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:
Torsten Dreyer
2011-10-06 16:47:03 +02:00
parent 08cb2039c5
commit c1f51d5be7
4 changed files with 121 additions and 68 deletions

View File

@@ -110,20 +110,24 @@ void CloudShaderGeometry::drawImplementation(RenderInfo& renderInfo) const
const CloudSprite& t = _cloudsprites[itr->idx];
GLfloat ua1[3] = { (GLfloat) t.texture_index_x/varieties_x,
(GLfloat) t.texture_index_y/varieties_y,
(GLfloat) t.width };
(GLfloat) t.width };
GLfloat ua2[3] = { (GLfloat) t.height,
(GLfloat) t.shade,
(GLfloat) t.cloud_height };
(GLfloat) shade_factor,
(GLfloat) cloud_height };
GLfloat ua3[3] = { (GLfloat) bottom_factor,
(GLfloat) middle_factor,
(GLfloat) top_factor };
extensions->glVertexAttrib3fv(USR_ATTR_1, ua1 );
extensions->glVertexAttrib3fv(USR_ATTR_2, ua2 );
extensions->glVertexAttrib3fv(USR_ATTR_3, ua3 );
glColor4f(t.position.x(), t.position.y(), t.position.z(), zscale);
_geometry->draw(renderInfo);
}
}
void CloudShaderGeometry::addSprite(const SGVec3f& p, int tx, int ty,
float w, float h,
float s, float cull, float cloud_height)
float w, float h, float cull)
{
// Only add the sprite if it is further than the cull distance to all other sprites
// except for the center sprite.
@@ -137,8 +141,8 @@ void CloudShaderGeometry::addSprite(const SGVec3f& p, int tx, int ty,
return;
}
}
_cloudsprites.push_back(CloudSprite(p, tx, ty, w, h, s, cloud_height));
_cloudsprites.push_back(CloudSprite(p, tx, ty, w, h));
}
bool CloudShaderGeometry_readLocalData(Object& obj, Input& fr)
@@ -166,13 +170,13 @@ bool CloudShaderGeometry_readLocalData(Object& obj, Input& fr)
while (!fr.eof() && fr[0].getNoNestedBrackets() > entry) {
SGVec3f v;
int tx, ty;
float w, h, s, ch;
float w, h;
if (fr[0].getFloat(v.x()) && fr[1].getFloat(v.y())
&& fr[2].getFloat(v.z()) && fr[3].getInt(tx) && fr[4].getInt(ty) &&
fr[5].getFloat(w) && fr[6].getFloat(h)&& fr[7].getFloat(s) && fr[8].getFloat(ch)) {
fr[5].getFloat(w) && fr[6].getFloat(h)) {
fr += 5;
//SGVec3f* v = new SGVec3f(v.x(), v.y(), v.z());
geom._cloudsprites.push_back(CloudShaderGeometry::CloudSprite(v, tx, ty, w, h,s,ch));
geom._cloudsprites.push_back(CloudShaderGeometry::CloudSprite(v, tx, ty, w, h));
} else {
++fr;
}
@@ -197,8 +201,7 @@ bool CloudShaderGeometry_writeLocalData(const Object& obj, Output& fw)
fw.indent() << itr->position.x() << " " << itr->position.y() << " "
<< itr->position.z() << " " << itr->texture_index_x << " "
<< itr->texture_index_y << " " << itr->width << " "
<< itr->height << " " << itr->shade
<< itr->cloud_height << " "<< std::endl;
<< itr->height << " " << std::endl;
}
fw.moveOut();
fw.indent() << "}" << std::endl;

View File

@@ -46,14 +46,15 @@ class CloudShaderGeometry : public osg::Drawable
const static unsigned int USR_ATTR_1 = 10;
const static unsigned int USR_ATTR_2 = 11;
const static unsigned int USR_ATTR_3 = 12;
CloudShaderGeometry()
{
setUseDisplayList(false);
}
CloudShaderGeometry(int vx, int vy, float width, float height, float zsc) :
varieties_x(vx), varieties_y(vy), zscale(zsc)
CloudShaderGeometry(int vx, int vy, float width, float height, float ts, float ms, float bs, float shade, float ch, float zsc) :
varieties_x(vx), varieties_y(vy), top_factor(ts), middle_factor(ms), bottom_factor(bs), shade_factor(shade), cloud_height(ch), zscale(zsc)
{
setUseDisplayList(false);
float x = width/2.0f;
@@ -69,9 +70,8 @@ class CloudShaderGeometry : public osg::Drawable
META_Object(flightgear, CloudShaderGeometry);
struct CloudSprite {
CloudSprite(const SGVec3f& p, int tx, int ty, float w, float h,
float s, float ch) :
position(p), texture_index_x(tx), texture_index_y(ty), width(w), height(h), shade(s), cloud_height(ch)
CloudSprite(const SGVec3f& p, int tx, int ty, float w, float h) :
position(p), texture_index_x(tx), texture_index_y(ty), width(w), height(h)
{ }
SGVec3f position;
@@ -79,8 +79,6 @@ class CloudShaderGeometry : public osg::Drawable
int texture_index_y;
float width;
float height;
float shade;
float cloud_height;
};
typedef std::vector<CloudSprite> CloudSpriteList;
@@ -88,8 +86,8 @@ class CloudShaderGeometry : public osg::Drawable
void insert(const CloudSprite& t)
{ _cloudsprites.push_back(t); }
void insert(SGVec3f& p, int tx, int ty, float w, float h, float s, float ch)
{ insert(CloudSprite(p, tx, ty, w, h, s, ch)); }
void insert(SGVec3f& p, int tx, int ty, float w, float h)
{ insert(CloudSprite(p, tx, ty, w, h)); }
unsigned getNumCloudSprite() const
{ return _cloudsprites.size(); }
@@ -107,15 +105,19 @@ class CloudShaderGeometry : public osg::Drawable
_geometry = geometry;
}
void addSprite(const SGVec3f& p, int tx, int ty, float w, float h,
float s, float cull, float cloud_height);
void addSprite(const SGVec3f& p, int tx, int ty, float w, float h, float cull);
osg::ref_ptr<osg::Drawable> _geometry;
int varieties_x;
int varieties_y;
float top_factor;
float middle_factor;
float bottom_factor;
float shade_factor;
float cloud_height;
float zscale;
// Bounding box extents.
osg::BoundingBox _bbox;

View File

@@ -60,6 +60,8 @@
using namespace simgear;
using namespace osg;
using namespace std;
namespace
{
@@ -67,24 +69,36 @@ typedef std::map<std::string, osg::ref_ptr<Effect> > EffectMap;
EffectMap effectMap;
}
double SGNewCloud::sprite_density = 1.0;
float 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", 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*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);
min_width = cld_def->getFloatValue("min-cloud-width-m", 500.0);
max_width = cld_def->getFloatValue("max-cloud-width-m", min_width*2);
min_height = cld_def->getFloatValue("min-cloud-height-m", 400.0);
max_height = cld_def->getFloatValue("max-cloud-height-m", min_height*2);
min_sprite_width = cld_def->getFloatValue("min-sprite-width-m", 200.0);
max_sprite_width = cld_def->getFloatValue("max-sprite-width-m", min_sprite_width*1.5);
min_sprite_height = cld_def->getFloatValue("min-sprite-height-m", 150);
max_sprite_height = cld_def->getFloatValue("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);
min_bottom_lighting_factor = cld_def->getFloatValue("min-bottom-lighting-factor", 1.0);
max_bottom_lighting_factor = cld_def->getFloatValue("max-bottom-lighting-factor", min(min_bottom_lighting_factor + 0.1, 1.0));
min_middle_lighting_factor = cld_def->getFloatValue("min-middle-lighting-factor", 1.0);
max_middle_lighting_factor = cld_def->getFloatValue("max-middle-lighting-factor", min(min_middle_lighting_factor + 0.1, 1.0));
min_top_lighting_factor = cld_def->getFloatValue("min-top-lighting-factor", 1.0);
max_top_lighting_factor = cld_def->getFloatValue("max-top-lighting-factor", min(min_top_lighting_factor + 0.1, 1.0));
min_shade_lighting_factor = cld_def->getFloatValue("min-shade-lighting-factor", 0.5);
max_shade_lighting_factor = cld_def->getFloatValue("max-shade-lighting-factor", min(min_shade_lighting_factor + 0.1, 1.0));
zscale = cld_def->getFloatValue("z-scale", 1.0);
texture = cld_def->getStringValue("texture", "cl_cumulus.png");
// Create a new Effect for the texture, if required.
@@ -167,24 +181,40 @@ osg::ref_ptr<EffectGeode> SGNewCloud::genCloud() {
osg::ref_ptr<EffectGeode> geode = new EffectGeode;
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
// the center of the sprites, not their edges.
float width = min_width + sg_random() * (max_width - min_width) - min_sprite_width;
float height = min_height + sg_random() * (max_height - min_height) - min_sprite_height;
if (width < 0.0) { width = 0.0; }
if (height < 0.0) { height = 0.0; }
// Determine appropriate shading factors
float top_factor = min_top_lighting_factor + sg_random() * (max_top_lighting_factor - min_top_lighting_factor);
float middle_factor = min_middle_lighting_factor + sg_random() * (max_middle_lighting_factor - min_middle_lighting_factor);
float bottom_factor = min_bottom_lighting_factor + sg_random() * (max_bottom_lighting_factor - min_bottom_lighting_factor);
float shade_factor = min_shade_lighting_factor + sg_random() * (max_shade_lighting_factor - min_shade_lighting_factor);
//printf("Cloud: %2f, %2f, %2f, %2f\n", top_factor, middle_factor, bottom_factor, shade_factor);
CloudShaderGeometry* sg = new CloudShaderGeometry(num_textures_x,
num_textures_y,
max_width + max_sprite_width,
max_height + max_sprite_height,
top_factor,
middle_factor,
bottom_factor,
shade_factor,
height,
zscale);
// Determine the cull distance. This is used to remove sprites that are too close together.
// 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 use is a function of the (user-controlled) density
int n_sprites = num_sprites * sprite_density * (0.5 + sg_random());
int n_sprites = num_sprites * sprite_density * (0.5f + sg_random());
for (int i = 0; i < n_sprites; i++)
{
@@ -202,8 +232,8 @@ osg::ref_ptr<EffectGeode> SGNewCloud::genCloud() {
y = 0;
z = height * 0.5;
} else {
double theta = sg_random() * SGD_2PI;
double elev = sg_random() * SGD_PI;
float theta = sg_random() * SGD_2PI;
float 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 + height * 0.5f;
@@ -235,7 +265,7 @@ osg::ref_ptr<EffectGeode> SGNewCloud::genCloud() {
// Determine the sprite texture indexes.
int index_x = (int) floor(sg_random() * num_textures_x);
if (index_x == num_textures_x) { index_x--; }
if (index_x >= num_textures_x) { index_x = num_textures_x - 1; }
int index_y = (int) floor(sg_random() * num_textures_y);
@@ -243,20 +273,17 @@ osg::ref_ptr<EffectGeode> SGNewCloud::genCloud() {
// 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);
index_y = (int) floor((z / height) * num_textures_y);
}
if (index_y == num_textures_y) { index_y--; }
if (index_y >= num_textures_y) { index_y = num_textures_y - 1; }
sg->addSprite(SGVec3f(x, y, z),
index_x,
index_y,
sprite_width,
sprite_height,
bottom_shade,
cull_distance_squared,
height * 0.5f);
index_x,
index_y,
sprite_width,
sprite_height,
cull_distance_squared);
}
sg->setGeometry(quad);

View File

@@ -47,7 +47,7 @@ public:
// Generate a Cloud
osg::ref_ptr<simgear::EffectGeode> genCloud ();
static double getDensity(void)
static float getDensity(void)
{
return sprite_density;
}
@@ -61,16 +61,37 @@ public:
private:
double min_width;
double max_width;
double min_height;
double max_height;
double min_sprite_width;
double max_sprite_width;
double min_sprite_height;
double max_sprite_height;
double bottom_shade;
double zscale;
float min_width;
float max_width;
float min_height;
float max_height;
float min_sprite_width;
float max_sprite_width;
float min_sprite_height;
float max_sprite_height;
// Minimum and maximum bottom, middle, top, sunny, shade lighting
// factors. For individual clouds we choose a bottom/middle/top
// shade from between each min/max value
float min_bottom_lighting_factor;
float max_bottom_lighting_factor;
float min_middle_lighting_factor;
float max_middle_lighting_factor;
float min_top_lighting_factor;
float max_top_lighting_factor;
float min_shade_lighting_factor;
float max_shade_lighting_factor;
// The density of the cloud is the shading applied
// to cloud sprites on the opposite side of the cloud
// from the sun. For an invidual cloud instance a value
// between min_density and max_density is chosen.
float min_density;
float max_density;
// zscale indicates how sprites should be scaled vertically
// after billboarding.
float zscale;
bool height_map_texture;
int num_sprites;
int num_textures_x;
@@ -78,7 +99,7 @@ private:
string texture;
osg::Geometry* quad;
osg::ref_ptr<simgear::Effect> effect;
static double sprite_density;
static float sprite_density;
osg::Geometry* createOrthQuad(float w, float h, int varieties_x, int varieties_y);