#define _SG_CLOUD_HXX_
#include <simgear/compiler.h>
+#include <simgear/misc/sg_path.hxx>
+#include <simgear/math/SGMath.hxx>
+#include <simgear/structure/SGReferenced.hxx>
-#include <plib/ssg.h>
+#include <string>
+using std::string;
-#include STL_STRING
-SG_USING_STD(string);
-
-// #include <iostream>
-// SG_USING_STD(cout);
-// SG_USING_STD(endl);
+#include <osg/ref_ptr>
+#include <osg/Array>
+#include <osg/Geode>
+#include <osg/Group>
+#include <osg/MatrixTransform>
+#include <osg/Switch>
class SGCloudField;
/**
* A class layer to model a single cloud layer
*/
-class SGCloudLayer {
+class SGCloudLayer : public SGReferenced {
public:
/**
/** build the cloud object */
void rebuild();
+ /** Enable/disable 3D clouds in this layer */
+ void set_enable3dClouds(bool enable);
+
/**
* repaint the cloud colors based on the specified fog_color
* @param fog_color the fog color
*/
- bool repaint( sgVec3 fog_color );
+ bool repaint( const SGVec3f& fog_color );
/**
* reposition the cloud layer at the specified origin and
* (and orients the sunrise/set effects)
* @param dt the time elapsed since the last call
*/
- bool reposition( sgVec3 p, sgVec3 up, double lon, double lat, double alt,
+ bool reposition( const SGVec3f& p, const SGVec3f& up,
+ double lon, double lat, double alt,
double dt = 0.0 );
- /** draw the cloud layer */
- void draw( bool top );
+ osg::Switch* getNode() { return cloud_root.get(); }
static bool enable_bump_mapping;
- /** return the 3D layer cloud associated with this 2D layer */
- SGCloudField *get_layer3D(void) { return layer3D; }
+ /** return the 3D layer cloud associated with this 2D layer */
+ SGCloudField *get_layer3D(void) { return layer3D; }
+protected:
+ void setTextureOffset(const osg::Vec2& offset);
private:
- struct CloudVertex {
- sgVec3 position;
- sgVec2 texCoord;
- sgVec3 tangentSpLight;
- sgVec3 sTangent;
- sgVec3 tTangent;
- sgVec3 normal;
- sgVec4 color;
- };
-
- CloudVertex *vertices;
- unsigned int *indices;
-
- ssgRoot *layer_root;
- ssgTransform *layer_transform;
- ssgLeaf *layer[4];
- ssgStateSelector *state_sel;
+ osg::ref_ptr<osg::Switch> cloud_root;
+ osg::ref_ptr<osg::Switch> layer_root;
+ osg::ref_ptr<osg::Group> group_top, group_bottom;
+ osg::ref_ptr<osg::MatrixTransform> layer_transform;
+ osg::ref_ptr<osg::Geode> layer[4];
float cloud_alpha; // 1.0 = drawn fully, 0.0 faded out completely
- ssgColourArray *cl[4];
- ssgVertexArray *vl[4];
- ssgTexCoordArray *tl[4];
+ osg::ref_ptr<osg::Vec4Array> cl[4];
+ osg::ref_ptr<osg::Vec3Array> vl[4];
+ osg::ref_ptr<osg::Vec2Array> tl[4];
+ osg::ref_ptr<osg::Vec3Array> tl2[4];
// height above sea level (meters)
SGPath texture_path;
// double xoff, yoff;
double last_lon, last_lat, last_course;
- SGCloudField *layer3D;
-};
-
+ osg::Vec2 base;
-// make an ssgSimpleState for a cloud layer given the named texture
-ssgSimpleState *sgCloudMakeState( const string &path );
+ SGCloudField *layer3D;
+};
#endif // _SG_CLOUD_HXX_