1 // cloud.cxx -- model a single cloud layer
3 // Written by Curtis Olson, started June 2000.
5 // Copyright (C) 2000 Curtis L. Olson - http://www.flightgear.org/~curt
7 // This program is distributed in the hope that it will be useful, but
8 // WITHOUT ANY WARRANTY; without even the implied warranty of
9 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
10 // General Public License for more details.
12 // You should have received a copy of the GNU General Public License
13 // along with this program; if not, write to the Free Software
14 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
19 #include <simgear/compiler.h>
24 #if defined (__APPLE__)
25 // any C++ header file undefines isinf and isnan
26 // so this should be included before <iostream>
27 inline int (isinf)(double r) { return isinf(r); }
28 inline int (isnan)(double r) { return isnan(r); }
34 #include <simgear/math/point3d.hxx>
35 #include <simgear/math/polar3d.hxx>
36 #include <simgear/math/sg_random.h>
37 #include <simgear/debug/logstream.hxx>
38 #include <simgear/misc/sg_path.hxx>
39 #include <simgear/screen/extensions.hxx>
40 #include <simgear/screen/texture.hxx>
42 #include "newcloud.hxx"
43 #include "cloudfield.hxx"
46 #if defined(__MINGW32__)
47 #define isnan(x) _isnan(x)
50 #if defined (__FreeBSD__)
51 # if __FreeBSD_version < 500000
53 inline int isnan(double r) { return !(r <= 0 || r >= 0); }
59 static ssgStateSelector *layer_states[SGCloudLayer::SG_MAX_CLOUD_COVERAGES];
60 static bool state_initialized = false;
61 static bool bump_mapping = false;
62 static int nb_texture_unit = 0;
63 static ssgTexture *normal_map[SGCloudLayer::SG_MAX_CLOUD_COVERAGES][2] = { 0 };
64 static ssgTexture *color_map[SGCloudLayer::SG_MAX_CLOUD_COVERAGES][2] = { 0 };
65 static GLuint normalization_cube_map;
67 static glActiveTextureProc glActiveTexturePtr = 0;
68 static glClientActiveTextureProc glClientActiveTexturePtr = 0;
69 static glBlendColorProc glBlendColorPtr = 0;
71 bool SGCloudLayer::enable_bump_mapping = false;
74 generateNormalizationCubeMap()
76 unsigned char data[ 32 * 32 * 3 ];
78 const float half_size = 16.0f,
81 sgSetVec3( zero_normal, 0.5f, 0.5f, 0.5f );
84 unsigned char *ptr = data;
85 for ( j = 0; j < size; j++ ) {
86 for ( i = 0; i < size; i++ ) {
88 sgSetVec3( tmp, half_size,
89 -( j + offset - half_size ),
90 -( i + offset - half_size ) );
91 sgNormalizeVec3( tmp );
92 sgScaleVec3( tmp, 0.5f );
93 sgAddVec3( tmp, zero_normal );
95 *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
96 *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
97 *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
100 glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
101 0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
104 for ( j = 0; j < size; j++ ) {
105 for ( i = 0; i < size; i++ ) {
107 sgSetVec3( tmp, -half_size,
108 -( j + offset - half_size ),
109 ( i + offset - half_size ) );
110 sgNormalizeVec3( tmp );
111 sgScaleVec3( tmp, 0.5f );
112 sgAddVec3( tmp, zero_normal );
114 *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
115 *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
116 *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
119 glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
120 0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
123 for ( j = 0; j < size; j++ ) {
124 for ( i = 0; i < size; i++ ) {
126 sgSetVec3( tmp, ( i + offset - half_size ),
128 ( j + offset - half_size ) );
129 sgNormalizeVec3( tmp );
130 sgScaleVec3( tmp, 0.5f );
131 sgAddVec3( tmp, zero_normal );
133 *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
134 *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
135 *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
138 glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
139 0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
142 for ( j = 0; j < size; j++ ) {
143 for ( i = 0; i < size; i++ ) {
145 sgSetVec3( tmp, ( i + offset - half_size ),
147 -( j + offset - half_size ) );
148 sgNormalizeVec3( tmp );
149 sgScaleVec3( tmp, 0.5f );
150 sgAddVec3( tmp, zero_normal );
152 *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
153 *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
154 *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
157 glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
158 0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
161 for ( j = 0; j < size; j++ ) {
162 for ( i = 0; i < size; i++ ) {
164 sgSetVec3( tmp, ( i + offset - half_size ),
165 -( j + offset - half_size ),
167 sgNormalizeVec3( tmp );
168 sgScaleVec3( tmp, 0.5f );
169 sgAddVec3( tmp, zero_normal );
171 *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
172 *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
173 *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
176 glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
177 0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
180 for ( j = 0; j < size; j++ ) {
181 for ( i = 0; i < size; i++ ) {
183 sgSetVec3( tmp, -( i + offset - half_size ),
184 -( j + offset - half_size ),
186 sgNormalizeVec3( tmp );
187 sgScaleVec3( tmp, 0.5f );
188 sgAddVec3( tmp, zero_normal );
190 *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
191 *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
192 *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
195 glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
196 0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
201 SGCloudLayer::SGCloudLayer( const string &tex_path ) :
204 layer_root(new ssgRoot),
205 layer_transform(new ssgTransform),
208 texture_path(tex_path),
211 layer_thickness(0.0),
212 layer_transition(0.0),
213 layer_coverage(SG_CLOUD_CLEAR),
220 cl[0] = cl[1] = cl[2] = cl[3] = NULL;
221 vl[0] = vl[1] = vl[2] = vl[3] = NULL;
222 tl[0] = tl[1] = tl[2] = tl[3] = NULL;
223 layer[0] = layer[1] = layer[2] = layer[3] = NULL;
225 layer_root->addKid(layer_transform);
226 layer3D = new SGCloudField;
231 SGCloudLayer::~SGCloudLayer()
236 delete layer_root; // deletes layer_transform and layer as well
240 SGCloudLayer::getSpan_m () const
246 SGCloudLayer::setSpan_m (float span_m)
248 if (span_m != layer_span) {
255 SGCloudLayer::getElevation_m () const
261 SGCloudLayer::setElevation_m (float elevation_m, bool set_span)
263 layer_asl = elevation_m;
266 if (elevation_m > 4000)
267 setSpan_m( elevation_m * 10 );
274 SGCloudLayer::getThickness_m () const
276 return layer_thickness;
280 SGCloudLayer::setThickness_m (float thickness_m)
282 layer_thickness = thickness_m;
286 SGCloudLayer::getTransition_m () const
288 return layer_transition;
292 SGCloudLayer::setTransition_m (float transition_m)
294 layer_transition = transition_m;
297 SGCloudLayer::Coverage
298 SGCloudLayer::getCoverage () const
300 return layer_coverage;
304 SGCloudLayer::setCoverage (Coverage coverage)
306 if (coverage != layer_coverage) {
307 layer_coverage = coverage;
313 // build the cloud object
315 SGCloudLayer::rebuild()
317 // Initialize states and sizes if necessary.
318 if ( !state_initialized ) {
319 state_initialized = true;
321 SG_LOG(SG_ASTRO, SG_INFO, "initializing cloud layers");
323 bump_mapping = SGIsOpenGLExtensionSupported("GL_ARB_multitexture") &&
324 SGIsOpenGLExtensionSupported("GL_ARB_texture_cube_map") &&
325 SGIsOpenGLExtensionSupported("GL_ARB_texture_env_combine") &&
326 SGIsOpenGLExtensionSupported("GL_ARB_texture_env_dot3") &&
327 SGIsOpenGLExtensionSupported("GL_ARB_imaging");
329 if ( bump_mapping ) {
330 glGetIntegerv( GL_MAX_TEXTURE_UNITS_ARB, &nb_texture_unit );
331 if ( nb_texture_unit < 2 ) {
332 bump_mapping = false;
334 //nb_texture_unit = 2; // Force the number of units for now
337 if ( bump_mapping ) {
339 // This bump mapping code was inspired by the tutorial available at
340 // http://www.paulsprojects.net/tutorials/simplebump/simplebump.html
341 // and a NVidia white paper
342 // http://developer.nvidia.com/object/bumpmappingwithregistercombiners.html
343 // The normal map textures were generated by the normal map Gimp plugin :
344 // http://nifelheim.dyndns.org/~cocidius/normalmap/
348 glActiveTexturePtr = (glActiveTextureProc)SGLookupFunction("glActiveTextureARB");
349 glClientActiveTexturePtr = (glClientActiveTextureProc)SGLookupFunction("glClientActiveTextureARB");
350 glBlendColorPtr = (glBlendColorProc)SGLookupFunction("glBlendColor");
352 cloud_path.set(texture_path.str());
353 cloud_path.append("overcast.rgb");
354 color_map[ SG_CLOUD_OVERCAST ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
355 color_map[ SG_CLOUD_OVERCAST ][ 0 ]->ref();
356 cloud_path.set(texture_path.str());
357 cloud_path.append("overcast_n.rgb");
358 normal_map[ SG_CLOUD_OVERCAST ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
359 normal_map[ SG_CLOUD_OVERCAST ][ 0 ]->ref();
361 cloud_path.set(texture_path.str());
362 cloud_path.append("overcast_top.rgb");
363 color_map[ SG_CLOUD_OVERCAST ][ 1 ] = new ssgTexture( cloud_path.str().c_str() );
364 color_map[ SG_CLOUD_OVERCAST ][ 1 ]->ref();
365 cloud_path.set(texture_path.str());
366 cloud_path.append("overcast_top_n.rgb");
367 normal_map[ SG_CLOUD_OVERCAST ][ 1 ] = new ssgTexture( cloud_path.str().c_str() );
368 normal_map[ SG_CLOUD_OVERCAST ][ 1 ]->ref();
370 cloud_path.set(texture_path.str());
371 cloud_path.append("broken.rgba");
372 color_map[ SG_CLOUD_BROKEN ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
373 color_map[ SG_CLOUD_BROKEN ][ 0 ]->ref();
374 cloud_path.set(texture_path.str());
375 cloud_path.append("broken_n.rgb");
376 normal_map[ SG_CLOUD_BROKEN ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
377 normal_map[ SG_CLOUD_BROKEN ][ 0 ]->ref();
379 cloud_path.set(texture_path.str());
380 cloud_path.append("scattered.rgba");
381 color_map[ SG_CLOUD_SCATTERED ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
382 color_map[ SG_CLOUD_SCATTERED ][ 0 ]->ref();
383 cloud_path.set(texture_path.str());
384 cloud_path.append("scattered_n.rgb");
385 normal_map[ SG_CLOUD_SCATTERED ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
386 normal_map[ SG_CLOUD_SCATTERED ][ 0 ]->ref();
388 cloud_path.set(texture_path.str());
389 cloud_path.append("few.rgba");
390 color_map[ SG_CLOUD_FEW ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
391 color_map[ SG_CLOUD_FEW ][ 0 ]->ref();
392 cloud_path.set(texture_path.str());
393 cloud_path.append("few_n.rgb");
394 normal_map[ SG_CLOUD_FEW ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
395 normal_map[ SG_CLOUD_FEW ][ 0 ]->ref();
397 cloud_path.set(texture_path.str());
398 cloud_path.append("cirrus.rgba");
399 color_map[ SG_CLOUD_CIRRUS ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
400 color_map[ SG_CLOUD_CIRRUS ][ 0 ]->ref();
401 cloud_path.set(texture_path.str());
402 cloud_path.append("cirrus_n.rgb");
403 normal_map[ SG_CLOUD_CIRRUS ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
404 normal_map[ SG_CLOUD_CIRRUS ][ 0 ]->ref();
406 glGenTextures( 1, &normalization_cube_map );
407 glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, normalization_cube_map );
408 generateNormalizationCubeMap();
409 glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
410 glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
411 glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
412 glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
413 glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
416 ssgStateSelector *state_sel;
417 ssgSimpleState *state;
419 state_sel = new ssgStateSelector( 2 );
421 cloud_path.set(texture_path.str());
422 cloud_path.append("overcast.rgb");
423 state_sel->setStep( 0, sgCloudMakeState(cloud_path.str()) );
424 cloud_path.set(texture_path.str());
425 cloud_path.append("overcast_top.rgb");
426 state_sel->setStep( 1, sgCloudMakeState(cloud_path.str()) );
427 layer_states[SG_CLOUD_OVERCAST] = state_sel;
429 state_sel = new ssgStateSelector( 2 );
431 cloud_path.set(texture_path.str());
432 cloud_path.append("broken.rgba");
433 state = sgCloudMakeState(cloud_path.str());
434 state_sel->setStep( 0, state );
435 state_sel->setStep( 1, state );
436 layer_states[SG_CLOUD_BROKEN] = state_sel;
438 state_sel = new ssgStateSelector( 2 );
440 cloud_path.set(texture_path.str());
441 cloud_path.append("scattered.rgba");
442 state = sgCloudMakeState(cloud_path.str());
443 state_sel->setStep( 0, state );
444 state_sel->setStep( 1, state );
445 layer_states[SG_CLOUD_SCATTERED] = state_sel;
447 state_sel = new ssgStateSelector( 2 );
449 cloud_path.set(texture_path.str());
450 cloud_path.append("few.rgba");
451 state = sgCloudMakeState(cloud_path.str());
452 state_sel->setStep( 0, state );
453 state_sel->setStep( 1, state );
454 layer_states[SG_CLOUD_FEW] = state_sel;
456 state_sel = new ssgStateSelector( 2 );
458 cloud_path.set(texture_path.str());
459 cloud_path.append("cirrus.rgba");
460 state = sgCloudMakeState(cloud_path.str());
461 state_sel->setStep( 0, state );
462 state_sel->setStep( 1, state );
463 layer_states[SG_CLOUD_CIRRUS] = state_sel;
465 layer_states[SG_CLOUD_CLEAR] = 0;
467 SGNewCloud::loadTextures(texture_path.str());
468 layer3D->buildTestLayer();
471 if ( bump_mapping ) {
474 vertices = new CloudVertex[ 25 ];
475 indices = new unsigned int[ 40 ];
479 sgSetVec2( base, sg_random(), sg_random() );
481 const float layer_scale = layer_span / scale;
482 const float layer_to_core = (SG_EARTH_RAD * 1000 + layer_asl);
483 const float half_angle = 0.5 * layer_span / layer_to_core;
486 for ( i = -2; i <= 2; i++ ) {
487 for ( int j = -2; j <= 2; j++ ) {
488 CloudVertex &v1 = vertices[ (i+2)*5 + (j+2) ];
489 sgSetVec3( v1.position,
490 0.5 * i * layer_span,
491 0.5 * j * layer_span,
492 -layer_to_core * ( 1 - cos( i * half_angle ) * cos( j * half_angle ) ) );
493 sgSetVec2( v1.texCoord,
494 base[0] + layer_scale * i * 0.25,
495 base[1] + layer_scale * j * 0.25 );
496 sgSetVec3( v1.sTangent,
497 cos( i * half_angle ),
499 -sin( i * half_angle ) );
500 sgSetVec3( v1.tTangent,
502 cos( j * half_angle ),
503 -sin( j * half_angle ) );
504 sgVectorProductVec3( v1.normal, v1.tTangent, v1.sTangent );
505 sgSetVec4( v1.color, 1.0f, 1.0f, 1.0f, (i == 0) ? 0.0f : cloud_alpha * 0.15f );
509 * 0 1 5 6 10 11 15 16 20 21
510 * 1 2 6 7 11 12 16 17 21 22
511 * 2 3 7 8 12 13 17 18 22 23
512 * 3 4 8 9 13 14 18 19 23 24
514 for ( i = 0; i < 4; i++ ) {
515 for ( int j = 0; j < 5; j++ ) {
516 indices[ i*10 + (j*2) ] = i + 5 * j;
517 indices[ i*10 + (j*2) + 1 ] = 1 + i + 5 * j;
524 last_lon = last_lat = -999.0f;
527 sgSetVec2( base, sg_random(), sg_random() );
529 // build the cloud layer
534 const float layer_scale = layer_span / scale;
535 const float mpi = SG_PI/4;
537 // caclculate the difference between a flat-earth model and
538 // a round earth model given the span and altutude ASL of
539 // the cloud layer. This is the difference in altitude between
540 // the top of the inverted bowl and the edge of the bowl.
541 // const float alt_diff = layer_asl * 0.8;
542 const float layer_to_core = (SG_EARTH_RAD * 1000 + layer_asl);
543 const float layer_angle = 0.5*layer_span / layer_to_core; // The angle is half the span
544 const float border_to_core = layer_to_core * cos(layer_angle);
545 const float alt_diff = layer_to_core - border_to_core;
547 for (int i = 0; i < 4; i++)
549 if ( layer[i] != NULL ) {
550 layer_transform->removeKid(layer[i]); // automatic delete
553 vl[i] = new ssgVertexArray( 10 );
554 cl[i] = new ssgColourArray( 10 );
555 tl[i] = new ssgTexCoordArray( 10 );
558 sgSetVec3( vertex, layer_span*(i-2)/2, -layer_span,
559 alt_diff * (sin(i*mpi) - 2) );
561 sgSetVec2( tc, base[0] + layer_scale * i/4, base[1] );
563 sgSetVec4( color, 1.0f, 1.0f, 1.0f, (i == 0) ? 0.0f : 0.15f );
566 vl[i]->add( vertex );
569 for (int j = 0; j < 4; j++)
571 sgSetVec3( vertex, layer_span*(i-1)/2, layer_span*(j-2)/2,
572 alt_diff * (sin((i+1)*mpi) + sin(j*mpi) - 2) );
574 sgSetVec2( tc, base[0] + layer_scale * (i+1)/4,
575 base[1] + layer_scale * j/4 );
577 sgSetVec4( color, 1.0f, 1.0f, 1.0f,
578 ( (j == 0) || (i == 3)) ?
579 ( (j == 0) && (i == 3)) ? 0.0f : 0.15f : 1.0f );
582 vl[i]->add( vertex );
586 sgSetVec3( vertex, layer_span*(i-2)/2, layer_span*(j-1)/2,
587 alt_diff * (sin(i*mpi) + sin((j+1)*mpi) - 2) );
589 sgSetVec2( tc, base[0] + layer_scale * i/4,
590 base[1] + layer_scale * (j+1)/4 );
592 sgSetVec4( color, 1.0f, 1.0f, 1.0f,
593 ((j == 3) || (i == 0)) ?
594 ((j == 3) && (i == 0)) ? 0.0f : 0.15f : 1.0f );
596 vl[i]->add( vertex );
600 sgSetVec3( vertex, layer_span*(i-1)/2, layer_span,
601 alt_diff * (sin((i+1)*mpi) - 2) );
603 sgSetVec2( tc, base[0] + layer_scale * (i+1)/4,
604 base[1] + layer_scale );
606 sgSetVec4( color, 1.0f, 1.0f, 1.0f, (i == 3) ? 0.0f : 0.15f );
609 vl[i]->add( vertex );
612 layer[i] = new ssgVtxTable(GL_TRIANGLE_STRIP, vl[i], NULL, tl[i], cl[i]);
613 layer_transform->addKid( layer[i] );
615 if ( layer_states[layer_coverage] != NULL ) {
616 layer[i]->setState( layer_states[layer_coverage] );
618 state_sel = layer_states[layer_coverage];
621 // force a repaint of the sky colors with arbitrary defaults
627 // repaint the cloud layer colors
628 bool SGCloudLayer::repaint( sgVec3 fog_color ) {
630 if ( bump_mapping && enable_bump_mapping ) {
632 for ( int i = 0; i < 25; i++ ) {
633 sgCopyVec3( vertices[ i ].color, fog_color );
639 for ( int i = 0; i < 4; i++ ) {
640 color = cl[i]->get( 0 );
641 sgCopyVec3( color, fog_color );
642 color[3] = (i == 0) ? 0.0f : cloud_alpha * 0.15f;
644 for ( int j = 0; j < 4; ++j ) {
645 color = cl[i]->get( (2*j) + 1 );
646 sgCopyVec3( color, fog_color );
648 ((j == 0) || (i == 3)) ?
649 ((j == 0) && (i == 3)) ? 0.0f : cloud_alpha * 0.15f : cloud_alpha;
651 color = cl[i]->get( (2*j) + 2 );
652 sgCopyVec3( color, fog_color );
654 ((j == 3) || (i == 0)) ?
655 ((j == 3) && (i == 0)) ? 0.0f : cloud_alpha * 0.15f : cloud_alpha;
658 color = cl[i]->get( 9 );
659 sgCopyVec3( color, fog_color );
660 color[3] = (i == 3) ? 0.0f : cloud_alpha * 0.15f;
667 // reposition the cloud layer at the specified origin and orientation
668 // lon specifies a rotation about the Z axis
669 // lat specifies a rotation about the new Y axis
670 // spin specifies a rotation about the new Z axis (and orients the
671 // sunrise/set effects
672 bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat,
673 double alt, double dt )
678 // combine p and asl (meters) to get translation offset
680 sgCopyVec3( asl_offset, up );
681 sgNormalizeVec3( asl_offset );
682 if ( alt <= layer_asl ) {
683 sgScaleVec3( asl_offset, layer_asl );
685 sgScaleVec3( asl_offset, layer_asl + layer_thickness );
687 // cout << "asl_offset = " << asl_offset[0] << "," << asl_offset[1]
688 // << "," << asl_offset[2] << endl;
689 sgAddVec3( asl_offset, p );
690 // cout << " asl_offset = " << asl_offset[0] << "," << asl_offset[1]
691 // << "," << asl_offset[2] << endl;
693 // Translate to zero elevation
694 // Point3D zero_elev = current_view.get_cur_zero_elev();
695 sgMakeTransMat4( T1, asl_offset );
697 // printf(" Translated to %.2f %.2f %.2f\n",
698 // zero_elev.x, zero_elev.y, zero_elev.z );
700 // Rotate to proper orientation
701 // printf(" lon = %.2f lat = %.2f\n",
702 // lon * SGD_RADIANS_TO_DEGREES,
703 // lat * SGD_RADIANS_TO_DEGREES);
704 sgSetVec3( axis, 0.0, 0.0, 1.0 );
705 sgMakeRotMat4( LON, lon * SGD_RADIANS_TO_DEGREES, axis );
707 sgSetVec3( axis, 0.0, 1.0, 0.0 );
708 sgMakeRotMat4( LAT, 90.0 - lat * SGD_RADIANS_TO_DEGREES, axis );
712 sgCopyMat4( TRANSFORM, T1 );
713 sgPreMultMat4( TRANSFORM, LON );
714 sgPreMultMat4( TRANSFORM, LAT );
717 sgSetCoord( &layerpos, TRANSFORM );
719 layer_transform->setTransform( &layerpos );
721 // now calculate update texture coordinates
722 if ( last_lon < -900 ) {
727 double sp_dist = speed*dt;
729 if ( lon != last_lon || lat != last_lat || sp_dist != 0 ) {
730 Point3D start( last_lon, last_lat, 0.0 );
731 Point3D dest( lon, lat, 0.0 );
732 double course = 0.0, dist = 0.0;
734 calc_gc_course_dist( dest, start, &course, &dist );
735 // cout << "course = " << course << ", dist = " << dist << endl;
737 // if start and dest are too close together,
738 // calc_gc_course_dist() can return a course of "nan". If
739 // this happens, lets just use the last known good course.
740 // This is a hack, and it would probably be better to make
741 // calc_gc_course_dist() more robust.
742 if ( isnan(course) ) {
743 course = last_course;
745 last_course = course;
748 // calculate cloud movement due to external forces
749 double ax = 0.0, ay = 0.0, bx = 0.0, by = 0.0;
752 ax = cos(course) * dist;
753 ay = sin(course) * dist;
757 bx = cos((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist;
758 by = sin((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist;
762 double xoff = (ax + bx) / (2 * scale);
763 double yoff = (ay + by) / (2 * scale);
765 const float layer_scale = layer_span / scale;
767 // cout << "xoff = " << xoff << ", yoff = " << yoff << endl;
770 if ( bump_mapping && enable_bump_mapping ) {
771 base = vertices[12].texCoord;
773 base = tl[0]->get( 0 );
777 // the while loops can lead to *long* pauses if base[0] comes
778 // with a bogus value.
779 // while ( base[0] > 1.0 ) { base[0] -= 1.0; }
780 // while ( base[0] < 0.0 ) { base[0] += 1.0; }
781 if ( base[0] > -10.0 && base[0] < 10.0 ) {
782 base[0] -= (int)base[0];
784 SG_LOG(SG_ASTRO, SG_DEBUG,
785 "Error: base = " << base[0] << "," << base[1] <<
786 " course = " << course << " dist = " << dist );
791 // the while loops can lead to *long* pauses if base[0] comes
792 // with a bogus value.
793 // while ( base[1] > 1.0 ) { base[1] -= 1.0; }
794 // while ( base[1] < 0.0 ) { base[1] += 1.0; }
795 if ( base[1] > -10.0 && base[1] < 10.0 ) {
796 base[1] -= (int)base[1];
798 SG_LOG(SG_ASTRO, SG_ALERT,
799 "Error: base = " << base[0] << "," << base[1] <<
800 " course = " << course << " dist = " << dist );
804 if ( bump_mapping && enable_bump_mapping ) {
806 for ( int i = -2; i <= 2; i++ ) {
807 for ( int j = -2; j <= 2; j++ ) {
808 if ( i == 0 && j == 0 )
809 continue; // Already done on base
810 CloudVertex &v1 = vertices[ (i+2)*5 + (j+2) ];
811 sgSetVec2( v1.texCoord,
812 base[0] + layer_scale * i * 0.25,
813 base[1] + layer_scale * j * 0.25 );
818 // cout << "base = " << base[0] << "," << base[1] << endl;
821 for (int i = 0; i < 4; i++) {
822 tc = tl[i]->get( 0 );
823 sgSetVec2( tc, base[0] + layer_scale * i/4, base[1] );
825 for (int j = 0; j < 4; j++)
827 tc = tl[i]->get( j*2+1 );
828 sgSetVec2( tc, base[0] + layer_scale * (i+1)/4,
829 base[1] + layer_scale * j/4 );
831 tc = tl[i]->get( (j+1)*2 );
832 sgSetVec2( tc, base[0] + layer_scale * i/4,
833 base[1] + layer_scale * (j+1)/4 );
836 tc = tl[i]->get( 9 );
837 sgSetVec2( tc, base[0] + layer_scale * (i+1)/4,
838 base[1] + layer_scale );
846 layer3D->reposition( p, up, lon, lat, alt, dt, direction, speed);
851 void SGCloudLayer::draw( bool top ) {
852 if ( layer_coverage != SG_CLOUD_CLEAR ) {
854 if ( SGCloudField::enable3D && layer3D->is3D())
857 if ( bump_mapping && enable_bump_mapping ) {
862 ssgGetModelviewMatrix( modelview );
863 layer_transform->getTransform( transform );
865 sgTransposeNegateMat4( tmp, transform );
867 sgPostMultMat4( transform, modelview );
868 ssgLoadModelviewMatrix( transform );
871 ssgGetLight( 0 )->getPosition( lightVec );
872 sgNegateVec3( lightVec );
873 sgXformVec3( lightVec, tmp );
875 for ( int i = 0; i < 25; i++ ) {
876 CloudVertex &v = vertices[ i ];
877 sgSetVec3( v.tangentSpLight,
878 sgScalarProductVec3( v.sTangent, lightVec ),
879 sgScalarProductVec3( v.tTangent, lightVec ),
880 sgScalarProductVec3( v.normal, lightVec ) );
883 ssgTexture *decal = color_map[ layer_coverage ][ top ? 1 : 0 ];
884 if ( top && decal == 0 ) {
885 decal = color_map[ layer_coverage ][ 0 ];
887 ssgTexture *normal = normal_map[ layer_coverage ][ top ? 1 : 0 ];
888 if ( top && normal == 0 ) {
889 normal = normal_map[ layer_coverage ][ 0 ];
892 glDisable( GL_LIGHTING );
893 glDisable( GL_CULL_FACE );
894 // glDisable( GL_ALPHA_TEST );
895 if ( layer_coverage == SG_CLOUD_FEW ) {
896 glEnable( GL_ALPHA_TEST );
897 glAlphaFunc ( GL_GREATER, 0.01 );
899 glEnable( GL_BLEND );
900 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
902 glShadeModel( GL_SMOOTH );
903 glEnable( GL_COLOR_MATERIAL );
907 ssgGetLight( 0 )->getColour( GL_DIFFUSE, color );
908 emis = ( color[0]+color[1]+color[2] ) / 3.0;
912 sgSetVec4( color, emis, emis, emis, 0.0 );
913 glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, color );
914 sgSetVec4( color, 1.0f, 1.0f, 1.0f, 0.0 );
915 glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, color );
916 sgSetVec4( color, 1.0, 1.0, 1.0, 0.0 );
917 glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE, color );
918 sgSetVec4( color, 0.0, 0.0, 0.0, 0.0 );
919 glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, color );
921 glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
923 glActiveTexturePtr( GL_TEXTURE0_ARB );
924 glBindTexture( GL_TEXTURE_2D, normal->getHandle() );
925 glEnable( GL_TEXTURE_2D );
927 //Bind normalisation cube map to texture unit 1
928 glActiveTexturePtr( GL_TEXTURE1_ARB );
929 glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, normalization_cube_map );
930 glEnable( GL_TEXTURE_CUBE_MAP_ARB );
931 glActiveTexturePtr( GL_TEXTURE0_ARB );
933 //Set vertex arrays for cloud
934 glVertexPointer( 3, GL_FLOAT, sizeof(CloudVertex), &vertices[0].position );
935 glEnableClientState( GL_VERTEX_ARRAY );
937 if ( nb_texture_unit >= 3 ) {
938 glColorPointer( 4, GL_FLOAT, sizeof(CloudVertex), &vertices[0].color );
939 glEnableClientState( GL_COLOR_ARRAY );
942 //Send texture coords for normal map to unit 0
943 glTexCoordPointer( 2, GL_FLOAT, sizeof(CloudVertex), &vertices[0].texCoord );
944 glEnableClientState( GL_TEXTURE_COORD_ARRAY );
946 //Send tangent space light vectors for normalisation to unit 1
947 glClientActiveTexturePtr( GL_TEXTURE1_ARB );
948 glTexCoordPointer( 3, GL_FLOAT, sizeof(CloudVertex), &vertices[0].tangentSpLight );
949 glEnableClientState( GL_TEXTURE_COORD_ARRAY );
951 //Set up texture environment to do (tex0 dot tex1)*color
952 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
953 glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
954 glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE );
955 glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE );
956 glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE );
958 glActiveTexturePtr( GL_TEXTURE1_ARB );
960 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
961 glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
962 glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB );
963 glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB );
964 glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB );
965 glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE );
967 if ( nb_texture_unit >= 3 ) {
968 glActiveTexturePtr( GL_TEXTURE2_ARB );
969 glBindTexture( GL_TEXTURE_2D, decal->getHandle() );
971 glClientActiveTexturePtr( GL_TEXTURE2_ARB );
972 glTexCoordPointer( 2, GL_FLOAT, sizeof(CloudVertex), &vertices[0].texCoord );
973 glEnableClientState( GL_TEXTURE_COORD_ARRAY );
975 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
976 glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD );
977 glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
978 glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB );
980 glClientActiveTexturePtr( GL_TEXTURE0_ARB );
981 glActiveTexturePtr( GL_TEXTURE0_ARB );
984 glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[0] );
985 glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[10] );
986 glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[20] );
987 glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[30] );
989 glDisable( GL_TEXTURE_2D );
990 glActiveTexturePtr( GL_TEXTURE1_ARB );
991 glDisable( GL_TEXTURE_CUBE_MAP_ARB );
992 glActiveTexturePtr( GL_TEXTURE2_ARB );
993 glDisable( GL_TEXTURE_2D );
994 glActiveTexturePtr( GL_TEXTURE0_ARB );
996 glDisableClientState( GL_TEXTURE_COORD_ARRAY );
997 glClientActiveTexturePtr( GL_TEXTURE1_ARB );
998 glDisableClientState( GL_TEXTURE_COORD_ARRAY );
999 glClientActiveTexturePtr( GL_TEXTURE2_ARB );
1000 glDisableClientState( GL_TEXTURE_COORD_ARRAY );
1001 glClientActiveTexturePtr( GL_TEXTURE0_ARB );
1003 glDisableClientState( GL_COLOR_ARRAY );
1004 glEnable( GL_LIGHTING );
1006 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
1009 glClientActiveTexturePtr( GL_TEXTURE0_ARB );
1010 glActiveTexturePtr( GL_TEXTURE0_ARB );
1013 glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[0] );
1014 glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[10] );
1015 glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[20] );
1016 glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[30] );
1019 glDisable( GL_TEXTURE_2D );
1021 glActiveTexturePtr( GL_TEXTURE1_ARB );
1022 glDisable( GL_TEXTURE_CUBE_MAP_ARB );
1023 glActiveTexturePtr( GL_TEXTURE0_ARB );
1025 //disable vertex arrays
1026 glDisableClientState( GL_VERTEX_ARRAY );
1028 glDisableClientState( GL_TEXTURE_COORD_ARRAY );
1029 glClientActiveTexturePtr( GL_TEXTURE1_ARB );
1030 glDisableClientState( GL_TEXTURE_COORD_ARRAY );
1031 glClientActiveTexturePtr( GL_TEXTURE0_ARB );
1033 //Return to standard modulate texenv
1034 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
1036 if ( layer_coverage == SG_CLOUD_OVERCAST ) {
1037 glDepthFunc(GL_LEQUAL);
1039 glEnable( GL_LIGHTING );
1041 ssgGetLight( 0 )->getColour( GL_DIFFUSE, color );
1042 float average = ( color[0] + color[1] + color[2] ) / 3.0f;
1043 average = 0.15 + average/10;
1044 sgVec4 averageColor;
1045 sgSetVec4( averageColor, average, average, average, 1.0f );
1046 ssgGetLight( 0 )->setColour( GL_DIFFUSE, averageColor );
1048 glBlendColorPtr( average, average, average, 1.0f );
1049 glBlendFunc( GL_ONE_MINUS_CONSTANT_COLOR, GL_CONSTANT_COLOR );
1051 //Perform a second pass to color the torus
1052 //Bind decal texture
1053 glBindTexture( GL_TEXTURE_2D, decal->getHandle() );
1054 glEnable(GL_TEXTURE_2D);
1056 //Set vertex arrays for torus
1057 glVertexPointer( 3, GL_FLOAT, sizeof(CloudVertex), &vertices[0].position );
1058 glEnableClientState( GL_VERTEX_ARRAY );
1060 //glColorPointer( 4, GL_FLOAT, sizeof(CloudVertex), &vertices[0].color );
1061 //glEnableClientState( GL_COLOR_ARRAY );
1063 glNormalPointer( GL_FLOAT, sizeof(CloudVertex), &vertices[0].normal );
1064 glEnableClientState( GL_NORMAL_ARRAY );
1066 glTexCoordPointer( 2, GL_FLOAT, sizeof(CloudVertex), &vertices[0].texCoord );
1067 glEnableClientState( GL_TEXTURE_COORD_ARRAY );
1070 glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[0] );
1071 glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[10] );
1072 glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[20] );
1073 glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[30] );
1075 ssgGetLight( 0 )->setColour( GL_DIFFUSE, color );
1077 glDisableClientState( GL_TEXTURE_COORD_ARRAY );
1081 glDisable( GL_TEXTURE_2D );
1083 glDisableClientState( GL_VERTEX_ARRAY );
1084 glDisableClientState( GL_NORMAL_ARRAY );
1086 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
1087 glEnable( GL_CULL_FACE );
1088 glDepthFunc(GL_LESS);
1090 ssgLoadModelviewMatrix( modelview );
1093 state_sel->selectStep( top ? 1 : 0 );
1094 ssgCullAndDraw( layer_root );
1100 // make an ssgSimpleState for a cloud layer given the named texture
1101 ssgSimpleState *sgCloudMakeState( const string &path ) {
1102 ssgSimpleState *state = new ssgSimpleState();
1104 SG_LOG(SG_ASTRO, SG_INFO, " texture = ");
1106 state->setTexture( (char *)path.c_str() );
1107 state->setShadeModel( GL_SMOOTH );
1108 state->disable( GL_LIGHTING );
1109 state->disable( GL_CULL_FACE );
1110 state->enable( GL_TEXTURE_2D );
1111 state->enable( GL_COLOR_MATERIAL );
1112 state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
1113 state->setMaterial( GL_EMISSION, 0.05, 0.05, 0.05, 0.0 );
1114 state->setMaterial( GL_AMBIENT, 0.2, 0.2, 0.2, 0.0 );
1115 state->setMaterial( GL_DIFFUSE, 0.5, 0.5, 0.5, 0.0 );
1116 state->setMaterial( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
1117 state->enable( GL_BLEND );
1118 state->enable( GL_ALPHA_TEST );
1119 state->setAlphaClamp( 0.01 );