#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>
double 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->getDoubleValue("min-cloud-width-m", 500.0);
+ 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*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");
+
// Create a new Effect for the texture, if required.
EffectMap::iterator iter = effectMap.find(texture);
if (iter == effectMap.end()) {
"image"),
texture);
ref_ptr<osgDB::ReaderWriter::Options> options
- = makeOptionsFromPath(tex_path);
+ = makeOptionsFromPath(texture_root);
ref_ptr<SGReaderWriterXMLOptions> sgOptions
= new SGReaderWriterXMLOptions(*options.get());
if ((effect = makeEffect(pcloudEffect, true, sgOptions.get())))
osg::ref_ptr<EffectGeode> geode = new EffectGeode;
- CloudShaderGeometry* sg = new CloudShaderGeometry(num_textures_x, num_textures_y, max_width, max_height);
+ 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,