class SGUpdateVisitor : public osgUtil::UpdateVisitor {
public:
- SGUpdateVisitor()
+ SGUpdateVisitor() :
+ mVisibility(-1)
{
- // Need to traverse all children, else some LOD nodes do not get updated
- // Note that the broad number of updates is not done due to
- // the update callback in the global position node.
- setTraversalMode(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN);
+ setTraversalMode(osg::NodeVisitor::TRAVERSE_ACTIVE_CHILDREN);
+ setVisibility(10000);
}
void setViewData(const SGVec3d& globalEyePos,
const SGQuatd& globalViewOrientation)
{
mGlobalGeodEyePos = SGGeod::fromCart(globalEyePos);
+ _currentEyePos = globalEyePos.osg();
mGlobalEyePos = globalEyePos;
mGlobalViewOr = globalViewOrientation;
mGlobalHorizLocalOr = SGQuatd::fromLonLat(mGlobalGeodEyePos);
mHorizLocalDown = mGlobalHorizLocalOr.backTransform(SGVec3d(0, 0, 1));
}
- void setSceneryCenter(const SGVec3d& sceneryCenter)
- {
- mSceneryCenter = sceneryCenter;
- }
-
void setVisibility(double visibility)
{
+ if (mVisibility == visibility)
+ return;
mVisibility = visibility;
mSqrVisibility = visibility*visibility;
+
+ double m_log01 = -log( 0.01 );
+ double sqrt_m_log01 = sqrt( m_log01 );
+ double fog_exp_density = m_log01 / visibility;
+ double fog_exp2_density = sqrt_m_log01 / visibility;
+ double ground_exp2_punch_through = sqrt_m_log01 / (visibility * 1.5);
+ double rwy_exp2_punch_through, taxi_exp2_punch_through;
+ if ( visibility < 8000 ) {
+ rwy_exp2_punch_through = sqrt_m_log01 / (visibility * 2.5);
+ taxi_exp2_punch_through = sqrt_m_log01 / (visibility * 1.5);
+ } else {
+ rwy_exp2_punch_through = sqrt_m_log01 / ( 8000 * 2.5 );
+ taxi_exp2_punch_through = sqrt_m_log01 / ( 8000 * 1.5 );
+ }
+
+ mFogExpDensity = fog_exp_density;
+ mFogExp2Density = fog_exp2_density;
+ mRunwayFogExp2Density = rwy_exp2_punch_through;
+ mTaxiFogExp2Density = taxi_exp2_punch_through;
+ mGroundLightsFogExp2Density = ground_exp2_punch_through;
}
double getVisibility() const
double getSqrVisibility() const
{ return mSqrVisibility; }
+ double getFogExpDensity() const
+ { return mFogExpDensity; }
+ double getFogExp2Density() const
+ { return mFogExp2Density; }
+ double getRunwayFogExp2Density() const
+ { return mRunwayFogExp2Density; }
+ double getTaxiFogExp2Density() const
+ { return mTaxiFogExp2Density; }
+ double getGroundLightsFogExp2Density() const
+ { return mGroundLightsFogExp2Density; }
+
const SGVec3d& getGlobalEyePos() const
{ return mGlobalEyePos; }
const SGGeod& getGeodEyePos() const
{ return mHorizLocalDown; }
void setLight(const SGVec3f& direction, const SGVec4f& ambient,
- const SGVec4f& diffuse, const SGVec4f& specular)
+ const SGVec4f& diffuse, const SGVec4f& specular,
+ const SGVec4f& fogColor, double sunAngleDeg)
{
mLightDirection = direction;
mAmbientLight = ambient;
mDiffuseLight = diffuse;
+ mSpecularLight = specular;
+ mFogColor = fogColor;
+ mSunAngleDeg = sunAngleDeg;
}
const SGVec3f& getLightDirection() const
{ return mDiffuseLight; }
const SGVec4f& getSpecularLight() const
{ return mSpecularLight; }
+ const SGVec4f& getFogColor() const
+ { return mFogColor; }
+
+ double getSunAngleDeg() const
+ { return mSunAngleDeg; }
+
+ // To be able to traverse correctly only the active children, we need to
+ // track the model view matrices during update.
+ virtual void apply(osg::Transform& transform)
+ {
+ osg::Matrix matrix = _matrix;
+ transform.computeLocalToWorldMatrix(_matrix, this);
+ osgUtil::UpdateVisitor::apply(transform);
+ _matrix = matrix;
+ }
+ virtual void apply(osg::Camera& camera)
+ {
+ if (camera.getReferenceFrame() == osg::Camera::ABSOLUTE_RF) {
+ osg::Vec3d currentEyePos = _currentEyePos;
+ _currentEyePos = osg::Vec3d(0, 0, 0);
+ apply(static_cast<osg::Transform&>(camera));
+ _currentEyePos = currentEyePos;
+ } else {
+ apply(static_cast<osg::Transform&>(camera));
+ }
+ }
+ virtual float getDistanceToViewPoint(const osg::Vec3& pos, bool) const
+ { return (_currentEyePos - _matrix.preMult(osg::Vec3d(pos))).length(); }
private:
+ osg::Matrix _matrix;
+ osg::Vec3d _currentEyePos;
+
SGGeod mGlobalGeodEyePos;
SGVec3d mGlobalEyePos;
SGQuatd mGlobalViewOr;
SGVec3d mHorizLocalEast;
SGVec3d mHorizLocalDown;
- SGVec3d mSceneryCenter;
-
double mVisibility;
double mSqrVisibility;
+ double mFogExpDensity;
+ double mFogExp2Density;
+ double mRunwayFogExp2Density;
+ double mTaxiFogExp2Density;
+ double mGroundLightsFogExp2Density;
SGVec3f mLightDirection;
SGVec4f mAmbientLight;
SGVec4f mDiffuseLight;
SGVec4f mSpecularLight;
+ SGVec4f mFogColor;
+
+ double mSunAngleDeg;
};
#endif