1 // sky.cxx -- ssg based sky model
3 // Written by Curtis Olson, started December 1997.
4 // SSG-ified by Curtis Olson, February 2000.
6 // Copyright (C) 1997-2000 Curtis L. Olson - http://www.flightgear.org/~curt
8 // This library is free software; you can redistribute it and/or
9 // modify it under the terms of the GNU Library General Public
10 // License as published by the Free Software Foundation; either
11 // version 2 of the License, or (at your option) any later version.
13 // This library is distributed in the hope that it will be useful,
14 // but WITHOUT ANY WARRANTY; without even the implied warranty of
15 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 // Library General Public License for more details.
18 // You should have received a copy of the GNU General Public License
19 // along with this program; if not, write to the Free Software
20 // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
25 # include <simgear_config.h>
29 #include "cloudfield.hxx"
30 #include "newcloud.hxx"
32 #include <simgear/math/sg_random.h>
33 #include <simgear/scene/util/RenderConstants.hxx>
34 #include <simgear/sg_inlines.h>
36 #include <osg/StateSet>
40 SGSky::SGSky( void ) {
41 effective_visibility = visibility = 10000.0;
43 // near cloud visibility state variables
52 clouds_3d_enabled = false;
53 clouds_3d_density = 0.8;
55 pre_root = new osg::Group;
56 pre_root->setNodeMask(simgear::BACKGROUND_BIT);
57 osg::StateSet* preStateSet = new osg::StateSet;
58 preStateSet->setAttribute(new osg::Depth(osg::Depth::LESS, 0.0, 1.0,
60 pre_root->setStateSet(preStateSet);
61 cloud_root = new osg::Group;
62 cloud_root->setNodeMask(simgear::MODEL_BIT);
64 pre_selector = new osg::Switch;
66 pre_transform = new osg::Group;
68 _ephTransform = new osg::MatrixTransform;
78 // initialize the sky and connect the components to the scene graph at
79 // the provided branch
80 void SGSky::build( double h_radius_m, double v_radius_m,
81 double sun_size, double moon_size,
82 const SGEphemeris& eph, SGPropertyNode *property_tree_node )
85 pre_transform->addChild( dome->build( h_radius_m, v_radius_m ) );
87 pre_transform->addChild(_ephTransform.get());
88 planets = new SGStars;
89 _ephTransform->addChild( planets->build(eph.getNumPlanets(), eph.getPlanets(), h_radius_m) );
92 _ephTransform->addChild( stars->build(eph.getNumStars(), eph.getStars(), h_radius_m) );
95 _ephTransform->addChild( moon->build(tex_path, moon_size) );
98 _ephTransform->addChild( oursun->build(tex_path, sun_size, property_tree_node ) );
100 pre_selector->addChild( pre_transform.get() );
102 pre_root->addChild( pre_selector.get() );
106 // repaint the sky components based on current value of sun_angle,
107 // sky, and fog colors.
109 // sun angle in degrees relative to verticle
110 // 0 degrees = high noon
111 // 90 degrees = sun rise/set
112 // 180 degrees = darkest midnight
113 bool SGSky::repaint( const SGSkyColor &sc, const SGEphemeris& eph )
115 if ( effective_visibility > 1000.0 ) {
117 dome->repaint( sc.adj_sky_color, sc.sky_color, sc.fog_color,
118 sc.sun_angle, effective_visibility );
120 stars->repaint( sc.sun_angle, eph.getNumStars(), eph.getStars() );
121 planets->repaint( sc.sun_angle, eph.getNumPlanets(), eph.getPlanets() );
122 oursun->repaint( sc.sun_angle, effective_visibility );
123 moon->repaint( sc.moon_angle );
125 for ( unsigned i = 0; i < cloud_layers.size(); ++i ) {
126 if (cloud_layers[i]->getCoverage() != SGCloudLayer::SG_CLOUD_CLEAR){
127 cloud_layers[i]->repaint( sc.cloud_color );
134 SGCloudField::updateFog((double)effective_visibility,
135 osg::Vec4f(toOsg(sc.fog_color), 1.0f));
139 // reposition the sky at the specified origin and orientation
141 // lon specifies a rotation about the Z axis
142 // lat specifies a rotation about the new Y axis
143 // spin specifies a rotation about the new Z axis (this allows
144 // additional orientation for the sunrise/set effects and is used by
145 // the skydome and perhaps clouds.
146 bool SGSky::reposition( const SGSkyState &st, const SGEphemeris& eph, double dt )
148 double angle = st.gst * 15; // degrees
149 double angleRad = SGMiscd::deg2rad(angle);
151 SGVec3f zero_elev, view_up;
152 double lon, lat, alt;
154 SGGeod geodZeroViewPos = SGGeod::fromGeodM(st.pos_geod, 0);
155 zero_elev = toVec3f( SGVec3d::fromGeod(geodZeroViewPos) );
157 // calculate the scenery up vector
158 SGQuatd hlOr = SGQuatd::fromLonLat(st.pos_geod);
159 view_up = toVec3f(hlOr.backTransform(-SGVec3d::e3()));
162 lon = st.pos_geod.getLongitudeRad();
163 lat = st.pos_geod.getLatitudeRad();
164 alt = st.pos_geod.getElevationM();
166 dome->reposition( zero_elev, alt, lon, lat, st.spin );
168 osg::Matrix m = osg::Matrix::rotate(angleRad, osg::Vec3(0, 0, -1));
169 m.postMultTranslate(toOsg(st.pos));
170 _ephTransform->setMatrix(m);
172 double sun_ra = eph.getSunRightAscension();
173 double sun_dec = eph.getSunDeclination();
174 oursun->reposition( sun_ra, sun_dec, st.sun_dist, lat, alt, st.sun_angle );
176 double moon_ra = eph.getMoonRightAscension();
177 double moon_dec = eph.getMoonDeclination();
178 moon->reposition( moon_ra, moon_dec, st.moon_dist );
180 for ( unsigned i = 0; i < cloud_layers.size(); ++i ) {
181 if ( cloud_layers[i]->getCoverage() != SGCloudLayer::SG_CLOUD_CLEAR ||
182 cloud_layers[i]->get_layer3D()->isDefined3D() ) {
183 cloud_layers[i]->reposition( zero_elev, view_up, lon, lat, alt, dt);
185 cloud_layers[i]->getNode()->setAllChildrenOff();
193 SGSky::add_cloud_layer( SGCloudLayer * layer )
195 cloud_layers.push_back(layer);
196 cloud_root->addChild(layer->getNode());
198 layer->set_enable3dClouds(clouds_3d_enabled);
202 SGSky::get_cloud_layer (int i) const
204 return cloud_layers[i];
208 SGSky::get_cloud_layer (int i)
210 return cloud_layers[i];
214 SGSky::get_cloud_layer_count () const
216 return cloud_layers.size();
219 double SGSky::get_3dCloudDensity() const {
220 return SGNewCloud::getDensity();
223 void SGSky::set_3dCloudDensity(double density)
225 SGNewCloud::setDensity(density);
228 float SGSky::get_3dCloudVisRange() const {
229 return SGCloudField::getVisRange();
232 void SGSky::set_3dCloudVisRange(float vis)
234 SGCloudField::setVisRange(vis);
235 for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
236 cloud_layers[i]->get_layer3D()->applyVisRange();
240 bool SGSky::get_3dCloudWrap() const {
241 return SGCloudField::getWrap();
244 void SGSky::set_3dCloudWrap(bool wrap)
246 SGCloudField::setWrap(wrap);
250 void SGSky::texture_path( const string& path ) {
251 tex_path = SGPath( path );
254 // modify the current visibility based on cloud layers, thickness,
255 // transition range, and simulated "puffs".
256 void SGSky::modify_vis( float alt, float time_factor ) {
257 float effvis = visibility;
259 for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
260 float asl = cloud_layers[i]->getElevation_m();
261 float thickness = cloud_layers[i]->getThickness_m();
262 float transition = cloud_layers[i]->getTransition_m();
266 if ( cloud_layers[i]->getCoverage() == SGCloudLayer::SG_CLOUD_CLEAR ) {
267 // less than 50% coverage -- assume we're in the clear for now
269 } else if ( alt < asl - transition ) {
272 } else if ( alt < asl ) {
273 // in lower transition
274 ratio = (asl - alt) / transition;
275 } else if ( alt < asl + thickness ) {
278 } else if ( alt < asl + thickness + transition ) {
279 // in upper transition
280 ratio = (alt - (asl + thickness)) / transition;
286 if ( cloud_layers[i]->getCoverage() == SGCloudLayer::SG_CLOUD_CLEAR ||
287 cloud_layers[i]->get_layer3D()->isDefined3D()) {
288 // do nothing, clear layers aren't drawn, don't affect
289 // visibility andn dont' need to be faded in or out.
290 } else if ( (cloud_layers[i]->getCoverage() ==
291 SGCloudLayer::SG_CLOUD_FEW)
292 || (cloud_layers[i]->getCoverage() ==
293 SGCloudLayer::SG_CLOUD_SCATTERED) )
295 // set the alpha fade value for the cloud layer. For less
296 // dense cloud layers we fade the layer to nothing as we
297 // approach it because we stay clear visibility-wise as we
299 float temp = ratio * 2.0;
300 if ( temp > 1.0 ) { temp = 1.0; }
301 cloud_layers[i]->setAlpha( temp );
303 // don't touch visibility
305 // maintain full alpha for denser cloud layer types.
306 // Let's set the value explicitly in case someone changed
308 cloud_layers[i]->setAlpha( 1.0 );
310 // lower visibility as we approach the cloud layer.
311 // accumulate effects from multiple cloud layers
318 // calc chance of entering cloud puff
319 double rnd = sg_random();
320 double chance = rnd * rnd * rnd;
321 if ( chance > 0.95 /* * (diff - 25) / 50.0 */ ) {
323 puff_length = sg_random() * 2.0; // up to 2 seconds
324 puff_progression = 0.0;
329 // modify actual_visibility based on puff envelope
331 if ( puff_progression <= ramp_up ) {
332 double x = SGD_PI_2 * puff_progression / ramp_up;
333 double factor = 1.0 - sin( x );
334 // cout << "ramp up = " << puff_progression
335 // << " factor = " << factor << endl;
336 effvis = effvis * factor;
337 } else if ( puff_progression >= ramp_up + puff_length ) {
338 double x = SGD_PI_2 *
339 (puff_progression - (ramp_up + puff_length)) /
341 double factor = sin( x );
342 // cout << "ramp down = "
343 // << puff_progression - (ramp_up + puff_length)
344 // << " factor = " << factor << endl;
345 effvis = effvis * factor;
350 /* cout << "len = " << puff_length
352 << " factor = " << factor
353 << " actual_visibility = " << actual_visibility
356 // time_factor = ( global_multi_loop *
357 // current_options.get_speed_up() ) /
358 // (double)current_options.get_model_hz();
360 puff_progression += time_factor;
361 // cout << "time factor = " << time_factor << endl;
363 /* cout << "gml = " << global_multi_loop
364 << " speed up = " << current_options.get_speed_up()
365 << " hz = " << current_options.get_model_hz() << endl;
368 if ( puff_progression > puff_length + ramp_up + ramp_down) {
375 // never let visibility drop below the layer's configured visibility
376 effvis = SG_MAX2<float>(cloud_layers[i]->getVisibility_m(), effvis );
380 effective_visibility = effvis;