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