//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
-// Foundation, 59 Temple Place, Suite 330, Boston, MA 02111-1307, USA
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
//
#include <simgear/compiler.h>
#include <plib/sg.h>
-#include <plib/ssg.h>
+#include <simgear/math/sg_random.h>
#include <simgear/math/sg_geodesy.hxx>
+#include <simgear/math/polar3d.hxx>
#include STL_ALGORITHM
-#include SG_GLUT_H
#include <vector>
SG_USING_STD(vector);
+#include <simgear/environment/visual_enviro.hxx>
+#include "sky.hxx"
#include "newcloud.hxx"
#include "cloudfield.hxx"
+#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 list_of_culledCloud inViewClouds;
// visibility distance for clouds in meters
float SGCloudField::CloudVis = 25000.0f;
-bool SGCloudField::enable3D = true;
+bool SGCloudField::enable3D = false;
// fieldSize must be > CloudVis or we can destroy the impostor cache
// a cloud must only be seen once or the impostor will be generated for each of his positions
-double SGCloudField::fieldSize = 30000.0;
+double SGCloudField::fieldSize = 50000.0;
float SGCloudField::density = 100.0;
-static int last_cache_size = 4*1024;
+double SGCloudField::timer_dt = 0.0;
+sgVec3 SGCloudField::view_vec, SGCloudField::view_X, SGCloudField::view_Y;
+
+static int last_cache_size = 1*1024;
+static int cacheResolution = 64;
+static sgVec3 last_sunlight={0.0f, 0.0f, 0.0f};
+
+int SGCloudField::get_CacheResolution(void) {
+#if 0
+ return cacheResolution;
+#endif
+ return 0;
+}
+
+void SGCloudField::set_CacheResolution(int resolutionPixels) {
+#if 0
+ if(cacheResolution == resolutionPixels)
+ return;
+ cacheResolution = resolutionPixels;
+ if(enable3D) {
+ int count = last_cache_size * 1024 / (cacheResolution * cacheResolution * 4);
+ if(count == 0)
+ count = 1;
+ SGNewCloud::cldCache->setCacheSize(count, cacheResolution);
+ }
+#endif
+}
int SGCloudField::get_CacheSize(void) {
+#if 0
return SGNewCloud::cldCache->queryCacheSize();
+#endif
+ return 0;
}
void SGCloudField::set_CacheSize(int sizeKb) {
+#if 0
// apply in rendering option dialog
if(last_cache_size == sizeKb)
return;
return;
if(sizeKb)
last_cache_size = sizeKb;
- SGNewCloud::cldCache->setCacheSize(sizeKb);
+ if(enable3D) {
+ int count = last_cache_size * 1024 / (cacheResolution * cacheResolution * 4);
+ if(count == 0)
+ count = 1;
+ SGNewCloud::cldCache->setCacheSize(count, cacheResolution);
+ }
+#endif
}
void SGCloudField::set_CloudVis(float distance) {
- SGCloudField::CloudVis = distance;
+#if 0
+ if( distance <= fieldSize )
+ SGCloudField::CloudVis = distance;
+#endif
}
void SGCloudField::set_density(float density) {
+#if 0
SGCloudField::density = density;
+#endif
}
void SGCloudField::set_enable3dClouds(bool enable) {
+#if 0
if(enable3D == enable)
return;
enable3D = enable;
if(enable) {
- SGNewCloud::cldCache->setCacheSize(last_cache_size);
+ int count = last_cache_size * 1024 / (cacheResolution * cacheResolution * 4);
+ if(count == 0)
+ count = 1;
+ SGNewCloud::cldCache->setCacheSize(count, cacheResolution);
} else {
SGNewCloud::cldCache->setCacheSize(0);
}
+#endif
}
// reposition the cloud layer at the specified origin and orientation
-void SGCloudField::reposition( sgVec3 p, sgVec3 up, double lon, double lat, double alt, double dt) {
+void SGCloudField::reposition( sgVec3 p, sgVec3 up, double lon, double lat, double alt, double dt, float direction, float speed) {
+#if 0
sgMat4 T1, LON, LAT;
sgVec3 axis;
sgMakeCoordMat4( transform, &layerpos );
- // TODO:use a simple sphere earth
- double az1, az2, s;
- geo_inverse_wgs_84( 0.0, 0.0, 0.0, lat*SG_RADIANS_TO_DEGREES , lon*SG_RADIANS_TO_DEGREES, &az1, &az2, &s);
- az1 = az1 * SG_DEGREES_TO_RADIANS;
- // compute the view position on a 'flat' earth
- deltay = -cos(SG_PI/2+az1) * s;
- deltax = -sin(SG_PI/2+az1) * s;
-// deltax = cos(0.0) * s;
-// deltay = sin(0.0) * s;
+
this->alt = alt;
// simulate clouds movement from wind
- double speed = 10.0f;
- double direction = 45.0;
double sp_dist = speed*dt;
if (sp_dist > 0) {
double bx = cos((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist;
relative_position[SG_Y] += by;
}
+ 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;
+
+ calc_gc_course_dist( dest, start, &course, &dist );
+ // 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;
+
+ if (dist > 0.0) {
+ ax = cos(course) * dist;
+ ay = sin(course) * dist;
+ }
+
+ deltax += ax;
+ deltay += ay;
+
+ last_lon = lon;
+ last_lat = lat;
+ }
+
+
// correct the frustum with the right far plane
ssgContext *context = ssgGetCurrentContext();
frustum = *context->getFrustum();
+
+ float w, h;
+ sgEnviro.getFOV( w, h );
+ frustum.setFOV( w, h );
frustum.setNearFar(1.0, CloudVis);
+ timer_dt = dt;
+#endif
}
-SGCloudField::SGCloudField() {
+SGCloudField::SGCloudField() :
+ deltax(0.0),
+ deltay(0.0),
+ last_course(0.0),
+ last_density(0.0),
+ draw_in_3d(true)
+{
+#if 0
sgSetVec3( relative_position, 0,0,0);
theField.reserve(200);
inViewClouds.reserve(200);
+ sg_srandom_time_10();
+#else
+ draw_in_3d = false;
+#endif
}
SGCloudField::~SGCloudField() {
+#if 0
list_of_Cloud::iterator iCloud;
for( iCloud = theField.begin() ; iCloud != theField.end() ; iCloud++ ) {
delete iCloud->aCloud;
}
theField.clear();
+#endif
}
+void SGCloudField::clear(void) {
+#if 0
+ list_of_Cloud::iterator iCloud;
+ for( iCloud = theField.begin() ; iCloud != theField.end() ; iCloud++ ) {
+ delete iCloud->aCloud;
+ }
+ theField.clear();
+ // force a recompute of density on first redraw
+ last_density = 0.0;
+ // true to come back in set density after layer is built
+ draw_in_3d = true;
+#endif
+}
+
+// use a table or else we see poping when moving the slider...
+static int densTable[][10] = {
+ {0,0,0,0,0,0,0,0,0,0},
+ {1,0,0,0,0,0,0,0,0,0},
+ {1,0,0,0,1,0,0,0,0,0},
+ {1,0,0,0,1,0,0,1,0,0}, // 30%
+ {1,0,1,0,1,0,0,1,0,0},
+ {1,0,1,0,1,0,1,1,0,0}, // 50%
+ {1,0,1,0,1,0,1,1,0,1},
+ {1,0,1,1,1,0,1,1,0,1}, // 70%
+ {1,1,1,1,1,0,1,1,0,1},
+ {1,1,1,1,1,0,1,1,1,1}, // 90%
+ {1,1,1,1,1,1,1,1,1,1}
+};
+
+// set the visible flag depending on density
+void SGCloudField::applyDensity(void) {
+#if 0
+ int row = (int) (density / 10.0);
+ int col = 0;
+ sgBox fieldBox;
+
+ list_of_Cloud::iterator iCloud;
+ for( iCloud = theField.begin() ; iCloud != theField.end() ; iCloud++ ) {
+ if(++col > 9)
+ col = 0;
+ if( densTable[row][col] ) {
+ iCloud->visible = true;
+ fieldBox.extend( *iCloud->aCloud->getCenter() );
+ } else
+ iCloud->visible = false;
+ }
+ last_density = density;
+ draw_in_3d = ( theField.size() != 0);
+ sgVec3 center;
+ sgSubVec3( center, fieldBox.getMax(), fieldBox.getMin() );
+ sgScaleVec3( center, 0.5f );
+ center[1] = 0.0f;
+ field_sphere.setCenter( center );
+ field_sphere.setRadius( fieldSize * 0.5f * 1.414f );
+#endif
+}
+
// add one cloud, data is not copied, ownership given
void SGCloudField::addCloud( sgVec3 pos, SGNewCloud *cloud) {
+#if 0
Cloud cl;
- sgCopyVec3( cl.pos, pos );
cl.aCloud = cloud;
+ cl.visible = true;
cloud->SetPos( pos );
+ sgCopyVec3( cl.pos, *cloud->getCenter() );
theField.push_back( cl );
+#endif
}
static float Rnd(float n) {
- return n * (-0.5f + rand() / (float) RAND_MAX);
+ return n * (-0.5f + sg_random());
}
// for debug only
// build a field of cloud of size 25x25 km, its a grid of 11x11 clouds
void SGCloudField::buildTestLayer(void) {
-
- const float s = 2200.0f;
+#if 0
+ const float s = 2250.0f;
for( int z = -5 ; z <= 5 ; z++) {
for( int x = -5 ; x <= 5 ; x++ ) {
- SGNewCloud *cloud = new SGNewCloud;
+ SGNewCloud *cloud = new SGNewCloud(SGNewCloud::CLFamilly_cu);
cloud->new_cu();
sgVec3 pos = {(x+Rnd(0.7)) * s, 750.0f, (z+Rnd(0.7)) * s};
addCloud(pos, cloud);
}
}
-
+ applyDensity();
+#endif
}
// cull all clouds of a tiled field
void SGCloudField::cullClouds(sgVec3 eyePos, sgMat4 mat) {
+#if 0
list_of_Cloud::iterator iCloud;
-// const float distVisCompare = CloudVis * CloudVis;
- // TODO:cull the field before culling the clouds in the field (should eliminate 3 fields)
+ sgSphere tile_sphere;
+ tile_sphere.setRadius( field_sphere.getRadius() );
+ sgVec3 tile_center;
+ sgSubVec3( tile_center, field_sphere.getCenter(), eyePos );
+ tile_sphere.setCenter( tile_center );
+ tile_sphere.orthoXform(mat);
+ if( frustum.contains( & tile_sphere ) == SG_OUTSIDE )
+ return;
+
for( iCloud = theField.begin() ; iCloud != theField.end() ; iCloud++ ) {
sgVec3 dist;
sgSphere sphere;
+ if( ! iCloud->visible )
+ continue;
sgSubVec3( dist, iCloud->pos, eyePos );
- sphere.setCenter(dist[0], dist[2], dist[1]);
- sphere.setRadius(iCloud->aCloud->getRadius());
+ sphere.setCenter(dist[0], dist[2], dist[1] + eyePos[1]);
+ float radius = iCloud->aCloud->getRadius();
+ sphere.setRadius(radius);
sphere.orthoXform(mat);
if( frustum.contains( & sphere ) != SG_OUTSIDE ) {
float squareDist = dist[0]*dist[0] + dist[1]*dist[1] + dist[2]*dist[2];
sgCopyVec3( tmp.eyePos, eyePos );
// save distance for later sort, opposite distance because we want back to front
tmp.dist = - squareDist;
+ tmp.heading = -SG_PI/2.0 - atan2( dist[0], dist[2] ); // + SG_PI;
+ tmp.alt = iCloud->pos[1];
inViewClouds.push_back(tmp);
+ if( squareDist - radius*radius < 100*100 )
+ sgEnviro.set_view_in_cloud(true);
}
}
-
+#endif
}
-static inline void myswap(float &a, float &b) {
- float tmp = a;
- a = b;
- b = tmp;
-}
// Render a cloud field
// because no field can have an infinite size (and we don't want to reach his border)
// we draw this field and adjacent fields.
// adjacent fields are not real, its the same field displaced by some offset
-void SGCloudField::Render(void) {
+void SGCloudField::Render(float *sun_color) {
+ // sun_color used to depend on an extern SGSky *thesky definition
+ // above. However, this is bad form for a library and it's much
+ // more clean to just pass in the needed value. For reference, here is
+ // the old way that sun_color was fetched ...
+ // float *sun_color = thesky->get_sun_color();
+
+#if 0
sgVec3 eyePos;
double relx, rely;
if( ! enable3D )
return;
- // ask the impostor cache to do some cleanup
- // TODO:don't do that for every field
- SGNewCloud::cldCache->startNewFrame();
+ if( last_density != density ) {
+ last_density = density;
+ applyDensity();
+ }
+
+ if( ! draw_in_3d )
+ return;
+
+ if( ! SGNewCloud::cldCache->isRttAvailable() )
+ return;
inViewClouds.clear();
- // cloud fields are tiled on the flat earth
- // compute the position in the tile
- relx = -fmod( deltax + relative_position[SG_X], fieldSize );
- rely = -fmod( deltay + relative_position[SG_Y], fieldSize );
glPushMatrix();
sgMat4 modelview, tmp, invtrans;
- // try to find the sun position (buggy)
+ // try to find the sun position
sgTransposeNegateMat4( invtrans, transform );
sgVec3 lightVec;
ssgGetLight( 0 )->getPosition( lightVec );
- sgNegateVec3( lightVec );
sgXformVec3( lightVec, invtrans );
- sgNormaliseVec3( lightVec );
- sgCopyVec3( SGNewCloud::modelSunDir, lightVec );
- // try to find the lighting data (buggy)
+ sgSetVec3( SGNewCloud::modelSunDir, lightVec[0], lightVec[2], lightVec[1]);
+ // try to find the lighting data (not accurate)
sgVec4 diffuse, ambient;
ssgGetLight( 0 )->getColour( GL_DIFFUSE, diffuse );
ssgGetLight( 0 )->getColour( GL_AMBIENT, ambient );
- sgScaleVec3 ( SGNewCloud::sunlight, diffuse , 0.70f);
- sgScaleVec3 ( SGNewCloud::ambLight, ambient , 0.60f);
+// sgScaleVec3 ( SGNewCloud::sunlight, diffuse , 1.0f);
+ sgScaleVec3 ( SGNewCloud::ambLight, ambient , 1.1f);
+ // trying something else : clouds are more yellow/red at dawn/dusk
+ // and added a bit of blue ambient
+ sgScaleVec3 ( SGNewCloud::sunlight, sun_color , 0.4f);
+ SGNewCloud::ambLight[2] += 0.1f;
+
+ sgVec3 delta_light;
+ sgSubVec3(delta_light, last_sunlight, SGNewCloud::sunlight);
+ if( (fabs(delta_light[0]) + fabs(delta_light[1]) + fabs(delta_light[2])) > 0.05f ) {
+ sgCopyVec3( last_sunlight, SGNewCloud::sunlight );
+ // force the redraw of all the impostors
+ SGNewCloud::cldCache->invalidateCache();
+ }
// voodoo things on the matrix stack
ssgGetModelviewMatrix( modelview );
sgCopyMat4( tmp, transform );
sgPostMultMat4( tmp, modelview );
- sgSetVec3( eyePos, -relx, -tmp[3][2], -rely);
- sgSetVec3( eyePos, -relx, 0, -rely);
- sgSetVec3( eyePos, -relx, alt, -rely);
-// sgSetVec3( eyePos, 0, - tmp[3][2], 0);
-// sgSetVec3( eyePos, 20000, - tmp[3][2], 20000);
+ // cloud fields are tiled on the flat earth
+ // compute the position in the tile
+ relx = fmod( deltax + relative_position[SG_X], fieldSize );
+ rely = fmod( deltay + relative_position[SG_Y], fieldSize );
+
+ relx = fmod( relx + fieldSize, fieldSize );
+ rely = fmod( rely + fieldSize, fieldSize );
+ sgSetVec3( eyePos, relx, alt, rely);
+
+ sgSetVec3( view_X, tmp[0][0], tmp[1][0], tmp[2][0] );
+ sgSetVec3( view_Y, tmp[0][1], tmp[1][1], tmp[2][1] );
+ sgSetVec3( view_vec, tmp[0][2], tmp[1][2], tmp[2][2] );
- tmp[3][2] = 0;
- tmp[3][0] = 0;
- tmp[3][1] = 0;
ssgLoadModelviewMatrix( tmp );
/* flat earth
cullClouds(fieldPos, tmp);
}
// sort all visible clouds back to front (because of transparency)
- sort( inViewClouds.begin(), inViewClouds.end() );
+ std::sort( inViewClouds.begin(), inViewClouds.end() );
// TODO:push states
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.0f);
glDisable(GL_CULL_FACE);
-// glDisable(GL_DEPTH_TEST);
glEnable(GL_DEPTH_TEST);
+ glDepthMask( GL_FALSE );
glEnable(GL_SMOOTH);
glEnable(GL_BLEND);
- glBlendFunc( GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
-// glEnable( GL_COLOR_MATERIAL );
+ glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_TEXTURE_2D );
glDisable( GL_FOG );
glDisable(GL_LIGHTING);
for( iCloud = inViewClouds.begin() ; iCloud != inViewClouds.end() ; iCloud++ ) {
// iCloud->aCloud->drawContainers();
iCloud->aCloud->Render(iCloud->eyePos);
+ sgEnviro.callback_cloud(iCloud->heading, iCloud->alt,
+ iCloud->aCloud->getRadius(), iCloud->aCloud->getFamilly(), - iCloud->dist, iCloud->aCloud->getId());
}
glBindTexture(GL_TEXTURE_2D, 0);
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
+ glEnable( GL_FOG );
+ glEnable(GL_CULL_FACE);
+ glEnable(GL_DEPTH_TEST);
ssgLoadModelviewMatrix( modelview );
glPopMatrix();
-// glEnable(GL_DEPTH_TEST);
-
+#endif
}
-