#include <simgear/structure/SGSharedPtr.hxx>
#include <simgear/math/sg_random.h>
#include <simgear/math/sg_geodesy.hxx>
-#include <simgear/math/point3d.hxx>
-#include <simgear/math/polar3d.hxx>
-#include <simgear/sound/soundmgr_openal.hxx>
+#include <simgear/sound/sample_group.hxx>
#include <simgear/scene/sky/cloudfield.hxx>
#include <simgear/scene/sky/newcloud.hxx>
#include <simgear/props/props.hxx>
typedef struct {
- Point3D pt;
+ SGVec3d pt;
int depth;
int prev;
} lt_tree_seg;
#define MAX_LT_TREE_SEG 400
#define DFL_MIN_LIGHT 0.35
-sgVec3 SGEnviro::min_light = {DFL_MIN_LIGHT, DFL_MIN_LIGHT, DFL_MIN_LIGHT};
+SGVec3f SGEnviro::min_light(DFL_MIN_LIGHT, DFL_MIN_LIGHT, DFL_MIN_LIGHT);
#define DFL_STREAK_BRIGHT_NEARMOST_LAYER 0.9
-SGfloat SGEnviro::streak_bright_nearmost_layer = DFL_STREAK_BRIGHT_NEARMOST_LAYER;
+float SGEnviro::streak_bright_nearmost_layer = DFL_STREAK_BRIGHT_NEARMOST_LAYER;
#define DFL_STREAK_BRIGHT_FARMOST_LAYER 0.5
-SGfloat SGEnviro::streak_bright_farmost_layer = DFL_STREAK_BRIGHT_FARMOST_LAYER;
+float SGEnviro::streak_bright_farmost_layer = DFL_STREAK_BRIGHT_FARMOST_LAYER;
#define DFL_STREAK_PERIOD_MAX 2.5
-SGfloat SGEnviro::streak_period_max = DFL_STREAK_PERIOD_MAX;
+float SGEnviro::streak_period_max = DFL_STREAK_PERIOD_MAX;
#define DFL_STREAK_PERIOD_CHANGE_PER_KT 0.005
-SGfloat SGEnviro::streak_period_change_per_kt = DFL_STREAK_PERIOD_CHANGE_PER_KT;
+float SGEnviro::streak_period_change_per_kt = DFL_STREAK_PERIOD_CHANGE_PER_KT;
#define DFL_STREAK_PERIOD_MIN 1.0
-SGfloat SGEnviro::streak_period_min = DFL_STREAK_PERIOD_MIN;
+float SGEnviro::streak_period_min = DFL_STREAK_PERIOD_MIN;
#define DFL_STREAK_LENGTH_MIN 0.03
-SGfloat SGEnviro::streak_length_min = DFL_STREAK_LENGTH_MIN;
+float SGEnviro::streak_length_min = DFL_STREAK_LENGTH_MIN;
#define DFL_STREAK_LENGTH_CHANGE_PER_KT 0.0005
-SGfloat SGEnviro::streak_length_change_per_kt = DFL_STREAK_LENGTH_CHANGE_PER_KT;
+float SGEnviro::streak_length_change_per_kt = DFL_STREAK_LENGTH_CHANGE_PER_KT;
#define DFL_STREAK_LENGTH_MAX 0.1
-SGfloat SGEnviro::streak_length_max = DFL_STREAK_LENGTH_MAX;
+float SGEnviro::streak_length_max = DFL_STREAK_LENGTH_MAX;
#define DFL_STREAK_COUNT_MIN 40
int SGEnviro::streak_count_min = DFL_STREAK_COUNT_MIN;
#define DFL_STREAK_COUNT_MAX 190
#endif
int SGEnviro::streak_count_max = DFL_STREAK_COUNT_MAX;
#define DFL_CONE_BASE_RADIUS 15.0
-SGfloat SGEnviro::cone_base_radius = DFL_CONE_BASE_RADIUS;
+float SGEnviro::cone_base_radius = DFL_CONE_BASE_RADIUS;
#define DFL_CONE_HEIGHT 30.0
-SGfloat SGEnviro::cone_height = DFL_CONE_HEIGHT;
+float SGEnviro::cone_height = DFL_CONE_HEIGHT;
void SGEnviro::config(const SGPropertyNode* n)
return;
const float ml = n->getFloatValue("min-light", DFL_MIN_LIGHT);
- sgSetVec3(min_light, ml, ml, ml);
+ min_light = SGVec3f(ml, ml, ml);
streak_bright_nearmost_layer = n->getFloatValue(
"streak-brightness-nearmost-layer",
~SGLightning();
void lt_Render(void);
void lt_build(void);
- void lt_build_tree_branch(int tree_nr, Point3D &start, float energy, int nbseg, float segsize);
+ void lt_build_tree_branch(int tree_nr, SGVec3d &start, float energy, int nbseg, float segsize);
// contains all the segments of the lightning
lt_tree_seg lt_tree[MAX_LT_TREE_SEG];
lightning_enable_state(false),
elapsed_time(0.0),
dt(0.0),
- soundMgr(NULL),
+ sampleGroup(NULL),
snd_active(false),
snd_dist(0.0),
min_time_before_lt(0.0),
}
SGEnviro::~SGEnviro(void) {
+ // if (sampleGroup) delete sampleGroup;
+
// OSGFIXME
return;
list_of_lightning::iterator iLightning;
- for( iLightning = lightnings.begin() ; iLightning != lightnings.end() ; iLightning++ ) {
+ for( iLightning = lightnings.begin() ; iLightning != lightnings.end() ; ++iLightning ) {
delete (*iLightning);
}
lightnings.clear();
}
-void SGEnviro::startOfFrame( sgVec3 p, sgVec3 up, double lon, double lat, double alt, double delta_time) {
+void SGEnviro::startOfFrame( SGVec3f p, SGVec3f up, double lon, double lat, double alt, double delta_time) {
// OSGFIXME
return;
view_in_cloud = false;
elapsed_time += delta_time;
min_time_before_lt -= delta_time;
dt = delta_time;
-
+#if 0
sgMat4 T1, LON, LAT;
sgVec3 axis;
sgSetCoord( &pos, TRANSFORM );
sgMakeCoordMat4( transform, &pos );
+ #endif
last_lon = lon;
last_lat = lat;
last_alt = alt;
}
}
-void SGEnviro::setLight(sgVec4 adj_fog_color) {
+void SGEnviro::setLight(SGVec4f adj_fog_color) {
// OSGFIXME
return;
- sgCopyVec4( fog_color, adj_fog_color );
+ fog_color = adj_fog_color;
if( false ) {
// ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
}
if(lightning_enable_state && min_time_before_lt <= 0.0 && (family == SGNewCloud::CLFamilly_cb) &&
dist < 15000.0 * 15000.0 && sg_random() > 0.9f) {
double lat, lon;
- Point3D orig, dest;
+ SGVec3d orig, dest;
orig.setlat(last_lat * SG_DEGREES_TO_RADIANS );
orig.setlon(last_lon * SG_DEGREES_TO_RADIANS );
orig.setelev(0.0);
void SGEnviro::DrawCone2(float baseRadius, float height, int slices, bool down, double rain_norm, double speed) {
// OSGFIXME
return;
- sgVec3 light;
- sgAddVec3( light, fog_color, min_light );
- float da = SG_PI * 2.0f / (float) slices;
- // low number = faster
- float speedf = streak_period_max - speed * streak_period_change_per_kt;
- if( speedf < streak_period_min )
- speedf = streak_period_min;
- float lenf = streak_length_min + speed * streak_length_change_per_kt;
- if( lenf > streak_length_max )
- lenf = streak_length_max;
- float t = fmod((float) elapsed_time, speedf) / speedf;
-// t = 0.1f;
- if( !down )
- t = 1.0f - t;
- float angle = 0.0f;
- //glColor4f(1.0f, 0.7f, 0.7f, 0.9f); // XXX unneeded? overriden below
- glBegin(GL_LINES);
- if (slices > MAX_RAIN_SLICE)
- slices = MAX_RAIN_SLICE; // should never happen
- for( int i = 0 ; i < slices ; i++ ) {
- float x = cos(angle) * baseRadius;
- float y = sin(angle) * baseRadius;
- angle += da;
- sgVec3 dir = {x, -height, y};
-
- // rain drops at 2 different speed to simulate depth
- float t1 = (i & 1 ? t : t + t) + rainpos[i];
- if(t1 > 1.0f) t1 -= 1.0f;
- if(t1 > 1.0f) t1 -= 1.0f;
-
- // distant raindrops are more transparent
- float c = t1 * (i & 1 ?
- streak_bright_farmost_layer
- : streak_bright_nearmost_layer);
- glColor4f(c * light[0], c * light[1], c * light[2], c);
- sgVec3 p1, p2;
- sgScaleVec3(p1, dir, t1);
- // distant raindrops are shorter
- float t2 = t1 + (i & 1 ? lenf : lenf+lenf);
- sgScaleVec3(p2, dir, t2);
-
- glVertex3f(p1[0], p1[1] + height, p1[2]);
- glVertex3f(p2[0], p2[1] + height, p2[2]);
- }
- glEnd();
}
void SGEnviro::drawRain(double pitch, double roll, double heading, double hspeed, double rain_norm) {
// OSGFIXME
return;
-
-#if 0
- static int debug_period = 0;
- if (debug_period++ == 50) {
- debug_period = 0;
- cout << "drawRain("
- << pitch << ", "
- << roll << ", "
- << heading << ", "
- << hspeed << ", "
- << rain_norm << ");"
- //" angle = " << angle
- //<< " raindrop(KTS) = " << raindrop_speed_kts
- << endl;
- }
-#endif
-
-
- glBindTexture(GL_TEXTURE_2D, 0);
-
- glDisable(GL_DEPTH_TEST);
- glShadeModel(GL_SMOOTH);
- glEnable(GL_BLEND);
- glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA );
- glDisable( GL_FOG );
- glDisable(GL_LIGHTING);
-
- int slice_count = static_cast<int>(
- (streak_count_min + rain_norm*(streak_count_max-streak_count_min))
- * precipitation_density / 100.0);
-
- // www.wonderquest.com/falling-raindrops.htm says that
- // Raindrop terminal velocity is 5 to 20mph
- // Rather than model it accurately (temp, pressure, diameter), and make it
- // smaller than terminal when closer to the precipitation cloud base,
- // we interpolate in the 5-20mph range according to rain_norm.
- double raindrop_speed_kts
- = (5.0 + rain_norm*15.0) * SG_MPH_TO_MPS * SG_MPS_TO_KT;
-
- float angle = atanf(hspeed / raindrop_speed_kts) * SG_RADIANS_TO_DEGREES;
- glPushMatrix();
- // the cone rotate with hspeed
- angle = -pitch - angle;
- glRotatef(roll, 0.0, 0.0, 1.0);
- glRotatef(heading, 0.0, 1.0, 0.0);
- glRotatef(angle, 1.0, 0.0, 0.0);
-
- // up cone
- DrawCone2(cone_base_radius, cone_height,
- slice_count, true, rain_norm, hspeed);
- // down cone (usually not visible)
- if(angle > 0.0 || heading != 0.0)
- DrawCone2(cone_base_radius, -cone_height,
- slice_count, false, rain_norm, hspeed);
-
- glPopMatrix();
-
- glEnable(GL_LIGHTING);
- glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
- glEnable( GL_FOG );
- glEnable(GL_DEPTH_TEST);
-
}
-void SGEnviro::set_soundMgr(SGSoundMgr *mgr) {
- soundMgr = mgr;
+void SGEnviro::set_sampleGroup(SGSampleGroup *sgr) {
+ sampleGroup = sgr;
}
void SGEnviro::drawPrecipitation(double rain_norm, double snow_norm, double hail_norm, double pitch, double roll, double heading, double hspeed) {
}
// lightning rendering code
-void SGLightning::lt_build_tree_branch(int tree_nr, Point3D &start, float energy, int nbseg, float segsize) {
+void SGLightning::lt_build_tree_branch(int tree_nr, SGVec3d &start, float energy, int nbseg, float segsize) {
// OSGFIXME
return;
-
- sgVec3 dir, newdir;
- int nseg = 0;
- Point3D pt = start;
- if( nbseg == 50 )
- sgSetVec3( dir, 0.0, -1.0, 0.0 );
- else {
- sgSetVec3( dir, sg_random() - 0.5f, sg_random() - 0.5f, sg_random() - 0.5f);
- sgNormaliseVec3(dir);
- }
- if( nb_tree >= MAX_LT_TREE_SEG )
- return;
-
- lt_tree[nb_tree].depth = tree_nr;
- nseg = 0;
- lt_tree[nb_tree].pt = pt;
- lt_tree[nb_tree].prev = -1;
- nb_tree ++;
-
- // TODO:check agl
- while(nseg < nbseg && pt.y() > 0.0) {
- int prev = nb_tree - 1;
- nseg++;
- // add a branch
- if( energy * sg_random() > 0.8f )
- lt_build_tree_branch(tree_nr + 1, pt, energy * 0.9f, nbseg == 50 ? 10 : static_cast<int>(nbseg * 0.4f), segsize * 0.7f);
-
- if( nb_tree >= MAX_LT_TREE_SEG )
- return;
- sgSetVec3(newdir, (sg_random() - 0.5f), (sg_random() - 0.5f) - (nbseg == 50 ? 0.5f : 0.0), (sg_random() - 0.5f));
- sgNormaliseVec3(newdir);
- sgAddVec3( dir, newdir);
- sgNormaliseVec3(dir);
- sgVec3 scaleDir;
- sgScaleVec3( scaleDir, dir, segsize * energy * 0.5f );
- pt[PX] += scaleDir[0];
- pt[PY] += scaleDir[1];
- pt[PZ] += scaleDir[2];
-
- lt_tree[nb_tree].depth = tree_nr;
- lt_tree[nb_tree].pt = pt;
- lt_tree[nb_tree].prev = prev;
- nb_tree ++;
- }
}
void SGLightning::lt_build(void) {
// OSGFIXME
return;
- Point3D top;
- nb_tree = 0;
- top[PX] = 0 ;
- top[PY] = alt;
- top[PZ] = 0;
- lt_build_tree_branch(0, top, 1.0, 50, top[PY] / 8.0);
- if( ! sgEnviro.soundMgr )
- return;
- Point3D start( sgEnviro.last_lon*SG_DEGREES_TO_RADIANS, sgEnviro.last_lat*SG_DEGREES_TO_RADIANS, 0.0 );
- Point3D dest( lon*SG_DEGREES_TO_RADIANS, lat*SG_DEGREES_TO_RADIANS, 0.0 );
- double course = 0.0, dist = 0.0;
- calc_gc_course_dist( dest, start, &course, &dist );
- if( dist < 10000.0 && ! sgEnviro.snd_playing && (dist < sgEnviro.snd_dist || ! sgEnviro.snd_active) ) {
- sgEnviro.snd_timer = 0.0;
- sgEnviro.snd_wait = dist / 340;
- sgEnviro.snd_dist = dist;
- sgEnviro.snd_pos_lat = lat;
- sgEnviro.snd_pos_lon = lon;
- sgEnviro.snd_active = true;
- sgEnviro.snd_playing = false;
- }
}
void SGLightning::lt_Render(void) {
// OSGFIXME
return;
- float flash = 0.5;
- if( fmod(sgEnviro.elapsed_time*100.0, 100.0) > 50.0 )
- flash = sg_random() * 0.75f + 0.25f;
- float h = lt_tree[0].pt[PY];
- sgVec4 col={0.62f, 0.83f, 1.0f, 1.0f};
- sgVec4 c;
-
-#define DRAW_SEG() \
- {glColorMaterial(GL_FRONT, GL_EMISSION); \
- glDisable(GL_LINE_SMOOTH); glBegin(GL_LINES); \
- glColor4fv(c); \
- glVertex3f(lt_tree[n].pt[PX], lt_tree[n].pt[PZ], lt_tree[n].pt[PY]); \
- glVertex3f(lt_tree[lt_tree[n].prev].pt[PX], lt_tree[lt_tree[n].prev].pt[PZ], lt_tree[lt_tree[n].prev].pt[PY]); \
- glEnd(); glEnable(GL_LINE_SMOOTH);}
-
- glDepthMask( GL_FALSE );
- glEnable(GL_BLEND);
- glBlendFunc( GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
- glBindTexture(GL_TEXTURE_2D, 0);
-
- glDisable(GL_LIGHTING);
- glDisable( GL_FOG );
- glPushMatrix();
- sgMat4 modelview, tmp;
- // OSGFIXME
-// ssgGetModelviewMatrix( modelview );
- sgCopyMat4( tmp, sgEnviro.transform );
- sgPostMultMat4( tmp, modelview );
- // OSGFIXME
-// ssgLoadModelviewMatrix( tmp );
-
- Point3D start( sgEnviro.last_lon*SG_DEGREES_TO_RADIANS, sgEnviro.last_lat*SG_DEGREES_TO_RADIANS, 0.0 );
- Point3D dest( lon*SG_DEGREES_TO_RADIANS, lat*SG_DEGREES_TO_RADIANS, 0.0 );
- double course = 0.0, dist = 0.0;
- calc_gc_course_dist( dest, start, &course, &dist );
- double ax = 0.0, ay = 0.0;
- ax = cos(course) * dist;
- ay = sin(course) * dist;
-
- glTranslatef( ax, ay, -sgEnviro.last_alt );
-
- sgEnviro.radarEcho.push_back( SGWxRadarEcho ( course, 0.0, 0.0, dist, age, true, 0 ) );
-
- for( int n = 0 ; n < nb_tree ; n++ ) {
- if( lt_tree[n].prev < 0 )
- continue;
-
- float t1 = sgLerp(0.5, 1.0, lt_tree[n].pt[PY] / h);
- t1 *= flash;
- if( lt_tree[n].depth >= 2 ) {
- glLineWidth(3);
- sgScaleVec4(c, col, t1 * 0.6f);
- DRAW_SEG();
- } else {
- if( lt_tree[n].depth == 0 ) {
- glLineWidth(12);
- sgScaleVec4(c, col, t1 * 0.5f);
- DRAW_SEG();
-
- glLineWidth(6);
- sgScaleVec4(c, col, t1);
- DRAW_SEG();
- } else {
- glLineWidth(6);
- sgScaleVec4(c, col, t1 * 0.7f);
- DRAW_SEG();
- }
-
- if( lt_tree[n].depth == 0 )
- glLineWidth(3);
- else
- glLineWidth(2);
-
- sgSetVec4(c, t1, t1, t1, t1);
- DRAW_SEG();
- }
-
- }
- glLineWidth(1);
- glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
- glPopMatrix();
- glDepthMask( GL_TRUE );
- glEnable( GL_FOG );
- glEnable(GL_LIGHTING);
}
void SGEnviro::addLightning(double lon, double lat, double alt) {
void SGEnviro::drawLightning(void) {
// OSGFIXME
return;
- list_of_lightning::iterator iLightning;
- // play 'thunder' for lightning
- if( snd_active ) {
- if( !snd_playing ) {
- // wait until sound has reached us
- snd_timer += dt;
- if( snd_timer >= snd_wait ) {
- snd_playing = true;
- // compute relative position of lightning
- Point3D start( sgEnviro.last_lon*SG_DEGREES_TO_RADIANS, sgEnviro.last_lat*SG_DEGREES_TO_RADIANS, 0.0 );
- Point3D dest( snd_pos_lon*SG_DEGREES_TO_RADIANS, snd_pos_lat*SG_DEGREES_TO_RADIANS, 0.0 );
- double course = 0.0, dist = 0.0;
- calc_gc_course_dist( dest, start, &course, &dist );
- double ax = 0.0, ay = 0.0;
- ax = cos(course) * dist;
- ay = sin(course) * dist;
- SGSharedPtr<SGSoundSample> snd = soundMgr->find("thunder");
- if( snd ) {
- ALfloat pos[3]={ax, ay, -sgEnviro.last_alt };
- snd->set_source_pos(pos);
- snd->play_once();
- }
- }
- } else {
- if( !soundMgr->is_playing("thunder") ) {
- snd_active = false;
- snd_playing = false;
- }
- }
-
- }
- if( ! lightning_enable_state )
- return;
-
- for( iLightning = lightnings.begin() ; iLightning != lightnings.end() ; iLightning++ ) {
- if( dt )
- if( sg_random() > 0.95f )
- (*iLightning)->lt_build();
- (*iLightning)->lt_Render();
- (*iLightning)->age -= dt;
- if( (*iLightning)->age < 0.0 ) {
- delete (*iLightning);
- lightnings.erase( iLightning );
- break;
- }
- }
-
}