]> git.mxchange.org Git - simgear.git/blobdiff - simgear/scene/sky/newcloud.hxx
Fix path in include directive
[simgear.git] / simgear / scene / sky / newcloud.hxx
index 28f8a9c38f5d2d296e9653dd0a0ad1b9c3d3af33..f6e55733dec0bff9479867eb2182bb657c108523 100644 (file)
 #ifndef _NEWCLOUD_HXX
 #define _NEWCLOUD_HXX
 
-#include <plib/sg.h>
 #include <simgear/compiler.h>
 #include <string>
 #include <vector>
 #include <osg/Fog>
 
-#include "bbcache.hxx"
-
 #include <simgear/scene/material/Effect.hxx>
 #include <simgear/scene/material/EffectGeode.hxx>
 
@@ -43,28 +40,14 @@ using std::vector;
 class SGNewCloud {
 
 public:
-        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);
+        SGNewCloud(const SGPath &texture_root, const SGPropertyNode *cld_def);
 
         ~SGNewCloud();
 
         // Generate a Cloud
         osg::ref_ptr<simgear::EffectGeode> genCloud ();
 
-        static double getDensity(void)
+        static float getDensity(void)
         {
             return sprite_density;
         }
@@ -78,23 +61,45 @@ public:
 
 private:
 
-        double min_width;
-        double max_width;
-        double min_height;
-        double max_height;
-        double min_sprite_width;
-        double max_sprite_width;
-        double min_sprite_height;
-        double max_sprite_height;
-        double bottom_shade;
+        float min_width;
+        float max_width;
+        float min_height;
+        float max_height;
+        float min_sprite_width;
+        float max_sprite_width;
+        float min_sprite_height;
+        float max_sprite_height;
+        
+        // Minimum and maximum bottom, middle, top, sunny, shade lighting
+        // factors. For individual clouds we choose a bottom/middle/top
+        // shade from between each min/max value
+        float min_bottom_lighting_factor;
+        float max_bottom_lighting_factor;
+        float min_middle_lighting_factor;
+        float max_middle_lighting_factor;
+        float min_top_lighting_factor;
+        float max_top_lighting_factor;
+        float min_shade_lighting_factor;
+        float max_shade_lighting_factor;
+        
+        // The density of the cloud is the shading applied
+        // to cloud sprites on the opposite side of the cloud
+        // from the sun. For an invidual cloud instance a value
+        // between min_density and max_density is chosen.
+        float min_density;
+        float max_density;
+        
+        // zscale indicates how sprites should be scaled vertically
+        // after billboarding. 
+        float zscale;
+        bool height_map_texture;
         int num_sprites;
         int num_textures_x;
         int num_textures_y;
-        const string texture;
-        const string name;
+        string texture;
         osg::Geometry* quad;
         osg::ref_ptr<simgear::Effect> effect;
-        static double sprite_density;
+        static float sprite_density;
 
         osg::Geometry* createOrthQuad(float w, float h, int varieties_x, int varieties_y);