// $Id$
-#ifdef HAVE_CONFIG_H
-# 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/fg_random.h>
#include <simgear/math/point3d.hxx>
#include <simgear/math/polar3d.hxx>
+#include <simgear/math/sg_random.h>
+#include <simgear/debug/logstream.hxx>
#include "cloud.hxx"
}
-// build the moon object
-void SGCloudLayer::build( FGPath path, double s, double asl, double thickness,
- double transition )
+// build the cloud object
+void SGCloudLayer::build( double s, double asl, double thickness,
+ double transition, ssgSimpleState *state )
{
scale = 4000.0;
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 );
sgSetVec3( vertex, -size, -size, 0.0f );
sgVec2 base;
- sgSetVec2( base, fg_random(), fg_random() );
+ sgSetVec2( base, sg_random(), sg_random() );
sgSetVec2( tc, base[0], base[1] );
cl->add( color );
vl->add( vertex );
// 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;
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; }
+
+ // 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; }
+ if ( base[0] > -10.0 && base[0] < 10.0 ) {
+ base[0] -= (int)base[0];
+ } else {
+ base[0] = 0.0;
+ SG_LOG(SG_ASTRO, SG_ALERT,
+ "Error: base = " << base[0] << "," << base[1]);
+ }
base[1] += yoff;
- while ( base[1] > 1.0 ) { base[1] -= 1.0; }
- while ( base[1] < 0.0 ) { base[1] += 1.0; }
+ // 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];
+ } else {
+ base[1] = 0.0;
+ SG_LOG(SG_ASTRO, SG_ALERT,
+ "Error: base = " << base[0] << "," << base[1]);
+ }
// cout << "base = " << base[0] << "," << base[1] << endl;
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;
+}