#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;
+
namespace
{
-typedef std::map<std::string, osg::ref_ptr<Effect> > EffectMap;
+typedef std::map<std::string, osg::observer_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, mt* s)
{
+ // 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);
+
+ 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()) {
+
+ 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);
- osg::ref_ptr<osgDB::ReaderWriter::Options> options
- = makeOptionsFromPath(tex_path);
- if ((effect = makeEffect(pcloudEffect, true, options)))
- effectMap.insert(EffectMap::value_type(texture, effect));
- } else {
- effect = iter->second.get();
+ 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
+ }
}
- quad = createOrthQuad(min_sprite_width, min_sprite_height,
- num_textures_x, num_textures_y);
}
SGNewCloud::~SGNewCloud() {
}
-osg::Geometry* SGNewCloud::createOrthQuad(float w, float h, int varieties_x, int varieties_y)
-{
- // 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));
-
- 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);
-
- // 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;
-
- t[0].set(0.0f, 0.0f);
- t[1].set( tx, 0.0f);
- t[2].set( tx, ty);
- t[3].set(0.0f, ty);
-
- // 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);
-
- osg::Geometry *geom = new osg::Geometry;
-
- 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));
-
- return geom;
-}
-
#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<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;
}
- // 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(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);
+ sg->generateGeometry();
geode->addDrawable(sg);
geode->setName("3D cloud");
geode->setEffect(effect.get());
+ geode->setNodeMask( ~simgear::MODELLIGHT_BIT );
return geode;
}