]> git.mxchange.org Git - simgear.git/blobdiff - simgear/scene/sky/cloud.cxx
Work around apparent OSG 3.2.0 normal binding bug.
[simgear.git] / simgear / scene / sky / cloud.cxx
index 3420b80b1137e6db34d2a38787653c5322ef8d42..3558cac90a01c489d7db12c5e4594e06a81081f6 100644 (file)
@@ -18,7 +18,6 @@
 // along with this program; if not, write to the Free Software
 // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
 //
-// $Id$
 
 #ifdef HAVE_CONFIG_H
 #  include <simgear_config.h>
 #include <osg/TextureCubeMap>
 #include <osg/TexMat>
 #include <osg/Fog>
-#if SG_OSG_MIN_VERSION_REQUIRED(2,9,5)
-#include <osgDB/Options>
-#endif
 
 #include <simgear/math/sg_random.h>
-#include <simgear/misc/PathOptions.hxx>
+#include <simgear/scene/util/SGReaderWriterOptions.hxx>
 #include <simgear/debug/logstream.hxx>
 #include <simgear/scene/model/model.hxx>
 #include <simgear/scene/util/RenderConstants.hxx>
+#include <simgear/scene/util/OsgMath.hxx>
 #include <simgear/scene/util/StateAttributeFactory.hxx>
-#include <simgear/math/polar3d.hxx>
+#include <simgear/screen/extensions.hxx>
 
 #include "newcloud.hxx"
 #include "cloudfield.hxx"
@@ -75,17 +72,17 @@ using namespace osg;
 // #  endif
 // #endif
 
-#if defined (__CYGWIN__)
-#include <ieeefp.h>
-#endif
-
 static osg::ref_ptr<osg::StateSet> layer_states[SGCloudLayer::SG_MAX_CLOUD_COVERAGES];
 static osg::ref_ptr<osg::StateSet> layer_states2[SGCloudLayer::SG_MAX_CLOUD_COVERAGES];
 static osg::ref_ptr<osg::TextureCubeMap> cubeMap;
 static bool state_initialized = false;
-static bool bump_mapping = false;
 
-bool SGCloudLayer::enable_bump_mapping = false;
+const std::string SGCloudLayer::SG_CLOUD_OVERCAST_STRING = "overcast";
+const std::string SGCloudLayer::SG_CLOUD_BROKEN_STRING = "broken";
+const std::string SGCloudLayer::SG_CLOUD_SCATTERED_STRING = "scattered";
+const std::string SGCloudLayer::SG_CLOUD_FEW_STRING = "few";
+const std::string SGCloudLayer::SG_CLOUD_CIRRUS_STRING = "cirrus";
+const std::string SGCloudLayer::SG_CLOUD_CLEAR_STRING = "clear";
 
 // make an StateSet for a cloud layer given the named texture
 static osg::StateSet*
@@ -94,8 +91,8 @@ SGMakeState(const SGPath &path, const char* colorTexture,
 {
     osg::StateSet *stateSet = new osg::StateSet;
 
-    osg::ref_ptr<osgDB::ReaderWriter::Options> options
-        = makeOptionsFromPath(path);
+    osg::ref_ptr<SGReaderWriterOptions> options;
+    options = SGReaderWriterOptions::fromPath(path.str());
     stateSet->setTextureAttribute(0, SGLoadTexture2D(colorTexture,
                                                      options.get()));
     stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
@@ -145,12 +142,13 @@ SGCloudLayer::SGCloudLayer( const string &tex_path ) :
     layer_asl(0.0),
     layer_thickness(0.0),
     layer_transition(0.0),
+    layer_visibility(25.0),
     layer_coverage(SG_CLOUD_CLEAR),
     scale(4000.0),
     speed(0.0),
     direction(0.0),
-    last_lon(0.0),
-    last_lat(0.0)
+    last_course(0.0),
+    max_alpha(1.0)
 {
     // XXX
     // Render bottoms before the rest of transparent objects (rendered
@@ -196,7 +194,10 @@ SGCloudLayer::SGCloudLayer( const string &tex_path ) :
                                        ->getWhiteTexture(),
                                        osg::StateAttribute::ON);
   rootSet->setDataVariance(osg::Object::DYNAMIC);
-
+  
+  // Ensure repeatability of the random seed within 10 minutes,
+  // to keep multi-computer systems in sync.
+  sg_srandom_time_10();
   base = osg::Vec2(sg_random(), sg_random());
   group_top->addChild(layer_transform.get());
   group_bottom->addChild(layer_transform.get());
@@ -259,6 +260,18 @@ SGCloudLayer::setThickness_m (float thickness_m)
     layer_thickness = thickness_m;
 }
 
+float
+SGCloudLayer::getVisibility_m() const
+{
+    return layer_visibility;
+}
+
+void
+SGCloudLayer::setVisibility_m (float visibility_m)
+{
+    layer_visibility = visibility_m;
+}
+
 float
 SGCloudLayer::getTransition_m () const
 {
@@ -283,22 +296,59 @@ SGCloudLayer::setCoverage (Coverage coverage)
     if (coverage != layer_coverage) {
         layer_coverage = coverage;
         rebuild();
-        
-        double coverage_norm = 0.0;
-        if( coverage ==  SG_CLOUD_FEW)
-            coverage_norm = 2.0/8.0;   // <1-2
-        else if( coverage == SG_CLOUD_SCATTERED )
-            coverage_norm = 4.0/8.0;   // 3-4
-        else if( coverage == SG_CLOUD_BROKEN )
-            coverage_norm = 6.0/8.0;   // 5-7
-        else if( coverage == SG_CLOUD_OVERCAST )
-            coverage_norm = 8.0/8.0;   // 8
-        
-        layer3D->setCoverage(coverage_norm);
-        layer3D->applyCoverage();
     }
 }
 
+const std::string &
+SGCloudLayer::getCoverageString( Coverage coverage )
+{
+       switch( coverage ) {
+               case SG_CLOUD_OVERCAST:
+                       return SG_CLOUD_OVERCAST_STRING;
+               case SG_CLOUD_BROKEN:
+                       return SG_CLOUD_BROKEN_STRING;
+               case SG_CLOUD_SCATTERED:
+                       return SG_CLOUD_SCATTERED_STRING;
+               case SG_CLOUD_FEW:
+                       return SG_CLOUD_FEW_STRING;
+               case SG_CLOUD_CIRRUS:
+                       return SG_CLOUD_CIRRUS_STRING;
+               case SG_CLOUD_CLEAR:
+               default:
+                       return SG_CLOUD_CLEAR_STRING;
+       }
+}
+
+SGCloudLayer::Coverage 
+SGCloudLayer::getCoverageType( const std::string & coverage )
+{
+       if( SG_CLOUD_OVERCAST_STRING == coverage ) {
+               return SG_CLOUD_OVERCAST;
+       } else if( SG_CLOUD_BROKEN_STRING == coverage ) {
+               return SG_CLOUD_BROKEN;
+       } else if( SG_CLOUD_SCATTERED_STRING == coverage ) {
+               return SG_CLOUD_SCATTERED;
+       } else if( SG_CLOUD_FEW_STRING == coverage ) {
+               return SG_CLOUD_FEW;
+       } else if( SG_CLOUD_CIRRUS_STRING == coverage ) {
+               return SG_CLOUD_CIRRUS;
+       } else {
+               return SG_CLOUD_CLEAR;
+       }
+}
+
+const std::string &
+SGCloudLayer::getCoverageString() const
+{
+       return getCoverageString(layer_coverage);
+}
+
+void
+SGCloudLayer::setCoverageString( const std::string & coverage )
+{
+       setCoverage( getCoverageType(coverage) );
+}
+
 void
 SGCloudLayer::setTextureOffset(const osg::Vec2& offset)
 {
@@ -329,18 +379,6 @@ SGCloudLayer::rebuild()
 
         SG_LOG(SG_ASTRO, SG_INFO, "initializing cloud layers");
 
-        osg::Texture::Extensions* extensions;
-        extensions = osg::Texture::getExtensions(0, true);
-        // OSGFIXME
-        bump_mapping = extensions->isMultiTexturingSupported() &&
-          (2 <= extensions->numTextureUnits()) &&
-          SGIsOpenGLExtensionSupported("GL_ARB_texture_env_combine") &&
-          SGIsOpenGLExtensionSupported("GL_ARB_texture_env_dot3");
-
-        osg::TextureCubeMap::Extensions* extensions2;
-        extensions2 = osg::TextureCubeMap::getExtensions(0, true);
-        bump_mapping = bump_mapping && extensions2->isCubeMapSupported();
-
         // This bump mapping code was inspired by the tutorial available at 
         // http://www.paulsprojects.net/tutorials/simplebump/simplebump.html
         // and a NVidia white paper 
@@ -502,7 +540,6 @@ SGCloudLayer::rebuild()
     }
 
     scale = 4000.0;
-    last_lon = last_lat = -999.0f;
 
     setTextureOffset(base);
     // build the cloud layer
@@ -605,7 +642,7 @@ SGCloudLayer::rebuild()
 
 // repaint the cloud layer colors
 bool SGCloudLayer::repaint( const SGVec3f& fog_color ) {
-    osg::Vec4f combineColor(fog_color.osg(), cloud_alpha);
+    osg::Vec4f combineColor(toOsg(fog_color), cloud_alpha);
     osg::TexEnvCombine* combiner
         = dynamic_cast<osg::TexEnvCombine*>(layer_root->getStateSet()
                                             ->getTextureAttribute(1, osg::StateAttribute::TEXENV));
@@ -624,150 +661,151 @@ bool SGCloudLayer::repaint( const SGVec3f& fog_color ) {
 bool SGCloudLayer::reposition( const SGVec3f& p, const SGVec3f& up, double lon, double lat,
                               double alt, double dt )
 {
-    // combine p and asl (meters) to get translation offset
-    osg::Vec3 asl_offset(up.osg());
-    asl_offset.normalize();
-    if ( alt <= layer_asl ) {
-        asl_offset *= layer_asl;
-    } else {
-        asl_offset *= layer_asl + layer_thickness;
-    }
-
-    // cout << "asl_offset = " << asl_offset[0] << "," << asl_offset[1]
-    //      << "," << asl_offset[2] << endl;
-    asl_offset += p.osg();
-    // cout << "  asl_offset = " << asl_offset[0] << "," << asl_offset[1]
-    //      << "," << asl_offset[2] << endl;
-
-    osg::Matrix T, LON, LAT;
-    // Translate to zero elevation
-    // Point3D zero_elev = current_view.get_cur_zero_elev();
-    T.makeTranslate( asl_offset );
-
-    // printf("  Translated to %.2f %.2f %.2f\n", 
-    //        zero_elev.x, zero_elev.y, zero_elev.z );
-
-    // Rotate to proper orientation
-    // printf("  lon = %.2f  lat = %.2f\n", 
-    //        lon * SGD_RADIANS_TO_DEGREES,
-    //        lat * SGD_RADIANS_TO_DEGREES);
-    LON.makeRotate(lon, osg::Vec3(0, 0, 1));
-
-    // xglRotatef( 90.0 - f->get_Latitude() * SGD_RADIANS_TO_DEGREES,
-    //             0.0, 1.0, 0.0 );
-    LAT.makeRotate(90.0 * SGD_DEGREES_TO_RADIANS - lat, osg::Vec3(0, 1, 0));
-
-    layer_transform->setMatrix( LAT*LON*T );
-
-    // The layers need to be drawn in order because they are
-    // translucent, but OSG transparency sorting doesn't work because
-    // the cloud polys are huge. However, the ordering is simple: the
-    // bottom polys should be drawn from high altitude to low, and the
-    // top polygons from low to high. The altitude can be used
-    // directly to order the polygons!
-    group_bottom->getStateSet()->setRenderBinDetails(-(int)layer_asl,
-                                                     "RenderBin");
-    group_top->getStateSet()->setRenderBinDetails((int)layer_asl,
-                                                  "RenderBin");
-    if ( alt <= layer_asl ) {
-      layer_root->setSingleChildOn(0);
-    } else if ( alt >= layer_asl + layer_thickness ) {
-      layer_root->setSingleChildOn(1);
-    } else {
-      layer_root->setAllChildrenOff();
-    }
-        
-
-    // now calculate update texture coordinates
-    if ( last_lon < -900 ) {
-        last_lon = lon;
-        last_lat = lat;
-    }
-
-    double sp_dist = speed*dt;
-
-    if ( lon != last_lon || lat != last_lat || sp_dist != 0 ) {
-        Point3D start( last_lon, last_lat, 0.0 );
-        Point3D dest( lon, lat, 0.0 );
-        double course = 0.0, dist = 0.0;
-
-        calc_gc_course_dist( dest, start, &course, &dist );
-        // cout << "course = " << course << ", dist = " << dist << endl;
-
-        // if start and dest are too close together,
-        // calc_gc_course_dist() can return a course of "nan".  If
-        // this happens, lets just use the last known good course.
-        // This is a hack, and it would probably be better to make
-        // calc_gc_course_dist() more robust.
-        if ( isnan(course) ) {
-            course = last_course;
+  
+    if (getCoverage() != SGCloudLayer::SG_CLOUD_CLEAR)
+    {
+        // combine p and asl (meters) to get translation offset
+        osg::Vec3 asl_offset(toOsg(up));
+        asl_offset.normalize();
+        if ( alt <= layer_asl ) {
+            asl_offset *= layer_asl;
         } else {
-            last_course = course;
+            asl_offset *= layer_asl + layer_thickness;
         }
 
-        // calculate cloud movement due to external forces
-        double ax = 0.0, ay = 0.0, bx = 0.0, by = 0.0;
-
-        if (dist > 0.0) {
-            ax = cos(course) * dist;
-            ay = sin(course) * dist;
+        // cout << "asl_offset = " << asl_offset[0] << "," << asl_offset[1]
+        //      << "," << asl_offset[2] << endl;
+        asl_offset += toOsg(p);
+        // cout << "  asl_offset = " << asl_offset[0] << "," << asl_offset[1]
+        //      << "," << asl_offset[2] << endl;
+
+        osg::Matrix T, LON, LAT;
+        // Translate to zero elevation
+        // Point3D zero_elev = current_view.get_cur_zero_elev();
+        T.makeTranslate( asl_offset );
+
+        // printf("  Translated to %.2f %.2f %.2f\n", 
+        //        zero_elev.x, zero_elev.y, zero_elev.z );
+
+        // Rotate to proper orientation
+        // printf("  lon = %.2f  lat = %.2f\n", 
+        //        lon * SGD_RADIANS_TO_DEGREES,
+        //        lat * SGD_RADIANS_TO_DEGREES);
+        LON.makeRotate(lon, osg::Vec3(0, 0, 1));
+
+        // xglRotatef( 90.0 - f->get_Latitude() * SGD_RADIANS_TO_DEGREES,
+        //             0.0, 1.0, 0.0 );
+        LAT.makeRotate(90.0 * SGD_DEGREES_TO_RADIANS - lat, osg::Vec3(0, 1, 0));
+
+        layer_transform->setMatrix( LAT*LON*T );
+
+        // The layers need to be drawn in order because they are
+        // translucent, but OSG transparency sorting doesn't work because
+        // the cloud polys are huge. However, the ordering is simple: the
+        // bottom polys should be drawn from high altitude to low, and the
+        // top polygons from low to high. The altitude can be used
+        // directly to order the polygons!
+        group_bottom->getStateSet()->setRenderBinDetails(-(int)layer_asl,
+                                                         "RenderBin");
+        group_top->getStateSet()->setRenderBinDetails((int)layer_asl,
+                                                      "RenderBin");
+        if ( alt <= layer_asl ) {
+          layer_root->setSingleChildOn(0);
+        } else if ( alt >= layer_asl + layer_thickness ) {
+          layer_root->setSingleChildOn(1);
+        } else {
+          layer_root->setAllChildrenOff();
         }
+            
 
-        if (sp_dist > 0) {
-            bx = cos((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist;
-            by = sin((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist;
+        // now calculate update texture coordinates
+        SGGeod pos = SGGeod::fromRad(lon, lat);
+        if ( last_pos == SGGeod() ) {
+            last_pos = pos;
         }
 
+        double sp_dist = speed*dt;
+        
+        
+        if ( lon != last_pos.getLongitudeRad() || lat != last_pos.getLatitudeRad() || sp_dist != 0 ) {
+            double course = SGGeodesy::courseDeg(last_pos, pos) * SG_DEGREES_TO_RADIANS, 
+                dist = SGGeodesy::distanceM(last_pos, pos);
+
+            // if start and dest are too close together,
+            // calc_gc_course_dist() can return a course of "nan".  If
+            // this happens, lets just use the last known good course.
+            // This is a hack, and it would probably be better to make
+            // calc_gc_course_dist() more robust.
+            if ( isnan(course) ) {
+                course = last_course;
+            } else {
+                last_course = course;
+            }
+
+            // calculate cloud movement due to external forces
+            double ax = 0.0, ay = 0.0, bx = 0.0, by = 0.0;
+
+            if (dist > 0.0) {
+                ax = -cos(course) * dist;
+                ay = sin(course) * dist;
+            }
 
-        double xoff = (ax + bx) / (2 * scale);
-        double yoff = (ay + by) / (2 * scale);
+            if (sp_dist > 0) {
+                bx = cos((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist;
+                by = sin((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist;
+            }
 
-        const float layer_scale = layer_span / scale;
 
-        // cout << "xoff = " << xoff << ", yoff = " << yoff << endl;
-        base[0] += xoff;
+            double xoff = (ax + bx) / (2 * scale);
+            double yoff = (ay + by) / (2 * scale);
 
-        // the while loops can lead to *long* pauses if base[0] comes
-        // with a bogus value.
-        // while ( base[0] > 1.0 ) { base[0] -= 1.0; }
-        // while ( base[0] < 0.0 ) { base[0] += 1.0; }
-        if ( base[0] > -10.0 && base[0] < 10.0 ) {
-            base[0] -= (int)base[0];
-        } else {
-            SG_LOG(SG_ASTRO, SG_DEBUG,
-                "Error: base = " << base[0] << "," << base[1] <<
-                " course = " << course << " dist = " << dist );
-            base[0] = 0.0;
-        }
 
-        base[1] += yoff;
-        // the while loops can lead to *long* pauses if base[0] comes
-        // with a bogus value.
-        // while ( base[1] > 1.0 ) { base[1] -= 1.0; }
-        // while ( base[1] < 0.0 ) { base[1] += 1.0; }
-        if ( base[1] > -10.0 && base[1] < 10.0 ) {
-            base[1] -= (int)base[1];
-        } else {
-            SG_LOG(SG_ASTRO, SG_DEBUG,
+    //        const float layer_scale = layer_span / scale;
+
+            // cout << "xoff = " << xoff << ", yoff = " << yoff << endl;
+            base[0] += xoff;
+
+            // the while loops can lead to *long* pauses if base[0] comes
+            // with a bogus value.
+            // while ( base[0] > 1.0 ) { base[0] -= 1.0; }
+            // while ( base[0] < 0.0 ) { base[0] += 1.0; }
+            if ( base[0] > -10.0 && base[0] < 10.0 ) {
+                base[0] -= (int)base[0];
+            } else {
+                SG_LOG(SG_ASTRO, SG_DEBUG,
                     "Error: base = " << base[0] << "," << base[1] <<
                     " course = " << course << " dist = " << dist );
-            base[1] = 0.0;
-        }
+                base[0] = 0.0;
+            }
 
-        // cout << "base = " << base[0] << "," << base[1] << endl;
+            base[1] += yoff;
+            // the while loops can lead to *long* pauses if base[0] comes
+            // with a bogus value.
+            // while ( base[1] > 1.0 ) { base[1] -= 1.0; }
+            // while ( base[1] < 0.0 ) { base[1] += 1.0; }
+            if ( base[1] > -10.0 && base[1] < 10.0 ) {
+                base[1] -= (int)base[1];
+            } else {
+                SG_LOG(SG_ASTRO, SG_DEBUG,
+                        "Error: base = " << base[0] << "," << base[1] <<
+                        " course = " << course << " dist = " << dist );
+                base[1] = 0.0;
+            }
+
+            // cout << "base = " << base[0] << "," << base[1] << endl;
 
-        setTextureOffset(base);
-        last_lon = lon;
-        last_lat = lat;
+            setTextureOffset(base);
+            last_pos = pos;
+        }
     }
 
-    layer3D->reposition( p, up, lon, lat, dt, layer_asl);
+    layer3D->reposition( p, up, lon, lat, dt, layer_asl, speed, direction);
     return true;
 }
 
 void SGCloudLayer::set_enable3dClouds(bool enable) {
      
-    if (layer3D->defined3D && enable) {
+    if (layer3D->isDefined3D() && enable) {
         cloud_root->setChildValue(layer3D->getNode(), true);
         cloud_root->setChildValue(layer_root.get(),   false);
     } else {