SGNewCloud::SGNewCloud(const SGPath &texture_root, const SGPropertyNode *cld_def)
{
min_width = cld_def->getDoubleValue("min-cloud-width-m", 500.0);
- max_width = cld_def->getDoubleValue("max-cloud-width-m", 1000.0);
- min_height = cld_def->getDoubleValue("min-cloud-height-m", min_width);
- max_height = cld_def->getDoubleValue("max-cloud-height-m", max_width);
+ max_width = cld_def->getDoubleValue("max-cloud-width-m", min_width*2);
+ min_height = cld_def->getDoubleValue("min-cloud-height-m", 400.0);
+ max_height = cld_def->getDoubleValue("max-cloud-height-m", min_height*2);
min_sprite_width = cld_def->getDoubleValue("min-sprite-width-m", 200.0);
- max_sprite_width = cld_def->getDoubleValue("max-sprite-width-m", min_sprite_width);
- min_sprite_height = cld_def->getDoubleValue("min-sprite-height-m", min_sprite_width);
- max_sprite_height = cld_def->getDoubleValue("max-sprite-height-m", max_sprite_width);
+ max_sprite_width = cld_def->getDoubleValue("max-sprite-width-m", min_sprite_width*1.5);
+ min_sprite_height = cld_def->getDoubleValue("min-sprite-height-m", 150);
+ max_sprite_height = cld_def->getDoubleValue("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);
bottom_shade = cld_def->getDoubleValue("bottom-shade", 1.0);
zscale = cld_def->getDoubleValue("z-scale", 1.0);
texture = cld_def->getStringValue("texture", "cl_cumulus.png");
osg::ref_ptr<EffectGeode> geode = new EffectGeode;
- CloudShaderGeometry* sg = new CloudShaderGeometry(num_textures_x, num_textures_y, max_width, max_height, zscale);
+ CloudShaderGeometry* sg = new CloudShaderGeometry(num_textures_x,
+ num_textures_y,
+ max_width + max_sprite_width,
+ max_height + max_sprite_height,
+ zscale);
// 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
// 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;
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);
+
+ 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 + 0.5f) * num_textures_y);
+ }
+
if (index_y == num_textures_y) { index_y--; }
+
sg->addSprite(SGVec3f(x, y, z),
index_x,
index_y,