Stuart Buchanan:
Add additional lighting factors for 3D clouds so you can set the bottom, middle, top, and shade lighting factors.
This commit is contained in:
@@ -110,20 +110,24 @@ void CloudShaderGeometry::drawImplementation(RenderInfo& renderInfo) const
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const CloudSprite& t = _cloudsprites[itr->idx];
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GLfloat ua1[3] = { (GLfloat) t.texture_index_x/varieties_x,
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(GLfloat) t.texture_index_y/varieties_y,
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(GLfloat) t.width };
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(GLfloat) t.width };
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GLfloat ua2[3] = { (GLfloat) t.height,
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(GLfloat) t.shade,
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(GLfloat) t.cloud_height };
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(GLfloat) shade_factor,
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(GLfloat) cloud_height };
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GLfloat ua3[3] = { (GLfloat) bottom_factor,
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(GLfloat) middle_factor,
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(GLfloat) top_factor };
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extensions->glVertexAttrib3fv(USR_ATTR_1, ua1 );
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extensions->glVertexAttrib3fv(USR_ATTR_2, ua2 );
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extensions->glVertexAttrib3fv(USR_ATTR_3, ua3 );
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glColor4f(t.position.x(), t.position.y(), t.position.z(), zscale);
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_geometry->draw(renderInfo);
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}
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}
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void CloudShaderGeometry::addSprite(const SGVec3f& p, int tx, int ty,
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float w, float h,
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float s, float cull, float cloud_height)
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float w, float h, float cull)
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{
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// Only add the sprite if it is further than the cull distance to all other sprites
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// except for the center sprite.
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@@ -137,8 +141,8 @@ void CloudShaderGeometry::addSprite(const SGVec3f& p, int tx, int ty,
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return;
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}
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}
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_cloudsprites.push_back(CloudSprite(p, tx, ty, w, h, s, cloud_height));
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_cloudsprites.push_back(CloudSprite(p, tx, ty, w, h));
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}
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bool CloudShaderGeometry_readLocalData(Object& obj, Input& fr)
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@@ -166,13 +170,13 @@ bool CloudShaderGeometry_readLocalData(Object& obj, Input& fr)
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while (!fr.eof() && fr[0].getNoNestedBrackets() > entry) {
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SGVec3f v;
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int tx, ty;
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float w, h, s, ch;
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float w, h;
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if (fr[0].getFloat(v.x()) && fr[1].getFloat(v.y())
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&& fr[2].getFloat(v.z()) && fr[3].getInt(tx) && fr[4].getInt(ty) &&
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fr[5].getFloat(w) && fr[6].getFloat(h)&& fr[7].getFloat(s) && fr[8].getFloat(ch)) {
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fr[5].getFloat(w) && fr[6].getFloat(h)) {
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fr += 5;
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//SGVec3f* v = new SGVec3f(v.x(), v.y(), v.z());
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geom._cloudsprites.push_back(CloudShaderGeometry::CloudSprite(v, tx, ty, w, h,s,ch));
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geom._cloudsprites.push_back(CloudShaderGeometry::CloudSprite(v, tx, ty, w, h));
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} else {
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++fr;
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}
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@@ -197,8 +201,7 @@ bool CloudShaderGeometry_writeLocalData(const Object& obj, Output& fw)
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fw.indent() << itr->position.x() << " " << itr->position.y() << " "
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<< itr->position.z() << " " << itr->texture_index_x << " "
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<< itr->texture_index_y << " " << itr->width << " "
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<< itr->height << " " << itr->shade
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<< itr->cloud_height << " "<< std::endl;
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<< itr->height << " " << std::endl;
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}
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fw.moveOut();
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fw.indent() << "}" << std::endl;
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@@ -46,14 +46,15 @@ class CloudShaderGeometry : public osg::Drawable
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const static unsigned int USR_ATTR_1 = 10;
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const static unsigned int USR_ATTR_2 = 11;
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const static unsigned int USR_ATTR_3 = 12;
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CloudShaderGeometry()
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{
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setUseDisplayList(false);
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}
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CloudShaderGeometry(int vx, int vy, float width, float height, float zsc) :
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varieties_x(vx), varieties_y(vy), 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) :
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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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{
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setUseDisplayList(false);
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float x = width/2.0f;
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@@ -69,9 +70,8 @@ class CloudShaderGeometry : public osg::Drawable
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META_Object(flightgear, CloudShaderGeometry);
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struct CloudSprite {
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CloudSprite(const SGVec3f& p, int tx, int ty, float w, float h,
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float s, float ch) :
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position(p), texture_index_x(tx), texture_index_y(ty), width(w), height(h), shade(s), cloud_height(ch)
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CloudSprite(const SGVec3f& p, int tx, int ty, float w, float h) :
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position(p), texture_index_x(tx), texture_index_y(ty), width(w), height(h)
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{ }
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SGVec3f position;
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@@ -79,8 +79,6 @@ class CloudShaderGeometry : public osg::Drawable
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int texture_index_y;
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float width;
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float height;
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float shade;
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float cloud_height;
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};
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typedef std::vector<CloudSprite> CloudSpriteList;
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@@ -88,8 +86,8 @@ class CloudShaderGeometry : public osg::Drawable
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void insert(const CloudSprite& t)
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{ _cloudsprites.push_back(t); }
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void insert(SGVec3f& p, int tx, int ty, float w, float h, float s, float ch)
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{ insert(CloudSprite(p, tx, ty, w, h, s, ch)); }
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void insert(SGVec3f& p, int tx, int ty, float w, float h)
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{ insert(CloudSprite(p, tx, ty, w, h)); }
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unsigned getNumCloudSprite() const
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{ return _cloudsprites.size(); }
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@@ -107,15 +105,19 @@ class CloudShaderGeometry : public osg::Drawable
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_geometry = geometry;
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}
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void addSprite(const SGVec3f& p, int tx, int ty, float w, float h,
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float s, float cull, float cloud_height);
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void addSprite(const SGVec3f& p, int tx, int ty, float w, float h, float cull);
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osg::ref_ptr<osg::Drawable> _geometry;
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int varieties_x;
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int varieties_y;
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float top_factor;
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float middle_factor;
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float bottom_factor;
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float shade_factor;
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float cloud_height;
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float zscale;
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// Bounding box extents.
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osg::BoundingBox _bbox;
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@@ -60,6 +60,8 @@
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using namespace simgear;
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using namespace osg;
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using namespace std;
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namespace
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{
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@@ -67,24 +69,36 @@ typedef std::map<std::string, osg::ref_ptr<Effect> > EffectMap;
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EffectMap effectMap;
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}
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double SGNewCloud::sprite_density = 1.0;
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float SGNewCloud::sprite_density = 1.0;
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SGNewCloud::SGNewCloud(const SGPath &texture_root, const SGPropertyNode *cld_def)
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{
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min_width = cld_def->getDoubleValue("min-cloud-width-m", 500.0);
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max_width = cld_def->getDoubleValue("max-cloud-width-m", min_width*2);
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min_height = cld_def->getDoubleValue("min-cloud-height-m", 400.0);
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max_height = cld_def->getDoubleValue("max-cloud-height-m", min_height*2);
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min_sprite_width = cld_def->getDoubleValue("min-sprite-width-m", 200.0);
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max_sprite_width = cld_def->getDoubleValue("max-sprite-width-m", min_sprite_width*1.5);
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min_sprite_height = cld_def->getDoubleValue("min-sprite-height-m", 150);
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max_sprite_height = cld_def->getDoubleValue("max-sprite-height-m", min_sprite_height*1.5);
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min_width = cld_def->getFloatValue("min-cloud-width-m", 500.0);
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max_width = cld_def->getFloatValue("max-cloud-width-m", min_width*2);
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min_height = cld_def->getFloatValue("min-cloud-height-m", 400.0);
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max_height = cld_def->getFloatValue("max-cloud-height-m", min_height*2);
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min_sprite_width = cld_def->getFloatValue("min-sprite-width-m", 200.0);
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max_sprite_width = cld_def->getFloatValue("max-sprite-width-m", min_sprite_width*1.5);
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min_sprite_height = cld_def->getFloatValue("min-sprite-height-m", 150);
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max_sprite_height = cld_def->getFloatValue("max-sprite-height-m", min_sprite_height*1.5);
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num_sprites = cld_def->getIntValue("num-sprites", 20);
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num_textures_x = cld_def->getIntValue("num-textures-x", 4);
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num_textures_y = cld_def->getIntValue("num-textures-y", 4);
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height_map_texture = cld_def->getBoolValue("height-map-texture", false);
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bottom_shade = cld_def->getDoubleValue("bottom-shade", 1.0);
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zscale = cld_def->getDoubleValue("z-scale", 1.0);
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min_bottom_lighting_factor = cld_def->getFloatValue("min-bottom-lighting-factor", 1.0);
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max_bottom_lighting_factor = cld_def->getFloatValue("max-bottom-lighting-factor", min(min_bottom_lighting_factor + 0.1, 1.0));
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min_middle_lighting_factor = cld_def->getFloatValue("min-middle-lighting-factor", 1.0);
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max_middle_lighting_factor = cld_def->getFloatValue("max-middle-lighting-factor", min(min_middle_lighting_factor + 0.1, 1.0));
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min_top_lighting_factor = cld_def->getFloatValue("min-top-lighting-factor", 1.0);
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max_top_lighting_factor = cld_def->getFloatValue("max-top-lighting-factor", min(min_top_lighting_factor + 0.1, 1.0));
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min_shade_lighting_factor = cld_def->getFloatValue("min-shade-lighting-factor", 0.5);
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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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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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@@ -167,24 +181,40 @@ osg::ref_ptr<EffectGeode> SGNewCloud::genCloud() {
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osg::ref_ptr<EffectGeode> geode = new EffectGeode;
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CloudShaderGeometry* sg = new CloudShaderGeometry(num_textures_x,
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num_textures_y,
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max_width + max_sprite_width,
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max_height + max_sprite_height,
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zscale);
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// Determine how big this specific cloud instance is. Note that we subtract
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// the sprite size because the width/height is used to define the limits of
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// the center of the sprites, not their edges.
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float width = min_width + sg_random() * (max_width - min_width) - min_sprite_width;
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float height = min_height + sg_random() * (max_height - min_height) - min_sprite_height;
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if (width < 0.0) { width = 0.0; }
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if (height < 0.0) { height = 0.0; }
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// Determine appropriate shading factors
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float top_factor = min_top_lighting_factor + sg_random() * (max_top_lighting_factor - min_top_lighting_factor);
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float middle_factor = min_middle_lighting_factor + sg_random() * (max_middle_lighting_factor - min_middle_lighting_factor);
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float bottom_factor = min_bottom_lighting_factor + sg_random() * (max_bottom_lighting_factor - min_bottom_lighting_factor);
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float shade_factor = min_shade_lighting_factor + sg_random() * (max_shade_lighting_factor - min_shade_lighting_factor);
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//printf("Cloud: %2f, %2f, %2f, %2f\n", top_factor, middle_factor, bottom_factor, shade_factor);
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CloudShaderGeometry* sg = new CloudShaderGeometry(num_textures_x,
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num_textures_y,
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max_width + max_sprite_width,
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max_height + max_sprite_height,
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top_factor,
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middle_factor,
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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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// 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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float cull_distance_squared = min_sprite_height * min_sprite_height * 0.1f;
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// The number of sprites we actually use is a function of the (user-controlled) density
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int n_sprites = num_sprites * sprite_density * (0.5 + sg_random());
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int n_sprites = num_sprites * sprite_density * (0.5f + sg_random());
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for (int i = 0; i < n_sprites; i++)
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{
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@@ -202,8 +232,8 @@ osg::ref_ptr<EffectGeode> SGNewCloud::genCloud() {
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y = 0;
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z = height * 0.5;
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} else {
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double theta = sg_random() * SGD_2PI;
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double elev = sg_random() * SGD_PI;
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float theta = sg_random() * SGD_2PI;
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float elev = sg_random() * SGD_PI;
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x = width * cos(theta) * 0.5f * sin(elev);
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y = width * sin(theta) * 0.5f * sin(elev);
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z = height * cos(elev) * 0.5f + height * 0.5f;
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@@ -235,7 +265,7 @@ osg::ref_ptr<EffectGeode> SGNewCloud::genCloud() {
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// Determine the sprite texture indexes.
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int index_x = (int) floor(sg_random() * num_textures_x);
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if (index_x == num_textures_x) { index_x--; }
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if (index_x >= num_textures_x) { index_x = num_textures_x - 1; }
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int index_y = (int) floor(sg_random() * num_textures_y);
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@@ -243,20 +273,17 @@ osg::ref_ptr<EffectGeode> SGNewCloud::genCloud() {
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// The y index depends on the position of the sprite within the cloud.
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// This allows cloud designers to have particular sprites for the base
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// and tops of the cloud.
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index_y = (int) floor((z / height + 0.5f) * num_textures_y);
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index_y = (int) floor((z / height) * num_textures_y);
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}
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if (index_y == num_textures_y) { index_y--; }
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if (index_y >= num_textures_y) { index_y = num_textures_y - 1; }
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sg->addSprite(SGVec3f(x, y, z),
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index_x,
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index_y,
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sprite_width,
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sprite_height,
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bottom_shade,
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cull_distance_squared,
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height * 0.5f);
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index_x,
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index_y,
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sprite_width,
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sprite_height,
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cull_distance_squared);
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}
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sg->setGeometry(quad);
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@@ -47,7 +47,7 @@ public:
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// Generate a Cloud
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osg::ref_ptr<simgear::EffectGeode> genCloud ();
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static double getDensity(void)
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static float getDensity(void)
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{
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return sprite_density;
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}
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@@ -61,16 +61,37 @@ public:
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private:
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double min_width;
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double max_width;
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double min_height;
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double max_height;
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double min_sprite_width;
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double max_sprite_width;
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double min_sprite_height;
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double max_sprite_height;
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double bottom_shade;
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double zscale;
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float min_width;
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float max_width;
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float min_height;
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float max_height;
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float min_sprite_width;
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float max_sprite_width;
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float min_sprite_height;
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float max_sprite_height;
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// Minimum and maximum bottom, middle, top, sunny, shade lighting
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// factors. For individual clouds we choose a bottom/middle/top
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// shade from between each min/max value
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float min_bottom_lighting_factor;
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float max_bottom_lighting_factor;
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float min_middle_lighting_factor;
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float max_middle_lighting_factor;
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float min_top_lighting_factor;
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float max_top_lighting_factor;
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float min_shade_lighting_factor;
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float max_shade_lighting_factor;
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// The density of the cloud is the shading applied
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// to cloud sprites on the opposite side of the cloud
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// from the sun. For an invidual cloud instance a value
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// between min_density and max_density is chosen.
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float min_density;
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float max_density;
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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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bool height_map_texture;
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int num_sprites;
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int num_textures_x;
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@@ -78,7 +99,7 @@ private:
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string texture;
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osg::Geometry* quad;
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osg::ref_ptr<simgear::Effect> effect;
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static double sprite_density;
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static float sprite_density;
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osg::Geometry* createOrthQuad(float w, float h, int varieties_x, int varieties_y);
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