119 lines
3.2 KiB
C++
119 lines
3.2 KiB
C++
// cloud.hxx -- 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 - curt@flightgear.org
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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,
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// but 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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// Library General Public License for more details.
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//
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// You should have received a copy of the GNU Library General Public
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// License along with this library; if not, write to the
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// Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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// Boston, MA 02111-1307, USA.
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//
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// $Id$
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#ifndef _SG_CLOUD_HXX_
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#define _SG_CLOUD_HXX_
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#include <simgear/compiler.h>
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#include <plib/ssg.h>
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#include STL_STRING
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SG_USING_STD(string);
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#define SG_MAX_CLOUD_TYPES 4 // change this if we add/remove cloud
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// types en the enum below
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enum SGCloudType {
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SG_CLOUD_OVERCAST = 0,
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SG_CLOUD_MOSTLY_CLOUDY,
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SG_CLOUD_MOSTLY_SUNNY,
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SG_CLOUD_CIRRUS
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};
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class SGCloudLayer {
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private:
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ssgRoot *layer_root;
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ssgTransform *layer_transform;
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ssgSimpleState *layer_state;
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ssgColourArray *cl;
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ssgVertexArray *vl;
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ssgTexCoordArray *tl;
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// height above sea level (meters)
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float layer_asl;
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float layer_thickness;
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float layer_transition;
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float size;
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float scale;
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// for handling texture coordinates to simulate cloud movement
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// from winds, and to simulate the clouds being tied to ground
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// position, not view position
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// double xoff, yoff;
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double last_lon, last_lat;
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public:
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// Constructor
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SGCloudLayer( void );
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// Destructor
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~SGCloudLayer( void );
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// build the cloud object
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void build( double size, double asl, double thickness,
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double transition, ssgSimpleState *state );
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// repaint the cloud colors based on current value of sun_angle,
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// sky, and fog colors. This updates the color arrays for
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// ssgVtxTable.
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// sun angle in degrees relative to verticle
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// 0 degrees = high noon
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// 90 degrees = sun rise/set
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// 180 degrees = darkest midnight
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bool repaint( sgVec3 fog_color );
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// reposition the cloud layer at the specified origin and
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// orientation
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// lon specifies a rotation about the Z axis
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// lat specifies a rotation about the new Y axis
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// spin specifies a rotation about the new Z axis (and orients the
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// sunrise/set effects
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bool reposition( sgVec3 p, sgVec3 up, double lon, double lat, double alt );
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// draw the cloud layer
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void draw();
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inline float get_asl() const { return layer_asl; }
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inline float get_thickness() const { return layer_thickness; }
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inline float get_transition() const { return layer_transition; }
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};
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// make an ssgSimpleState for a cloud layer given the named texture
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ssgSimpleState *SGCloudMakeState( const string &path );
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#endif // _SG_CLOUD_HXX_
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