bool operator() (const CloudShaderGeometry::SortData::SortItem& lhs,
const CloudShaderGeometry::SortData::SortItem& rhs) const
{
- return lhs.depth < rhs.depth;
+ return lhs.depth > rhs.depth;
}
};
}
itr != end;
++itr) {
const CloudSprite& t = _cloudsprites[itr->idx];
- 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 ua1[3] = { (GLfloat) t.texture_index_x/varieties_x,
+ (GLfloat) t.texture_index_y/varieties_y,
+ (GLfloat) t.width };
+ GLfloat ua2[3] = { (GLfloat) t.height,
+ (GLfloat) t.shade,
(GLfloat) t.cloud_height };
extensions->glVertexAttrib3fv(USR_ATTR_1, ua1 );
extensions->glVertexAttrib3fv(USR_ATTR_2, ua2 );
float s, float cull, float cloud_height)
{
// Only add the sprite if it is further than the cull distance to all other sprites
+ // except for the center sprite.
for (CloudShaderGeometry::CloudSpriteList::iterator iter = _cloudsprites.begin();
iter != _cloudsprites.end();
++iter)
{
- if (distSqr(iter->position, p) < cull) {
+ if ((iter != _cloudsprites.begin()) &&
+ (distSqr(iter->position, p) < cull)) {
// Too close - cull it
return;
}
}
+
_cloudsprites.push_back(CloudSprite(p, tx, ty, w, h, s, cloud_height));
}
// 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 * wScale;\n"
- " gl_Position.xyz += gl_Vertex.y * r * hScale;\n"
- " gl_Position.xyz += gl_Vertex.z * w;\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"
+ " 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"
-// Limit the normal range from [0,1.0], and apply the shading (vertical factor)
- " n = min(smoothstep(-0.5, 0.5, n), shade * (1.0 - fract) + fract);\n"
-// This lighting normal is then used to mix between almost pure ambient (0) and diffuse (1.0) light
- " vec4 backlight = 0.9 * gl_LightSource[0].ambient + 0.1 * gl_LightSource[0].diffuse;\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.
" 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 = finalColor.a;\n"
+ " gl_FragColor.a = mix(0.0, finalColor.a, fogFactor);\n"
"}\n";
SGNewCloud::SGNewCloud(string type,
// Generate the shader etc, if we don't already have one.
if (!program.valid()) {
alphaFunc = new AlphaFunc;
- alphaFunc->setFunction(AlphaFunc::GREATER,0.05f);
+ alphaFunc->setFunction(AlphaFunc::GREATER,0.01f);
program = new Program;
baseTextureSampler = new osg::Uniform("baseTexture", 0);
Shader* vertex_shader = new Shader(Shader::VERTEX, vertexShaderSource);
// 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 used is a function of the (user-controlled) density
- int n_sprites = num_sprites * sprite_density;
+ // 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 and second sprites on the top and bottom, and the third in the
- // center of the sphere (and at maximum size) to ensure good coverage and
- // reduce the chance of there being "holes" in our cloud.
+ // 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 = height * 0.5f;
- } else if (i == 1) {
- x = 0;
- y = 0;
- z = - height * 0.5f;
- } else if (i == 2) {
x = 0;
y = 0;
z = 0;
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;
}
SGVec3f *pos = new SGVec3f(x, y, z);
- // Determine the height and width as scaling factors on the minimum size (used to create the quad)
+ // 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;
-
- if (i == 2) {
+
+ // 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;
+
+ // Determine the sprite texture indexes.
int index_x = (int) floor(sg_random() * num_textures_x);
if (index_x == num_textures_x) { index_x--; }
-
- int index_y = (int) floor(sg_random() * num_textures_y);
+
+ // 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(*pos,