Harald Johnson:
Changes ======= - corrected some strange behavior when playing with the render dialog options - the density slider is now working : if you are fps limited and still want to see clouds in the distance you should play with that - added the choice for texture resolution, its more comprehensible now (before it was wrongly allways choosing 64x64 textures) - changed the initial texture size : you now have 64 texture of 64x64, this uses 1Mo of texture memory (before it was 20 texture of 256x256, that took more memory and there was not enought impostors) - sun vector is now right so the lighting is a bit better - removed useless sort and light computations for impostors, this should save a lot of cpu - blending of distant cloud is more accurate now - clouds are now positioned correctly, they don't try to escape you anymore - no more red/white boxes around cloud - textures are now filtered (no more big pixels) known bugs ========== - distant objects are seen in front of clouds
This commit is contained in:
parent
9048ee533d
commit
d37992aaf9
@ -26,12 +26,38 @@
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SGEnviro sgEnviro;
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SGEnviro::SGEnviro(void) {
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SGEnviro::SGEnviro(void) :
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view_in_cloud(false),
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precipitation_enable_state(false),
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precipitation_density(100.0)
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{
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}
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SGEnviro::~SGEnviro(void) {
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}
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void SGEnviro::startOfFrame(void) {
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view_in_cloud = false;
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if(SGNewCloud::cldCache)
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SGNewCloud::cldCache->startNewFrame();
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}
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void SGEnviro::endOfFrame(void) {
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}
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// this can be queried to add some turbulence for example
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bool SGEnviro::is_view_in_cloud(void) const {
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return view_in_cloud;
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}
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void SGEnviro::set_view_in_cloud(bool incloud) {
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view_in_cloud = incloud;
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}
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int SGEnviro::get_CacheResolution(void) const {
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return SGCloudField::get_CacheResolution();
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}
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int SGEnviro::get_clouds_CacheSize(void) const {
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return SGCloudField::get_CacheSize();
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}
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@ -45,6 +71,10 @@ bool SGEnviro::get_clouds_enable_state(void) const {
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return SGCloudField::get_enable3dClouds();
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}
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void SGEnviro::set_CacheResolution(int resolutionPixels) {
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SGCloudField::set_CacheResolution(resolutionPixels);
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}
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void SGEnviro::set_clouds_CacheSize(int sizeKb) {
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SGCloudField::set_CacheSize(sizeKb);
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}
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@ -60,15 +90,17 @@ void SGEnviro::set_clouds_enable_state(bool enable) {
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// rain/snow
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float SGEnviro::get_precipitation_density(void) const {
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return 0.0;
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return precipitation_density;
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}
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bool SGEnviro::get_precipitation_enable_state(void) const {
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return false;
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return precipitation_enable_state;
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}
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void SGEnviro::set_precipitation_density(float density) {
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precipitation_density = density;
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}
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void SGEnviro::set_precipitation_enable_state(bool enable) {
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precipitation_enable_state = enable;
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}
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// others
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@ -24,18 +24,32 @@
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class SGEnviro {
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private:
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bool view_in_cloud;
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bool precipitation_enable_state;
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float precipitation_density;
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public:
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SGEnviro();
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~SGEnviro();
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void startOfFrame(void);
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void endOfFrame(void);
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// this can be queried to add some turbulence for example
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bool is_view_in_cloud(void) const;
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void set_view_in_cloud(bool incloud);
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// Clouds
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// return the size of the memory pool used by texture impostors
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int get_clouds_CacheSize(void) const;
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int get_CacheResolution(void) const;
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float get_clouds_visibility(void) const;
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float get_clouds_density(void) const;
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bool get_clouds_enable_state(void) const;
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void set_clouds_CacheSize(int sizeKb);
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void set_CacheResolution(int resolutionPixels);
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void set_clouds_visibility(float distance);
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void set_clouds_density(float density);
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void set_clouds_enable_state(bool enable);
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@ -55,4 +69,3 @@ public:
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extern SGEnviro sgEnviro;
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#endif // _VISUAL_ENVIRO_HXX
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@ -71,8 +71,8 @@ bool SGBbCache::allocTextureMemory(int cacheCount, int textureDimension) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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cacheSizeKb = (textureDimension * textureDimension * 4);
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@ -94,7 +94,7 @@ SGBbCache::SGBbCache(void) :
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rt(0),
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rtAvailable(false),
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frameNumber(0),
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maxImpostorRegenFrame(10)
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maxImpostorRegenFrame(20)
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{
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}
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@ -139,11 +139,11 @@ void SGBbCache::init(int cacheCount) {
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}
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}
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if( cacheCount )
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allocTextureMemory( cacheCount, 256 );
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allocTextureMemory( cacheCount, 64 );
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}
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// TODO:not callable atm, texture size not handled correctly
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bool SGBbCache::setCacheSize(int count, int textureDimension) {
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if( count < 0 || count > 500)
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return false;
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@ -172,7 +172,7 @@ bool SGBbCache::setCacheSize(int count, int textureDimension) {
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return allocTextureMemory( count, textureDimension);
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}
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// TODO:not callable atm, texture size not handled correctly
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bool SGBbCache::setCacheSize(int sizeKb) {
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if( sizeKb < 0 || sizeKb > 256*1024)
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return false;
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@ -181,10 +181,10 @@ bool SGBbCache::setCacheSize(int sizeKb) {
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return true;
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int count = 1;
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int textureDimension = 256;
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if( cacheSizeKb >= 8*1024 ) {
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if( sizeKb >= 8*1024 ) {
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// more than 32 256x256 textures
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textureDimension = 256;
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} else if( cacheSizeKb >= 2*1024 ) {
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} else if( sizeKb >= 2*1024 ) {
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// more than 32 128x128 textures
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textureDimension = 128;
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} else {
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@ -305,10 +305,10 @@ bool SGBbCache::isBbValid( int cldId, int bbId, float angleY, float angleX) {
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if( builtBBframe >= maxImpostorRegenFrame )
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return true;
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if( fabs(angleY - bbList[bbId].angleY) >= 5.0 )
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if( fabs(angleY - bbList[bbId].angleY) >= 4.0 )
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return false;
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if( fabs(angleX - bbList[bbId].angleX) >= 5.0 )
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if( fabs(angleX - bbList[bbId].angleX) >= 4.0 )
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return false;
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bbList[bbId].frameUsed = frameNumber;
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@ -29,12 +29,14 @@
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#include <plib/sg.h>
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#include <plib/ssg.h>
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#include <simgear/math/sg_geodesy.hxx>
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#include <simgear/math/polar3d.hxx>
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#include STL_ALGORITHM
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#include <vector>
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SG_USING_STD(vector);
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#include <simgear/environment/visual_enviro.hxx>
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#include "newcloud.hxx"
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#include "cloudfield.hxx"
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@ -45,9 +47,26 @@ float SGCloudField::CloudVis = 25000.0f;
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bool SGCloudField::enable3D = true;
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// fieldSize must be > CloudVis or we can destroy the impostor cache
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// a cloud must only be seen once or the impostor will be generated for each of his positions
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double SGCloudField::fieldSize = 30000.0;
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double SGCloudField::fieldSize = 27000.0;
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float SGCloudField::density = 100.0;
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static int last_cache_size = 4*1024;
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static int last_cache_size = 1*1024;
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static int cacheResolution = 64;
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int SGCloudField::get_CacheResolution(void) {
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return cacheResolution;
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}
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void SGCloudField::set_CacheResolution(int resolutionPixels) {
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if(cacheResolution == resolutionPixels)
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return;
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cacheResolution = resolutionPixels;
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if(enable3D) {
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int count = last_cache_size * 1024 / (cacheResolution * cacheResolution * 4);
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if(count == 0)
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count = 1;
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SGNewCloud::cldCache->setCacheSize(count, cacheResolution);
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}
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}
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int SGCloudField::get_CacheSize(void) {
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return SGNewCloud::cldCache->queryCacheSize();
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@ -61,9 +80,16 @@ void SGCloudField::set_CacheSize(int sizeKb) {
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return;
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if(sizeKb)
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last_cache_size = sizeKb;
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SGNewCloud::cldCache->setCacheSize(sizeKb);
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if(enable3D) {
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int count = last_cache_size * 1024 / (cacheResolution * cacheResolution * 4);
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if(count == 0)
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count = 1;
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// SGNewCloud::cldCache->setCacheSize(sizeKb);
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SGNewCloud::cldCache->setCacheSize(count, cacheResolution);
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}
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}
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void SGCloudField::set_CloudVis(float distance) {
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if( distance <= fieldSize )
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SGCloudField::CloudVis = distance;
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}
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void SGCloudField::set_density(float density) {
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@ -104,15 +130,7 @@ void SGCloudField::reposition( sgVec3 p, sgVec3 up, double lon, double lat, doub
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sgMakeCoordMat4( transform, &layerpos );
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// TODO:use a simple sphere earth
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double az1, az2, s;
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geo_inverse_wgs_84( 0.0, 0.0, 0.0, lat*SG_RADIANS_TO_DEGREES , lon*SG_RADIANS_TO_DEGREES, &az1, &az2, &s);
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az1 = az1 * SG_DEGREES_TO_RADIANS;
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// compute the view position on a 'flat' earth
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deltay = -cos(SG_PI/2+az1) * s;
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deltax = -sin(SG_PI/2+az1) * s;
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// deltax = cos(0.0) * s;
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// deltay = sin(0.0) * s;
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this->alt = alt;
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// simulate clouds movement from wind
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@ -126,13 +144,51 @@ void SGCloudField::reposition( sgVec3 p, sgVec3 up, double lon, double lat, doub
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relative_position[SG_Y] += by;
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}
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if ( lon != last_lon || lat != last_lat || sp_dist != 0 ) {
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Point3D start( last_lon, last_lat, 0.0 );
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Point3D dest( lon, lat, 0.0 );
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double course = 0.0, dist = 0.0;
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calc_gc_course_dist( dest, start, &course, &dist );
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// if start and dest are too close together,
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// calc_gc_course_dist() can return a course of "nan". If
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// this happens, lets just use the last known good course.
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// This is a hack, and it would probably be better to make
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// calc_gc_course_dist() more robust.
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if ( isnan(course) ) {
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course = last_course;
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} else {
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last_course = course;
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}
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// calculate cloud movement due to external forces
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double ax = 0.0, ay = 0.0;
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if (dist > 0.0) {
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ax = cos(course) * dist;
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ay = sin(course) * dist;
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}
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deltax += ax;
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deltay += ay;
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last_lon = lon;
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last_lat = lat;
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}
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// correct the frustum with the right far plane
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ssgContext *context = ssgGetCurrentContext();
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frustum = *context->getFrustum();
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frustum.setNearFar(1.0, CloudVis);
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}
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SGCloudField::SGCloudField() {
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SGCloudField::SGCloudField() :
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last_density(0.0),
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deltax(0.0),
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deltay(0.0),
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last_course(0.0)
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{
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sgSetVec3( relative_position, 0,0,0);
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theField.reserve(200);
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inViewClouds.reserve(200);
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@ -147,11 +203,43 @@ SGCloudField::~SGCloudField() {
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}
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// use a table or else we see poping when moving the slider...
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static int densTable[][10] = {
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{0,0,0,0,0,0,0,0,0,0},
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{1,0,0,0,0,0,0,0,0,0},
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{1,0,0,0,1,0,0,0,0,0},
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{1,0,0,0,1,0,0,1,0,0}, // 30%
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{1,0,1,0,1,0,0,1,0,0},
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{1,0,1,0,1,0,1,1,0,0}, // 50%
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{1,0,1,0,1,0,1,1,0,1},
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{1,0,1,1,1,0,1,1,0,1}, // 70%
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{1,1,1,1,1,0,1,1,0,1},
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{1,1,1,1,1,0,1,1,1,1}, // 90%
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{1,1,1,1,1,1,1,1,1,1}
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};
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// set the visible flag depending on density
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void SGCloudField::applyDensity(void) {
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int row = (int) (density / 10.0);
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int col = 0;
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list_of_Cloud::iterator iCloud;
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for( iCloud = theField.begin() ; iCloud != theField.end() ; iCloud++ ) {
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if(++col > 9)
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col = 0;
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if( densTable[row][col] ) {
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iCloud->visible = true;
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} else
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iCloud->visible = false;
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}
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last_density = density;
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}
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// add one cloud, data is not copied, ownership given
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void SGCloudField::addCloud( sgVec3 pos, SGNewCloud *cloud) {
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Cloud cl;
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sgCopyVec3( cl.pos, pos );
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cl.aCloud = cloud;
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cl.visible = true;
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cloud->SetPos( pos );
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theField.push_back( cl );
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}
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@ -165,7 +253,7 @@ static float Rnd(float n) {
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// build a field of cloud of size 25x25 km, its a grid of 11x11 clouds
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void SGCloudField::buildTestLayer(void) {
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const float s = 2200.0f;
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const float s = 2250.0f;
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for( int z = -5 ; z <= 5 ; z++) {
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for( int x = -5 ; x <= 5 ; x++ ) {
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@ -175,21 +263,23 @@ void SGCloudField::buildTestLayer(void) {
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addCloud(pos, cloud);
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}
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}
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applyDensity();
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}
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// cull all clouds of a tiled field
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void SGCloudField::cullClouds(sgVec3 eyePos, sgMat4 mat) {
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list_of_Cloud::iterator iCloud;
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// const float distVisCompare = CloudVis * CloudVis;
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// TODO:cull the field before culling the clouds in the field (should eliminate 3 fields)
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for( iCloud = theField.begin() ; iCloud != theField.end() ; iCloud++ ) {
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sgVec3 dist;
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sgSphere sphere;
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if( ! iCloud->visible )
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continue;
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sgSubVec3( dist, iCloud->pos, eyePos );
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sphere.setCenter(dist[0], dist[2], dist[1]);
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sphere.setRadius(iCloud->aCloud->getRadius());
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float radius = iCloud->aCloud->getRadius();
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sphere.setRadius(radius);
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sphere.orthoXform(mat);
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if( frustum.contains( & sphere ) != SG_OUTSIDE ) {
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float squareDist = dist[0]*dist[0] + dist[1]*dist[1] + dist[2]*dist[2];
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@ -199,16 +289,13 @@ void SGCloudField::cullClouds(sgVec3 eyePos, sgMat4 mat) {
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// save distance for later sort, opposite distance because we want back to front
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tmp.dist = - squareDist;
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inViewClouds.push_back(tmp);
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if( squareDist - radius*radius < 100*100 )
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sgEnviro.set_view_in_cloud(true);
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}
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}
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}
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static inline void myswap(float &a, float &b) {
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float tmp = a;
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a = b;
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b = tmp;
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}
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// Render a cloud field
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// because no field can have an infinite size (and we don't want to reach his border)
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@ -221,30 +308,29 @@ void SGCloudField::Render(void) {
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if( ! enable3D )
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return;
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if( last_density != density ) {
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last_density = density;
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applyDensity();
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}
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// ask the impostor cache to do some cleanup
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// TODO:don't do that for every field
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SGNewCloud::cldCache->startNewFrame();
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inViewClouds.clear();
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// cloud fields are tiled on the flat earth
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// compute the position in the tile
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relx = -fmod( deltax + relative_position[SG_X], fieldSize );
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rely = -fmod( deltay + relative_position[SG_Y], fieldSize );
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glPushMatrix();
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sgMat4 modelview, tmp, invtrans;
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// try to find the sun position (buggy)
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// try to find the sun position
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sgTransposeNegateMat4( invtrans, transform );
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sgVec3 lightVec;
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ssgGetLight( 0 )->getPosition( lightVec );
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sgNegateVec3( lightVec );
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sgXformVec3( lightVec, invtrans );
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sgNormaliseVec3( lightVec );
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sgCopyVec3( SGNewCloud::modelSunDir, lightVec );
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|
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sgSetVec3( SGNewCloud::modelSunDir, lightVec[0], lightVec[2], lightVec[1]);
|
||||
// try to find the lighting data (buggy)
|
||||
sgVec4 diffuse, ambient;
|
||||
ssgGetLight( 0 )->getColour( GL_DIFFUSE, diffuse );
|
||||
@ -257,11 +343,12 @@ void SGCloudField::Render(void) {
|
||||
sgCopyMat4( tmp, transform );
|
||||
sgPostMultMat4( tmp, modelview );
|
||||
|
||||
sgSetVec3( eyePos, -relx, -tmp[3][2], -rely);
|
||||
sgSetVec3( eyePos, -relx, 0, -rely);
|
||||
// cloud fields are tiled on the flat earth
|
||||
// compute the position in the tile
|
||||
relx = -fmod( deltax + relative_position[SG_X] + tmp[3][0], fieldSize );
|
||||
rely = -fmod( deltay + relative_position[SG_Y] + tmp[3][1], fieldSize );
|
||||
|
||||
sgSetVec3( eyePos, -relx, alt, -rely);
|
||||
// sgSetVec3( eyePos, 0, - tmp[3][2], 0);
|
||||
// sgSetVec3( eyePos, 20000, - tmp[3][2], 20000);
|
||||
|
||||
tmp[3][2] = 0;
|
||||
tmp[3][0] = 0;
|
||||
@ -296,12 +383,10 @@ void SGCloudField::Render(void) {
|
||||
glEnable(GL_ALPHA_TEST);
|
||||
glAlphaFunc(GL_GREATER, 0.0f);
|
||||
glDisable(GL_CULL_FACE);
|
||||
// glDisable(GL_DEPTH_TEST);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_SMOOTH);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc( GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
||||
// glEnable( GL_COLOR_MATERIAL );
|
||||
glEnable( GL_TEXTURE_2D );
|
||||
glDisable( GL_FOG );
|
||||
glDisable(GL_LIGHTING);
|
||||
@ -316,11 +401,13 @@ void SGCloudField::Render(void) {
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
|
||||
glEnable( GL_FOG );
|
||||
glEnable(GL_CULL_FACE);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
ssgLoadModelviewMatrix( modelview );
|
||||
|
||||
glPopMatrix();
|
||||
// glEnable(GL_DEPTH_TEST);
|
||||
|
||||
}
|
||||
|
||||
|
@ -38,7 +38,7 @@ public:
|
||||
sgVec3 eyePos;
|
||||
float dist;
|
||||
bool operator<(const culledCloud &b) const {
|
||||
return (this->dist < b.dist);
|
||||
return this->dist < b.dist;
|
||||
}
|
||||
};
|
||||
typedef vector<culledCloud> list_of_culledCloud;
|
||||
@ -50,6 +50,7 @@ private:
|
||||
public:
|
||||
SGNewCloud *aCloud;
|
||||
sgVec3 pos;
|
||||
bool visible;
|
||||
// float dist;
|
||||
// bool culled;
|
||||
|
||||
@ -64,6 +65,8 @@ private:
|
||||
// cull all clouds of a tiled field
|
||||
void cullClouds(sgVec3 eyePos, sgMat4 mat);
|
||||
|
||||
void applyDensity(void);
|
||||
|
||||
list_of_Cloud theField;
|
||||
// this is a relative position only, with that we can move all clouds at once
|
||||
sgVec3 relative_position;
|
||||
@ -73,6 +76,9 @@ private:
|
||||
|
||||
sgMat4 transform;
|
||||
double deltax, deltay, alt;
|
||||
double last_lon, last_lat, last_course;
|
||||
|
||||
float last_density;
|
||||
|
||||
public:
|
||||
|
||||
@ -101,11 +107,13 @@ public:
|
||||
|
||||
// return the size of the memory pool used by texture impostors
|
||||
static int get_CacheSize(void);
|
||||
static int get_CacheResolution(void);
|
||||
static float get_CloudVis(void) { return CloudVis; }
|
||||
static float get_density(void) { return density; }
|
||||
static bool get_enable3dClouds(void) { return enable3D; }
|
||||
|
||||
static void set_CacheSize(int sizeKb);
|
||||
static void set_CacheResolution(int resolutionPixels);
|
||||
static void set_CloudVis(float distance);
|
||||
static void set_density(float density);
|
||||
static void set_enable3dClouds(bool enable);
|
||||
|
@ -33,6 +33,7 @@
|
||||
#include STL_ALGORITHM
|
||||
#include SG_GLU_H
|
||||
|
||||
#include "cloudfield.hxx"
|
||||
#include "newcloud.hxx"
|
||||
|
||||
|
||||
@ -45,7 +46,7 @@ static ssgTexture *cloudTextures[SGNewCloud::CLTexture_max];
|
||||
bool SGNewCloud::useAnisotropic = true;
|
||||
SGBbCache *SGNewCloud::cldCache = 0;
|
||||
static bool texturesLoaded = false;
|
||||
float SGNewCloud::nearRadius = 2500.0f;
|
||||
float SGNewCloud::nearRadius = 3500.0f;
|
||||
bool SGNewCloud::lowQuality = false;
|
||||
sgVec3 SGNewCloud::sunlight = {0.5f, 0.5f, 0.5f};
|
||||
sgVec3 SGNewCloud::ambLight = {0.5f, 0.5f, 0.5f};
|
||||
@ -67,7 +68,7 @@ SGNewCloud::SGNewCloud() :
|
||||
// if( ! texturesLoaded ) {}
|
||||
if( cldCache == 0 ) {
|
||||
cldCache = new SGBbCache;
|
||||
cldCache->init( 20 );
|
||||
cldCache->init( 64 );
|
||||
}
|
||||
}
|
||||
|
||||
@ -309,7 +310,7 @@ void SGNewCloud::genSprites( void ) {
|
||||
|
||||
// definition of a cu cloud, only for testing
|
||||
void SGNewCloud::new_cu(void) {
|
||||
float s = 150.0f;
|
||||
float s = 250.0f;
|
||||
float r = Rnd(1.0) + 0.5;
|
||||
if( r < 0.5f ) {
|
||||
addContainer(0.0f, 0.0f, 0.0f, s, CLbox_cumulus);
|
||||
@ -332,7 +333,7 @@ void SGNewCloud::new_cu(void) {
|
||||
|
||||
} else {
|
||||
// cb
|
||||
s = 475.0f;
|
||||
s = 675.0f;
|
||||
addContainer(0, 0, 0, s, CLbox_cumulus);
|
||||
addContainer(0, 0, s, s, CLbox_cumulus);
|
||||
addContainer(s, 0, s, s, CLbox_cumulus);
|
||||
@ -368,43 +369,12 @@ void SGNewCloud::SetPos(sgVec3 newPos) {
|
||||
|
||||
|
||||
|
||||
/*
|
||||
Public Sub drawContainers()
|
||||
Dim N As Integer, i As Integer
|
||||
N = UBound(tbSpriteCont())
|
||||
|
||||
Call glPolygonMode(faceFrontAndBack, pgmLine)
|
||||
|
||||
Call glColor3f(0.9, 0.9, 0.9)
|
||||
|
||||
For i = 0 To N - 1
|
||||
With tbSpriteCont(i)
|
||||
Call glPushMatrix
|
||||
Call glTranslatef(.x * c_scale + cloudpos(0), .y * c_scale + cloudpos(1), .z * c_scale + cloudpos(2))
|
||||
Call gCtl.Shapes.box(.r * c_scale, .r * c_scale, .r * c_scale)
|
||||
Call glPopMatrix
|
||||
End With
|
||||
Next i
|
||||
If 0 Then
|
||||
Call glPushMatrix
|
||||
Call glTranslatef(ccenter(0), ccenter(1), ccenter(2))
|
||||
Call gCtl.Shapes.Sphere(cradius, 8, 8)
|
||||
Call glPopMatrix
|
||||
End If
|
||||
End Sub
|
||||
*/
|
||||
void SGNewCloud::drawContainers() {
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
*/
|
||||
|
||||
//bool SGNewCloud::compareSpriteFunction(const spriteDef &a, const spriteDef &b) {
|
||||
// return (a.dist > b.dist);
|
||||
//}
|
||||
|
||||
// sort on distance to eye because of transparency
|
||||
void SGNewCloud::sortSprite( sgVec3 eye ) {
|
||||
@ -424,7 +394,12 @@ void SGNewCloud::Render3Dcloud( bool drawBB, sgVec3 FakeEyePos, sgVec3 deltaPos,
|
||||
|
||||
/* int clrank = fadingrank / 10;
|
||||
int clfadeinrank = fadingrank - clrank * 10;*/
|
||||
float CloudVisFade = 1.0 / (1.5 * SGCloudField::get_CloudVis());
|
||||
|
||||
computeSimpleLight( FakeEyePos );
|
||||
|
||||
// view point sort, we sort because of transparency
|
||||
sortSprite( FakeEyePos );
|
||||
|
||||
GLint previousTexture = -1, thisTexture;
|
||||
list_of_spriteDef::iterator iSprite;
|
||||
@ -491,8 +466,7 @@ void SGNewCloud::Render3Dcloud( bool drawBB, sgVec3 FakeEyePos, sgVec3 deltaPos,
|
||||
sgCopyVec4 ( l3, iSprite->l3 );
|
||||
if( ! drawBB ) {
|
||||
// blend clouds with sky based on distance to limit the contrast of distant cloud
|
||||
// TODO:use cloudfield vis, not hardcoded value
|
||||
float t = 1.0f - dist_center / (15000.0f * 2.0 );
|
||||
float t = 1.0f - dist_center * CloudVisFade;
|
||||
if ( t < 0.0f )
|
||||
t = 0.0f; // no, it should have been culled
|
||||
// now clouds at the far plane are half blended
|
||||
@ -591,8 +565,9 @@ void SGNewCloud::RenderBB(sgVec3 deltaPos, float angleY, float angleX, float dis
|
||||
glRotatef(angleX, 1.0f, 0.0f, 0.0f);
|
||||
|
||||
// blend clouds with sky based on distance to limit the contrast of distant cloud
|
||||
// TODO:use cloudfield vis, not hardcoded value
|
||||
float t = 1.0f - dist_center / (15000.0f * 2.0 );
|
||||
float CloudVisFade = (1.5 * SGCloudField::get_CloudVis());
|
||||
|
||||
float t = 1.0f - dist_center / CloudVisFade;
|
||||
// err the alpha value is not good for impostor, debug that
|
||||
t *= 1.65;
|
||||
if ( t < 0.0f )
|
||||
@ -611,7 +586,7 @@ void SGNewCloud::RenderBB(sgVec3 deltaPos, float angleY, float angleX, float dis
|
||||
glVertex2f(-r, -r);
|
||||
glEnd();
|
||||
|
||||
#if 1 // debug only
|
||||
#if 0 // debug only
|
||||
int age = cldCache->queryImpostorAge(bbId);
|
||||
// draw a red border for the newly generated BBs else draw a white border
|
||||
if( age < 200 )
|
||||
@ -646,36 +621,21 @@ bool SGNewCloud::isBillboardable(float dist) {
|
||||
// near clouds we don't want to use BB
|
||||
return false;
|
||||
}
|
||||
// return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// render the cloud, fakepos is a relative position inside the cloud field
|
||||
void SGNewCloud::Render(sgVec3 fakepos) {
|
||||
sgVec3 eyePos, FakeEyePos;
|
||||
void SGNewCloud::Render(sgVec3 FakeEyePos) {
|
||||
sgVec3 dist;
|
||||
|
||||
|
||||
glColor3f(1.0f, 1.0f, 1.0f);
|
||||
|
||||
// obsolete code
|
||||
sgCopyVec3( eyePos, fakepos );
|
||||
|
||||
sgCopyVec3( FakeEyePos, fakepos);
|
||||
sgVec3 deltaPos;
|
||||
// sgSubVec3( deltaPos, eyePos, FakeEyePos);
|
||||
sgCopyVec3( deltaPos, FakeEyePos);
|
||||
sgSubVec3( dist, center, FakeEyePos);
|
||||
float dist_center = sgLengthVec3(dist);
|
||||
|
||||
// eeeek don't do that so early, perhaps we will use an impostor
|
||||
computeSimpleLight( FakeEyePos );
|
||||
|
||||
// view point sort, we sort because of transparency
|
||||
// eeeek don't do that so early, perhaps we will use an impostor
|
||||
sortSprite( FakeEyePos );
|
||||
|
||||
|
||||
if( !isBillboardable(dist_center) ) {
|
||||
|
Loading…
Reference in New Issue
Block a user