Updating cloud code.
This commit is contained in:
@@ -26,6 +26,7 @@
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#include <plib/ssg.h>
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#include <simgear/constants.h>
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#include <simgear/math/fg_random.h>
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#include <simgear/math/point3d.hxx>
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#include <simgear/math/polar3d.hxx>
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@@ -43,9 +44,15 @@ SGCloudLayer::~SGCloudLayer( void ) {
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// build the moon object
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ssgBranch * SGCloudLayer::build( FGPath path, double s, double asl ) {
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void SGCloudLayer::build( FGPath path, double s, double asl, double thickness,
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double transition )
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{
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scale = 2000.0;
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layer_asl = asl;
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layer_thickness = thickness;
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layer_transition = transition;
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size = s;
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last_lon = last_lat = -999.0f;
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@@ -76,25 +83,27 @@ ssgBranch * SGCloudLayer::build( FGPath path, double s, double asl ) {
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sgSetVec4( color, 1.0f, 1.0f, 1.0f, 1.0f );
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sgSetVec3( vertex, -size, -size, 0.0f );
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sgSetVec2( tc, 0.0f, 0.0f );
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sgVec2 base;
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sgSetVec2( base, fg_random(), fg_random() );
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sgSetVec2( tc, base[0], base[1] );
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cl->add( color );
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vl->add( vertex );
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tl->add( tc );
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sgSetVec3( vertex, size, -size, 0.0f );
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sgSetVec2( tc, size / 1000.0f, 0.0f );
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sgSetVec2( tc, base[0] + size / scale, base[1] );
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cl->add( color );
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vl->add( vertex );
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tl->add( tc );
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sgSetVec3( vertex, -size, size, 0.0f );
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sgSetVec2( tc, 0.0f, size / 1000.0f );
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sgSetVec2( tc, base[0], base[1] + size / scale );
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cl->add( color );
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vl->add( vertex );
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tl->add( tc );
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sgSetVec3( vertex, size, size, 0.0f );
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sgSetVec2( tc, size / 1000.0f, size / 1000.0f );
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sgSetVec2( tc, base[0] + size / scale, base[1] + size / scale );
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cl->add( color );
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vl->add( vertex );
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tl->add( tc );
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@@ -113,7 +122,8 @@ ssgBranch * SGCloudLayer::build( FGPath path, double s, double asl ) {
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// moon_transform->addKid( halo );
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layer_transform->addKid( layer );
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return layer_transform;
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layer_root = new ssgRoot;
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layer_root->addKid( layer_transform );
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}
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@@ -135,7 +145,9 @@ bool SGCloudLayer::repaint( sgVec3 fog_color ) {
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// lat specifies a rotation about the new Y axis
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// spin specifies a rotation about the new Z axis (and orients the
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// sunrise/set effects
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bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat ) {
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bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat,
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double alt )
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{
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sgMat4 T1, LON, LAT;
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sgVec3 axis;
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@@ -143,7 +155,11 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat ) {
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sgVec3 asl_offset;
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sgCopyVec3( asl_offset, up );
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sgNormalizeVec3( asl_offset );
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sgScaleVec3( asl_offset, layer_asl );
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if ( alt <= layer_asl ) {
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sgScaleVec3( asl_offset, layer_asl );
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} else {
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sgScaleVec3( asl_offset, layer_asl + layer_thickness );
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}
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// cout << "asl_offset = " << asl_offset[0] << "," << asl_offset[1]
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// << "," << asl_offset[2] << endl;
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sgAddVec3( asl_offset, p );
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@@ -193,8 +209,8 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat ) {
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calc_gc_course_dist( dest, start, &course, &dist );
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// cout << "course = " << course << ", dist = " << dist << endl;
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double xoff = cos( course ) * dist / 500.0;
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double yoff = sin( course ) * dist / 500.0;
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double xoff = cos( course ) * dist / (2 * scale);
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double yoff = sin( course ) * dist / (2 * scale);
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// cout << "xoff = " << xoff << ", yoff = " << yoff << endl;
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@@ -212,13 +228,13 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat ) {
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// cout << "base = " << base[0] << "," << base[1] << endl;
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tc = tl->get( 1 );
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sgSetVec2( tc, base[0] + size / 1000.0f, base[1] );
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sgSetVec2( tc, base[0] + size / scale, base[1] );
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tc = tl->get( 2 );
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sgSetVec2( tc, base[0], base[1] + size / 1000.0f );
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sgSetVec2( tc, base[0], base[1] + size / scale );
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tc = tl->get( 3 );
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sgSetVec2( tc, base[0] + size / 1000.0f, base[1] + size / 1000.0f );
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sgSetVec2( tc, base[0] + size / scale, base[1] + size / scale );
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last_lon = lon;
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last_lat = lat;
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@@ -226,3 +242,8 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat ) {
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return true;
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}
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void SGCloudLayer::draw() {
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ssgCullAndDraw( layer_root );
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}
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@@ -32,6 +32,7 @@
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class SGCloudLayer {
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ssgRoot *layer_root;
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ssgTransform *layer_transform;
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ssgSimpleState *layer_state;
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@@ -41,7 +42,10 @@ class SGCloudLayer {
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// height above sea level (meters)
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float layer_asl;
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float layer_thickness;
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float layer_transition;
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float size;
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float scale;
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// for handling texture coordinates to simulate cloud movement
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// from winds, and to simulate the clouds being tied to ground
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@@ -58,7 +62,8 @@ public:
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~SGCloudLayer( void );
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// build the cloud object
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ssgBranch *build( FGPath path, double size, double asl );
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void build( FGPath path, double size, double asl, double thickness,
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double transition );
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// repaint the cloud colors based on current value of sun_angle,
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// sky, and fog colors. This updates the color arrays for
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@@ -75,7 +80,14 @@ public:
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// lat specifies a rotation about the new Y axis
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// spin specifies a rotation about the new Z axis (and orients the
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// sunrise/set effects
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bool reposition( sgVec3 p, sgVec3 up, double lon, double lat );
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bool reposition( sgVec3 p, sgVec3 up, double lon, double lat, double alt );
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// draw the cloud layer
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void draw();
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inline float get_asl() const { return layer_asl; }
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inline float get_thickness() const { return layer_thickness; }
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inline float get_transition() const { return layer_transition; }
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};
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@@ -28,11 +28,22 @@
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#include <plib/ssg.h> // plib include
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#include <simgear/constants.h>
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#include <simgear/math/fg_random.h>
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#include "sky.hxx"
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// Constructor
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SGSky::SGSky( void ) {
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effective_visibility = visibility = 10000.0;
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// near cloud visibility state variables
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in_puff = false;
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puff_length = 0;
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puff_progression = 0;
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ramp_up = 0.15;
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ramp_down = 0.15;
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}
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@@ -97,14 +108,20 @@ bool SGSky::repaint( sgVec4 sky_color, sgVec4 fog_color,
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int nplanets, sgdVec3 *planet_data,
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int nstars, sgdVec3 *star_data )
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{
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dome->repaint( sky_color, fog_color, sun_angle );
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oursun->repaint( sun_angle );
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moon->repaint( moon_angle );
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planets->repaint( sun_angle, nplanets, planet_data );
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stars->repaint( sun_angle, nstars, star_data );
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if ( effective_visibility > 1000.0 ) {
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enable();
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dome->repaint( sky_color, fog_color, sun_angle );
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oursun->repaint( sun_angle );
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moon->repaint( moon_angle );
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planets->repaint( sun_angle, nplanets, planet_data );
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stars->repaint( sun_angle, nstars, star_data );
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for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
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cloud_layers[i]->repaint( fog_color );
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for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
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cloud_layers[i]->repaint( fog_color );
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}
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} else {
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// turn off sky
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disable();
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}
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return true;
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@@ -119,7 +136,7 @@ bool SGSky::repaint( sgVec4 sky_color, sgVec4 fog_color,
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// additional orientation for the sunrise/set effects and is used by
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// the skydome and perhaps clouds.
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bool SGSky::reposition( sgVec3 view_pos, sgVec3 zero_elev, sgVec3 view_up,
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double lon, double lat, double spin,
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double lon, double lat, double alt, double spin,
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double gst,
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double sun_ra, double sun_dec, double sun_dist,
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double moon_ra, double moon_dec, double moon_dist )
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@@ -132,7 +149,7 @@ bool SGSky::reposition( sgVec3 view_pos, sgVec3 zero_elev, sgVec3 view_up,
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stars->reposition( view_pos, angle );
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for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
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cloud_layers[i]->reposition( zero_elev, view_up, lon, lat );
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cloud_layers[i]->reposition( zero_elev, view_up, lon, lat, alt );
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}
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return true;
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@@ -146,13 +163,159 @@ void SGSky::draw_background() {
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// draw scenery elements of the sky
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void SGSky::draw_scene() {
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ssgCullAndDraw( post_root );
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void SGSky::draw_scene( float alt ) {
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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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}
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// determine rendering order
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int pos = 0;
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while ( pos < (int)cloud_layers.size() &&
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alt > cloud_layers[pos]->get_asl())
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{
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++pos;
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}
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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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}
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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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}
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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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}
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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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}
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}
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}
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void SGSky::add_cloud_layer( double asl ) {
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void SGSky::add_cloud_layer( double asl, double thickness, double transition ) {
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SGCloudLayer *layer = new SGCloudLayer;
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post_transform -> addKid( layer->build(tex_path, 20000.0f, asl) );
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cloud_layers.push_back( layer );
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layer->build(tex_path, 40000.0f, asl, thickness, transition);
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layer_list_iterator current = cloud_layers.begin();
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layer_list_iterator last = cloud_layers.end();
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while ( current != last && (*current)->get_asl() < asl ) {
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++current;
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}
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if ( current != last ) {
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cloud_layers.insert( current, layer );
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} else {
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cloud_layers.push_back( layer );
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}
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for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
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cout << "layer " << i << " = " << cloud_layers[i]->get_asl() << endl;
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}
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cout << endl;
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}
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// modify the current visibility based on cloud layers, thickness,
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// transition range, and simulated "puffs".
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void SGSky::modify_vis( float alt, float time_factor ) {
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float effvis = visibility;
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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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float transition = cloud_layers[i]->get_transition();
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double ratio = 1.0;
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if ( alt < asl - transition ) {
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// below cloud layer
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ratio = 1.0;
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} else if ( alt < asl ) {
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// in lower transition
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ratio = (asl - alt) / transition;
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} else if ( alt < asl + thickness ) {
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// in cloud layer
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ratio = 0.0;
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} else if ( alt < asl + thickness + transition ) {
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// in upper transition
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ratio = (alt - (asl + thickness)) / transition;
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} else {
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// above cloud layer
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ratio = 1.0;
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}
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// accumulate effects from multiple cloud layers
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effvis *= ratio;
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if ( ratio < 1.0 ) {
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if ( ! in_puff ) {
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// calc chance of entering cloud puff
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double rnd = fg_random();
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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_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 = FG_PI_2 * puff_progression / ramp_up;
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double factor = 1.0 - sin( x );
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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 = FG_PI_2 *
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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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effvis = effvis * factor;
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} else {
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effvis = 0.0;
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}
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/* cout << "len = " << puff_length
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<< " x = " << x
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<< " factor = " << factor
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<< " actual_visibility = " << actual_visibility
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<< endl; */
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// time_factor = ( global_multi_loop *
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// current_options.get_speed_up() ) /
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// (double)current_options.get_model_hz();
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puff_progression += time_factor;
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/* cout << "gml = " << global_multi_loop
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<< " speed up = " << current_options.get_speed_up()
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<< " hz = " << current_options.get_model_hz() << endl;
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*/
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if ( puff_progression > puff_length + ramp_up + ramp_down) {
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in_puff = false;
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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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}
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}
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} // for
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effective_visibility = effvis;
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}
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@@ -71,6 +71,17 @@ private:
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FGPath tex_path;
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// visibility
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float visibility;
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float effective_visibility;
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// near cloud visibility state variables
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bool in_puff;
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double puff_length;
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double puff_progression;
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double ramp_up;
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double ramp_down;
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public:
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// Constructor
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@@ -92,7 +103,7 @@ public:
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// 0 degrees = high noon
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// 90 degrees = sun rise/set
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// 180 degrees = darkest midnight
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bool repaint( sgVec4 sky_color, sgVec4 fog_color,
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bool repaint( sgVec4 sky_color, sgVec4 fog_color,
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double sun_angle, double moon_angle,
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int nplanets, sgdVec3 *planet_data,
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int nstars, sgdVec3 *star_data );
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@@ -105,16 +116,20 @@ public:
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// additional orientation for the sunrise/set effects and is used
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// by the skydome and perhaps clouds.
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bool reposition( sgVec3 view_pos, sgVec3 zero_elev, sgVec3 view_up,
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double lon, double lat, double spin,
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double lon, double lat, double alt, double spin,
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double gst,
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double sun_ra, double sun_dec, double sun_dist,
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double moon_ra, double moon_dec, double moon_dist );
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// modify the given visibility based on cloud layers, thickness,
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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 scenery elements of the sky
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void draw_scene();
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void draw_scene( 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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@@ -134,13 +149,18 @@ public:
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post_selector->select( 0 );
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}
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// add a cloud layer (above see level in meters)
|
||||
void add_cloud_layer( double asl );
|
||||
// add a cloud layer (above sea level in meters)
|
||||
void add_cloud_layer( double asl, double thickness, double transition );
|
||||
|
||||
inline int get_num_layers() const { return cloud_layers.size(); }
|
||||
inline SGCloudLayer *get_cloud_layer( int i ) const {
|
||||
return cloud_layers[i];
|
||||
}
|
||||
|
||||
inline float get_visibility() const { return effective_visibility; }
|
||||
inline void set_visibility( float v ) {
|
||||
effective_visibility = visibility = v;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user