Stuart Buchanan :

- Replaces simple shader attributes with vectors (this was missed out of the last patch by mistake)
- Includes Yon's Fog update code (Thanks!)
- Fixes a bug since 1.0 where --enable-real-weather-fetch stopped the other weather scenarios from working.
This commit is contained in:
fredb 2008-12-06 23:02:42 +00:00
parent b38e6d8bf3
commit 2d77178ba3
6 changed files with 56 additions and 39 deletions

View File

@ -59,7 +59,7 @@ void CloudShaderGeometry::drawImplementation(RenderInfo& renderInfo) const
float p = view_dir*_cloudsprites[0]->position.osg();
// Do a single iteration of a bubble sort, sorting
// back to front.
for(int i = 0; i < _cloudsprites.size() - 1; i++)
for(unsigned int i = 0; i < _cloudsprites.size() - 1; i++)
{
float q = view_dir*_cloudsprites[i+1]->position.osg();
if (p > q) {
@ -103,12 +103,10 @@ void CloudShaderGeometry::drawImplementation(RenderInfo& renderInfo) const
for(CloudSpriteList::const_iterator t = _cloudsprites.begin(); t != _cloudsprites.end(); ++t)
{
extensions->glVertexAttrib1f(TEXTURE_INDEX_X, (GLfloat) (*t)->texture_index_x/varieties_x);
extensions->glVertexAttrib1f(TEXTURE_INDEX_Y, (GLfloat) (*t)->texture_index_y/varieties_y);
extensions->glVertexAttrib1f(WIDTH, (GLfloat) (*t)->width);
extensions->glVertexAttrib1f(HEIGHT, (GLfloat) (*t)->height);
extensions->glVertexAttrib1f(SHADE, (GLfloat) (*t)->shade);
extensions->glVertexAttrib1f(CLOUD_HEIGHT, (GLfloat) (*t)->cloud_height);
GLfloat ua1[3] = { (GLfloat) (*t)->texture_index_x/varieties_x, (GLfloat) (*t)->texture_index_y/varieties_y, (*t)->width };
GLfloat ua2[3] = { (GLfloat) (*t)->height, (*t)->shade, (GLfloat) (*t)->cloud_height };
extensions->glVertexAttrib3fv(USR_ATTR_1, ua1 );
extensions->glVertexAttrib3fv(USR_ATTR_2, ua2 );
glColor4f((*t)->position.x(), (*t)->position.y(), (*t)->position.z(), 1.0);
_geometry->draw(renderInfo);
}

View File

@ -43,12 +43,8 @@ class CloudShaderGeometry : public osg::Drawable
{
public:
const static unsigned int CLOUD_HEIGHT = 10;
const static unsigned int TEXTURE_INDEX_X = 11;
const static unsigned int TEXTURE_INDEX_Y = 12;
const static unsigned int WIDTH = 13;
const static unsigned int HEIGHT = 14;
const static unsigned int SHADE = 15;
const static unsigned int USR_ATTR_1 = 10;
const static unsigned int USR_ATTR_2 = 11;
CloudShaderGeometry()
{
@ -148,7 +144,7 @@ class CloudShaderGeometry : public osg::Drawable
virtual ~CloudShaderGeometry() {
delete skip_info;
for (int i = 0; i < _cloudsprites.size(); i++)
for (unsigned int i = 0; i < _cloudsprites.size(); i++)
{
delete _cloudsprites[i];
}

View File

@ -41,6 +41,7 @@ using std::vector;
#include <simgear/environment/visual_enviro.hxx>
#include <simgear/scene/util/RenderConstants.hxx>
#include <simgear/scene/util/SGUpdateVisitor.hxx>
#include "sky.hxx"
#include "newcloud.hxx"
#include "cloudfield.hxx"
@ -69,7 +70,7 @@ float SGCloudField::coverage = 1.0f;
double SGCloudField::timer_dt = 0.0;
float SGCloudField::view_distance = 20000.0f;
sgVec3 SGCloudField::view_vec, SGCloudField::view_X, SGCloudField::view_Y;
SGCloudField::StateSetMap SGCloudField::cloudTextureMap;
// reposition the cloud layer at the specified origin and orientation
bool SGCloudField::reposition( const SGVec3f& p, const SGVec3f& up, double lon, double lat,
@ -136,6 +137,29 @@ bool SGCloudField::reposition( const SGVec3f& p, const SGVec3f& up, double lon,
return true;
}
struct threeDCloudsFogUpdater : public osg::NodeCallback {
threeDCloudsFogUpdater() {};
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) {
SGUpdateVisitor* updateVisitor = static_cast<SGUpdateVisitor*>(nv);
//running at 5 times frame
SGCloudField::StateSetMap::iterator iter;
osg::Fog * fog;
for( iter = SGCloudField::cloudTextureMap.begin(); iter != SGCloudField::cloudTextureMap.end(); ++iter) {
fog = static_cast<osg::Fog*>(iter->second->getAttribute( osg::StateAttribute::FOG, 0 ));
fog->setMode(osg::Fog::EXP);
osg::Vec4f fogC = updateVisitor->getFogColor().osg();
fogC[3] = 0.0;
fog->setColor(fogC);
fog->setDensity(updateVisitor->getFogExpDensity());
}
if (node->getNumChildrenRequiringUpdateTraversal()>0)
traverse(node,nv);
}
};
SGCloudField::SGCloudField() :
field_root(new osg::Group),
field_transform(new osg::MatrixTransform),
@ -147,6 +171,7 @@ SGCloudField::SGCloudField() :
reposition_count(0)
{
cld_pos = SGGeoc();
field_root->setUpdateCallback( new threeDCloudsFogUpdater() );
field_root->addChild(field_transform.get());
field_root->setName("3D Cloud field root");
osg::StateSet *rootSet = field_root->getOrCreateStateSet();

View File

@ -123,6 +123,9 @@ public:
void applyCoverage(void);
void applyVisRange(void);
typedef std::map<std::string, osg::ref_ptr<osg::StateSet> > StateSetMap;
static StateSetMap cloudTextureMap;
};
#endif // _CLOUDFIELD_HXX

View File

@ -61,21 +61,23 @@ typedef std::map<std::string, osg::ref_ptr<osg::StateSet> > StateSetMap;
typedef std::vector< osg::ref_ptr<osg::Geode> > GeodeList;
typedef std::map<std::string, GeodeList*> CloudMap;
static StateSetMap cloudTextureMap;
StateSetMap cloudTextureMap;
static CloudMap cloudMap;
double SGNewCloud::sprite_density = 1.0;
int SGNewCloud::num_flavours = 10;
unsigned int SGNewCloud::num_flavours = 10;
static char vertexShaderSource[] =
"#version 120\n"
"\n"
"varying float fogFactor;\n"
"attribute float textureIndexX;\n"
"attribute float textureIndexY;\n"
"attribute float wScale;\n"
"attribute float hScale;\n"
"attribute float shade;\n"
"attribute float cloud_height;\n"
"attribute vec3 usrAttr1;\n"
"attribute vec3 usrAttr2;\n"
"float textureIndexX = usrAttr1.r;\n"
"float textureIndexY = usrAttr1.g;\n"
"float wScale = usrAttr1.b;\n"
"float hScale = usrAttr2.r;\n"
"float shade = usrAttr2.g;\n"
"float cloud_height = usrAttr2.b;\n"
"void main(void)\n"
"{\n"
" gl_TexCoord[0] = gl_MultiTexCoord0 + vec4(textureIndexX, textureIndexY, 0.0, 0.0);\n"
@ -171,9 +173,9 @@ SGNewCloud::SGNewCloud(string type,
name(type)
{
// Create a new StateSet for the texture, if required.
StateSetMap::iterator iter = cloudTextureMap.find(texture);
StateSetMap::iterator iter = SGCloudField::cloudTextureMap.find(texture);
if (iter == cloudTextureMap.end()) {
if (iter == SGCloudField::cloudTextureMap.end()) {
stateSet = new osg::StateSet;
osg::ref_ptr<osgDB::ReaderWriter::Options> options = makeOptionsFromPath(tex_path);
@ -213,13 +215,8 @@ SGNewCloud::SGNewCloud(string type,
baseTextureSampler = new osg::Uniform("baseTexture", 0);
Shader* vertex_shader = new Shader(Shader::VERTEX, vertexShaderSource);
program->addShader(vertex_shader);
program->addBindAttribLocation("textureIndexX", CloudShaderGeometry::TEXTURE_INDEX_X);
program->addBindAttribLocation("textureIndexY", CloudShaderGeometry::TEXTURE_INDEX_Y);
program->addBindAttribLocation("wScale", CloudShaderGeometry::WIDTH);
program->addBindAttribLocation("hScale", CloudShaderGeometry::HEIGHT);
program->addBindAttribLocation("shade", CloudShaderGeometry::SHADE);
program->addBindAttribLocation("cloud_height", CloudShaderGeometry::CLOUD_HEIGHT);
program->addBindAttribLocation("usrAttr1", CloudShaderGeometry::USR_ATTR_1);
program->addBindAttribLocation("usrAttr2", CloudShaderGeometry::USR_ATTR_2);
Shader* fragment_shader = new Shader(Shader::FRAGMENT, fragmentShaderSource);
program->addShader(fragment_shader);
material = new Material;
@ -240,7 +237,7 @@ SGNewCloud::SGNewCloud(string type,
stateSet->setAttribute(material.get());
// Add the newly created texture to the map for use later.
cloudTextureMap.insert(StateSetMap::value_type(texture, stateSet));
SGCloudField::cloudTextureMap.insert(StateSetMap::value_type(texture, stateSet));
} else {
stateSet = iter->second.get();
}
@ -310,10 +307,9 @@ osg::ref_ptr<Geode> SGNewCloud::genCloud() {
// allows us to strike a balance between performance and
// visual complexity.
GeodeList* g = (*iter).second;
if (iter == cloudMap.end() || g->size() < num_flavours)
if (iter == cloudMap.end() || (*iter).second->size() < num_flavours)
{
geode = new Geode;
CloudShaderGeometry* sg = new CloudShaderGeometry(num_textures_x, num_textures_y, max_width, max_height);
@ -405,7 +401,7 @@ osg::ref_ptr<Geode> SGNewCloud::genCloud() {
else
{
// Add the new cloud to the list of geodes
(*iter).second->push_back(geode.get());
(*iter).second->push_back(geode);
}
} else {

View File

@ -105,7 +105,7 @@ private:
osg::Geometry* quad;
osg::ref_ptr<osg::StateSet> stateSet;
static double sprite_density;
static int num_flavours;
static unsigned int num_flavours;
osg::Geometry* createOrthQuad(float w, float h, int varieties_x, int varieties_y);
@ -113,5 +113,4 @@ private:
#endif // _NEWCLOUD_HXX