}
-// 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 = 4.0; // if we are closer than this to a cloud layer,
+ // don't draw clouds
- if ( effective_visibility < 4000.0 ) {
- // bail and don't draw clouds
- return;
+ int in_cloud = -1; // cloud we are in
+
+ // check where we are relative to the cloud layers
+ for ( int 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
+
+ // 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();
+ 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();
+ 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();
+ if ( i != in_cloud ) {
+ cloud_layers[i]->draw();
+ }
}
for ( int i = cloud_layers.size() - 1; i >= pos; --i ) {
- cloud_layers[i]->draw();
+ if ( i != in_cloud ) {
+ cloud_layers[i]->draw();
+ }
}
}
}
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 = fg_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
// transition range, and simulated "puffs".
void modify_vis( float alt, float time_factor );
- // draw background portions of the sky
- void draw_background();
+ // draw background portions of the sky ... do this before you draw
+ // the rest of your scene.
+ void preDraw();
- // draw scenery elements of the sky
- void draw_scene( float alt );
+ // 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 ) {
float *color;
// determine which star structure to draw
- if ( sun_angle > (2 * SGD_PI + 10.0 * SGD_DEGREES_TO_RADIANS ) ) {
+ if ( sun_angle > (0.5 * SGD_PI + 10.0 * SGD_DEGREES_TO_RADIANS ) ) {
// deep night
factor = 1.0;
cutoff = 4.5;
- } else if ( sun_angle > (2 * SGD_PI + 8.8 * SGD_DEGREES_TO_RADIANS ) ) {
+ } else if ( sun_angle > (0.5 * SGD_PI + 8.8 * SGD_DEGREES_TO_RADIANS ) ) {
factor = 1.0;
cutoff = 3.8;
- } else if ( sun_angle > (2 * SGD_PI + 7.5 * SGD_DEGREES_TO_RADIANS ) ) {
+ } else if ( sun_angle > (0.5 * SGD_PI + 7.5 * SGD_DEGREES_TO_RADIANS ) ) {
factor = 0.95;
cutoff = 3.1;
- } else if ( sun_angle > (2 * SGD_PI + 7.0 * SGD_DEGREES_TO_RADIANS ) ) {
+ } else if ( sun_angle > (0.5 * SGD_PI + 7.0 * SGD_DEGREES_TO_RADIANS ) ) {
factor = 0.9;
cutoff = 2.4;
- } else if ( sun_angle > (2 * SGD_PI + 6.5 * SGD_DEGREES_TO_RADIANS ) ) {
+ } else if ( sun_angle > (0.5 * SGD_PI + 6.5 * SGD_DEGREES_TO_RADIANS ) ) {
factor = 0.85;
cutoff = 1.8;
- } else if ( sun_angle > (2 * SGD_PI + 6.0 * SGD_DEGREES_TO_RADIANS ) ) {
+ } else if ( sun_angle > (0.5 * SGD_PI + 6.0 * SGD_DEGREES_TO_RADIANS ) ) {
factor = 0.8;
cutoff = 1.2;
- } else if ( sun_angle > (2 * SGD_PI + 5.5 * SGD_DEGREES_TO_RADIANS ) ) {
+ } else if ( sun_angle > (0.5 * SGD_PI + 5.5 * SGD_DEGREES_TO_RADIANS ) ) {
factor = 0.75;
cutoff = 0.6;
} else {