if (height < 0.0) { height = 0.0; }
+
+ // Determine appropriate shading factors
+ float top_factor = min_top_lighting_factor + sg_random() * (max_top_lighting_factor - min_top_lighting_factor);
+ float middle_factor = min_middle_lighting_factor + sg_random() * (max_middle_lighting_factor - min_middle_lighting_factor);
+ float bottom_factor = min_bottom_lighting_factor + sg_random() * (max_bottom_lighting_factor - min_bottom_lighting_factor);
+ float shade_factor = min_shade_lighting_factor + sg_random() * (max_shade_lighting_factor - min_shade_lighting_factor);
+
+ //printf("Cloud: %2f, %2f, %2f, %2f\n", top_factor, middle_factor, bottom_factor, shade_factor);
+
+ CloudShaderGeometry* sg = new CloudShaderGeometry(num_textures_x,
+ num_textures_y,
+ max_width + max_sprite_width,
+ max_height + max_sprite_height,
+ top_factor,
+ middle_factor,
+ bottom_factor,
+ shade_factor,
+ height,
+ zscale);
+
// Determine the cull distance. This is used to remove sprites that are too close together.
// The value is squared as we use vector calculations.
float cull_distance_squared = min_sprite_height * min_sprite_height * 0.1f;
// The number of sprites we actually use is a function of the (user-controlled) density
- int n_sprites = num_sprites * sprite_density * (0.5 + sg_random());
+ int n_sprites = num_sprites * sprite_density * (0.5f + sg_random());
for (int i = 0; i < n_sprites; i++)
{
// Determine the position of the sprite. Rather than being completely random,
// we place them on the surface of a distorted sphere. However, we place
// the first sprite in the center of the sphere (and at maximum size) to
- // ensure good coverage and reduce the chance of there being "holes" in our
+ // ensure good coverage and reduce the chance of there being "holes" in the
+ // middle of our cloud. Also note that (0,0,0) defines the _bottom_ of the
+ // cloud, not the middle.
float x, y, z;
if (i == 0) {
x = 0;
y = 0;
- z = 0;
+ z = height * 0.5;
} else {
- double theta = sg_random() * SGD_2PI;
- double elev = sg_random() * SGD_PI;
+ float theta = sg_random() * SGD_2PI;
+ float elev = sg_random() * SGD_PI;
x = width * cos(theta) * 0.5f * sin(elev);
y = width * sin(theta) * 0.5f * sin(elev);
- z = height * cos(elev) * 0.5f;
+ z = height * cos(elev) * 0.5f + height * 0.5f;
}
// Determine the height and width as scaling factors on the minimum size (used to create the quad).
float sprite_width = 1.0f + sg_random() * (max_sprite_width - min_sprite_width) / min_sprite_width;
float sprite_height = 1.0f + sg_random() * (max_sprite_height - min_sprite_height) / min_sprite_height;
-
+
// Sprites are never taller than square.
if (sprite_height * min_sprite_height > sprite_width * min_sprite_width)
{
sprite_width = 1.0f + (max_sprite_width - min_sprite_width) / min_sprite_width;
sprite_height = 1.0f + (max_sprite_height - min_sprite_height) / min_sprite_height;
}
+
+ // If the center of the sprite is less than half the sprite heightthe sprite will extend
+ // below the bottom of the cloud and must be shifted upwards. This is particularly important
+ // for cumulus clouds which have a very well defined base.
+ if (z < 0.5f * sprite_height * min_sprite_height)
+ {
+ z = 0.5f * sprite_height * min_sprite_height;
+ }
// Determine the sprite texture indexes.
int index_x = (int) floor(sg_random() * num_textures_x);
- if (index_x == num_textures_x) { index_x--; }
-
- // The y index depends on the positing of the sprite within the cloud.
- // This allows cloud designers to have particular sprites for the base
- // and tops of the cloud.
- int index_y = (int) floor((z / height + 0.5f) * num_textures_y);
- if (index_y == num_textures_y) { index_y--; }
+ if (index_x >= num_textures_x) { index_x = num_textures_x - 1; }
+
+ int index_y = (int) floor(sg_random() * num_textures_y);
+
+ if (height_map_texture) {
+ // The y index depends on the position of the sprite within the cloud.
+ // This allows cloud designers to have particular sprites for the base
+ // and tops of the cloud.
+ index_y = (int) floor((z / height) * num_textures_y);
+ }
+
+ if (index_y >= num_textures_y) { index_y = num_textures_y - 1; }
sg->addSprite(SGVec3f(x, y, z),
- index_x,
- index_y,
- sprite_width,
- sprite_height,
- bottom_shade,
- cull_distance_squared,
- height * 0.5f);
+ index_x,
+ index_y,
+ sprite_width,
+ sprite_height,
+ cull_distance_squared);
}
sg->setGeometry(quad);