//
// Copyright (C) 1997-2000 Curtis L. Olson - curt@flightgear.org
//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License as
-// published by the Free Software Foundation; either version 2 of the
-// License, or (at your option) any later version.
+// This library is free software; you can redistribute it and/or
+// modify it under the terms of the GNU Library General Public
+// License as published by the Free Software Foundation; either
+// version 2 of the License, or (at your option) any later version.
//
-// This program is distributed in the hope that it will be useful, but
-// WITHOUT ANY WARRANTY; without even the implied warranty of
+// This library is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
-// General Public License for more details.
+// Library General Public License for more details.
//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+// You should have received a copy of the GNU Library General Public
+// License along with this library; if not, write to the
+// Free Software Foundation, Inc., 59 Temple Place - Suite 330,
+// Boston, MA 02111-1307, USA.
//
// $Id$
-#ifdef HAVE_CONFIG_H
-# include <config.h>
-#endif
-
#include <plib/sg.h>
#include <plib/ssg.h>
-#include <simgear/math/fg_random.h>
+#include <simgear/math/sg_random.h>
#include "sky.hxx"
puff_progression = 0;
ramp_up = 0.15;
ramp_down = 0.15;
+ // ramp_up = 4.0;
+ // ramp_down = 4.0;
}
post_root->addKid( post_selector );
// add the cloud ssgStates to the material lib
- FGPath cloud_path;
+ SGPath cloud_path;
cloud_path.set( tex_path.str() );
cloud_path.append( "overcast.rgb" );
{
if ( effective_visibility > 1000.0 ) {
enable();
- dome->repaint( sky_color, fog_color, sun_angle );
+ dome->repaint( sky_color, fog_color, sun_angle, effective_visibility );
oursun->repaint( sun_angle );
moon->repaint( moon_angle );
planets->repaint( sun_angle, nplanets, planet_data );
}
-// draw background portions of the sky
-void SGSky::draw_background() {
+// draw background portions of the sky ... do this before you draw the
+// rest of your scene.
+void SGSky::preDraw() {
ssgCullAndDraw( pre_root );
}
-// draw scenery elements of the sky
-void SGSky::draw_scene( float alt ) {
+// draw translucent clouds ... do this after you've drawn all the
+// oapaque elements of your scene.
+void SGSky::postDraw( float alt ) {
+ float slop = 5.0; // if we are closer than this to a cloud layer,
+ // don't draw clouds
+
+ int in_cloud = -1; // cloud we are in
+
+ int i;
+
+ // check where we are relative to the cloud layers
+ for ( i = 0; i < (int)cloud_layers.size(); ++i ) {
+ float asl = cloud_layers[i]->get_asl();
+ float thickness = cloud_layers[i]->get_thickness();
+
+ if ( alt < asl - slop ) {
+ // below cloud layer
+ } else if ( alt < asl + thickness + slop ) {
+ // in cloud layer
- if ( effective_visibility < 4000.0 ) {
- // bail and don't draw clouds
- return;
+ // bail now and don't draw any clouds
+ in_cloud = i;
+ } else {
+ // above cloud layer
+ }
}
// determine rendering order
if ( pos == 0 ) {
// we are below all the cloud layers, draw top to bottom
- for ( int i = cloud_layers.size() - 1; i >= 0; --i ) {
- cloud_layers[i]->draw();
+ for ( i = cloud_layers.size() - 1; i >= 0; --i ) {
+ if ( i != in_cloud ) {
+ cloud_layers[i]->draw();
+ }
}
} else if ( pos >= (int)cloud_layers.size() ) {
// we are above all the cloud layers, draw bottom to top
- for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
- cloud_layers[i]->draw();
+ for ( i = 0; i < (int)cloud_layers.size(); ++i ) {
+ if ( i != in_cloud ) {
+ cloud_layers[i]->draw();
+ }
}
} else {
// we are between cloud layers, draw lower layers bottom to
// top and upper layers top to bottom
- for ( int i = 0; i < pos; ++i ) {
- cloud_layers[i]->draw();
+ for ( i = 0; i < pos; ++i ) {
+ if ( i != in_cloud ) {
+ cloud_layers[i]->draw();
+ }
}
- for ( int i = cloud_layers.size() - 1; i >= pos; --i ) {
- cloud_layers[i]->draw();
+ for ( i = cloud_layers.size() - 1; i >= pos; --i ) {
+ if ( i != in_cloud ) {
+ cloud_layers[i]->draw();
+ }
}
}
}
-void SGSky::add_cloud_layer( double asl, double thickness, double transition,
+void SGSky::add_cloud_layer( double asl, double thickness,
+ double transition, double span,
ssgSimpleState *state ) {
SGCloudLayer *layer = new SGCloudLayer;
- layer->build( 40000.0f, asl, thickness, transition, state );
+ layer->build( span, asl, thickness, transition, state );
layer_list_iterator current = cloud_layers.begin();
layer_list_iterator last = cloud_layers.end();
cloud_layers.push_back( layer );
}
- for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
- cout << "layer " << i << " = " << cloud_layers[i]->get_asl() << endl;
- }
- cout << endl;
+ // for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
+ // cout << "layer " << i << " = " << cloud_layers[i]->get_asl() << endl;
+ // }
+ // cout << endl;
}
-void SGSky::add_cloud_layer( double asl, double thickness, double transition,
+void SGSky::add_cloud_layer( double asl, double thickness,
+ double transition, double span,
const string &tex_path ) {
ssgSimpleState *state = SGCloudMakeState( tex_path );
- add_cloud_layer( asl, thickness, transition, state );
+ add_cloud_layer( asl, thickness, transition, span, state );
}
-void SGSky::add_cloud_layer( double asl, double thickness, double transition,
+void SGSky::add_cloud_layer( double asl, double thickness,
+ double transition, double span,
SGCloudType type ) {
if ( type > 0 && type < SG_MAX_CLOUD_TYPES ) {
- add_cloud_layer( asl, thickness, transition, cloud_mats[type] );
+ add_cloud_layer( asl, thickness, transition, span, cloud_mats[type] );
}
}
if ( ratio < 1.0 ) {
if ( ! in_puff ) {
// calc chance of entering cloud puff
- double rnd = fg_random();
+ double rnd = sg_random();
double chance = rnd * rnd * rnd;
if ( chance > 0.95 /* * (diff - 25) / 50.0 */ ) {
in_puff = true;
- do {
- puff_length = fg_random() * 2.0; // up to 2 seconds
- } while ( puff_length <= 0.0 );
+ puff_length = sg_random() * 2.0; // up to 2 seconds
puff_progression = 0.0;
}
}
if ( in_puff ) {
// modify actual_visibility based on puff envelope
-
+
if ( puff_progression <= ramp_up ) {
- double x = 2 * SGD_PI * puff_progression / ramp_up;
+ double x = 0.5 * SGD_PI * puff_progression / ramp_up;
double factor = 1.0 - sin( x );
+ // cout << "ramp up = " << puff_progression
+ // << " factor = " << factor << endl;
effvis = effvis * factor;
} else if ( puff_progression >= ramp_up + puff_length ) {
- double x = 2 * SGD_PI *
+ double x = 0.5 * SGD_PI *
(puff_progression - (ramp_up + puff_length)) /
ramp_down;
double factor = sin( x );
+ // cout << "ramp down = "
+ // << puff_progression - (ramp_up + puff_length)
+ // << " factor = " << factor << endl;
effvis = effvis * factor;
} else {
effvis = 0.0;
// (double)current_options.get_model_hz();
puff_progression += time_factor;
+ // cout << "time factor = " << time_factor << endl;
/* cout << "gml = " << global_multi_loop
<< " speed up = " << current_options.get_speed_up()
}
}
- // never let visibility drop below zero
- if ( effvis <= 0 ) {
- effvis = 0.1;
+ // never let visibility drop below 25 meters
+ if ( effvis <= 25.0 ) {
+ effvis = 25.0;
}
}
} // for