Oops, a couple more sky tweaks.
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@@ -175,18 +175,36 @@ bool SGSky::reposition( sgVec3 view_pos, sgVec3 zero_elev, sgVec3 view_up,
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}
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// draw background portions of the sky
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void SGSky::draw_background() {
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// draw background portions of the sky ... do this before you draw the
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// rest of your scene.
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void SGSky::preDraw() {
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ssgCullAndDraw( pre_root );
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}
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// draw scenery elements of the sky
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void SGSky::draw_scene( float alt ) {
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// draw translucent clouds ... do this after you've drawn all the
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// oapaque elements of your scene.
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void SGSky::postDraw( float alt ) {
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float slop = 4.0; // if we are closer than this to a cloud layer,
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// don't draw clouds
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if ( effective_visibility < 4000.0 ) {
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// bail and don't draw clouds
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return;
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int in_cloud = -1; // cloud we are in
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// check where we are relative to the cloud layers
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for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
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float asl = cloud_layers[i]->get_asl();
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float thickness = cloud_layers[i]->get_thickness();
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if ( alt < asl - slop ) {
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// below cloud layer
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} else if ( alt < asl + thickness + slop ) {
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// in cloud layer
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// bail now and don't draw any clouds
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in_cloud = i;
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} else {
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// above cloud layer
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}
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}
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// determine rendering order
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@@ -200,21 +218,29 @@ void SGSky::draw_scene( float alt ) {
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if ( pos == 0 ) {
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// we are below all the cloud layers, draw top to bottom
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for ( int i = cloud_layers.size() - 1; i >= 0; --i ) {
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cloud_layers[i]->draw();
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if ( i != in_cloud ) {
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cloud_layers[i]->draw();
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}
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}
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} else if ( pos >= (int)cloud_layers.size() ) {
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// we are above all the cloud layers, draw bottom to top
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for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
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cloud_layers[i]->draw();
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if ( i != in_cloud ) {
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cloud_layers[i]->draw();
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}
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}
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} else {
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// we are between cloud layers, draw lower layers bottom to
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// top and upper layers top to bottom
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for ( int i = 0; i < pos; ++i ) {
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cloud_layers[i]->draw();
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if ( i != in_cloud ) {
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cloud_layers[i]->draw();
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}
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}
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for ( int i = cloud_layers.size() - 1; i >= pos; --i ) {
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cloud_layers[i]->draw();
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if ( i != in_cloud ) {
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cloud_layers[i]->draw();
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}
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}
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}
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}
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@@ -298,25 +324,28 @@ void SGSky::modify_vis( float alt, float time_factor ) {
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double chance = rnd * rnd * rnd;
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if ( chance > 0.95 /* * (diff - 25) / 50.0 */ ) {
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in_puff = true;
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do {
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puff_length = fg_random() * 2.0; // up to 2 seconds
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} while ( puff_length <= 0.0 );
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puff_length = fg_random() * 2.0; // up to 2 seconds
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puff_progression = 0.0;
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}
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}
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if ( in_puff ) {
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// modify actual_visibility based on puff envelope
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if ( puff_progression <= ramp_up ) {
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double x = 2 * SGD_PI * puff_progression / ramp_up;
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double x = 0.5 * SGD_PI * puff_progression / ramp_up;
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double factor = 1.0 - sin( x );
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// cout << "ramp up = " << puff_progression
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// << " factor = " << factor << endl;
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effvis = effvis * factor;
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} else if ( puff_progression >= ramp_up + puff_length ) {
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double x = 2 * SGD_PI *
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double x = 0.5 * SGD_PI *
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(puff_progression - (ramp_up + puff_length)) /
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ramp_down;
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double factor = sin( x );
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// cout << "ramp down = "
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// << puff_progression - (ramp_up + puff_length)
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// << " factor = " << factor << endl;
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effvis = effvis * factor;
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} else {
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effvis = 0.0;
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@@ -333,6 +362,7 @@ void SGSky::modify_vis( float alt, float time_factor ) {
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// (double)current_options.get_model_hz();
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puff_progression += time_factor;
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// cout << "time factor = " << time_factor << endl;
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/* cout << "gml = " << global_multi_loop
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<< " speed up = " << current_options.get_speed_up()
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@@ -344,9 +374,9 @@ void SGSky::modify_vis( float alt, float time_factor ) {
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}
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}
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// never let visibility drop below zero
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if ( effvis <= 0 ) {
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effvis = 0.1;
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// never let visibility drop below 25 meters
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if ( effvis <= 25.0 ) {
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effvis = 25.0;
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}
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}
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} // for
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@@ -126,11 +126,13 @@ public:
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// transition range, and simulated "puffs".
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void modify_vis( float alt, float time_factor );
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// draw background portions of the sky
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void draw_background();
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// draw background portions of the sky ... do this before you draw
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// the rest of your scene.
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void preDraw();
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// draw scenery elements of the sky
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void draw_scene( float alt );
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// draw translucent clouds ... do this after you've drawn all the
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// oapaque elements of your scene.
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void postDraw( float alt );
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// specify the texture path (optional, defaults to current directory)
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inline void texture_path( const string& path ) {
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@@ -147,26 +147,26 @@ bool SGStars::repaint( double sun_angle, int num, sgdVec3 *star_data ) {
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float *color;
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// determine which star structure to draw
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if ( sun_angle > (2 * SGD_PI + 10.0 * SGD_DEGREES_TO_RADIANS ) ) {
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if ( sun_angle > (0.5 * SGD_PI + 10.0 * SGD_DEGREES_TO_RADIANS ) ) {
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// deep night
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factor = 1.0;
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cutoff = 4.5;
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} else if ( sun_angle > (2 * SGD_PI + 8.8 * SGD_DEGREES_TO_RADIANS ) ) {
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} else if ( sun_angle > (0.5 * SGD_PI + 8.8 * SGD_DEGREES_TO_RADIANS ) ) {
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factor = 1.0;
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cutoff = 3.8;
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} else if ( sun_angle > (2 * SGD_PI + 7.5 * SGD_DEGREES_TO_RADIANS ) ) {
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} else if ( sun_angle > (0.5 * SGD_PI + 7.5 * SGD_DEGREES_TO_RADIANS ) ) {
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factor = 0.95;
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cutoff = 3.1;
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} else if ( sun_angle > (2 * SGD_PI + 7.0 * SGD_DEGREES_TO_RADIANS ) ) {
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} else if ( sun_angle > (0.5 * SGD_PI + 7.0 * SGD_DEGREES_TO_RADIANS ) ) {
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factor = 0.9;
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cutoff = 2.4;
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} else if ( sun_angle > (2 * SGD_PI + 6.5 * SGD_DEGREES_TO_RADIANS ) ) {
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} else if ( sun_angle > (0.5 * SGD_PI + 6.5 * SGD_DEGREES_TO_RADIANS ) ) {
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factor = 0.85;
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cutoff = 1.8;
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} else if ( sun_angle > (2 * SGD_PI + 6.0 * SGD_DEGREES_TO_RADIANS ) ) {
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} else if ( sun_angle > (0.5 * SGD_PI + 6.0 * SGD_DEGREES_TO_RADIANS ) ) {
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factor = 0.8;
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cutoff = 1.2;
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} else if ( sun_angle > (2 * SGD_PI + 5.5 * SGD_DEGREES_TO_RADIANS ) ) {
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} else if ( sun_angle > (0.5 * SGD_PI + 5.5 * SGD_DEGREES_TO_RADIANS ) ) {
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factor = 0.75;
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cutoff = 0.6;
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} else {
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