From: Stuart Buchanan Date: Sun, 21 Aug 2011 18:18:24 +0000 (+0100) Subject: Further enhancements/bug fixes to the 3D clouds: X-Git-Url: https://git.mxchange.org/?a=commitdiff_plain;h=2f381c22e33ea29171c90dd29b079e58ea72969e;p=simgear.git Further enhancements/bug fixes to the 3D clouds: 1) Default values for [min|max]_[cloud|sprite]_[width|height] changed to be more logical. 2) Cloud bounding box expanded slightly to ensure they aren't over-culled 3) Cloud location now defines the _base_ of the cloud. 4) Sprites that would extend below the bottom of the cloud are now shifted upwards to ensure no cloud appears below the base. --- diff --git a/simgear/scene/sky/cloud.cxx b/simgear/scene/sky/cloud.cxx index b7b40035..19d5c70c 100644 --- a/simgear/scene/sky/cloud.cxx +++ b/simgear/scene/sky/cloud.cxx @@ -675,138 +675,142 @@ bool SGCloudLayer::repaint( const SGVec3f& fog_color ) { bool SGCloudLayer::reposition( const SGVec3f& p, const SGVec3f& up, double lon, double lat, double alt, double dt ) { - // combine p and asl (meters) to get translation offset - osg::Vec3 asl_offset(toOsg(up)); - asl_offset.normalize(); - if ( alt <= layer_asl ) { - asl_offset *= layer_asl; - } else { - asl_offset *= layer_asl + layer_thickness; - } - - // cout << "asl_offset = " << asl_offset[0] << "," << asl_offset[1] - // << "," << asl_offset[2] << endl; - asl_offset += toOsg(p); - // cout << " asl_offset = " << asl_offset[0] << "," << asl_offset[1] - // << "," << asl_offset[2] << endl; - - osg::Matrix T, LON, LAT; - // Translate to zero elevation - // Point3D zero_elev = current_view.get_cur_zero_elev(); - T.makeTranslate( asl_offset ); - - // printf(" Translated to %.2f %.2f %.2f\n", - // zero_elev.x, zero_elev.y, zero_elev.z ); - - // Rotate to proper orientation - // printf(" lon = %.2f lat = %.2f\n", - // lon * SGD_RADIANS_TO_DEGREES, - // lat * SGD_RADIANS_TO_DEGREES); - LON.makeRotate(lon, osg::Vec3(0, 0, 1)); - - // xglRotatef( 90.0 - f->get_Latitude() * SGD_RADIANS_TO_DEGREES, - // 0.0, 1.0, 0.0 ); - LAT.makeRotate(90.0 * SGD_DEGREES_TO_RADIANS - lat, osg::Vec3(0, 1, 0)); - - layer_transform->setMatrix( LAT*LON*T ); - - // The layers need to be drawn in order because they are - // translucent, but OSG transparency sorting doesn't work because - // the cloud polys are huge. However, the ordering is simple: the - // bottom polys should be drawn from high altitude to low, and the - // top polygons from low to high. The altitude can be used - // directly to order the polygons! - group_bottom->getStateSet()->setRenderBinDetails(-(int)layer_asl, - "RenderBin"); - group_top->getStateSet()->setRenderBinDetails((int)layer_asl, - "RenderBin"); - if ( alt <= layer_asl ) { - layer_root->setSingleChildOn(0); - } else if ( alt >= layer_asl + layer_thickness ) { - layer_root->setSingleChildOn(1); - } else { - layer_root->setAllChildrenOff(); - } - - - // now calculate update texture coordinates - SGGeod pos = SGGeod::fromRad(lon, lat); - if ( last_pos == SGGeod() ) { - last_pos = pos; - } - - double sp_dist = speed*dt; - - - if ( lon != last_pos.getLongitudeRad() || lat != last_pos.getLatitudeRad() || sp_dist != 0 ) { - double course = SGGeodesy::courseDeg(last_pos, pos) * SG_DEGREES_TO_RADIANS, - dist = SGGeodesy::distanceM(last_pos, pos); - - // if start and dest are too close together, - // calc_gc_course_dist() can return a course of "nan". If - // this happens, lets just use the last known good course. - // This is a hack, and it would probably be better to make - // calc_gc_course_dist() more robust. - if ( isnan(course) ) { - course = last_course; + + if (getCoverage() != SGCloudLayer::SG_CLOUD_CLEAR) + { + // combine p and asl (meters) to get translation offset + osg::Vec3 asl_offset(toOsg(up)); + asl_offset.normalize(); + if ( alt <= layer_asl ) { + asl_offset *= layer_asl; } else { - last_course = course; + asl_offset *= layer_asl + layer_thickness; } - // calculate cloud movement due to external forces - double ax = 0.0, ay = 0.0, bx = 0.0, by = 0.0; - - if (dist > 0.0) { - ax = -cos(course) * dist; - ay = sin(course) * dist; + // cout << "asl_offset = " << asl_offset[0] << "," << asl_offset[1] + // << "," << asl_offset[2] << endl; + asl_offset += toOsg(p); + // cout << " asl_offset = " << asl_offset[0] << "," << asl_offset[1] + // << "," << asl_offset[2] << endl; + + osg::Matrix T, LON, LAT; + // Translate to zero elevation + // Point3D zero_elev = current_view.get_cur_zero_elev(); + T.makeTranslate( asl_offset ); + + // printf(" Translated to %.2f %.2f %.2f\n", + // zero_elev.x, zero_elev.y, zero_elev.z ); + + // Rotate to proper orientation + // printf(" lon = %.2f lat = %.2f\n", + // lon * SGD_RADIANS_TO_DEGREES, + // lat * SGD_RADIANS_TO_DEGREES); + LON.makeRotate(lon, osg::Vec3(0, 0, 1)); + + // xglRotatef( 90.0 - f->get_Latitude() * SGD_RADIANS_TO_DEGREES, + // 0.0, 1.0, 0.0 ); + LAT.makeRotate(90.0 * SGD_DEGREES_TO_RADIANS - lat, osg::Vec3(0, 1, 0)); + + layer_transform->setMatrix( LAT*LON*T ); + + // The layers need to be drawn in order because they are + // translucent, but OSG transparency sorting doesn't work because + // the cloud polys are huge. However, the ordering is simple: the + // bottom polys should be drawn from high altitude to low, and the + // top polygons from low to high. The altitude can be used + // directly to order the polygons! + group_bottom->getStateSet()->setRenderBinDetails(-(int)layer_asl, + "RenderBin"); + group_top->getStateSet()->setRenderBinDetails((int)layer_asl, + "RenderBin"); + if ( alt <= layer_asl ) { + layer_root->setSingleChildOn(0); + } else if ( alt >= layer_asl + layer_thickness ) { + layer_root->setSingleChildOn(1); + } else { + layer_root->setAllChildrenOff(); } + - if (sp_dist > 0) { - bx = cos((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist; - by = sin((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist; + // now calculate update texture coordinates + SGGeod pos = SGGeod::fromRad(lon, lat); + if ( last_pos == SGGeod() ) { + last_pos = pos; } + double sp_dist = speed*dt; + + + if ( lon != last_pos.getLongitudeRad() || lat != last_pos.getLatitudeRad() || sp_dist != 0 ) { + double course = SGGeodesy::courseDeg(last_pos, pos) * SG_DEGREES_TO_RADIANS, + dist = SGGeodesy::distanceM(last_pos, pos); + + // if start and dest are too close together, + // calc_gc_course_dist() can return a course of "nan". If + // this happens, lets just use the last known good course. + // This is a hack, and it would probably be better to make + // calc_gc_course_dist() more robust. + if ( isnan(course) ) { + course = last_course; + } else { + last_course = course; + } + + // calculate cloud movement due to external forces + double ax = 0.0, ay = 0.0, bx = 0.0, by = 0.0; - double xoff = (ax + bx) / (2 * scale); - double yoff = (ay + by) / (2 * scale); + if (dist > 0.0) { + ax = -cos(course) * dist; + ay = sin(course) * dist; + } + if (sp_dist > 0) { + bx = cos((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist; + by = sin((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist; + } -// const float layer_scale = layer_span / scale; - // cout << "xoff = " << xoff << ", yoff = " << yoff << endl; - base[0] += xoff; + double xoff = (ax + bx) / (2 * scale); + double yoff = (ay + by) / (2 * scale); - // the while loops can lead to *long* pauses if base[0] comes - // with a bogus value. - // while ( base[0] > 1.0 ) { base[0] -= 1.0; } - // while ( base[0] < 0.0 ) { base[0] += 1.0; } - if ( base[0] > -10.0 && base[0] < 10.0 ) { - base[0] -= (int)base[0]; - } else { - SG_LOG(SG_ASTRO, SG_DEBUG, - "Error: base = " << base[0] << "," << base[1] << - " course = " << course << " dist = " << dist ); - base[0] = 0.0; - } - base[1] += yoff; - // the while loops can lead to *long* pauses if base[0] comes - // with a bogus value. - // while ( base[1] > 1.0 ) { base[1] -= 1.0; } - // while ( base[1] < 0.0 ) { base[1] += 1.0; } - if ( base[1] > -10.0 && base[1] < 10.0 ) { - base[1] -= (int)base[1]; - } else { - SG_LOG(SG_ASTRO, SG_DEBUG, + // const float layer_scale = layer_span / scale; + + // cout << "xoff = " << xoff << ", yoff = " << yoff << endl; + base[0] += xoff; + + // the while loops can lead to *long* pauses if base[0] comes + // with a bogus value. + // while ( base[0] > 1.0 ) { base[0] -= 1.0; } + // while ( base[0] < 0.0 ) { base[0] += 1.0; } + if ( base[0] > -10.0 && base[0] < 10.0 ) { + base[0] -= (int)base[0]; + } else { + SG_LOG(SG_ASTRO, SG_DEBUG, "Error: base = " << base[0] << "," << base[1] << " course = " << course << " dist = " << dist ); - base[1] = 0.0; - } + base[0] = 0.0; + } - // cout << "base = " << base[0] << "," << base[1] << endl; + base[1] += yoff; + // the while loops can lead to *long* pauses if base[0] comes + // with a bogus value. + // while ( base[1] > 1.0 ) { base[1] -= 1.0; } + // while ( base[1] < 0.0 ) { base[1] += 1.0; } + if ( base[1] > -10.0 && base[1] < 10.0 ) { + base[1] -= (int)base[1]; + } else { + SG_LOG(SG_ASTRO, SG_DEBUG, + "Error: base = " << base[0] << "," << base[1] << + " course = " << course << " dist = " << dist ); + base[1] = 0.0; + } + + // cout << "base = " << base[0] << "," << base[1] << endl; - setTextureOffset(base); - last_pos = pos; + setTextureOffset(base); + last_pos = pos; + } } layer3D->reposition( p, up, lon, lat, dt, layer_asl, speed, direction); diff --git a/simgear/scene/sky/newcloud.cxx b/simgear/scene/sky/newcloud.cxx index 0e76ecbe..3b5321f8 100644 --- a/simgear/scene/sky/newcloud.cxx +++ b/simgear/scene/sky/newcloud.cxx @@ -72,16 +72,17 @@ double 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", 1000.0); - min_height = cld_def->getDoubleValue("min-cloud-height-m", min_width); - max_height = cld_def->getDoubleValue("max-cloud-height-m", max_width); + 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); - min_sprite_height = cld_def->getDoubleValue("min-sprite-height-m", min_sprite_width); - max_sprite_height = cld_def->getDoubleValue("max-sprite-height-m", max_sprite_width); + 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); 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); texture = cld_def->getStringValue("texture", "cl_cumulus.png"); @@ -166,7 +167,11 @@ osg::ref_ptr SGNewCloud::genCloud() { osg::ref_ptr geode = new EffectGeode; - CloudShaderGeometry* sg = new CloudShaderGeometry(num_textures_x, num_textures_y, max_width, max_height, zscale); + 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 @@ -186,26 +191,28 @@ osg::ref_ptr SGNewCloud::genCloud() { // 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 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 + // ensure good coverage and reduce the chance of there being "holes" in the + // middle of our cloud. Also note that (0,0,0) defines the _bottom_ of the + // cloud, not the middle. float x, y, z; if (i == 0) { x = 0; y = 0; - z = 0; + z = height * 0.5; } else { double theta = sg_random() * SGD_2PI; 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 + height * 0.5f; } // 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; - + // Sprites are never taller than square. if (sprite_height * min_sprite_height > sprite_width * min_sprite_width) { @@ -217,17 +224,31 @@ osg::ref_ptr SGNewCloud::genCloud() { 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; } + + // If the center of the sprite is less than half the sprite heightthe sprite will extend + // below the bottom of the cloud and must be shifted upwards. This is particularly important + // for cumulus clouds which have a very well defined base. + if (z < 0.5f * sprite_height * min_sprite_height) + { + z = 0.5f * sprite_height * min_sprite_height; + } // Determine the sprite texture indexes. int index_x = (int) floor(sg_random() * num_textures_x); if (index_x == num_textures_x) { index_x--; } - - // 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); + + int index_y = (int) floor(sg_random() * num_textures_y); + + if (height_map_texture) { + // 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); + } + if (index_y == num_textures_y) { index_y--; } + sg->addSprite(SGVec3f(x, y, z), index_x, index_y, diff --git a/simgear/scene/sky/newcloud.hxx b/simgear/scene/sky/newcloud.hxx index eb92c924..91db9f60 100644 --- a/simgear/scene/sky/newcloud.hxx +++ b/simgear/scene/sky/newcloud.hxx @@ -71,6 +71,7 @@ private: double max_sprite_height; double bottom_shade; double zscale; + bool height_map_texture; int num_sprites; int num_textures_x; int num_textures_y;