]> git.mxchange.org Git - simgear.git/blobdiff - simgear/scene/sky/cloud.cxx
Pre-initialize the variables driving the external force
[simgear.git] / simgear / scene / sky / cloud.cxx
index 5f5fd3b7d5419237f3319347a4e11edd92bb1ab3..e1f65de314e33e65190eb7ab563011e3502c472e 100644 (file)
 
 #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),
@@ -51,12 +48,16 @@ SGCloudLayer::SGCloudLayer( const string &tex_path ) :
     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();
 }
@@ -77,8 +78,8 @@ void
 SGCloudLayer::setSpan_m (float span_m)
 {
     if (span_m != layer_span) {
-       layer_span = span_m;
-       rebuild();
+        layer_span = span_m;
+        rebuild();
     }
 }
 
@@ -128,8 +129,8 @@ void
 SGCloudLayer::setCoverage (Coverage coverage)
 {
     if (coverage != layer_coverage) {
-       layer_coverage = coverage;
-       rebuild();
+        layer_coverage = coverage;
+        rebuild();
     }
 }
 
@@ -138,85 +139,126 @@ SGCloudLayer::setCoverage (Coverage coverage)
 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
@@ -229,10 +271,11 @@ SGCloudLayer::rebuild()
 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;
 }
@@ -244,7 +287,7 @@ bool SGCloudLayer::repaint( sgVec3 fog_color ) {
 // 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;
@@ -254,9 +297,9 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat,
     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;
@@ -298,65 +341,99 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat,
 
     // 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;
@@ -371,9 +448,11 @@ void SGCloudLayer::draw() {
 
 
 // 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 );