X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;ds=sidebyside;f=simgear%2Fscene%2Fsky%2Fcloud.cxx;h=4a9bf2e12b6343f1a064ea7a14975d9269846ee4;hb=fa7490fb384f5127beb6f8f4cc60292c8c07c3b3;hp=687f8d64bd5da36403cba453359a16c77f643cce;hpb=6d79582890ff5b8d0c74a4a7372084493e0cc83e;p=simgear.git diff --git a/simgear/scene/sky/cloud.cxx b/simgear/scene/sky/cloud.cxx index 687f8d64..4a9bf2e1 100644 --- a/simgear/scene/sky/cloud.cxx +++ b/simgear/scene/sky/cloud.cxx @@ -2,60 +2,209 @@ // // Written by Curtis Olson, started June 2000. // -// Copyright (C) 2000 Curtis L. Olson - curt@flightgear.org +// Copyright (C) 2000 Curtis L. Olson - http://www.flightgear.org/~curt // -// This program is distributed in the hope that it will be useful, but +// 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 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. // // 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. +// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. // // $Id$ +#ifdef HAVE_CONFIG_H +# include +#endif #include -#include -#include STL_IOSTREAM +#include -#include -#include +#include + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include -#include -#include #include +#include #include -#include +#include +#include +#include +#include +#include "newcloud.hxx" +#include "cloudfield.hxx" #include "cloud.hxx" -ssgSimpleState * -SGCloudLayer::layer_states[SGCloudLayer::SG_MAX_CLOUD_TYPES]; - +using namespace simgear; +#if defined(__MINGW32__) +#define isnan(x) _isnan(x) +#endif + +// #if defined (__FreeBSD__) +// # if __FreeBSD_version < 500000 +// extern "C" { +// inline int isnan(double r) { return !(r <= 0 || r >= 0); } +// } +// # endif +// #endif + +#if defined (__CYGWIN__) +#include +#endif + +static osg::ref_ptr layer_states[SGCloudLayer::SG_MAX_CLOUD_COVERAGES]; +static osg::ref_ptr layer_states2[SGCloudLayer::SG_MAX_CLOUD_COVERAGES]; +static osg::ref_ptr cubeMap; +static bool state_initialized = false; +static bool bump_mapping = false; + +bool SGCloudLayer::enable_bump_mapping = false; + +// make an StateSet for a cloud layer given the named texture +static osg::StateSet* +SGMakeState(const SGPath &path, const char* colorTexture, + const char* normalTexture) +{ + osg::StateSet *stateSet = new osg::StateSet; + + osg::ref_ptr options + = makeOptionsFromPath(path); + stateSet->setTextureAttribute(0, SGLoadTexture2D(colorTexture, + options.get())); + stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON); + StateAttributeFactory* attribFactory = StateAttributeFactory::instance(); + stateSet->setAttributeAndModes(attribFactory->getSmoothShadeModel()); + stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF); + stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF); + stateSet->setAttributeAndModes(attribFactory->getStandardAlphaFunc()); + stateSet->setAttributeAndModes(attribFactory->getStandardBlendFunc()); + +// osg::Material* material = new osg::Material; +// material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE); +// material->setEmission(osg::Material::FRONT_AND_BACK, +// osg::Vec4(0.05, 0.05, 0.05, 0)); +// material->setSpecular(osg::Material::FRONT_AND_BACK, +// osg::Vec4(0, 0, 0, 1)); +// stateSet->setAttribute(material); + + stateSet->setMode(GL_FOG, osg::StateAttribute::OFF); + + // OSGFIXME: invented by me ... +// stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF); +// stateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON); + +// stateSet->setMode(GL_LIGHT0, osg::StateAttribute::OFF); + + // If the normal texture is given prepare a bumpmapping enabled state +// if (normalTexture) { +// SGPath normalPath(path); +// normalPath.append(normalTexture); +// stateSet->setTextureAttribute(2, SGLoadTexture2D(normalPath)); +// stateSet->setTextureMode(2, GL_TEXTURE_2D, osg::StateAttribute::ON); +// } + + return stateSet; +} // Constructor -SGCloudLayer::SGCloudLayer( const string &tex_path ) - : layer_root(new ssgRoot), - layer_transform(new ssgTransform), - layer(0), +SGCloudLayer::SGCloudLayer( const string &tex_path ) : + cloud_root(new osg::Switch), + layer_root(new osg::Switch), + group_top(new osg::Group), + group_bottom(new osg::Group), + layer_transform(new osg::MatrixTransform), + cloud_alpha(1.0), texture_path(tex_path), - layer_span(0), - layer_asl(0), - layer_thickness(0), - layer_transition(0), - layer_type(SG_CLOUD_CLEAR) + layer_span(0.0), + layer_asl(0.0), + layer_thickness(0.0), + layer_transition(0.0), + layer_coverage(SG_CLOUD_CLEAR), + scale(4000.0), + speed(0.0), + direction(0.0), + last_lon(0.0), + last_lat(0.0) { - layer_root->addKid(layer_transform); - rebuild(); + // XXX + // Render bottoms before the rest of transparent objects (rendered + // in bin 10), tops after. The negative numbers on the bottoms + // RenderBins and the positive numbers on the tops enforce this + // order. + cloud_root->addChild(layer_root.get(), true); + layer_root->addChild(group_bottom.get()); + layer_root->addChild(group_top.get()); + osg::StateSet *rootSet = layer_root->getOrCreateStateSet(); + rootSet->setRenderBinDetails(CLOUDS_BIN, "DepthSortedBin"); + rootSet->setTextureAttribute(0, new osg::TexMat); + // Combiner for fog color and cloud alpha + osg::TexEnvCombine* combine0 = new osg::TexEnvCombine; + osg::TexEnvCombine* combine1 = new osg::TexEnvCombine; + combine0->setCombine_RGB(osg::TexEnvCombine::MODULATE); + combine0->setSource0_RGB(osg::TexEnvCombine::PREVIOUS); + combine0->setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR); + combine0->setSource1_RGB(osg::TexEnvCombine::TEXTURE0); + combine0->setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR); + combine0->setCombine_Alpha(osg::TexEnvCombine::MODULATE); + combine0->setSource0_Alpha(osg::TexEnvCombine::PREVIOUS); + combine0->setOperand0_Alpha(osg::TexEnvCombine::SRC_ALPHA); + combine0->setSource1_Alpha(osg::TexEnvCombine::TEXTURE0); + combine0->setOperand1_Alpha(osg::TexEnvCombine::SRC_ALPHA); + + combine1->setCombine_RGB(osg::TexEnvCombine::MODULATE); + combine1->setSource0_RGB(osg::TexEnvCombine::PREVIOUS); + combine1->setOperand0_RGB(osg::TexEnvCombine::SRC_COLOR); + combine1->setSource1_RGB(osg::TexEnvCombine::CONSTANT); + combine1->setOperand1_RGB(osg::TexEnvCombine::SRC_COLOR); + combine1->setCombine_Alpha(osg::TexEnvCombine::MODULATE); + combine1->setSource0_Alpha(osg::TexEnvCombine::PREVIOUS); + combine1->setOperand0_Alpha(osg::TexEnvCombine::SRC_ALPHA); + combine1->setSource1_Alpha(osg::TexEnvCombine::CONSTANT); + combine1->setOperand1_Alpha(osg::TexEnvCombine::SRC_ALPHA); + combine1->setDataVariance(osg::Object::DYNAMIC); + rootSet->setTextureAttributeAndModes(0, combine0); + rootSet->setTextureAttributeAndModes(1, combine1); + rootSet->setTextureMode(1, GL_TEXTURE_2D, osg::StateAttribute::ON); + rootSet->setTextureAttributeAndModes(1, StateAttributeFactory::instance() + ->getWhiteTexture(), + osg::StateAttribute::ON); + rootSet->setDataVariance(osg::Object::DYNAMIC); + + base = osg::Vec2(sg_random(), sg_random()); + + group_top->addChild(layer_transform.get()); + group_bottom->addChild(layer_transform.get()); + + layer3D = new SGCloudField(); + cloud_root->addChild(layer3D->getNode(), false); + + rebuild(); } // Destructor SGCloudLayer::~SGCloudLayer() { - delete layer_root; // deletes layer_transform and layer as well + delete layer3D; } float @@ -68,8 +217,8 @@ void SGCloudLayer::setSpan_m (float span_m) { if (span_m != layer_span) { - layer_span = span_m; - rebuild(); + layer_span = span_m; + rebuild(); } } @@ -80,9 +229,16 @@ SGCloudLayer::getElevation_m () const } void -SGCloudLayer::setElevation_m (float elevation_m) +SGCloudLayer::setElevation_m (float elevation_m, bool set_span) { layer_asl = elevation_m; + + if (set_span) { + if (elevation_m > 4000) + setSpan_m( elevation_m * 10 ); + else + setSpan_m( 40000 ); + } } float @@ -109,147 +265,342 @@ SGCloudLayer::setTransition_m (float transition_m) layer_transition = transition_m; } -SGCloudLayer::Type -SGCloudLayer::getType () const +SGCloudLayer::Coverage +SGCloudLayer::getCoverage () const { - return layer_type; + return layer_coverage; } void -SGCloudLayer::setType (Type type) +SGCloudLayer::setCoverage (Coverage coverage) { - if (type != layer_type) { - layer_type = type; - rebuild(); + if (coverage != layer_coverage) { + layer_coverage = coverage; + rebuild(); } } +void +SGCloudLayer::setTextureOffset(const osg::Vec2& offset) +{ + osg::StateAttribute* attr = layer_root->getStateSet() + ->getTextureAttribute(0, osg::StateAttribute::TEXMAT); + osg::TexMat* texMat = dynamic_cast(attr); + if (!texMat) + return; + texMat->setMatrix(osg::Matrix::translate(offset[0], offset[1], 0.0)); +} // build the cloud object void SGCloudLayer::rebuild() { - // Initialize states and sizes if necessary. - if (layer_states[0] == 0) { - SGPath cloud_path; - - cloud_path.set(texture_path.str()); - cloud_path.append("overcast.rgb"); - layer_states[SG_CLOUD_OVERCAST] = SGCloudMakeState(cloud_path.str()); - - cloud_path.set(texture_path.str()); - cloud_path.append("mostlycloudy.rgba"); - layer_states[SG_CLOUD_MOSTLY_CLOUDY] = - SGCloudMakeState(cloud_path.str()); - - cloud_path.set(texture_path.str()); - cloud_path.append("mostlysunny.rgba"); - layer_states[SG_CLOUD_MOSTLY_SUNNY] = SGCloudMakeState(cloud_path.str()); - - cloud_path.set(texture_path.str()); - cloud_path.append("cirrus.rgba"); - layer_states[SG_CLOUD_CIRRUS] = SGCloudMakeState(cloud_path.str()); - - layer_states[SG_CLOUD_CLEAR] = 0; + // Initialize states and sizes if necessary. + if ( !state_initialized ) { + state_initialized = true; + + SG_LOG(SG_ASTRO, SG_INFO, "initializing cloud layers"); + + osg::Texture::Extensions* extensions; + extensions = osg::Texture::getExtensions(0, true); + // OSGFIXME + bump_mapping = extensions->isMultiTexturingSupported() && + (2 <= extensions->numTextureUnits()) && + SGIsOpenGLExtensionSupported("GL_ARB_texture_env_combine") && + SGIsOpenGLExtensionSupported("GL_ARB_texture_env_dot3"); + + osg::TextureCubeMap::Extensions* extensions2; + extensions2 = osg::TextureCubeMap::getExtensions(0, true); + bump_mapping = bump_mapping && extensions2->isCubeMapSupported(); + + // This bump mapping code was inspired by the tutorial available at + // http://www.paulsprojects.net/tutorials/simplebump/simplebump.html + // and a NVidia white paper + // http://developer.nvidia.com/object/bumpmappingwithregistercombiners.html + // The normal map textures were generated by the normal map Gimp plugin : + // http://nifelheim.dyndns.org/~cocidius/normalmap/ + // + cubeMap = new osg::TextureCubeMap; + cubeMap->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR); + cubeMap->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR); + cubeMap->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE); + cubeMap->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE); + cubeMap->setWrap(osg::Texture::WRAP_R, osg::Texture::CLAMP_TO_EDGE); + + const int size = 32; + const float half_size = 16.0f; + const float offset = 0.5f; + osg::Vec3 zero_normal(0.5, 0.5, 0.5); + + osg::Image* image = new osg::Image; + image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE); + unsigned char *ptr = image->data(0, 0); + for (int j = 0; j < size; j++ ) { + for (int i = 0; i < size; i++ ) { + osg::Vec3 tmp(half_size, -( j + offset - half_size ), + -( i + offset - half_size ) ); + tmp.normalize(); + tmp = tmp*0.5 - zero_normal; + + *ptr++ = (unsigned char)( tmp[ 0 ] * 255 ); + *ptr++ = (unsigned char)( tmp[ 1 ] * 255 ); + *ptr++ = (unsigned char)( tmp[ 2 ] * 255 ); + } + } + cubeMap->setImage(osg::TextureCubeMap::POSITIVE_X, image); + + image = new osg::Image; + image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE); + ptr = image->data(0, 0); + for (int j = 0; j < size; j++ ) { + for (int i = 0; i < size; i++ ) { + osg::Vec3 tmp(-half_size, -( j + offset - half_size ), + ( i + offset - half_size ) ); + tmp.normalize(); + tmp = tmp*0.5 - zero_normal; + + *ptr++ = (unsigned char)( tmp[ 0 ] * 255 ); + *ptr++ = (unsigned char)( tmp[ 1 ] * 255 ); + *ptr++ = (unsigned char)( tmp[ 2 ] * 255 ); + } + } + cubeMap->setImage(osg::TextureCubeMap::NEGATIVE_X, image); + + image = new osg::Image; + image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE); + ptr = image->data(0, 0); + for (int j = 0; j < size; j++ ) { + for (int i = 0; i < size; i++ ) { + osg::Vec3 tmp(( i + offset - half_size ), half_size, + ( j + offset - half_size ) ); + tmp.normalize(); + tmp = tmp*0.5 - zero_normal; + + *ptr++ = (unsigned char)( tmp[ 0 ] * 255 ); + *ptr++ = (unsigned char)( tmp[ 1 ] * 255 ); + *ptr++ = (unsigned char)( tmp[ 2 ] * 255 ); + } + } + cubeMap->setImage(osg::TextureCubeMap::POSITIVE_Y, image); + + image = new osg::Image; + image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE); + ptr = image->data(0, 0); + for (int j = 0; j < size; j++ ) { + for (int i = 0; i < size; i++ ) { + osg::Vec3 tmp(( i + offset - half_size ), -half_size, + -( j + offset - half_size ) ); + tmp.normalize(); + tmp = tmp*0.5 - zero_normal; + + *ptr++ = (unsigned char)( tmp[ 0 ] * 255 ); + *ptr++ = (unsigned char)( tmp[ 1 ] * 255 ); + *ptr++ = (unsigned char)( tmp[ 2 ] * 255 ); + } + } + cubeMap->setImage(osg::TextureCubeMap::NEGATIVE_Y, image); + + image = new osg::Image; + image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE); + ptr = image->data(0, 0); + for (int j = 0; j < size; j++ ) { + for (int i = 0; i < size; i++ ) { + osg::Vec3 tmp(( i + offset - half_size ), + -( j + offset - half_size ), half_size ); + tmp.normalize(); + tmp = tmp*0.5 - zero_normal; + + *ptr++ = (unsigned char)( tmp[ 0 ] * 255 ); + *ptr++ = (unsigned char)( tmp[ 1 ] * 255 ); + *ptr++ = (unsigned char)( tmp[ 2 ] * 255 ); + } + } + cubeMap->setImage(osg::TextureCubeMap::POSITIVE_Z, image); + + image = new osg::Image; + image->allocateImage(size, size, 1, GL_RGB, GL_UNSIGNED_BYTE); + ptr = image->data(0, 0); + for (int j = 0; j < size; j++ ) { + for (int i = 0; i < size; i++ ) { + osg::Vec3 tmp(-( i + offset - half_size ), + -( j + offset - half_size ), -half_size ); + tmp.normalize(); + tmp = tmp*0.5 - zero_normal; + *ptr++ = (unsigned char)( tmp[ 0 ] * 255 ); + *ptr++ = (unsigned char)( tmp[ 1 ] * 255 ); + *ptr++ = (unsigned char)( tmp[ 2 ] * 255 ); + } + } + cubeMap->setImage(osg::TextureCubeMap::NEGATIVE_Z, image); + + osg::StateSet* state; + state = SGMakeState(texture_path, "overcast.png", "overcast_n.png"); + layer_states[SG_CLOUD_OVERCAST] = state; + state = SGMakeState(texture_path, "overcast_top.png", "overcast_top_n.png"); + layer_states2[SG_CLOUD_OVERCAST] = state; + + state = SGMakeState(texture_path, "broken.png", "broken_n.png"); + layer_states[SG_CLOUD_BROKEN] = state; + layer_states2[SG_CLOUD_BROKEN] = state; + + state = SGMakeState(texture_path, "scattered.png", "scattered_n.png"); + layer_states[SG_CLOUD_SCATTERED] = state; + layer_states2[SG_CLOUD_SCATTERED] = state; + + state = SGMakeState(texture_path, "few.png", "few_n.png"); + layer_states[SG_CLOUD_FEW] = state; + layer_states2[SG_CLOUD_FEW] = state; + + state = SGMakeState(texture_path, "cirrus.png", "cirrus_n.png"); + layer_states[SG_CLOUD_CIRRUS] = state; + layer_states2[SG_CLOUD_CIRRUS] = state; + + layer_states[SG_CLOUD_CLEAR] = 0; + layer_states2[SG_CLOUD_CLEAR] = 0; } scale = 4000.0; - last_lon = last_lat = -999.0f; - cl = new ssgColourArray( 4 ); - vl = new ssgVertexArray( 4 ); - tl = new ssgTexCoordArray( 4 ); - + setTextureOffset(base); // build the cloud layer - sgVec4 color; - sgVec3 vertex; - sgVec2 tc; - sgSetVec4( color, 1.0f, 1.0f, 1.0f, 1.0f ); - - sgSetVec3( vertex, -layer_span, -layer_span, 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, layer_span, -layer_span, 0.0f ); - sgSetVec2( tc, base[0] + layer_span / scale, base[1] ); - cl->add( color ); - vl->add( vertex ); - tl->add( tc ); - - sgSetVec3( vertex, -layer_span, layer_span, 0.0f ); - sgSetVec2( tc, base[0], base[1] + layer_span / scale ); - cl->add( color ); - vl->add( vertex ); - tl->add( tc ); - - sgSetVec3( vertex, layer_span, layer_span, 0.0f ); - sgSetVec2( tc, base[0] + layer_span / scale, base[1] + layer_span / scale ); - cl->add( color ); - vl->add( vertex ); - tl->add( tc ); - - if (layer != 0) - layer_transform->removeKid(layer); // automatic delete - layer = new ssgVtxTable ( GL_TRIANGLE_STRIP, vl, NULL, tl, cl ); - if (layer_states[layer_type] != 0) - layer->setState( layer_states[layer_type] ); - - // force a repaint of the moon colors with arbitrary defaults - repaint( color ); - - // moon_transform->addKid( halo ); - layer_transform->addKid( layer ); + const float layer_scale = layer_span / scale; + const float mpi = SG_PI/4; + + // caclculate the difference between a flat-earth model and + // a round earth model given the span and altutude ASL of + // the cloud layer. This is the difference in altitude between + // the top of the inverted bowl and the edge of the bowl. + // const float alt_diff = layer_asl * 0.8; + const float layer_to_core = (SG_EARTH_RAD * 1000 + layer_asl); + const float layer_angle = 0.5*layer_span / layer_to_core; // The angle is half the span + const float border_to_core = layer_to_core * cos(layer_angle); + const float alt_diff = layer_to_core - border_to_core; + + for (int i = 0; i < 4; i++) { + if ( layer[i] != NULL ) { + layer_transform->removeChild(layer[i].get()); // automatic delete + } + + vl[i] = new osg::Vec3Array; + cl[i] = new osg::Vec4Array; + tl[i] = new osg::Vec2Array; + + + osg::Vec3 vertex(layer_span*(i-2)/2, -layer_span, + alt_diff * (sin(i*mpi) - 2)); + osg::Vec2 tc(layer_scale * i/4, 0.0f); + osg::Vec4 color(1.0f, 1.0f, 1.0f, (i == 0) ? 0.0f : 0.15f); + + cl[i]->push_back(color); + vl[i]->push_back(vertex); + tl[i]->push_back(tc); + + for (int j = 0; j < 4; j++) { + vertex = osg::Vec3(layer_span*(i-1)/2, layer_span*(j-2)/2, + alt_diff * (sin((i+1)*mpi) + sin(j*mpi) - 2)); + tc = osg::Vec2(layer_scale * (i+1)/4, layer_scale * j/4); + color = osg::Vec4(1.0f, 1.0f, 1.0f, + ( (j == 0) || (i == 3)) ? + ( (j == 0) && (i == 3)) ? 0.0f : 0.15f : 1.0f ); + + cl[i]->push_back(color); + vl[i]->push_back(vertex); + tl[i]->push_back(tc); + + vertex = osg::Vec3(layer_span*(i-2)/2, layer_span*(j-1)/2, + alt_diff * (sin(i*mpi) + sin((j+1)*mpi) - 2) ); + tc = osg::Vec2(layer_scale * i/4, layer_scale * (j+1)/4 ); + color = osg::Vec4(1.0f, 1.0f, 1.0f, + ((j == 3) || (i == 0)) ? + ((j == 3) && (i == 0)) ? 0.0f : 0.15f : 1.0f ); + cl[i]->push_back(color); + vl[i]->push_back(vertex); + tl[i]->push_back(tc); + } + + vertex = osg::Vec3(layer_span*(i-1)/2, layer_span, + alt_diff * (sin((i+1)*mpi) - 2)); + + tc = osg::Vec2(layer_scale * (i+1)/4, layer_scale); + + color = osg::Vec4(1.0f, 1.0f, 1.0f, (i == 3) ? 0.0f : 0.15f ); + + cl[i]->push_back( color ); + vl[i]->push_back( vertex ); + tl[i]->push_back( tc ); + + osg::Geometry* geometry = new osg::Geometry; + geometry->setUseDisplayList(false); + geometry->setVertexArray(vl[i].get()); + geometry->setNormalBinding(osg::Geometry::BIND_OFF); + geometry->setColorArray(cl[i].get()); + geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX); + geometry->setTexCoordArray(0, tl[i].get()); + geometry->addPrimitiveSet(new osg::DrawArrays(GL_TRIANGLE_STRIP, 0, vl[i]->size())); + layer[i] = new osg::Geode; + + std::stringstream sstr; + sstr << "Cloud Layer (" << i << ")"; + geometry->setName(sstr.str()); + layer[i]->setName(sstr.str()); + layer[i]->addDrawable(geometry); + layer_transform->addChild(layer[i].get()); + } + + //OSGFIXME: true + if ( layer_states[layer_coverage].valid() ) { + osg::CopyOp copyOp; // shallow copy + // render bin will be set in reposition + osg::StateSet* stateSet = static_cast(layer_states2[layer_coverage]->clone(copyOp)); + stateSet->setDataVariance(osg::Object::DYNAMIC); + group_top->setStateSet(stateSet); + stateSet = static_cast(layer_states2[layer_coverage]->clone(copyOp)); + stateSet->setDataVariance(osg::Object::DYNAMIC); + group_bottom->setStateSet(stateSet); + } } - // repaint the cloud layer colors -bool SGCloudLayer::repaint( sgVec3 fog_color ) { - float *color; - - for ( int i = 0; i < 4; ++i ) { - color = cl->get( i ); - sgCopyVec4( color, fog_color ); - } - +bool SGCloudLayer::repaint( const SGVec3f& fog_color ) { + osg::Vec4f combineColor(fog_color.osg(), cloud_alpha); + osg::TexEnvCombine* combiner + = dynamic_cast(layer_root->getStateSet() + ->getTextureAttribute(1, osg::StateAttribute::TEXENV)); + combiner->setConstantColor(combineColor); + + // Set the fog color for the 3D clouds too. + //cloud3dfog->setColor(combineColor); return true; } - // reposition the cloud layer at the specified origin and orientation // lon specifies a rotation about the Z axis // 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, - double alt ) +bool SGCloudLayer::reposition( const SGVec3f& p, const SGVec3f& up, double lon, double lat, + double alt, double dt ) { - sgMat4 T1, LON, LAT; - sgVec3 axis; - // combine p and asl (meters) to get translation offset - sgVec3 asl_offset; - sgCopyVec3( asl_offset, up ); - sgNormalizeVec3( asl_offset ); + osg::Vec3 asl_offset(up.osg()); + asl_offset.normalize(); if ( alt <= layer_asl ) { - sgScaleVec3( asl_offset, layer_asl ); + asl_offset *= layer_asl; } else { - sgScaleVec3( asl_offset, layer_asl + layer_thickness ); + asl_offset *= layer_asl + layer_thickness; } + // cout << "asl_offset = " << asl_offset[0] << "," << asl_offset[1] // << "," << asl_offset[2] << endl; - sgAddVec3( asl_offset, p ); + asl_offset += p.osg(); // cout << " asl_offset = " << asl_offset[0] << "," << asl_offset[1] // << "," << asl_offset[2] << endl; + osg::Matrix T, LON, LAT; // Translate to zero elevation // Point3D zero_elev = current_view.get_cur_zero_elev(); - // xglTranslatef( zero_elev.x(), zero_elev.y(), zero_elev.z() ); - sgMakeTransMat4( T1, asl_offset ); + T.makeTranslate( asl_offset ); // printf(" Translated to %.2f %.2f %.2f\n", // zero_elev.x, zero_elev.y, zero_elev.z ); @@ -258,115 +609,131 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat, // 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 * SGD_RADIANS_TO_DEGREES, axis ); + LON.makeRotate(lon, osg::Vec3(0, 0, 1)); // 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 * SGD_RADIANS_TO_DEGREES, axis ); + LAT.makeRotate(90.0 * SGD_DEGREES_TO_RADIANS - lat, osg::Vec3(0, 1, 0)); + + layer_transform->setMatrix( LAT*LON*T ); + + // The layers need to be drawn in order because they are + // translucent, but OSG transparency sorting doesn't work because + // the cloud polys are huge. However, the ordering is simple: the + // bottom polys should be drawn from high altitude to low, and the + // top polygons from low to high. The altitude can be used + // directly to order the polygons! + group_bottom->getStateSet()->setRenderBinDetails(-(int)layer_asl, + "RenderBin"); + group_top->getStateSet()->setRenderBinDetails((int)layer_asl, + "RenderBin"); + if ( alt <= layer_asl ) { + layer_root->setSingleChildOn(0); + } else if ( alt >= layer_asl + layer_thickness ) { + layer_root->setSingleChildOn(1); + } else { + layer_root->setAllChildrenOff(); + } + - sgMat4 TRANSFORM; + // now calculate update texture coordinates + if ( last_lon < -900 ) { + last_lon = lon; + last_lat = lat; + } - sgCopyMat4( TRANSFORM, T1 ); - sgPreMultMat4( TRANSFORM, LON ); - sgPreMultMat4( TRANSFORM, LAT ); + double sp_dist = speed*dt; - sgCoord layerpos; - sgSetCoord( &layerpos, TRANSFORM ); + if ( lon != last_lon || lat != last_lat || sp_dist != 0 ) { + Point3D start( last_lon, last_lat, 0.0 ); + Point3D dest( lon, lat, 0.0 ); + double course = 0.0, dist = 0.0; - layer_transform->setTransform( &layerpos ); + calc_gc_course_dist( dest, start, &course, &dist ); + // cout << "course = " << course << ", dist = " << dist << endl; - // now calculate update texture coordinates - if ( last_lon < -900 ) { - last_lon = lon; - last_lat = lat; - } + // if start and dest are too close together, + // calc_gc_course_dist() can return a course of "nan". If + // this happens, lets just use the last known good course. + // This is a hack, and it would probably be better to make + // calc_gc_course_dist() more robust. + if ( isnan(course) ) { + course = last_course; + } else { + last_course = course; + } - 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; + // calculate cloud movement due to external forces + double ax = 0.0, ay = 0.0, bx = 0.0, by = 0.0; - double xoff = cos( course ) * dist / (2 * scale); - double yoff = sin( course ) * dist / (2 * scale); + if (dist > 0.0) { + ax = cos(course) * dist; + ay = sin(course) * dist; + } + + if (sp_dist > 0) { + bx = cos((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist; + by = sin((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist; + } - // cout << "xoff = " << xoff << ", yoff = " << yoff << endl; - float *base, *tc; - base = tl->get( 0 ); + double xoff = (ax + bx) / (2 * scale); + double yoff = (ay + by) / (2 * scale); - base[0] += xoff; + const float layer_scale = layer_span / scale; - // the while loops can lead to *long* pauses if base[0] comes - // with a bogus value. + // cout << "xoff = " << xoff << ", yoff = " << yoff << endl; + base[0] += xoff; + + // 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; } + // while ( base[0] < 0.0 ) { base[0] += 1.0; } if ( base[0] > -10.0 && base[0] < 10.0 ) { base[0] -= (int)base[0]; } else { + SG_LOG(SG_ASTRO, SG_DEBUG, + "Error: base = " << base[0] << "," << base[1] << + " course = " << course << " dist = " << dist ); base[0] = 0.0; - SG_LOG(SG_ASTRO, SG_DEBUG, - "Error: base = " << base[0] << "," << base[1]); } - base[1] += yoff; - // 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; } + base[1] += yoff; + // 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 { + SG_LOG(SG_ASTRO, SG_DEBUG, + "Error: base = " << base[0] << "," << base[1] << + " course = " << course << " dist = " << dist ); base[1] = 0.0; - SG_LOG(SG_ASTRO, SG_ALERT, - "Error: base = " << base[0] << "," << base[1]); } - // cout << "base = " << base[0] << "," << base[1] << endl; - - tc = tl->get( 1 ); - sgSetVec2( tc, base[0] + layer_span / scale, base[1] ); - - tc = tl->get( 2 ); - sgSetVec2( tc, base[0], base[1] + layer_span / scale ); - - tc = tl->get( 3 ); - sgSetVec2( tc, base[0] + layer_span / scale, base[1] + layer_span / scale ); - - last_lon = lon; - last_lat = lat; + // cout << "base = " << base[0] << "," << base[1] << endl; + + setTextureOffset(base); + last_lon = lon; + last_lat = lat; } + layer3D->reposition( p, up, lon, lat, dt); return true; } - -void SGCloudLayer::draw() { - if (layer_type != SG_CLOUD_CLEAR) - ssgCullAndDraw( layer_root ); +void SGCloudLayer::set_enable3dClouds(bool enable) { + + if (layer3D->defined3D && enable) { + cloud_root->setChildValue(layer3D->getNode(), true); + cloud_root->setChildValue(layer_root.get(), false); + } else { + cloud_root->setChildValue(layer3D->getNode(), false); + cloud_root->setChildValue(layer_root.get(), true); + } } - -// 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; +void SGCloudLayer::applyDensity() { + layer3D->applyDensity(); }