To set a path when loading model files, use an osg ReaderWriter::Options object. Put locks in ModelRegistry::readNode and ModelRegistry::readImage to avoid conflicts when files are loaded from both the pager and the main thread.
971 lines
36 KiB
C++
971 lines
36 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 - http://www.flightgear.org/~curt
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Library General Public
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// License as published by the Free Software Foundation; either
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// version 2 of the License, or (at your option) any later version.
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//
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// This library 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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//
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// $Id$
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#ifdef HAVE_CONFIG_H
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# include <simgear_config.h>
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#endif
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#include <simgear/compiler.h>
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#include <sstream>
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#include <math.h>
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#include <osg/AlphaFunc>
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#include <osg/BlendFunc>
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#include <osg/Geode>
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#include <osg/Geometry>
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#include <osg/Material>
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#include <osg/ShadeModel>
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#include <osg/TexEnv>
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#include <osg/Texture2D>
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#include <osg/TextureCubeMap>
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#include <osg/TexMat>
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#include <simgear/math/sg_random.h>
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#include <simgear/misc/PathOptions.hxx>
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#include <simgear/debug/logstream.hxx>
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#include <simgear/scene/model/model.hxx>
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#include <simgear/math/polar3d.hxx>
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#include "newcloud.hxx"
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#include "cloudfield.hxx"
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#include "cloud.hxx"
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using namespace simgear;
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// #if defined(__MINGW32__)
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// #define isnan(x) _isnan(x)
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// #endif
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// #if defined (__FreeBSD__)
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// # if __FreeBSD_version < 500000
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// extern "C" {
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// inline int isnan(double r) { return !(r <= 0 || r >= 0); }
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// }
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// # endif
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// #endif
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#if defined (__CYGWIN__)
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#include <ieeefp.h>
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#endif
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static osg::ref_ptr<osg::StateSet> layer_states[SGCloudLayer::SG_MAX_CLOUD_COVERAGES];
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static osg::ref_ptr<osg::StateSet> layer_states2[SGCloudLayer::SG_MAX_CLOUD_COVERAGES];
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static osg::ref_ptr<osg::TextureCubeMap> cubeMap;
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static bool state_initialized = false;
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static bool bump_mapping = false;
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bool SGCloudLayer::enable_bump_mapping = false;
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// make an StateSet for a cloud layer given the named texture
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static osg::StateSet*
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SGMakeState(const SGPath &path, const char* colorTexture,
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const char* normalTexture)
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{
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osg::StateSet *stateSet = new osg::StateSet;
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osg::ref_ptr<osgDB::ReaderWriter::Options> options
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= makeOptionsFromPath(path);
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stateSet->setTextureAttribute(0, SGLoadTexture2D(colorTexture,
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options.get()));
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stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
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osg::TexEnv* texEnv = new osg::TexEnv;
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texEnv->setMode(osg::TexEnv::MODULATE);
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stateSet->setTextureAttribute(0, texEnv);
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osg::ShadeModel* shadeModel = new osg::ShadeModel;
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// FIXME: TRUE??
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shadeModel->setMode(osg::ShadeModel::SMOOTH);
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stateSet->setAttributeAndModes(shadeModel);
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stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
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// osg::AlphaFunc* alphaFunc = new osg::AlphaFunc;
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// alphaFunc->setFunction(osg::AlphaFunc::GREATER);
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// alphaFunc->setReferenceValue(0.01);
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// stateSet->setAttribute(alphaFunc);
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// stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
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stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
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osg::BlendFunc* blendFunc = new osg::BlendFunc;
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blendFunc->setSource(osg::BlendFunc::SRC_ALPHA);
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blendFunc->setDestination(osg::BlendFunc::ONE_MINUS_SRC_ALPHA);
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stateSet->setAttribute(blendFunc);
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stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
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// osg::Material* material = new osg::Material;
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// material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
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// material->setEmission(osg::Material::FRONT_AND_BACK,
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// osg::Vec4(0.05, 0.05, 0.05, 0));
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// material->setSpecular(osg::Material::FRONT_AND_BACK,
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// osg::Vec4(0, 0, 0, 1));
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// stateSet->setAttribute(material);
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stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
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// OSGFIXME: invented by me ...
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// stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
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// stateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON);
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// stateSet->setMode(GL_LIGHT0, osg::StateAttribute::OFF);
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// If the normal texture is given prepare a bumpmapping enabled state
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// if (normalTexture) {
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// SGPath normalPath(path);
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// normalPath.append(normalTexture);
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// stateSet->setTextureAttribute(2, SGLoadTexture2D(normalPath));
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// stateSet->setTextureMode(2, GL_TEXTURE_2D, osg::StateAttribute::ON);
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// }
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return stateSet;
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}
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// Constructor
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SGCloudLayer::SGCloudLayer( const string &tex_path ) :
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layer_root(new osg::Switch),
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group_top(new osg::Group),
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group_bottom(new osg::Group),
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layer_transform(new osg::MatrixTransform),
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cloud_alpha(1.0),
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texture_path(tex_path),
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layer_span(0.0),
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layer_asl(0.0),
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layer_thickness(0.0),
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layer_transition(0.0),
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layer_coverage(SG_CLOUD_CLEAR),
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scale(4000.0),
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speed(0.0),
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direction(0.0),
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last_lon(0.0),
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last_lat(0.0)
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{
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layer_root->addChild(group_bottom.get());
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layer_root->addChild(group_top.get());
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// Force the cloud layers into recursive bins of bin 4.
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osg::StateSet *rootSet = layer_root->getOrCreateStateSet();
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rootSet->setRenderBinDetails(4, "RenderBin");
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rootSet->setTextureAttribute(0, new osg::TexMat());
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base = osg::Vec2(sg_random(), sg_random());
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group_top->addChild(layer_transform.get());
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group_bottom->addChild(layer_transform.get());
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layer3D = new SGCloudField;
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rebuild();
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}
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// Destructor
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SGCloudLayer::~SGCloudLayer()
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{
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delete layer3D;
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}
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float
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SGCloudLayer::getSpan_m () const
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{
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return layer_span;
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}
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void
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SGCloudLayer::setSpan_m (float span_m)
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{
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if (span_m != layer_span) {
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layer_span = span_m;
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rebuild();
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}
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}
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float
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SGCloudLayer::getElevation_m () const
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{
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return layer_asl;
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}
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void
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SGCloudLayer::setElevation_m (float elevation_m, bool set_span)
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{
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layer_asl = elevation_m;
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if (set_span) {
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if (elevation_m > 4000)
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setSpan_m( elevation_m * 10 );
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else
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setSpan_m( 40000 );
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}
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}
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float
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SGCloudLayer::getThickness_m () const
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{
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return layer_thickness;
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}
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void
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SGCloudLayer::setThickness_m (float thickness_m)
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{
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layer_thickness = thickness_m;
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}
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float
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SGCloudLayer::getTransition_m () const
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{
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return layer_transition;
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}
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void
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SGCloudLayer::setTransition_m (float transition_m)
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{
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layer_transition = transition_m;
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}
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SGCloudLayer::Coverage
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SGCloudLayer::getCoverage () const
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{
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return layer_coverage;
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}
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void
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SGCloudLayer::setCoverage (Coverage coverage)
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{
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if (coverage != layer_coverage) {
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layer_coverage = coverage;
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rebuild();
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}
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}
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void
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SGCloudLayer::setTextureOffset(const osg::Vec2& offset)
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{
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osg::StateAttribute* attr = layer_root->getStateSet()
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->getTextureAttribute(0, osg::StateAttribute::TEXMAT);
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osg::TexMat* texMat = dynamic_cast<osg::TexMat*>(attr);
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if (!texMat)
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return;
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texMat->setMatrix(osg::Matrix::translate(offset[0], offset[1], 0.0));
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}
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// build the cloud object
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void
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SGCloudLayer::rebuild()
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{
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// Initialize states and sizes if necessary.
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if ( !state_initialized ) {
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state_initialized = true;
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SG_LOG(SG_ASTRO, SG_INFO, "initializing cloud layers");
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osg::Texture::Extensions* extensions;
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extensions = osg::Texture::getExtensions(0, true);
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// OSGFIXME
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bump_mapping = extensions->isMultiTexturingSupported() &&
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(2 <= extensions->numTextureUnits()) &&
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SGIsOpenGLExtensionSupported("GL_ARB_texture_env_combine") &&
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SGIsOpenGLExtensionSupported("GL_ARB_texture_env_dot3");
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osg::TextureCubeMap::Extensions* extensions2;
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extensions2 = osg::TextureCubeMap::getExtensions(0, true);
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bump_mapping = bump_mapping && extensions2->isCubeMapSupported();
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// This bump mapping code was inspired by the tutorial available at
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// http://www.paulsprojects.net/tutorials/simplebump/simplebump.html
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// and a NVidia white paper
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// http://developer.nvidia.com/object/bumpmappingwithregistercombiners.html
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// The normal map textures were generated by the normal map Gimp plugin :
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// http://nifelheim.dyndns.org/~cocidius/normalmap/
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//
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cubeMap = new osg::TextureCubeMap;
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cubeMap->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
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cubeMap->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
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cubeMap->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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cubeMap->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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cubeMap->setWrap(osg::Texture::WRAP_R, osg::Texture::CLAMP_TO_EDGE);
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const int size = 32;
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const float half_size = 16.0f;
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const float offset = 0.5f;
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osg::Vec3 zero_normal(0.5, 0.5, 0.5);
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osg::Image* image = new osg::Image;
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image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE);
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unsigned char *ptr = image->data(0, 0);
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for (int j = 0; j < size; j++ ) {
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for (int i = 0; i < size; i++ ) {
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osg::Vec3 tmp(half_size, -( j + offset - half_size ),
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-( i + offset - half_size ) );
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tmp.normalize();
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tmp = tmp*0.5 - zero_normal;
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*ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
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*ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
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*ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
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}
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}
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cubeMap->setImage(osg::TextureCubeMap::POSITIVE_X, image);
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image = new osg::Image;
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image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE);
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ptr = image->data(0, 0);
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for (int j = 0; j < size; j++ ) {
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for (int i = 0; i < size; i++ ) {
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osg::Vec3 tmp(-half_size, -( j + offset - half_size ),
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( i + offset - half_size ) );
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tmp.normalize();
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tmp = tmp*0.5 - zero_normal;
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*ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
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*ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
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*ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
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}
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}
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cubeMap->setImage(osg::TextureCubeMap::NEGATIVE_X, image);
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image = new osg::Image;
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image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE);
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ptr = image->data(0, 0);
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for (int j = 0; j < size; j++ ) {
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for (int i = 0; i < size; i++ ) {
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osg::Vec3 tmp(( i + offset - half_size ), half_size,
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( j + offset - half_size ) );
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tmp.normalize();
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tmp = tmp*0.5 - zero_normal;
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*ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
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*ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
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*ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
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}
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}
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cubeMap->setImage(osg::TextureCubeMap::POSITIVE_Y, image);
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image = new osg::Image;
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image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE);
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ptr = image->data(0, 0);
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for (int j = 0; j < size; j++ ) {
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for (int i = 0; i < size; i++ ) {
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osg::Vec3 tmp(( i + offset - half_size ), -half_size,
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-( j + offset - half_size ) );
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tmp.normalize();
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tmp = tmp*0.5 - zero_normal;
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*ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
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*ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
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*ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
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}
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}
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cubeMap->setImage(osg::TextureCubeMap::NEGATIVE_Y, image);
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image = new osg::Image;
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image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE);
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ptr = image->data(0, 0);
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for (int j = 0; j < size; j++ ) {
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for (int i = 0; i < size; i++ ) {
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osg::Vec3 tmp(( i + offset - half_size ),
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-( j + offset - half_size ), half_size );
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tmp.normalize();
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tmp = tmp*0.5 - zero_normal;
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*ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
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*ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
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*ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
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}
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}
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cubeMap->setImage(osg::TextureCubeMap::POSITIVE_Z, image);
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image = new osg::Image;
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image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE);
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ptr = image->data(0, 0);
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for (int j = 0; j < size; j++ ) {
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for (int i = 0; i < size; i++ ) {
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osg::Vec3 tmp(-( i + offset - half_size ),
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-( j + offset - half_size ), -half_size );
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tmp.normalize();
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tmp = tmp*0.5 - zero_normal;
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*ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
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*ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
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*ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
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}
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}
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cubeMap->setImage(osg::TextureCubeMap::NEGATIVE_Z, image);
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osg::StateSet* state;
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state = SGMakeState(texture_path, "overcast.rgb", "overcast_n.rgb");
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layer_states[SG_CLOUD_OVERCAST] = state;
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state = SGMakeState(texture_path, "overcast_top.rgb", "overcast_top_n.rgb");
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layer_states2[SG_CLOUD_OVERCAST] = state;
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state = SGMakeState(texture_path, "broken.rgba", "broken_n.rgb");
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layer_states[SG_CLOUD_BROKEN] = state;
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layer_states2[SG_CLOUD_BROKEN] = state;
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state = SGMakeState(texture_path, "scattered.rgba", "scattered_n.rgb");
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layer_states[SG_CLOUD_SCATTERED] = state;
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layer_states2[SG_CLOUD_SCATTERED] = state;
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state = SGMakeState(texture_path, "few.rgba", "few_n.rgb");
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layer_states[SG_CLOUD_FEW] = state;
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layer_states2[SG_CLOUD_FEW] = state;
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state = SGMakeState(texture_path, "cirrus.rgba", "cirrus_n.rgb");
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layer_states[SG_CLOUD_CIRRUS] = state;
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layer_states2[SG_CLOUD_CIRRUS] = state;
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layer_states[SG_CLOUD_CLEAR] = 0;
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layer_states2[SG_CLOUD_CLEAR] = 0;
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// OSGFIXME
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// SGNewCloud::loadTextures(texture_path.str());
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// layer3D->buildTestLayer();
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}
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scale = 4000.0;
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last_lon = last_lat = -999.0f;
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setTextureOffset(base);
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// build the cloud layer
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const float layer_scale = layer_span / scale;
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const float mpi = SG_PI/4;
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// caclculate the difference between a flat-earth model and
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// a round earth model given the span and altutude ASL of
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// the cloud layer. This is the difference in altitude between
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// the top of the inverted bowl and the edge of the bowl.
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// const float alt_diff = layer_asl * 0.8;
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const float layer_to_core = (SG_EARTH_RAD * 1000 + layer_asl);
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const float layer_angle = 0.5*layer_span / layer_to_core; // The angle is half the span
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const float border_to_core = layer_to_core * cos(layer_angle);
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const float alt_diff = layer_to_core - border_to_core;
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for (int i = 0; i < 4; i++) {
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if ( layer[i] != NULL ) {
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layer_transform->removeChild(layer[i].get()); // automatic delete
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}
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vl[i] = new osg::Vec3Array;
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cl[i] = new osg::Vec4Array;
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tl[i] = new osg::Vec2Array;
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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(1.0f, 1.0f, 1.0f, (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(1.0f, 1.0f, 1.0f,
|
|
( (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(1.0f, 1.0f, 1.0f,
|
|
((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(1.0f, 1.0f, 1.0f, (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(osg::CopyOp::DEEP_COPY_ALL
|
|
& ~osg::CopyOp::DEEP_COPY_TEXTURES);
|
|
// 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_states2[layer_coverage]->clone(copyOp));
|
|
stateSet->setDataVariance(osg::Object::DYNAMIC);
|
|
group_bottom->setStateSet(stateSet);
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
sgMat4 modelview,
|
|
tmp,
|
|
transform;
|
|
ssgGetModelviewMatrix( modelview );
|
|
layer_transform->getTransform( transform );
|
|
|
|
sgTransposeNegateMat4( tmp, transform );
|
|
|
|
sgPostMultMat4( transform, modelview );
|
|
ssgLoadModelviewMatrix( transform );
|
|
|
|
sgVec3 lightVec;
|
|
ssgGetLight( 0 )->getPosition( lightVec );
|
|
sgNegateVec3( lightVec );
|
|
sgXformVec3( lightVec, tmp );
|
|
|
|
for ( int i = 0; i < 25; i++ ) {
|
|
CloudVertex &v = vertices[ i ];
|
|
sgSetVec3( v.tangentSpLight,
|
|
sgScalarProductVec3( v.sTangent, lightVec ),
|
|
sgScalarProductVec3( v.tTangent, lightVec ),
|
|
sgScalarProductVec3( v.normal, lightVec ) );
|
|
}
|
|
|
|
ssgTexture *decal = color_map[ layer_coverage ][ top ? 1 : 0 ];
|
|
if ( top && decal == 0 ) {
|
|
decal = color_map[ layer_coverage ][ 0 ];
|
|
}
|
|
ssgTexture *normal = normal_map[ layer_coverage ][ top ? 1 : 0 ];
|
|
if ( top && normal == 0 ) {
|
|
normal = normal_map[ layer_coverage ][ 0 ];
|
|
}
|
|
|
|
glDisable( GL_LIGHTING );
|
|
glDisable( GL_CULL_FACE );
|
|
// glDisable( GL_ALPHA_TEST );
|
|
if ( layer_coverage == SG_CLOUD_FEW ) {
|
|
glEnable( GL_ALPHA_TEST );
|
|
glAlphaFunc ( GL_GREATER, 0.01 );
|
|
}
|
|
glEnable( GL_BLEND );
|
|
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
|
|
|
glShadeModel( GL_SMOOTH );
|
|
glEnable( GL_COLOR_MATERIAL );
|
|
sgVec4 color;
|
|
float emis = 0.05;
|
|
if ( 1 ) {
|
|
ssgGetLight( 0 )->getColour( GL_DIFFUSE, color );
|
|
emis = ( color[0]+color[1]+color[2] ) / 3.0;
|
|
if ( emis < 0.05 )
|
|
emis = 0.05;
|
|
}
|
|
sgSetVec4( color, emis, emis, emis, 0.0 );
|
|
glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, color );
|
|
sgSetVec4( color, 1.0f, 1.0f, 1.0f, 0.0 );
|
|
glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, color );
|
|
sgSetVec4( color, 1.0, 1.0, 1.0, 0.0 );
|
|
glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE, color );
|
|
sgSetVec4( color, 0.0, 0.0, 0.0, 0.0 );
|
|
glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, color );
|
|
|
|
glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
|
|
|
|
glActiveTexturePtr( GL_TEXTURE0_ARB );
|
|
glBindTexture( GL_TEXTURE_2D, normal->getHandle() );
|
|
glEnable( GL_TEXTURE_2D );
|
|
|
|
//Bind normalisation cube map to texture unit 1
|
|
glActiveTexturePtr( GL_TEXTURE1_ARB );
|
|
glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, normalization_cube_map );
|
|
glEnable( GL_TEXTURE_CUBE_MAP_ARB );
|
|
glActiveTexturePtr( GL_TEXTURE0_ARB );
|
|
|
|
//Set vertex arrays for cloud
|
|
glVertexPointer( 3, GL_FLOAT, sizeof(CloudVertex), &vertices[0].position );
|
|
glEnableClientState( GL_VERTEX_ARRAY );
|
|
/*
|
|
if ( nb_texture_unit >= 3 ) {
|
|
glColorPointer( 4, GL_FLOAT, sizeof(CloudVertex), &vertices[0].color );
|
|
glEnableClientState( GL_COLOR_ARRAY );
|
|
}
|
|
*/
|
|
//Send texture coords for normal map to unit 0
|
|
glTexCoordPointer( 2, GL_FLOAT, sizeof(CloudVertex), &vertices[0].texCoord );
|
|
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
|
|
//Send tangent space light vectors for normalisation to unit 1
|
|
glClientActiveTexturePtr( GL_TEXTURE1_ARB );
|
|
glTexCoordPointer( 3, GL_FLOAT, sizeof(CloudVertex), &vertices[0].tangentSpLight );
|
|
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
|
|
//Set up texture environment to do (tex0 dot tex1)*color
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE );
|
|
|
|
// use TexEnvCombine to add the highlights to the original lighting
|
|
osg::TexEnvCombine *te = new osg::TexEnvCombine;
|
|
te->setSource0_RGB(osg::TexEnvCombine::TEXTURE);
|
|
te->setCombine_RGB(osg::TexEnvCombine::REPLACE);
|
|
te->setSource0_Alpha(osg::TexEnvCombine::TEXTURE);
|
|
te->setCombine_Alpha(osg::TexEnvCombine::REPLACE);
|
|
ss->setTextureAttributeAndModes(0, te, osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON);
|
|
|
|
|
|
glActiveTexturePtr( GL_TEXTURE1_ARB );
|
|
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE );
|
|
|
|
osg::TexEnvCombine *te = new osg::TexEnvCombine;
|
|
te->setSource0_RGB(osg::TexEnvCombine::TEXTURE);
|
|
te->setCombine_RGB(osg::TexEnvCombine::DOT3_RGB);
|
|
te->setSource1_RGB(osg::TexEnvCombine::PREVIOUS);
|
|
te->setSource0_Alpha(osg::TexEnvCombine::PREVIOUS);
|
|
te->setCombine_Alpha(osg::TexEnvCombine::REPLACE);
|
|
ss->setTextureAttributeAndModes(0, te, osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON);
|
|
|
|
|
|
if ( nb_texture_unit >= 3 ) {
|
|
glActiveTexturePtr( GL_TEXTURE2_ARB );
|
|
glBindTexture( GL_TEXTURE_2D, decal->getHandle() );
|
|
|
|
glClientActiveTexturePtr( GL_TEXTURE2_ARB );
|
|
glTexCoordPointer( 2, GL_FLOAT, sizeof(CloudVertex), &vertices[0].texCoord );
|
|
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB );
|
|
|
|
glClientActiveTexturePtr( GL_TEXTURE0_ARB );
|
|
glActiveTexturePtr( GL_TEXTURE0_ARB );
|
|
|
|
//Draw cloud layer
|
|
glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[0] );
|
|
glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[10] );
|
|
glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[20] );
|
|
glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[30] );
|
|
|
|
glDisable( GL_TEXTURE_2D );
|
|
glActiveTexturePtr( GL_TEXTURE1_ARB );
|
|
glDisable( GL_TEXTURE_CUBE_MAP_ARB );
|
|
glActiveTexturePtr( GL_TEXTURE2_ARB );
|
|
glDisable( GL_TEXTURE_2D );
|
|
glActiveTexturePtr( GL_TEXTURE0_ARB );
|
|
|
|
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
glClientActiveTexturePtr( GL_TEXTURE1_ARB );
|
|
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
glClientActiveTexturePtr( GL_TEXTURE2_ARB );
|
|
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
glClientActiveTexturePtr( GL_TEXTURE0_ARB );
|
|
|
|
glDisableClientState( GL_COLOR_ARRAY );
|
|
glEnable( GL_LIGHTING );
|
|
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
|
|
|
|
} else {
|
|
glClientActiveTexturePtr( GL_TEXTURE0_ARB );
|
|
glActiveTexturePtr( GL_TEXTURE0_ARB );
|
|
|
|
//Draw cloud layer
|
|
glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[0] );
|
|
glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[10] );
|
|
glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[20] );
|
|
glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[30] );
|
|
|
|
//Disable textures
|
|
glDisable( GL_TEXTURE_2D );
|
|
|
|
glActiveTexturePtr( GL_TEXTURE1_ARB );
|
|
glDisable( GL_TEXTURE_CUBE_MAP_ARB );
|
|
glActiveTexturePtr( GL_TEXTURE0_ARB );
|
|
|
|
//disable vertex arrays
|
|
glDisableClientState( GL_VERTEX_ARRAY );
|
|
|
|
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
glClientActiveTexturePtr( GL_TEXTURE1_ARB );
|
|
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
glClientActiveTexturePtr( GL_TEXTURE0_ARB );
|
|
|
|
//Return to standard modulate texenv
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
|
|
|
|
if ( layer_coverage == SG_CLOUD_OVERCAST ) {
|
|
glDepthFunc(GL_LEQUAL);
|
|
|
|
glEnable( GL_LIGHTING );
|
|
sgVec4 color;
|
|
ssgGetLight( 0 )->getColour( GL_DIFFUSE, color );
|
|
float average = ( color[0] + color[1] + color[2] ) / 3.0f;
|
|
average = 0.15 + average/10;
|
|
sgVec4 averageColor;
|
|
sgSetVec4( averageColor, average, average, average, 1.0f );
|
|
ssgGetLight( 0 )->setColour( GL_DIFFUSE, averageColor );
|
|
|
|
glBlendColorPtr( average, average, average, 1.0f );
|
|
glBlendFunc( GL_ONE_MINUS_CONSTANT_COLOR, GL_CONSTANT_COLOR );
|
|
|
|
//Perform a second pass to color the torus
|
|
//Bind decal texture
|
|
glBindTexture( GL_TEXTURE_2D, decal->getHandle() );
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
//Set vertex arrays for torus
|
|
glVertexPointer( 3, GL_FLOAT, sizeof(CloudVertex), &vertices[0].position );
|
|
glEnableClientState( GL_VERTEX_ARRAY );
|
|
|
|
//glColorPointer( 4, GL_FLOAT, sizeof(CloudVertex), &vertices[0].color );
|
|
//glEnableClientState( GL_COLOR_ARRAY );
|
|
|
|
glNormalPointer( GL_FLOAT, sizeof(CloudVertex), &vertices[0].normal );
|
|
glEnableClientState( GL_NORMAL_ARRAY );
|
|
|
|
glTexCoordPointer( 2, GL_FLOAT, sizeof(CloudVertex), &vertices[0].texCoord );
|
|
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
|
|
//Draw cloud layer
|
|
glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[0] );
|
|
glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[10] );
|
|
glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[20] );
|
|
glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[30] );
|
|
|
|
ssgGetLight( 0 )->setColour( GL_DIFFUSE, color );
|
|
|
|
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
}
|
|
}
|
|
//Disable texture
|
|
glDisable( GL_TEXTURE_2D );
|
|
|
|
glDisableClientState( GL_VERTEX_ARRAY );
|
|
glDisableClientState( GL_NORMAL_ARRAY );
|
|
|
|
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
|
glEnable( GL_CULL_FACE );
|
|
glDepthFunc(GL_LESS);
|
|
|
|
ssgLoadModelviewMatrix( modelview );
|
|
#endif
|
|
|
|
// repaint the cloud layer colors
|
|
bool SGCloudLayer::repaint( const SGVec3f& fog_color ) {
|
|
for ( int i = 0; i < 4; i++ ) {
|
|
osg::Vec4 color(fog_color.osg(), 1);
|
|
color[3] = (i == 0) ? 0.0f : cloud_alpha * 0.15f;
|
|
(*cl[i])[0] = color;
|
|
|
|
for ( int j = 0; j < 4; ++j ) {
|
|
color[3] =
|
|
((j == 0) || (i == 3)) ?
|
|
((j == 0) && (i == 3)) ? 0.0f : cloud_alpha * 0.15f : cloud_alpha;
|
|
(*cl[i])[(2*j) + 1] = color;
|
|
|
|
color[3] =
|
|
((j == 3) || (i == 0)) ?
|
|
((j == 3) && (i == 0)) ? 0.0f : cloud_alpha * 0.15f : cloud_alpha;
|
|
(*cl[i])[(2*j) + 2] = color;
|
|
}
|
|
|
|
color[3] = (i == 3) ? 0.0f : cloud_alpha * 0.15f;
|
|
(*cl[i])[9] = color;
|
|
|
|
cl[i]->dirty();
|
|
}
|
|
|
|
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 )
|
|
{
|
|
// combine p and asl (meters) to get translation offset
|
|
osg::Vec3 asl_offset(up.osg());
|
|
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 += p.osg();
|
|
// 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!
|
|
layer_root->getChild(0)->getStateSet()->setRenderBinDetails(-(int)layer_asl,
|
|
"RenderBin");
|
|
layer_root->getChild(1)->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
|
|
if ( last_lon < -900 ) {
|
|
last_lon = lon;
|
|
last_lat = lat;
|
|
}
|
|
|
|
double sp_dist = speed*dt;
|
|
|
|
if ( lon != last_lon || lat != last_lat || sp_dist != 0 ) {
|
|
Point3D start( last_lon, last_lat, 0.0 );
|
|
Point3D dest( lon, lat, 0.0 );
|
|
double course = 0.0, dist = 0.0;
|
|
|
|
calc_gc_course_dist( dest, start, &course, &dist );
|
|
// cout << "course = " << course << ", dist = " << dist << endl;
|
|
|
|
// 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_lon = lon;
|
|
last_lat = lat;
|
|
}
|
|
|
|
// layer3D->reposition( p, up, lon, lat, alt, dt, direction, speed);
|
|
return true;
|
|
}
|