# include <config.h>
#endif
+#include <simgear/compiler.h>
+
#include <stdio.h>
-#include <iostream>
+#include STL_IOSTREAM
+#include <plib/sg.h>
#include <plib/ssg.h>
-#include <simgear/constants.h>
+#include <simgear/math/point3d.hxx>
+#include <simgear/math/polar3d.hxx>
+#include <simgear/math/sg_random.h>
#include "cloud.hxx"
// build the moon object
-ssgBranch * SGCloudLayer::build( FGPath path, double size, double asl ) {
+void SGCloudLayer::build( double s, double asl, double thickness,
+ double transition, ssgSimpleState *state )
+{
+ scale = 4000.0;
layer_asl = asl;
+ layer_thickness = thickness;
+ layer_transition = transition;
+
+ size = s;
+ last_lon = last_lat = -999.0f;
- // set up the cloud state
- path.append( "cloud.rgba" );
- layer_state = new ssgSimpleState();
- layer_state->setTexture( (char *)path.c_str() );
- layer_state->setShadeModel( GL_SMOOTH );
- layer_state->disable( GL_LIGHTING );
- layer_state->disable( GL_CULL_FACE );
- layer_state->enable( GL_TEXTURE_2D );
- layer_state->enable( GL_COLOR_MATERIAL );
- layer_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
- layer_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
- layer_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
- layer_state->enable( GL_BLEND );
- layer_state->enable( GL_ALPHA_TEST );
- layer_state->setAlphaClamp( 0.01 );
+ layer_state = state;
cl = new ssgColourArray( 4 );
vl = new ssgVertexArray( 4 );
sgSetVec4( color, 1.0f, 1.0f, 1.0f, 1.0f );
sgSetVec3( vertex, -size, -size, 0.0f );
- sgSetVec2( tc, 0.0f, 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, size, -size, 0.0f );
- sgSetVec2( tc, size / 1000.0f, 0.0f );
+ sgSetVec2( tc, base[0] + size / scale, base[1] );
cl->add( color );
vl->add( vertex );
tl->add( tc );
sgSetVec3( vertex, -size, size, 0.0f );
- sgSetVec2( tc, 0.0f, size / 1000.0f );
+ sgSetVec2( tc, base[0], base[1] + size / scale );
cl->add( color );
vl->add( vertex );
tl->add( tc );
sgSetVec3( vertex, size, size, 0.0f );
- sgSetVec2( tc, size / 1000.0f, size / 1000.0f );
+ sgSetVec2( tc, base[0] + size / scale, base[1] + size / scale );
cl->add( color );
vl->add( vertex );
tl->add( tc );
// moon_transform->addKid( halo );
layer_transform->addKid( layer );
- return layer_transform;
+ layer_root = new ssgRoot;
+ layer_root->addKid( layer_transform );
}
// lat specifies a rotation about the new Y axis
// 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 ) {
+bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat,
+ double alt )
+{
sgMat4 T1, LON, LAT;
sgVec3 axis;
sgVec3 asl_offset;
sgCopyVec3( asl_offset, up );
sgNormalizeVec3( asl_offset );
- sgScaleVec3( asl_offset, layer_asl );
+ if ( alt <= layer_asl ) {
+ sgScaleVec3( asl_offset, layer_asl );
+ } else {
+ sgScaleVec3( asl_offset, layer_asl + layer_thickness );
+ }
// cout << "asl_offset = " << asl_offset[0] << "," << asl_offset[1]
// << "," << asl_offset[2] << endl;
sgAddVec3( asl_offset, p );
// zero_elev.x, zero_elev.y, zero_elev.z );
// Rotate to proper orientation
- // printf(" lon = %.2f lat = %.2f\n", FG_Longitude * RAD_TO_DEG,
- // FG_Latitude * RAD_TO_DEG);
- // xglRotatef( f->get_Longitude() * RAD_TO_DEG, 0.0, 0.0, 1.0 );
+ // printf(" lon = %.2f lat = %.2f\n",
+ // lon * SGD_RADIANS_TO_DEGREES,
+ // lat * SGD_RADIANS_TO_DEGREES);
+ // xglRotatef( lon * SGD_RADIANS_TO_DEGREES, 0.0, 0.0, 1.0 );
sgSetVec3( axis, 0.0, 0.0, 1.0 );
- sgMakeRotMat4( LON, lon * RAD_TO_DEG, axis );
+ sgMakeRotMat4( LON, lon * SGD_RADIANS_TO_DEGREES, axis );
- // xglRotatef( 90.0 - f->get_Latitude() * RAD_TO_DEG, 0.0, 1.0, 0.0 );
+ // xglRotatef( 90.0 - f->get_Latitude() * SGD_RADIANS_TO_DEGREES,
+ // 0.0, 1.0, 0.0 );
sgSetVec3( axis, 0.0, 1.0, 0.0 );
- sgMakeRotMat4( LAT, 90.0 - lat * RAD_TO_DEG, axis );
+ sgMakeRotMat4( LAT, 90.0 - lat * SGD_RADIANS_TO_DEGREES, axis );
sgMat4 TRANSFORM;
layer_transform->setTransform( &layerpos );
+ // now calculate update texture coordinates
+ if ( last_lon < -900 ) {
+ 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 xoff = cos( course ) * dist / (2 * scale);
+ double yoff = sin( course ) * dist / (2 * scale);
+
+ // cout << "xoff = " << xoff << ", yoff = " << yoff << endl;
+
+ float *base, *tc;
+ base = tl->get( 0 );
+
+ base[0] += xoff;
+ while ( base[0] > 1.0 ) { base[0] -= 1.0; }
+ while ( base[0] < 0.0 ) { base[0] += 1.0; }
+
+ base[1] += yoff;
+ while ( base[1] > 1.0 ) { base[1] -= 1.0; }
+ while ( base[1] < 0.0 ) { base[1] += 1.0; }
+
+ // cout << "base = " << base[0] << "," << base[1] << endl;
+
+ tc = tl->get( 1 );
+ sgSetVec2( tc, base[0] + size / scale, base[1] );
+
+ tc = tl->get( 2 );
+ sgSetVec2( tc, base[0], base[1] + size / scale );
+
+ tc = tl->get( 3 );
+ sgSetVec2( tc, base[0] + size / scale, base[1] + size / scale );
+
+ last_lon = lon;
+ last_lat = lat;
+ }
+
return true;
}
+
+
+void SGCloudLayer::draw() {
+ ssgCullAndDraw( layer_root );
+}
+
+
+// make an ssgSimpleState for a cloud layer given the named texture
+ssgSimpleState *SGCloudMakeState( const string &path ) {
+ ssgSimpleState *state = new ssgSimpleState();
+
+ state->setTexture( (char *)path.c_str() );
+ state->setShadeModel( GL_SMOOTH );
+ state->disable( GL_LIGHTING );
+ state->disable( GL_CULL_FACE );
+ state->enable( GL_TEXTURE_2D );
+ state->enable( GL_COLOR_MATERIAL );
+ state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
+ state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
+ state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
+ state->enable( GL_BLEND );
+ state->enable( GL_ALPHA_TEST );
+ state->setAlphaClamp( 0.01 );
+
+ return state;
+}