//
// Written by Curtis Olson, started June 2000.
//
-// Copyright (C) 2000 Curtis L. Olson - curt@flightgear.org
+// Copyright (C) 2000 Curtis L. Olson - http://www.flightgear.org/~curt
//
-// This program is distributed in the hope that it will be useful, but
+// This library is free software; you can redistribute it and/or
+// modify it under the terms of the GNU Library General Public
+// License as published by the Free Software Foundation; either
+// version 2 of the License, or (at your option) any later version.
+//
+// This library is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
-// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
+#ifdef HAVE_CONFIG_H
+# include <simgear_config.h>
+#endif
#include <simgear/compiler.h>
-#include <stdio.h>
-#include STL_IOSTREAM
+#include <sstream>
-#include <plib/sg.h>
-#include <plib/ssg.h>
+#include <math.h>
+
+#include <osg/AlphaFunc>
+#include <osg/BlendFunc>
+#include <osg/Geode>
+#include <osg/Geometry>
+#include <osg/Material>
+#include <osg/ShadeModel>
+#include <osg/TexEnv>
+#include <osg/Texture2D>
+#include <osg/TextureCubeMap>
+#include <osg/TexMat>
-#include <simgear/math/point3d.hxx>
-#include <simgear/math/polar3d.hxx>
#include <simgear/math/sg_random.h>
#include <simgear/debug/logstream.hxx>
-#include <simgear/misc/sg_path.hxx>
+#include <simgear/scene/model/model.hxx>
+#include <simgear/math/polar3d.hxx>
+#include "newcloud.hxx"
+#include "cloudfield.hxx"
#include "cloud.hxx"
-ssgSimpleState *
-SGCloudLayer::layer_states[SGCloudLayer::SG_MAX_CLOUD_COVERAGES];
+// #if defined(__MINGW32__)
+// #define isnan(x) _isnan(x)
+// #endif
+
+// #if defined (__FreeBSD__)
+// # if __FreeBSD_version < 500000
+// extern "C" {
+// inline int isnan(double r) { return !(r <= 0 || r >= 0); }
+// }
+// # 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;
+
+// make an StateSet for a cloud layer given the named texture
+static osg::StateSet*
+SGMakeState(const SGPath &path, const char* colorTexture,
+ const char* normalTexture)
+{
+ osg::StateSet *stateSet = new osg::StateSet;
+
+ SGPath colorPath(path);
+ colorPath.append(colorTexture);
+ stateSet->setTextureAttribute(0, SGLoadTexture2D(colorPath));
+ stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
+ osg::TexEnv* texEnv = new osg::TexEnv;
+ texEnv->setMode(osg::TexEnv::MODULATE);
+ stateSet->setTextureAttribute(0, texEnv);
+
+ osg::ShadeModel* shadeModel = new osg::ShadeModel;
+ // FIXME: TRUE??
+ shadeModel->setMode(osg::ShadeModel::SMOOTH);
+ stateSet->setAttributeAndModes(shadeModel);
+
+ stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
+ stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
+
+// osg::AlphaFunc* alphaFunc = new osg::AlphaFunc;
+// alphaFunc->setFunction(osg::AlphaFunc::GREATER);
+// alphaFunc->setReferenceValue(0.01);
+// stateSet->setAttribute(alphaFunc);
+// stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
+ stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
+
+ osg::BlendFunc* blendFunc = new osg::BlendFunc;
+ blendFunc->setSource(osg::BlendFunc::SRC_ALPHA);
+ blendFunc->setDestination(osg::BlendFunc::ONE_MINUS_SRC_ALPHA);
+ stateSet->setAttribute(blendFunc);
+ stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
+
+// osg::Material* material = new osg::Material;
+// material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
+// material->setEmission(osg::Material::FRONT_AND_BACK,
+// osg::Vec4(0.05, 0.05, 0.05, 0));
+// material->setSpecular(osg::Material::FRONT_AND_BACK,
+// osg::Vec4(0, 0, 0, 1));
+// stateSet->setAttribute(material);
+
+ stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
+
+ // OSGFIXME: invented by me ...
+// stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
+// stateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON);
+
+// stateSet->setMode(GL_LIGHT0, osg::StateAttribute::OFF);
+
+ // If the normal texture is given prepare a bumpmapping enabled state
+// if (normalTexture) {
+// SGPath normalPath(path);
+// normalPath.append(normalTexture);
+// stateSet->setTextureAttribute(2, SGLoadTexture2D(normalPath));
+// stateSet->setTextureMode(2, GL_TEXTURE_2D, osg::StateAttribute::ON);
+// }
+
+ return stateSet;
+}
// Constructor
SGCloudLayer::SGCloudLayer( const string &tex_path ) :
- layer_root(new ssgRoot),
- layer_transform(new ssgTransform),
+ layer_root(new osg::Switch),
+ group_top(new osg::Group),
+ group_bottom(new osg::Group),
+ layer_transform(new osg::MatrixTransform),
+ cloud_alpha(1.0),
texture_path(tex_path),
layer_span(0.0),
layer_asl(0.0),
layer_transition(0.0),
layer_coverage(SG_CLOUD_CLEAR),
scale(4000.0),
+ speed(0.0),
+ direction(0.0),
last_lon(0.0),
last_lat(0.0)
{
- cl[0] = cl[1] = cl[2] = cl[3] = NULL;
- vl[0] = vl[1] = vl[2] = vl[3] = NULL;
- tl[0] = tl[1] = tl[2] = tl[3] = NULL;
- layer[0] = layer[1] = layer[2] = layer[3] = NULL;
-
- for ( int i = 0; i < SG_MAX_CLOUD_COVERAGES; ++i ) {
- layer_states[i] = NULL;
- }
- layer_root->addKid(layer_transform);
- rebuild();
+ layer_root->addChild(group_bottom.get());
+ layer_root->addChild(group_top.get());
+ // Force the cloud layers into recursive bins of bin 4.
+ osg::StateSet *rootSet = layer_root->getOrCreateStateSet();
+ rootSet->setRenderBinDetails(4, "RenderBin");
+ rootSet->setTextureAttribute(0, new osg::TexMat());
+ base = osg::Vec2(sg_random(), sg_random());
+
+ group_top->addChild(layer_transform.get());
+ group_bottom->addChild(layer_transform.get());
+
+ layer3D = new SGCloudField;
+ rebuild();
}
// Destructor
SGCloudLayer::~SGCloudLayer()
{
- delete layer_root; // deletes layer_transform and layer as well
+ delete layer3D;
}
float
}
void
-SGCloudLayer::setElevation_m (float elevation_m)
+SGCloudLayer::setElevation_m (float elevation_m, bool set_span)
{
layer_asl = elevation_m;
+
+ if (set_span) {
+ if (elevation_m > 4000)
+ setSpan_m( elevation_m * 10 );
+ else
+ setSpan_m( 40000 );
+ }
}
float
}
}
+void
+SGCloudLayer::setTextureOffset(const osg::Vec2& offset)
+{
+ osg::StateAttribute* attr = layer_root->getStateSet()
+ ->getTextureAttribute(0, osg::StateAttribute::TEXMAT);
+ osg::TexMat* texMat = dynamic_cast<osg::TexMat*>(attr);
+ if (!texMat)
+ return;
+ texMat->setMatrix(osg::Matrix::translate(offset[0], offset[1], 0.0));
+}
// build the cloud object
void
SGCloudLayer::rebuild()
{
- // Initialize states and sizes if necessary.
- if ( layer_states[0] == NULL ) {
- SGPath cloud_path;
-
- cloud_path.set(texture_path.str());
- cloud_path.append("overcast.rgb");
- layer_states[SG_CLOUD_OVERCAST] = SGCloudMakeState(cloud_path.str());
-
- cloud_path.set(texture_path.str());
- cloud_path.append("broken.rgba");
- layer_states[SG_CLOUD_BROKEN]
- = SGCloudMakeState(cloud_path.str());
-
- cloud_path.set(texture_path.str());
- cloud_path.append("scattered.rgba");
- layer_states[SG_CLOUD_SCATTERED]
- = SGCloudMakeState(cloud_path.str());
-
- cloud_path.set(texture_path.str());
- cloud_path.append("few.rgba");
- layer_states[SG_CLOUD_FEW]
- = SGCloudMakeState(cloud_path.str());
-
- cloud_path.set(texture_path.str());
- cloud_path.append("cirrus.rgba");
- layer_states[SG_CLOUD_CIRRUS]
- = SGCloudMakeState(cloud_path.str());
-
+ // Initialize states and sizes if necessary.
+ if ( !state_initialized ) {
+ state_initialized = true;
+
+ 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
+ // http://developer.nvidia.com/object/bumpmappingwithregistercombiners.html
+ // The normal map textures were generated by the normal map Gimp plugin :
+ // http://nifelheim.dyndns.org/~cocidius/normalmap/
+ //
+ cubeMap = new osg::TextureCubeMap;
+ cubeMap->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
+ cubeMap->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
+ cubeMap->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
+ cubeMap->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
+ cubeMap->setWrap(osg::Texture::WRAP_R, osg::Texture::CLAMP_TO_EDGE);
+
+ const int size = 32;
+ const float half_size = 16.0f;
+ const float offset = 0.5f;
+ osg::Vec3 zero_normal(0.5, 0.5, 0.5);
+
+ osg::Image* image = new osg::Image;
+ image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE);
+ unsigned char *ptr = image->data(0, 0);
+ for (int j = 0; j < size; j++ ) {
+ for (int i = 0; i < size; i++ ) {
+ osg::Vec3 tmp(half_size, -( j + offset - half_size ),
+ -( i + offset - half_size ) );
+ tmp.normalize();
+ tmp = tmp*0.5 - zero_normal;
+
+ *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
+ *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
+ *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
+ }
+ }
+ cubeMap->setImage(osg::TextureCubeMap::POSITIVE_X, image);
+
+ image = new osg::Image;
+ image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE);
+ ptr = image->data(0, 0);
+ for (int j = 0; j < size; j++ ) {
+ for (int i = 0; i < size; i++ ) {
+ osg::Vec3 tmp(-half_size, -( j + offset - half_size ),
+ ( i + offset - half_size ) );
+ tmp.normalize();
+ tmp = tmp*0.5 - zero_normal;
+
+ *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
+ *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
+ *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
+ }
+ }
+ cubeMap->setImage(osg::TextureCubeMap::NEGATIVE_X, image);
+
+ image = new osg::Image;
+ image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE);
+ ptr = image->data(0, 0);
+ for (int j = 0; j < size; j++ ) {
+ for (int i = 0; i < size; i++ ) {
+ osg::Vec3 tmp(( i + offset - half_size ), half_size,
+ ( j + offset - half_size ) );
+ tmp.normalize();
+ tmp = tmp*0.5 - zero_normal;
+
+ *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
+ *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
+ *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
+ }
+ }
+ cubeMap->setImage(osg::TextureCubeMap::POSITIVE_Y, image);
+
+ image = new osg::Image;
+ image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE);
+ ptr = image->data(0, 0);
+ for (int j = 0; j < size; j++ ) {
+ for (int i = 0; i < size; i++ ) {
+ osg::Vec3 tmp(( i + offset - half_size ), -half_size,
+ -( j + offset - half_size ) );
+ tmp.normalize();
+ tmp = tmp*0.5 - zero_normal;
+
+ *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
+ *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
+ *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
+ }
+ }
+ cubeMap->setImage(osg::TextureCubeMap::NEGATIVE_Y, image);
+
+ image = new osg::Image;
+ image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE);
+ ptr = image->data(0, 0);
+ for (int j = 0; j < size; j++ ) {
+ for (int i = 0; i < size; i++ ) {
+ osg::Vec3 tmp(( i + offset - half_size ),
+ -( j + offset - half_size ), half_size );
+ tmp.normalize();
+ tmp = tmp*0.5 - zero_normal;
+
+ *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
+ *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
+ *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
+ }
+ }
+ cubeMap->setImage(osg::TextureCubeMap::POSITIVE_Z, image);
+
+ image = new osg::Image;
+ image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE);
+ ptr = image->data(0, 0);
+ for (int j = 0; j < size; j++ ) {
+ for (int i = 0; i < size; i++ ) {
+ osg::Vec3 tmp(-( i + offset - half_size ),
+ -( j + offset - half_size ), -half_size );
+ tmp.normalize();
+ tmp = tmp*0.5 - zero_normal;
+ *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
+ *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
+ *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
+ }
+ }
+ cubeMap->setImage(osg::TextureCubeMap::NEGATIVE_Z, image);
+
+ osg::StateSet* state;
+ state = SGMakeState(texture_path, "overcast.rgb", "overcast_n.rgb");
+ layer_states[SG_CLOUD_OVERCAST] = state;
+ state = SGMakeState(texture_path, "overcast_top.rgb", "overcast_top_n.rgb");
+ layer_states2[SG_CLOUD_OVERCAST] = state;
+
+ state = SGMakeState(texture_path, "broken.rgba", "broken_n.rgb");
+ layer_states[SG_CLOUD_BROKEN] = state;
+ layer_states2[SG_CLOUD_BROKEN] = state;
+
+ state = SGMakeState(texture_path, "scattered.rgba", "scattered_n.rgb");
+ layer_states[SG_CLOUD_SCATTERED] = state;
+ layer_states2[SG_CLOUD_SCATTERED] = state;
+
+ state = SGMakeState(texture_path, "few.rgba", "few_n.rgb");
+ layer_states[SG_CLOUD_FEW] = state;
+ layer_states2[SG_CLOUD_FEW] = state;
+
+ state = SGMakeState(texture_path, "cirrus.rgba", "cirrus_n.rgb");
+ layer_states[SG_CLOUD_CIRRUS] = state;
+ layer_states2[SG_CLOUD_CIRRUS] = state;
+
layer_states[SG_CLOUD_CLEAR] = 0;
+ layer_states2[SG_CLOUD_CLEAR] = 0;
+
+ // OSGFIXME
+// SGNewCloud::loadTextures(texture_path.str());
+// layer3D->buildTestLayer();
}
scale = 4000.0;
last_lon = last_lat = -999.0f;
- sgVec2 base;
- sgSetVec2( base, sg_random(), sg_random() );
-
+ setTextureOffset(base);
// build the cloud layer
- sgVec4 color;
- sgVec3 vertex;
- sgVec2 tc;
-
const float layer_scale = layer_span / scale;
const float mpi = SG_PI/4;
+
+ // caclculate the difference between a flat-earth model and
+ // a round earth model given the span and altutude ASL of
+ // the cloud layer. This is the difference in altitude between
+ // the top of the inverted bowl and the edge of the bowl.
+ // const float alt_diff = layer_asl * 0.8;
+ const float layer_to_core = (SG_EARTH_RAD * 1000 + layer_asl);
+ const float layer_angle = 0.5*layer_span / layer_to_core; // The angle is half the span
+ const float border_to_core = layer_to_core * cos(layer_angle);
+ const float alt_diff = layer_to_core - border_to_core;
+
+ for (int i = 0; i < 4; i++) {
+ if ( layer[i] != NULL ) {
+ layer_transform->removeChild(layer[i].get()); // automatic delete
+ }
+
+ vl[i] = new osg::Vec3Array;
+ cl[i] = new osg::Vec4Array;
+ tl[i] = new osg::Vec2Array;
+
+
+ osg::Vec3 vertex(layer_span*(i-2)/2, -layer_span,
+ alt_diff * (sin(i*mpi) - 2));
+ osg::Vec2 tc(layer_scale * i/4, 0.0f);
+ osg::Vec4 color(1.0f, 1.0f, 1.0f, (i == 0) ? 0.0f : 0.15f);
+
+ cl[i]->push_back(color);
+ vl[i]->push_back(vertex);
+ tl[i]->push_back(tc);
+
+ for (int j = 0; j < 4; j++) {
+ vertex = osg::Vec3(layer_span*(i-1)/2, layer_span*(j-2)/2,
+ alt_diff * (sin((i+1)*mpi) + sin(j*mpi) - 2));
+ tc = osg::Vec2(layer_scale * (i+1)/4, layer_scale * j/4);
+ color = osg::Vec4(1.0f, 1.0f, 1.0f,
+ ( (j == 0) || (i == 3)) ?
+ ( (j == 0) && (i == 3)) ? 0.0f : 0.15f : 1.0f );
+
+ cl[i]->push_back(color);
+ vl[i]->push_back(vertex);
+ tl[i]->push_back(tc);
+
+ vertex = osg::Vec3(layer_span*(i-2)/2, layer_span*(j-1)/2,
+ alt_diff * (sin(i*mpi) + sin((j+1)*mpi) - 2) );
+ tc = osg::Vec2(layer_scale * i/4, layer_scale * (j+1)/4 );
+ color = osg::Vec4(1.0f, 1.0f, 1.0f,
+ ((j == 3) || (i == 0)) ?
+ ((j == 3) && (i == 0)) ? 0.0f : 0.15f : 1.0f );
+ cl[i]->push_back(color);
+ vl[i]->push_back(vertex);
+ tl[i]->push_back(tc);
+ }
+
+ vertex = osg::Vec3(layer_span*(i-1)/2, layer_span,
+ alt_diff * (sin((i+1)*mpi) - 2));
+
+ tc = osg::Vec2(layer_scale * (i+1)/4, layer_scale);
+
+ color = osg::Vec4(1.0f, 1.0f, 1.0f, (i == 3) ? 0.0f : 0.15f );
+
+ cl[i]->push_back( color );
+ vl[i]->push_back( vertex );
+ tl[i]->push_back( tc );
+
+ osg::Geometry* geometry = new osg::Geometry;
+ geometry->setUseDisplayList(false);
+ geometry->setVertexArray(vl[i].get());
+ geometry->setNormalBinding(osg::Geometry::BIND_OFF);
+ geometry->setColorArray(cl[i].get());
+ geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
+ geometry->setTexCoordArray(0, tl[i].get());
+ geometry->addPrimitiveSet(new osg::DrawArrays(GL_TRIANGLE_STRIP, 0, vl[i]->size()));
+ layer[i] = new osg::Geode;
+
+ std::stringstream sstr;
+ sstr << "Cloud Layer (" << i << ")";
+ geometry->setName(sstr.str());
+ layer[i]->setName(sstr.str());
+ layer[i]->addDrawable(geometry);
+ layer_transform->addChild(layer[i].get());
+ }
+
+ //OSGFIXME: true
+ if ( layer_states[layer_coverage].valid() ) {
+ osg::CopyOp copyOp(osg::CopyOp::DEEP_COPY_ALL
+ & ~osg::CopyOp::DEEP_COPY_TEXTURES);
+ // render bin will be set in reposition
+ osg::StateSet* stateSet = static_cast<osg::StateSet*>(layer_states2[layer_coverage]->clone(copyOp));
+ stateSet->setDataVariance(osg::Object::DYNAMIC);
+ group_top->setStateSet(stateSet);
+ stateSet = static_cast<osg::StateSet*>(layer_states2[layer_coverage]->clone(copyOp));
+ stateSet->setDataVariance(osg::Object::DYNAMIC);
+ group_bottom->setStateSet(stateSet);
+ }
+}
- for (int i = 0; i < 4; i++)
- {
- if ( layer[i] != NULL ) {
- layer_transform->removeKid(layer[i]); // automatic delete
- }
-
- vl[i] = new ssgVertexArray( 10 );
- cl[i] = new ssgColourArray( 10 );
- tl[i] = new ssgTexCoordArray( 10 );
-
-
- sgSetVec3( vertex, layer_span*(i-2)/2, -layer_span,
- 500 * (sin(i*mpi) - 2) );
-
- sgSetVec2( tc, base[0] + layer_scale * i/4, base[1] );
-
- sgSetVec4( color, 1.0f, 1.0f, 1.0f, (i == 0) ? 0.0f : 0.15f );
-
- cl[i]->add( color );
- vl[i]->add( vertex );
- tl[i]->add( tc );
-
- for (int j = 0; j < 4; j++)
- {
- sgSetVec3( vertex, layer_span*(i-1)/2, layer_span*(j-2)/2,
- 500 * (sin((i+1)*mpi) + sin(j*mpi) - 2) );
-
- sgSetVec2( tc, base[0] + layer_scale * (i+1)/4,
- base[1] + layer_scale * j/4 );
-
- sgSetVec4( color, 1.0f, 1.0f, 1.0f,
- ( (j == 0) || (i == 3)) ?
- ( (j == 0) && (i == 3)) ? 0.0f : 0.15f : 1.0f );
-
- cl[i]->add( color );
- vl[i]->add( vertex );
- tl[i]->add( tc );
-
-
- sgSetVec3( vertex, layer_span*(i-2)/2, layer_span*(j-1)/2,
- 500 * (sin(i*mpi) + sin((j+1)*mpi) - 2) );
-
- sgSetVec2( tc, base[0] + layer_scale * i/4,
- base[1] + layer_scale * (j+1)/4 );
-
- sgSetVec4( color, 1.0f, 1.0f, 1.0f,
- ((j == 3) || (i == 0)) ?
- ((j == 3) && (i == 0)) ? 0.0f : 0.15f : 1.0f );
- cl[i]->add( color );
- vl[i]->add( vertex );
- tl[i]->add( tc );
- }
-
- sgSetVec3( vertex, layer_span*(i-1)/2, layer_span,
- 500 * (sin((i+1)*mpi) - 2) );
-
- sgSetVec2( tc, base[0] + layer_scale * (i+1)/4,
- base[1] + layer_scale );
-
- sgSetVec4( color, 1.0f, 1.0f, 1.0f, (i == 3) ? 0.0f : 0.15f );
+#if 0
+ sgMat4 modelview,
+ tmp,
+ transform;
+ ssgGetModelviewMatrix( modelview );
+ layer_transform->getTransform( transform );
+
+ sgTransposeNegateMat4( tmp, transform );
+
+ sgPostMultMat4( transform, modelview );
+ ssgLoadModelviewMatrix( transform );
+
+ sgVec3 lightVec;
+ ssgGetLight( 0 )->getPosition( lightVec );
+ sgNegateVec3( lightVec );
+ sgXformVec3( lightVec, tmp );
+
+ for ( int i = 0; i < 25; i++ ) {
+ CloudVertex &v = vertices[ i ];
+ sgSetVec3( v.tangentSpLight,
+ sgScalarProductVec3( v.sTangent, lightVec ),
+ sgScalarProductVec3( v.tTangent, lightVec ),
+ sgScalarProductVec3( v.normal, lightVec ) );
+ }
- cl[i]->add( color );
- vl[i]->add( vertex );
- tl[i]->add( tc );
+ ssgTexture *decal = color_map[ layer_coverage ][ top ? 1 : 0 ];
+ if ( top && decal == 0 ) {
+ decal = color_map[ layer_coverage ][ 0 ];
+ }
+ ssgTexture *normal = normal_map[ layer_coverage ][ top ? 1 : 0 ];
+ if ( top && normal == 0 ) {
+ normal = normal_map[ layer_coverage ][ 0 ];
+ }
- layer[i] = new ssgVtxTable(GL_TRIANGLE_STRIP, vl[i], NULL, tl[i], cl[i]);
- layer_transform->addKid( layer[i] );
+ glDisable( GL_LIGHTING );
+ glDisable( GL_CULL_FACE );
+// glDisable( GL_ALPHA_TEST );
+ if ( layer_coverage == SG_CLOUD_FEW ) {
+ glEnable( GL_ALPHA_TEST );
+ glAlphaFunc ( GL_GREATER, 0.01 );
+ }
+ glEnable( GL_BLEND );
+ glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
+
+ glShadeModel( GL_SMOOTH );
+ glEnable( GL_COLOR_MATERIAL );
+ sgVec4 color;
+ float emis = 0.05;
+ if ( 1 ) {
+ ssgGetLight( 0 )->getColour( GL_DIFFUSE, color );
+ emis = ( color[0]+color[1]+color[2] ) / 3.0;
+ if ( emis < 0.05 )
+ emis = 0.05;
+ }
+ sgSetVec4( color, emis, emis, emis, 0.0 );
+ glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, color );
+ sgSetVec4( color, 1.0f, 1.0f, 1.0f, 0.0 );
+ glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, color );
+ sgSetVec4( color, 1.0, 1.0, 1.0, 0.0 );
+ glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE, color );
+ sgSetVec4( color, 0.0, 0.0, 0.0, 0.0 );
+ glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, color );
+
+ glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
+
+ glActiveTexturePtr( GL_TEXTURE0_ARB );
+ glBindTexture( GL_TEXTURE_2D, normal->getHandle() );
+ glEnable( GL_TEXTURE_2D );
+
+ //Bind normalisation cube map to texture unit 1
+ glActiveTexturePtr( GL_TEXTURE1_ARB );
+ glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, normalization_cube_map );
+ glEnable( GL_TEXTURE_CUBE_MAP_ARB );
+ glActiveTexturePtr( GL_TEXTURE0_ARB );
+
+ //Set vertex arrays for cloud
+ glVertexPointer( 3, GL_FLOAT, sizeof(CloudVertex), &vertices[0].position );
+ glEnableClientState( GL_VERTEX_ARRAY );
+/*
+ if ( nb_texture_unit >= 3 ) {
+ glColorPointer( 4, GL_FLOAT, sizeof(CloudVertex), &vertices[0].color );
+ glEnableClientState( GL_COLOR_ARRAY );
+ }
+*/
+ //Send texture coords for normal map to unit 0
+ glTexCoordPointer( 2, GL_FLOAT, sizeof(CloudVertex), &vertices[0].texCoord );
+ glEnableClientState( GL_TEXTURE_COORD_ARRAY );
+
+ //Send tangent space light vectors for normalisation to unit 1
+ glClientActiveTexturePtr( GL_TEXTURE1_ARB );
+ glTexCoordPointer( 3, GL_FLOAT, sizeof(CloudVertex), &vertices[0].tangentSpLight );
+ glEnableClientState( GL_TEXTURE_COORD_ARRAY );
+
+ //Set up texture environment to do (tex0 dot tex1)*color
+ glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
+ glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
+ glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE );
+ glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE );
+ glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE );
+
+// use TexEnvCombine to add the highlights to the original lighting
+osg::TexEnvCombine *te = new osg::TexEnvCombine;
+te->setSource0_RGB(osg::TexEnvCombine::TEXTURE);
+te->setCombine_RGB(osg::TexEnvCombine::REPLACE);
+te->setSource0_Alpha(osg::TexEnvCombine::TEXTURE);
+te->setCombine_Alpha(osg::TexEnvCombine::REPLACE);
+ss->setTextureAttributeAndModes(0, te, osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON);
+
+
+ glActiveTexturePtr( GL_TEXTURE1_ARB );
+
+ glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
+ glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
+ glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB );
+ glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB );
+ glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB );
+ glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE );
+
+osg::TexEnvCombine *te = new osg::TexEnvCombine;
+te->setSource0_RGB(osg::TexEnvCombine::TEXTURE);
+te->setCombine_RGB(osg::TexEnvCombine::DOT3_RGB);
+te->setSource1_RGB(osg::TexEnvCombine::PREVIOUS);
+te->setSource0_Alpha(osg::TexEnvCombine::PREVIOUS);
+te->setCombine_Alpha(osg::TexEnvCombine::REPLACE);
+ss->setTextureAttributeAndModes(0, te, osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON);
+
+
+ if ( nb_texture_unit >= 3 ) {
+ glActiveTexturePtr( GL_TEXTURE2_ARB );
+ glBindTexture( GL_TEXTURE_2D, decal->getHandle() );
+
+ glClientActiveTexturePtr( GL_TEXTURE2_ARB );
+ glTexCoordPointer( 2, GL_FLOAT, sizeof(CloudVertex), &vertices[0].texCoord );
+ glEnableClientState( GL_TEXTURE_COORD_ARRAY );
+
+ glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
+ glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD );
+ glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
+ glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB );
+
+ glClientActiveTexturePtr( GL_TEXTURE0_ARB );
+ glActiveTexturePtr( GL_TEXTURE0_ARB );
+
+ //Draw cloud layer
+ glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[0] );
+ glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[10] );
+ glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[20] );
+ glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[30] );
+
+ glDisable( GL_TEXTURE_2D );
+ glActiveTexturePtr( GL_TEXTURE1_ARB );
+ glDisable( GL_TEXTURE_CUBE_MAP_ARB );
+ glActiveTexturePtr( GL_TEXTURE2_ARB );
+ glDisable( GL_TEXTURE_2D );
+ glActiveTexturePtr( GL_TEXTURE0_ARB );
+
+ glDisableClientState( GL_TEXTURE_COORD_ARRAY );
+ glClientActiveTexturePtr( GL_TEXTURE1_ARB );
+ glDisableClientState( GL_TEXTURE_COORD_ARRAY );
+ glClientActiveTexturePtr( GL_TEXTURE2_ARB );
+ glDisableClientState( GL_TEXTURE_COORD_ARRAY );
+ glClientActiveTexturePtr( GL_TEXTURE0_ARB );
+
+ glDisableClientState( GL_COLOR_ARRAY );
+ glEnable( GL_LIGHTING );
+
+ glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+
+ } else {
+ glClientActiveTexturePtr( GL_TEXTURE0_ARB );
+ glActiveTexturePtr( GL_TEXTURE0_ARB );
+
+ //Draw cloud layer
+ glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[0] );
+ glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[10] );
+ glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[20] );
+ glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[30] );
+
+ //Disable textures
+ glDisable( GL_TEXTURE_2D );
+
+ glActiveTexturePtr( GL_TEXTURE1_ARB );
+ glDisable( GL_TEXTURE_CUBE_MAP_ARB );
+ glActiveTexturePtr( GL_TEXTURE0_ARB );
+
+ //disable vertex arrays
+ glDisableClientState( GL_VERTEX_ARRAY );
+
+ glDisableClientState( GL_TEXTURE_COORD_ARRAY );
+ glClientActiveTexturePtr( GL_TEXTURE1_ARB );
+ glDisableClientState( GL_TEXTURE_COORD_ARRAY );
+ glClientActiveTexturePtr( GL_TEXTURE0_ARB );
+
+ //Return to standard modulate texenv
+ glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+
+ if ( layer_coverage == SG_CLOUD_OVERCAST ) {
+ glDepthFunc(GL_LEQUAL);
+
+ glEnable( GL_LIGHTING );
+ sgVec4 color;
+ ssgGetLight( 0 )->getColour( GL_DIFFUSE, color );
+ float average = ( color[0] + color[1] + color[2] ) / 3.0f;
+ average = 0.15 + average/10;
+ sgVec4 averageColor;
+ sgSetVec4( averageColor, average, average, average, 1.0f );
+ ssgGetLight( 0 )->setColour( GL_DIFFUSE, averageColor );
+
+ glBlendColorPtr( average, average, average, 1.0f );
+ glBlendFunc( GL_ONE_MINUS_CONSTANT_COLOR, GL_CONSTANT_COLOR );
+
+ //Perform a second pass to color the torus
+ //Bind decal texture
+ glBindTexture( GL_TEXTURE_2D, decal->getHandle() );
+ glEnable(GL_TEXTURE_2D);
+
+ //Set vertex arrays for torus
+ glVertexPointer( 3, GL_FLOAT, sizeof(CloudVertex), &vertices[0].position );
+ glEnableClientState( GL_VERTEX_ARRAY );
+
+ //glColorPointer( 4, GL_FLOAT, sizeof(CloudVertex), &vertices[0].color );
+ //glEnableClientState( GL_COLOR_ARRAY );
+
+ glNormalPointer( GL_FLOAT, sizeof(CloudVertex), &vertices[0].normal );
+ glEnableClientState( GL_NORMAL_ARRAY );
- if ( layer_states[layer_coverage] != NULL ) {
- layer[i]->setState( layer_states[layer_coverage] );
- }
- }
+ glTexCoordPointer( 2, GL_FLOAT, sizeof(CloudVertex), &vertices[0].texCoord );
+ glEnableClientState( GL_TEXTURE_COORD_ARRAY );
+
+ //Draw cloud layer
+ glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[0] );
+ glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[10] );
+ glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[20] );
+ glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[30] );
+
+ ssgGetLight( 0 )->setColour( GL_DIFFUSE, color );
+
+ glDisableClientState( GL_TEXTURE_COORD_ARRAY );
+ }
+ }
+ //Disable texture
+ glDisable( GL_TEXTURE_2D );
- // force a repaint of the sky colors with arbitrary defaults
- repaint( color );
+ glDisableClientState( GL_VERTEX_ARRAY );
+ glDisableClientState( GL_NORMAL_ARRAY );
-}
+ glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
+ glEnable( GL_CULL_FACE );
+ glDepthFunc(GL_LESS);
+ ssgLoadModelviewMatrix( modelview );
+#endif
// repaint the cloud layer colors
-bool SGCloudLayer::repaint( sgVec3 fog_color ) {
- float *color;
-
- for ( int i = 0; i < 4; i++ )
- for ( int j = 0; j < 10; ++j ) {
- color = cl[i]->get( j );
- sgCopyVec3( color, fog_color );
- }
-
- return true;
+bool SGCloudLayer::repaint( const SGVec3f& fog_color ) {
+ for ( int i = 0; i < 4; i++ ) {
+ osg::Vec4 color(fog_color.osg(), 1);
+ color[3] = (i == 0) ? 0.0f : cloud_alpha * 0.15f;
+ (*cl[i])[0] = color;
+
+ for ( int j = 0; j < 4; ++j ) {
+ color[3] =
+ ((j == 0) || (i == 3)) ?
+ ((j == 0) && (i == 3)) ? 0.0f : cloud_alpha * 0.15f : cloud_alpha;
+ (*cl[i])[(2*j) + 1] = color;
+
+ color[3] =
+ ((j == 3) || (i == 0)) ?
+ ((j == 3) && (i == 0)) ? 0.0f : cloud_alpha * 0.15f : cloud_alpha;
+ (*cl[i])[(2*j) + 2] = color;
+ }
+
+ color[3] = (i == 3) ? 0.0f : cloud_alpha * 0.15f;
+ (*cl[i])[9] = color;
+
+ cl[i]->dirty();
+ }
+
+ return true;
}
-
// reposition the cloud layer at the specified origin and orientation
// lon specifies a rotation about the Z axis
// lat specifies a rotation about the new Y axis
// spin specifies a rotation about the new Z axis (and orients the
// sunrise/set effects
-bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat,
- double alt )
+bool SGCloudLayer::reposition( const SGVec3f& p, const SGVec3f& up, double lon, double lat,
+ double alt, double dt )
{
- sgMat4 T1, LON, LAT;
- sgVec3 axis;
-
// combine p and asl (meters) to get translation offset
- sgVec3 asl_offset;
- sgCopyVec3( asl_offset, up );
- sgNormalizeVec3( asl_offset );
+ osg::Vec3 asl_offset(up.osg());
+ asl_offset.normalize();
if ( alt <= layer_asl ) {
- sgScaleVec3( asl_offset, layer_asl );
+ asl_offset *= layer_asl;
} else {
- sgScaleVec3( asl_offset, layer_asl + layer_thickness );
+ asl_offset *= layer_asl + layer_thickness;
}
+
// cout << "asl_offset = " << asl_offset[0] << "," << asl_offset[1]
// << "," << asl_offset[2] << endl;
- sgAddVec3( asl_offset, p );
+ 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();
- // xglTranslatef( zero_elev.x(), zero_elev.y(), zero_elev.z() );
- sgMakeTransMat4( T1, asl_offset );
+ T.makeTranslate( asl_offset );
// printf(" Translated to %.2f %.2f %.2f\n",
// zero_elev.x, zero_elev.y, zero_elev.z );
// printf(" lon = %.2f lat = %.2f\n",
// lon * SGD_RADIANS_TO_DEGREES,
// lat * SGD_RADIANS_TO_DEGREES);
- // xglRotatef( lon * SGD_RADIANS_TO_DEGREES, 0.0, 0.0, 1.0 );
- sgSetVec3( axis, 0.0, 0.0, 1.0 );
- sgMakeRotMat4( LON, lon * SGD_RADIANS_TO_DEGREES, axis );
+ LON.makeRotate(lon, osg::Vec3(0, 0, 1));
// xglRotatef( 90.0 - f->get_Latitude() * SGD_RADIANS_TO_DEGREES,
// 0.0, 1.0, 0.0 );
- sgSetVec3( axis, 0.0, 1.0, 0.0 );
- sgMakeRotMat4( LAT, 90.0 - lat * SGD_RADIANS_TO_DEGREES, axis );
-
- sgMat4 TRANSFORM;
-
- sgCopyMat4( TRANSFORM, T1 );
- sgPreMultMat4( TRANSFORM, LON );
- sgPreMultMat4( TRANSFORM, LAT );
-
- sgCoord layerpos;
- sgSetCoord( &layerpos, TRANSFORM );
-
- layer_transform->setTransform( &layerpos );
+ 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!
+ layer_root->getChild(0)->getStateSet()->setRenderBinDetails(-(int)layer_asl,
+ "RenderBin");
+ layer_root->getChild(1)->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_lat = lat;
}
- if ( lon != last_lon || lat != last_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, dist;
+ double course = 0.0, dist = 0.0;
+
calc_gc_course_dist( dest, start, &course, &dist );
// cout << "course = " << course << ", dist = " << dist << endl;
- double xoff = cos( course ) * dist / (2 * scale);
- double yoff = sin( course ) * dist / (2 * scale);
+ // 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;
- const float layer_scale = layer_span / scale;
+ if (dist > 0.0) {
+ ax = cos(course) * dist;
+ ay = sin(course) * dist;
+ }
+
+ 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;
- float *base, *tc;
+ double xoff = (ax + bx) / (2 * scale);
+ double yoff = (ay + by) / (2 * scale);
- base = tl[0]->get( 0 );
+ 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
if ( base[0] > -10.0 && base[0] < 10.0 ) {
base[0] -= (int)base[0];
} else {
- base[0] = 0.0;
SG_LOG(SG_ASTRO, SG_DEBUG,
- "Error: base = " << base[0] << "," << base[1]);
+ "Error: base = " << base[0] << "," << base[1] <<
+ " course = " << course << " dist = " << dist );
+ base[0] = 0.0;
}
base[1] += yoff;
// 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];
+ base[1] -= (int)base[1];
} else {
- base[1] = 0.0;
- SG_LOG(SG_ASTRO, SG_ALERT,
- "Error: base = " << base[0] << "," << base[1]);
+ 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;
- for (int i = 0; i < 4; i++)
- {
- tc = tl[i]->get( 0 );
- sgSetVec2( tc, base[0] + layer_scale * i/4, base[1] );
-
- for (int j = 0; j < 4; j++)
- {
- tc = tl[i]->get( j*2+1 );
- sgSetVec2( tc, base[0] + layer_scale * (i+1)/4,
- base[1] + layer_scale * j/4 );
-
- tc = tl[i]->get( (j+1)*2 );
- sgSetVec2( tc, base[0] + layer_scale * i/4,
- base[1] + layer_scale * (j+1)/4 );
- }
-
- tc = tl[i]->get( 9 );
- sgSetVec2( tc, base[0] + layer_scale * (i+1)/4,
- base[1] + layer_scale );
- }
-
+ setTextureOffset(base);
last_lon = lon;
last_lat = lat;
}
+// layer3D->reposition( p, up, lon, lat, alt, dt, direction, speed);
return true;
}
-
-
-void SGCloudLayer::draw() {
- if ( layer_coverage != SG_CLOUD_CLEAR ) {
- ssgCullAndDraw( layer_root );
- }
-}
-
-
-// make an ssgSimpleState for a cloud layer given the named texture
-ssgSimpleState *SGCloudMakeState( const string &path ) {
- ssgSimpleState *state = new ssgSimpleState();
-
- state->setTexture( (char *)path.c_str() );
- state->setShadeModel( GL_SMOOTH );
- state->disable( GL_LIGHTING );
- state->disable( GL_CULL_FACE );
- state->enable( GL_TEXTURE_2D );
- state->enable( GL_COLOR_MATERIAL );
- state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
- state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
- state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
- state->enable( GL_BLEND );
- state->enable( GL_ALPHA_TEST );
- state->setAlphaClamp( 0.01 );
-
- // ref() the state so it doesn't get deleted if the last layer of
- // it's type is deleted.
- state->ref();
-
- return state;
-}