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simgear/simgear/scene/sky/sky.cxx
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2002-09-07 02:58:19 +00:00

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9.5 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 - curt@flightgear.org
//
// 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;
}
// 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 sun_size, double moon_size,
int nplanets, sgdVec3 *planet_data,
double planet_dist,
int nstars, sgdVec3 *star_data, double star_dist )
{
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() );
planets = new SGStars;
pre_transform -> addKid( planets->build(nplanets, planet_data,
planet_dist)
);
stars = new SGStars;
pre_transform -> addKid( stars->build(nstars, star_data, star_dist) );
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( sgVec4 sky_color, sgVec4 fog_color,
double sun_angle, double moon_angle,
int nplanets, sgdVec3 *planet_data,
int nstars, sgdVec3 *star_data )
{
if ( effective_visibility > 1000.0 ) {
enable();
dome->repaint( sky_color, fog_color, sun_angle, effective_visibility );
oursun->repaint( sun_angle );
moon->repaint( moon_angle );
planets->repaint( sun_angle, nplanets, planet_data );
stars->repaint( sun_angle, nstars, star_data );
for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
cloud_layers[i]->repaint( fog_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( sgVec3 view_pos, sgVec3 zero_elev, sgVec3 view_up,
double lon, double lat, double alt, double spin,
double gst,
double sun_ra, double sun_dec, double sun_dist,
double moon_ra, double moon_dec, double moon_dist )
{
double angle = gst * 15; // degrees
dome->reposition( zero_elev, lon, lat, spin );
oursun->reposition( view_pos, angle, sun_ra, sun_dec, sun_dist );
moon->reposition( view_pos, angle, moon_ra, moon_dec, moon_dist );
planets->reposition( view_pos, angle );
stars->reposition( view_pos, angle );
for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
cloud_layers[i]->reposition( zero_elev, view_up, lon, lat, alt );
}
return true;
}
// draw background portions of the sky ... do this before you draw the
// rest of your scene.
void SGSky::preDraw() {
ssgCullAndDraw( pre_root );
}
// draw translucent clouds ... do this after you've drawn all the
// oapaque elements of your scene.
void SGSky::postDraw( float alt ) {
float slop = 5.0; // if we are closer than this to a cloud layer,
// don't draw clouds
int in_cloud = -1; // cloud we are in
int i;
// check where we are relative to the cloud layers
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
int pos = 0;
while ( pos < (int)cloud_layers.size() &&
alt > cloud_layers[pos]->getElevation_m())
{
++pos;
}
if ( pos == 0 ) {
// we are below all the cloud layers, draw top to bottom
for ( i = cloud_layers.size() - 1; i >= 0; --i ) {
if ( i != in_cloud ) {
cloud_layers[i]->draw();
}
}
} else if ( pos >= (int)cloud_layers.size() ) {
// we are above all the cloud layers, draw bottom to top
for ( i = 0; i < (int)cloud_layers.size(); ++i ) {
if ( i != in_cloud ) {
cloud_layers[i]->draw();
}
}
} else {
// we are between cloud layers, draw lower layers bottom to
// top and upper layers top to bottom
for ( i = 0; i < pos; ++i ) {
if ( i != in_cloud ) {
cloud_layers[i]->draw();
}
}
for ( i = cloud_layers.size() - 1; i >= pos; --i ) {
if ( i != in_cloud ) {
cloud_layers[i]->draw();
}
}
}
}
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 ( 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;
}
// accumulate effects from multiple cloud layers
effvis *= ratio;
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;
}
}
// never let visibility drop below 25 meters
if ( effvis <= 25.0 ) {
effvis = 25.0;
}
}
} // for
effective_visibility = effvis;
}