// Written by Curtis Olson, started June 2000.
//
-// Copyright (C) 2000 Curtis L. Olson - curt@flightgear.org
+// Copyright (C) 2000 Curtis L. Olson - http://www.flightgear.org/~curt
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Library General Public
#include STL_STRING
SG_USING_STD(string);
+// #include <iostream>
+// SG_USING_STD(cout);
+// SG_USING_STD(endl);
+
+class SGCloudField;
/**
* A class layer to model a single cloud layer
* of the cloud layer. The elevation of the top of the layer is
* elevation_m + thickness_m.
* @param elevation_m the layer elevation in meters
+ * @param set_span defines whether it is allowed to adjust the span
*/
- void setElevation_m (float elevation_m);
+ void setElevation_m (float elevation_m, bool set_span = true);
/** get the layer thickness */
float getThickness_m () const;
* visibility.
*/
float getTransition_m () const;
+
/**
* set the transition layer size in meters
* @param transition_m the transition layer size in meters
/** get coverage type */
Coverage getCoverage () const;
+
/**
* set coverage type
* @param coverage the coverage type
*/
void setCoverage (Coverage coverage);
+ /**
+ * set the cloud movement direction
+ * @param dir the cloud movement direction
+ */
+ inline void setDirection(float dir) {
+ // cout << "cloud dir = " << dir << endl;
+ direction = dir;
+ }
+
+ /** get the cloud movement direction */
+ inline float getDirection() { return direction; }
+
+ /**
+ * set the cloud movement speed
+ * @param sp the cloud movement speed
+ */
+ inline void setSpeed(float sp) {
+ // cout << "cloud speed = " << sp << endl;
+ speed = sp;
+ }
+
+ /** get the cloud movement speed */
+ inline float getSpeed() { return speed; }
+
+ /**
+ * set the alpha component of the cloud base color. Normally this
+ * should be 1.0, but you can set it anywhere in the range of 0.0
+ * to 1.0 to fade a cloud layer in or out.
+ * @param alpha cloud alpha value (0.0 to 1.0)
+ */
+ inline void setAlpha( float alpha ) {
+ if ( alpha < 0.0 ) { alpha = 0.0; }
+ if ( alpha > 1.0 ) { alpha = 1.0; }
+ cloud_alpha = alpha;
+ }
+
/** build the cloud object */
void rebuild();
* @param lat specifies a rotation about the new Y axis
* @param spin specifies a rotation about the new Z axis
* (and orients the sunrise/set effects)
+ * @param dt the time elapsed since the last call
*/
- bool reposition( sgVec3 p, sgVec3 up, double lon, double lat, double alt );
+ bool reposition( sgVec3 p, sgVec3 up, double lon, double lat, double alt,
+ double dt = 0.0 );
/** draw the cloud layer */
- void draw();
+ void draw( bool top );
+
+ static bool enable_bump_mapping;
+
+ /** return the 3D layer cloud associated with this 2D layer */
+ SGCloudField *get_layer3D(void) { return layer3D; }
private:
+ struct CloudVertex {
+ sgVec3 position;
+ sgVec2 texCoord;
+ sgVec3 tangentSpLight;
+ sgVec3 sTangent;
+ sgVec3 tTangent;
+ sgVec3 normal;
+ sgVec4 color;
+ };
+
+ CloudVertex *vertices;
+ unsigned int *indices;
+
ssgRoot *layer_root;
ssgTransform *layer_transform;
ssgLeaf *layer[4];
+ ssgStateSelector *state_sel;
+
+ float cloud_alpha; // 1.0 = drawn fully, 0.0 faded out completely
ssgColourArray *cl[4];
ssgVertexArray *vl[4];
float layer_transition;
Coverage layer_coverage;
float scale;
+ float speed;
+ float direction;
// for handling texture coordinates to simulate cloud movement
// from winds, and to simulate the clouds being tied to ground
// position, not view position
// double xoff, yoff;
- double last_lon, last_lat;
+ double last_lon, last_lat, last_course;
+ SGCloudField *layer3D;
};