#include "cloud.hxx"
-ssgSimpleState *
-SGCloudLayer::layer_states[SGCloudLayer::SG_MAX_CLOUD_COVERAGES];
+
+static ssgSimpleState *layer_states[SGCloudLayer::SG_MAX_CLOUD_COVERAGES];
+static bool state_initialized = false;
// Constructor
SGCloudLayer::SGCloudLayer( const string &tex_path ) :
layer_root(new ssgRoot),
layer_transform(new ssgTransform),
- layer(NULL),
- cl(NULL),
- vl(NULL),
- tl(NULL),
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)
{
- for ( int i = 0; i < SG_MAX_CLOUD_COVERAGES; ++i ) {
- layer_states[i] = NULL;
- }
+ 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;
+
layer_root->addKid(layer_transform);
rebuild();
}
SGCloudLayer::setSpan_m (float span_m)
{
if (span_m != layer_span) {
- layer_span = span_m;
- rebuild();
+ layer_span = span_m;
+ rebuild();
}
}
SGCloudLayer::setCoverage (Coverage coverage)
{
if (coverage != layer_coverage) {
- layer_coverage = coverage;
- rebuild();
+ layer_coverage = coverage;
+ rebuild();
}
}
void
SGCloudLayer::rebuild()
{
- // Initialize states and sizes if necessary.
- if ( layer_states[0] == NULL ) {
+ // Initialize states and sizes if necessary.
+ if ( !state_initialized ) {
+ state_initialized = true;
+
+ cout << "initializing cloud layers" << endl;
+
SGPath cloud_path;
cloud_path.set(texture_path.str());
cloud_path.append("overcast.rgb");
- layer_states[SG_CLOUD_OVERCAST] = SGCloudMakeState(cloud_path.str());
+ 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());
+ = sgCloudMakeState(cloud_path.str());
cloud_path.set(texture_path.str());
cloud_path.append("scattered.rgba");
layer_states[SG_CLOUD_SCATTERED]
- = SGCloudMakeState(cloud_path.str());
+ = sgCloudMakeState(cloud_path.str());
cloud_path.set(texture_path.str());
cloud_path.append("few.rgba");
layer_states[SG_CLOUD_FEW]
- = SGCloudMakeState(cloud_path.str());
+ = sgCloudMakeState(cloud_path.str());
cloud_path.set(texture_path.str());
cloud_path.append("cirrus.rgba");
layer_states[SG_CLOUD_CIRRUS]
- = SGCloudMakeState(cloud_path.str());
+ = sgCloudMakeState(cloud_path.str());
layer_states[SG_CLOUD_CLEAR] = 0;
}
scale = 4000.0;
-
last_lon = last_lat = -999.0f;
- if ( layer != NULL ) {
- layer_transform->removeKid(layer); // automatic delete
- }
-
- cl = new ssgColourArray( 4 );
- vl = new ssgVertexArray( 4 );
- tl = new ssgTexCoordArray( 4 );
+ sgVec2 base;
+ sgSetVec2( base, sg_random(), sg_random() );
// build the cloud layer
sgVec4 color;
sgVec3 vertex;
sgVec2 tc;
- sgSetVec4( color, 1.0f, 1.0f, 1.0f, 1.0f );
- sgSetVec3( vertex, -layer_span, -layer_span, 0.0f );
- sgVec2 base;
- sgSetVec2( base, sg_random(), sg_random() );
- sgSetVec2( tc, base[0], base[1] );
- cl->add( color );
- vl->add( vertex );
- tl->add( tc );
-
- sgSetVec3( vertex, layer_span, -layer_span, 0.0f );
- sgSetVec2( tc, base[0] + layer_span / scale, base[1] );
- cl->add( color );
- vl->add( vertex );
- tl->add( tc );
-
- sgSetVec3( vertex, -layer_span, layer_span, 0.0f );
- sgSetVec2( tc, base[0], base[1] + layer_span / scale );
- cl->add( color );
- vl->add( vertex );
- tl->add( tc );
-
- sgSetVec3( vertex, layer_span, layer_span, 0.0f );
- sgSetVec2( tc, base[0] + layer_span / scale, base[1] + layer_span / scale );
- cl->add( color );
- vl->add( vertex );
- tl->add( tc );
-
- layer = new ssgVtxTable ( GL_TRIANGLE_STRIP, vl, NULL, tl, cl );
- layer_transform->addKid( layer );
- if ( layer_states[layer_coverage] != NULL ) {
- layer->setState( layer_states[layer_coverage] );
+ const float layer_scale = layer_span / scale;
+ const float mpi = SG_PI/4;
+
+ 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 );
+
+ cl[i]->add( color );
+ vl[i]->add( vertex );
+ tl[i]->add( tc );
+
+ layer[i] = new ssgVtxTable(GL_TRIANGLE_STRIP, vl[i], NULL, tl[i], cl[i]);
+ layer_transform->addKid( layer[i] );
+
+ if ( layer_states[layer_coverage] != NULL ) {
+ layer[i]->setState( layer_states[layer_coverage] );
+ }
}
// force a repaint of the sky colors with arbitrary defaults
bool SGCloudLayer::repaint( sgVec3 fog_color ) {
float *color;
- for ( int i = 0; i < 4; ++i ) {
- color = cl->get( i );
- sgCopyVec4( color, fog_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;
}
// 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 )
+ double alt, double dt )
{
sgMat4 T1, LON, LAT;
sgVec3 axis;
sgCopyVec3( asl_offset, up );
sgNormalizeVec3( asl_offset );
if ( alt <= layer_asl ) {
- sgScaleVec3( asl_offset, layer_asl );
+ sgScaleVec3( asl_offset, layer_asl );
} else {
- sgScaleVec3( asl_offset, layer_asl + layer_thickness );
+ sgScaleVec3( asl_offset, layer_asl + layer_thickness );
}
// cout << "asl_offset = " << asl_offset[0] << "," << asl_offset[1]
// << "," << asl_offset[2] << endl;
// now calculate update texture coordinates
if ( last_lon < -900 ) {
- last_lon = lon;
- last_lat = lat;
+ last_lon = lon;
+ last_lat = lat;
}
- if ( lon != last_lon || lat != last_lat ) {
- Point3D start( last_lon, last_lat, 0.0 );
- Point3D dest( lon, lat, 0.0 );
- double course, dist;
- calc_gc_course_dist( dest, start, &course, &dist );
- // cout << "course = " << course << ", dist = " << dist << endl;
+ double sp_dist = speed*dt;
- double xoff = cos( course ) * dist / (2 * scale);
- double yoff = sin( course ) * dist / (2 * scale);
+ 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;
- // cout << "xoff = " << xoff << ", yoff = " << yoff << endl;
+ if (dest != start) {
+ calc_gc_course_dist( dest, start, &course, &dist );
+ }
+ // cout << "course = " << course << ", dist = " << dist << endl;
- float *base, *tc;
- base = tl->get( 0 );
- base[0] += xoff;
+ // calculate cloud movement due to external forces
+ double ax = 0.0, ay = 0.0, bx = 0.0, by = 0.0;
- // the while loops can lead to *long* pauses if base[0] comes
- // with a bogus value.
+ if (dist > 0.0) {
+ ax = cos(course) * dist;
+ ay = sin(course) * dist;
+ }
+
+ if (sp_dist > 0) {
+ bx = cos(-direction * SGD_DEGREES_TO_RADIANS) * sp_dist;
+ by = sin(-direction * SGD_DEGREES_TO_RADIANS) * sp_dist;
+ }
+
+
+ double xoff = (ax + bx) / (2 * scale);
+ double yoff = (ay + by) / (2 * scale);
+
+ const float layer_scale = layer_span / scale;
+
+ // cout << "xoff = " << xoff << ", yoff = " << yoff << endl;
+
+ float *base, *tc;
+
+ base = tl[0]->get( 0 );
+ 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; }
+ // while ( base[0] < 0.0 ) { base[0] += 1.0; }
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]);
+ SG_LOG(SG_ASTRO, SG_DEBUG,
+ "Error: base = " << base[0] << "," << base[1]);
}
- 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; }
+ 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];
+ base[1] -= (int)base[1];
} else {
- base[1] = 0.0;
- SG_LOG(SG_ASTRO, SG_ALERT,
- "Error: base = " << base[0] << "," << base[1]);
+ base[1] = 0.0;
+ SG_LOG(SG_ASTRO, SG_ALERT,
+ "Error: base = " << base[0] << "," << base[1]);
}
- // cout << "base = " << base[0] << "," << base[1] << endl;
-
- tc = tl->get( 1 );
- sgSetVec2( tc, base[0] + layer_span / scale, base[1] );
+ // 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->get( 2 );
- sgSetVec2( tc, base[0], base[1] + layer_span / scale );
+ tc = tl[i]->get( (j+1)*2 );
+ sgSetVec2( tc, base[0] + layer_scale * i/4,
+ base[1] + layer_scale * (j+1)/4 );
+ }
- tc = tl->get( 3 );
- sgSetVec2( tc, base[0] + layer_span / scale, base[1] + layer_span / scale );
+ tc = tl[i]->get( 9 );
+ sgSetVec2( tc, base[0] + layer_scale * (i+1)/4,
+ base[1] + layer_scale );
+ }
- last_lon = lon;
- last_lat = lat;
+ last_lon = lon;
+ last_lat = lat;
}
return true;
// make an ssgSimpleState for a cloud layer given the named texture
-ssgSimpleState *SGCloudMakeState( const string &path ) {
+ssgSimpleState *sgCloudMakeState( const string &path ) {
ssgSimpleState *state = new ssgSimpleState();
+ cout << " texture = " << path << endl;
+
state->setTexture( (char *)path.c_str() );
state->setShadeModel( GL_SMOOTH );
state->disable( GL_LIGHTING );