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simgear/simgear/scene/sky/clouds3d/SkyCloud.cpp
T

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C++

//------------------------------------------------------------------------------
// File : SkyCloud.cpp
//------------------------------------------------------------------------------
// SkyWorks : Adapted from skyworks program writen by Mark J. Harris and
// The University of North Carolina at Chapel Hill
// : by J. Wojnaroski Sep 2002
//------------------------------------------------------------------------------
// Permission to use, copy, modify, distribute and sell this software and its
// documentation for any purpose is hereby granted without fee, provided that
// the above copyright notice appear in all copies and that both that copyright
// notice and this permission notice appear in supporting documentation.
// Binaries may be compiled with this software without any royalties or
// restrictions.
//
// The author(s) and The University of North Carolina at Chapel Hill make no
// representations about the suitability of this software for any purpose.
// It is provided "as is" without express or
// implied warranty.
/**
* @file SkyCloud.cpp
*
* Implementation of class SkyCloud.
*/
// warning for truncation of template name for browse info
#pragma warning( disable : 4786)
#include <plib/ul.h>
#include "SkyCloud.hpp"
#include "SkyRenderableInstance.hpp"
#include "SkyContext.hpp"
#include "SkyMaterial.hpp"
#include "SkyLight.hpp"
#include "SkyTextureManager.hpp"
#include "SkySceneManager.hpp"
#include <algorithm>
//! The version used for cloud archive files.
#define CLOUD_ARCHIVE_VERSION 0.1f
//------------------------------------------------------------------------------
// Static initialization
//------------------------------------------------------------------------------
SkyMaterial* SkyCloud::s_pMaterial = NULL;
SkyMaterial* SkyCloud::s_pShadeMaterial = NULL;
unsigned int SkyCloud::s_iShadeResolution = 32;
float SkyCloud::s_rAlbedo = 0.9f;
float SkyCloud::s_rExtinction = 80.0f;
float SkyCloud::s_rTransparency = exp(-s_rExtinction);
float SkyCloud::s_rScatterFactor = s_rAlbedo * s_rExtinction * SKY_INV_4PI;
float SkyCloud::s_rSortAngleErrorTolerance = 0.8f;
float SkyCloud::s_rSortSquareDistanceTolerance = 100;
//------------------------------------------------------------------------------
// Function : SkyCloud::SkyCloud
// Description :
//------------------------------------------------------------------------------
/**
* @fn SkyCloud::SkyCloud()
* @brief Constructor.
*/
SkyCloud::SkyCloud()
: SkyRenderable(),
_bUsePhaseFunction(true),
_vecLastSortViewDir(Vec3f::ZERO),
_vecLastSortCamPos(Vec3f::ZERO)
{
if (!s_pShadeMaterial)
{
s_pShadeMaterial = new SkyMaterial;
s_pShadeMaterial->SetAmbient(Vec4f(0.1f, 0.1f, 0.1f, 1));
s_pShadeMaterial->EnableDepthTest(false);
s_pShadeMaterial->SetBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
s_pShadeMaterial->EnableBlending(true);
s_pShadeMaterial->SetAlphaFunc(GL_GREATER);
s_pShadeMaterial->SetAlphaRef(0);
s_pShadeMaterial->EnableAlphaTest(true);
s_pShadeMaterial->SetColorMaterialMode(GL_DIFFUSE);
s_pShadeMaterial->EnableColorMaterial(true);
s_pShadeMaterial->EnableLighting(false);
s_pShadeMaterial->SetTextureApplicationMode(GL_MODULATE);
}
if (!s_pMaterial)
{
s_pMaterial = new SkyMaterial;
s_pMaterial->SetAmbient(Vec4f(0.3f, 0.3f, 0.3f, 1));
s_pMaterial->SetDepthMask(false);
s_pMaterial->SetBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
s_pMaterial->EnableBlending(true);
s_pMaterial->SetAlphaFunc(GL_GREATER);
s_pMaterial->SetAlphaRef(0);
s_pMaterial->EnableAlphaTest(true);
s_pMaterial->SetColorMaterialMode(GL_DIFFUSE);
s_pMaterial->EnableColorMaterial(true);
s_pMaterial->EnableLighting(false);
s_pMaterial->SetTextureApplicationMode(GL_MODULATE);
_CreateSplatTexture(32); // will assign the texture to both static materials
}
}
//------------------------------------------------------------------------------
// Function : SkyCloud::~SkyCloud
// Description :
//------------------------------------------------------------------------------
/**
* @fn SkyCloud::~SkyCloud()
* @brief Destructor.
*/
SkyCloud::~SkyCloud()
{
}
//------------------------------------------------------------------------------
// Function : SkyCloud::Update
// Description :
//------------------------------------------------------------------------------
/**
* @fn SkyCloud::Update(const Camera &cam, SkyRenderableInstance* pInstance)
* @brief Currently does nothing.
*/
SKYRESULT SkyCloud::Update(const Camera &cam, SkyRenderableInstance* pInstance)
{
return SKYRESULT_OK;
}
//------------------------------------------------------------------------------
// Function : DrawQuad
// Description :
//------------------------------------------------------------------------------
/**
* @fn DrawQuad(Vec3f pos, Vec3f x, Vec3f y, Vec4f color)
* @brief Draw a quad.
*/
inline void DrawQuad(Vec3f pos, Vec3f x, Vec3f y, Vec4f color)
{
glColor4fv(&(color.x));
Vec3f left = pos; left -= y;
Vec3f right = left; right += x;
left -= x;
glTexCoord2f(0, 0); glVertex3fv(&(left.x));
glTexCoord2f(1, 0); glVertex3fv(&(right.x));
left += y; left += y;
right += y; right += y;
glTexCoord2f(1, 1); glVertex3fv(&(right.x));
glTexCoord2f(0, 1); glVertex3fv(&(left.x));
}
//------------------------------------------------------------------------------
// Function : SkyCloud::Display
// Description :
//------------------------------------------------------------------------------
/**
* @fn SkyCloud::Display(const Camera &camera, SkyRenderableInstance *pInstance)
* @brief Renders the cloud.
*
* The cloud is rendered by splatting the particles from back to front with respect
* to @a camera. Since instances of clouds each have their own particles, which
* are pre-transformed into world space, @a pInstance is not used.
*
* An alternative method is to store the particles untransformed, and transform the
* camera and light into cloud space for rendering. This is more complicated,
* and not as straightforward. Since I have to store the particles with each instance
* anyway, I decided to pre-transform them instead.
*/
SKYRESULT SkyCloud::Display(const Camera &camera, SkyRenderableInstance *pInstance)
{
// copy the current camera
Camera cam(camera);
// This cosine computation, along with the if() below, are an optimization. The goal
// is to avoid sorting when it will make no visual difference. This will be true when the
// cloud particles are almost sorted for the current viewpoint. This is the case most of the
// time, since the viewpoint does not move very far in a single frame. Each time we sort,
// we cache the current view direction. Then, each time the cloud is displayed, if the
// current view direction is very close to the current view direction (dot product is nearly 1)
// then we do not resort the particles.
float rCosAngleSinceLastSort =
_vecLastSortViewDir * cam.ViewDir(); // dot product
float rSquareDistanceSinceLastSort =
(cam.Orig - _vecLastSortCamPos).LengthSqr();
if (rCosAngleSinceLastSort < s_rSortAngleErrorTolerance ||
rSquareDistanceSinceLastSort > s_rSortSquareDistanceTolerance)
{
// compute the sort position for particles.
// don't just use the camera position -- if it is too far away from the cloud, then
// precision limitations may cause the STL sort to hang. Instead, put the sort position
// just outside the bounding sphere of the cloud in the direction of the camera.
_vecSortPos = -cam.ViewDir();
_vecSortPos *= (1.1 * _boundingBox.GetRadius());
_vecSortPos += _boundingBox.GetCenter();
// sort the particles from back to front wrt the camera position.
_SortParticles(cam.ViewDir(), _vecSortPos, SKY_CLOUD_SORT_TOWARD);
//_vecLastSortViewDir = GLVU::GetCurrent()->GetCurrentCam()->ViewDir();
//_vecLastSortCamPos = GLVU::GetCurrent()->GetCurrentCam()->Orig;
_vecLastSortViewDir = cam.ViewDir();
_vecLastSortCamPos = cam.Orig;
}
// set the material state / properties that clouds use for rendering:
// Enables blending, with blend func (ONE, ONE_MINUS_SRC_ALPHA).
// Enables alpha test to discard completely transparent fragments.
// Disables depth test.
// Enables texturing, with modulation, and the texture set to the shared splat texture.
s_pMaterial->Activate();
Vec4f color;
Vec3f eyeDir;
// Draw the particles using immediate mode.
glBegin(GL_QUADS);
int i = 0;
for (ParticleIterator iter = _particles.begin(); iter != _particles.end(); iter++)
{
i++;
SkyCloudParticle *p = *iter;
// Start with ambient light
color = p->GetBaseColor();
if (_bUsePhaseFunction) // use the phase function for anisotropic scattering.
{
eyeDir = cam.Orig;
eyeDir -= p->GetPosition();
eyeDir.Normalize();
float pf;
// add the color contribution to this particle from each light source, modulated by
// the phase function. See _PhaseFunction() documentation for details.
for (int i = 0; i < p->GetNumLitColors(); i++)
{
pf = _PhaseFunction(_lightDirections[i], eyeDir);
// expand this to avoid temporary vector creation in the inner loop
color.x += p->GetLitColor(i).x * pf;
color.y += p->GetLitColor(i).y * pf;
color.z += p->GetLitColor(i).z * pf;
}
}
else // just use isotropic scattering instead.
{
for (int i = 0; i < (*iter)->GetNumLitColors(); ++i)
{
color += p->GetLitColor(i);
}
}
// Set the transparency independently of the colors
color.w = 1 - s_rTransparency;
// draw the particle as a textured billboard.
DrawQuad((*iter)->GetPosition(), cam.X * p->GetRadius(), cam.Y * p->GetRadius(), color);
}
glEnd();
return SKYRESULT_OK;
}
//------------------------------------------------------------------------------
// Function : SkyCloud::DisplaySplit
// Description :
//------------------------------------------------------------------------------
/**
* @fn SkyCloud::DisplaySplit(const Camera &camera, const Vec3f &vecSplitPoint, bool bBackHalf, SkyRenderableInstance *pInstance)
* @brief The same as Display(), except it displays only the particles in front of or behind the split point.
*
* This is used to render clouds into two impostor images for displaying clouds that contain objects.
*
* @see SkyRenderableInstanceCloud
*/
SKYRESULT SkyCloud::DisplaySplit(const Camera &camera,
const Vec3f &vecSplitPoint,
bool bBackHalf,
SkyRenderableInstance *pInstance /* = NULL */)
{
// copy the current camera
Camera cam(camera);
Vec3f vecCloudSpaceSplit = vecSplitPoint;
if (bBackHalf) // only sort when rendering the back half. Reuse sort for front half.
{
// compute the sort position for particles.
// don't just use the camera position -- if it is too far away from the cloud, then
// precision limitations may cause the STL sort to hang. Instead, put the sort position
// just outside the bounding sphere of the cloud in the direction of the camera.
_vecSortPos = -cam.ViewDir();
_vecSortPos *= (1.1 * _boundingBox.GetRadius());
_vecSortPos += _boundingBox.GetCenter();
// sort the particles from back to front wrt the camera position.
_SortParticles(cam.ViewDir(), _vecSortPos, SKY_CLOUD_SORT_TOWARD);
// we can't use the view direction optimization when the cloud is split, or we get a lot
// of popping of objects in and out of cloud cover. For consistency, though, we need to update
// the cached sort direction, since we just sorted the particles.
// _vecLastSortViewDir = GLVU::GetCurrent()->GetCurrentCam()->ViewDir();
// _vecLastSortCamPos = GLVU::GetCurrent()->GetCurrentCam()->Orig;
// compute the split distance.
vecCloudSpaceSplit -= _vecSortPos;
_rSplitDistance = vecCloudSpaceSplit * cam.ViewDir();
}
// set the material state / properties that clouds use for rendering:
// Enables blending, with blend func (ONE, ONE_MINUS_SRC_ALPHA).
// Enables alpha test to discard completely transparent fragments.
// Disables depth test.
// Enables texturing, with modulation, and the texture set to the shared splat texture.
s_pMaterial->Activate();
Vec4f color;
Vec3f eyeDir;
// Draw the particles using immediate mode.
glBegin(GL_QUADS);
// if bBackHalf is false, then we just continue where we left off. If it is true, we
// reset the iterator to the beginning of the sorted list.
static ParticleIterator iter;
if (bBackHalf)
iter = _particles.begin();
// iterate over the particles and render them.
for (; iter != _particles.end(); ++iter)
{
SkyCloudParticle *p = *iter;
if (bBackHalf && (p->GetSquareSortDistance() < _rSplitDistance))
break;
// Start with ambient light
color = p->GetBaseColor();
if (_bUsePhaseFunction) // use the phase function for anisotropic scattering.
{
eyeDir = cam.Orig;
eyeDir -= p->GetPosition();
eyeDir.Normalize();
float pf;
// add the color contribution to this particle from each light source, modulated by
// the phase function. See _PhaseFunction() documentation for details.
for (int i = 0; i < p->GetNumLitColors(); i++)
{
pf = _PhaseFunction(_lightDirections[i], eyeDir);
// expand this to avoid temporary vector creation in the inner loop
color.x += p->GetLitColor(i).x * pf;
color.y += p->GetLitColor(i).y * pf;
color.z += p->GetLitColor(i).z * pf;
}
}
else // just use isotropic scattering instead.
{
for (int i = 0; i < p->GetNumLitColors(); ++i)
{
color += p->GetLitColor(i);
}
}
// set the transparency independently of the colors.
color.w = 1 - s_rTransparency;
// draw the particle as a textured billboard.
DrawQuad((*iter)->GetPosition(), cam.X * p->GetRadius(), cam.Y * p->GetRadius(), color);
}
glEnd();
return SKYRESULT_OK;
}
//------------------------------------------------------------------------------
// Function : SkyCloud::Illuminate
// Description :
//------------------------------------------------------------------------------
/**
* @fn SkyCloud::Illuminate(SkyLight *pLight, SkyRenderableInstance* pInstance, bool bReset)
* @brief Compute the illumination of the cloud by the lightsource @a pLight
*
* This method uses graphics hardware to compute multiple forward scattering at each cloud
* in the cloud of light from the directional light source @a pLight. The algorithm works
* by successively subtracting "light" from an initially white (fully lit) frame buffer by
* using hardware blending and read back. The method stores the illumination from each light
* source passed to it separately at each particle, unless @a bReset is true, in which case
* the lists of illumination in the particles are reset before the lighting is computed.
*
*/
SKYRESULT SkyCloud::Illuminate(SkyLight *pLight, SkyRenderableInstance* pInstance, bool bReset)
{
int iOldVP[4];
glGetIntegerv(GL_VIEWPORT, iOldVP);
glViewport(0, 0, s_iShadeResolution, s_iShadeResolution);
Vec3f vecDir(pLight->GetDirection());
// if this is the first pass through the lights, reset will be true, and the cached light
// directions should be updated. Light directions are cached in cloud space to accelerate
// computation of the phase function, which depends on light direction and view direction.
if (bReset)
_lightDirections.clear();
_lightDirections.push_back(vecDir); // cache the (unit-length) light direction
// compute the light/sort position for particles from the light direction.
// don't just use the camera position -- if it is too far away from the cloud, then
// precision limitations may cause the STL sort to hang. Instead, put the sort position
// just outside the bounding sphere of the cloud in the direction of the camera.
Vec3f vecLightPos(vecDir);
vecLightPos *= (1.1*_boundingBox.GetRadius());
vecLightPos += _boundingBox.GetCenter();
// Set up a camera to look at the cloud from the light position. Since the sun is an infinite
// light source, this camera will use an orthographic projection tightly fit to the bounding
// sphere of the cloud.
Camera cam;
// Avoid degenerate camera bases.
Vec3f vecUp(0, 1, 0);
if (fabs(vecDir * vecUp) - 1 < 1e-6) // check that the view and up directions are not parallel.
vecUp.Set(1, 0, 0);
cam.LookAt(vecLightPos, _boundingBox.GetCenter(), vecUp);
// sort the particles away from the light source.
_SortParticles(cam.ViewDir(), vecLightPos, SKY_CLOUD_SORT_AWAY);
// projected dist to cntr along viewdir
float DistToCntr = (_boundingBox.GetCenter() - vecLightPos) * cam.ViewDir();
// calc tight-fitting near and far distances for the orthographic frustum
float rNearDist = DistToCntr - _boundingBox.GetRadius();
float rFarDist = DistToCntr + _boundingBox.GetRadius();
// set the modelview matrix from this camera.
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
float M[16];
cam.GetModelviewMatrix(M);
glLoadMatrixf(M);
// switch to parallel projection
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(-_boundingBox.GetRadius(), _boundingBox.GetRadius(),
-_boundingBox.GetRadius(), _boundingBox.GetRadius(),
rNearDist, rFarDist);
// set the material state / properties that clouds use for shading:
// Enables blending, with blend func (ONE, ONE_MINUS_SRC_ALPHA).
// Enables alpha test to discard completely transparent fragments.
// Disables depth test.
// Enables texturing, with modulation, and the texture set to the shared splat texture.
s_pShadeMaterial->Activate();
// these are used for projecting the particle position to determine where to read pixels.
double MM[16], PM[16];
int VP[4] = { 0, 0, s_iShadeResolution, s_iShadeResolution };
glGetDoublev(GL_MODELVIEW_MATRIX, MM);
glGetDoublev(GL_PROJECTION_MATRIX, PM);
// initialize back buffer to all white -- modulation darkens areas where cloud particles
// absorb light, and lightens it where they scatter light in the forward direction.
glClearColor(1, 1, 1, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
float rPixelsPerLength = s_iShadeResolution / (2 * _boundingBox.GetRadius());
// the solid angle over which we will sample forward-scattered light.
float rSolidAngle = 0.09;
int i = 0;
int iNumFailed = 0;
for (ParticleIterator iter = _particles.begin(); iter != _particles.end(); ++iter, ++i)
{
Vec3f vecParticlePos = (*iter)->GetPosition();
Vec3f vecOffset(vecLightPos);
vecOffset -= vecParticlePos;
// compute the pixel area to read back in order to integrate the illumination of the particle
// over a constant solid angle.
float rDistance = fabs(cam.ViewDir() * vecOffset) - rNearDist;
float rArea = rSolidAngle * rDistance * rDistance;
int iPixelDim = sqrt(rArea) * rPixelsPerLength;
int iNumPixels = iPixelDim * iPixelDim;
if (iNumPixels < 1)
{
iNumPixels = 1;
iPixelDim = 1;
}
// the scale factor to convert the read back pixel colors to an average illumination of the area.
float rColorScaleFactor = rSolidAngle / (iNumPixels * 255.0f);
unsigned char *c = new unsigned char[4 * iNumPixels];
Vec3d vecWinPos;
// find the position in the buffer to which the particle position projects.
if (!gluProject(vecParticlePos.x, vecParticlePos.y, vecParticlePos.z,
MM, PM, VP,
&(vecWinPos.x), &(vecWinPos.y), &(vecWinPos.z)))
{
FAIL_RETURN_MSG(SKYRESULT_FAIL,
"Error: SkyCloud::Illuminate(): failed to project particle position.");
}
// offset the projected window position by half the size of the readback region.
vecWinPos.x -= 0.5 * iPixelDim;
if (vecWinPos.x < 0) vecWinPos.x = 0;
vecWinPos.y -= 0.5 * iPixelDim;
if (vecWinPos.y < 0) vecWinPos.y = 0;
// read back illumination of this particle from the buffer.
glReadBuffer(GL_BACK);
glReadPixels(vecWinPos.x, vecWinPos.y, iPixelDim, iPixelDim, GL_RGBA, GL_UNSIGNED_BYTE, c);
// scattering coefficient vector.
Vec4f vecScatter(s_rScatterFactor, s_rScatterFactor, s_rScatterFactor, 1);
// add up the read back pixels (only need one component -- its grayscale)
int iSum = 0;
for (int k = 0; k < 4 * iNumPixels; k+=4)
iSum += c[k];
delete [] c;
// compute the amount of light scattered to this particle by particles closer to the light.
// this is the illumination over the solid angle that we measured (using glReadPixels) times
// the scattering coefficient (vecScatter);
Vec4f vecScatteredAmount(iSum * rColorScaleFactor,
iSum * rColorScaleFactor,
iSum * rColorScaleFactor,
1 - s_rTransparency);
vecScatteredAmount &= vecScatter;
// the color of th particle (iter) contributed by this light source (pLight) is the
// scattered light from the part of the cloud closer to the light, times the diffuse color
// of the light source. The alpha is 1 - the uniform transparency of all particles (modulated
// by the splat texture).
Vec4f vecColor = vecScatteredAmount;
vecColor &= pLight->GetDiffuse();
vecColor.w = 1 - s_rTransparency;
// add this color to the list of lit colors for the particle. The contribution from each light
// is kept separate because the phase function we apply at runtime depends on the light vector
// for each light source separately. This view-dependent effect is impossible without knowing
// the amount of light contributed for each light. This, of course, assumes the clouds will
// be lit by a reasonably small number of lights (The sun plus some simulation of light reflected
// from the sky and / or ground.) This technique works very well for simulating anisotropic
// illumination by skylight.
if (bReset)
{
(*iter)->SetBaseColor(s_pMaterial->GetAmbient());
(*iter)->ClearLitColors();
(*iter)->AddLitColor(vecColor);
}
else
{
(*iter)->AddLitColor(vecColor);
}
// the following computation (scaling of the scattered amount by the phase function) is done
// after the lit color is stored so we don't add the scattering to this particle twice.
vecScatteredAmount *= 1.5; // rayleigh scattering phase function for angle of zero or 180 = 1.5!
// clamp the color
if (vecScatteredAmount.x > 1) vecScatteredAmount.x = 1;
if (vecScatteredAmount.y > 1) vecScatteredAmount.y = 1;
if (vecScatteredAmount.z > 1) vecScatteredAmount.z = 1;
vecScatteredAmount.w = 1 - s_rTransparency;
vecScatteredAmount.x = 0.50; vecScatteredAmount.y = 0.60; vecScatteredAmount.z = 0.70;
// Draw the particle as a texture billboard. Use the scattered light amount as the color to
// simulate forward scattering of light by this particle.
glBegin(GL_QUADS);
DrawQuad(vecParticlePos, cam.X * (*iter)->GetRadius(), cam.Y * (*iter)->GetRadius(), vecScatteredAmount);
glEnd();
//glutSwapBuffers(); // Uncomment this swap buffers to visualize cloud illumination computation.
}
// Note: here we could optionally store the current back buffer as a shadow image
// to be projected from the light position onto the scene. This way we can have clouds shadow
// the environment.
// restore matrix stack and viewport.
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glViewport(iOldVP[0], iOldVP[1], iOldVP[2], iOldVP[3]);
return SKYRESULT_OK;
}
//------------------------------------------------------------------------------
// Function : SkyCloud::CopyBoundingVolume
// Description :
//------------------------------------------------------------------------------
/**
* @fn SkyCloud::CopyBoundingVolume() const
* @brief Returns a new copy of the SkyMinMaxBox for this cloud.
*/
SkyMinMaxBox* SkyCloud::CopyBoundingVolume() const
{
SkyMinMaxBox *pBox = new SkyMinMaxBox();
pBox->SetMax(_boundingBox.GetMax());
pBox->SetMin(_boundingBox.GetMin());
return pBox;
}
SKYRESULT SkyCloud::Load(const SkyArchive &archive,
float rScale, /* = 1.0f */
double latitude, double longitude )
{
unsigned int iNumParticles;
Vec3f vecCenter = Vec3f::ZERO;
//Vec3f vecCenter;
//float rRadius;
//archive.FindVec3f("CldCenter", &vecCenter);
//archive.FindFloat32("CldRadius", &rRadius);
//_boundingBox.SetMin(vecCenter - Vec3f(rRadius, rRadius, rRadius));
//_boundingBox.SetMax(vecCenter + Vec3f(rRadius, rRadius, rRadius));
archive.FindUInt32("CldNumParticles", &iNumParticles);
_ulEndianSwap(&iNumParticles);
//if (!bLocal)
archive.FindVec3f("CldCenter", &vecCenter);
_ulEndianSwap((unsigned int*)&vecCenter.x);
_ulEndianSwap((unsigned int*)&vecCenter.y);
_ulEndianSwap((unsigned int*)&vecCenter.z);
Vec3f *pParticlePositions = new Vec3f[iNumParticles];
float *pParticleRadii = new float[iNumParticles];
Vec4f *pParticleColors = new Vec4f[iNumParticles];
unsigned int iNumBytes;
archive.FindData("CldParticlePositions", ANY_TYPE, (void**const)&pParticlePositions, &iNumBytes);
archive.FindData("CldParticleRadii", ANY_TYPE, (void**const)&pParticleRadii, &iNumBytes);
archive.FindData("CldParticleColors", ANY_TYPE, (void**const)&pParticleColors, &iNumBytes);
for (unsigned int i = 0; i < iNumParticles; ++i)
{
_ulEndianSwap((unsigned int*)&pParticlePositions[i].x);
_ulEndianSwap((unsigned int*)&pParticlePositions[i].y);
_ulEndianSwap((unsigned int*)&pParticlePositions[i].z);
_ulEndianSwap((unsigned int*)&pParticleRadii[i]);
_ulEndianSwap((unsigned int*)&pParticleColors[i].x);
_ulEndianSwap((unsigned int*)&pParticleColors[i].y);
_ulEndianSwap((unsigned int*)&pParticleColors[i].z);
_ulEndianSwap((unsigned int*)&pParticleColors[i].w);
SkyCloudParticle *pParticle = new SkyCloudParticle((pParticlePositions[i] + vecCenter) * rScale,
pParticleRadii[i] * rScale,
pParticleColors[i]);
_boundingBox.AddPoint(pParticle->GetPosition());
_particles.push_back(pParticle);
}
// this is just a bad hack to align cloud field from skyworks with local horizon at KSFO
// this "almost" works not quite the right solution okay to get some up and running
// we need to develop our own scheme for loading and positioning clouds
Mat33f R;
Vec3f moveit;
R.Set( 0, 1, 0,
1, 0, 0,
0, 0, 1);
// clouds sit in the y-z plane and x-axis is the vertical cloud height
Rotate( R );
// rotate the cloud field about the fgfs z-axis based on initial longitude
float ex = 0.0;
float ey = 0.0;
float ez = 1.0;
float phi = longitude / 57.29578;
float one_min_cos = 1 - cos(phi);
R.Set(
cos(phi) + one_min_cos*ex*ex, one_min_cos*ex*ey - ez*sin(phi), one_min_cos*ex*ez + ey*sin(phi),
one_min_cos*ex*ey + ez*sin(phi), cos(phi) + one_min_cos*ey*ey, one_min_cos*ey*ez - ex*sin(phi),
one_min_cos*ex*ez - ey*sin(phi), one_min_cos*ey*ez + ex*sin(phi), cos(phi) + one_min_cos*ez*ez );
Rotate( R );
// okay now that let's rotate about a vector for latitude where longitude forms the
// components of a unit vector in the x-y plane
ex = sin( longitude / 57.29578 );
ey = -cos( longitude / 57.29578 );
ez = 0.0;
phi = latitude / 57.29578;
one_min_cos = 1 - cos(phi);
R.Set(
cos(phi) + one_min_cos*ex*ex, one_min_cos*ex*ey - ez*sin(phi), one_min_cos*ex*ez + ey*sin(phi),
one_min_cos*ex*ey + ez*sin(phi), cos(phi) + one_min_cos*ey*ey, one_min_cos*ey*ez - ex*sin(phi),
one_min_cos*ex*ez - ey*sin(phi), one_min_cos*ey*ez + ex*sin(phi), cos(phi) + one_min_cos*ez*ez );
Rotate( R );
// need to calculate an offset to place the clouds at ~3000 feet MSL ATM this is an approximation
// to move the clouds to some altitude above sea level. At some locations this could be underground
// will need a better scheme to position clouds per user preferences
float cloud_level_msl = 3000.0f;
float x_offset = ex * cloud_level_msl;
float y_offset = ey * cloud_level_msl;
float z_offset = cloud_level_msl * 0.5;
moveit.Set( x_offset, y_offset, z_offset );
Translate( moveit );
return SKYRESULT_OK;
}
//------------------------------------------------------------------------------
// Function : SkyCloud::Save
// Description :
//------------------------------------------------------------------------------
/**
* @fn SkyCloud::Save(SkyArchive &archive) const
* @brief Saves the cloud data to @a archive.
*
* @todo <WRITE EXTENDED SkyCloud::Save FUNCTION DOCUMENTATION>
*/
SKYRESULT SkyCloud::Save(SkyArchive &archive) const
{
SkyArchive myArchive("Cloud");
//myArchive.AddVec3f("CldCenter", _center);
//myArchive.AddFloat32("CldRadius", _boundingBox.GetRadius());
myArchive.AddUInt32("CldNumParticles", _particles.size());
// make temp arrays
Vec3f *pParticlePositions = new Vec3f[_particles.size()];
float *pParticleRadii = new float[_particles.size()];
Vec4f *pParticleColors = new Vec4f[_particles.size()];
unsigned int i = 0;
for (ParticleConstIterator iter = _particles.begin(); iter != _particles.end(); ++iter, ++i)
{
pParticlePositions[i] = (*iter)->GetPosition(); // position around origin
pParticleRadii[i] = (*iter)->GetRadius();
pParticleColors[i] = (*iter)->GetBaseColor();
}
myArchive.AddData("CldParticlePositions",
ANY_TYPE,
pParticlePositions,
sizeof(Vec3f),
_particles.size());
myArchive.AddData("CldParticleRadii",
ANY_TYPE,
pParticleRadii,
sizeof(float),
_particles.size());
myArchive.AddData("CldParticleColors",
ANY_TYPE,
pParticleColors,
sizeof(Vec3f),
_particles.size());
archive.AddArchive(myArchive);
return SKYRESULT_OK;
}
//------------------------------------------------------------------------------
// Function : SkyCloud::Rotate
// Description :
//------------------------------------------------------------------------------
/**
* @fn SkyCloud::Rotate(const Mat33f& rot)
* @brief @todo <WRITE BRIEF SkyCloud::Rotate DOCUMENTATION>
*
* @todo <WRITE EXTENDED SkyCloud::Rotate FUNCTION DOCUMENTATION>
*/
void SkyCloud::Rotate(const Mat33f& rot)
{
_boundingBox.Clear();
for (int i = 0; i < _particles.size(); ++i)
{
_particles[i]->SetPosition(rot * _particles[i]->GetPosition());
_boundingBox.AddPoint(_particles[i]->GetPosition());
}
}
//------------------------------------------------------------------------------
// Function : SkyCloud::Translate
// Description :
//------------------------------------------------------------------------------
/**
* @fn SkyCloud::Translate(const Vec3f& trans)
* @brief @todo <WRITE BRIEF SkyCloud::Translate DOCUMENTATION>
*
* @todo <WRITE EXTENDED SkyCloud::Translate FUNCTION DOCUMENTATION>
*/
void SkyCloud::Translate(const Vec3f& trans)
{
for (int i = 0; i < _particles.size(); ++i)
{
_particles[i]->SetPosition(_particles[i]->GetPosition() + trans);
}
_boundingBox.SetMax(_boundingBox.GetMax() + trans);
_boundingBox.SetMin(_boundingBox.GetMin() + trans);
}
//------------------------------------------------------------------------------
// Function : SkyCloud::Scale
// Description :
//------------------------------------------------------------------------------
/**
* @fn SkyCloud::Scale(const float scale)
* @brief @todo <WRITE BRIEF SkyCloud::Scale DOCUMENTATION>
*
* @todo <WRITE EXTENDED SkyCloud::Scale FUNCTION DOCUMENTATION>
*/
void SkyCloud::Scale(const float scale)
{
_boundingBox.Clear();
for (int i = 0; i < _particles.size(); ++i)
{
_particles[i]->SetPosition(_particles[i]->GetPosition() * scale);
_boundingBox.AddPoint(_particles[i]->GetPosition());
}
}
//------------------------------------------------------------------------------
// Function : SkyCloud::_SortParticles
// Description :
//------------------------------------------------------------------------------
/**
* @fn SkyCloud::_SortParticles(const Vec3f& vecViewDir, const Vec3f& sortPoint, SortDirection dir)
* @brief Sorts the cloud particles in the direction specified by @a dir.
*
* @vecSortPoint is assumed to already be transformed into the basis space of the cloud.
*/
void SkyCloud::_SortParticles(const Vec3f& vecViewDir,
const Vec3f& vecSortPoint,
SortDirection dir)
{
Vec3f partPos;
for (int i = 0; i < _particles.size(); ++i)
{
partPos = _particles[i]->GetPosition();
partPos -= vecSortPoint;
_particles[i]->SetSquareSortDistance(partPos * vecViewDir);//partPos.LengthSqr());
}
switch (dir)
{
case SKY_CLOUD_SORT_TOWARD:
std::sort(_particles.begin(), _particles.end(), _towardComparator);
break;
case SKY_CLOUD_SORT_AWAY:
std::sort(_particles.begin(), _particles.end(), _awayComparator);
break;
default:
break;
}
}
//------------------------------------------------------------------------------
// Function : EvalHermite
// Description :
//------------------------------------------------------------------------------
/**
* EvalHermite(float pA, float pB, float vA, float vB, float u)
* @brief Evaluates Hermite basis functions for the specified coefficients.
*/
inline float EvalHermite(float pA, float pB, float vA, float vB, float u)
{
float u2=(u*u), u3=u2*u;
float B0 = 2*u3 - 3*u2 + 1;
float B1 = -2*u3 + 3*u2;
float B2 = u3 - 2*u2 + u;
float B3 = u3 - u;
return( B0*pA + B1*pB + B2*vA + B3*vB );
}
// NORMALIZED GAUSSIAN INTENSITY MAP (N must be a power of 2)
//------------------------------------------------------------------------------
// Function : CreateGaussianMap
// Description :
//------------------------------------------------------------------------------
/**
* CreateGaussianMap(int N)
*
* Creates a 2D gaussian image using a hermite surface.
*/
unsigned char* CreateGaussianMap(int N)
{
float *M = new float[2*N*N];
unsigned char *B = new unsigned char[4*N*N];
float X,Y,Y2,Dist;
float Incr = 2.0f/N;
int i=0;
int j = 0;
Y = -1.0f;
for (int y=0; y<N; y++, Y+=Incr)
{
Y2=Y*Y;
X = -1.0f;
for (int x=0; x<N; x++, X+=Incr, i+=2, j+=4)
{
Dist = (float)sqrt(X*X+Y2);
if (Dist>1) Dist=1;
M[i+1] = M[i] = EvalHermite(0.4f,0,0,0,Dist);// * (1 - noise);
B[j+3] = B[j+2] = B[j+1] = B[j] = (unsigned char)(M[i] * 255);
}
}
SAFE_DELETE_ARRAY(M);
return(B);
}
//------------------------------------------------------------------------------
// Function : SkyCloud::_CreateSplatTexture
// Description :
//------------------------------------------------------------------------------
/**
* @fn SkyCloud::_CreateSplatTexture(unsigned int iResolution)
* @brief Creates the texture map used for cloud particles.
*/
void SkyCloud::_CreateSplatTexture(unsigned int iResolution)
{
unsigned char *splatTexture = CreateGaussianMap(iResolution);
SkyTexture texture;
TextureManager::InstancePtr()->Create2DTextureObject(texture, iResolution, iResolution,
GL_RGBA, splatTexture);
s_pMaterial->SetTexture(0, GL_TEXTURE_2D, texture);
s_pShadeMaterial->SetTexture(0, GL_TEXTURE_2D, texture);
s_pMaterial->SetTextureParameter(0, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
s_pShadeMaterial->SetTextureParameter(0, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
s_pMaterial->SetTextureParameter(0, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
s_pShadeMaterial->SetTextureParameter(0, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
s_pMaterial->SetTextureParameter(0, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
s_pShadeMaterial->SetTextureParameter(0, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
s_pMaterial->EnableTexture(0, true);
s_pShadeMaterial->EnableTexture(0, true);
SAFE_DELETE_ARRAY(splatTexture);
}
//------------------------------------------------------------------------------
// Function : SkyCloud::_PhaseFunction
// Description :
//------------------------------------------------------------------------------
/**
* @fn SkyCloud::_PhaseFunction(const Vec3f& vecLightDir, const Vec3f& vecViewDir)
* @brief Computes the phase (scattering) function of the given light and view directions.
*
* A phase function is a transfer function that determines, for any angle between incident
* and outgoing directions, how much of the incident light intensity will be
* scattered in the outgoing direction. For example, scattering by very small
* particles such as those found in clear air, can be approximated using <i>Rayleigh
* scattering</i>. The phase function for Rayleigh scattering is
* p(q) = 0.75*(1 + cos<sup>2</sup>(q)), where q is the angle between incident
* and scattered directions. Scattering by larger particles is more complicated.
* It is described by Mie scattering theory. Cloud particles are more in the regime
* of Mie scattering than Rayleigh scattering. However, we obtain good visual
* results by using the simpler Rayleigh scattering phase function as an approximation.
*/
float SkyCloud::_PhaseFunction(const Vec3f& vecLightDir, const Vec3f& vecViewDir)
{
float rCosAlpha = vecLightDir * vecViewDir;
return .75f * (1 + rCosAlpha * rCosAlpha); // rayleigh scattering = (3/4) * (1+cos^2(alpha))
}