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simgear/simgear/scene/sky/newcloud.cxx
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// 3D cloud class
//
// Written by Harald JOHNSEN, started April 2005.
//
// Copyright (C) 2005 Harald JOHNSEN - hjohnsen@evc.net
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
//
#ifdef HAVE_CONFIG_H
# include <simgear_config.h>
#endif
#include <osg/AlphaFunc>
#include <osg/Depth>
#include <osg/Program>
#include <osg/Uniform>
#include <osg/ref_ptr>
#include <osg/Texture2D>
#include <osg/NodeVisitor>
#include <osg/PositionAttitudeTransform>
#include <osg/Material>
#include <osgUtil/UpdateVisitor>
#include <osgDB/ReadFile>
#include <osgDB/FileUtils>
#include <simgear/compiler.h>
#include <simgear/misc/sg_path.hxx>
#include <simgear/props/props.hxx>
#include <simgear/scene/model/model.hxx>
#include <simgear/scene/util/SGReaderWriterOptions.hxx>
#include <simgear/scene/util/StateAttributeFactory.hxx>
#include <simgear/scene/util/SGUpdateVisitor.hxx>
#include <simgear/scene/util/RenderConstants.hxx>
#include <algorithm>
#include <osg/BlendFunc>
#include <osg/GLU>
#include <osg/ShadeModel>
#include "cloudfield.hxx"
#include "newcloud.hxx"
#include "CloudShaderGeometry.hxx"
using namespace simgear;
using namespace osg;
using namespace std;
namespace
{
typedef std::map<std::string, osg::observer_ptr<Effect> > EffectMap;
EffectMap effectMap;
}
float SGNewCloud::sprite_density = 1.0;
SGNewCloud::SGNewCloud(const SGPath &texture_root, const SGPropertyNode *cld_def, mt* s)
{
// Set up the RNG with the passed in seed. This allows us to make the RNG repeatable
// if required.
seed = s;
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);
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.
EffectMap::iterator iter = effectMap.find(texture);
if ((iter == effectMap.end())||
(!iter->second.lock(effect)))
{
SGPropertyNode_ptr pcloudEffect = new SGPropertyNode;
makeChild(pcloudEffect, "inherits-from")->setValue("Effects/cloud");
setValue(makeChild(makeChild(makeChild(pcloudEffect, "parameters"),
"texture"),
"image"),
texture);
ref_ptr<SGReaderWriterOptions> options;
options = SGReaderWriterOptions::fromPath(texture_root.str());
effect = makeEffect(pcloudEffect, true, options.get());
if (effect.valid())
{
if (iter == effectMap.end())
effectMap.insert(EffectMap::value_type(texture, effect));
else
iter->second = effect; // update existing, but empty observer
}
}
}
SGNewCloud::~SGNewCloud() {
}
#if 0
// return a random number between -n/2 and n/2, tending to 0
static float Rnd(float n) {
return n * (-0.5f + (mt_rand(seed) + mt_rand(seed)) / 2.0f);
}
#endif
osg::ref_ptr<EffectGeode> SGNewCloud::genCloud() {
osg::ref_ptr<EffectGeode> geode = new EffectGeode;
// 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 + mt_rand(seed) * (max_width - min_width) - min_sprite_width;
float height = min_height + mt_rand(seed) * (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 + mt_rand(seed) * (max_top_lighting_factor - min_top_lighting_factor);
float middle_factor = min_middle_lighting_factor + mt_rand(seed) * (max_middle_lighting_factor - min_middle_lighting_factor);
float bottom_factor = min_bottom_lighting_factor + mt_rand(seed) * (max_bottom_lighting_factor - min_bottom_lighting_factor);
float shade_factor = min_shade_lighting_factor + mt_rand(seed) * (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 * (0.5f + mt_rand(seed));
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 sprite in the center of the sphere (and at maximum size) to
// 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 = height * 0.5;
} else {
float theta = mt_rand(seed) * SGD_2PI;
float elev = mt_rand(seed) * 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;
}
// Determine the height and width
float sprite_width = min_sprite_width + mt_rand(seed) * (max_sprite_width - min_sprite_width);
float sprite_height = min_sprite_height + mt_rand(seed) * (max_sprite_height - min_sprite_height);
// Sprites are never taller than square.
if (sprite_height > sprite_width )
{
sprite_height = sprite_width;
}
if (i == 0) {
// The center sprite is always maximum size to fill up any holes.
sprite_width = max_sprite_width;
sprite_height = max_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)
{
z = 0.5f * sprite_height;
}
// Determine the sprite texture indexes.
int index_x = (int) floor(mt_rand(seed) * num_textures_x);
if (index_x >= num_textures_x) { index_x = num_textures_x - 1; }
int index_y = (int) floor(mt_rand(seed) * 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) * num_textures_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,
cull_distance_squared);
}
sg->generateGeometry();
geode->addDrawable(sg);
geode->setName("3D cloud");
geode->setEffect(effect.get());
geode->setNodeMask( ~simgear::MODELLIGHT_BIT );
return geode;
}