- Replaces simple shader attributes with vectors (this was missed out of the last patch by mistake)
- Includes Yon's Fog update code (Thanks!)
- Fixes a bug since 1.0 where --enable-real-weather-fetch stopped the other weather scenarios from working.
float p = view_dir*_cloudsprites[0]->position.osg();
// Do a single iteration of a bubble sort, sorting
// back to front.
- for(int i = 0; i < _cloudsprites.size() - 1; i++)
+ for(unsigned int i = 0; i < _cloudsprites.size() - 1; i++)
{
float q = view_dir*_cloudsprites[i+1]->position.osg();
if (p > q) {
for(CloudSpriteList::const_iterator t = _cloudsprites.begin(); t != _cloudsprites.end(); ++t)
{
- extensions->glVertexAttrib1f(TEXTURE_INDEX_X, (GLfloat) (*t)->texture_index_x/varieties_x);
- extensions->glVertexAttrib1f(TEXTURE_INDEX_Y, (GLfloat) (*t)->texture_index_y/varieties_y);
- extensions->glVertexAttrib1f(WIDTH, (GLfloat) (*t)->width);
- extensions->glVertexAttrib1f(HEIGHT, (GLfloat) (*t)->height);
- extensions->glVertexAttrib1f(SHADE, (GLfloat) (*t)->shade);
- extensions->glVertexAttrib1f(CLOUD_HEIGHT, (GLfloat) (*t)->cloud_height);
+ GLfloat ua1[3] = { (GLfloat) (*t)->texture_index_x/varieties_x, (GLfloat) (*t)->texture_index_y/varieties_y, (*t)->width };
+ GLfloat ua2[3] = { (GLfloat) (*t)->height, (*t)->shade, (GLfloat) (*t)->cloud_height };
+ extensions->glVertexAttrib3fv(USR_ATTR_1, ua1 );
+ extensions->glVertexAttrib3fv(USR_ATTR_2, ua2 );
glColor4f((*t)->position.x(), (*t)->position.y(), (*t)->position.z(), 1.0);
_geometry->draw(renderInfo);
}
{
public:
- const static unsigned int CLOUD_HEIGHT = 10;
- const static unsigned int TEXTURE_INDEX_X = 11;
- const static unsigned int TEXTURE_INDEX_Y = 12;
- const static unsigned int WIDTH = 13;
- const static unsigned int HEIGHT = 14;
- const static unsigned int SHADE = 15;
+ const static unsigned int USR_ATTR_1 = 10;
+ const static unsigned int USR_ATTR_2 = 11;
CloudShaderGeometry()
{
virtual ~CloudShaderGeometry() {
delete skip_info;
- for (int i = 0; i < _cloudsprites.size(); i++)
+ for (unsigned int i = 0; i < _cloudsprites.size(); i++)
{
delete _cloudsprites[i];
}
#include <simgear/environment/visual_enviro.hxx>
#include <simgear/scene/util/RenderConstants.hxx>
+#include <simgear/scene/util/SGUpdateVisitor.hxx>
#include "sky.hxx"
#include "newcloud.hxx"
#include "cloudfield.hxx"
double SGCloudField::timer_dt = 0.0;
float SGCloudField::view_distance = 20000.0f;
sgVec3 SGCloudField::view_vec, SGCloudField::view_X, SGCloudField::view_Y;
-
+SGCloudField::StateSetMap SGCloudField::cloudTextureMap;
// reposition the cloud layer at the specified origin and orientation
bool SGCloudField::reposition( const SGVec3f& p, const SGVec3f& up, double lon, double lat,
return true;
}
+struct threeDCloudsFogUpdater : public osg::NodeCallback {
+ threeDCloudsFogUpdater() {};
+
+ virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) {
+ SGUpdateVisitor* updateVisitor = static_cast<SGUpdateVisitor*>(nv);
+ //running at 5 times frame
+ SGCloudField::StateSetMap::iterator iter;
+ osg::Fog * fog;
+ for( iter = SGCloudField::cloudTextureMap.begin(); iter != SGCloudField::cloudTextureMap.end(); ++iter) {
+ fog = static_cast<osg::Fog*>(iter->second->getAttribute( osg::StateAttribute::FOG, 0 ));
+ fog->setMode(osg::Fog::EXP);
+ osg::Vec4f fogC = updateVisitor->getFogColor().osg();
+ fogC[3] = 0.0;
+ fog->setColor(fogC);
+ fog->setDensity(updateVisitor->getFogExpDensity());
+ }
+
+ if (node->getNumChildrenRequiringUpdateTraversal()>0)
+ traverse(node,nv);
+ }
+};
+
+
SGCloudField::SGCloudField() :
field_root(new osg::Group),
field_transform(new osg::MatrixTransform),
reposition_count(0)
{
cld_pos = SGGeoc();
+ field_root->setUpdateCallback( new threeDCloudsFogUpdater() );
field_root->addChild(field_transform.get());
field_root->setName("3D Cloud field root");
osg::StateSet *rootSet = field_root->getOrCreateStateSet();
void applyCoverage(void);
void applyVisRange(void);
+
+ typedef std::map<std::string, osg::ref_ptr<osg::StateSet> > StateSetMap;
+ static StateSetMap cloudTextureMap;
};
#endif // _CLOUDFIELD_HXX
typedef std::vector< osg::ref_ptr<osg::Geode> > GeodeList;
typedef std::map<std::string, GeodeList*> CloudMap;
-static StateSetMap cloudTextureMap;
+StateSetMap cloudTextureMap;
static CloudMap cloudMap;
double SGNewCloud::sprite_density = 1.0;
-int SGNewCloud::num_flavours = 10;
+unsigned int SGNewCloud::num_flavours = 10;
static char vertexShaderSource[] =
"#version 120\n"
"\n"
"varying float fogFactor;\n"
- "attribute float textureIndexX;\n"
- "attribute float textureIndexY;\n"
- "attribute float wScale;\n"
- "attribute float hScale;\n"
- "attribute float shade;\n"
- "attribute float cloud_height;\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"
name(type)
{
// Create a new StateSet for the texture, if required.
- StateSetMap::iterator iter = cloudTextureMap.find(texture);
+ StateSetMap::iterator iter = SGCloudField::cloudTextureMap.find(texture);
- if (iter == cloudTextureMap.end()) {
+ if (iter == SGCloudField::cloudTextureMap.end()) {
stateSet = new osg::StateSet;
osg::ref_ptr<osgDB::ReaderWriter::Options> options = makeOptionsFromPath(tex_path);
baseTextureSampler = new osg::Uniform("baseTexture", 0);
Shader* vertex_shader = new Shader(Shader::VERTEX, vertexShaderSource);
program->addShader(vertex_shader);
- program->addBindAttribLocation("textureIndexX", CloudShaderGeometry::TEXTURE_INDEX_X);
- program->addBindAttribLocation("textureIndexY", CloudShaderGeometry::TEXTURE_INDEX_Y);
- program->addBindAttribLocation("wScale", CloudShaderGeometry::WIDTH);
- program->addBindAttribLocation("hScale", CloudShaderGeometry::HEIGHT);
- program->addBindAttribLocation("shade", CloudShaderGeometry::SHADE);
- program->addBindAttribLocation("cloud_height", CloudShaderGeometry::CLOUD_HEIGHT);
-
+ 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;
stateSet->setAttribute(material.get());
// Add the newly created texture to the map for use later.
- cloudTextureMap.insert(StateSetMap::value_type(texture, stateSet));
+ SGCloudField::cloudTextureMap.insert(StateSetMap::value_type(texture, stateSet));
} else {
stateSet = iter->second.get();
}
// allows us to strike a balance between performance and
// visual complexity.
- GeodeList* g = (*iter).second;
-
- if (iter == cloudMap.end() || g->size() < num_flavours)
+ if (iter == cloudMap.end() || (*iter).second->size() < num_flavours)
{
+
geode = new Geode;
CloudShaderGeometry* sg = new CloudShaderGeometry(num_textures_x, num_textures_y, max_width, max_height);
else
{
// Add the new cloud to the list of geodes
- (*iter).second->push_back(geode.get());
+ (*iter).second->push_back(geode);
}
} else {
osg::Geometry* quad;
osg::ref_ptr<osg::StateSet> stateSet;
static double sprite_density;
- static int num_flavours;
+ static unsigned int num_flavours;
osg::Geometry* createOrthQuad(float w, float h, int varieties_x, int varieties_y);
-
#endif // _NEWCLOUD_HXX