// 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/screen/extensions.hxx>
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";
{
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);
layer_coverage(SG_CLOUD_CLEAR),
scale(4000.0),
speed(0.0),
- direction(0.0)
+ direction(0.0),
+ last_course(0.0),
+ max_alpha(1.0)
{
// XXX
// Render bottoms before the rest of transparent objects (rendered
->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());
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();
}
}
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
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(toOsg(up));
- 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 += 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();
- }
-
-
- // 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;
+
+ 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;
+ }
- double xoff = (ax + bx) / (2 * scale);
- double yoff = (ay + by) / (2 * scale);
+ // 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;
+ }
-// const float layer_scale = layer_span / 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;
+ }
- // 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[0] = 0.0;
- }
+ double xoff = (ax + bx) / (2 * scale);
+ double yoff = (ay + by) / (2 * scale);
- 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;
+ }
+
+ 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;
+ // cout << "base = " << base[0] << "," << base[1] << endl;
- setTextureOffset(base);
- last_pos = pos;
+ 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 {