#include <simgear/compiler.h>
-#include <simgear/math/sg_random.h>
#include <simgear/misc/sg_path.hxx>
-#include <simgear/scene/util/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>
namespace
{
-typedef std::map<std::string, osg::ref_ptr<Effect> > EffectMap;
+typedef std::map<std::string, osg::observer_ptr<Effect> > EffectMap;
EffectMap effectMap;
}
float SGNewCloud::sprite_density = 1.0;
-SGNewCloud::SGNewCloud(const SGPath &texture_root, const SGPropertyNode *cld_def)
+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);
// 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);
- ref_ptr<osgDB::Options> options
- = makeOptionsFromPath(texture_root);
- ref_ptr<SGReaderWriterOptions> sgOptions
- = new SGReaderWriterOptions(*options.get());
- if ((effect = makeEffect(pcloudEffect, true, sgOptions.get())))
- 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
+ }
}
}
#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
// 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 + 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);
+ 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);
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 * (0.5f + sg_random());
+ int n_sprites = num_sprites * sprite_density * (0.5f + mt_rand(seed));
for (int i = 0; i < n_sprites; i++)
{
y = 0;
z = height * 0.5;
} else {
- float theta = sg_random() * SGD_2PI;
- float 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 + height * 0.5f;
}
// Determine the height and width
- float sprite_width = min_sprite_width + sg_random() * (max_sprite_width - min_sprite_width);
- float sprite_height = min_sprite_height + sg_random() * (max_sprite_height - min_sprite_height);
+ 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);
// Sprites are never taller than square.
if (sprite_height > sprite_width )
}
// Determine the sprite texture indexes.
- int index_x = (int) floor(sg_random() * num_textures_x);
+ 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(sg_random() * num_textures_y);
+ 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.
geode->addDrawable(sg);
geode->setName("3D cloud");
geode->setEffect(effect.get());
+ geode->setNodeMask( ~simgear::MODELLIGHT_BIT );
return geode;
}