Harald JOHNSEN:
This is another update for the cloud code, a lot of lines but this time I have started to add the doxygen doc. Misc ==== - corrected a bug when RTT is not available, the current rendering context was altered - if RTT is not available then 3d clouds are not drawn at all - impostors lighting is now recomputed when the sun changes position - distant objects are no more seen in front of clouds - blending of distant clouds is a bit better now - litle optimization of code (uses a less cpu time) - use layer wind speed and direction (no more hardcoded wind) - fov is no more hardcoded Changes ======= - clouds (cu only) are dissipating/reforming (experimental) - compute a turbulence factor that depends on surrounding clouds and type of clouds (experimental) - clouds shapes are defined in cloudlayers.xml - type of clouds present in a layer is also defined in cloudlayers.xml - cloud layers are generated from metar and other misc. data (in progress) - added a rain effect around the viewer (enabled in the rendering dialog and when the metar property says so) - added a lightning effect (enabled in the rendering dialog) : cb clouds spawn new lightnings - added a dialog to select from different weather source : metar/property, a 'fair weather' environment and a 'thunderstorm' environment.
This commit is contained in:
@@ -20,32 +20,145 @@
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//
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//
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#ifdef HAVE_CONFIG_H
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# include <simgear_config.h>
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#endif
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#include <plib/sg.h>
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#include <simgear/constants.h>
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#include <simgear/math/sg_random.h>
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#include <simgear/math/sg_geodesy.hxx>
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#include <simgear/math/point3d.hxx>
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#include <simgear/math/polar3d.hxx>
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#include <simgear/sound/soundmgr_openal.hxx>
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#include <simgear/scene/sky/cloudfield.hxx>
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#include <simgear/scene/sky/newcloud.hxx>
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#include "visual_enviro.hxx"
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#include <vector>
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SG_USING_STD(vector);
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typedef struct {
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Point3D pt;
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int depth;
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int prev;
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} lt_tree_seg;
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#define MAX_RAIN_SLICE 200
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static float rainpos[MAX_RAIN_SLICE];
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#define MAX_LT_TREE_SEG 400
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/**
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* A class to render lightnings.
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*/
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class SGLightning {
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public:
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/**
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* Build a new lightning.
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* The lightning has a limited life time. It will also play a thunder sounder once.
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* @param lon lon longitude in degree
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* @param lat lat latitude in degree
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* @param alt asl of top of lightning
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*/
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SGLightning(double lon, double lat, double alt);
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~SGLightning();
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void lt_Render(void);
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void lt_build(void);
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void lt_build_tree_branch(int tree_nr, Point3D &start, float energy, int nbseg, float segsize);
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// contains all the segments of the lightning
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lt_tree_seg lt_tree[MAX_LT_TREE_SEG];
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// segment count
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int nb_tree;
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// position of lightning
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double lon, lat, alt;
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int sequence_count;
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// time to live
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double age;
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};
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typedef vector<SGLightning *> list_of_lightning;
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static list_of_lightning lightnings;
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SGEnviro sgEnviro;
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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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turbulence_enable_state(false),
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precipitation_enable_state(true),
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lightning_enable_state(false),
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soundMgr(NULL),
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snd_active(false),
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snd_dist(0.0),
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last_cloud_turbulence(0.0),
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cloud_turbulence(0.0),
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elapsed_time(0.0),
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dt(0.0),
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min_time_before_lt(0.0),
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fov_width(55.0),
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fov_height(55.0),
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precipitation_density(100.0)
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{
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for(int i = 0; i < MAX_RAIN_SLICE ; i++)
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rainpos[i] = sg_random();
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}
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SGEnviro::~SGEnviro(void) {
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list_of_lightning::iterator iLightning;
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for( iLightning = lightnings.begin() ; iLightning != lightnings.end() ; iLightning++ ) {
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delete (*iLightning);
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}
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lightnings.clear();
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}
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void SGEnviro::startOfFrame(void) {
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void SGEnviro::startOfFrame( sgVec3 p, sgVec3 up, double lon, double lat, double alt, double delta_time) {
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view_in_cloud = false;
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// ask the impostor cache to do some cleanup
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if(SGNewCloud::cldCache)
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SGNewCloud::cldCache->startNewFrame();
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last_cloud_turbulence = cloud_turbulence;
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cloud_turbulence = 0.0;
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elapsed_time += delta_time;
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min_time_before_lt -= delta_time;
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dt = delta_time;
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sgMat4 T1, LON, LAT;
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sgVec3 axis;
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sgMakeTransMat4( T1, p );
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sgSetVec3( axis, 0.0, 0.0, 1.0 );
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sgMakeRotMat4( LON, lon, axis );
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sgSetVec3( axis, 0.0, 1.0, 0.0 );
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sgMakeRotMat4( LAT, 90.0 - lat, axis );
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sgMat4 TRANSFORM;
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sgCopyMat4( TRANSFORM, T1 );
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sgPreMultMat4( TRANSFORM, LON );
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sgPreMultMat4( TRANSFORM, LAT );
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sgCoord pos;
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sgSetCoord( &pos, TRANSFORM );
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sgMakeCoordMat4( transform, &pos );
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last_lon = lon;
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last_lat = lat;
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last_alt = alt;
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}
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void SGEnviro::endOfFrame(void) {
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}
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double SGEnviro::get_cloud_turbulence(void) const {
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return last_cloud_turbulence;
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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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@@ -71,6 +184,10 @@ bool SGEnviro::get_clouds_enable_state(void) const {
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return SGCloudField::get_enable3dClouds();
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}
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bool SGEnviro::get_turbulence_enable_state(void) const {
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return turbulence_enable_state;
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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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@@ -87,7 +204,9 @@ void SGEnviro::set_clouds_density(float density) {
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void SGEnviro::set_clouds_enable_state(bool enable) {
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SGCloudField::set_enable3dClouds(enable);
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}
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void SGEnviro::set_turbulence_enable_state(bool enable) {
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turbulence_enable_state = enable;
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}
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// rain/snow
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float SGEnviro::get_precipitation_density(void) const {
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return precipitation_density;
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@@ -105,9 +224,453 @@ void SGEnviro::set_precipitation_enable_state(bool enable) {
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// others
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bool SGEnviro::get_lightning_enable_state(void) const {
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return false;
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return lightning_enable_state;
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}
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void SGEnviro::set_lightning_enable_state(bool enable) {
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lightning_enable_state = enable;
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if( ! enable ) {
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// TODO:cleanup
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}
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}
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void SGEnviro::setLight(sgVec4 adj_fog_color) {
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sgCopyVec4( fog_color, adj_fog_color );
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if( false ) {
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// ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
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}
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}
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void SGEnviro::callback_cloud(float heading, float alt, float radius, int familly, float dist) {
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// send data to wx radar
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// compute turbulence
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// draw precipitation
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// draw lightning
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// compute illumination
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// http://www.pilotfriend.com/flight_training/weather/THUNDERSTORM%20HAZARDS1.htm
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double turbulence = 0.0;
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if( dist < radius * radius * 2.25f ) {
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switch(familly) {
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case SGNewCloud::CLFamilly_st:
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turbulence = 0.2;
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break;
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case SGNewCloud::CLFamilly_ci:
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case SGNewCloud::CLFamilly_cs:
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case SGNewCloud::CLFamilly_cc:
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case SGNewCloud::CLFamilly_ac:
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case SGNewCloud::CLFamilly_as:
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turbulence = 0.1;
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break;
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case SGNewCloud::CLFamilly_sc:
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turbulence = 0.3;
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break;
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case SGNewCloud::CLFamilly_ns:
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turbulence = 0.4;
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break;
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case SGNewCloud::CLFamilly_cu:
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turbulence = 0.5;
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break;
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case SGNewCloud::CLFamilly_cb:
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turbulence = 0.6;
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break;
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}
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// full turbulence inside cloud, half in the vicinity
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if( dist > radius * radius )
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turbulence *= 0.5;
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if( turbulence > cloud_turbulence )
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cloud_turbulence = turbulence;
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// we can do 'local' precipitations too
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}
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// convert to LWC for radar (experimental)
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// http://www-das.uwyo.edu/~geerts/cwx/notes/chap08/moist_cloud.html
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double LWC = 0.0;
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switch(familly) {
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case SGNewCloud::CLFamilly_st:
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LWC = 0.29;
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break;
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case SGNewCloud::CLFamilly_cu:
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LWC = 0.27;
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break;
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case SGNewCloud::CLFamilly_cb:
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LWC = 2.0;
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break;
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case SGNewCloud::CLFamilly_sc:
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LWC = 0.44;
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break;
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case SGNewCloud::CLFamilly_ci:
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LWC = 0.03;
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break;
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// no data
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case SGNewCloud::CLFamilly_cs:
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case SGNewCloud::CLFamilly_cc:
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case SGNewCloud::CLFamilly_ac:
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case SGNewCloud::CLFamilly_as:
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LWC = 0.03;
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break;
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case SGNewCloud::CLFamilly_ns:
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LWC = 0.29*2.0;
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break;
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}
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// TODO:send data to radar antenna
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// NB:data valid only from cockpit view
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// spawn a new lightning
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if(min_time_before_lt <= 0.0 && (familly == SGNewCloud::CLFamilly_cb) &&
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dist < 15000.0 * 15000.0 && sg_random() > 0.9f) {
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double lat, lon;
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Point3D orig, dest;
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orig.setlat(last_lat * SG_DEGREES_TO_RADIANS );
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orig.setlon(last_lon * SG_DEGREES_TO_RADIANS );
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orig.setelev(0.0);
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dist = sgSqrt(dist);
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dest = calc_gc_lon_lat(orig, heading, dist);
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lon = dest.lon() * SG_RADIANS_TO_DEGREES;
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lat = dest.lat() * SG_RADIANS_TO_DEGREES;
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addLightning( lon, lat, alt );
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// reset timer
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min_time_before_lt = 5.0 + sg_random() * 30;
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// DEBUG only
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// min_time_before_lt = 1.0;
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}
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}
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// precipitation rendering code
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void SGEnviro::DrawCone2(float baseRadius, float height, int slices, bool down, double rain_norm, double speed) {
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sgVec3 light;
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sgVec3 min_light = {0.35, 0.35, 0.35};
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sgAddVec3( light, fog_color, min_light );
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float da = SG_PI * 2.0f / (float) slices;
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// low number = faster
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float speedf = 2.5f - speed / 200.0;
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if( speedf < 1.0f )
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speedf = 1.0f;
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float lenf = 0.03f + speed / 2000.0;
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if( lenf > 0.10f )
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lenf = 0.10f;
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float t = fmod((float) elapsed_time, speedf) / speedf;
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// t = 0.1f;
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if( !down )
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t = 1.0f - t;
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float angle = 0.0f;
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glColor4f(1.0f, 0.7f, 0.7f, 0.9f);
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glBegin(GL_LINES);
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int rainpos_indice = 0;
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for( int i = 0 ; i < slices ; i++ ) {
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float x = cos(angle) * baseRadius;
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float y = sin(angle) * baseRadius;
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angle += da;
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sgVec3 dir = {x, -height, y};
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// rain drops at 2 different speed to simulate depth
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float t1 = (i & 1 ? t : t + t) + rainpos[rainpos_indice];
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if(t1 > 1.0f) t1 -= 1.0f;
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if(t1 > 1.0f) t1 -= 1.0f;
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// distant raindrops are more transparent
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float c = (i & 1 ? t1 * 0.5f : t1 * 0.9f);
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glColor4f(c * light[0], c * light[1], c * light[2], c);
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sgVec3 p1, p2;
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sgScaleVec3(p1, dir, t1);
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// distant raindrops are shorter
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float t2 = t1 + (i & 1 ? lenf : lenf+lenf);
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sgScaleVec3(p2, dir, t2);
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glVertex3f(p1[0], p1[1] + height, p1[2]);
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glVertex3f(p2[0], p2[1] + height, p2[2]);
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if( ++rainpos_indice >= MAX_RAIN_SLICE )
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rainpos_indice = 0;
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}
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glEnd();
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}
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// TODO:check alt vs layer
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void SGEnviro::drawRain(double pitch, double roll, double speed, double rain_norm) {
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_DEPTH_TEST);
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glShadeModel(GL_SMOOTH);
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glEnable(GL_BLEND);
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glBlendFunc( GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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glDisable( GL_FOG );
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glDisable(GL_LIGHTING);
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int slice_count = (40.0 + rain_norm*150.0)* precipitation_density / 100.0;
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float angle = speed;
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if( angle > 90.0 )
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angle = 90.0;
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glPushMatrix();
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// TODO:find the real view orientation, not the AC one
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// the cone rotate with speed
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angle = -pitch - angle;
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glRotatef(angle, 1.0, 0.0, 0.0);
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glRotatef(roll, 0.0, 1.0, 0.0);
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// up cone
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DrawCone2(15.0, 30.0, slice_count, true, rain_norm, speed);
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// down cone (usually not visible)
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if(angle > 0.0)
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DrawCone2(15.0, -30.0, slice_count, false, rain_norm, speed);
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glPopMatrix();
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glEnable(GL_LIGHTING);
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glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
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glEnable( GL_FOG );
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glEnable(GL_DEPTH_TEST);
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}
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void SGEnviro::set_soundMgr(SGSoundMgr *mgr) {
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soundMgr = mgr;
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}
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void SGEnviro::drawPrecipitation(double rain_norm, double snow_norm, double hail_norm, double pitch, double roll, double speed) {
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// TODO:check alt with right layer (wich layer ?)
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if( precipitation_enable_state && rain_norm > 0.0)
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drawRain(pitch, roll, speed, rain_norm);
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}
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SGLightning::SGLightning(double _lon, double _lat, double _alt) :
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lon(_lon),
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lat(_lat),
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alt(_alt),
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age(1.0 + sg_random() * 4.0),
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nb_tree(0)
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{
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// sequence_count = 1 + sg_random() * 5.0;
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lt_build();
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}
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SGLightning::~SGLightning() {
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}
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// lightning rendering code
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void SGLightning::lt_build_tree_branch(int tree_nr, Point3D &start, float energy, int nbseg, float segsize) {
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sgVec3 dir, newdir;
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int nseg = 0;
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Point3D pt = start;
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if( nbseg == 50 )
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sgSetVec3( dir, 0.0, -1.0, 0.0 );
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else {
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sgSetVec3( dir, sg_random() - 0.5f, sg_random() - 0.5f, sg_random() - 0.5f);
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sgNormaliseVec3(dir);
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}
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if( nb_tree >= MAX_LT_TREE_SEG )
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return;
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lt_tree[nb_tree].depth = tree_nr;
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nseg = 0;
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lt_tree[nb_tree].pt = pt;
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lt_tree[nb_tree].prev = -1;
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nb_tree ++;
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// TODO:check agl
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while(nseg < nbseg && pt.y() > 0.0) {
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int prev = nb_tree - 1;
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nseg++;
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// add a branch
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if( energy * sg_random() > 0.8f )
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lt_build_tree_branch(tree_nr + 1, pt, energy * 0.9f, nbseg == 50 ? 10 : nbseg * 0.4f, segsize * 0.7f);
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if( nb_tree >= MAX_LT_TREE_SEG )
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return;
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sgSetVec3(newdir, (sg_random() - 0.5f), (sg_random() - 0.5f) - (nbseg == 50 ? 0.5f : 0.0), (sg_random() - 0.5f));
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sgNormaliseVec3(newdir);
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sgAddVec3( dir, newdir);
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sgNormaliseVec3(dir);
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sgVec3 scaleDir;
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sgScaleVec3( scaleDir, dir, segsize * energy * 0.5f );
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pt[PX] += scaleDir[0];
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pt[PY] += scaleDir[1];
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pt[PZ] += scaleDir[2];
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lt_tree[nb_tree].depth = tree_nr;
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||||
lt_tree[nb_tree].pt = pt;
|
||||
lt_tree[nb_tree].prev = prev;
|
||||
nb_tree ++;
|
||||
}
|
||||
}
|
||||
|
||||
void SGLightning::lt_build(void) {
|
||||
Point3D top;
|
||||
nb_tree = 0;
|
||||
top[PX] = 0 ;
|
||||
top[PY] = alt;
|
||||
top[PZ] = 0;
|
||||
lt_build_tree_branch(0, top, 1.0, 50, top[PY] / 8.0);
|
||||
if( ! sgEnviro.soundMgr )
|
||||
return;
|
||||
Point3D start( sgEnviro.last_lon*SG_DEGREES_TO_RADIANS, sgEnviro.last_lat*SG_DEGREES_TO_RADIANS, 0.0 );
|
||||
Point3D dest( lon*SG_DEGREES_TO_RADIANS, lat*SG_DEGREES_TO_RADIANS, 0.0 );
|
||||
double course = 0.0, dist = 0.0;
|
||||
calc_gc_course_dist( dest, start, &course, &dist );
|
||||
if( dist < 10000.0 && ! sgEnviro.snd_playing && (dist < sgEnviro.snd_dist || ! sgEnviro.snd_active) ) {
|
||||
sgEnviro.snd_timer = 0.0;
|
||||
sgEnviro.snd_wait = dist / 340;
|
||||
sgEnviro.snd_dist = dist;
|
||||
sgEnviro.snd_pos_lat = lat;
|
||||
sgEnviro.snd_pos_lon = lon;
|
||||
sgEnviro.snd_active = true;
|
||||
sgEnviro.snd_playing = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void SGLightning::lt_Render(void) {
|
||||
float flash = 0.5;
|
||||
if( fmod(sgEnviro.elapsed_time*100.0, 100.0) > 50.0 )
|
||||
flash = sg_random() * 0.75f + 0.25f;
|
||||
float h = lt_tree[0].pt[PY];
|
||||
sgVec4 col={0.62f, 0.83f, 1.0f, 1.0f};
|
||||
sgVec4 c;
|
||||
|
||||
#define DRAW_SEG() \
|
||||
{glBegin(GL_LINES); \
|
||||
glColor4fv(c); \
|
||||
glVertex3f(lt_tree[n].pt[PX], lt_tree[n].pt[PZ], lt_tree[n].pt[PY]); \
|
||||
glVertex3f(lt_tree[lt_tree[n].prev].pt[PX], lt_tree[lt_tree[n].prev].pt[PZ], lt_tree[lt_tree[n].prev].pt[PY]); \
|
||||
glEnd();}
|
||||
|
||||
glDepthMask( GL_FALSE );
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc( GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
glDisable(GL_LIGHTING);
|
||||
glDisable( GL_FOG );
|
||||
glPushMatrix();
|
||||
sgMat4 modelview, tmp;
|
||||
ssgGetModelviewMatrix( modelview );
|
||||
sgCopyMat4( tmp, sgEnviro.transform );
|
||||
sgPostMultMat4( tmp, modelview );
|
||||
ssgLoadModelviewMatrix( tmp );
|
||||
|
||||
Point3D start( sgEnviro.last_lon*SG_DEGREES_TO_RADIANS, sgEnviro.last_lat*SG_DEGREES_TO_RADIANS, 0.0 );
|
||||
Point3D dest( lon*SG_DEGREES_TO_RADIANS, lat*SG_DEGREES_TO_RADIANS, 0.0 );
|
||||
double course = 0.0, dist = 0.0;
|
||||
calc_gc_course_dist( dest, start, &course, &dist );
|
||||
double ax = 0.0, ay = 0.0;
|
||||
ax = cos(course) * dist;
|
||||
ay = sin(course) * dist;
|
||||
|
||||
glTranslatef( ax, ay, -sgEnviro.last_alt );
|
||||
// glTranslatef( ax, ay, 0 );
|
||||
|
||||
for( int n = 0 ; n < nb_tree ; n++ ) {
|
||||
if( lt_tree[n].prev < 0 )
|
||||
continue;
|
||||
|
||||
float t1 = sgLerp(0.5, 1.0, lt_tree[n].pt[PY] / h);
|
||||
t1 *= flash;
|
||||
if( lt_tree[n].depth >= 2 ) {
|
||||
glLineWidth(3);
|
||||
sgScaleVec4(c, col, t1 * 0.6f);
|
||||
DRAW_SEG();
|
||||
} else {
|
||||
if( lt_tree[n].depth == 0 ) {
|
||||
glLineWidth(12);
|
||||
sgScaleVec4(c, col, t1 * 0.5f);
|
||||
DRAW_SEG();
|
||||
|
||||
glLineWidth(6);
|
||||
sgScaleVec4(c, col, t1);
|
||||
DRAW_SEG();
|
||||
} else {
|
||||
glLineWidth(6);
|
||||
sgScaleVec4(c, col, t1 * 0.7f);
|
||||
DRAW_SEG();
|
||||
}
|
||||
|
||||
if( lt_tree[n].depth == 0 )
|
||||
glLineWidth(3);
|
||||
else
|
||||
glLineWidth(2);
|
||||
|
||||
sgSetVec4(c, t1, t1, t1, t1);
|
||||
DRAW_SEG();
|
||||
}
|
||||
|
||||
}
|
||||
glLineWidth(1);
|
||||
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
|
||||
glPopMatrix();
|
||||
glDepthMask( GL_TRUE );
|
||||
glEnable( GL_FOG );
|
||||
glEnable(GL_LIGHTING);
|
||||
}
|
||||
|
||||
void SGEnviro::addLightning(double lon, double lat, double alt) {
|
||||
if( lightnings.size() > 10)
|
||||
return;
|
||||
SGLightning *lt= new SGLightning(lon, lat, alt);
|
||||
lightnings.push_back(lt);
|
||||
}
|
||||
|
||||
void SGEnviro::drawLightning(void) {
|
||||
list_of_lightning::iterator iLightning;
|
||||
// play 'thunder' for lightning
|
||||
if( snd_active )
|
||||
if( !snd_playing ) {
|
||||
// wait until sound has reached us
|
||||
snd_timer += dt;
|
||||
if( snd_timer >= snd_wait ) {
|
||||
snd_playing = true;
|
||||
// compute relative position of lightning
|
||||
Point3D start( sgEnviro.last_lon*SG_DEGREES_TO_RADIANS, sgEnviro.last_lat*SG_DEGREES_TO_RADIANS, 0.0 );
|
||||
Point3D dest( snd_pos_lon*SG_DEGREES_TO_RADIANS, snd_pos_lat*SG_DEGREES_TO_RADIANS, 0.0 );
|
||||
double course = 0.0, dist = 0.0;
|
||||
calc_gc_course_dist( dest, start, &course, &dist );
|
||||
double ax = 0.0, ay = 0.0;
|
||||
ax = cos(course) * dist;
|
||||
ay = sin(course) * dist;
|
||||
SGSoundSample *snd = soundMgr->find("thunder");
|
||||
if( snd ) {
|
||||
ALfloat pos[3]={ax, ay, -sgEnviro.last_alt };
|
||||
snd->set_source_pos(pos);
|
||||
snd->play_once();
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if( !soundMgr->is_playing("thunder") ) {
|
||||
snd_active = false;
|
||||
snd_playing = false;
|
||||
}
|
||||
}
|
||||
|
||||
if( ! lightning_enable_state )
|
||||
return;
|
||||
|
||||
for( iLightning = lightnings.begin() ; iLightning != lightnings.end() ; iLightning++ ) {
|
||||
if( dt )
|
||||
if( sg_random() > 0.95f )
|
||||
(*iLightning)->lt_build();
|
||||
(*iLightning)->lt_Render();
|
||||
(*iLightning)->age -= dt;
|
||||
if( (*iLightning)->age < 0.0 ) {
|
||||
delete (*iLightning);
|
||||
lightnings.erase( iLightning );
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
void SGEnviro::setFOV( float w, float h ) {
|
||||
fov_width = w;
|
||||
fov_height = h;
|
||||
}
|
||||
|
||||
void SGEnviro::getFOV( float &w, float &h ) {
|
||||
w = fov_width;
|
||||
h = fov_height;
|
||||
}
|
||||
|
||||
@@ -22,23 +22,89 @@
|
||||
#ifndef _VISUAL_ENVIRO_HXX
|
||||
#define _VISUAL_ENVIRO_HXX
|
||||
|
||||
class SGEnviro {
|
||||
#include <simgear/compiler.h>
|
||||
#include STL_STRING
|
||||
|
||||
SG_USING_STD(string);
|
||||
|
||||
class SGLightning;
|
||||
class SGSoundMgr;
|
||||
|
||||
/**
|
||||
* Visual environment helper class.
|
||||
*/
|
||||
class SGEnviro {
|
||||
friend SGLightning;
|
||||
private:
|
||||
void DrawCone2(float baseRadius, float height, int slices, bool down, double rain_norm, double speed);
|
||||
void lt_update(void);
|
||||
|
||||
bool view_in_cloud;
|
||||
bool precipitation_enable_state;
|
||||
float precipitation_density;
|
||||
bool turbulence_enable_state;
|
||||
double last_cloud_turbulence, cloud_turbulence;
|
||||
bool lightning_enable_state;
|
||||
double elapsed_time, dt;
|
||||
sgVec4 fog_color;
|
||||
sgMat4 transform;
|
||||
double last_lon, last_lat, last_alt;
|
||||
SGSoundMgr *soundMgr;
|
||||
bool snd_active, snd_playing;
|
||||
double snd_timer, snd_wait, snd_pos_lat, snd_pos_lon, snd_dist;
|
||||
double min_time_before_lt;
|
||||
|
||||
float fov_width, fov_height;
|
||||
|
||||
public:
|
||||
SGEnviro();
|
||||
~SGEnviro();
|
||||
|
||||
void startOfFrame(void);
|
||||
/**
|
||||
* Forward a few states used for renderings.
|
||||
*/
|
||||
void startOfFrame( sgVec3 p, sgVec3 up, double lon, double lat, double alt, double delta_time);
|
||||
|
||||
void endOfFrame(void);
|
||||
|
||||
/**
|
||||
* Whenever a cloud is drawn we check his 'impact' on the environment.
|
||||
* @param heading direction of cloud in radians
|
||||
* @param alt asl of cloud in meters
|
||||
* @param radius radius of cloud in meters
|
||||
* @param familly cloud familly
|
||||
* @param dist squared dist to cloud in meters
|
||||
*/
|
||||
void callback_cloud(float heading, float alt, float radius, int familly, float dist);
|
||||
|
||||
void drawRain(double pitch, double roll, double speed, double rain_norm);
|
||||
/**
|
||||
* Draw rain or snow precipitation around the viewer.
|
||||
* @param rain_norm rain normalized intensity given by metar class
|
||||
* @param snow_norm snow normalized intensity given by metar class
|
||||
* @param hail_norm hail normalized intensity given by metar class
|
||||
* @param pitch pitch rotation of viewer
|
||||
* @param roll roll rotation of viewer
|
||||
* @param speed moving speed of viewer in kt
|
||||
*/
|
||||
void drawPrecipitation(double rain_norm, double snow_norm, double hail_norm,
|
||||
double pitch, double roll, double speed);
|
||||
|
||||
/**
|
||||
* Draw the lightnings spawned by cumulo nimbus.
|
||||
*/
|
||||
void drawLightning(void);
|
||||
|
||||
/**
|
||||
* Forward the fog color used by the rain rendering.
|
||||
* @param adj_fog_color color of the fog
|
||||
*/
|
||||
void setLight(sgVec4 adj_fog_color);
|
||||
|
||||
// this can be queried to add some turbulence for example
|
||||
bool is_view_in_cloud(void) const;
|
||||
void set_view_in_cloud(bool incloud);
|
||||
double get_cloud_turbulence(void) const;
|
||||
|
||||
// Clouds
|
||||
// return the size of the memory pool used by texture impostors
|
||||
@@ -47,25 +113,78 @@ public:
|
||||
float get_clouds_visibility(void) const;
|
||||
float get_clouds_density(void) const;
|
||||
bool get_clouds_enable_state(void) const;
|
||||
bool get_turbulence_enable_state(void) const;
|
||||
|
||||
/**
|
||||
* Set the size of the impostor texture cache for 3D clouds.
|
||||
* @param sizeKb size of the texture pool in Kb
|
||||
*/
|
||||
void set_clouds_CacheSize(int sizeKb);
|
||||
/**
|
||||
* Set the resolution of the impostor texture for 3D clouds.
|
||||
* @param resolutionPixels size of each texture in pixels (64|128|256)
|
||||
*/
|
||||
void set_CacheResolution(int resolutionPixels);
|
||||
/**
|
||||
* Set the maximum range used when drawing clouds.
|
||||
* Clouds are blended from totaly transparent at max range to totaly opaque around the viewer
|
||||
* @param distance in meters
|
||||
*/
|
||||
void set_clouds_visibility(float distance);
|
||||
/**
|
||||
* Set the proportion of clouds that will be rendered to limit drop in FPS.
|
||||
* @param density 0..100 no clouds drawn when density == 0, all are drawn when density == 100
|
||||
*/
|
||||
void set_clouds_density(float density);
|
||||
/**
|
||||
* Enable or disable the use of 3D clouds.
|
||||
* @param enable when false we draw the 2D layers
|
||||
*/
|
||||
void set_clouds_enable_state(bool enable);
|
||||
/**
|
||||
* Enable or disable the use of proximity cloud turbulence.
|
||||
* @param enable when true the turbulence is computed based on type of cloud around the AC
|
||||
*/
|
||||
void set_turbulence_enable_state(bool enable);
|
||||
|
||||
// rain/snow
|
||||
float get_precipitation_density(void) const;
|
||||
bool get_precipitation_enable_state(void) const;
|
||||
|
||||
void set_precipitation_density(float density);
|
||||
/**
|
||||
* Enable or disable the rendering of precipitation around the viewer.
|
||||
* @param enable when true we will draw precipitation depending on metar data
|
||||
*/
|
||||
void set_precipitation_enable_state(bool enable);
|
||||
|
||||
// others
|
||||
bool get_lightning_enable_state(void) const;
|
||||
/**
|
||||
* Enable or disable the rendering of lightning and the thunder sound.
|
||||
* @param enable when true we will draw lightning spwaned by cumulonimbus
|
||||
*/
|
||||
void set_lightning_enable_state(bool enable);
|
||||
|
||||
/**
|
||||
* Spawn a new lighning at specified lon/lat.
|
||||
* @param lon position of the new lightning
|
||||
* @param lat position of the new lightning
|
||||
* @param alt asl of the starting point of the lightning in meters
|
||||
*/
|
||||
void addLightning(double lon, double lat, double alt);
|
||||
|
||||
/**
|
||||
* Forward the sound manager instance to be able to play samples.
|
||||
* @param mgr a running sound manager
|
||||
*/
|
||||
void set_soundMgr(SGSoundMgr *mgr);
|
||||
|
||||
void setFOV( float w, float h );
|
||||
void getFOV( float &w, float &h );
|
||||
|
||||
};
|
||||
|
||||
extern SGEnviro sgEnviro;
|
||||
|
||||
#endif // _VISUAL_ENVIRO_HXX
|
||||
#endif // _VISUAL_ENVIRO_HXX
|
||||
|
||||
Reference in New Issue
Block a user