]> git.mxchange.org Git - simgear.git/blobdiff - simgear/scene/sky/newcloud.cxx
Remove using std:: from the metar header, remove HTTP support, add very basic unit...
[simgear.git] / simgear / scene / sky / newcloud.cxx
index 1e16629e8a3f43bdc7dfef9037103ec44338e80c..0e9b7325de8fa16cb7da5f3b36adba70c8a200e4 100644 (file)
 
 #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>
 
@@ -60,6 +60,8 @@
 
 using namespace simgear;
 using namespace osg;
+using namespace std;
+
 
 namespace
 {
@@ -67,38 +69,38 @@ typedef std::map<std::string, osg::ref_ptr<Effect> > EffectMap;
 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()) {
@@ -108,9 +110,11 @@ SGNewCloud::SGNewCloud(string type,
                                      "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();
@@ -177,75 +181,109 @@ osg::ref_ptr<EffectGeode> SGNewCloud::genCloud() {
     
     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 used is a function of the (user-controlled) density
-    int n_sprites = num_sprites * sprite_density;
+    // The number of sprites we actually use is a function of the (user-controlled) density
+    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 and second sprites on the top and bottom, and the third in the
-        // center of the sphere (and at maximum size) to ensure good coverage and
-        // reduce the chance of there being "holes" in our cloud.
+        // 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 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 = height * 0.5f;
-        } else if (i == 1) {
-            x = 0;
-            y = 0;
-            z = - height * 0.5f;
-        } else if (i == 2) {
-            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;
         
-        if (i == 2) {
+        // Sprites are never taller than square.
+        if (sprite_height * min_sprite_height > sprite_width * min_sprite_width)
+        {
+            sprite_height = sprite_width * min_sprite_width / min_sprite_height;
+        }
+
+        if (i == 0) {
             // The center sprite is always maximum size to fill up any holes.
             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;
         }
         
-        // Determine the sprite texture indexes;
+        // 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--; }
-        
+        if (index_x >= num_textures_x) { index_x = num_textures_x - 1; }
+                
         int index_y = (int) floor(sg_random() * num_textures_y);
-        if (index_y == num_textures_y) { index_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);