Files
simgear/simgear/scene/sky/cloud.cxx
T
Stuart Buchanan 279445d6bc For clouds, use a RNG seed that only changes every 10 minutes.
This allows multi-process deploymentes to keep their clouds in sync.
2012-11-09 20:25:53 +00:00

816 lines
29 KiB
C++

// cloud.cxx -- model a single cloud layer
//
// Written by Curtis Olson, started June 2000.
//
// Copyright (C) 2000 Curtis L. Olson - http://www.flightgear.org/~curt
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Library General Public
// License as published by the Free Software Foundation; either
// version 2 of the License, or (at your option) any later version.
//
// This library 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
#ifdef HAVE_CONFIG_H
# include <simgear_config.h>
#endif
#include <simgear/compiler.h>
#include <sstream>
#include <math.h>
#include <simgear/structure/OSGVersion.hxx>
#include <osg/AlphaFunc>
#include <osg/BlendFunc>
#include <osg/CullFace>
#include <osg/Geode>
#include <osg/Geometry>
#include <osg/Material>
#include <osg/ShadeModel>
#include <osg/TexEnv>
#include <osg/TexEnvCombine>
#include <osg/Texture2D>
#include <osg/TextureCubeMap>
#include <osg/TexMat>
#include <osg/Fog>
#include <simgear/math/sg_random.h>
#include <simgear/scene/util/SGReaderWriterOptions.hxx>
#include <simgear/debug/logstream.hxx>
#include <simgear/scene/model/model.hxx>
#include <simgear/scene/util/RenderConstants.hxx>
#include <simgear/scene/util/OsgMath.hxx>
#include <simgear/scene/util/StateAttributeFactory.hxx>
#include <simgear/screen/extensions.hxx>
#include "newcloud.hxx"
#include "cloudfield.hxx"
#include "cloud.hxx"
using namespace simgear;
using namespace osg;
#if defined(__MINGW32__)
#define isnan(x) _isnan(x)
#endif
// #if defined (__FreeBSD__)
// # if __FreeBSD_version < 500000
// extern "C" {
// inline int isnan(double r) { return !(r <= 0 || r >= 0); }
// }
// # endif
// #endif
static osg::ref_ptr<osg::StateSet> layer_states[SGCloudLayer::SG_MAX_CLOUD_COVERAGES];
static osg::ref_ptr<osg::StateSet> layer_states2[SGCloudLayer::SG_MAX_CLOUD_COVERAGES];
static osg::ref_ptr<osg::TextureCubeMap> cubeMap;
static bool state_initialized = false;
const std::string SGCloudLayer::SG_CLOUD_OVERCAST_STRING = "overcast";
const std::string SGCloudLayer::SG_CLOUD_BROKEN_STRING = "broken";
const std::string SGCloudLayer::SG_CLOUD_SCATTERED_STRING = "scattered";
const std::string SGCloudLayer::SG_CLOUD_FEW_STRING = "few";
const std::string SGCloudLayer::SG_CLOUD_CIRRUS_STRING = "cirrus";
const std::string SGCloudLayer::SG_CLOUD_CLEAR_STRING = "clear";
// make an StateSet for a cloud layer given the named texture
static osg::StateSet*
SGMakeState(const SGPath &path, const char* colorTexture,
const char* normalTexture)
{
osg::StateSet *stateSet = new osg::StateSet;
osg::ref_ptr<SGReaderWriterOptions> options;
options = SGReaderWriterOptions::fromPath(path.str());
stateSet->setTextureAttribute(0, SGLoadTexture2D(colorTexture,
options.get()));
stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
StateAttributeFactory* attribFactory = StateAttributeFactory::instance();
stateSet->setAttributeAndModes(attribFactory->getSmoothShadeModel());
stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
stateSet->setAttributeAndModes(attribFactory->getStandardAlphaFunc());
stateSet->setAttributeAndModes(attribFactory->getStandardBlendFunc());
// osg::Material* material = new osg::Material;
// material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
// material->setEmission(osg::Material::FRONT_AND_BACK,
// osg::Vec4(0.05, 0.05, 0.05, 0));
// material->setSpecular(osg::Material::FRONT_AND_BACK,
// osg::Vec4(0, 0, 0, 1));
// stateSet->setAttribute(material);
stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
// OSGFIXME: invented by me ...
// stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
// stateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON);
// stateSet->setMode(GL_LIGHT0, osg::StateAttribute::OFF);
// If the normal texture is given prepare a bumpmapping enabled state
// if (normalTexture) {
// SGPath normalPath(path);
// normalPath.append(normalTexture);
// stateSet->setTextureAttribute(2, SGLoadTexture2D(normalPath));
// stateSet->setTextureMode(2, GL_TEXTURE_2D, osg::StateAttribute::ON);
// }
return stateSet;
}
// Constructor
SGCloudLayer::SGCloudLayer( const string &tex_path ) :
cloud_root(new osg::Switch),
layer_root(new osg::Switch),
group_top(new osg::Group),
group_bottom(new osg::Group),
layer_transform(new osg::MatrixTransform),
cloud_alpha(1.0),
texture_path(tex_path),
layer_span(0.0),
layer_asl(0.0),
layer_thickness(0.0),
layer_transition(0.0),
layer_visibility(25.0),
layer_coverage(SG_CLOUD_CLEAR),
scale(4000.0),
speed(0.0),
direction(0.0),
last_course(0.0),
max_alpha(1.0)
{
// XXX
// Render bottoms before the rest of transparent objects (rendered
// in bin 10), tops after. The negative numbers on the bottoms
// RenderBins and the positive numbers on the tops enforce this
// order.
cloud_root->addChild(layer_root.get(), true);
layer_root->addChild(group_bottom.get());
layer_root->addChild(group_top.get());
osg::StateSet *rootSet = layer_root->getOrCreateStateSet();
rootSet->setRenderBinDetails(CLOUDS_BIN, "DepthSortedBin");
rootSet->setTextureAttribute(0, new osg::TexMat);
rootSet->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
// Combiner for fog color and cloud alpha
osg::TexEnvCombine* combine0 = new osg::TexEnvCombine;
osg::TexEnvCombine* combine1 = new osg::TexEnvCombine;
combine0->setCombine_RGB(osg::TexEnvCombine::MODULATE);
combine0->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);
combine0->setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR);
combine0->setSource1_RGB(osg::TexEnvCombine::TEXTURE0);
combine0->setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR);
combine0->setCombine_Alpha(osg::TexEnvCombine::MODULATE);
combine0->setSource0_Alpha(osg::TexEnvCombine::PREVIOUS);
combine0->setOperand0_Alpha(osg::TexEnvCombine::SRC_ALPHA);
combine0->setSource1_Alpha(osg::TexEnvCombine::TEXTURE0);
combine0->setOperand1_Alpha(osg::TexEnvCombine::SRC_ALPHA);
combine1->setCombine_RGB(osg::TexEnvCombine::MODULATE);
combine1->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);
combine1->setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR);
combine1->setSource1_RGB(osg::TexEnvCombine::CONSTANT);
combine1->setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR);
combine1->setCombine_Alpha(osg::TexEnvCombine::MODULATE);
combine1->setSource0_Alpha(osg::TexEnvCombine::PREVIOUS);
combine1->setOperand0_Alpha(osg::TexEnvCombine::SRC_ALPHA);
combine1->setSource1_Alpha(osg::TexEnvCombine::CONSTANT);
combine1->setOperand1_Alpha(osg::TexEnvCombine::SRC_ALPHA);
combine1->setDataVariance(osg::Object::DYNAMIC);
rootSet->setTextureAttributeAndModes(0, combine0);
rootSet->setTextureAttributeAndModes(1, combine1);
rootSet->setTextureMode(1, GL_TEXTURE_2D, osg::StateAttribute::ON);
rootSet->setTextureAttributeAndModes(1, StateAttributeFactory::instance()
->getWhiteTexture(),
osg::StateAttribute::ON);
rootSet->setDataVariance(osg::Object::DYNAMIC);
// Ensure repeatability of the random seed within 10 minutes,
// to keep multi-computer systems in sync.
sg_srandom_time_10();
base = osg::Vec2(sg_random(), sg_random());
group_top->addChild(layer_transform.get());
group_bottom->addChild(layer_transform.get());
layer3D = new SGCloudField();
cloud_root->addChild(layer3D->getNode(), false);
rebuild();
}
// Destructor
SGCloudLayer::~SGCloudLayer()
{
delete layer3D;
}
float
SGCloudLayer::getSpan_m () const
{
return layer_span;
}
void
SGCloudLayer::setSpan_m (float span_m)
{
if (span_m != layer_span) {
layer_span = span_m;
rebuild();
}
}
float
SGCloudLayer::getElevation_m () const
{
return layer_asl;
}
void
SGCloudLayer::setElevation_m (float elevation_m, bool set_span)
{
layer_asl = elevation_m;
if (set_span) {
if (elevation_m > 4000)
setSpan_m( elevation_m * 10 );
else
setSpan_m( 40000 );
}
}
float
SGCloudLayer::getThickness_m () const
{
return layer_thickness;
}
void
SGCloudLayer::setThickness_m (float thickness_m)
{
layer_thickness = thickness_m;
}
float
SGCloudLayer::getVisibility_m() const
{
return layer_visibility;
}
void
SGCloudLayer::setVisibility_m (float visibility_m)
{
layer_visibility = visibility_m;
}
float
SGCloudLayer::getTransition_m () const
{
return layer_transition;
}
void
SGCloudLayer::setTransition_m (float transition_m)
{
layer_transition = transition_m;
}
SGCloudLayer::Coverage
SGCloudLayer::getCoverage () const
{
return layer_coverage;
}
void
SGCloudLayer::setCoverage (Coverage coverage)
{
if (coverage != layer_coverage) {
layer_coverage = coverage;
rebuild();
}
}
const std::string &
SGCloudLayer::getCoverageString( Coverage coverage )
{
switch( coverage ) {
case SG_CLOUD_OVERCAST:
return SG_CLOUD_OVERCAST_STRING;
case SG_CLOUD_BROKEN:
return SG_CLOUD_BROKEN_STRING;
case SG_CLOUD_SCATTERED:
return SG_CLOUD_SCATTERED_STRING;
case SG_CLOUD_FEW:
return SG_CLOUD_FEW_STRING;
case SG_CLOUD_CIRRUS:
return SG_CLOUD_CIRRUS_STRING;
case SG_CLOUD_CLEAR:
default:
return SG_CLOUD_CLEAR_STRING;
}
}
SGCloudLayer::Coverage
SGCloudLayer::getCoverageType( const std::string & coverage )
{
if( SG_CLOUD_OVERCAST_STRING == coverage ) {
return SG_CLOUD_OVERCAST;
} else if( SG_CLOUD_BROKEN_STRING == coverage ) {
return SG_CLOUD_BROKEN;
} else if( SG_CLOUD_SCATTERED_STRING == coverage ) {
return SG_CLOUD_SCATTERED;
} else if( SG_CLOUD_FEW_STRING == coverage ) {
return SG_CLOUD_FEW;
} else if( SG_CLOUD_CIRRUS_STRING == coverage ) {
return SG_CLOUD_CIRRUS;
} else {
return SG_CLOUD_CLEAR;
}
}
const std::string &
SGCloudLayer::getCoverageString() const
{
return getCoverageString(layer_coverage);
}
void
SGCloudLayer::setCoverageString( const std::string & coverage )
{
setCoverage( getCoverageType(coverage) );
}
void
SGCloudLayer::setTextureOffset(const osg::Vec2& offset)
{
osg::StateAttribute* attr = layer_root->getStateSet()
->getTextureAttribute(0, osg::StateAttribute::TEXMAT);
osg::TexMat* texMat = dynamic_cast<osg::TexMat*>(attr);
if (!texMat)
return;
texMat->setMatrix(osg::Matrix::translate(offset[0], offset[1], 0.0));
}
// colors for debugging the cloud layers
#ifdef CLOUD_DEBUG
Vec3 cloudColors[] = {Vec3(1.0f, 1.0f, 1.0f), Vec3(1.0f, 0.0f, 0.0f),
Vec3(0.0f, 1.0f, 0.0f), Vec3(0.0f, 0.0f, 1.0f)};
#else
Vec3 cloudColors[] = {Vec3(1.0f, 1.0f, 1.0f), Vec3(1.0f, 1.0f, 1.0f),
Vec3(1.0f, 1.0f, 1.0f), Vec3(1.0f, 1.0f, 1.0f)};
#endif
// build the cloud object
void
SGCloudLayer::rebuild()
{
// Initialize states and sizes if necessary.
if ( !state_initialized ) {
state_initialized = true;
SG_LOG(SG_ASTRO, SG_INFO, "initializing cloud layers");
// This bump mapping code was inspired by the tutorial available at
// http://www.paulsprojects.net/tutorials/simplebump/simplebump.html
// and a NVidia white paper
// http://developer.nvidia.com/object/bumpmappingwithregistercombiners.html
// The normal map textures were generated by the normal map Gimp plugin :
// http://nifelheim.dyndns.org/~cocidius/normalmap/
//
cubeMap = new osg::TextureCubeMap;
cubeMap->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
cubeMap->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
cubeMap->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
cubeMap->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
cubeMap->setWrap(osg::Texture::WRAP_R, osg::Texture::CLAMP_TO_EDGE);
const int size = 32;
const float half_size = 16.0f;
const float offset = 0.5f;
osg::Vec3 zero_normal(0.5, 0.5, 0.5);
osg::Image* image = new osg::Image;
image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE);
unsigned char *ptr = image->data(0, 0);
for (int j = 0; j < size; j++ ) {
for (int i = 0; i < size; i++ ) {
osg::Vec3 tmp(half_size, -( j + offset - half_size ),
-( i + offset - half_size ) );
tmp.normalize();
tmp = tmp*0.5 - zero_normal;
*ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
*ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
*ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
}
}
cubeMap->setImage(osg::TextureCubeMap::POSITIVE_X, image);
image = new osg::Image;
image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE);
ptr = image->data(0, 0);
for (int j = 0; j < size; j++ ) {
for (int i = 0; i < size; i++ ) {
osg::Vec3 tmp(-half_size, -( j + offset - half_size ),
( i + offset - half_size ) );
tmp.normalize();
tmp = tmp*0.5 - zero_normal;
*ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
*ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
*ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
}
}
cubeMap->setImage(osg::TextureCubeMap::NEGATIVE_X, image);
image = new osg::Image;
image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE);
ptr = image->data(0, 0);
for (int j = 0; j < size; j++ ) {
for (int i = 0; i < size; i++ ) {
osg::Vec3 tmp(( i + offset - half_size ), half_size,
( j + offset - half_size ) );
tmp.normalize();
tmp = tmp*0.5 - zero_normal;
*ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
*ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
*ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
}
}
cubeMap->setImage(osg::TextureCubeMap::POSITIVE_Y, image);
image = new osg::Image;
image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE);
ptr = image->data(0, 0);
for (int j = 0; j < size; j++ ) {
for (int i = 0; i < size; i++ ) {
osg::Vec3 tmp(( i + offset - half_size ), -half_size,
-( j + offset - half_size ) );
tmp.normalize();
tmp = tmp*0.5 - zero_normal;
*ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
*ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
*ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
}
}
cubeMap->setImage(osg::TextureCubeMap::NEGATIVE_Y, image);
image = new osg::Image;
image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE);
ptr = image->data(0, 0);
for (int j = 0; j < size; j++ ) {
for (int i = 0; i < size; i++ ) {
osg::Vec3 tmp(( i + offset - half_size ),
-( j + offset - half_size ), half_size );
tmp.normalize();
tmp = tmp*0.5 - zero_normal;
*ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
*ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
*ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
}
}
cubeMap->setImage(osg::TextureCubeMap::POSITIVE_Z, image);
image = new osg::Image;
image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE);
ptr = image->data(0, 0);
for (int j = 0; j < size; j++ ) {
for (int i = 0; i < size; i++ ) {
osg::Vec3 tmp(-( i + offset - half_size ),
-( j + offset - half_size ), -half_size );
tmp.normalize();
tmp = tmp*0.5 - zero_normal;
*ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
*ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
*ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
}
}
cubeMap->setImage(osg::TextureCubeMap::NEGATIVE_Z, image);
osg::StateSet* state;
state = SGMakeState(texture_path, "overcast.png", "overcast_n.png");
layer_states[SG_CLOUD_OVERCAST] = state;
state = SGMakeState(texture_path, "overcast_top.png", "overcast_top_n.png");
layer_states2[SG_CLOUD_OVERCAST] = state;
state = SGMakeState(texture_path, "broken.png", "broken_n.png");
layer_states[SG_CLOUD_BROKEN] = state;
layer_states2[SG_CLOUD_BROKEN] = state;
state = SGMakeState(texture_path, "scattered.png", "scattered_n.png");
layer_states[SG_CLOUD_SCATTERED] = state;
layer_states2[SG_CLOUD_SCATTERED] = state;
state = SGMakeState(texture_path, "few.png", "few_n.png");
layer_states[SG_CLOUD_FEW] = state;
layer_states2[SG_CLOUD_FEW] = state;
state = SGMakeState(texture_path, "cirrus.png", "cirrus_n.png");
layer_states[SG_CLOUD_CIRRUS] = state;
layer_states2[SG_CLOUD_CIRRUS] = state;
layer_states[SG_CLOUD_CLEAR] = 0;
layer_states2[SG_CLOUD_CLEAR] = 0;
#if 1
// experimental optimization that may not make any difference
// at all :/
osg::CopyOp copyOp;
for (int i = 0; i < SG_MAX_CLOUD_COVERAGES; ++i) {
StateAttributeFactory *saf = StateAttributeFactory::instance();
if (layer_states[i].valid()) {
if (layer_states[i] == layer_states2[i])
layer_states2[i] = static_cast<osg::StateSet*>(layer_states[i]->clone(copyOp));
layer_states[i]->setAttribute(saf ->getCullFaceFront());
layer_states2[i]->setAttribute(saf ->getCullFaceBack());
}
}
#endif
}
scale = 4000.0;
setTextureOffset(base);
// build the cloud layer
const float layer_scale = layer_span / scale;
const float mpi = SG_PI/4;
// caclculate the difference between a flat-earth model and
// a round earth model given the span and altutude ASL of
// the cloud layer. This is the difference in altitude between
// the top of the inverted bowl and the edge of the bowl.
// const float alt_diff = layer_asl * 0.8;
const float layer_to_core = (SG_EARTH_RAD * 1000 + layer_asl);
const float layer_angle = 0.5*layer_span / layer_to_core; // The angle is half the span
const float border_to_core = layer_to_core * cos(layer_angle);
const float alt_diff = layer_to_core - border_to_core;
for (int i = 0; i < 4; i++) {
if ( layer[i] != NULL ) {
layer_transform->removeChild(layer[i].get()); // automatic delete
}
vl[i] = new osg::Vec3Array;
cl[i] = new osg::Vec4Array;
tl[i] = new osg::Vec2Array;
osg::Vec3 vertex(layer_span*(i-2)/2, -layer_span,
alt_diff * (sin(i*mpi) - 2));
osg::Vec2 tc(layer_scale * i/4, 0.0f);
osg::Vec4 color(cloudColors[0], (i == 0) ? 0.0f : 0.15f);
cl[i]->push_back(color);
vl[i]->push_back(vertex);
tl[i]->push_back(tc);
for (int j = 0; j < 4; j++) {
vertex = osg::Vec3(layer_span*(i-1)/2, layer_span*(j-2)/2,
alt_diff * (sin((i+1)*mpi) + sin(j*mpi) - 2));
tc = osg::Vec2(layer_scale * (i+1)/4, layer_scale * j/4);
color = osg::Vec4(cloudColors[0],
( (j == 0) || (i == 3)) ?
( (j == 0) && (i == 3)) ? 0.0f : 0.15f : 1.0f );
cl[i]->push_back(color);
vl[i]->push_back(vertex);
tl[i]->push_back(tc);
vertex = osg::Vec3(layer_span*(i-2)/2, layer_span*(j-1)/2,
alt_diff * (sin(i*mpi) + sin((j+1)*mpi) - 2) );
tc = osg::Vec2(layer_scale * i/4, layer_scale * (j+1)/4 );
color = osg::Vec4(cloudColors[0],
((j == 3) || (i == 0)) ?
((j == 3) && (i == 0)) ? 0.0f : 0.15f : 1.0f );
cl[i]->push_back(color);
vl[i]->push_back(vertex);
tl[i]->push_back(tc);
}
vertex = osg::Vec3(layer_span*(i-1)/2, layer_span,
alt_diff * (sin((i+1)*mpi) - 2));
tc = osg::Vec2(layer_scale * (i+1)/4, layer_scale);
color = osg::Vec4(cloudColors[0], (i == 3) ? 0.0f : 0.15f );
cl[i]->push_back( color );
vl[i]->push_back( vertex );
tl[i]->push_back( tc );
osg::Geometry* geometry = new osg::Geometry;
geometry->setUseDisplayList(false);
geometry->setVertexArray(vl[i].get());
geometry->setNormalBinding(osg::Geometry::BIND_OFF);
geometry->setColorArray(cl[i].get());
geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
geometry->setTexCoordArray(0, tl[i].get());
geometry->addPrimitiveSet(new osg::DrawArrays(GL_TRIANGLE_STRIP, 0, vl[i]->size()));
layer[i] = new osg::Geode;
std::stringstream sstr;
sstr << "Cloud Layer (" << i << ")";
geometry->setName(sstr.str());
layer[i]->setName(sstr.str());
layer[i]->addDrawable(geometry);
layer_transform->addChild(layer[i].get());
}
//OSGFIXME: true
if ( layer_states[layer_coverage].valid() ) {
osg::CopyOp copyOp; // shallow copy
// render bin will be set in reposition
osg::StateSet* stateSet = static_cast<osg::StateSet*>(layer_states2[layer_coverage]->clone(copyOp));
stateSet->setDataVariance(osg::Object::DYNAMIC);
group_top->setStateSet(stateSet);
stateSet = static_cast<osg::StateSet*>(layer_states[layer_coverage]->clone(copyOp));
stateSet->setDataVariance(osg::Object::DYNAMIC);
group_bottom->setStateSet(stateSet);
}
}
// repaint the cloud layer colors
bool SGCloudLayer::repaint( const SGVec3f& fog_color ) {
osg::Vec4f combineColor(toOsg(fog_color), cloud_alpha);
osg::TexEnvCombine* combiner
= dynamic_cast<osg::TexEnvCombine*>(layer_root->getStateSet()
->getTextureAttribute(1, osg::StateAttribute::TEXENV));
combiner->setConstantColor(combineColor);
// Set the fog color for the 3D clouds too.
//cloud3dfog->setColor(combineColor);
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( const SGVec3f& p, const SGVec3f& up, double lon, double lat,
double alt, double dt )
{
if (getCoverage() != SGCloudLayer::SG_CLOUD_CLEAR)
{
// combine p and asl (meters) to get translation offset
osg::Vec3 asl_offset(toOsg(up));
asl_offset.normalize();
if ( alt <= layer_asl ) {
asl_offset *= layer_asl;
} else {
asl_offset *= layer_asl + layer_thickness;
}
// cout << "asl_offset = " << asl_offset[0] << "," << asl_offset[1]
// << "," << asl_offset[2] << endl;
asl_offset += toOsg(p);
// cout << " asl_offset = " << asl_offset[0] << "," << asl_offset[1]
// << "," << asl_offset[2] << endl;
osg::Matrix T, LON, LAT;
// Translate to zero elevation
// Point3D zero_elev = current_view.get_cur_zero_elev();
T.makeTranslate( 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);
LON.makeRotate(lon, osg::Vec3(0, 0, 1));
// xglRotatef( 90.0 - f->get_Latitude() * SGD_RADIANS_TO_DEGREES,
// 0.0, 1.0, 0.0 );
LAT.makeRotate(90.0 * SGD_DEGREES_TO_RADIANS - lat, osg::Vec3(0, 1, 0));
layer_transform->setMatrix( LAT*LON*T );
// The layers need to be drawn in order because they are
// translucent, but OSG transparency sorting doesn't work because
// the cloud polys are huge. However, the ordering is simple: the
// bottom polys should be drawn from high altitude to low, and the
// top polygons from low to high. The altitude can be used
// directly to order the polygons!
group_bottom->getStateSet()->setRenderBinDetails(-(int)layer_asl,
"RenderBin");
group_top->getStateSet()->setRenderBinDetails((int)layer_asl,
"RenderBin");
if ( alt <= layer_asl ) {
layer_root->setSingleChildOn(0);
} else if ( alt >= layer_asl + layer_thickness ) {
layer_root->setSingleChildOn(1);
} else {
layer_root->setAllChildrenOff();
}
// now calculate update texture coordinates
SGGeod pos = SGGeod::fromRad(lon, lat);
if ( last_pos == SGGeod() ) {
last_pos = pos;
}
double sp_dist = speed*dt;
if ( lon != last_pos.getLongitudeRad() || lat != last_pos.getLatitudeRad() || sp_dist != 0 ) {
double course = SGGeodesy::courseDeg(last_pos, pos) * SG_DEGREES_TO_RADIANS,
dist = SGGeodesy::distanceM(last_pos, pos);
// if start and dest are too close together,
// calc_gc_course_dist() can return a course of "nan". If
// this happens, lets just use the last known good course.
// This is a hack, and it would probably be better to make
// calc_gc_course_dist() more robust.
if ( isnan(course) ) {
course = last_course;
} else {
last_course = course;
}
// calculate cloud movement due to external forces
double ax = 0.0, ay = 0.0, bx = 0.0, by = 0.0;
if (dist > 0.0) {
ax = -cos(course) * dist;
ay = sin(course) * dist;
}
if (sp_dist > 0) {
bx = cos((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist;
by = sin((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist;
}
double xoff = (ax + bx) / (2 * scale);
double yoff = (ay + by) / (2 * scale);
// const float layer_scale = layer_span / scale;
// cout << "xoff = " << xoff << ", yoff = " << yoff << endl;
base[0] += xoff;
// the while loops can lead to *long* pauses if base[0] comes
// with a bogus value.
// while ( base[0] > 1.0 ) { base[0] -= 1.0; }
// while ( base[0] < 0.0 ) { base[0] += 1.0; }
if ( base[0] > -10.0 && base[0] < 10.0 ) {
base[0] -= (int)base[0];
} else {
SG_LOG(SG_ASTRO, SG_DEBUG,
"Error: base = " << base[0] << "," << base[1] <<
" course = " << course << " dist = " << dist );
base[0] = 0.0;
}
base[1] += yoff;
// the while loops can lead to *long* pauses if base[0] comes
// with a bogus value.
// while ( base[1] > 1.0 ) { base[1] -= 1.0; }
// while ( base[1] < 0.0 ) { base[1] += 1.0; }
if ( base[1] > -10.0 && base[1] < 10.0 ) {
base[1] -= (int)base[1];
} else {
SG_LOG(SG_ASTRO, SG_DEBUG,
"Error: base = " << base[0] << "," << base[1] <<
" course = " << course << " dist = " << dist );
base[1] = 0.0;
}
// cout << "base = " << base[0] << "," << base[1] << endl;
setTextureOffset(base);
last_pos = pos;
}
}
layer3D->reposition( p, up, lon, lat, dt, layer_asl, speed, direction);
return true;
}
void SGCloudLayer::set_enable3dClouds(bool enable) {
if (layer3D->isDefined3D() && enable) {
cloud_root->setChildValue(layer3D->getNode(), true);
cloud_root->setChildValue(layer_root.get(), false);
} else {
cloud_root->setChildValue(layer3D->getNode(), false);
cloud_root->setChildValue(layer_root.get(), true);
}
}