FGPath tex_path;
+ // visibility
+ float visibility;
+ float effective_visibility;
+
+ // near cloud visibility state variables
+ bool in_puff;
+ double puff_length;
+ double puff_progression;
+ double ramp_up;
+ double ramp_down;
+
public:
// Constructor
// 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 );
// additional orientation for the sunrise/set effects and is used
// by the skydome and perhaps clouds.
bool reposition( sgVec3 view_pos, sgVec3 zero_elev, sgVec3 view_up,
- double lon, double lat, double spin,
+ 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
void draw_background();
// draw scenery elements of the sky
- void draw_scene();
+ void draw_scene( float alt );
// specify the texture path (optional, defaults to current directory)
inline void texture_path( const string& path ) {
post_selector->select( 0 );
}
- // add a cloud layer (above see level in meters)
- void add_cloud_layer( double asl );
+ // add a cloud layer (above sea level in meters)
+ void add_cloud_layer( double asl, double thickness, double transition,
+ SGCloudType type );
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;
+ }
};