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Configuring 3D Clouds
=====================
3D clouds can be created in two ways:
- By placing individual clouds using a command (e.g. from Nasal)
- Using the global weather function, which reads cloud definition from
an XML file.
Placing Clouds Individually
===========================
Clouds are created using the "add-cloud" command, passing a property
node defining the location and characterstics of the cloud.
Location is defined by the following properties:
<layer> - The cloud layer number to add the cloud to. (default 0)
<index> - A unique identifier for the cloud in the layer. If a cloud
already exists with this index, the new cloud will not be
created, and 0 is returned.
<lon-deg> - Longitude to place the cloud, in degrees (default 0)
<lat-deg> - Latitude t place the cloud, in degrees (default 0)
<alt-ft> - Altitude to place the cloud, relative to the layer (!) in ft
(default 0)
<x-offset-m> - Offset in m from the lon-deg. +ve is south (default 0)
<y-offset-m> - Offset in m from the lat-deg. +ve is east (default 0)
The cloud itself is built up of a number of "sprites" - simple 2D textures
that are always rotated to be facing the viewer. These sprites are handled
by a OpenGL Shader - a small program that is run on your graphics card.
The cloud is defined by the following properties:
<min-cloud-width-m> - minimum width of the cloud in meters (default 500)
<max-cloud-width-m> - maximum width of the cloud (default min-cloud-width-m)
<min-cloud-height-m> - minimum height of the cloud (default min-cloud-width-m)
<max-cloud-height-m> - maximum height of the cloud (default max-cloud-width-m)
<texture> - texture file of sprites to use (default cl_cumulus.png)
<num-textures-x> - number of cloud textures defined horizontally in the
texture file (default 4)
<num-textures-y> - number of cloud textures defined vertically in the
texture file (default 4)
<num-sprites> - Number of sprite to generate for the cloud (default 20)
<bottom-shade> - Light multiplier for sprites at the bottom of the cloud
(default 1.0)
<min-sprite-width-m> - minimum width of the sprites used to create the cloud
(default 200)
<max-sprite-width-m> - maximum width of the sprites used to create the cloud
(default min-sprite-width-m)
<min-sprite-height-m> - minimum height of the spites used to create the cloud
(default min-sprite-width-m)
<max-sprite-height-m> - maximum height of the sprites used to create the cloud
(default max-sprite-height-m)
The texture to use for the sprites is defined in the <texture> tag.
To allow some variation, you can create a texture file containing multiple
sprites in a grid, and define the <num-textures-x/y> tags. The code
decides which texture to use for a given sprite : randomly in the x-direction
and based on the altitude of the sprite within the cloud in the y-direction.
Therefore, you should put sprite textures you want to use for the bottom of
your cloud at the bottom of the texture file, and those you want to use for
the top of the cloud at the top of the texture file.
For example, the following Nasal snippet will create a cloud immediately above the
aircraft at an altitude of 1000 ft above /environment/clouds/layer[0]/elevation-ft :
var p = props.Node.new({ "layer" : 0,
"index": 1,
"lat-deg": getprop("/position/latitude-deg"),
"lon-deg": getprop("/position/longitude-deg"),
"alt-ft" : 1000 });
fgcommand("add-cloud", p);
Moving Individual Clouds
========================
Clouds may be moved by using the "move-cloud" command. This takes the following
property arguments.
<layer> - The cloud layer number containing the cloud to move. (default 0)
<index> - The unique identifier of the cloud to move.
<lon-deg> - Longitude to place the cloud, in degrees (default 0)
<lat-deg> - Latitude t place the cloud, in degrees (default 0)
<alt-ft> - Altitude to place the cloud, relative to the layer (!) in ft
(default 0)
TODO: Add offset arguments for consistency with add-cloud.
Deleting Individual Clouds
===========================
Clouds may be deleted by using the "del-cloud" command. This takes the following
property arguments.
<layer> - The cloud layer number containing the cloud to delet. (default 0)
<index> - The unique identifier of the cloud to delete.
Global 3D Clouds
================
The global weather system uses sets of clouds defined in cloudlayers.xml
in your FG_ROOT.
The file has 3 distinct sections: layers, cloud boxes and clouds,
described below.
Notes for those editing clouds:
- All distances are in m. Note that this is in contrast to cloud heights
in METAR etc. which are in ft.
- The XML file is loaded into the properties system, so you can modify
the settings in-sim, and see the results by re-generating the cloud
layer. The simplest way to do this is to disable METAR, and control
the cloud layers using the Clouds dialog, and in particular the coverage.
- Texture files are in .png format, and have a transparent background.
To make the textures easier to edit, create a black layer behind them,
so there is some contrast between the background and the white cloud.
Having a grid based on the texture dimensions also helps, so you don't
bleed over the edges, which causes ugly sharp horizontal and vertical
lines.
Clouds
======
The cloud definitions are as described above for placing individual
clouds, but no position information is used (this is defined in the
cloud box and layers below).
Cloud Boxes
===========
The <boxes> section contains definitions of groups of cloads,for example
an entire towering CB mass.
The <boxes> section contains a number of named types, which are referenced
by the <layers> section, described below. Therefore, the names used are
completely user-defined.
Each of the named section consists of one or more <box> section,
defining a particular cloud type
Each <box> section contains the following tags:
<type> - The cloud to use, defined above
<count> - The number of clouds to generate (+/- 50%)
<width> - The x and y within which these clouds should be generated
<height> - The height within which the clouds should be generated
<hdist> - The horizontal distribution of the clouds within the area.
Equates to a sum of random distributions. Defaults to 1.
1 = even distribution, 2 = distributed towards the center.
3 = very strongly distributed towards the center.
<vdist> - The vertical distribution of the clouds. As for hdist.
If the /sim/rendering/clouds3d-density is less than 1.0 (100%), then a
proportional number of clouds will be displayed.
The following example shows a stratus cloud group, which consists of 5
st-large clouds and 5 st-small clouds, distributed in a box 2000mx2000m,
and 100m high, evenly distributed.
<st>
<box>
<type>st-large</type>
<count>5</count>
<width>2000</width>
<height>100</height>
</box>
<box>
<type>st-small</type>
<count>5</count>
<width>2000</width>
<height>100</height>
</box>
</st>
Layers
======
The <layers> section contains definitions for a specific layer type.
The layer type is derived from the METAR/Weather settings by FG itself.
Each layer type is a named XML tag, i.e.: ns, sc, st, ac, cb, cu.
If a layer type is not defined, then a 2D layer is used instead.
The layer type contains one or more <cloud> definitions. This
defines a type of cloud box, and a weighting for that type (<count>).
For example, the following XML fragment will produce 3 "cb" cloud boxes
for every 1 "cu":
<cloud>
<name>cb</name>
<count>3</count>
</cloud>
<cloud>
<name>cu</name>
<count>1</count>
</cloud>
Clouds are randomly distributed across the sky in the x/y plane, but the
height of them is set by the weather conditions, with a random height range
applied, defined by <grid-z-rand>