Add support for "squashing" the billboarding of individual 3D cloud sprites, to allow thin layers of stratus to be generated by large textures.
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@ -116,7 +116,7 @@ void CloudShaderGeometry::drawImplementation(RenderInfo& renderInfo) const
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(GLfloat) t.cloud_height };
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extensions->glVertexAttrib3fv(USR_ATTR_1, ua1 );
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extensions->glVertexAttrib3fv(USR_ATTR_2, ua2 );
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glColor4f(t.position.x(), t.position.y(), t.position.z(), 1.0);
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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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@ -52,8 +52,8 @@ class CloudShaderGeometry : public osg::Drawable
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setUseDisplayList(false);
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}
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CloudShaderGeometry(int vx, int vy, float width, float height) :
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varieties_x(vx), varieties_y(vy)
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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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{
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setUseDisplayList(false);
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float x = width/2.0f;
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@ -107,13 +107,14 @@ 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,
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float s, float cull, float cloud_height);
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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 zscale;
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// Bounding box extents.
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osg::BoundingBox _bbox;
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@ -83,6 +83,7 @@ SGNewCloud::SGNewCloud(const SGPath &texture_root, const SGPropertyNode *cld_def
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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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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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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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@ -165,7 +166,7 @@ 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, num_textures_y, max_width, max_height);
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CloudShaderGeometry* sg = new CloudShaderGeometry(num_textures_x, num_textures_y, max_width, max_height, 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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@ -70,6 +70,7 @@ private:
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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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int num_sprites;
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int num_textures_x;
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int num_textures_y;
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