#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",
}
SGEnviro::~SGEnviro(void) {
- if (sampleGroup) delete sampleGroup;
+ // 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() );
}
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_sampleGroup(SGSampleGroup *sgr) {
void SGLightning::lt_build(void) {
// OSGFIXME
return;
-
}