//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
-// Foundation, 59 Temple Place, Suite 330, Boston, MA 02111-1307, USA
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
//
# include <simgear_config.h>
#endif
+#include <osg/AlphaFunc>
+#include <osg/Depth>
+#include <osg/Program>
+#include <osg/Uniform>
+#include <osg/ref_ptr>
+#include <osg/Texture2D>
+#include <osg/NodeVisitor>
+#include <osg/PositionAttitudeTransform>
+#include <osg/Material>
+#include <osgUtil/UpdateVisitor>
+#include <osgDB/ReadFile>
+#include <osgDB/FileUtils>
+
+
#include <simgear/compiler.h>
-#include <plib/sg.h>
-#include <plib/ssg.h>
#include <simgear/math/sg_random.h>
#include <simgear/misc/sg_path.hxx>
-#include <simgear/structure/ssgSharedPtr.hxx>
-
-#include STL_ALGORITHM
-#include SG_GLU_H
+#include <simgear/misc/PathOptions.hxx>
+#include <simgear/props/props.hxx>
+#include <simgear/scene/model/model.hxx>
+#include <simgear/scene/model/SGReaderWriterXMLOptions.hxx>
+#include <simgear/scene/util/StateAttributeFactory.hxx>
+#include <simgear/scene/util/SGUpdateVisitor.hxx>
+
+#include <algorithm>
+#include <osg/BlendFunc>
+#include <osg/GLU>
+#include <osg/ShadeModel>
#include "cloudfield.hxx"
#include "newcloud.hxx"
+#include "CloudShaderGeometry.hxx"
+using namespace simgear;
+using namespace osg;
-/*
-*/
-
-static ssgSharedPtr<ssgTexture> cloudTextures[SGNewCloud::CLTexture_max];
-
-
-bool SGNewCloud::useAnisotropic = true;
-SGBbCache *SGNewCloud::cldCache = 0;
-static bool texturesLoaded = false;
-static float minx, maxx, miny, maxy, minz, maxz;
-static int cloudIdCounter = 1;
-
-float SGNewCloud::nearRadius = 3500.0f;
-bool SGNewCloud::lowQuality = false;
-sgVec3 SGNewCloud::sunlight = {0.5f, 0.5f, 0.5f};
-sgVec3 SGNewCloud::ambLight = {0.5f, 0.5f, 0.5f};
-sgVec3 SGNewCloud::modelSunDir = {0,1,0};
-
-
-void SGNewCloud::init(void) {
- bbId = -1;
- fadeActive = false;
- duration = 100.0f;
- fadetimer = 100.0f;
- pauseLength = 0.0f;
- last_step = -1.0f;
- familly = CLFamilly_nn;
- cloudId = ++cloudIdCounter;
- sgSetVec3(center, 0.0f, 0.0f, 0.0f);
- sgSetVec3(cloudpos, 0.0f, 0.0f, 0.0f);
- radius = 0.0f;
- delta_base = 0.0f;
- list_spriteContainer.reserve(8);
- list_spriteDef.reserve(40);
-
- if( cldCache == 0 ) {
- cldCache = new SGBbCache;
- cldCache->init( 64 );
- }
-}
-
-// constructor
-SGNewCloud::SGNewCloud(CLFamilly_type classification)
+namespace
{
- init();
- familly = classification;
+typedef std::map<std::string, osg::ref_ptr<Effect> > EffectMap;
+EffectMap effectMap;
}
-SGNewCloud::SGNewCloud(string classification)
+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)
{
- init();
- if( classification == "cu" )
- familly = CLFamilly_cu;
- else if( classification == "cb" )
- familly = CLFamilly_cb;
- else if( classification == "st" )
- familly = CLFamilly_st;
- else if( classification == "ns" )
- familly = CLFamilly_ns;
- else if( classification == "sc" )
- familly = CLFamilly_sc;
- else if( classification == "as" )
- familly = CLFamilly_as;
- else if( classification == "ac" )
- familly = CLFamilly_ac;
- else if( classification == "ci" )
- familly = CLFamilly_ci;
- else if( classification == "cc" )
- familly = CLFamilly_cc;
- else if( classification == "cs" )
- familly = CLFamilly_cs;
+ // Create a new Effect for the texture, if required.
+ EffectMap::iterator iter = effectMap.find(texture);
+ if (iter == effectMap.end()) {
+ SGPropertyNode_ptr pcloudEffect = new SGPropertyNode;
+ makeChild(pcloudEffect, "inherits-from")->setValue("Effects/cloud");
+ setValue(makeChild(makeChild(makeChild(pcloudEffect, "parameters"),
+ "texture"),
+ "image"),
+ texture);
+ ref_ptr<osgDB::ReaderWriter::Options> options
+ = makeOptionsFromPath(tex_path);
+ ref_ptr<SGReaderWriterXMLOptions> sgOptions
+ = new SGReaderWriterXMLOptions(*options.get());
+ if ((effect = makeEffect(pcloudEffect, true, sgOptions.get())))
+ effectMap.insert(EffectMap::value_type(texture, effect));
+ } else {
+ effect = iter->second.get();
+ }
+ quad = createOrthQuad(min_sprite_width, min_sprite_height,
+ num_textures_x, num_textures_y);
}
SGNewCloud::~SGNewCloud() {
- list_spriteDef.clear();
- list_spriteContainer.clear();
- cldCache->free( bbId, cloudId );
-}
-
-
-// load all textures used to draw cloud sprites
-void SGNewCloud::loadTextures(const string &tex_path) {
- if( texturesLoaded )
- return;
- texturesLoaded = true;
-
- SGPath cloud_path;
-
- cloud_path.set(tex_path);
- cloud_path.append("cl_cumulus.rgb");
- cloudTextures[ CLTexture_cumulus ] = new ssgTexture( cloud_path.str().c_str(), false, false, false );
-
- cloud_path.set(tex_path);
- cloud_path.append("cl_stratus.rgb");
- cloudTextures[ CLTexture_stratus ] = new ssgTexture( cloud_path.str().c_str(), false, false, false );
-
-}
-
-void SGNewCloud::startFade(bool direction, float duration, float pauseLength) {
- if(duration <= 0.0) {
- fadeActive = false;
- return;
- }
- this->direction = direction;
- fadetimer = 0.0;
- this->duration = duration;
- this->pauseLength = pauseLength;
- last_step = -1.0;
- fadeActive = true;
-}
-void SGNewCloud::setFade(float howMuch) {
- duration = 100.0;
- fadetimer = howMuch;
- fadeActive = false;
- last_step = -1.0;
-}
-
-
-static inline float rayleighCoeffAngular(float cosAngle) {
- return 3.0f / 4.0f * (1.0f + cosAngle * cosAngle);
-}
-
-// cp is normalized (len==1)
-static void CartToPolar3d(sgVec3 cp, sgVec3 polar) {
- polar[0] = atan2(cp[1], cp[0]);
- polar[1] = SG_PI / 2.0f - atan2(sqrt (cp[0] * cp[0] + cp[1] * cp[1]), cp[2]);
- polar[2] = 1.0f;
-}
-
-static void PolarToCart3d(sgVec3 p, sgVec3 cart) {
- float tmp = cos(p[1]);
- cart[0] = cos(p[0]) * tmp;
- cart[1] = sin(p[0]) * tmp;
- cart[2] = sin(p[1]);
-}
-
-
-// compute the light for a cloud sprite corner
-// from the normal and the sun, scaled by the Rayleigh factor
-// and finaly added to the ambient light
-static inline void lightFunction(sgVec3 normal, sgVec4 light, float pf) {
- float cosAngle = sgScalarProductVec3( normal, SGNewCloud::modelSunDir);
- float vl = (1.0f - 0.5f + cosAngle * 0.5f) * pf;
- sgScaleVec3( light, SGNewCloud::sunlight, 0.25f + 0.75f * vl );
- sgAddVec3( light, SGNewCloud::ambLight );
- // we need to clamp or else the light will bug when adding transparency
- if( light[0] > 1.0 ) light[0] = 1.0;
- if( light[1] > 1.0 ) light[1] = 1.0;
- if( light[2] > 1.0 ) light[2] = 1.0;
- light[3] = 1.0;
-}
-
-// compute the light for a cloud sprite
-// we use ambient light and orientation versus sun position
-void SGNewCloud::computeSimpleLight(sgVec3 FakeEyePos) {
- // constant Rayleigh factor if we are not doing Anisotropic lighting
- float pf = 1.0f;
-
- list_of_spriteDef::iterator iSprite;
- for( iSprite = list_spriteDef.begin() ; iSprite != list_spriteDef.end() ; iSprite++ ) {
- if( useAnisotropic ) {
- sgVec3 eyeDir;
- sgSubVec3(eyeDir, iSprite->pos, FakeEyePos);
- sgNormaliseVec3(eyeDir);
- float cosAngle = sgScalarProductVec3(eyeDir, modelSunDir);
- pf = rayleighCoeffAngular(cosAngle);
- }
- lightFunction(iSprite->n0, iSprite->l0, pf);
- lightFunction(iSprite->n1, iSprite->l1, pf);
- lightFunction(iSprite->n2, iSprite->l2, pf);
- lightFunction(iSprite->n3, iSprite->l3, pf);
-
- }
-}
-
-
-// add a new box to the cloud
-void SGNewCloud::addContainer (float x, float y, float z, float r, CLbox_type type) {
- spriteContainer cont;
- sgSetVec3( cont.pos, x, y, z );
- cont.r = r;
- cont.cont_type = type;
- sgSetVec3( cont.center, 0.0f, 0.0f, 0.0f);
- list_spriteContainer.push_back( cont );
- // don't place cloud below his base
- if( y - r*0.50 < delta_base )
- delta_base = y - r*0.50;
}
-// add a sprite inside a box
-void SGNewCloud::addSprite(float x, float y, float z, float r, CLbox_type type, int box) {
- spriteDef newSpriteDef;
- int rank = list_spriteDef.size();
- sgSetVec3( newSpriteDef.pos, x, y - delta_base, z);
- newSpriteDef.box = box;
- newSpriteDef.sprite_type = type;
- newSpriteDef.rank = rank;
- newSpriteDef.r = r;
- list_spriteDef.push_back( newSpriteDef );
- spriteContainer *thisBox = &list_spriteContainer[box];
- sgVec3 deltaPos;
- sgSubVec3( deltaPos, newSpriteDef.pos, thisBox->pos );
- sgAddVec3( thisBox->center, deltaPos );
-
- r = r * 0.70f; // 0.5 * 1.xxx
- if( x - r < minx )
- minx = x - r;
- if( y - r < miny )
- miny = y - r;
- if( z - r < minz )
- minz = z - r;
- if( x + r > maxx )
- maxx = x + r;
- if( y + r > maxy )
- maxy = y + r;
- if( z + r > maxz )
- maxz = z + r;
-
+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;
}
-// return a random number between -n/2 and n/2
+#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());
+ return n * (-0.5f + (sg_random() + sg_random()) / 2.0f);
}
-
-// generate all sprite with defined boxes
-void SGNewCloud::genSprites( void ) {
- float x, y, z, r;
- int N, sc;
- minx = miny = minz = 99999.0;
- maxx = maxy = maxz = -99999.0;
-
- N = list_spriteContainer.size();
- for(int i = 0 ; i < N ; i++ ) {
- spriteContainer *thisBox = & list_spriteContainer[i];
- // the type defines how the sprites can be positioned inside the box, their size, etc
- switch(thisBox->cont_type) {
- case CLbox_sc:
- sc = 1;
- r = thisBox->r + Rnd(0.2f);
- x = thisBox->pos[SG_X] + Rnd(thisBox->r * 0.75f);
- y = thisBox->pos[SG_Y] + Rnd(thisBox->r * 0.75f);
- z = thisBox->pos[SG_Z] + Rnd(thisBox->r * 0.75f);
- addSprite(x, y, z, r, thisBox->cont_type, i);
- break;
- case CLbox_stratus:
- sc = 1;
- r = thisBox->r;
- x = thisBox->pos[SG_X];
- y = thisBox->pos[SG_Y];
- z = thisBox->pos[SG_Z];
- addSprite(x, y, z, r, thisBox->cont_type, i);
- break;
- case CLbox_cumulus:
- for( sc = 0 ; sc <= 4 ; sc ++ ) {
- r = thisBox->r + Rnd(0.2f);
- x = thisBox->pos[SG_X] + Rnd(thisBox->r * 0.75f);
- y = thisBox->pos[SG_Y] + Rnd(thisBox->r * 0.5f);
- z = thisBox->pos[SG_Z] + Rnd(thisBox->r * 0.75f);
- if ( y < thisBox->pos[SG_Y] - thisBox->r / 10.0f )
- y = thisBox->pos[SG_Y] - thisBox->r / 10.0f;
- addSprite(x, y, z, r, thisBox->cont_type, i);
- }
- break;
- default:
- for( sc = 0 ; sc <= 4 ; sc ++ ) {
- r = thisBox->r + Rnd(0.2f);
- x = thisBox->pos[SG_X] + Rnd(thisBox->r);
- y = thisBox->pos[SG_Y] + Rnd(thisBox->r);
- z = thisBox->pos[SG_Z] + Rnd(thisBox->r);
- addSprite(x, y, z, r, thisBox->cont_type, i);
- }
- break;
- }
- sgScaleVec3(thisBox->center, 1.0f / sc);
- }
-
- radius = maxx - minx;
- if ( (maxy - miny) > radius )
- radius = (maxy - miny);
- if ( (maxz - minz) > radius )
- radius = (maxz - minz);
- radius /= 2.0f;
- sgSetVec3( center, (maxx + minx) / 2.0f, (maxy + miny) / 2.0f, (maxz + minz) / 2.0f );
-
- const float ang = 45.0f * SG_PI / 180.0f;
-
- // compute normals
- list_of_spriteDef::iterator iSprite;
- for( iSprite = list_spriteDef.begin() ; iSprite != list_spriteDef.end() ; iSprite++ ) {
- sgVec3 normal;
- spriteContainer *thisSpriteContainer = &list_spriteContainer[iSprite->box];
- if( familly == CLFamilly_sc || familly == CLFamilly_cu || familly == CLFamilly_cb) {
- sgSubVec3(normal, iSprite->pos, center);
- } else {
- sgSubVec3(normal, iSprite->pos, thisSpriteContainer->pos);
- sgSubVec3(normal, thisSpriteContainer->center);
- sgSubVec3(normal, cloudpos);
- }
- if( normal[0] == 0.0f && normal[1] == 0.0f && normal[2] == 0.0f )
- sgSetVec3( normal, 0.0f, 1.0f, 0.0f );
- sgNormaliseVec3(normal);
- // use exotic lightning function, this will give more 'relief' to the clouds
- // compute a normal for each vextex this will simulate a smooth shading for a round shape
- sgVec3 polar, pt;
- // I suspect this code to be bugged...
- CartToPolar3d(normal, polar);
- sgCopyVec3(iSprite->normal, normal);
-
- // offset the normal vector by some angle for each vertex
- sgSetVec3(pt, polar[0] - ang, polar[1] - ang, polar[2]);
- PolarToCart3d(pt, iSprite->n0);
- sgSetVec3(pt, polar[0] + ang, polar[1] - ang, polar[2]);
- PolarToCart3d(pt, iSprite->n1);
- sgSetVec3(pt, polar[0] + ang, polar[1] + ang, polar[2]);
- PolarToCart3d(pt, iSprite->n2);
- sgSetVec3(pt, polar[0] - ang, polar[1] + ang, polar[2]);
- PolarToCart3d(pt, iSprite->n3);
- }
-
- // experimental : clouds are dissipating with time
- if( familly == CLFamilly_cu ) {
- startFade(true, 300.0f, 30.0f);
- fadetimer = sg_random() * 300.0f;
- }
-}
-
-
-// definition of a cu cloud, only for testing
-void SGNewCloud::new_cu(void) {
- float s = 250.0f;
- float r = Rnd(1.0) + 0.5;
- if( r < 0.5f ) {
- addContainer(0.0f, 0.0f, 0.0f, s, CLbox_cumulus);
- addContainer(s, 0, 0, s, CLbox_cumulus);
- addContainer(0, 0, 2 * s, s, CLbox_cumulus);
- addContainer(s, 0, 2 * s, s, CLbox_cumulus);
-
- addContainer(-1.2f * s, 0.2f * s, s, s * 1.4f, CLbox_cumulus);
- addContainer(0.2f * s, 0.2f * s, s, s * 1.4f, CLbox_cumulus);
- addContainer(1.6f * s, 0.2f * s, s, s * 1.4f, CLbox_cumulus);
- } else if ( r < 0.90f ) {
- addContainer(0, 0, 0, s * 1.2, CLbox_cumulus);
- addContainer(s, 0, 0, s, CLbox_cumulus);
- addContainer(0, 0, s, s, CLbox_cumulus);
- addContainer(s * 1.1, 0, s, s * 1.2, CLbox_cumulus);
-
- addContainer(-1.2 * s, 1 + 0.2 * s, s * 0.5, s * 1.4, CLbox_standard);
- addContainer(0.2 * s, 1 + 0.25 * s, s * 0.5, s * 1.5, CLbox_standard);
- addContainer(1.6 * s, 1 + 0.2 * s, s * 0.5, s * 1.4, CLbox_standard);
-
- } else {
- // cb
- s = 675.0f;
- addContainer(0, 0, 0, s, CLbox_cumulus);
- addContainer(0, 0, s, s, CLbox_cumulus);
- addContainer(s, 0, s, s, CLbox_cumulus);
- addContainer(s, 0, 0, s, CLbox_cumulus);
-
- addContainer(s / 2, s, s / 2, s * 1.5, CLbox_standard);
-
- addContainer(0, 2 * s, 0, s, CLbox_standard);
- addContainer(0, 2 * s, s, s, CLbox_standard);
- addContainer(s, 2 * s, s, s, CLbox_standard);
- addContainer(s, 2 * s, 0, s, CLbox_standard);
-
- }
- genSprites();
-}
-
-
-// define the new position of the cloud (inside the cloud field, not on sphere)
-void SGNewCloud::SetPos(sgVec3 newPos) {
- int N = list_spriteDef.size();
- sgVec3 deltaPos;
- sgSubVec3( deltaPos, newPos, cloudpos );
-
- // for each particle
- for(int i = 0 ; i < N ; i ++) {
- sgAddVec3( list_spriteDef[i].pos, deltaPos );
- }
- sgAddVec3( center, deltaPos );
- sgSetVec3( cloudpos, newPos[SG_X], newPos[SG_Y], newPos[SG_Z]);
-}
-
-
-
-
-void SGNewCloud::drawContainers() {
-
-
-}
-
-
-
-// sort on distance to eye because of transparency
-void SGNewCloud::sortSprite( sgVec3 eye ) {
- list_of_spriteDef::iterator iSprite;
-
- // compute distance from sprite to eye
- for( iSprite = list_spriteDef.begin() ; iSprite != list_spriteDef.end() ; iSprite++ ) {
- sgVec3 dist;
- sgSubVec3( dist, iSprite->pos, eye );
- iSprite->dist = -(dist[0]*dist[0] + dist[1]*dist[1] + dist[2]*dist[2]);
- }
- std::sort( list_spriteDef.begin(), list_spriteDef.end() );
-}
-
-// render the cloud on screen or on the RTT texture to build the impostor
-void SGNewCloud::Render3Dcloud( bool drawBB, sgVec3 FakeEyePos, sgVec3 deltaPos, float dist_center ) {
-
- float step = ( list_spriteDef.size() * (direction ? fadetimer : duration-fadetimer)) / duration;
- int clrank = (int) step;
- float clfadeinrank = (step - clrank);
- last_step = step;
-
- float CloudVisFade = 1.0 / (0.7f * SGCloudField::get_CloudVis());
- // blend clouds with sky based on distance to limit the contrast of distant cloud
- float t = 1.0f - dist_center * CloudVisFade;
-// if ( t < 0.0f )
-// return;
-
- computeSimpleLight( FakeEyePos );
-
- // view point sort, we sort because of transparency
- sortSprite( FakeEyePos );
-
- float dark = (familly == CLFamilly_cb ? 0.9f : 1.0f);
-
- GLint previousTexture = -1, thisTexture;
- list_of_spriteDef::iterator iSprite;
- for( iSprite = list_spriteDef.begin() ; iSprite != list_spriteDef.end() ; iSprite++ ) {
- // skip this sprite if faded
- if(iSprite->rank > clrank)
- continue;
- // choose texture to use depending on sprite type
- switch(iSprite->sprite_type) {
- case CLbox_stratus:
- thisTexture = CLTexture_stratus;
- break;
- default:
- thisTexture = CLTexture_cumulus;
- break;
- }
- // in practice there is no texture switch (atm)
- if( previousTexture != thisTexture ) {
- previousTexture = thisTexture;
- glBindTexture(GL_TEXTURE_2D, cloudTextures[thisTexture]->getHandle());
- }
-
- sgVec3 translate;
- sgSubVec3( translate, iSprite->pos, deltaPos);
-
-
- // flipx and flipy are random texture flip flags, this gives more random clouds
- float flipx = (float) ( iSprite->rank & 1 );
- float flipy = (float) ( (iSprite->rank >> 1) & 1 );
- // cu texture have a flat bottom so we can't do a vertical flip
- if( iSprite->sprite_type == CLbox_cumulus )
- flipy = 0.0f;
-// if( iSprite->sprite_type == CLbox_stratus )
-// flipx = 0.0f;
- // adjust colors depending on cloud type
- // TODO : rewrite that later, still experimental
- switch(iSprite->sprite_type) {
- case CLbox_cumulus:
- // dark bottom
- sgScaleVec3(iSprite->l0, 0.8f * dark);
- sgScaleVec3(iSprite->l1, 0.8f * dark);
- sgScaleVec3(iSprite->l2, dark);
- sgScaleVec3(iSprite->l3, dark);
- break;
- case CLbox_stratus:
- // usually dark grey
- if( familly == CLFamilly_st ) {
- sgScaleVec3(iSprite->l0, 0.8f);
- sgScaleVec3(iSprite->l1, 0.8f);
- sgScaleVec3(iSprite->l2, 0.8f);
- sgScaleVec3(iSprite->l3, 0.8f);
- } else {
- sgScaleVec3(iSprite->l0, 0.7f);
- sgScaleVec3(iSprite->l1, 0.7f);
- sgScaleVec3(iSprite->l2, 0.7f);
- sgScaleVec3(iSprite->l3, 0.7f);
- }
- break;
- default:
- // darker bottom than top
- sgScaleVec3(iSprite->l0, 0.8f);
- sgScaleVec3(iSprite->l1, 0.8f);
- break;
- }
- float r = iSprite->r * 0.5f;
-
- sgVec4 l0, l1, l2, l3;
- sgCopyVec4 ( l0, iSprite->l0 );
- sgCopyVec4 ( l1, iSprite->l1 );
- sgCopyVec4 ( l2, iSprite->l2 );
- sgCopyVec4 ( l3, iSprite->l3 );
- if( ! drawBB ) {
- // now clouds at the far plane are half blended
- sgScaleVec4( l0, t );
- sgScaleVec4( l1, t );
- sgScaleVec4( l2, t );
- sgScaleVec4( l3, t );
- }
- if( iSprite->rank == clrank ) {
- sgScaleVec4( l0, clfadeinrank );
- sgScaleVec4( l1, clfadeinrank );
- sgScaleVec4( l2, clfadeinrank );
- sgScaleVec4( l3, clfadeinrank );
- }
- // compute the rotations so that the quad is facing the camera
- sgVec3 pos;
- sgSetVec3( pos, translate[SG_X], translate[SG_Z], translate[SG_Y] );
- sgCopyVec3( translate, pos );
- translate[2] -= FakeEyePos[1];
-// sgNormaliseVec3( translate );
- float dist_sprite = sgLengthVec3 ( translate );
- sgScaleVec3 ( translate, SG_ONE / dist_sprite ) ;
- sgVec3 x, y, up = {0.0f, 0.0f, 1.0f};
- if( dist_sprite > 2*r ) {
- sgVectorProductVec3(x, translate, up);
- sgVectorProductVec3(y, x, translate);
- } else {
- sgCopyVec3( x, SGCloudField::view_X );
- sgCopyVec3( y, SGCloudField::view_Y );
- }
- sgScaleVec3(x, r);
- sgScaleVec3(y, r);
-
- sgVec3 left, right;
- if( drawBB )
- sgSetVec3( left, iSprite->pos[SG_X], iSprite->pos[SG_Z], iSprite->pos[SG_Y]);
- else
- sgCopyVec3( left, pos );
- sgSubVec3 (left, y);
- sgAddVec3 (right, left, x);
- sgSubVec3 (left, x);
-
- glBegin(GL_QUADS);
- glColor4fv(l0);
- glTexCoord2f(flipx, 1.0f - flipy);
- glVertex3fv(left);
- glColor4fv(l1);
- glTexCoord2f(1.0f - flipx, 1.0f - flipy);
- glVertex3fv(right);
- sgScaleVec3( y, 2.0 );
- sgAddVec3( left, y);
- sgAddVec3( right, y);
- glColor4fv(l2);
- glTexCoord2f(1.0f - flipx, flipy);
- glVertex3fv(right);
- glColor4fv(l3);
- glTexCoord2f(flipx, flipy);
- glVertex3fv(left);
-
- glEnd();
-
- }
-}
-
-
-// compute rotations so that a quad is facing the camera
-// TODO:change obsolete code because we dont use glrotate anymore
-void SGNewCloud::CalcAngles(sgVec3 refpos, sgVec3 FakeEyePos, float *angleY, float *angleX) {
- sgVec3 upAux, lookAt, objToCamProj, objToCam;
- float angle, angle2;
-
- sgSetVec3(objToCamProj, -FakeEyePos[SG_X] + refpos[SG_X], -FakeEyePos[SG_Z] + refpos[SG_Z], 0.0f);
- sgNormaliseVec3(objToCamProj);
-
- sgSetVec3(lookAt, 0.0f, 1.0f, 0.0f);
- sgVectorProductVec3(upAux, lookAt, objToCamProj);
- angle = sgScalarProductVec3(lookAt, objToCamProj);
- if( (angle < 0.9999f) && (angle > -0.9999f) ) {
- angle = acos(angle) * 180.0f / SG_PI;
- if( upAux[2] < 0.0f )
- angle = -angle;
- } else
- angle = 0.0f;
-
- sgSetVec3(objToCam, -FakeEyePos[SG_X] + refpos[SG_X], -FakeEyePos[SG_Z] + refpos[SG_Z], -FakeEyePos[SG_Y] + refpos[SG_Y]);
- sgNormaliseVec3(objToCam);
-
- angle2 = sgScalarProductVec3(objToCamProj, objToCam);
- if( (angle2 < 0.9999f) && (angle2 > -0.9999f) ) {
- angle2 = -acos(angle2) * 180.0f / SG_PI;
- if( objToCam[2] > 0.0f )
- angle2 = -angle2;
- } else
- angle2 = 0.0f;
-
- angle2 += 90.0f;
-
- *angleY = angle;
- *angleX = angle2;
-}
-
-// draw a cloud but this time we use the impostor texture
-void SGNewCloud::RenderBB(sgVec3 deltaPos, bool first_time, float dist_center) {
-
- sgVec3 translate;
- sgSubVec3( translate, center, deltaPos);
-
- // blend clouds with sky based on distance to limit the contrast of distant cloud
- float CloudVisFade = (1.0f * SGCloudField::get_CloudVis());
-
- float t = 1.0f - (dist_center - 1.0*radius) / CloudVisFade;
- if ( t < 0.0f )
- return;
- if( t > 1.0f )
- t = 1.0f;
- if( t > 0.50f )
- t *= 1.1f;
- glColor4f(t, t, t, t);
- float r = radius;
- // compute the rotations so that the quad is facing the camera
- sgVec3 pos;
- sgSetVec3( pos, translate[SG_X], translate[SG_Z], translate[SG_Y] );
- sgCopyVec3( translate, pos );
- pos[2] += deltaPos[1];
-
- sgNormaliseVec3( translate );
- sgVec3 x, y, up = {0.0f, 0.0f, 1.0f};
- sgVectorProductVec3(x, translate, up);
- sgVectorProductVec3(y, x, translate);
- if(first_time) {
- sgCopyVec3( rotX, x );
- sgCopyVec3( rotY, y );
- } else if(fabs(sgScalarProductVec3(rotX, x)) < 0.93f || fabs(sgScalarProductVec3(rotY, y)) < 0.93f ) {
- // ask for a redraw of this impostor if the view angle changed too much
- sgCopyVec3( rotX, x );
- sgCopyVec3( rotY, y );
- cldCache->invalidate(cloudId, bbId);
- }
- sgScaleVec3(x, r);
- sgScaleVec3(y, r);
-
- sgVec3 left, right;
- sgCopyVec3( left, pos );
- sgSubVec3 (left, y);
- sgAddVec3 (right, left, x);
- sgSubVec3 (left, x);
-
- glBegin(GL_QUADS);
- glTexCoord2f(0.0f, 0.0f);
- glVertex3fv(left);
- glTexCoord2f(1.0f, 0.0f);
- glVertex3fv(right);
- sgScaleVec3( y, 2.0 );
- sgAddVec3( left, y);
- sgAddVec3( right, y);
- glTexCoord2f(1.0f, 1.0f);
- glVertex3fv(right);
- glTexCoord2f(0.0f, 1.0f);
- glVertex3fv(left);
- glEnd();
-
-#if 0 // debug only
- int age = cldCache->queryImpostorAge(bbId);
- // draw a red border for the newly generated BBs else draw a white border
- if( age < 200 )
- glColor3f(1, 0, 0);
- else
- glColor3f(1, 1, 1);
-
- glBindTexture(GL_TEXTURE_2D, 0);
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- glBegin(GL_QUADS);
- glVertex2f(-r, -r);
- glVertex2f(r, -r);
- glVertex2f(r, r);
- glVertex2f(-r, r);
- glEnd();
- glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-
#endif
-}
-
-// determine if it is a good idea to use an impostor to render the cloud
-bool SGNewCloud::isBillboardable(float dist) {
-
- if( dist <= ( 2.1f * radius ) ) {
- // inside cloud
- return false;
- }
- if( (dist-radius) <= nearRadius ) {
- // near clouds we don't want to use BB
- return false;
- }
- return true;
-}
-
-
-
-// render the cloud, fakepos is a relative position inside the cloud field
-void SGNewCloud::Render(sgVec3 FakeEyePos) {
- sgVec3 dist;
-
- sgVec3 deltaPos;
- sgCopyVec3( deltaPos, FakeEyePos);
- deltaPos[1] = 0.0;
- sgSubVec3( dist, center, FakeEyePos);
- float dist_center = sgLengthVec3(dist);
-
- if( fadeActive ) {
- fadetimer += SGCloudField::timer_dt;
- if( fadetimer > duration + pauseLength ) {
- // fade out after fade in, and vice versa
- direction = ! direction;
- fadetimer = 0.0;
- }
- }
-
- if( !isBillboardable(dist_center) ) {
- // not a good candidate for impostors, draw a real cloud
- Render3Dcloud(false, FakeEyePos, deltaPos, dist_center);
- } else {
- GLuint texID = 0;
- bool first_time = false;
- // lets use our impostor
- if( bbId >= 0)
- texID = cldCache->QueryTexID(cloudId, bbId);
-
- // ok someone took our impostor, so allocate a new one
- if( texID == 0 ) {
- // allocate a new Impostor
- bbId = cldCache->alloc(cloudId);
- texID = cldCache->QueryTexID(cloudId, bbId);
- first_time = true;
- }
- if( texID == 0 ) {
- // no more free texture in the pool
- Render3Dcloud(false, FakeEyePos, deltaPos, dist_center);
- } else {
- float angleX=0.0f, angleY=0.0f;
-
- // force a redraw of the impostor if the cloud shape has changed enought
- float step = ( list_spriteDef.size() * (direction ? fadetimer : duration-fadetimer)) / duration;
- if( fabs(step - last_step) > 0.5f )
- cldCache->invalidate(cloudId, bbId);
-
- if( ! cldCache->isBbValid( cloudId, bbId, angleY, angleX)) {
- // we must build or rebuild this billboard
- // start render to texture
- cldCache->beginCapture();
- // set transformation matrices
- cldCache->setRadius(radius, dist_center);
- gluLookAt(FakeEyePos[SG_X], FakeEyePos[SG_Z], FakeEyePos[SG_Y], center[SG_X], center[SG_Z], center[SG_Y], 0.0, 0.0, 1.0);
- // draw into texture
- Render3Dcloud(true, FakeEyePos, deltaPos, dist_center);
- // save rotation angles for later use
- // TODO:this is not ok
- cldCache->setReference(cloudId, bbId, angleY, angleX);
- // save the rendered cloud into the cache
- cldCache->setTextureData( bbId );
- // finish render to texture and go back into standard context
- cldCache->endCapture();
- }
- // draw the newly built BB or an old one
- glBindTexture(GL_TEXTURE_2D, texID);
- RenderBB(FakeEyePos, first_time, dist_center);
- }
- }
-
+osg::ref_ptr<EffectGeode> SGNewCloud::genCloud() {
+
+ 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;
+
+ // 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 use is a function of the (user-controlled) density
+ int n_sprites = num_sprites * sprite_density * (0.5 + sg_random());
+
+ 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 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
+
+ float x, y, z;
+
+ if (i == 0) {
+ x = 0;
+ y = 0;
+ z = 0;
+ } 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;
+ }
+
+ // 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_height = sprite_width * min_sprite_width / min_sprite_height;
+ }
+
+ 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;
+ }
+
+ // 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);
+ if (index_y == num_textures_y) { index_y--; }
+
+ sg->addSprite(SGVec3f(x, y, z),
+ index_x,
+ index_y,
+ sprite_width,
+ sprite_height,
+ bottom_shade,
+ cull_distance_squared,
+ height * 0.5f);
+ }
+
+ sg->setGeometry(quad);
+ geode->addDrawable(sg);
+ geode->setName("3D cloud");
+ geode->setEffect(effect.get());
+
+ return geode;
}