Stuart Buchanan:
Improvements to the cloudsystem:
- A new xml format
- Texture indexing based on the position of the sprite in the cloud
mass, allowing more control over the texture set.
- Improved fog and shading
- Better sprite distribution
- A more natural distribution of clouds, so no more obvious grids.
This commit is contained in:
@@ -40,7 +40,7 @@ struct SpriteComp
|
||||
bool operator() (const CloudShaderGeometry::SortData::SortItem& lhs,
|
||||
const CloudShaderGeometry::SortData::SortItem& rhs) const
|
||||
{
|
||||
return lhs.depth < rhs.depth;
|
||||
return lhs.depth > rhs.depth;
|
||||
}
|
||||
};
|
||||
}
|
||||
@@ -108,11 +108,11 @@ void CloudShaderGeometry::drawImplementation(RenderInfo& renderInfo) const
|
||||
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 );
|
||||
@@ -126,15 +126,18 @@ void CloudShaderGeometry::addSprite(SGVec3f& p, int tx, int ty,
|
||||
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));
|
||||
}
|
||||
|
||||
|
||||
@@ -91,23 +91,23 @@ static char vertexShaderSource[] =
|
||||
// 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.
|
||||
@@ -127,7 +127,7 @@ static char fragmentShaderSource[] =
|
||||
" 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,
|
||||
@@ -196,7 +196,7 @@ 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);
|
||||
@@ -301,27 +301,19 @@ osg::ref_ptr<Geode> SGNewCloud::genCloud() {
|
||||
// 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;
|
||||
@@ -330,26 +322,35 @@ osg::ref_ptr<Geode> SGNewCloud::genCloud() {
|
||||
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,
|
||||
|
||||
Reference in New Issue
Block a user