Files
simgear/simgear/scene/sky/sky.cxx
T
curt efce88ff12 - Fix a couple oops's in cloud.cxx
- In sky.cxx blend low density cloud layers (few/scattered) into nothing (but
  don't touch visibility distance) as we approach them so we can fly through
  clean.
- For high density cloud layers (broken/overcast) we do not fade the layers
  out, but we fade visibility to nearly nothing as we approach the layer.
2005-01-11 16:02:39 +00:00

386 lines
11 KiB
C++

// sky.cxx -- ssg based sky model
//
// Written by Curtis Olson, started December 1997.
// SSG-ified by Curtis Olson, February 2000.
//
// Copyright (C) 1997-2000 Curtis L. Olson - http://www.flightgear.org/~curt
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Library General Public
// License as published by the Free Software Foundation; either
// version 2 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Library General Public License for more details.
//
// You should have received a copy of the GNU Library General Public
// License along with this library; if not, write to the
// Free Software Foundation, Inc., 59 Temple Place - Suite 330,
// Boston, MA 02111-1307, USA.
//
// $Id$
#include <plib/sg.h>
#include <plib/ssg.h>
#include <simgear/math/sg_random.h>
#include "sky.hxx"
// Constructor
SGSky::SGSky( void ) {
effective_visibility = visibility = 10000.0;
// near cloud visibility state variables
in_puff = false;
puff_length = 0;
puff_progression = 0;
ramp_up = 0.15;
ramp_down = 0.15;
// ramp_up = 4.0;
// ramp_down = 4.0;
in_cloud = -1;
}
// Destructor
SGSky::~SGSky( void )
{
for (unsigned int i = 0; i < cloud_layers.size(); i++)
delete cloud_layers[i];
}
// initialize the sky and connect the components to the scene graph at
// the provided branch
void SGSky::build( double h_radius_m, double v_radius_m,
double sun_size, double moon_size,
int nplanets, sgdVec3 *planet_data,
int nstars, sgdVec3 *star_data )
{
pre_root = new ssgRoot;
post_root = new ssgRoot;
pre_selector = new ssgSelector;
post_selector = new ssgSelector;
pre_transform = new ssgTransform;
post_transform = new ssgTransform;
dome = new SGSkyDome;
pre_transform -> addKid( dome->build( h_radius_m, v_radius_m ) );
planets = new SGStars;
pre_transform -> addKid(planets->build(nplanets, planet_data, h_radius_m));
stars = new SGStars;
pre_transform -> addKid( stars->build(nstars, star_data, h_radius_m) );
moon = new SGMoon;
pre_transform -> addKid( moon->build(tex_path, moon_size) );
oursun = new SGSun;
pre_transform -> addKid( oursun->build(tex_path, sun_size) );
pre_selector->addKid( pre_transform );
pre_selector->clrTraversalMaskBits( SSGTRAV_HOT );
post_selector->addKid( post_transform );
post_selector->clrTraversalMaskBits( SSGTRAV_HOT );
pre_root->addKid( pre_selector );
post_root->addKid( post_selector );
}
// repaint the sky components based on current value of sun_angle,
// sky, and fog colors.
//
// sun angle in degrees relative to verticle
// 0 degrees = high noon
// 90 degrees = sun rise/set
// 180 degrees = darkest midnight
bool SGSky::repaint( const SGSkyColor &sc )
{
if ( effective_visibility > 1000.0 ) {
enable();
dome->repaint( sc.sky_color, sc.fog_color, sc.sun_angle,
effective_visibility );
stars->repaint( sc.sun_angle, sc.nstars, sc.star_data );
planets->repaint( sc.sun_angle, sc.nplanets, sc.planet_data );
oursun->repaint( sc.sun_angle, effective_visibility );
moon->repaint( sc.moon_angle );
for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
if (cloud_layers[i]->getCoverage() != SGCloudLayer::SG_CLOUD_CLEAR){
cloud_layers[i]->repaint( sc.cloud_color );
}
}
} else {
// turn off sky
disable();
}
return true;
}
// reposition the sky 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 (this allows
// additional orientation for the sunrise/set effects and is used by
// the skydome and perhaps clouds.
bool SGSky::reposition( SGSkyState &st, double dt )
{
double angle = st.gst * 15; // degrees
dome->reposition( st.zero_elev, st.lon, st.lat, st.spin );
stars->reposition( st.view_pos, angle );
planets->reposition( st.view_pos, angle );
oursun->reposition( st.view_pos, angle,
st.sun_ra, st.sun_dec, st.sun_dist );
moon->reposition( st.view_pos, angle,
st.moon_ra, st.moon_dec, st.moon_dist );
for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
if ( cloud_layers[i]->getCoverage() != SGCloudLayer::SG_CLOUD_CLEAR ) {
cloud_layers[i]->reposition( st.zero_elev, st.view_up,
st.lon, st.lat, st.alt, dt );
}
}
return true;
}
// draw background portions of the sky ... do this before you draw the
// rest of your scene.
void SGSky::preDraw( float alt, float fog_exp2_density ) {
ssgCullAndDraw( pre_root );
// if we are closer than this to a cloud layer, don't draw clouds
static const float slop = 5.0;
int i;
// check where we are relative to the cloud layers
in_cloud = -1;
for ( i = 0; i < (int)cloud_layers.size(); ++i ) {
float asl = cloud_layers[i]->getElevation_m();
float thickness = cloud_layers[i]->getThickness_m();
if ( alt < asl - slop ) {
// below cloud layer
} else if ( alt < asl + thickness + slop ) {
// in cloud layer
// bail now and don't draw any clouds
in_cloud = i;
} else {
// above cloud layer
}
}
// determine rendering order
cur_layer_pos = 0;
while ( cur_layer_pos < (int)cloud_layers.size() &&
alt > cloud_layers[cur_layer_pos]->getElevation_m() )
{
++cur_layer_pos;
}
// FIXME: This should not be needed, but at this time (08/15/2003)
// certain NVidia drivers don't seem to implement
// glPushAttrib(FG_FOG_BIT) properly. The result is that
// there is not fog when looking at the sun.
glFogf ( GL_FOG_DENSITY, fog_exp2_density );
}
void SGSky::drawUpperClouds( ) {
// draw the cloud layers that are above us, top to bottom
for ( int i = (int)cloud_layers.size() - 1; i >= cur_layer_pos; --i ) {
if ( i != in_cloud ) {
cloud_layers[i]->draw( false );
}
}
}
// draw translucent clouds ... do this after you've drawn all the
// oapaque elements of your scene.
void SGSky::drawLowerClouds() {
// draw the cloud layers that are below us, bottom to top
for ( int i = 0; i < cur_layer_pos; ++i ) {
if ( i != in_cloud ) {
cloud_layers[i]->draw( true );
}
}
}
void
SGSky::add_cloud_layer( SGCloudLayer * layer )
{
cloud_layers.push_back(layer);
}
const SGCloudLayer *
SGSky::get_cloud_layer (int i) const
{
return cloud_layers[i];
}
SGCloudLayer *
SGSky::get_cloud_layer (int i)
{
return cloud_layers[i];
}
int
SGSky::get_cloud_layer_count () const
{
return cloud_layers.size();
}
// modify the current visibility based on cloud layers, thickness,
// transition range, and simulated "puffs".
void SGSky::modify_vis( float alt, float time_factor ) {
float effvis = visibility;
for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
float asl = cloud_layers[i]->getElevation_m();
float thickness = cloud_layers[i]->getThickness_m();
float transition = cloud_layers[i]->getTransition_m();
double ratio = 1.0;
if ( cloud_layers[i]->getCoverage() == SGCloudLayer::SG_CLOUD_CLEAR ) {
// less than 50% coverage -- assume we're in the clear for now
ratio = 1.0;
} else if ( alt < asl - transition ) {
// below cloud layer
ratio = 1.0;
} else if ( alt < asl ) {
// in lower transition
ratio = (asl - alt) / transition;
} else if ( alt < asl + thickness ) {
// in cloud layer
ratio = 0.0;
} else if ( alt < asl + thickness + transition ) {
// in upper transition
ratio = (alt - (asl + thickness)) / transition;
} else {
// above cloud layer
ratio = 1.0;
}
if ( cloud_layers[i]->getCoverage() == SGCloudLayer::SG_CLOUD_CLEAR ) {
// do nothing, clear layers aren't drawn, don't affect
// visibility andn dont' need to be faded in or out.
} else if ( (cloud_layers[i]->getCoverage() ==
SGCloudLayer::SG_CLOUD_FEW)
|| (cloud_layers[i]->getCoverage() ==
SGCloudLayer::SG_CLOUD_SCATTERED) )
{
// set the alpha fade value for the cloud layer. For less
// dense cloud layers we fade the layer to nothing as we
// approach it because we stay clear visibility-wise as we
// pass through it.
float temp = ratio * 2.0;
if ( temp > 1.0 ) { temp = 1.0; }
cloud_layers[i]->setAlpha( temp );
// don't touch visibility
} else {
// maintain full alpha for denser cloud layer types.
// Let's set the value explicitly in case someone changed
// the layer type.
cloud_layers[i]->setAlpha( 1.0 );
// lower visibility as we approach the cloud layer.
// accumulate effects from multiple cloud layers
effvis *= ratio;
}
#if 0
if ( ratio < 1.0 ) {
if ( ! in_puff ) {
// calc chance of entering cloud puff
double rnd = sg_random();
double chance = rnd * rnd * rnd;
if ( chance > 0.95 /* * (diff - 25) / 50.0 */ ) {
in_puff = true;
puff_length = sg_random() * 2.0; // up to 2 seconds
puff_progression = 0.0;
}
}
if ( in_puff ) {
// modify actual_visibility based on puff envelope
if ( puff_progression <= ramp_up ) {
double x = 0.5 * SGD_PI * puff_progression / ramp_up;
double factor = 1.0 - sin( x );
// cout << "ramp up = " << puff_progression
// << " factor = " << factor << endl;
effvis = effvis * factor;
} else if ( puff_progression >= ramp_up + puff_length ) {
double x = 0.5 * SGD_PI *
(puff_progression - (ramp_up + puff_length)) /
ramp_down;
double factor = sin( x );
// cout << "ramp down = "
// << puff_progression - (ramp_up + puff_length)
// << " factor = " << factor << endl;
effvis = effvis * factor;
} else {
effvis = 0.0;
}
/* cout << "len = " << puff_length
<< " x = " << x
<< " factor = " << factor
<< " actual_visibility = " << actual_visibility
<< endl; */
// time_factor = ( global_multi_loop *
// current_options.get_speed_up() ) /
// (double)current_options.get_model_hz();
puff_progression += time_factor;
// cout << "time factor = " << time_factor << endl;
/* cout << "gml = " << global_multi_loop
<< " speed up = " << current_options.get_speed_up()
<< " hz = " << current_options.get_model_hz() << endl;
*/
if ( puff_progression > puff_length + ramp_up + ramp_down) {
in_puff = false;
}
}
}
#endif
// never let visibility drop below 25 meters
if ( effvis <= 25.0 ) {
effvis = 25.0;
}
} // for
effective_visibility = effvis;
}