//
// 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.
//
// $Id$
#include <plib/ssg.h> // plib include
+#include <simgear/compiler.h>
#include <simgear/misc/fgpath.hxx>
+#include <vector>
+
+#include "cloud.hxx"
#include "dome.hxx"
#include "moon.hxx"
#include "oursun.hxx"
#include "stars.hxx"
+FG_USING_STD(vector);
+
+
+typedef vector < SGCloudLayer* > layer_list_type;
+typedef layer_list_type::iterator layer_list_iterator;
+typedef layer_list_type::const_iterator layer_list_const_iterator;
+
class SGSky {
+private:
+
// components of the sky
SGSkyDome *dome;
SGSun *oursun;
SGMoon *moon;
SGStars *planets;
SGStars *stars;
+ ssgSimpleState *cloud_mats[SG_MAX_CLOUD_TYPES];
+ layer_list_type cloud_layers;
- ssgSelector *sky_selector;
- ssgTransform *sky_transform;
+ ssgRoot *pre_root, *post_root;
+
+ ssgSelector *pre_selector, *post_selector;
+ ssgTransform *pre_transform, *post_transform;
FGPath tex_path;
+ // visibility
+ float visibility;
+ float effective_visibility;
+
+ // near cloud visibility state variables
+ bool in_puff;
+ double puff_length; // in seconds
+ double puff_progression; // in seconds
+ double ramp_up; // in seconds
+ double ramp_down; // in seconds
+
public:
// Constructor
// initialize the sky and connect the components to the scene
// graph at the provided branch
- ssgBranch *build( double sun_size, double moon_size,
- int nplanets, sgdVec3 *planet_data, double planet_dist,
- int nstars, sgdVec3 *star_data, double star_dist );
+ void build( double sun_size, double moon_size,
+ int nplanets, sgdVec3 *planet_data, double planet_dist,
+ int nstars, sgdVec3 *star_data, double star_dist );
// repaint the sky components based on current value of sun_angle,
// sky, and fog colors.
// 0 degrees = high noon
// 90 degrees = sun rise/set
// 180 degrees = darkest midnight
- bool repaint( sgVec4 sky_color, sgVec4 fog_color,
+ bool repaint( sgVec4 sky_color, sgVec4 fog_color,
double sun_angle, double moon_angle,
int nplanets, sgdVec3 *planet_data,
int nstars, sgdVec3 *star_data );
// spin specifies a rotation about the new Z axis (this allows
// additional orientation for the sunrise/set effects and is used
// by the skydome and perhaps clouds.
- bool reposition( sgVec3 view_pos, sgVec3 zero_elev,
- double lon, double lat, double spin,
+ bool reposition( sgVec3 view_pos, sgVec3 zero_elev, sgVec3 view_up,
+ double lon, double lat, double alt, double spin,
double gst,
double sun_ra, double sun_dec, double sun_dist,
double moon_ra, double moon_dec, double moon_dist );
+ // modify the given visibility based on cloud layers, thickness,
+ // transition range, and simulated "puffs".
+ void modify_vis( float alt, float time_factor );
+
+ // draw background portions of the sky ... do this before you draw
+ // the rest of your scene.
+ void preDraw();
+
+ // draw translucent clouds ... do this after you've drawn all the
+ // oapaque elements of your scene.
+ void postDraw( float alt );
+
// specify the texture path (optional, defaults to current directory)
inline void texture_path( const string& path ) {
tex_path = FGPath( path );
}
- // enable the sky in the scene graph (default)
- inline void enable() { sky_selector->select( 1 ); }
+ // enable the sky
+ inline void enable() {
+ pre_selector->select( 1 );
+ post_selector->select( 1 );
+ }
// disable the sky in the scene graph. The leaf node is still
// there, how ever it won't be traversed on by ssgCullandRender()
- inline void disable() { sky_selector->select( 0 ); }
+ inline void disable() {
+ pre_selector->select( 0 );
+ post_selector->select( 0 );
+ }
+
+ // add a cloud layer (above sea level in meters)
+ void add_cloud_layer( double asl, double thickness,
+ double transition, double span,
+ SGCloudType type );
+ void add_cloud_layer( double asl, double thickness,
+ double transition, double span,
+ const string &tex_path );
+ void add_cloud_layer( double asl, double thickness,
+ double transition, double span,
+ ssgSimpleState *state );
+
+ inline int get_num_layers() const { return cloud_layers.size(); }
+ inline SGCloudLayer *get_cloud_layer( int i ) const {
+ return cloud_layers[i];
+ }
+
+ inline float get_visibility() const { return effective_visibility; }
+ inline void set_visibility( float v ) {
+ effective_visibility = visibility = v;
+ }
};