Merge commit 'refs/merge-requests/7' of git://gitorious.org/fg/simgear into merge-requests/7

This commit is contained in:
Torsten Dreyer
2011-09-02 12:11:42 +02:00
3 changed files with 153 additions and 127 deletions

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@@ -675,138 +675,142 @@ bool SGCloudLayer::repaint( const SGVec3f& fog_color ) {
bool SGCloudLayer::reposition( const SGVec3f& p, const SGVec3f& up, double lon, double lat,
double alt, double dt )
{
// combine p and asl (meters) to get translation offset
osg::Vec3 asl_offset(toOsg(up));
asl_offset.normalize();
if ( alt <= layer_asl ) {
asl_offset *= layer_asl;
} else {
asl_offset *= layer_asl + layer_thickness;
}
if (getCoverage() != SGCloudLayer::SG_CLOUD_CLEAR)
{
// combine p and asl (meters) to get translation offset
osg::Vec3 asl_offset(toOsg(up));
asl_offset.normalize();
if ( alt <= layer_asl ) {
asl_offset *= layer_asl;
} else {
asl_offset *= layer_asl + layer_thickness;
}
// cout << "asl_offset = " << asl_offset[0] << "," << asl_offset[1]
// << "," << asl_offset[2] << endl;
asl_offset += toOsg(p);
// cout << " asl_offset = " << asl_offset[0] << "," << asl_offset[1]
// << "," << asl_offset[2] << endl;
// cout << "asl_offset = " << asl_offset[0] << "," << asl_offset[1]
// << "," << asl_offset[2] << endl;
asl_offset += toOsg(p);
// cout << " asl_offset = " << asl_offset[0] << "," << asl_offset[1]
// << "," << asl_offset[2] << endl;
osg::Matrix T, LON, LAT;
// Translate to zero elevation
// Point3D zero_elev = current_view.get_cur_zero_elev();
T.makeTranslate( asl_offset );
osg::Matrix T, LON, LAT;
// Translate to zero elevation
// Point3D zero_elev = current_view.get_cur_zero_elev();
T.makeTranslate( asl_offset );
// printf(" Translated to %.2f %.2f %.2f\n",
// zero_elev.x, zero_elev.y, zero_elev.z );
// printf(" Translated to %.2f %.2f %.2f\n",
// zero_elev.x, zero_elev.y, zero_elev.z );
// Rotate to proper orientation
// printf(" lon = %.2f lat = %.2f\n",
// lon * SGD_RADIANS_TO_DEGREES,
// lat * SGD_RADIANS_TO_DEGREES);
LON.makeRotate(lon, osg::Vec3(0, 0, 1));
// Rotate to proper orientation
// printf(" lon = %.2f lat = %.2f\n",
// lon * SGD_RADIANS_TO_DEGREES,
// lat * SGD_RADIANS_TO_DEGREES);
LON.makeRotate(lon, osg::Vec3(0, 0, 1));
// xglRotatef( 90.0 - f->get_Latitude() * SGD_RADIANS_TO_DEGREES,
// 0.0, 1.0, 0.0 );
LAT.makeRotate(90.0 * SGD_DEGREES_TO_RADIANS - lat, osg::Vec3(0, 1, 0));
// xglRotatef( 90.0 - f->get_Latitude() * SGD_RADIANS_TO_DEGREES,
// 0.0, 1.0, 0.0 );
LAT.makeRotate(90.0 * SGD_DEGREES_TO_RADIANS - lat, osg::Vec3(0, 1, 0));
layer_transform->setMatrix( LAT*LON*T );
layer_transform->setMatrix( LAT*LON*T );
// The layers need to be drawn in order because they are
// translucent, but OSG transparency sorting doesn't work because
// the cloud polys are huge. However, the ordering is simple: the
// bottom polys should be drawn from high altitude to low, and the
// top polygons from low to high. The altitude can be used
// directly to order the polygons!
group_bottom->getStateSet()->setRenderBinDetails(-(int)layer_asl,
"RenderBin");
group_top->getStateSet()->setRenderBinDetails((int)layer_asl,
"RenderBin");
if ( alt <= layer_asl ) {
layer_root->setSingleChildOn(0);
} else if ( alt >= layer_asl + layer_thickness ) {
layer_root->setSingleChildOn(1);
} else {
layer_root->setAllChildrenOff();
}
// The layers need to be drawn in order because they are
// translucent, but OSG transparency sorting doesn't work because
// the cloud polys are huge. However, the ordering is simple: the
// bottom polys should be drawn from high altitude to low, and the
// top polygons from low to high. The altitude can be used
// directly to order the polygons!
group_bottom->getStateSet()->setRenderBinDetails(-(int)layer_asl,
"RenderBin");
group_top->getStateSet()->setRenderBinDetails((int)layer_asl,
"RenderBin");
if ( alt <= layer_asl ) {
layer_root->setSingleChildOn(0);
} else if ( alt >= layer_asl + layer_thickness ) {
layer_root->setSingleChildOn(1);
} else {
layer_root->setAllChildrenOff();
}
// now calculate update texture coordinates
SGGeod pos = SGGeod::fromRad(lon, lat);
if ( last_pos == SGGeod() ) {
last_pos = pos;
}
double sp_dist = speed*dt;
if ( lon != last_pos.getLongitudeRad() || lat != last_pos.getLatitudeRad() || sp_dist != 0 ) {
double course = SGGeodesy::courseDeg(last_pos, pos) * SG_DEGREES_TO_RADIANS,
dist = SGGeodesy::distanceM(last_pos, pos);
// now calculate update texture coordinates
SGGeod pos = SGGeod::fromRad(lon, lat);
if ( last_pos == SGGeod() ) {
last_pos = pos;
}
// if start and dest are too close together,
// calc_gc_course_dist() can return a course of "nan". If
// this happens, lets just use the last known good course.
// This is a hack, and it would probably be better to make
// calc_gc_course_dist() more robust.
if ( isnan(course) ) {
course = last_course;
} else {
last_course = course;
}
double sp_dist = speed*dt;
if ( lon != last_pos.getLongitudeRad() || lat != last_pos.getLatitudeRad() || sp_dist != 0 ) {
double course = SGGeodesy::courseDeg(last_pos, pos) * SG_DEGREES_TO_RADIANS,
dist = SGGeodesy::distanceM(last_pos, pos);
// calculate cloud movement due to external forces
double ax = 0.0, ay = 0.0, bx = 0.0, by = 0.0;
// if start and dest are too close together,
// calc_gc_course_dist() can return a course of "nan". If
// this happens, lets just use the last known good course.
// This is a hack, and it would probably be better to make
// calc_gc_course_dist() more robust.
if ( isnan(course) ) {
course = last_course;
} else {
last_course = course;
}
if (dist > 0.0) {
ax = -cos(course) * dist;
ay = sin(course) * dist;
}
// calculate cloud movement due to external forces
double ax = 0.0, ay = 0.0, bx = 0.0, by = 0.0;
if (dist > 0.0) {
ax = -cos(course) * dist;
ay = sin(course) * dist;
}
if (sp_dist > 0) {
bx = cos((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist;
by = sin((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist;
}
if (sp_dist > 0) {
bx = cos((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist;
by = sin((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist;
}
double xoff = (ax + bx) / (2 * scale);
double yoff = (ay + by) / (2 * scale);
double xoff = (ax + bx) / (2 * scale);
double yoff = (ay + by) / (2 * scale);
// const float layer_scale = layer_span / scale;
// const float layer_scale = layer_span / scale;
// cout << "xoff = " << xoff << ", yoff = " << yoff << endl;
base[0] += xoff;
// cout << "xoff = " << xoff << ", yoff = " << yoff << endl;
base[0] += xoff;
// the while loops can lead to *long* pauses if base[0] comes
// with a bogus value.
// while ( base[0] > 1.0 ) { base[0] -= 1.0; }
// while ( base[0] < 0.0 ) { base[0] += 1.0; }
if ( base[0] > -10.0 && base[0] < 10.0 ) {
base[0] -= (int)base[0];
} else {
SG_LOG(SG_ASTRO, SG_DEBUG,
"Error: base = " << base[0] << "," << base[1] <<
" course = " << course << " dist = " << dist );
base[0] = 0.0;
}
base[1] += yoff;
// the while loops can lead to *long* pauses if base[0] comes
// with a bogus value.
// while ( base[1] > 1.0 ) { base[1] -= 1.0; }
// while ( base[1] < 0.0 ) { base[1] += 1.0; }
if ( base[1] > -10.0 && base[1] < 10.0 ) {
base[1] -= (int)base[1];
} else {
SG_LOG(SG_ASTRO, SG_DEBUG,
// the while loops can lead to *long* pauses if base[0] comes
// with a bogus value.
// while ( base[0] > 1.0 ) { base[0] -= 1.0; }
// while ( base[0] < 0.0 ) { base[0] += 1.0; }
if ( base[0] > -10.0 && base[0] < 10.0 ) {
base[0] -= (int)base[0];
} else {
SG_LOG(SG_ASTRO, SG_DEBUG,
"Error: base = " << base[0] << "," << base[1] <<
" course = " << course << " dist = " << dist );
base[1] = 0.0;
base[0] = 0.0;
}
base[1] += yoff;
// the while loops can lead to *long* pauses if base[0] comes
// with a bogus value.
// while ( base[1] > 1.0 ) { base[1] -= 1.0; }
// while ( base[1] < 0.0 ) { base[1] += 1.0; }
if ( base[1] > -10.0 && base[1] < 10.0 ) {
base[1] -= (int)base[1];
} else {
SG_LOG(SG_ASTRO, SG_DEBUG,
"Error: base = " << base[0] << "," << base[1] <<
" course = " << course << " dist = " << dist );
base[1] = 0.0;
}
// cout << "base = " << base[0] << "," << base[1] << endl;
setTextureOffset(base);
last_pos = pos;
}
// cout << "base = " << base[0] << "," << base[1] << endl;
setTextureOffset(base);
last_pos = pos;
}
layer3D->reposition( p, up, lon, lat, dt, layer_asl, speed, direction);

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@@ -72,16 +72,17 @@ double SGNewCloud::sprite_density = 1.0;
SGNewCloud::SGNewCloud(const SGPath &texture_root, const SGPropertyNode *cld_def)
{
min_width = cld_def->getDoubleValue("min-cloud-width-m", 500.0);
max_width = cld_def->getDoubleValue("max-cloud-width-m", 1000.0);
min_height = cld_def->getDoubleValue("min-cloud-height-m", min_width);
max_height = cld_def->getDoubleValue("max-cloud-height-m", max_width);
max_width = cld_def->getDoubleValue("max-cloud-width-m", min_width*2);
min_height = cld_def->getDoubleValue("min-cloud-height-m", 400.0);
max_height = cld_def->getDoubleValue("max-cloud-height-m", min_height*2);
min_sprite_width = cld_def->getDoubleValue("min-sprite-width-m", 200.0);
max_sprite_width = cld_def->getDoubleValue("max-sprite-width-m", min_sprite_width);
min_sprite_height = cld_def->getDoubleValue("min-sprite-height-m", min_sprite_width);
max_sprite_height = cld_def->getDoubleValue("max-sprite-height-m", max_sprite_width);
max_sprite_width = cld_def->getDoubleValue("max-sprite-width-m", min_sprite_width*1.5);
min_sprite_height = cld_def->getDoubleValue("min-sprite-height-m", 150);
max_sprite_height = cld_def->getDoubleValue("max-sprite-height-m", min_sprite_height*1.5);
num_sprites = cld_def->getIntValue("num-sprites", 20);
num_textures_x = cld_def->getIntValue("num-textures-x", 4);
num_textures_y = cld_def->getIntValue("num-textures-y", 4);
height_map_texture = cld_def->getBoolValue("height-map-texture", false);
bottom_shade = cld_def->getDoubleValue("bottom-shade", 1.0);
zscale = cld_def->getDoubleValue("z-scale", 1.0);
texture = cld_def->getStringValue("texture", "cl_cumulus.png");
@@ -166,7 +167,11 @@ osg::ref_ptr<EffectGeode> SGNewCloud::genCloud() {
osg::ref_ptr<EffectGeode> geode = new EffectGeode;
CloudShaderGeometry* sg = new CloudShaderGeometry(num_textures_x, num_textures_y, max_width, max_height, zscale);
CloudShaderGeometry* sg = new CloudShaderGeometry(num_textures_x,
num_textures_y,
max_width + max_sprite_width,
max_height + max_sprite_height,
zscale);
// Determine how big this specific cloud instance is. Note that we subtract
// the sprite size because the width/height is used to define the limits of
@@ -186,26 +191,28 @@ osg::ref_ptr<EffectGeode> SGNewCloud::genCloud() {
// Determine the position of the sprite. Rather than being completely random,
// we place them on the surface of a distorted sphere. However, we place
// the first sprite in the center of the sphere (and at maximum size) to
// ensure good coverage and reduce the chance of there being "holes" in our
// ensure good coverage and reduce the chance of there being "holes" in the
// middle of our cloud. Also note that (0,0,0) defines the _bottom_ of the
// cloud, not the middle.
float x, y, z;
if (i == 0) {
x = 0;
y = 0;
z = 0;
z = height * 0.5;
} else {
double theta = sg_random() * SGD_2PI;
double elev = sg_random() * SGD_PI;
x = width * cos(theta) * 0.5f * sin(elev);
y = width * sin(theta) * 0.5f * sin(elev);
z = height * cos(elev) * 0.5f;
z = height * cos(elev) * 0.5f + height * 0.5f;
}
// Determine the height and width as scaling factors on the minimum size (used to create the quad).
float sprite_width = 1.0f + sg_random() * (max_sprite_width - min_sprite_width) / min_sprite_width;
float sprite_height = 1.0f + sg_random() * (max_sprite_height - min_sprite_height) / min_sprite_height;
// Sprites are never taller than square.
if (sprite_height * min_sprite_height > sprite_width * min_sprite_width)
{
@@ -217,17 +224,31 @@ osg::ref_ptr<EffectGeode> SGNewCloud::genCloud() {
sprite_width = 1.0f + (max_sprite_width - min_sprite_width) / min_sprite_width;
sprite_height = 1.0f + (max_sprite_height - min_sprite_height) / min_sprite_height;
}
// If the center of the sprite is less than half the sprite heightthe sprite will extend
// below the bottom of the cloud and must be shifted upwards. This is particularly important
// for cumulus clouds which have a very well defined base.
if (z < 0.5f * sprite_height * min_sprite_height)
{
z = 0.5f * sprite_height * min_sprite_height;
}
// Determine the sprite texture indexes.
int index_x = (int) floor(sg_random() * num_textures_x);
if (index_x == num_textures_x) { index_x--; }
// The y index depends on the positing of the sprite within the cloud.
// This allows cloud designers to have particular sprites for the base
// and tops of the cloud.
int index_y = (int) floor((z / height + 0.5f) * num_textures_y);
int index_y = (int) floor(sg_random() * num_textures_y);
if (height_map_texture) {
// The y index depends on the position of the sprite within the cloud.
// This allows cloud designers to have particular sprites for the base
// and tops of the cloud.
index_y = (int) floor((z / height + 0.5f) * num_textures_y);
}
if (index_y == num_textures_y) { index_y--; }
sg->addSprite(SGVec3f(x, y, z),
index_x,
index_y,

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@@ -71,6 +71,7 @@ private:
double max_sprite_height;
double bottom_shade;
double zscale;
bool height_map_texture;
int num_sprites;
int num_textures_x;
int num_textures_y;