X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=simgear%2Fsky%2Fsky.hxx;h=4190508be387bc50ff850b3596a1cc26a678e9bc;hb=6531b1ebbc5c82bed5f52869511e880afd05bfcf;hp=355fe14beb29b2be272fe72165b4dd9465f1d265;hpb=427f309aeab8afc80c3ced99ea03233033a1ea9e;p=simgear.git diff --git a/simgear/sky/sky.hxx b/simgear/sky/sky.hxx index 355fe14b..4190508b 100644 --- a/simgear/sky/sky.hxx +++ b/simgear/sky/sky.hxx @@ -33,28 +33,56 @@ #include // plib include +#include #include +#include + +#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 @@ -65,9 +93,9 @@ public: // 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. @@ -76,7 +104,7 @@ public: // 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 ); @@ -88,23 +116,62 @@ public: // 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; + } };