#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/util/StateAttributeFactory.hxx>
#include <simgear/scene/util/SGUpdateVisitor.hxx>
using namespace simgear;
using namespace osg;
-typedef std::map<std::string, osg::ref_ptr<osg::StateSet> > StateSetMap;
+namespace
+{
+typedef std::map<std::string, osg::ref_ptr<Effect> > EffectMap;
+EffectMap effectMap;
+}
-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 * wScale;\n"
- " gl_Position.xyz += gl_Vertex.y * r * hScale;\n"
- " gl_Position.xyz += gl_Vertex.z * w;\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"
-// 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"
- " 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";
-
-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 = finalColor.a;\n"
- "}\n";
SGNewCloud::SGNewCloud(string type,
const SGPath &tex_path,
texture(tex),
name(type)
{
- // Create a new StateSet for the texture, if required.
- StateSetMap::iterator iter = SGCloudField::cloudTextureMap.find(texture);
-
- 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());
-
- 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,0.05f);
- 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));
+ // 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);
+ osg::ref_ptr<osgDB::ReaderWriter::Options> options
+ = makeOptionsFromPath(tex_path);
+ if ((effect = makeEffect(pcloudEffect, true, options)))
+ 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() {
}
#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);
sg->setGeometry(quad);
geode->addDrawable(sg);
geode->setName("3D cloud");
- geode->setStateSet(stateSet.get());
+ geode->setEffect(effect.get());
return geode;
}