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simgear/simgear/scene/sky/cloud.cxx
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// 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 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 "cloud.hxx"
static ssgSimpleState *layer_states[SGCloudLayer::SG_MAX_CLOUD_COVERAGES];
static bool state_initialized = false;
// Constructor
SGCloudLayer::SGCloudLayer( const string &tex_path ) :
layer_root(new ssgRoot),
layer_transform(new ssgTransform),
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)
{
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 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)
{
layer_asl = elevation_m;
}
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;
cout << "initializing cloud layers" << endl;
SGPath cloud_path;
cloud_path.set(texture_path.str());
cloud_path.append("overcast.rgb");
layer_states[SG_CLOUD_OVERCAST] = sgCloudMakeState(cloud_path.str());
cloud_path.set(texture_path.str());
cloud_path.append("broken.rgba");
layer_states[SG_CLOUD_BROKEN]
= sgCloudMakeState(cloud_path.str());
cloud_path.set(texture_path.str());
cloud_path.append("scattered.rgba");
layer_states[SG_CLOUD_SCATTERED]
= sgCloudMakeState(cloud_path.str());
cloud_path.set(texture_path.str());
cloud_path.append("few.rgba");
layer_states[SG_CLOUD_FEW]
= sgCloudMakeState(cloud_path.str());
cloud_path.set(texture_path.str());
cloud_path.append("cirrus.rgba");
layer_states[SG_CLOUD_CIRRUS]
= sgCloudMakeState(cloud_path.str());
layer_states[SG_CLOUD_CLEAR] = 0;
}
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;
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,
500 * (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,
500 * (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,
500 * (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,
500 * (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] );
}
}
// force a repaint of the sky colors with arbitrary defaults
repaint( color );
}
// repaint the cloud layer colors
bool SGCloudLayer::repaint( sgVec3 fog_color ) {
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();
// xglTranslatef( zero_elev.x(), zero_elev.y(), zero_elev.z() );
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);
// xglRotatef( lon * SGD_RADIANS_TO_DEGREES, 0.0, 0.0, 1.0 );
sgSetVec3( axis, 0.0, 0.0, 1.0 );
sgMakeRotMat4( LON, lon * SGD_RADIANS_TO_DEGREES, axis );
// xglRotatef( 90.0 - f->get_Latitude() * SGD_RADIANS_TO_DEGREES,
// 0.0, 1.0, 0.0 );
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;
if (dest != start) {
calc_gc_course_dist( dest, start, &course, &dist );
}
// cout << "course = " << course << ", dist = " << dist << endl;
// 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, *tc;
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 {
base[0] = 0.0;
SG_LOG(SG_ASTRO, SG_DEBUG,
"Error: base = " << base[0] << "," << base[1]);
}
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 {
base[1] = 0.0;
SG_LOG(SG_ASTRO, SG_ALERT,
"Error: base = " << base[0] << "," << base[1]);
}
// cout << "base = " << base[0] << "," << base[1] << endl;
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() {
if ( layer_coverage != SG_CLOUD_CLEAR ) {
ssgCullAndDraw( layer_root );
}
}
// make an ssgSimpleState for a cloud layer given the named texture
ssgSimpleState *sgCloudMakeState( const string &path ) {
ssgSimpleState *state = new ssgSimpleState();
cout << " texture = " << path << endl;
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, 0, 0, 1 );
state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
state->enable( GL_BLEND );
state->enable( GL_ALPHA_TEST );
state->setAlphaClamp( 0.01 );
// ref() the state so it doesn't get deleted if the last layer of
// it's type is deleted.
state->ref();
return state;
}