Files
simgear/simgear/environment/visual_enviro.cxx
T
ehofman 75ab8e697b Harald JOHSEN:
Changes
=======

- changed the rotation of sprites, they don't rotate strangely when we
  approach them now
- corrected the strange movement of clouds when banking quickly
- it no more rain above cloud layers
- add a radar echo container used by the weather radar instrument
2005-05-30 09:04:57 +00:00

699 lines
18 KiB
C++

// Visual environment helper class
//
// Written by Harald JOHNSEN, started April 2005.
//
// Copyright (C) 2005 Harald JOHNSEN - hjohnsen@evc.net
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// 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, 59 Temple Place, Suite 330, Boston, MA 02111-1307, USA
//
//
#ifdef HAVE_CONFIG_H
# include <simgear_config.h>
#endif
#include <plib/sg.h>
#include <simgear/constants.h>
#include <simgear/math/sg_random.h>
#include <simgear/math/sg_geodesy.hxx>
#include <simgear/math/point3d.hxx>
#include <simgear/math/polar3d.hxx>
#include <simgear/sound/soundmgr_openal.hxx>
#include <simgear/scene/sky/cloudfield.hxx>
#include <simgear/scene/sky/newcloud.hxx>
#include "visual_enviro.hxx"
#include <vector>
SG_USING_STD(vector);
typedef struct {
Point3D pt;
int depth;
int prev;
} lt_tree_seg;
#define MAX_RAIN_SLICE 200
static float rainpos[MAX_RAIN_SLICE];
#define MAX_LT_TREE_SEG 400
/**
* A class to render lightnings.
*/
class SGLightning {
public:
/**
* Build a new lightning.
* The lightning has a limited life time. It will also play a thunder sounder once.
* @param lon lon longitude in degree
* @param lat lat latitude in degree
* @param alt asl of top of lightning
*/
SGLightning(double lon, double lat, double alt);
~SGLightning();
void lt_Render(void);
void lt_build(void);
void lt_build_tree_branch(int tree_nr, Point3D &start, float energy, int nbseg, float segsize);
// contains all the segments of the lightning
lt_tree_seg lt_tree[MAX_LT_TREE_SEG];
// segment count
int nb_tree;
// position of lightning
double lon, lat, alt;
int sequence_count;
// time to live
double age;
};
typedef vector<SGLightning *> list_of_lightning;
static list_of_lightning lightnings;
SGEnviro sgEnviro;
SGEnviro::SGEnviro(void) :
view_in_cloud(false),
turbulence_enable_state(false),
precipitation_enable_state(true),
lightning_enable_state(false),
soundMgr(NULL),
snd_active(false),
snd_dist(0.0),
last_cloud_turbulence(0.0),
cloud_turbulence(0.0),
elapsed_time(0.0),
dt(0.0),
min_time_before_lt(0.0),
fov_width(55.0),
fov_height(55.0),
precipitation_max_alt(0.0),
precipitation_density(100.0)
{
for(int i = 0; i < MAX_RAIN_SLICE ; i++)
rainpos[i] = sg_random();
radarEcho.reserve(100);
}
SGEnviro::~SGEnviro(void) {
list_of_lightning::iterator iLightning;
for( iLightning = lightnings.begin() ; iLightning != lightnings.end() ; iLightning++ ) {
delete (*iLightning);
}
lightnings.clear();
}
void SGEnviro::startOfFrame( sgVec3 p, sgVec3 up, double lon, double lat, double alt, double delta_time) {
view_in_cloud = false;
// ask the impostor cache to do some cleanup
if(SGNewCloud::cldCache)
SGNewCloud::cldCache->startNewFrame();
last_cloud_turbulence = cloud_turbulence;
cloud_turbulence = 0.0;
elapsed_time += delta_time;
min_time_before_lt -= delta_time;
dt = delta_time;
sgMat4 T1, LON, LAT;
sgVec3 axis;
sgMakeTransMat4( T1, p );
sgSetVec3( axis, 0.0, 0.0, 1.0 );
sgMakeRotMat4( LON, lon, axis );
sgSetVec3( axis, 0.0, 1.0, 0.0 );
sgMakeRotMat4( LAT, 90.0 - lat, axis );
sgMat4 TRANSFORM;
sgCopyMat4( TRANSFORM, T1 );
sgPreMultMat4( TRANSFORM, LON );
sgPreMultMat4( TRANSFORM, LAT );
sgCoord pos;
sgSetCoord( &pos, TRANSFORM );
sgMakeCoordMat4( transform, &pos );
last_lon = lon;
last_lat = lat;
last_alt = alt;
radarEcho.clear();
precipitation_max_alt = 400.0;
}
void SGEnviro::endOfFrame(void) {
}
double SGEnviro::get_cloud_turbulence(void) const {
return last_cloud_turbulence;
}
// this can be queried to add some turbulence for example
bool SGEnviro::is_view_in_cloud(void) const {
return view_in_cloud;
}
void SGEnviro::set_view_in_cloud(bool incloud) {
view_in_cloud = incloud;
}
int SGEnviro::get_CacheResolution(void) const {
return SGCloudField::get_CacheResolution();
}
int SGEnviro::get_clouds_CacheSize(void) const {
return SGCloudField::get_CacheSize();
}
float SGEnviro::get_clouds_visibility(void) const {
return SGCloudField::get_CloudVis();
}
float SGEnviro::get_clouds_density(void) const {
return SGCloudField::get_density();
}
bool SGEnviro::get_clouds_enable_state(void) const {
return SGCloudField::get_enable3dClouds();
}
bool SGEnviro::get_turbulence_enable_state(void) const {
return turbulence_enable_state;
}
void SGEnviro::set_CacheResolution(int resolutionPixels) {
SGCloudField::set_CacheResolution(resolutionPixels);
}
void SGEnviro::set_clouds_CacheSize(int sizeKb) {
SGCloudField::set_CacheSize(sizeKb);
}
void SGEnviro::set_clouds_visibility(float distance) {
SGCloudField::set_CloudVis(distance);
}
void SGEnviro::set_clouds_density(float density) {
SGCloudField::set_density(density);
}
void SGEnviro::set_clouds_enable_state(bool enable) {
SGCloudField::set_enable3dClouds(enable);
}
void SGEnviro::set_turbulence_enable_state(bool enable) {
turbulence_enable_state = enable;
}
// rain/snow
float SGEnviro::get_precipitation_density(void) const {
return precipitation_density;
}
bool SGEnviro::get_precipitation_enable_state(void) const {
return precipitation_enable_state;
}
void SGEnviro::set_precipitation_density(float density) {
precipitation_density = density;
}
void SGEnviro::set_precipitation_enable_state(bool enable) {
precipitation_enable_state = enable;
}
// others
bool SGEnviro::get_lightning_enable_state(void) const {
return lightning_enable_state;
}
void SGEnviro::set_lightning_enable_state(bool enable) {
lightning_enable_state = enable;
if( ! enable ) {
// TODO:cleanup
}
}
void SGEnviro::setLight(sgVec4 adj_fog_color) {
sgCopyVec4( fog_color, adj_fog_color );
if( false ) {
// ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
}
}
void SGEnviro::callback_cloud(float heading, float alt, float radius, int familly, float dist, int cloudId) {
// send data to wx radar
// compute turbulence
// draw precipitation
// draw lightning
// compute illumination
// http://www.pilotfriend.com/flight_training/weather/THUNDERSTORM%20HAZARDS1.htm
double turbulence = 0.0;
if( dist < radius * radius * 2.25f ) {
switch(familly) {
case SGNewCloud::CLFamilly_st:
turbulence = 0.2;
break;
case SGNewCloud::CLFamilly_ci:
case SGNewCloud::CLFamilly_cs:
case SGNewCloud::CLFamilly_cc:
case SGNewCloud::CLFamilly_ac:
case SGNewCloud::CLFamilly_as:
turbulence = 0.1;
break;
case SGNewCloud::CLFamilly_sc:
turbulence = 0.3;
break;
case SGNewCloud::CLFamilly_ns:
turbulence = 0.4;
break;
case SGNewCloud::CLFamilly_cu:
turbulence = 0.5;
break;
case SGNewCloud::CLFamilly_cb:
turbulence = 0.6;
break;
}
// full turbulence inside cloud, half in the vicinity
if( dist > radius * radius )
turbulence *= 0.5;
if( turbulence > cloud_turbulence )
cloud_turbulence = turbulence;
// we can do 'local' precipitations too
}
// convert to LWC for radar (experimental)
// http://www-das.uwyo.edu/~geerts/cwx/notes/chap08/moist_cloud.html
double LWC = 0.0;
switch(familly) {
case SGNewCloud::CLFamilly_st:
LWC = 0.29;
break;
case SGNewCloud::CLFamilly_cu:
LWC = 0.27;
break;
case SGNewCloud::CLFamilly_cb:
LWC = 2.0;
break;
case SGNewCloud::CLFamilly_sc:
LWC = 0.44;
break;
case SGNewCloud::CLFamilly_ci:
LWC = 0.03;
break;
// no data
case SGNewCloud::CLFamilly_cs:
case SGNewCloud::CLFamilly_cc:
case SGNewCloud::CLFamilly_ac:
case SGNewCloud::CLFamilly_as:
LWC = 0.03;
break;
case SGNewCloud::CLFamilly_ns:
LWC = 0.29*2.0;
break;
}
// add to the list for the wxRadar instrument
if( LWC > 0.0 )
radarEcho.push_back( SGWxRadarEcho ( heading, alt, radius, dist, LWC, false, cloudId ) );
// NB:data valid only from cockpit view
// spawn a new lightning
if(lightning_enable_state && min_time_before_lt <= 0.0 && (familly == SGNewCloud::CLFamilly_cb) &&
dist < 15000.0 * 15000.0 && sg_random() > 0.9f) {
double lat, lon;
Point3D orig, dest;
orig.setlat(last_lat * SG_DEGREES_TO_RADIANS );
orig.setlon(last_lon * SG_DEGREES_TO_RADIANS );
orig.setelev(0.0);
dist = sgSqrt(dist);
dest = calc_gc_lon_lat(orig, heading, dist);
lon = dest.lon() * SG_RADIANS_TO_DEGREES;
lat = dest.lat() * SG_RADIANS_TO_DEGREES;
addLightning( lon, lat, alt );
// reset timer
min_time_before_lt = 5.0 + sg_random() * 30;
// DEBUG only
// min_time_before_lt = 5.0;
}
if( (alt - radius * 0.1) > precipitation_max_alt )
switch(familly) {
case SGNewCloud::CLFamilly_st:
case SGNewCloud::CLFamilly_cu:
case SGNewCloud::CLFamilly_cb:
case SGNewCloud::CLFamilly_ns:
case SGNewCloud::CLFamilly_sc:
precipitation_max_alt = alt - radius * 0.1;
break;
}
}
list_of_SGWxRadarEcho *SGEnviro::get_radar_echo(void) {
return &radarEcho;
}
// precipitation rendering code
void SGEnviro::DrawCone2(float baseRadius, float height, int slices, bool down, double rain_norm, double speed) {
sgVec3 light;
sgVec3 min_light = {0.35, 0.35, 0.35};
sgAddVec3( light, fog_color, min_light );
float da = SG_PI * 2.0f / (float) slices;
// low number = faster
float speedf = 2.5f - speed / 200.0;
if( speedf < 1.0f )
speedf = 1.0f;
float lenf = 0.03f + speed / 2000.0;
if( lenf > 0.10f )
lenf = 0.10f;
float t = fmod((float) elapsed_time, speedf) / speedf;
// t = 0.1f;
if( !down )
t = 1.0f - t;
float angle = 0.0f;
glColor4f(1.0f, 0.7f, 0.7f, 0.9f);
glBegin(GL_LINES);
int rainpos_indice = 0;
for( int i = 0 ; i < slices ; i++ ) {
float x = cos(angle) * baseRadius;
float y = sin(angle) * baseRadius;
angle += da;
sgVec3 dir = {x, -height, y};
// rain drops at 2 different speed to simulate depth
float t1 = (i & 1 ? t : t + t) + rainpos[rainpos_indice];
if(t1 > 1.0f) t1 -= 1.0f;
if(t1 > 1.0f) t1 -= 1.0f;
// distant raindrops are more transparent
float c = (i & 1 ? t1 * 0.5f : t1 * 0.9f);
glColor4f(c * light[0], c * light[1], c * light[2], c);
sgVec3 p1, p2;
sgScaleVec3(p1, dir, t1);
// distant raindrops are shorter
float t2 = t1 + (i & 1 ? lenf : lenf+lenf);
sgScaleVec3(p2, dir, t2);
glVertex3f(p1[0], p1[1] + height, p1[2]);
glVertex3f(p2[0], p2[1] + height, p2[2]);
if( ++rainpos_indice >= MAX_RAIN_SLICE )
rainpos_indice = 0;
}
glEnd();
}
void SGEnviro::drawRain(double pitch, double roll, double heading, double speed, double rain_norm) {
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA );
glDisable( GL_FOG );
glDisable(GL_LIGHTING);
int slice_count = (40.0 + rain_norm*150.0)* precipitation_density / 100.0;
float angle = speed;
if( angle > 90.0 )
angle = 90.0;
glPushMatrix();
// TODO:find the real view orientation, not the AC one
// the cone rotate with speed
angle = -pitch - angle;
glRotatef(angle, 1.0, 0.0, 0.0);
glRotatef(roll, 0.0, 1.0, 0.0);
glRotatef(heading, 0.0, 0.0, 1.0);
// up cone
DrawCone2(15.0, 30.0, slice_count, true, rain_norm, speed);
// down cone (usually not visible)
if(angle > 0.0 || heading != 0.0)
DrawCone2(15.0, -30.0, slice_count, false, rain_norm, speed);
glPopMatrix();
glEnable(GL_LIGHTING);
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
glEnable( GL_FOG );
glEnable(GL_DEPTH_TEST);
}
void SGEnviro::set_soundMgr(SGSoundMgr *mgr) {
soundMgr = mgr;
}
void SGEnviro::drawPrecipitation(double rain_norm, double snow_norm, double hail_norm, double pitch, double roll, double heading, double speed) {
if( precipitation_enable_state && rain_norm > 0.0)
if( precipitation_max_alt >= last_alt )
drawRain(pitch, roll, heading, speed, rain_norm);
}
SGLightning::SGLightning(double _lon, double _lat, double _alt) :
lon(_lon),
lat(_lat),
alt(_alt),
age(1.0 + sg_random() * 4.0),
nb_tree(0)
{
// sequence_count = 1 + sg_random() * 5.0;
lt_build();
}
SGLightning::~SGLightning() {
}
// lightning rendering code
void SGLightning::lt_build_tree_branch(int tree_nr, Point3D &start, float energy, int nbseg, float segsize) {
sgVec3 dir, newdir;
int nseg = 0;
Point3D pt = start;
if( nbseg == 50 )
sgSetVec3( dir, 0.0, -1.0, 0.0 );
else {
sgSetVec3( dir, sg_random() - 0.5f, sg_random() - 0.5f, sg_random() - 0.5f);
sgNormaliseVec3(dir);
}
if( nb_tree >= MAX_LT_TREE_SEG )
return;
lt_tree[nb_tree].depth = tree_nr;
nseg = 0;
lt_tree[nb_tree].pt = pt;
lt_tree[nb_tree].prev = -1;
nb_tree ++;
// TODO:check agl
while(nseg < nbseg && pt.y() > 0.0) {
int prev = nb_tree - 1;
nseg++;
// add a branch
if( energy * sg_random() > 0.8f )
lt_build_tree_branch(tree_nr + 1, pt, energy * 0.9f, nbseg == 50 ? 10 : nbseg * 0.4f, segsize * 0.7f);
if( nb_tree >= MAX_LT_TREE_SEG )
return;
sgSetVec3(newdir, (sg_random() - 0.5f), (sg_random() - 0.5f) - (nbseg == 50 ? 0.5f : 0.0), (sg_random() - 0.5f));
sgNormaliseVec3(newdir);
sgAddVec3( dir, newdir);
sgNormaliseVec3(dir);
sgVec3 scaleDir;
sgScaleVec3( scaleDir, dir, segsize * energy * 0.5f );
pt[PX] += scaleDir[0];
pt[PY] += scaleDir[1];
pt[PZ] += scaleDir[2];
lt_tree[nb_tree].depth = tree_nr;
lt_tree[nb_tree].pt = pt;
lt_tree[nb_tree].prev = prev;
nb_tree ++;
}
}
void SGLightning::lt_build(void) {
Point3D top;
nb_tree = 0;
top[PX] = 0 ;
top[PY] = alt;
top[PZ] = 0;
lt_build_tree_branch(0, top, 1.0, 50, top[PY] / 8.0);
if( ! sgEnviro.soundMgr )
return;
Point3D start( sgEnviro.last_lon*SG_DEGREES_TO_RADIANS, sgEnviro.last_lat*SG_DEGREES_TO_RADIANS, 0.0 );
Point3D dest( lon*SG_DEGREES_TO_RADIANS, lat*SG_DEGREES_TO_RADIANS, 0.0 );
double course = 0.0, dist = 0.0;
calc_gc_course_dist( dest, start, &course, &dist );
if( dist < 10000.0 && ! sgEnviro.snd_playing && (dist < sgEnviro.snd_dist || ! sgEnviro.snd_active) ) {
sgEnviro.snd_timer = 0.0;
sgEnviro.snd_wait = dist / 340;
sgEnviro.snd_dist = dist;
sgEnviro.snd_pos_lat = lat;
sgEnviro.snd_pos_lon = lon;
sgEnviro.snd_active = true;
sgEnviro.snd_playing = false;
}
}
void SGLightning::lt_Render(void) {
float flash = 0.5;
if( fmod(sgEnviro.elapsed_time*100.0, 100.0) > 50.0 )
flash = sg_random() * 0.75f + 0.25f;
float h = lt_tree[0].pt[PY];
sgVec4 col={0.62f, 0.83f, 1.0f, 1.0f};
sgVec4 c;
#define DRAW_SEG() \
{glBegin(GL_LINES); \
glColor4fv(c); \
glVertex3f(lt_tree[n].pt[PX], lt_tree[n].pt[PZ], lt_tree[n].pt[PY]); \
glVertex3f(lt_tree[lt_tree[n].prev].pt[PX], lt_tree[lt_tree[n].prev].pt[PZ], lt_tree[lt_tree[n].prev].pt[PY]); \
glEnd();}
glDepthMask( GL_FALSE );
glEnable(GL_BLEND);
glBlendFunc( GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_LIGHTING);
glDisable( GL_FOG );
glPushMatrix();
sgMat4 modelview, tmp;
ssgGetModelviewMatrix( modelview );
sgCopyMat4( tmp, sgEnviro.transform );
sgPostMultMat4( tmp, modelview );
ssgLoadModelviewMatrix( tmp );
Point3D start( sgEnviro.last_lon*SG_DEGREES_TO_RADIANS, sgEnviro.last_lat*SG_DEGREES_TO_RADIANS, 0.0 );
Point3D dest( lon*SG_DEGREES_TO_RADIANS, lat*SG_DEGREES_TO_RADIANS, 0.0 );
double course = 0.0, dist = 0.0;
calc_gc_course_dist( dest, start, &course, &dist );
double ax = 0.0, ay = 0.0;
ax = cos(course) * dist;
ay = sin(course) * dist;
glTranslatef( ax, ay, -sgEnviro.last_alt );
sgEnviro.radarEcho.push_back( SGWxRadarEcho ( course, 0.0, 0.0, dist, age, true, 0 ) );
for( int n = 0 ; n < nb_tree ; n++ ) {
if( lt_tree[n].prev < 0 )
continue;
float t1 = sgLerp(0.5, 1.0, lt_tree[n].pt[PY] / h);
t1 *= flash;
if( lt_tree[n].depth >= 2 ) {
glLineWidth(3);
sgScaleVec4(c, col, t1 * 0.6f);
DRAW_SEG();
} else {
if( lt_tree[n].depth == 0 ) {
glLineWidth(12);
sgScaleVec4(c, col, t1 * 0.5f);
DRAW_SEG();
glLineWidth(6);
sgScaleVec4(c, col, t1);
DRAW_SEG();
} else {
glLineWidth(6);
sgScaleVec4(c, col, t1 * 0.7f);
DRAW_SEG();
}
if( lt_tree[n].depth == 0 )
glLineWidth(3);
else
glLineWidth(2);
sgSetVec4(c, t1, t1, t1, t1);
DRAW_SEG();
}
}
glLineWidth(1);
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
glPopMatrix();
glDepthMask( GL_TRUE );
glEnable( GL_FOG );
glEnable(GL_LIGHTING);
}
void SGEnviro::addLightning(double lon, double lat, double alt) {
if( lightnings.size() > 10)
return;
SGLightning *lt= new SGLightning(lon, lat, alt);
lightnings.push_back(lt);
}
void SGEnviro::drawLightning(void) {
list_of_lightning::iterator iLightning;
// play 'thunder' for lightning
if( snd_active )
if( !snd_playing ) {
// wait until sound has reached us
snd_timer += dt;
if( snd_timer >= snd_wait ) {
snd_playing = true;
// compute relative position of lightning
Point3D start( sgEnviro.last_lon*SG_DEGREES_TO_RADIANS, sgEnviro.last_lat*SG_DEGREES_TO_RADIANS, 0.0 );
Point3D dest( snd_pos_lon*SG_DEGREES_TO_RADIANS, snd_pos_lat*SG_DEGREES_TO_RADIANS, 0.0 );
double course = 0.0, dist = 0.0;
calc_gc_course_dist( dest, start, &course, &dist );
double ax = 0.0, ay = 0.0;
ax = cos(course) * dist;
ay = sin(course) * dist;
SGSoundSample *snd = soundMgr->find("thunder");
if( snd ) {
ALfloat pos[3]={ax, ay, -sgEnviro.last_alt };
snd->set_source_pos(pos);
snd->play_once();
}
}
} else {
if( !soundMgr->is_playing("thunder") ) {
snd_active = false;
snd_playing = false;
}
}
if( ! lightning_enable_state )
return;
for( iLightning = lightnings.begin() ; iLightning != lightnings.end() ; iLightning++ ) {
if( dt )
if( sg_random() > 0.95f )
(*iLightning)->lt_build();
(*iLightning)->lt_Render();
(*iLightning)->age -= dt;
if( (*iLightning)->age < 0.0 ) {
delete (*iLightning);
lightnings.erase( iLightning );
break;
}
}
}
void SGEnviro::setFOV( float w, float h ) {
fov_width = w;
fov_height = h;
}
void SGEnviro::getFOV( float &w, float &h ) {
w = fov_width;
h = fov_height;
}