Fix RNG so it is passed in from above rather than generating the same
seed continuously.
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@ -70,11 +70,11 @@ EffectMap effectMap;
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float SGNewCloud::sprite_density = 1.0;
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SGNewCloud::SGNewCloud(const SGPath &texture_root, const SGPropertyNode *cld_def)
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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 a RNG that is repeatable within 10 minutes to ensure that clouds
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// are synced up in multi-process deployments.
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mt_init_time_10(&seed);
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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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@ -135,7 +135,7 @@ SGNewCloud::~SGNewCloud() {
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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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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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@ -146,17 +146,17 @@ osg::ref_ptr<EffectGeode> SGNewCloud::genCloud() {
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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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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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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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@ -176,7 +176,7 @@ osg::ref_ptr<EffectGeode> SGNewCloud::genCloud() {
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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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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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@ -194,16 +194,16 @@ osg::ref_ptr<EffectGeode> SGNewCloud::genCloud() {
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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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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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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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@ -226,10 +226,10 @@ osg::ref_ptr<EffectGeode> SGNewCloud::genCloud() {
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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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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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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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@ -41,7 +41,7 @@ using std::vector;
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class SGNewCloud {
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public:
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SGNewCloud(const SGPath &texture_root, const SGPropertyNode *cld_def);
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SGNewCloud(const SGPath &texture_root, const SGPropertyNode *cld_def, mt* s);
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~SGNewCloud();
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@ -103,7 +103,7 @@ private:
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static float sprite_density;
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// RNG seed for this cloud
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mt seed;
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mt* seed;
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osg::Geometry* createOrthQuad(float w, float h, int varieties_x, int varieties_y);
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};
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