261 lines
6.9 KiB
C++
261 lines
6.9 KiB
C++
// cloud.cxx -- model a single cloud layer
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//
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// Written by Curtis Olson, started June 2000.
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//
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// Copyright (C) 2000 Curtis L. Olson - curt@flightgear.org
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#include <simgear/compiler.h>
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#include <stdio.h>
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#include STL_IOSTREAM
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#include <plib/sg.h>
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#include <plib/ssg.h>
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#include <simgear/math/point3d.hxx>
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#include <simgear/math/polar3d.hxx>
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#include <simgear/math/sg_random.h>
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#include "cloud.hxx"
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// Constructor
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SGCloudLayer::SGCloudLayer( void ) {
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}
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// Destructor
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SGCloudLayer::~SGCloudLayer( void ) {
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}
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// build the cloud object
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void SGCloudLayer::build( double s, double asl, double thickness,
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double transition, ssgSimpleState *state )
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{
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scale = 4000.0;
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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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layer_state = state;
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cl = new ssgColourArray( 4 );
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vl = new ssgVertexArray( 4 );
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tl = new ssgTexCoordArray( 4 );
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// build the cloud layer
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sgVec4 color;
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sgVec3 vertex;
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sgVec2 tc;
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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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sgVec2 base;
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sgSetVec2( base, sg_random(), sg_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, 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, 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, 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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ssgLeaf *layer =
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new ssgVtxTable ( GL_TRIANGLE_STRIP, vl, NULL, tl, cl );
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layer->setState( layer_state );
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// force a repaint of the moon colors with arbitrary defaults
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repaint( color );
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// build the ssg scene graph sub tree for the sky and connected
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// into the provide scene graph branch
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layer_transform = new ssgTransform;
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// moon_transform->addKid( halo );
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layer_transform->addKid( layer );
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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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// repaint the cloud layer colors
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bool SGCloudLayer::repaint( sgVec3 fog_color ) {
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float *color;
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for ( int i = 0; i < 4; ++i ) {
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color = cl->get( i );
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sgCopyVec4( color, fog_color );
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}
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return true;
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}
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// reposition the cloud layer at the specified origin and orientation
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// lon specifies a rotation about the Z axis
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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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double alt )
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{
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sgMat4 T1, LON, LAT;
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sgVec3 axis;
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// combine p and asl (meters) to get translation offset
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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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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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// cout << " asl_offset = " << asl_offset[0] << "," << asl_offset[1]
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// << "," << asl_offset[2] << endl;
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// Translate to zero elevation
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// Point3D zero_elev = current_view.get_cur_zero_elev();
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// xglTranslatef( zero_elev.x(), zero_elev.y(), zero_elev.z() );
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sgMakeTransMat4( T1, asl_offset );
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// printf(" Translated to %.2f %.2f %.2f\n",
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// zero_elev.x, zero_elev.y, zero_elev.z );
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// Rotate to proper orientation
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// printf(" lon = %.2f lat = %.2f\n",
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// lon * SGD_RADIANS_TO_DEGREES,
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// lat * SGD_RADIANS_TO_DEGREES);
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// xglRotatef( lon * SGD_RADIANS_TO_DEGREES, 0.0, 0.0, 1.0 );
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sgSetVec3( axis, 0.0, 0.0, 1.0 );
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sgMakeRotMat4( LON, lon * SGD_RADIANS_TO_DEGREES, axis );
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// xglRotatef( 90.0 - f->get_Latitude() * SGD_RADIANS_TO_DEGREES,
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// 0.0, 1.0, 0.0 );
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sgSetVec3( axis, 0.0, 1.0, 0.0 );
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sgMakeRotMat4( LAT, 90.0 - lat * SGD_RADIANS_TO_DEGREES, axis );
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sgMat4 TRANSFORM;
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sgCopyMat4( TRANSFORM, T1 );
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sgPreMultMat4( TRANSFORM, LON );
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sgPreMultMat4( TRANSFORM, LAT );
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sgCoord layerpos;
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sgSetCoord( &layerpos, TRANSFORM );
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layer_transform->setTransform( &layerpos );
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// now calculate update texture coordinates
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if ( last_lon < -900 ) {
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last_lon = lon;
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last_lat = lat;
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}
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if ( lon != last_lon || lat != last_lat ) {
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Point3D start( last_lon, last_lat, 0.0 );
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Point3D dest( lon, lat, 0.0 );
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double course, dist;
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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 / (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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float *base, *tc;
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base = tl->get( 0 );
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base[0] += xoff;
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while ( base[0] > 1.0 ) { base[0] -= 1.0; }
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while ( base[0] < 0.0 ) { base[0] += 1.0; }
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base[1] += yoff;
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while ( base[1] > 1.0 ) { base[1] -= 1.0; }
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while ( base[1] < 0.0 ) { base[1] += 1.0; }
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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 / scale, base[1] );
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tc = tl->get( 2 );
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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 / scale, base[1] + size / scale );
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last_lon = lon;
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last_lat = lat;
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}
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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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// make an ssgSimpleState for a cloud layer given the named texture
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ssgSimpleState *SGCloudMakeState( const string &path ) {
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ssgSimpleState *state = new ssgSimpleState();
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state->setTexture( (char *)path.c_str() );
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state->setShadeModel( GL_SMOOTH );
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state->disable( GL_LIGHTING );
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state->disable( GL_CULL_FACE );
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state->enable( GL_TEXTURE_2D );
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state->enable( GL_COLOR_MATERIAL );
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state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
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state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
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state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
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state->enable( GL_BLEND );
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state->enable( GL_ALPHA_TEST );
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state->setAlphaClamp( 0.01 );
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return state;
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}
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