Support alpha for cloud definitions Thorsten RENK
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@@ -129,7 +129,7 @@ void CloudShaderGeometry::drawImplementation(RenderInfo& renderInfo) const
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}
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const Extensions* extensions = getExtensions(state.getContextID(),true);
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GLfloat ua1[3] = { (GLfloat) 1.0f,
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GLfloat ua1[3] = { (GLfloat) alpha_factor,
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(GLfloat) shade_factor,
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(GLfloat) cloud_height };
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GLfloat ua2[3] = { (GLfloat) bottom_factor,
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@@ -54,8 +54,10 @@ class CloudShaderGeometry : public osg::Drawable
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setUseDisplayList(false);
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}
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CloudShaderGeometry(int vx, int vy, float width, float height, float ts, float ms, float bs, float shade, float ch, float zsc) :
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varieties_x(vx), varieties_y(vy), top_factor(ts), middle_factor(ms), bottom_factor(bs), shade_factor(shade), cloud_height(ch), zscale(zsc)
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CloudShaderGeometry(int vx, int vy, float width, float height, float ts, float ms, float bs, float shade, float ch, float zsc, float af) :
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varieties_x(vx), varieties_y(vy), top_factor(ts), middle_factor(ms),
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bottom_factor(bs), shade_factor(shade), cloud_height(ch), zscale(zsc),
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alpha_factor(af)
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{
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setUseDisplayList(false);
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float x = width/2.0f;
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@@ -121,6 +123,7 @@ class CloudShaderGeometry : public osg::Drawable
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float shade_factor;
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float cloud_height;
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float zscale;
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float alpha_factor;
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// Bounding box extents.
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osg::BoundingBox _bbox;
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@@ -102,6 +102,7 @@ SGNewCloud::SGNewCloud(const SGPath &texture_root, const SGPropertyNode *cld_def
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max_shade_lighting_factor = cld_def->getFloatValue("max-shade-lighting-factor", min(min_shade_lighting_factor + 0.1, 1.0));
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zscale = cld_def->getFloatValue("z-scale", 1.0);
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alpha_factor = cld_def->getFloatValue("alpha-factor",1.0);
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texture = cld_def->getStringValue("texture", "cl_cumulus.png");
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// Create a new Effect for the texture, if required.
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@@ -169,7 +170,8 @@ osg::ref_ptr<EffectGeode> SGNewCloud::genCloud() {
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bottom_factor,
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shade_factor,
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height,
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zscale);
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zscale,
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alpha_factor);
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// Determine the cull distance. This is used to remove sprites that are too close together.
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// The value is squared as we use vector calculations.
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@@ -93,6 +93,8 @@ private:
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// zscale indicates how sprites should be scaled vertically
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// after billboarding.
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float zscale;
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// alpha_factor is the transparency adjustment of the clouds
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float alpha_factor;
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bool height_map_texture;
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int num_sprites;
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int num_textures_x;
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