Files
simgear/simgear/scene/sky/cloud.cxx
T
2004-05-21 15:07:25 +00:00

1086 lines
39 KiB
C++

// cloud.cxx -- model a single cloud layer
//
// Written by Curtis Olson, started June 2000.
//
// Copyright (C) 2000 Curtis L. Olson - curt@flightgear.org
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
//
// $Id$
#include <simgear/compiler.h>
// #include <stdio.h>
#include <math.h>
// #if defined (__APPLE__)
// // any C++ header file undefines isinf and isnan
// // so this should be included before <iostream>
// inline int (isnan)(double r) { return isnan(r); }
// #endif
#if defined(__MINGW32__)
#define isnan(x) _isnan(x)
#endif
// #include STL_IOSTREAM
#include <plib/sg.h>
#include <plib/ssg.h>
#include <simgear/math/point3d.hxx>
#include <simgear/math/polar3d.hxx>
#include <simgear/math/sg_random.h>
#include <simgear/debug/logstream.hxx>
#include <simgear/misc/sg_path.hxx>
#include <simgear/screen/extensions.hxx>
#include <simgear/screen/texture.hxx>
#include "cloud.hxx"
static ssgStateSelector *layer_states[SGCloudLayer::SG_MAX_CLOUD_COVERAGES];
static bool state_initialized = false;
static bool bump_mapping = false;
static int nb_texture_unit = 0;
static ssgTexture *normal_map[SGCloudLayer::SG_MAX_CLOUD_COVERAGES][2] = { 0 };
static ssgTexture *color_map[SGCloudLayer::SG_MAX_CLOUD_COVERAGES][2] = { 0 };
static GLuint normalization_cube_map;
static glActiveTextureProc glActiveTexturePtr = 0;
static glClientActiveTextureProc glClientActiveTexturePtr = 0;
static glBlendColorProc glBlendColorPtr = 0;
bool SGCloudLayer::enable_bump_mapping = false;
static void
generateNormalizationCubeMap()
{
unsigned char data[ 32 * 32 * 3 ];
const int size = 32;
const float half_size = 16.0f,
offset = 0.5f;
sgVec3 zero_normal;
sgSetVec3( zero_normal, 0.5f, 0.5f, 0.5f );
int i, j;
unsigned char *ptr = data;
for ( j = 0; j < size; j++ ) {
for ( i = 0; i < size; i++ ) {
sgVec3 tmp;
sgSetVec3( tmp, half_size,
-( j + offset - half_size ),
-( i + offset - half_size ) );
sgNormalizeVec3( tmp );
sgScaleVec3( tmp, 0.5f );
sgAddVec3( tmp, zero_normal );
*ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
*ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
*ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
}
}
glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
ptr = data;
for ( j = 0; j < size; j++ ) {
for ( i = 0; i < size; i++ ) {
sgVec3 tmp;
sgSetVec3( tmp, -half_size,
-( j + offset - half_size ),
( i + offset - half_size ) );
sgNormalizeVec3( tmp );
sgScaleVec3( tmp, 0.5f );
sgAddVec3( tmp, zero_normal );
*ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
*ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
*ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
}
}
glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
ptr = data;
for ( j = 0; j < size; j++ ) {
for ( i = 0; i < size; i++ ) {
sgVec3 tmp;
sgSetVec3( tmp, ( i + offset - half_size ),
half_size,
( j + offset - half_size ) );
sgNormalizeVec3( tmp );
sgScaleVec3( tmp, 0.5f );
sgAddVec3( tmp, zero_normal );
*ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
*ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
*ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
}
}
glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
ptr = data;
for ( j = 0; j < size; j++ ) {
for ( i = 0; i < size; i++ ) {
sgVec3 tmp;
sgSetVec3( tmp, ( i + offset - half_size ),
-half_size,
-( j + offset - half_size ) );
sgNormalizeVec3( tmp );
sgScaleVec3( tmp, 0.5f );
sgAddVec3( tmp, zero_normal );
*ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
*ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
*ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
}
}
glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
ptr = data;
for ( j = 0; j < size; j++ ) {
for ( i = 0; i < size; i++ ) {
sgVec3 tmp;
sgSetVec3( tmp, ( i + offset - half_size ),
-( j + offset - half_size ),
half_size );
sgNormalizeVec3( tmp );
sgScaleVec3( tmp, 0.5f );
sgAddVec3( tmp, zero_normal );
*ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
*ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
*ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
}
}
glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
ptr = data;
for ( j = 0; j < size; j++ ) {
for ( i = 0; i < size; i++ ) {
sgVec3 tmp;
sgSetVec3( tmp, -( i + offset - half_size ),
-( j + offset - half_size ),
-half_size );
sgNormalizeVec3( tmp );
sgScaleVec3( tmp, 0.5f );
sgAddVec3( tmp, zero_normal );
*ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
*ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
*ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
}
}
glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
}
// Constructor
SGCloudLayer::SGCloudLayer( const string &tex_path ) :
layer_root(new ssgRoot),
layer_transform(new ssgTransform),
state_sel(0),
texture_path(tex_path),
layer_span(0.0),
layer_asl(0.0),
layer_thickness(0.0),
layer_transition(0.0),
layer_coverage(SG_CLOUD_CLEAR),
scale(4000.0),
speed(0.0),
direction(0.0),
last_lon(0.0),
last_lat(0.0),
vertices(0),
indices(0)
{
cl[0] = cl[1] = cl[2] = cl[3] = NULL;
vl[0] = vl[1] = vl[2] = vl[3] = NULL;
tl[0] = tl[1] = tl[2] = tl[3] = NULL;
layer[0] = layer[1] = layer[2] = layer[3] = NULL;
layer_root->addKid(layer_transform);
rebuild();
}
// Destructor
SGCloudLayer::~SGCloudLayer()
{
delete vertices;
delete indices;
delete layer_root; // deletes layer_transform and layer as well
}
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::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();
}
}
// 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");
bump_mapping = SGIsOpenGLExtensionSupported("GL_ARB_multitexture") &&
SGIsOpenGLExtensionSupported("GL_ARB_texture_cube_map") &&
SGIsOpenGLExtensionSupported("GL_ARB_texture_env_combine") &&
SGIsOpenGLExtensionSupported("GL_ARB_texture_env_dot3") &&
SGIsOpenGLExtensionSupported("GL_ARB_imaging");
if ( bump_mapping ) {
glGetIntegerv( GL_MAX_TEXTURE_UNITS_ARB, &nb_texture_unit );
if ( nb_texture_unit < 2 ) {
bump_mapping = false;
}
nb_texture_unit = 2; // Force the number of units for now
}
if ( bump_mapping ) {
// 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/
//
SGPath cloud_path;
glActiveTexturePtr = (glActiveTextureProc)SGLookupFunction("glActiveTextureARB");
glClientActiveTexturePtr = (glClientActiveTextureProc)SGLookupFunction("glClientActiveTextureARB");
glBlendColorPtr = (glBlendColorProc)SGLookupFunction("glBlendColor");
cloud_path.set(texture_path.str());
cloud_path.append("overcast.rgb");
color_map[ SG_CLOUD_OVERCAST ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
color_map[ SG_CLOUD_OVERCAST ][ 0 ]->ref();
cloud_path.set(texture_path.str());
cloud_path.append("overcast_n.rgb");
normal_map[ SG_CLOUD_OVERCAST ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
normal_map[ SG_CLOUD_OVERCAST ][ 0 ]->ref();
cloud_path.set(texture_path.str());
cloud_path.append("overcast_top.rgb");
color_map[ SG_CLOUD_OVERCAST ][ 1 ] = new ssgTexture( cloud_path.str().c_str() );
color_map[ SG_CLOUD_OVERCAST ][ 1 ]->ref();
cloud_path.set(texture_path.str());
cloud_path.append("overcast_top_n.rgb");
normal_map[ SG_CLOUD_OVERCAST ][ 1 ] = new ssgTexture( cloud_path.str().c_str() );
normal_map[ SG_CLOUD_OVERCAST ][ 1 ]->ref();
cloud_path.set(texture_path.str());
cloud_path.append("broken.rgba");
color_map[ SG_CLOUD_BROKEN ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
color_map[ SG_CLOUD_BROKEN ][ 0 ]->ref();
cloud_path.set(texture_path.str());
cloud_path.append("broken_n.rgb");
normal_map[ SG_CLOUD_BROKEN ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
normal_map[ SG_CLOUD_BROKEN ][ 0 ]->ref();
cloud_path.set(texture_path.str());
cloud_path.append("scattered.rgba");
color_map[ SG_CLOUD_SCATTERED ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
color_map[ SG_CLOUD_SCATTERED ][ 0 ]->ref();
cloud_path.set(texture_path.str());
cloud_path.append("scattered_n.rgb");
normal_map[ SG_CLOUD_SCATTERED ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
normal_map[ SG_CLOUD_SCATTERED ][ 0 ]->ref();
cloud_path.set(texture_path.str());
cloud_path.append("few.rgba");
color_map[ SG_CLOUD_FEW ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
color_map[ SG_CLOUD_FEW ][ 0 ]->ref();
cloud_path.set(texture_path.str());
cloud_path.append("few_n.rgb");
normal_map[ SG_CLOUD_FEW ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
normal_map[ SG_CLOUD_FEW ][ 0 ]->ref();
cloud_path.set(texture_path.str());
cloud_path.append("cirrus.rgba");
color_map[ SG_CLOUD_CIRRUS ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
color_map[ SG_CLOUD_CIRRUS ][ 0 ]->ref();
cloud_path.set(texture_path.str());
cloud_path.append("cirrus_n.rgb");
normal_map[ SG_CLOUD_CIRRUS ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
normal_map[ SG_CLOUD_CIRRUS ][ 0 ]->ref();
glGenTextures( 1, &normalization_cube_map );
glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, normalization_cube_map );
generateNormalizationCubeMap();
glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
} /* else */ {
SGPath cloud_path;
ssgStateSelector *state_sel;
ssgSimpleState *state;
state_sel = new ssgStateSelector( 2 );
state_sel->ref();
cloud_path.set(texture_path.str());
cloud_path.append("overcast.rgb");
state_sel->setStep( 0, sgCloudMakeState(cloud_path.str()) );
cloud_path.set(texture_path.str());
cloud_path.append("overcast_top.rgb");
state_sel->setStep( 1, sgCloudMakeState(cloud_path.str()) );
layer_states[SG_CLOUD_OVERCAST] = state_sel;
state_sel = new ssgStateSelector( 2 );
state_sel->ref();
cloud_path.set(texture_path.str());
cloud_path.append("broken.rgba");
state = sgCloudMakeState(cloud_path.str());
state_sel->setStep( 0, state );
state_sel->setStep( 1, state );
layer_states[SG_CLOUD_BROKEN] = state_sel;
state_sel = new ssgStateSelector( 2 );
state_sel->ref();
cloud_path.set(texture_path.str());
cloud_path.append("scattered.rgba");
state = sgCloudMakeState(cloud_path.str());
state_sel->setStep( 0, state );
state_sel->setStep( 1, state );
layer_states[SG_CLOUD_SCATTERED] = state_sel;
state_sel = new ssgStateSelector( 2 );
state_sel->ref();
cloud_path.set(texture_path.str());
cloud_path.append("few.rgba");
state = sgCloudMakeState(cloud_path.str());
state_sel->setStep( 0, state );
state_sel->setStep( 1, state );
layer_states[SG_CLOUD_FEW] = state_sel;
state_sel = new ssgStateSelector( 2 );
state_sel->ref();
cloud_path.set(texture_path.str());
cloud_path.append("cirrus.rgba");
state = sgCloudMakeState(cloud_path.str());
state_sel->setStep( 0, state );
state_sel->setStep( 1, state );
layer_states[SG_CLOUD_CIRRUS] = state_sel;
layer_states[SG_CLOUD_CLEAR] = 0;
}
}
if ( bump_mapping ) {
if ( !vertices ) {
vertices = new CloudVertex[ 25 ];
indices = new unsigned int[ 40 ];
}
sgVec2 base;
sgSetVec2( base, sg_random(), sg_random() );
const float layer_scale = layer_span / scale;
const float layer_to_core = (SG_EARTH_RAD * 1000 + layer_asl);
const float half_angle = 0.5 * layer_span / layer_to_core;
int i;
for ( i = -2; i <= 2; i++ ) {
for ( int j = -2; j <= 2; j++ ) {
CloudVertex &v1 = vertices[ (i+2)*5 + (j+2) ];
sgSetVec3( v1.position,
0.5 * i * layer_span,
0.5 * j * layer_span,
-layer_to_core * ( 1 - cos( i * half_angle ) * cos( j * half_angle ) ) );
sgSetVec2( v1.texCoord,
base[0] + layer_scale * i * 0.25,
base[1] + layer_scale * j * 0.25 );
sgSetVec3( v1.sTangent,
cos( i * half_angle ),
0.f,
-sin( i * half_angle ) );
sgSetVec3( v1.tTangent,
0.f,
cos( j * half_angle ),
-sin( j * half_angle ) );
sgVectorProductVec3( v1.normal, v1.tTangent, v1.sTangent );
sgSetVec4( v1.color, 1.0f, 1.0f, 1.0f, (i == 0) ? 0.0f : 0.15f );
}
}
/*
* 0 1 5 6 10 11 15 16 20 21
* 1 2 6 7 11 12 16 17 21 22
* 2 3 7 8 12 13 17 18 22 23
* 3 4 8 9 13 14 18 19 23 24
*/
for ( i = 0; i < 4; i++ ) {
for ( int j = 0; j < 5; j++ ) {
indices[ i*10 + (j*2) ] = i + 5 * j;
indices[ i*10 + (j*2) + 1 ] = 1 + i + 5 * j;
}
}
} /* else */ {
scale = 4000.0;
last_lon = last_lat = -999.0f;
sgVec2 base;
sgSetVec2( base, sg_random(), sg_random() );
// build the cloud layer
sgVec4 color;
sgVec3 vertex;
sgVec2 tc;
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->removeKid(layer[i]); // automatic delete
}
vl[i] = new ssgVertexArray( 10 );
cl[i] = new ssgColourArray( 10 );
tl[i] = new ssgTexCoordArray( 10 );
sgSetVec3( vertex, layer_span*(i-2)/2, -layer_span,
alt_diff * (sin(i*mpi) - 2) );
sgSetVec2( tc, base[0] + layer_scale * i/4, base[1] );
sgSetVec4( color, 1.0f, 1.0f, 1.0f, (i == 0) ? 0.0f : 0.15f );
cl[i]->add( color );
vl[i]->add( vertex );
tl[i]->add( tc );
for (int j = 0; j < 4; j++)
{
sgSetVec3( vertex, layer_span*(i-1)/2, layer_span*(j-2)/2,
alt_diff * (sin((i+1)*mpi) + sin(j*mpi) - 2) );
sgSetVec2( tc, base[0] + layer_scale * (i+1)/4,
base[1] + layer_scale * j/4 );
sgSetVec4( color, 1.0f, 1.0f, 1.0f,
( (j == 0) || (i == 3)) ?
( (j == 0) && (i == 3)) ? 0.0f : 0.15f : 1.0f );
cl[i]->add( color );
vl[i]->add( vertex );
tl[i]->add( tc );
sgSetVec3( vertex, layer_span*(i-2)/2, layer_span*(j-1)/2,
alt_diff * (sin(i*mpi) + sin((j+1)*mpi) - 2) );
sgSetVec2( tc, base[0] + layer_scale * i/4,
base[1] + layer_scale * (j+1)/4 );
sgSetVec4( color, 1.0f, 1.0f, 1.0f,
((j == 3) || (i == 0)) ?
((j == 3) && (i == 0)) ? 0.0f : 0.15f : 1.0f );
cl[i]->add( color );
vl[i]->add( vertex );
tl[i]->add( tc );
}
sgSetVec3( vertex, layer_span*(i-1)/2, layer_span,
alt_diff * (sin((i+1)*mpi) - 2) );
sgSetVec2( tc, base[0] + layer_scale * (i+1)/4,
base[1] + layer_scale );
sgSetVec4( color, 1.0f, 1.0f, 1.0f, (i == 3) ? 0.0f : 0.15f );
cl[i]->add( color );
vl[i]->add( vertex );
tl[i]->add( tc );
layer[i] = new ssgVtxTable(GL_TRIANGLE_STRIP, vl[i], NULL, tl[i], cl[i]);
layer_transform->addKid( layer[i] );
if ( layer_states[layer_coverage] != NULL ) {
layer[i]->setState( layer_states[layer_coverage] );
}
state_sel = layer_states[layer_coverage];
}
// force a repaint of the sky colors with arbitrary defaults
repaint( color );
}
}
// repaint the cloud layer colors
bool SGCloudLayer::repaint( sgVec3 fog_color ) {
if ( bump_mapping && enable_bump_mapping ) {
for ( int i = 0; i < 25; i++ ) {
sgCopyVec3( vertices[ i ].color, fog_color );
}
} else {
float *color;
for ( int i = 0; i < 4; i++ ) {
for ( int j = 0; j < 10; ++j ) {
color = cl[i]->get( j );
sgCopyVec3( color, fog_color );
}
}
}
return true;
}
// reposition the cloud layer at the specified origin and orientation
// lon specifies a rotation about the Z axis
// lat specifies a rotation about the new Y axis
// spin specifies a rotation about the new Z axis (and orients the
// sunrise/set effects
bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat,
double alt, double dt )
{
sgMat4 T1, LON, LAT;
sgVec3 axis;
// combine p and asl (meters) to get translation offset
sgVec3 asl_offset;
sgCopyVec3( asl_offset, up );
sgNormalizeVec3( asl_offset );
if ( alt <= layer_asl ) {
sgScaleVec3( asl_offset, layer_asl );
} else {
sgScaleVec3( asl_offset, layer_asl + layer_thickness );
}
// cout << "asl_offset = " << asl_offset[0] << "," << asl_offset[1]
// << "," << asl_offset[2] << endl;
sgAddVec3( asl_offset, p );
// cout << " asl_offset = " << asl_offset[0] << "," << asl_offset[1]
// << "," << asl_offset[2] << endl;
// Translate to zero elevation
// Point3D zero_elev = current_view.get_cur_zero_elev();
sgMakeTransMat4( T1, asl_offset );
// printf(" Translated to %.2f %.2f %.2f\n",
// zero_elev.x, zero_elev.y, zero_elev.z );
// Rotate to proper orientation
// printf(" lon = %.2f lat = %.2f\n",
// lon * SGD_RADIANS_TO_DEGREES,
// lat * SGD_RADIANS_TO_DEGREES);
sgSetVec3( axis, 0.0, 0.0, 1.0 );
sgMakeRotMat4( LON, lon * SGD_RADIANS_TO_DEGREES, axis );
sgSetVec3( axis, 0.0, 1.0, 0.0 );
sgMakeRotMat4( LAT, 90.0 - lat * SGD_RADIANS_TO_DEGREES, axis );
sgMat4 TRANSFORM;
sgCopyMat4( TRANSFORM, T1 );
sgPreMultMat4( TRANSFORM, LON );
sgPreMultMat4( TRANSFORM, LAT );
sgCoord layerpos;
sgSetCoord( &layerpos, TRANSFORM );
layer_transform->setTransform( &layerpos );
// now calculate update texture coordinates
if ( last_lon < -900 ) {
last_lon = lon;
last_lat = lat;
}
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(-direction * SGD_DEGREES_TO_RADIANS) * sp_dist;
by = sin(-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;
float *base;
if ( bump_mapping && enable_bump_mapping ) {
base = vertices[12].texCoord;
} else {
base = tl[0]->get( 0 );
}
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_ALERT,
"Error: base = " << base[0] << "," << base[1] <<
" course = " << course << " dist = " << dist );
base[1] = 0.0;
}
if ( bump_mapping && enable_bump_mapping ) {
for ( int i = -2; i <= 2; i++ ) {
for ( int j = -2; j <= 2; j++ ) {
if ( i == 0 && j == 0 )
continue; // Already done on base
CloudVertex &v1 = vertices[ (i+2)*5 + (j+2) ];
sgSetVec2( v1.texCoord,
base[0] + layer_scale * i * 0.25,
base[1] + layer_scale * j * 0.25 );
}
}
} else {
// cout << "base = " << base[0] << "," << base[1] << endl;
float *tc;
for (int i = 0; i < 4; i++) {
tc = tl[i]->get( 0 );
sgSetVec2( tc, base[0] + layer_scale * i/4, base[1] );
for (int j = 0; j < 4; j++)
{
tc = tl[i]->get( j*2+1 );
sgSetVec2( tc, base[0] + layer_scale * (i+1)/4,
base[1] + layer_scale * j/4 );
tc = tl[i]->get( (j+1)*2 );
sgSetVec2( tc, base[0] + layer_scale * i/4,
base[1] + layer_scale * (j+1)/4 );
}
tc = tl[i]->get( 9 );
sgSetVec2( tc, base[0] + layer_scale * (i+1)/4,
base[1] + layer_scale );
}
}
last_lon = lon;
last_lat = lat;
}
return true;
}
void SGCloudLayer::draw( bool top ) {
if ( layer_coverage != SG_CLOUD_CLEAR ) {
if ( bump_mapping && enable_bump_mapping ) {
sgMat4 modelview,
tmp,
transform;
ssgGetModelviewMatrix( modelview );
layer_transform->getTransform( transform );
sgInvertMat4( 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 );
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 );
glPolygonMode( GL_FILL, GL_FRONT_AND_BACK );
glShadeModel( GL_SMOOTH );
glEnable( GL_COLOR_MATERIAL );
sgVec4 color;
sgSetVec4( color, 0.05, 0.05, 0.05, 0.0 );
glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, color );
sgSetVec4( color, 0.8, 0.8, 0.8, 0.0 );
glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, color );
sgSetVec4( color, 0.5, 0.5, 0.5, 0.0 );
glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE, color );
sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, color );
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 );
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 );
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 );
sgVec4 factors;
if ( top || layer_coverage != SG_CLOUD_OVERCAST ) {
sgSetVec4( factors, 0.5f, 0.5f, 0.3f, 1.0f );
} else {
sgSetVec4( factors, 0.1f, 0.1f, 0.0f, 1.0f );
}
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, factors );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE_ARB );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB );
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_CONSTANT_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 );
glDepthFunc(GL_LEQUAL);
glEnable( GL_LIGHTING );
sgVec4 color;
ssgGetLight( 0 )->getColour( GL_DIFFUSE, color );
float average = ( color[0] + color[1] + color[2] ) / 3.0f;
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 );
} else {
state_sel->selectStep( top ? 1 : 0 );
ssgCullAndDraw( layer_root );
}
}
}
// make an ssgSimpleState for a cloud layer given the named texture
ssgSimpleState *sgCloudMakeState( const string &path ) {
ssgSimpleState *state = new ssgSimpleState();
SG_LOG(SG_ASTRO, SG_INFO, " texture = ");
state->setTexture( (char *)path.c_str() );
state->setShadeModel( GL_SMOOTH );
state->disable( GL_LIGHTING );
state->disable( GL_CULL_FACE );
state->enable( GL_TEXTURE_2D );
state->enable( GL_COLOR_MATERIAL );
state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
state->setMaterial( GL_EMISSION, 0.05, 0.05, 0.05, 0.0 );
state->setMaterial( GL_AMBIENT, 0.2, 0.2, 0.2, 0.0 );
state->setMaterial( GL_DIFFUSE, 0.5, 0.5, 0.5, 0.0 );
state->setMaterial( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
state->enable( GL_BLEND );
state->enable( GL_ALPHA_TEST );
state->setAlphaClamp( 0.01 );
return state;
}