// cloud.cxx -- model a single cloud layer // // Written by Curtis Olson, started June 2000. // // Copyright (C) 2000 Curtis L. Olson - curt@flightgear.org // // This program is distributed in the hope that it will be useful, but // WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. // // $Id$ #ifdef HAVE_CONFIG_H # include #endif #include #include #include STL_IOSTREAM #include #include #include #include #include #include "cloud.hxx" // Constructor SGCloudLayer::SGCloudLayer( void ) { } // Destructor SGCloudLayer::~SGCloudLayer( void ) { } // build the cloud object void SGCloudLayer::build( double s, double asl, double thickness, double transition, ssgSimpleState *state ) { scale = 4000.0; layer_asl = asl; layer_thickness = thickness; layer_transition = transition; size = s; last_lon = last_lat = -999.0f; layer_state = state; cl = new ssgColourArray( 4 ); vl = new ssgVertexArray( 4 ); tl = new ssgTexCoordArray( 4 ); // build the cloud layer sgVec4 color; sgVec3 vertex; sgVec2 tc; sgSetVec4( color, 1.0f, 1.0f, 1.0f, 1.0f ); sgSetVec3( vertex, -size, -size, 0.0f ); sgVec2 base; sgSetVec2( base, sg_random(), sg_random() ); sgSetVec2( tc, base[0], base[1] ); cl->add( color ); vl->add( vertex ); tl->add( tc ); sgSetVec3( vertex, size, -size, 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, base[0], base[1] + size / scale ); cl->add( color ); vl->add( vertex ); tl->add( tc ); sgSetVec3( vertex, size, size, 0.0f ); sgSetVec2( tc, base[0] + size / scale, base[1] + size / scale ); cl->add( color ); vl->add( vertex ); tl->add( tc ); ssgLeaf *layer = new ssgVtxTable ( GL_TRIANGLE_STRIP, vl, NULL, tl, cl ); layer->setState( layer_state ); // force a repaint of the moon colors with arbitrary defaults repaint( color ); // build the ssg scene graph sub tree for the sky and connected // into the provide scene graph branch layer_transform = new ssgTransform; // moon_transform->addKid( halo ); layer_transform->addKid( layer ); layer_root = new ssgRoot; layer_root->addKid( layer_transform ); } // repaint the cloud layer colors bool SGCloudLayer::repaint( sgVec3 fog_color ) { float *color; for ( int i = 0; i < 4; ++i ) { color = cl->get( i ); sgCopyVec4( color, fog_color ); } return true; } // reposition the cloud layer at the specified origin and orientation // lon specifies a rotation about the Z axis // 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, double alt ) { sgMat4 T1, LON, LAT; sgVec3 axis; // combine p and asl (meters) to get translation offset sgVec3 asl_offset; sgCopyVec3( asl_offset, up ); sgNormalizeVec3( asl_offset ); 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 ); // cout << " asl_offset = " << asl_offset[0] << "," << asl_offset[1] // << "," << asl_offset[2] << endl; // Translate to zero elevation // Point3D zero_elev = current_view.get_cur_zero_elev(); // xglTranslatef( zero_elev.x(), zero_elev.y(), zero_elev.z() ); sgMakeTransMat4( T1, asl_offset ); // 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); // xglRotatef( lon * SGD_RADIANS_TO_DEGREES, 0.0, 0.0, 1.0 ); sgSetVec3( axis, 0.0, 0.0, 1.0 ); sgMakeRotMat4( LON, lon * SGD_RADIANS_TO_DEGREES, axis ); // xglRotatef( 90.0 - f->get_Latitude() * SGD_RADIANS_TO_DEGREES, // 0.0, 1.0, 0.0 ); sgSetVec3( axis, 0.0, 1.0, 0.0 ); sgMakeRotMat4( LAT, 90.0 - lat * SGD_RADIANS_TO_DEGREES, axis ); sgMat4 TRANSFORM; sgCopyMat4( TRANSFORM, T1 ); sgPreMultMat4( TRANSFORM, LON ); sgPreMultMat4( TRANSFORM, LAT ); sgCoord layerpos; sgSetCoord( &layerpos, TRANSFORM ); layer_transform->setTransform( &layerpos ); // now calculate update texture coordinates if ( last_lon < -900 ) { last_lon = lon; last_lat = lat; } if ( lon != last_lon || lat != last_lat ) { Point3D start( last_lon, last_lat, 0.0 ); Point3D dest( lon, lat, 0.0 ); double course, dist; calc_gc_course_dist( dest, start, &course, &dist ); // cout << "course = " << course << ", dist = " << dist << endl; double xoff = cos( course ) * dist / (2 * scale); double yoff = sin( course ) * dist / (2 * scale); // cout << "xoff = " << xoff << ", yoff = " << yoff << endl; float *base, *tc; base = tl->get( 0 ); base[0] += xoff; while ( base[0] > 1.0 ) { base[0] -= 1.0; } while ( base[0] < 0.0 ) { base[0] += 1.0; } base[1] += yoff; while ( base[1] > 1.0 ) { base[1] -= 1.0; } while ( base[1] < 0.0 ) { base[1] += 1.0; } // cout << "base = " << base[0] << "," << base[1] << endl; tc = tl->get( 1 ); sgSetVec2( tc, base[0] + size / scale, base[1] ); tc = tl->get( 2 ); sgSetVec2( tc, base[0], base[1] + size / scale ); tc = tl->get( 3 ); sgSetVec2( tc, base[0] + size / scale, base[1] + size / scale ); last_lon = lon; last_lat = lat; } return true; } void SGCloudLayer::draw() { ssgCullAndDraw( layer_root ); } // make an ssgSimpleState for a cloud layer given the named texture ssgSimpleState *SGCloudMakeState( const string &path ) { ssgSimpleState *state = new ssgSimpleState(); state->setTexture( (char *)path.c_str() ); state->setShadeModel( GL_SMOOTH ); state->disable( GL_LIGHTING ); state->disable( GL_CULL_FACE ); state->enable( GL_TEXTURE_2D ); state->enable( GL_COLOR_MATERIAL ); state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE ); state->setMaterial( GL_EMISSION, 0, 0, 0, 1 ); state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 ); state->enable( GL_BLEND ); state->enable( GL_ALPHA_TEST ); state->setAlphaClamp( 0.01 ); return state; }