//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
-// Foundation, 59 Temple Place, Suite 330, Boston, MA 02111-1307, USA
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
//
+#ifdef HAVE_CONFIG_H
+# include <simgear_config.h>
+#endif
+#include <simgear/constants.h>
+#include <simgear/structure/SGReferenced.hxx>
+#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/sample_group.hxx>
#include <simgear/scene/sky/cloudfield.hxx>
#include <simgear/scene/sky/newcloud.hxx>
+#include <simgear/props/props.hxx>
#include "visual_enviro.hxx"
+#include <vector>
+
+using std::vector;
+
+
+typedef struct {
+ Point3D pt;
+ int depth;
+ int prev;
+} lt_tree_seg;
+
+#define MAX_RAIN_SLICE 200
+static float rainpos[MAX_RAIN_SLICE];
+#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};
+#define DFL_STREAK_BRIGHT_NEARMOST_LAYER 0.9
+SGfloat 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;
+#define DFL_STREAK_PERIOD_MAX 2.5
+SGfloat 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;
+#define DFL_STREAK_PERIOD_MIN 1.0
+SGfloat SGEnviro::streak_period_min = DFL_STREAK_PERIOD_MIN;
+#define DFL_STREAK_LENGTH_MIN 0.03
+SGfloat 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;
+#define DFL_STREAK_LENGTH_MAX 0.1
+SGfloat 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
+#if (DFL_STREAK_COUNT_MAX > MAX_RAIN_SLICE)
+#error "Bad default!"
+#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;
+#define DFL_CONE_HEIGHT 30.0
+SGfloat SGEnviro::cone_height = DFL_CONE_HEIGHT;
+
+
+void SGEnviro::config(const SGPropertyNode* n)
+{
+ if (!n)
+ return;
+
+ const float ml = n->getFloatValue("min-light", DFL_MIN_LIGHT);
+ sgSetVec3(min_light, ml, ml, ml);
+
+ streak_bright_nearmost_layer = n->getFloatValue(
+ "streak-brightness-nearmost-layer",
+ DFL_STREAK_BRIGHT_NEARMOST_LAYER);
+ streak_bright_farmost_layer = n->getFloatValue(
+ "streak-brightness-farmost-layer",
+ DFL_STREAK_BRIGHT_FARMOST_LAYER);
+
+ streak_period_max = n->getFloatValue(
+ "streak-period-max",
+ DFL_STREAK_PERIOD_MAX);
+ streak_period_min = n->getFloatValue(
+ "streak-period-min",
+ DFL_STREAK_PERIOD_MIN);
+ streak_period_change_per_kt = n->getFloatValue(
+ "streak-period-change-per-kt",
+ DFL_STREAK_PERIOD_CHANGE_PER_KT);
+
+ streak_length_max = n->getFloatValue(
+ "streak-length-max",
+ DFL_STREAK_LENGTH_MAX);
+ streak_length_min = n->getFloatValue(
+ "streak-length-min",
+ DFL_STREAK_LENGTH_MIN);
+ streak_length_change_per_kt = n->getFloatValue(
+ "streak-length-change-per-kt",
+ DFL_STREAK_LENGTH_CHANGE_PER_KT);
+
+ streak_count_min = n->getIntValue(
+ "streak-count-min", DFL_STREAK_COUNT_MIN);
+ streak_count_max = n->getIntValue(
+ "streak-count-max", DFL_STREAK_COUNT_MAX);
+ if (streak_count_max > MAX_RAIN_SLICE)
+ streak_count_max = MAX_RAIN_SLICE;
+
+ cone_base_radius = n->getFloatValue(
+ "cone-base-radius", DFL_CONE_BASE_RADIUS);
+ cone_height = n->getFloatValue("cone_height", DFL_CONE_HEIGHT);
+}
+
+
+/**
+ * A class to render lightnings.
+ */
+class SGLightning {
+public:
+ /**
+ * Build a new lightning.
+ * The lightning has a limited life time. It will also play a thunder sounder once.
+ * @param lon lon longitude in degree
+ * @param lat lat latitude in degree
+ * @param alt asl of top of lightning
+ */
+ SGLightning(double lon, double lat, double alt);
+ ~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);
+
+ // contains all the segments of the lightning
+ lt_tree_seg lt_tree[MAX_LT_TREE_SEG];
+ // segment count
+ int nb_tree;
+ // position of lightning
+ double lon, lat, alt;
+ int sequence_count;
+ // time to live
+ double age;
+};
+
+typedef vector<SGLightning *> list_of_lightning;
+static list_of_lightning lightnings;
+
SGEnviro sgEnviro;
-SGEnviro::SGEnviro(void) {
+SGEnviro::SGEnviro() :
+ view_in_cloud(false),
+ precipitation_enable_state(true),
+ precipitation_density(100.0),
+ precipitation_max_alt(0.0),
+ turbulence_enable_state(false),
+ last_cloud_turbulence(0.0),
+ cloud_turbulence(0.0),
+ lightning_enable_state(false),
+ elapsed_time(0.0),
+ dt(0.0),
+ sampleGroup(NULL),
+ snd_active(false),
+ snd_dist(0.0),
+ min_time_before_lt(0.0),
+ fov_width(55.0),
+ fov_height(55.0)
+
+{
+ for(int i = 0; i < MAX_RAIN_SLICE ; i++)
+ rainpos[i] = sg_random();
+ radarEcho.reserve(100);
}
SGEnviro::~SGEnviro(void) {
-}
+ if (sampleGroup) delete sampleGroup;
-int SGEnviro::get_clouds_CacheSize(void) const {
- return SGCloudField::get_CacheSize();
+ // OSGFIXME
+ return;
+ list_of_lightning::iterator iLightning;
+ for( iLightning = lightnings.begin() ; iLightning != lightnings.end() ; iLightning++ ) {
+ delete (*iLightning);
+ }
+ lightnings.clear();
}
-float SGEnviro::get_clouds_visibility(void) const {
- return SGCloudField::get_CloudVis();
-}
-float SGEnviro::get_clouds_density(void) const {
- return SGCloudField::get_density();
+
+void SGEnviro::startOfFrame( sgVec3 p, sgVec3 up, double lon, double lat, double alt, double delta_time) {
+ // OSGFIXME
+ return;
+ view_in_cloud = false;
+ // ask the impostor cache to do some cleanup
+ last_cloud_turbulence = cloud_turbulence;
+ cloud_turbulence = 0.0;
+ elapsed_time += delta_time;
+ min_time_before_lt -= delta_time;
+ dt = delta_time;
+
+ sgMat4 T1, LON, LAT;
+ sgVec3 axis;
+
+ sgMakeTransMat4( T1, p );
+
+ sgSetVec3( axis, 0.0, 0.0, 1.0 );
+ sgMakeRotMat4( LON, lon, axis );
+
+ sgSetVec3( axis, 0.0, 1.0, 0.0 );
+ sgMakeRotMat4( LAT, 90.0 - lat, axis );
+
+ sgMat4 TRANSFORM;
+
+ sgCopyMat4( TRANSFORM, T1 );
+ sgPreMultMat4( TRANSFORM, LON );
+ sgPreMultMat4( TRANSFORM, LAT );
+
+ sgCoord pos;
+ sgSetCoord( &pos, TRANSFORM );
+
+ sgMakeCoordMat4( transform, &pos );
+ last_lon = lon;
+ last_lat = lat;
+ last_alt = alt;
+
+ radarEcho.clear();
+ precipitation_max_alt = 400.0;
}
-bool SGEnviro::get_clouds_enable_state(void) const {
- return SGCloudField::get_enable3dClouds();
+
+void SGEnviro::endOfFrame(void) {
}
-void SGEnviro::set_clouds_CacheSize(int sizeKb) {
- SGCloudField::set_CacheSize(sizeKb);
+double SGEnviro::get_cloud_turbulence(void) const {
+ return last_cloud_turbulence;
}
-void SGEnviro::set_clouds_visibility(float distance) {
- SGCloudField::set_CloudVis(distance);
+
+// this can be queried to add some turbulence for example
+bool SGEnviro::is_view_in_cloud(void) const {
+ return view_in_cloud;
}
-void SGEnviro::set_clouds_density(float density) {
- SGCloudField::set_density(density);
+void SGEnviro::set_view_in_cloud(bool incloud) {
+ view_in_cloud = incloud;
}
-void SGEnviro::set_clouds_enable_state(bool enable) {
- SGCloudField::set_enable3dClouds(enable);
+
+bool SGEnviro::get_turbulence_enable_state(void) const {
+ return turbulence_enable_state;
}
+void SGEnviro::set_turbulence_enable_state(bool enable) {
+ turbulence_enable_state = enable;
+}
// rain/snow
float SGEnviro::get_precipitation_density(void) const {
- return 0.0;
+ return precipitation_density;
}
bool SGEnviro::get_precipitation_enable_state(void) const {
- return false;
+ return precipitation_enable_state;
}
void SGEnviro::set_precipitation_density(float density) {
+ precipitation_density = density;
}
void SGEnviro::set_precipitation_enable_state(bool enable) {
+ precipitation_enable_state = enable;
}
// others
bool SGEnviro::get_lightning_enable_state(void) const {
- return false;
+ return lightning_enable_state;
}
void SGEnviro::set_lightning_enable_state(bool enable) {
+ lightning_enable_state = enable;
+ if( ! enable ) {
+ // TODO:cleanup
+ }
+}
+
+void SGEnviro::setLight(sgVec4 adj_fog_color) {
+ // OSGFIXME
+ return;
+ sgCopyVec4( fog_color, adj_fog_color );
+ if( false ) {
+ // ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse() );
+ }
+}
+#if 0
+void SGEnviro::callback_cloud(float heading, float alt, float radius, int family, float dist, int cloudId) {
+ // send data to wx radar
+ // compute turbulence
+ // draw precipitation
+ // draw lightning
+ // compute illumination
+
+ // http://www.pilotfriend.com/flight_training/weather/THUNDERSTORM%20HAZARDS1.htm
+ double turbulence = 0.0;
+ if( dist < radius * radius * 2.25f ) {
+ switch(family) {
+ case SGNewCloud::CLFamilly_st:
+ turbulence = 0.2;
+ break;
+ case SGNewCloud::CLFamilly_ci:
+ case SGNewCloud::CLFamilly_cs:
+ case SGNewCloud::CLFamilly_cc:
+ case SGNewCloud::CLFamilly_ac:
+ case SGNewCloud::CLFamilly_as:
+ turbulence = 0.1;
+ break;
+ case SGNewCloud::CLFamilly_sc:
+ turbulence = 0.3;
+ break;
+ case SGNewCloud::CLFamilly_ns:
+ turbulence = 0.4;
+ break;
+ case SGNewCloud::CLFamilly_cu:
+ turbulence = 0.5;
+ break;
+ case SGNewCloud::CLFamilly_cb:
+ turbulence = 0.6;
+ break;
+ }
+ // full turbulence inside cloud, half in the vicinity
+ if( dist > radius * radius )
+ turbulence *= 0.5;
+ if( turbulence > cloud_turbulence )
+ cloud_turbulence = turbulence;
+ // we can do 'local' precipitations too
+ }
+
+ // convert to LWC for radar (experimental)
+ // http://www-das.uwyo.edu/~geerts/cwx/notes/chap08/moist_cloud.html
+ double LWC = 0.0;
+ switch(family) {
+ case SGNewCloud::CLFamilly_st:
+ LWC = 0.29;
+ break;
+ case SGNewCloud::CLFamilly_cu:
+ LWC = 0.27;
+ break;
+ case SGNewCloud::CLFamilly_cb:
+ LWC = 2.0;
+ break;
+ case SGNewCloud::CLFamilly_sc:
+ LWC = 0.44;
+ break;
+ case SGNewCloud::CLFamilly_ci:
+ LWC = 0.03;
+ break;
+ // no data
+ case SGNewCloud::CLFamilly_cs:
+ case SGNewCloud::CLFamilly_cc:
+ case SGNewCloud::CLFamilly_ac:
+ case SGNewCloud::CLFamilly_as:
+ LWC = 0.03;
+ break;
+ case SGNewCloud::CLFamilly_ns:
+ LWC = 0.29*2.0;
+ break;
+ }
+
+ // add to the list for the wxRadar instrument
+ if( LWC > 0.0 )
+ radarEcho.push_back( SGWxRadarEcho ( heading, alt, radius, dist, LWC, false, cloudId ) );
+
+ // NB:data valid only from cockpit view
+
+ // spawn a new lightning
+ 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;
+ orig.setlat(last_lat * SG_DEGREES_TO_RADIANS );
+ orig.setlon(last_lon * SG_DEGREES_TO_RADIANS );
+ orig.setelev(0.0);
+ dist = sgSqrt(dist);
+ dest = calc_gc_lon_lat(orig, heading, dist);
+ lon = dest.lon() * SG_RADIANS_TO_DEGREES;
+ lat = dest.lat() * SG_RADIANS_TO_DEGREES;
+ addLightning( lon, lat, alt );
+
+ // reset timer
+ min_time_before_lt = 5.0 + sg_random() * 30;
+ // DEBUG only
+// min_time_before_lt = 5.0;
+ }
+ if( (alt - radius * 0.1) > precipitation_max_alt )
+ switch(family) {
+ case SGNewCloud::CLFamilly_st:
+ case SGNewCloud::CLFamilly_cu:
+ case SGNewCloud::CLFamilly_cb:
+ case SGNewCloud::CLFamilly_ns:
+ case SGNewCloud::CLFamilly_sc:
+ precipitation_max_alt = alt - radius * 0.1;
+ break;
+ }
+}
+
+#endif
+
+list_of_SGWxRadarEcho *SGEnviro::get_radar_echo(void) {
+ return &radarEcho;
+}
+
+// precipitation rendering code
+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) {
+ sampleGroup = sgr;
+}
+
+void SGEnviro::drawPrecipitation(double rain_norm, double snow_norm, double hail_norm, double pitch, double roll, double heading, double hspeed) {
+ // OSGFIXME
+ return;
+ if( precipitation_enable_state && rain_norm > 0.0)
+ if( precipitation_max_alt >= last_alt )
+ drawRain(pitch, roll, heading, hspeed, rain_norm);
+}
+
+
+SGLightning::SGLightning(double _lon, double _lat, double _alt) :
+ nb_tree(0),
+ lon(_lon),
+ lat(_lat),
+ alt(_alt),
+ age(1.0 + sg_random() * 4.0)
+{
+// sequence_count = 1 + sg_random() * 5.0;
+ lt_build();
+}
+
+SGLightning::~SGLightning() {
+}
+
+// lightning rendering code
+void SGLightning::lt_build_tree_branch(int tree_nr, Point3D &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.sampleGroup )
+ 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) {
+ // OSGFIXME
+ return;
+ if( lightnings.size() > 10)
+ return;
+ SGLightning *lt= new SGLightning(lon, lat, alt);
+ lightnings.push_back(lt);
+}
+
+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 = sampleGroup->find("thunder");
+ if( snd ) {
+ SGVec3d pos = SGVec3d(ax, ay, -sgEnviro.last_alt);
+ snd->set_position(pos);
+ snd->play_once();
+ }
+ }
+ } else {
+ if( !sampleGroup->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;
+ }
+ }
+
+}
+
+
+void SGEnviro::setFOV( float w, float h ) {
+ fov_width = w;
+ fov_height = h;
+}
+
+void SGEnviro::getFOV( float &w, float &h ) {
+ w = fov_width;
+ h = fov_height;
+}