Updating cloud code.

This commit is contained in:
curt
2000-06-20 20:31:48 +00:00
parent 7db73cd215
commit de66c74a91
4 changed files with 250 additions and 34 deletions

View File

@@ -26,6 +26,7 @@
#include <plib/ssg.h>
#include <simgear/constants.h>
#include <simgear/math/fg_random.h>
#include <simgear/math/point3d.hxx>
#include <simgear/math/polar3d.hxx>
@@ -43,9 +44,15 @@ SGCloudLayer::~SGCloudLayer( void ) {
// build the moon object
ssgBranch * SGCloudLayer::build( FGPath path, double s, double asl ) {
void SGCloudLayer::build( FGPath path, double s, double asl, double thickness,
double transition )
{
scale = 2000.0;
layer_asl = asl;
layer_thickness = thickness;
layer_transition = transition;
size = s;
last_lon = last_lat = -999.0f;
@@ -76,25 +83,27 @@ ssgBranch * SGCloudLayer::build( FGPath path, double s, double asl ) {
sgSetVec4( color, 1.0f, 1.0f, 1.0f, 1.0f );
sgSetVec3( vertex, -size, -size, 0.0f );
sgSetVec2( tc, 0.0f, 0.0f );
sgVec2 base;
sgSetVec2( base, fg_random(), fg_random() );
sgSetVec2( tc, base[0], base[1] );
cl->add( color );
vl->add( vertex );
tl->add( tc );
sgSetVec3( vertex, size, -size, 0.0f );
sgSetVec2( tc, size / 1000.0f, 0.0f );
sgSetVec2( tc, base[0] + size / scale, base[1] );
cl->add( color );
vl->add( vertex );
tl->add( tc );
sgSetVec3( vertex, -size, size, 0.0f );
sgSetVec2( tc, 0.0f, size / 1000.0f );
sgSetVec2( tc, base[0], base[1] + size / scale );
cl->add( color );
vl->add( vertex );
tl->add( tc );
sgSetVec3( vertex, size, size, 0.0f );
sgSetVec2( tc, size / 1000.0f, size / 1000.0f );
sgSetVec2( tc, base[0] + size / scale, base[1] + size / scale );
cl->add( color );
vl->add( vertex );
tl->add( tc );
@@ -113,7 +122,8 @@ ssgBranch * SGCloudLayer::build( FGPath path, double s, double asl ) {
// moon_transform->addKid( halo );
layer_transform->addKid( layer );
return layer_transform;
layer_root = new ssgRoot;
layer_root->addKid( layer_transform );
}
@@ -135,7 +145,9 @@ bool SGCloudLayer::repaint( sgVec3 fog_color ) {
// lat specifies a rotation about the new Y axis
// spin specifies a rotation about the new Z axis (and orients the
// sunrise/set effects
bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat ) {
bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat,
double alt )
{
sgMat4 T1, LON, LAT;
sgVec3 axis;
@@ -143,7 +155,11 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat ) {
sgVec3 asl_offset;
sgCopyVec3( asl_offset, up );
sgNormalizeVec3( asl_offset );
sgScaleVec3( asl_offset, layer_asl );
if ( alt <= layer_asl ) {
sgScaleVec3( asl_offset, layer_asl );
} else {
sgScaleVec3( asl_offset, layer_asl + layer_thickness );
}
// cout << "asl_offset = " << asl_offset[0] << "," << asl_offset[1]
// << "," << asl_offset[2] << endl;
sgAddVec3( asl_offset, p );
@@ -193,8 +209,8 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat ) {
calc_gc_course_dist( dest, start, &course, &dist );
// cout << "course = " << course << ", dist = " << dist << endl;
double xoff = cos( course ) * dist / 500.0;
double yoff = sin( course ) * dist / 500.0;
double xoff = cos( course ) * dist / (2 * scale);
double yoff = sin( course ) * dist / (2 * scale);
// cout << "xoff = " << xoff << ", yoff = " << yoff << endl;
@@ -212,13 +228,13 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat ) {
// cout << "base = " << base[0] << "," << base[1] << endl;
tc = tl->get( 1 );
sgSetVec2( tc, base[0] + size / 1000.0f, base[1] );
sgSetVec2( tc, base[0] + size / scale, base[1] );
tc = tl->get( 2 );
sgSetVec2( tc, base[0], base[1] + size / 1000.0f );
sgSetVec2( tc, base[0], base[1] + size / scale );
tc = tl->get( 3 );
sgSetVec2( tc, base[0] + size / 1000.0f, base[1] + size / 1000.0f );
sgSetVec2( tc, base[0] + size / scale, base[1] + size / scale );
last_lon = lon;
last_lat = lat;
@@ -226,3 +242,8 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat ) {
return true;
}
void SGCloudLayer::draw() {
ssgCullAndDraw( layer_root );
}

View File

@@ -32,6 +32,7 @@
class SGCloudLayer {
ssgRoot *layer_root;
ssgTransform *layer_transform;
ssgSimpleState *layer_state;
@@ -41,7 +42,10 @@ class SGCloudLayer {
// height above sea level (meters)
float layer_asl;
float layer_thickness;
float layer_transition;
float size;
float scale;
// for handling texture coordinates to simulate cloud movement
// from winds, and to simulate the clouds being tied to ground
@@ -58,7 +62,8 @@ public:
~SGCloudLayer( void );
// build the cloud object
ssgBranch *build( FGPath path, double size, double asl );
void build( FGPath path, double size, double asl, double thickness,
double transition );
// repaint the cloud colors based on current value of sun_angle,
// sky, and fog colors. This updates the color arrays for
@@ -75,7 +80,14 @@ public:
// lat specifies a rotation about the new Y axis
// spin specifies a rotation about the new Z axis (and orients the
// sunrise/set effects
bool reposition( sgVec3 p, sgVec3 up, double lon, double lat );
bool reposition( sgVec3 p, sgVec3 up, double lon, double lat, double alt );
// draw the cloud layer
void draw();
inline float get_asl() const { return layer_asl; }
inline float get_thickness() const { return layer_thickness; }
inline float get_transition() const { return layer_transition; }
};

View File

@@ -28,11 +28,22 @@
#include <plib/ssg.h> // plib include
#include <simgear/constants.h>
#include <simgear/math/fg_random.h>
#include "sky.hxx"
// Constructor
SGSky::SGSky( void ) {
effective_visibility = visibility = 10000.0;
// near cloud visibility state variables
in_puff = false;
puff_length = 0;
puff_progression = 0;
ramp_up = 0.15;
ramp_down = 0.15;
}
@@ -97,14 +108,20 @@ bool SGSky::repaint( sgVec4 sky_color, sgVec4 fog_color,
int nplanets, sgdVec3 *planet_data,
int nstars, sgdVec3 *star_data )
{
dome->repaint( sky_color, fog_color, sun_angle );
oursun->repaint( sun_angle );
moon->repaint( moon_angle );
planets->repaint( sun_angle, nplanets, planet_data );
stars->repaint( sun_angle, nstars, star_data );
if ( effective_visibility > 1000.0 ) {
enable();
dome->repaint( sky_color, fog_color, sun_angle );
oursun->repaint( sun_angle );
moon->repaint( moon_angle );
planets->repaint( sun_angle, nplanets, planet_data );
stars->repaint( sun_angle, nstars, star_data );
for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
cloud_layers[i]->repaint( fog_color );
for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
cloud_layers[i]->repaint( fog_color );
}
} else {
// turn off sky
disable();
}
return true;
@@ -119,7 +136,7 @@ bool SGSky::repaint( sgVec4 sky_color, sgVec4 fog_color,
// additional orientation for the sunrise/set effects and is used by
// the skydome and perhaps clouds.
bool SGSky::reposition( sgVec3 view_pos, sgVec3 zero_elev, sgVec3 view_up,
double lon, double lat, double spin,
double lon, double lat, double alt, double spin,
double gst,
double sun_ra, double sun_dec, double sun_dist,
double moon_ra, double moon_dec, double moon_dist )
@@ -132,7 +149,7 @@ bool SGSky::reposition( sgVec3 view_pos, sgVec3 zero_elev, sgVec3 view_up,
stars->reposition( view_pos, angle );
for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
cloud_layers[i]->reposition( zero_elev, view_up, lon, lat );
cloud_layers[i]->reposition( zero_elev, view_up, lon, lat, alt );
}
return true;
@@ -146,13 +163,159 @@ void SGSky::draw_background() {
// draw scenery elements of the sky
void SGSky::draw_scene() {
ssgCullAndDraw( post_root );
void SGSky::draw_scene( float alt ) {
if ( effective_visibility < 4000.0 ) {
// bail and don't draw clouds
return;
}
// determine rendering order
int pos = 0;
while ( pos < (int)cloud_layers.size() &&
alt > cloud_layers[pos]->get_asl())
{
++pos;
}
if ( pos == 0 ) {
// we are below all the cloud layers, draw top to bottom
for ( int i = cloud_layers.size() - 1; i >= 0; --i ) {
cloud_layers[i]->draw();
}
} else if ( pos >= (int)cloud_layers.size() ) {
// we are above all the cloud layers, draw bottom to top
for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
cloud_layers[i]->draw();
}
} else {
// we are between cloud layers, draw lower layers bottom to
// top and upper layers top to bottom
for ( int i = 0; i < pos; ++i ) {
cloud_layers[i]->draw();
}
for ( int i = cloud_layers.size() - 1; i >= pos; --i ) {
cloud_layers[i]->draw();
}
}
}
void SGSky::add_cloud_layer( double asl ) {
void SGSky::add_cloud_layer( double asl, double thickness, double transition ) {
SGCloudLayer *layer = new SGCloudLayer;
post_transform -> addKid( layer->build(tex_path, 20000.0f, asl) );
cloud_layers.push_back( layer );
layer->build(tex_path, 40000.0f, asl, thickness, transition);
layer_list_iterator current = cloud_layers.begin();
layer_list_iterator last = cloud_layers.end();
while ( current != last && (*current)->get_asl() < asl ) {
++current;
}
if ( current != last ) {
cloud_layers.insert( current, layer );
} else {
cloud_layers.push_back( layer );
}
for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
cout << "layer " << i << " = " << cloud_layers[i]->get_asl() << endl;
}
cout << endl;
}
// modify the current visibility based on cloud layers, thickness,
// transition range, and simulated "puffs".
void SGSky::modify_vis( float alt, float time_factor ) {
float effvis = visibility;
for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
float asl = cloud_layers[i]->get_asl();
float thickness = cloud_layers[i]->get_thickness();
float transition = cloud_layers[i]->get_transition();
double ratio = 1.0;
if ( alt < asl - transition ) {
// below cloud layer
ratio = 1.0;
} else if ( alt < asl ) {
// in lower transition
ratio = (asl - alt) / transition;
} else if ( alt < asl + thickness ) {
// in cloud layer
ratio = 0.0;
} else if ( alt < asl + thickness + transition ) {
// in upper transition
ratio = (alt - (asl + thickness)) / transition;
} else {
// above cloud layer
ratio = 1.0;
}
// accumulate effects from multiple cloud layers
effvis *= ratio;
if ( ratio < 1.0 ) {
if ( ! in_puff ) {
// calc chance of entering cloud puff
double rnd = fg_random();
double chance = rnd * rnd * rnd;
if ( chance > 0.95 /* * (diff - 25) / 50.0 */ ) {
in_puff = true;
do {
puff_length = fg_random() * 2.0; // up to 2 seconds
} while ( puff_length <= 0.0 );
puff_progression = 0.0;
}
}
if ( in_puff ) {
// modify actual_visibility based on puff envelope
if ( puff_progression <= ramp_up ) {
double x = FG_PI_2 * puff_progression / ramp_up;
double factor = 1.0 - sin( x );
effvis = effvis * factor;
} else if ( puff_progression >= ramp_up + puff_length ) {
double x = FG_PI_2 *
(puff_progression - (ramp_up + puff_length)) /
ramp_down;
double factor = sin( x );
effvis = effvis * factor;
} else {
effvis = 0.0;
}
/* cout << "len = " << puff_length
<< " x = " << x
<< " factor = " << factor
<< " actual_visibility = " << actual_visibility
<< endl; */
// time_factor = ( global_multi_loop *
// current_options.get_speed_up() ) /
// (double)current_options.get_model_hz();
puff_progression += time_factor;
/* cout << "gml = " << global_multi_loop
<< " speed up = " << current_options.get_speed_up()
<< " hz = " << current_options.get_model_hz() << endl;
*/
if ( puff_progression > puff_length + ramp_up + ramp_down) {
in_puff = false;
}
}
// never let visibility drop below zero
if ( effvis <= 0 ) {
effvis = 0.1;
}
}
} // for
effective_visibility = effvis;
}

View File

@@ -71,6 +71,17 @@ private:
FGPath tex_path;
// visibility
float visibility;
float effective_visibility;
// near cloud visibility state variables
bool in_puff;
double puff_length;
double puff_progression;
double ramp_up;
double ramp_down;
public:
// Constructor
@@ -92,7 +103,7 @@ public:
// 0 degrees = high noon
// 90 degrees = sun rise/set
// 180 degrees = darkest midnight
bool repaint( sgVec4 sky_color, sgVec4 fog_color,
bool repaint( sgVec4 sky_color, sgVec4 fog_color,
double sun_angle, double moon_angle,
int nplanets, sgdVec3 *planet_data,
int nstars, sgdVec3 *star_data );
@@ -105,16 +116,20 @@ public:
// additional orientation for the sunrise/set effects and is used
// by the skydome and perhaps clouds.
bool reposition( sgVec3 view_pos, sgVec3 zero_elev, sgVec3 view_up,
double lon, double lat, double spin,
double lon, double lat, double alt, double spin,
double gst,
double sun_ra, double sun_dec, double sun_dist,
double moon_ra, double moon_dec, double moon_dist );
// modify the given visibility based on cloud layers, thickness,
// transition range, and simulated "puffs".
void modify_vis( float alt, float time_factor );
// draw background portions of the sky
void draw_background();
// draw scenery elements of the sky
void draw_scene();
void draw_scene( float alt );
// specify the texture path (optional, defaults to current directory)
inline void texture_path( const string& path ) {
@@ -134,13 +149,18 @@ public:
post_selector->select( 0 );
}
// 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;
}
};