#include <osg/TexEnv>
#include <osg/TexEnvCombine>
#include <osg/Texture2D>
-#include <osg/TextureCubeMap>
#include <osg/TexMat>
#include <osg/Fog>
using namespace simgear;
using namespace osg;
-#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
-
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;
const std::string SGCloudLayer::SG_CLOUD_OVERCAST_STRING = "overcast";
stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
stateSet->setAttributeAndModes(attribFactory->getStandardAlphaFunc());
stateSet->setAttributeAndModes(attribFactory->getStandardBlendFunc());
-
-// 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;
}
->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();
}
}
-SGCloudLayer::Coverage
+SGCloudLayer::Coverage
SGCloudLayer::getCoverageType( const std::string & coverage )
{
if( SG_CLOUD_OVERCAST_STRING == coverage ) {
SGCloudLayer::rebuild()
{
// Initialize states and sizes if necessary.
- if ( !state_initialized ) {
+ if ( !state_initialized ) {
state_initialized = true;
SG_LOG(SG_ASTRO, SG_INFO, "initializing cloud layers");
- // 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.png", "overcast_n.png");
layer_states[SG_CLOUD_OVERCAST] = state;
state = SGMakeState(texture_path, "overcast_top.png", "overcast_top_n.png");
layer_states2[SG_CLOUD_OVERCAST] = state;
-
+
state = SGMakeState(texture_path, "broken.png", "broken_n.png");
layer_states[SG_CLOUD_BROKEN] = state;
layer_states2[SG_CLOUD_BROKEN] = state;
-
+
state = SGMakeState(texture_path, "scattered.png", "scattered_n.png");
layer_states[SG_CLOUD_SCATTERED] = state;
layer_states2[SG_CLOUD_SCATTERED] = state;
-
+
state = SGMakeState(texture_path, "few.png", "few_n.png");
layer_states[SG_CLOUD_FEW] = state;
layer_states2[SG_CLOUD_FEW] = state;
-
+
state = SGMakeState(texture_path, "cirrus.png", "cirrus_n.png");
layer_states[SG_CLOUD_CIRRUS] = state;
layer_states2[SG_CLOUD_CIRRUS] = state;
-
+
layer_states[SG_CLOUD_CLEAR] = 0;
layer_states2[SG_CLOUD_CLEAR] = 0;
#if 1
// build the cloud layer
const float layer_scale = layer_span / scale;
const float mpi = SG_PI/4;
-
- // caclculate the difference between a flat-earth model and
+
+ // 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 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(cloudColors[0], (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(cloudColors[0],
- ( (j == 0) || (i == 3)) ?
+ ( (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 );
vl[i]->push_back(vertex);
tl[i]->push_back(tc);
}
-
- vertex = osg::Vec3(layer_span*(i-1)/2, layer_span,
+
+ 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(cloudColors[0], (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->setColorArray(cl[i].get(), osg::Array::BIND_PER_VERTEX);
+ geometry->setTexCoordArray(0, tl[i].get(), osg::Array::BIND_PER_VERTEX);
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]->addDrawable(geometry);
layer_transform->addChild(layer[i].get());
}
-
+
//OSGFIXME: true
if ( layer_states[layer_coverage].valid() ) {
osg::CopyOp copyOp; // shallow copy
// 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( const SGVec3f& p, const SGVec3f& up, double lon, double lat,
- double alt, double dt )
+bool SGCloudLayer::reposition( const SGVec3f& p,
+ const SGVec3f& up,
+ double lon,
+ double lat,
+ double alt,
+ double dt )
{
-
+
if (getCoverage() != SGCloudLayer::SG_CLOUD_CLEAR)
{
// combine p and asl (meters) to get translation offset
// Point3D zero_elev = current_view.get_cur_zero_elev();
T.makeTranslate( asl_offset );
- // printf(" Translated to %.2f %.2f %.2f\n",
+ // 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",
+ // printf(" lon = %.2f lat = %.2f\n",
// lon * SGD_RADIANS_TO_DEGREES,
// lat * SGD_RADIANS_TO_DEGREES);
LON.makeRotate(lon, osg::Vec3(0, 0, 1));
} else {
layer_root->setAllChildrenOff();
}
-
+
// now calculate update texture coordinates
SGGeod pos = SGGeod::fromRad(lon, lat);
}
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,
+ 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,
// 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) ) {
+ if ( isNaN(course) ) {
course = last_course;
} else {
last_course = course;
}
void SGCloudLayer::set_enable3dClouds(bool enable) {
-
+
if (layer3D->isDefined3D() && enable) {
cloud_root->setChildValue(layer3D->getNode(), true);
cloud_root->setChildValue(layer_root.get(), false);