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/scene/util/OsgMath.hxx>
35 #include <simgear/sg_inlines.h>
37 #include <osg/StateSet>
41 SGSky::SGSky( void ) {
42 effective_visibility = visibility = 10000.0;
43 minimum_sky_visibility = 1000;
45 // near cloud visibility state variables
54 clouds_3d_enabled = false;
55 clouds_3d_density = 0.8;
57 pre_root = new osg::Group;
58 pre_root->setNodeMask(simgear::BACKGROUND_BIT);
59 osg::StateSet* preStateSet = new osg::StateSet;
60 preStateSet->setAttribute(new osg::Depth(osg::Depth::LESS, 0.0, 1.0,
62 pre_root->setStateSet(preStateSet);
63 cloud_root = new osg::Group;
64 cloud_root->setNodeMask(simgear::MODEL_BIT);
66 pre_selector = new osg::Switch;
68 pre_transform = new osg::Group;
70 _ephTransform = new osg::MatrixTransform;
80 // initialize the sky and connect the components to the scene graph at
81 // the provided branch
82 void SGSky::build( double h_radius_m, double v_radius_m,
83 double sun_size, double moon_size,
84 const SGEphemeris& eph, SGPropertyNode *property_tree_node,
85 simgear::SGReaderWriterOptions* options )
88 pre_transform->addChild( dome->build( h_radius_m, v_radius_m, options ) );
90 pre_transform->addChild(_ephTransform.get());
91 planets = new SGStars;
92 _ephTransform->addChild( planets->build(eph.getNumPlanets(), eph.getPlanets(), h_radius_m) );
95 _ephTransform->addChild( stars->build(eph.getNumStars(), eph.getStars(), h_radius_m) );
98 _ephTransform->addChild( moon->build(tex_path, moon_size) );
101 _ephTransform->addChild( oursun->build(tex_path, sun_size, property_tree_node ) );
103 pre_selector->addChild( pre_transform.get() );
105 pre_root->addChild( pre_selector.get() );
109 // repaint the sky components based on current value of sun_angle,
110 // sky, and fog colors.
112 // sun angle in degrees relative to verticle
113 // 0 degrees = high noon
114 // 90 degrees = sun rise/set
115 // 180 degrees = darkest midnight
116 bool SGSky::repaint( const SGSkyColor &sc, const SGEphemeris& eph )
118 if ( effective_visibility > minimum_sky_visibility ) {
120 dome->repaint( sc.adj_sky_color, sc.sky_color, sc.fog_color,
121 sc.sun_angle, effective_visibility );
123 stars->repaint( sc.sun_angle, eph.getNumStars(), eph.getStars() );
124 planets->repaint( sc.sun_angle, eph.getNumPlanets(), eph.getPlanets() );
125 oursun->repaint( sc.sun_angle, effective_visibility );
126 moon->repaint( sc.moon_angle );
128 for ( unsigned i = 0; i < cloud_layers.size(); ++i ) {
129 if (cloud_layers[i]->getCoverage() != SGCloudLayer::SG_CLOUD_CLEAR){
130 cloud_layers[i]->repaint( sc.cloud_color );
137 SGCloudField::updateFog((double)effective_visibility,
138 osg::Vec4f(toOsg(sc.fog_color), 1.0f));
142 // reposition the sky at the specified origin and orientation
144 // lon specifies a rotation about the Z axis
145 // lat specifies a rotation about the new Y axis
146 // spin specifies a rotation about the new Z axis (this allows
147 // additional orientation for the sunrise/set effects and is used by
148 // the skydome and perhaps clouds.
149 bool SGSky::reposition( const SGSkyState &st, const SGEphemeris& eph, double dt )
151 double angle = st.gst * 15; // degrees
152 double angleRad = SGMiscd::deg2rad(angle);
154 SGVec3f zero_elev, view_up;
155 double lon, lat, alt;
157 SGGeod geodZeroViewPos = SGGeod::fromGeodM(st.pos_geod, 0);
158 zero_elev = toVec3f( SGVec3d::fromGeod(geodZeroViewPos) );
160 // calculate the scenery up vector
161 SGQuatd hlOr = SGQuatd::fromLonLat(st.pos_geod);
162 view_up = toVec3f(hlOr.backTransform(-SGVec3d::e3()));
165 lon = st.pos_geod.getLongitudeRad();
166 lat = st.pos_geod.getLatitudeRad();
167 alt = st.pos_geod.getElevationM();
169 dome->reposition( zero_elev, alt, lon, lat, st.spin );
171 osg::Matrix m = osg::Matrix::rotate(angleRad, osg::Vec3(0, 0, -1));
172 m.postMultTranslate(toOsg(st.pos));
173 _ephTransform->setMatrix(m);
175 double sun_ra = eph.getSunRightAscension();
176 double sun_dec = eph.getSunDeclination();
177 oursun->reposition( sun_ra, sun_dec, st.sun_dist, lat, alt, st.sun_angle );
179 double moon_ra = eph.getMoonRightAscension();
180 double moon_dec = eph.getMoonDeclination();
181 moon->reposition( moon_ra, moon_dec, st.moon_dist );
183 for ( unsigned i = 0; i < cloud_layers.size(); ++i ) {
184 if ( cloud_layers[i]->getCoverage() != SGCloudLayer::SG_CLOUD_CLEAR ||
185 cloud_layers[i]->get_layer3D()->isDefined3D() ) {
186 cloud_layers[i]->reposition( zero_elev, view_up, lon, lat, alt, dt);
188 cloud_layers[i]->getNode()->setAllChildrenOff();
196 SGSky::add_cloud_layer( SGCloudLayer * layer )
198 cloud_layers.push_back(layer);
199 cloud_root->addChild(layer->getNode());
201 layer->set_enable3dClouds(clouds_3d_enabled);
205 SGSky::get_cloud_layer (int i) const
207 return cloud_layers[i];
211 SGSky::get_cloud_layer (int i)
213 return cloud_layers[i];
217 SGSky::get_cloud_layer_count () const
219 return cloud_layers.size();
222 double SGSky::get_3dCloudDensity() const {
223 return SGNewCloud::getDensity();
226 void SGSky::set_3dCloudDensity(double density)
228 SGNewCloud::setDensity(density);
231 float SGSky::get_3dCloudVisRange() const {
232 return SGCloudField::getVisRange();
235 void SGSky::set_3dCloudVisRange(float vis)
237 SGCloudField::setVisRange(vis);
238 for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
239 cloud_layers[i]->get_layer3D()->applyVisAndLoDRange();
243 float SGSky::get_3dCloudImpostorDistance() const {
244 return SGCloudField::getImpostorDistance();
247 void SGSky::set_3dCloudImpostorDistance(float vis)
249 SGCloudField::setImpostorDistance(vis);
250 for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
251 cloud_layers[i]->get_layer3D()->applyVisAndLoDRange();
255 float SGSky::get_3dCloudLoD1Range() const {
256 return SGCloudField::getLoD1Range();
259 void SGSky::set_3dCloudLoD1Range(float vis)
261 SGCloudField::setLoD1Range(vis);
262 for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
263 cloud_layers[i]->get_layer3D()->applyVisAndLoDRange();
267 float SGSky::get_3dCloudLoD2Range() const {
268 return SGCloudField::getLoD2Range();
271 void SGSky::set_3dCloudLoD2Range(float vis)
273 SGCloudField::setLoD2Range(vis);
274 for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
275 cloud_layers[i]->get_layer3D()->applyVisAndLoDRange();
279 bool SGSky::get_3dCloudWrap() const {
280 return SGCloudField::getWrap();
283 void SGSky::set_3dCloudWrap(bool wrap)
285 SGCloudField::setWrap(wrap);
288 bool SGSky::get_3dCloudUseImpostors() const {
289 return SGCloudField::getUseImpostors();
292 void SGSky::set_3dCloudUseImpostors(bool imp)
294 SGCloudField::setUseImpostors(imp);
297 float SGSky::get_minimum_sky_visibility() const
299 return minimum_sky_visibility;
302 void SGSky::set_minimum_sky_visibility( float value )
304 minimum_sky_visibility = value;
307 void SGSky::texture_path( const string& path ) {
308 tex_path = SGPath( path );
311 // modify the current visibility based on cloud layers, thickness,
312 // transition range, and simulated "puffs".
313 void SGSky::modify_vis( float alt, float time_factor ) {
314 float effvis = visibility;
316 for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
317 float asl = cloud_layers[i]->getElevation_m();
318 float thickness = cloud_layers[i]->getThickness_m();
319 float transition = cloud_layers[i]->getTransition_m();
323 if ( cloud_layers[i]->getCoverage() == SGCloudLayer::SG_CLOUD_CLEAR ) {
324 // less than 50% coverage -- assume we're in the clear for now
326 } else if ( alt < asl - transition ) {
329 } else if ( alt < asl ) {
330 // in lower transition
331 ratio = (asl - alt) / transition;
332 } else if ( alt < asl + thickness ) {
335 } else if ( alt < asl + thickness + transition ) {
336 // in upper transition
337 ratio = (alt - (asl + thickness)) / transition;
343 if ( cloud_layers[i]->getCoverage() == SGCloudLayer::SG_CLOUD_CLEAR ||
344 cloud_layers[i]->get_layer3D()->isDefined3D()) {
345 // do nothing, clear layers aren't drawn, don't affect
346 // visibility andn dont' need to be faded in or out.
347 } else if ( (cloud_layers[i]->getCoverage() ==
348 SGCloudLayer::SG_CLOUD_FEW)
349 || (cloud_layers[i]->getCoverage() ==
350 SGCloudLayer::SG_CLOUD_SCATTERED) )
352 // set the alpha fade value for the cloud layer. For less
353 // dense cloud layers we fade the layer to nothing as we
354 // approach it because we stay clear visibility-wise as we
356 float temp = ratio * 2.0;
357 if ( temp > 1.0 ) { temp = 1.0; }
358 cloud_layers[i]->setAlpha( temp );
360 // don't touch visibility
362 // maintain full alpha for denser cloud layer types.
363 // Let's set the value explicitly in case someone changed
365 cloud_layers[i]->setAlpha( 1.0 );
367 // lower visibility as we approach the cloud layer.
368 // accumulate effects from multiple cloud layers
375 // calc chance of entering cloud puff
376 double rnd = sg_random();
377 double chance = rnd * rnd * rnd;
378 if ( chance > 0.95 /* * (diff - 25) / 50.0 */ ) {
380 puff_length = sg_random() * 2.0; // up to 2 seconds
381 puff_progression = 0.0;
386 // modify actual_visibility based on puff envelope
388 if ( puff_progression <= ramp_up ) {
389 double x = SGD_PI_2 * puff_progression / ramp_up;
390 double factor = 1.0 - sin( x );
391 // cout << "ramp up = " << puff_progression
392 // << " factor = " << factor << endl;
393 effvis = effvis * factor;
394 } else if ( puff_progression >= ramp_up + puff_length ) {
395 double x = SGD_PI_2 *
396 (puff_progression - (ramp_up + puff_length)) /
398 double factor = sin( x );
399 // cout << "ramp down = "
400 // << puff_progression - (ramp_up + puff_length)
401 // << " factor = " << factor << endl;
402 effvis = effvis * factor;
407 /* cout << "len = " << puff_length
409 << " factor = " << factor
410 << " actual_visibility = " << actual_visibility
413 // time_factor = ( global_multi_loop *
414 // current_options.get_speed_up() ) /
415 // (double)current_options.get_model_hz();
417 puff_progression += time_factor;
418 // cout << "time factor = " << time_factor << endl;
420 /* cout << "gml = " << global_multi_loop
421 << " speed up = " << current_options.get_speed_up()
422 << " hz = " << current_options.get_model_hz() << endl;
425 if ( puff_progression > puff_length + ramp_up + ramp_down) {
432 // never let visibility drop below the layer's configured visibility
433 effvis = SG_MAX2<float>(cloud_layers[i]->getVisibility_m(), effvis );
437 effective_visibility = effvis;