]> git.mxchange.org Git - simgear.git/blobdiff - simgear/scene/sky/newcloud.cxx
Added some OSG headers for the correct evaluation of the OSG_VERSION_LESS_THAN macro.
[simgear.git] / simgear / scene / sky / newcloud.cxx
index 165e1268f2950dfc86a0b69ffd3c6bb930431f8f..18b7710c20115ca4f07f42584fdce8f678066997 100644 (file)
@@ -25,6 +25,7 @@
 #endif
 
 #include <osg/AlphaFunc>
+#include <osg/Depth>
 #include <osg/Program>
 #include <osg/Uniform>
 #include <osg/ref_ptr>
 
 #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/util/SGReaderWriterOptions.hxx>
 #include <simgear/scene/util/StateAttributeFactory.hxx>
 #include <simgear/scene/util/SGUpdateVisitor.hxx>
+#include <simgear/scene/util/RenderConstants.hxx>
 
 #include <algorithm>
 #include <osg/BlendFunc>
 
 using namespace simgear;
 using namespace osg;
+using namespace std;
 
-typedef std::map<std::string, osg::ref_ptr<osg::StateSet> > StateSetMap;
 
-StateSetMap cloudTextureMap;
-double SGNewCloud::sprite_density = 1.0;
-
-static char vertexShaderSource[] = 
-    "#version 120\n"
-    "\n"
-    "varying float fogFactor;\n"
-    "attribute vec3 usrAttr1;\n"
-    "attribute vec3 usrAttr2;\n"
-    "float textureIndexX = usrAttr1.r;\n"
-    "float textureIndexY = usrAttr1.g;\n"
-    "float wScale = usrAttr1.b;\n"
-    "float hScale = usrAttr2.r;\n"
-    "float shade = usrAttr2.g;\n"
-    "float cloud_height = usrAttr2.b;\n"
-    "void main(void)\n"
-    "{\n"
-    "  gl_TexCoord[0] = gl_MultiTexCoord0 + vec4(textureIndexX, textureIndexY, 0.0, 0.0);\n"
-    "  vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);\n"
-    "  vec4 l  = gl_ModelViewMatrixInverse * vec4(0.0,0.0,1.0,1.0);\n"
-    "  vec3 u = normalize(ep.xyz - l.xyz);\n"
-// Find a rotation matrix that rotates 1,0,0 into u. u, r and w are
-// the columns of that matrix.
-    "  vec3 absu = abs(u);\n"
-    "  vec3 r = normalize(vec3(-u.y, u.x, 0));\n"
-    "  vec3 w = cross(u, r);\n"
-// Do the matrix multiplication by [ u r w pos]. Assume no
-// scaling in the homogeneous component of pos.
-    "  gl_Position = vec4(0.0, 0.0, 0.0, 1.0);\n"
-    "  gl_Position.xyz = gl_Vertex.x * u * wScale;\n"
-    "  gl_Position.xyz += gl_Vertex.y * r * hScale;\n"
-    "  gl_Position.xyz += gl_Vertex.z * w;\n"
-    "  gl_Position.xyz += gl_Color.xyz;\n"
-// Determine a lighting normal based on the vertex position from the
-// center of the cloud, so that sprite on the opposite side of the cloud to the sun are darker.
-    "  float n = dot(normalize(gl_LightSource[0].position.xyz), normalize(mat3x3(gl_ModelViewMatrix) * gl_Position.xyz));\n"
-// Determine the position - used for fog and shading calculations        
-    "  vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Position);\n"
-    "  float fogCoord = abs(ecPosition.z);\n"
-    "  float fract = smoothstep(0.0, cloud_height, gl_Position.z + cloud_height);\n"
-// Final position of the sprite
-    "  gl_Position = gl_ModelViewProjectionMatrix * gl_Position;\n"
-// Limit the normal range from [0,1.0], and apply the shading (vertical factor)
-    "  n = min(smoothstep(-0.5, 0.5, n), shade * (1.0 - fract) + fract);\n"
-// This lighting normal is then used to mix between almost pure ambient (0) and diffuse (1.0) light
-    "  vec4 backlight = 0.9 * gl_LightSource[0].ambient + 0.1 * gl_LightSource[0].diffuse;\n"
-    "  gl_FrontColor = mix(backlight, gl_LightSource[0].diffuse, n);\n"
-    "  gl_FrontColor += gl_FrontLightModelProduct.sceneColor;\n"
-// As we get within 100m of the sprite, it is faded out. Equally at large distances it also fades out.
-    "  gl_FrontColor.a = min(smoothstep(10.0, 100.0, fogCoord), 1 - smoothstep(15000.0, 20000.0, fogCoord));\n"
-    "  gl_BackColor = gl_FrontColor;\n"
-// Fog doesn't affect clouds as much as other objects.        
-    "  fogFactor = exp( -gl_Fog.density * fogCoord * 0.5);\n"
-    "  fogFactor = clamp(fogFactor, 0.0, 1.0);\n"
-    "}\n";
-
-static char fragmentShaderSource[] = 
-    "uniform sampler2D baseTexture; \n"
-    "varying float fogFactor;\n"
-    "\n"
-    "void main(void)\n"
-    "{\n"
-    "  vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);\n"
-    "  vec4 finalColor = base * gl_Color;\n"
-    "  gl_FragColor.rgb = mix(gl_Fog.color.rgb, finalColor.rgb, fogFactor );\n"
-    "  gl_FragColor.a = finalColor.a;\n"
-    "}\n";
-
-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)
+namespace
 {
-    // Create a new StateSet for the texture, if required.
-    StateSetMap::iterator iter = SGCloudField::cloudTextureMap.find(texture);
-
-    if (iter == SGCloudField::cloudTextureMap.end()) {
-        stateSet = new osg::StateSet;
-                
-        osg::ref_ptr<osgDB::ReaderWriter::Options> options = makeOptionsFromPath(tex_path);
-                
-        osg::Texture2D *tex = new osg::Texture2D;
-        tex->setWrap( osg::Texture2D::WRAP_S, osg::Texture2D::CLAMP );
-        tex->setWrap( osg::Texture2D::WRAP_T, osg::Texture2D::CLAMP );
-        tex->setImage(osgDB::readImageFile(texture, options.get()));
-                
-        StateAttributeFactory* attribFactory = StateAttributeFactory::instance();
-        
-        stateSet->setMode(GL_LIGHTING,  osg::StateAttribute::ON);
-        stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
-        
-        // Fog handling
-        stateSet->setAttributeAndModes(attribFactory->getSmoothShadeModel());
-        stateSet->setAttributeAndModes(attribFactory->getStandardBlendFunc());
-
-        stateSet->setTextureAttributeAndModes(0, tex, osg::StateAttribute::ON );
-        stateSet->setRenderBinDetails(osg::StateSet::TRANSPARENT_BIN, "DepthSortedBin");
-                
-        static ref_ptr<AlphaFunc> alphaFunc;
-        static ref_ptr<Program> program;
-        static ref_ptr<Uniform> baseTextureSampler;
-        static ref_ptr<Material> material;
-                  
-        // Generate the shader etc, if we don't already have one.
-        if (!program.valid()) {
-            alphaFunc = new AlphaFunc;
-            alphaFunc->setFunction(AlphaFunc::GREATER,0.001f);
-            program  = new Program;
-            baseTextureSampler = new osg::Uniform("baseTexture", 0);
-            Shader* vertex_shader = new Shader(Shader::VERTEX, vertexShaderSource);
-            program->addShader(vertex_shader);
-            program->addBindAttribLocation("usrAttr1", CloudShaderGeometry::USR_ATTR_1);
-            program->addBindAttribLocation("usrAttr2", CloudShaderGeometry::USR_ATTR_2);
-            Shader* fragment_shader = new Shader(Shader::FRAGMENT, fragmentShaderSource);
-            program->addShader(fragment_shader);
-            material = new Material;
-            // DonĀ“t track vertex color
-            material->setColorMode(Material::OFF);
-            
-            // We don't actually use the material information either - see shader.
-            material->setAmbient(Material::FRONT_AND_BACK,
-                                 Vec4(0.5f, 0.5f, 0.5f, 1.0f));
-            material->setDiffuse(Material::FRONT_AND_BACK,
-                                 Vec4(0.5f, 0.5f, 0.5f, 1.0f));
-        }
-                  
-        stateSet->setAttributeAndModes(alphaFunc.get());
-        stateSet->setAttribute(program.get());
-        stateSet->addUniform(baseTextureSampler.get());
-        stateSet->setMode(GL_VERTEX_PROGRAM_TWO_SIDE, StateAttribute::ON);
-        stateSet->setAttribute(material.get());
-                
-        // Add the newly created texture to the map for use later.
-        SGCloudField::cloudTextureMap.insert(StateSetMap::value_type(texture,  stateSet));
-    } else {
-        stateSet = iter->second.get();
-    }
-    
-    quad = createOrthQuad(min_sprite_width, min_sprite_height, num_textures_x, num_textures_y);
+typedef std::map<std::string, osg::observer_ptr<Effect> > EffectMap;
+EffectMap effectMap;
 }
 
-SGNewCloud::~SGNewCloud() {
-}
+float SGNewCloud::sprite_density = 1.0;
 
-osg::Geometry* SGNewCloud::createOrthQuad(float w, float h, int varieties_x, int varieties_y)
+SGNewCloud::SGNewCloud(const SGPath &texture_root, const SGPropertyNode *cld_def, mt* s)
 {
-    // Create front and back polygons so we don't need to screw around
-    // with two-sided lighting in the shader.
-    osg::Vec3Array& v = *(new osg::Vec3Array(4));
-    osg::Vec3Array& n = *(new osg::Vec3Array(4));
-    osg::Vec2Array& t = *(new osg::Vec2Array(4));
+    // Set up the RNG with the passed in seed. This allows us to make the RNG repeatable
+    // if required.
+    seed = s;
+  
+    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);
     
-    float cw = w*0.5f;
-
-    v[0].set(0.0f, -cw, 0.0f);
-    v[1].set(0.0f,  cw, 0.0f);
-    v[2].set(0.0f,  cw, h);
-    v[3].set(0.0f, -cw, h);
+    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));
     
-    // The texture coordinate range is not the
-    // entire coordinate space - as the texture
-    // has a number of different clouds on it.
-    float tx = 1.0f/varieties_x;
-    float ty = 1.0f/varieties_y;
+    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));
 
-    t[0].set(0.0f, 0.0f);
-    t[1].set(  tx, 0.0f);
-    t[2].set(  tx, ty);
-    t[3].set(0.0f, ty);
+    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));
 
-    // The normal isn't actually use in lighting.
-    n[0].set(1.0f, -1.0f, -1.0f);
-    n[1].set(1.0f,  1.0f, -1.0f);
-    n[2].set(1.0f,  1.0f,  1.0f);
-    n[3].set(1.0f, -1.0f,  1.0f);
+    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");
 
-    osg::Geometry *geom = new osg::Geometry;
+    // Create a new Effect for the texture, if required.
+    EffectMap::iterator iter = effectMap.find(texture);
 
-    geom->setVertexArray(&v);
-    geom->setTexCoordArray(0, &t);
-    geom->setNormalArray(&n);
-    geom->setNormalBinding(Geometry::BIND_PER_VERTEX);
-    // No color for now; that's used to pass the position.
-    geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4));
+    if ((iter == effectMap.end())||
+        (!iter->second.lock(effect)))
+    {
+        SGPropertyNode_ptr pcloudEffect = new SGPropertyNode;
+        makeChild(pcloudEffect, "inherits-from")->setValue("Effects/cloud");
+        setValue(makeChild(makeChild(makeChild(pcloudEffect, "parameters"),
+                                     "texture"),
+                           "image"),
+                 texture);
+        ref_ptr<SGReaderWriterOptions> options;
+        options = SGReaderWriterOptions::fromPath(texture_root.str());
+        effect = makeEffect(pcloudEffect, true, options.get());
+        if (effect.valid())
+        {
+            if (iter == effectMap.end())
+                effectMap.insert(EffectMap::value_type(texture, effect));
+            else
+                iter->second = effect; // update existing, but empty observer
+        }
+    }
+}
 
-    return geom;
+SGNewCloud::~SGNewCloud() {
 }
 
+#if 0
 // return a random number between -n/2 and n/2, tending to 0
 static float Rnd(float n) {
-    return n * (-0.5f + (sg_random() + sg_random()) / 2.0f);
+    return n * (-0.5f + (mt_rand(seed) + mt_rand(seed)) / 2.0f);
 }
+#endif
 
-osg::ref_ptr<Geode> SGNewCloud::genCloud() {
+osg::ref_ptr<EffectGeode> SGNewCloud::genCloud() {
     
-    osg::ref_ptr<osg::Geode> geode = new Geode;
+    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;
+    float width = min_width + mt_rand(seed) * (max_width - min_width) - min_sprite_width;
+    float height = min_height + mt_rand(seed) * (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 + mt_rand(seed) * (max_top_lighting_factor - min_top_lighting_factor);
+    float middle_factor = min_middle_lighting_factor + mt_rand(seed) * (max_middle_lighting_factor - min_middle_lighting_factor);
+    float bottom_factor = min_bottom_lighting_factor + mt_rand(seed) * (max_bottom_lighting_factor - min_bottom_lighting_factor);
+    float shade_factor = min_shade_lighting_factor + mt_rand(seed) * (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 + mt_rand(seed));
     
     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 = mt_rand(seed) * SGD_2PI;
+            float elev  = mt_rand(seed) * 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;
         }
         
-        SGVec3f *pos = new SGVec3f(x, y, z); 
-
-        // 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;
+        // Determine the height and width
+        float sprite_width = min_sprite_width + mt_rand(seed) * (max_sprite_width - min_sprite_width);
+        float sprite_height = min_sprite_height + mt_rand(seed) * (max_sprite_height - min_sprite_height);
         
-        if (i == 2) {
+        // Sprites are never taller than square.
+        if (sprite_height > sprite_width )
+        {
+            sprite_height = sprite_width;
+        }
+
+        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;
+            sprite_width = max_sprite_width;
+            sprite_height = max_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 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)
+        {
+            z = 0.5f * sprite_height;
+        }        
+
+        // Determine the sprite texture indexes.
+        int index_x = (int) floor(mt_rand(seed) * num_textures_x);
+        if (index_x >= num_textures_x) { index_x = num_textures_x - 1; }
+                
+        int index_y = (int) floor(mt_rand(seed) * 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);
+        }
         
-        int index_y = (int) floor(sg_random() * num_textures_y);
-        if (index_y == num_textures_y) { index_y--; }
+        if (index_y >= num_textures_y) { index_y = num_textures_y - 1; }
         
-        sg->addSprite(*pos, 
-                    index_x, 
-                    index_y, 
-                    sprite_width, 
-                    sprite_height, 
-                    bottom_shade, 
-                    cull_distance_squared, 
-                    height * 0.5f);
+        sg->addSprite(SGVec3f(x, y, z), 
+                      index_x, 
+                      index_y, 
+                      sprite_width, 
+                      sprite_height, 
+                      cull_distance_squared);
     }
     
-    sg->setGeometry(quad);
+    sg->generateGeometry();
     geode->addDrawable(sg);
     geode->setName("3D cloud");
-    geode->setStateSet(stateSet.get());
+    geode->setEffect(effect.get());
+    geode->setNodeMask( ~simgear::MODELLIGHT_BIT );
     
     return geode;
 }