Add additional lighting factors for 3D clouds so you can set the bottom, middle, top, and shade lighting factors.
const CloudSprite& t = _cloudsprites[itr->idx];
GLfloat ua1[3] = { (GLfloat) t.texture_index_x/varieties_x,
(GLfloat) t.texture_index_y/varieties_y,
- (GLfloat) t.width };
+ (GLfloat) t.width };
GLfloat ua2[3] = { (GLfloat) t.height,
- (GLfloat) t.shade,
- (GLfloat) t.cloud_height };
+ (GLfloat) shade_factor,
+ (GLfloat) cloud_height };
+ GLfloat ua3[3] = { (GLfloat) bottom_factor,
+ (GLfloat) middle_factor,
+ (GLfloat) top_factor };
+
extensions->glVertexAttrib3fv(USR_ATTR_1, ua1 );
extensions->glVertexAttrib3fv(USR_ATTR_2, ua2 );
+ extensions->glVertexAttrib3fv(USR_ATTR_3, ua3 );
glColor4f(t.position.x(), t.position.y(), t.position.z(), zscale);
_geometry->draw(renderInfo);
}
}
void CloudShaderGeometry::addSprite(const SGVec3f& p, int tx, int ty,
- float w, float h,
- float s, float cull, float cloud_height)
+ float w, float h, float cull)
{
// Only add the sprite if it is further than the cull distance to all other sprites
// except for the center sprite.
return;
}
}
-
- _cloudsprites.push_back(CloudSprite(p, tx, ty, w, h, s, cloud_height));
+
+ _cloudsprites.push_back(CloudSprite(p, tx, ty, w, h));
}
bool CloudShaderGeometry_readLocalData(Object& obj, Input& fr)
while (!fr.eof() && fr[0].getNoNestedBrackets() > entry) {
SGVec3f v;
int tx, ty;
- float w, h, s, ch;
+ float w, h;
if (fr[0].getFloat(v.x()) && fr[1].getFloat(v.y())
&& fr[2].getFloat(v.z()) && fr[3].getInt(tx) && fr[4].getInt(ty) &&
- fr[5].getFloat(w) && fr[6].getFloat(h)&& fr[7].getFloat(s) && fr[8].getFloat(ch)) {
+ fr[5].getFloat(w) && fr[6].getFloat(h)) {
fr += 5;
//SGVec3f* v = new SGVec3f(v.x(), v.y(), v.z());
- geom._cloudsprites.push_back(CloudShaderGeometry::CloudSprite(v, tx, ty, w, h,s,ch));
+ geom._cloudsprites.push_back(CloudShaderGeometry::CloudSprite(v, tx, ty, w, h));
} else {
++fr;
}
fw.indent() << itr->position.x() << " " << itr->position.y() << " "
<< itr->position.z() << " " << itr->texture_index_x << " "
<< itr->texture_index_y << " " << itr->width << " "
- << itr->height << " " << itr->shade
- << itr->cloud_height << " "<< std::endl;
+ << itr->height << " " << std::endl;
}
fw.moveOut();
fw.indent() << "}" << std::endl;
const static unsigned int USR_ATTR_1 = 10;
const static unsigned int USR_ATTR_2 = 11;
-
+ const static unsigned int USR_ATTR_3 = 12;
+
CloudShaderGeometry()
{
setUseDisplayList(false);
}
- CloudShaderGeometry(int vx, int vy, float width, float height, float zsc) :
- varieties_x(vx), varieties_y(vy), zscale(zsc)
+ CloudShaderGeometry(int vx, int vy, float width, float height, float ts, float ms, float bs, float shade, float ch, float zsc) :
+ varieties_x(vx), varieties_y(vy), top_factor(ts), middle_factor(ms), bottom_factor(bs), shade_factor(shade), cloud_height(ch), zscale(zsc)
{
setUseDisplayList(false);
float x = width/2.0f;
META_Object(flightgear, CloudShaderGeometry);
struct CloudSprite {
- CloudSprite(const SGVec3f& p, int tx, int ty, float w, float h,
- float s, float ch) :
- position(p), texture_index_x(tx), texture_index_y(ty), width(w), height(h), shade(s), cloud_height(ch)
+ CloudSprite(const SGVec3f& p, int tx, int ty, float w, float h) :
+ position(p), texture_index_x(tx), texture_index_y(ty), width(w), height(h)
{ }
SGVec3f position;
int texture_index_y;
float width;
float height;
- float shade;
- float cloud_height;
};
typedef std::vector<CloudSprite> CloudSpriteList;
void insert(const CloudSprite& t)
{ _cloudsprites.push_back(t); }
- void insert(SGVec3f& p, int tx, int ty, float w, float h, float s, float ch)
- { insert(CloudSprite(p, tx, ty, w, h, s, ch)); }
+ void insert(SGVec3f& p, int tx, int ty, float w, float h)
+ { insert(CloudSprite(p, tx, ty, w, h)); }
unsigned getNumCloudSprite() const
{ return _cloudsprites.size(); }
_geometry = geometry;
}
- void addSprite(const SGVec3f& p, int tx, int ty, float w, float h,
- float s, float cull, float cloud_height);
+ void addSprite(const SGVec3f& p, int tx, int ty, float w, float h, float cull);
osg::ref_ptr<osg::Drawable> _geometry;
int varieties_x;
int varieties_y;
+ float top_factor;
+ float middle_factor;
+ float bottom_factor;
+ float shade_factor;
+ float cloud_height;
float zscale;
-
+
// Bounding box extents.
osg::BoundingBox _bbox;
using namespace simgear;
using namespace osg;
+using namespace std;
+
namespace
{
EffectMap effectMap;
}
-double SGNewCloud::sprite_density = 1.0;
+float SGNewCloud::sprite_density = 1.0;
SGNewCloud::SGNewCloud(const SGPath &texture_root, const SGPropertyNode *cld_def)
{
- min_width = cld_def->getDoubleValue("min-cloud-width-m", 500.0);
- max_width = cld_def->getDoubleValue("max-cloud-width-m", min_width*2);
- min_height = cld_def->getDoubleValue("min-cloud-height-m", 400.0);
- max_height = cld_def->getDoubleValue("max-cloud-height-m", min_height*2);
- min_sprite_width = cld_def->getDoubleValue("min-sprite-width-m", 200.0);
- max_sprite_width = cld_def->getDoubleValue("max-sprite-width-m", min_sprite_width*1.5);
- min_sprite_height = cld_def->getDoubleValue("min-sprite-height-m", 150);
- max_sprite_height = cld_def->getDoubleValue("max-sprite-height-m", min_sprite_height*1.5);
+ 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);
- bottom_shade = cld_def->getDoubleValue("bottom-shade", 1.0);
- zscale = cld_def->getDoubleValue("z-scale", 1.0);
+
+ 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));
+
+ 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));
+
+ 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.
osg::ref_ptr<EffectGeode> geode = new EffectGeode;
- CloudShaderGeometry* sg = new CloudShaderGeometry(num_textures_x,
- num_textures_y,
- max_width + max_sprite_width,
- max_height + max_sprite_height,
- zscale);
-
// 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++)
{
y = 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 + height * 0.5f;
// Determine the sprite texture indexes.
int index_x = (int) floor(sg_random() * num_textures_x);
- if (index_x == num_textures_x) { index_x--; }
+ if (index_x >= num_textures_x) { index_x = num_textures_x - 1; }
int index_y = (int) floor(sg_random() * num_textures_y);
// 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 + 0.5f) * num_textures_y);
+ index_y = (int) floor((z / height) * num_textures_y);
}
- if (index_y == num_textures_y) { index_y--; }
-
+ if (index_y >= num_textures_y) { index_y = num_textures_y - 1; }
sg->addSprite(SGVec3f(x, y, z),
- index_x,
- index_y,
- sprite_width,
- sprite_height,
- bottom_shade,
- cull_distance_squared,
- height * 0.5f);
+ index_x,
+ index_y,
+ sprite_width,
+ sprite_height,
+ cull_distance_squared);
}
sg->setGeometry(quad);
// Generate a Cloud
osg::ref_ptr<simgear::EffectGeode> genCloud ();
- static double getDensity(void)
+ static float getDensity(void)
{
return sprite_density;
}
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;
- double zscale;
+ 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;
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);