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simgear/simgear/sky/cloud.cxx
T

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6.9 KiB
C++

// 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 <config.h>
#endif
#include <simgear/compiler.h>
#include <stdio.h>
#include STL_IOSTREAM
#include <plib/sg.h>
#include <plib/ssg.h>
#include <simgear/math/point3d.hxx>
#include <simgear/math/polar3d.hxx>
#include <simgear/math/sg_random.h>
#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;
}