#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/model/SGReaderWriterXMLOptions.hxx>
#include <simgear/scene/util/StateAttributeFactory.hxx>
#include <simgear/scene/util/SGUpdateVisitor.hxx>
using namespace simgear;
using namespace osg;
+using namespace std;
-typedef std::map<std::string, osg::ref_ptr<osg::StateSet> > StateSetMap;
-StateSetMap cloudTextureMap;
-double SGNewCloud::sprite_density = 1.0;
-
-static char vertexShaderSource[] =
- "#version 120\n"
- "\n"
- "varying float fogFactor;\n"
- "attribute vec3 usrAttr1;\n"
- "attribute vec3 usrAttr2;\n"
- "float textureIndexX = usrAttr1.r;\n"
- "float textureIndexY = usrAttr1.g;\n"
- "float wScale = usrAttr1.b;\n"
- "float hScale = usrAttr2.r;\n"
- "float shade = usrAttr2.g;\n"
- "float cloud_height = usrAttr2.b;\n"
- "void main(void)\n"
- "{\n"
- " gl_TexCoord[0] = gl_MultiTexCoord0 + vec4(textureIndexX, textureIndexY, 0.0, 0.0);\n"
- " vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);\n"
- " vec4 l = gl_ModelViewMatrixInverse * vec4(0.0,0.0,1.0,1.0);\n"
- " vec3 u = normalize(ep.xyz - l.xyz);\n"
-// Find a rotation matrix that rotates 1,0,0 into u. u, r and w are
-// the columns of that matrix.
- " vec3 absu = abs(u);\n"
- " vec3 r = normalize(vec3(-u.y, u.x, 0));\n"
- " vec3 w = cross(u, r);\n"
-// Do the matrix multiplication by [ u r w pos]. Assume no
-// scaling in the homogeneous component of pos.
- " gl_Position = vec4(0.0, 0.0, 0.0, 1.0);\n"
- " gl_Position.xyz = gl_Vertex.x * u;\n"
- " gl_Position.xyz += gl_Vertex.y * r * wScale;\n"
- " gl_Position.xyz += gl_Vertex.z * w * hScale;\n"
- " gl_Position.xyz += gl_Color.xyz;\n"
-// Determine a lighting normal based on the vertex position from the
-// center of the cloud, so that sprite on the opposite side of the cloud to the sun are darker.
- " float n = dot(normalize(- gl_LightSource[0].position.xyz), normalize(mat3x3(gl_ModelViewMatrix) * (- gl_Position.xyz)));\n"
-// Determine the position - used for fog and shading calculations
- " vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Position);\n"
- " float fogCoord = abs(ecPosition.z);\n"
- " float fract = smoothstep(0.0, cloud_height, gl_Position.z + cloud_height);\n"
-// Final position of the sprite
- " gl_Position = gl_ModelViewProjectionMatrix * gl_Position;\n"
-// Determine the shading of the sprite based on its vertical position and position relative to the sun.
- " n = min(smoothstep(-0.5, 0.0, n), fract);\n"
-// Determine the shading based on a mixture from the backlight to the front
- " vec4 backlight = gl_LightSource[0].diffuse * shade;\n"
- " gl_FrontColor = mix(backlight, gl_LightSource[0].diffuse, n);\n"
- " gl_FrontColor += gl_FrontLightModelProduct.sceneColor;\n"
-// As we get within 100m of the sprite, it is faded out. Equally at large distances it also fades out.
- " gl_FrontColor.a = min(smoothstep(10.0, 100.0, fogCoord), 1 - smoothstep(15000.0, 20000.0, fogCoord));\n"
- " gl_BackColor = gl_FrontColor;\n"
-// Fog doesn't affect clouds as much as other objects.
- " fogFactor = exp( -gl_Fog.density * fogCoord * 0.5);\n"
- " fogFactor = clamp(fogFactor, 0.0, 1.0);\n"
- "}\n";
+namespace
+{
+typedef std::map<std::string, osg::ref_ptr<Effect> > EffectMap;
+EffectMap effectMap;
+}
-static char fragmentShaderSource[] =
- "uniform sampler2D baseTexture; \n"
- "varying float fogFactor;\n"
- "\n"
- "void main(void)\n"
- "{\n"
- " vec4 base = texture2D( baseTexture, gl_TexCoord[0].st);\n"
- " vec4 finalColor = base * gl_Color;\n"
- " gl_FragColor.rgb = mix(gl_Fog.color.rgb, finalColor.rgb, fogFactor );\n"
- " gl_FragColor.a = mix(0.0, finalColor.a, fogFactor);\n"
- "}\n";
+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)
{
- // Create a new StateSet for the texture, if required.
- StateSetMap::iterator iter = SGCloudField::cloudTextureMap.find(texture);
+ 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));
- if (iter == SGCloudField::cloudTextureMap.end()) {
- stateSet = new osg::StateSet;
-
- osg::ref_ptr<osgDB::ReaderWriter::Options> options = makeOptionsFromPath(tex_path);
-
- osg::Texture2D *tex = new osg::Texture2D;
- tex->setWrap( osg::Texture2D::WRAP_S, osg::Texture2D::CLAMP );
- tex->setWrap( osg::Texture2D::WRAP_T, osg::Texture2D::CLAMP );
- tex->setImage(osgDB::readImageFile(texture, options.get()));
-
- StateAttributeFactory* attribFactory = StateAttributeFactory::instance();
-
- stateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON);
- stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
-
- // Fog handling
- stateSet->setAttributeAndModes(attribFactory->getSmoothShadeModel());
- stateSet->setAttributeAndModes(attribFactory->getStandardBlendFunc());
+ 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));
- stateSet->setTextureAttributeAndModes(0, tex, osg::StateAttribute::ON );
- stateSet->setRenderBinDetails(osg::StateSet::TRANSPARENT_BIN, "DepthSortedBin");
- // Turn off z buffer writes. Standard hack for
- // semi-transparent geometry to avoid sorting / flickering
- // artifacts.
- stateSet->setAttributeAndModes(attribFactory->getDepthWritesDisabled());
- static ref_ptr<AlphaFunc> alphaFunc;
- static ref_ptr<Program> program;
- static ref_ptr<Uniform> baseTextureSampler;
- static ref_ptr<Material> material;
-
- // Generate the shader etc, if we don't already have one.
- if (!program.valid()) {
- alphaFunc = new AlphaFunc;
- alphaFunc->setFunction(AlphaFunc::GREATER,0.01f);
- program = new Program;
- baseTextureSampler = new osg::Uniform("baseTexture", 0);
- Shader* vertex_shader = new Shader(Shader::VERTEX, vertexShaderSource);
- program->addShader(vertex_shader);
- program->addBindAttribLocation("usrAttr1", CloudShaderGeometry::USR_ATTR_1);
- program->addBindAttribLocation("usrAttr2", CloudShaderGeometry::USR_ATTR_2);
- Shader* fragment_shader = new Shader(Shader::FRAGMENT, fragmentShaderSource);
- program->addShader(fragment_shader);
- material = new Material;
- // DonĀ“t track vertex color
- material->setColorMode(Material::OFF);
-
- // We don't actually use the material information either - see shader.
- material->setAmbient(Material::FRONT_AND_BACK,
- Vec4(0.5f, 0.5f, 0.5f, 1.0f));
- material->setDiffuse(Material::FRONT_AND_BACK,
- Vec4(0.5f, 0.5f, 0.5f, 1.0f));
- }
-
- stateSet->setAttributeAndModes(alphaFunc.get());
- stateSet->setAttribute(program.get());
- stateSet->addUniform(baseTextureSampler.get());
- stateSet->setMode(GL_VERTEX_PROGRAM_TWO_SIDE, StateAttribute::ON);
- stateSet->setAttribute(material.get());
-
- // Add the newly created texture to the map for use later.
- SGCloudField::cloudTextureMap.insert(StateSetMap::value_type(texture, stateSet));
+ 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()) {
+ 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(texture_root);
+ ref_ptr<SGReaderWriterXMLOptions> sgOptions
+ = new SGReaderWriterXMLOptions(*options.get());
+ if ((effect = makeEffect(pcloudEffect, true, sgOptions.get())))
+ effectMap.insert(EffectMap::value_type(texture, effect));
} else {
- stateSet = iter->second.get();
+ effect = iter->second.get();
}
-
- quad = createOrthQuad(min_sprite_width, min_sprite_height, num_textures_x, num_textures_y);
+ quad = createOrthQuad(min_sprite_width, min_sprite_height,
+ num_textures_x, num_textures_y);
}
SGNewCloud::~SGNewCloud() {
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);
+ float ch = h*0.5f;
+
+ v[0].set(0.0f, -cw, -ch);
+ v[1].set(0.0f, cw, -ch);
+ v[2].set(0.0f, cw, ch);
+ v[3].set(0.0f, -cw, ch);
// The texture coordinate range is not the
// entire coordinate space - as the texture
}
#endif
-osg::ref_ptr<Geode> SGNewCloud::genCloud() {
+osg::ref_ptr<EffectGeode> SGNewCloud::genCloud() {
- osg::ref_ptr<osg::Geode> geode = new Geode;
+ 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;
+ 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);
+
+ //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 use is a function of the (user-controlled) density
- int n_sprites = num_sprites * sprite_density * (0.5 + sg_random());
+ int n_sprites = num_sprites * sprite_density * (0.5f + 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
+ // 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;
+ float theta = sg_random() * SGD_2PI;
+ float 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;
}
- SGVec3f *pos = new SGVec3f(x, y, z);
-
// 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);
- if (index_y == num_textures_y) { index_y--; }
+ if (index_x >= num_textures_x) { index_x = num_textures_x - 1; }
+
+ 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) * num_textures_y);
+ }
+
+ if (index_y >= num_textures_y) { index_y = num_textures_y - 1; }
- sg->addSprite(*pos,
- index_x,
- index_y,
- sprite_width,
- sprite_height,
- bottom_shade,
- cull_distance_squared,
- height * 0.5f);
+ sg->addSprite(SGVec3f(x, y, z),
+ index_x,
+ index_y,
+ sprite_width,
+ sprite_height,
+ cull_distance_squared);
}
sg->setGeometry(quad);
geode->addDrawable(sg);
geode->setName("3D cloud");
- geode->setStateSet(stateSet.get());
+ geode->setEffect(effect.get());
return geode;
}