// initialize the sky and connect the components to the scene graph at
// the provided branch
-ssgBranch * SGSky::build( double sun_size, double moon_size,
- int nplanets, sgdVec3 *planet_data,
- double planet_dist,
- int nstars, sgdVec3 *star_data, double star_dist )
+void SGSky::build( double sun_size, double moon_size,
+ int nplanets, sgdVec3 *planet_data,
+ double planet_dist,
+ int nstars, sgdVec3 *star_data, double star_dist )
{
- sky_selector = new ssgSelector;
- sky_transform = new ssgTransform;
+ pre_root = new ssgRoot;
+ post_root = new ssgRoot;
+
+ pre_selector = new ssgSelector;
+ post_selector = new ssgSelector;
+
+ pre_transform = new ssgTransform;
+ post_transform = new ssgTransform;
dome = new SGSkyDome;
- sky_transform -> addKid( dome->build() );
+ pre_transform -> addKid( dome->build() );
planets = new SGStars;
- sky_transform -> addKid( planets->build(nplanets, planet_data,
+ pre_transform -> addKid( planets->build(nplanets, planet_data,
planet_dist)
);
stars = new SGStars;
- sky_transform -> addKid( stars->build(nstars, star_data, star_dist) );
+ pre_transform -> addKid( stars->build(nstars, star_data, star_dist) );
moon = new SGMoon;
- sky_transform -> addKid( moon->build(tex_path, moon_size) );
+ pre_transform -> addKid( moon->build(tex_path, moon_size) );
oursun = new SGSun;
- sky_transform -> addKid( oursun->build(tex_path, sun_size) );
+ pre_transform -> addKid( oursun->build(tex_path, sun_size) );
- sky_selector->addKid( sky_transform );
- sky_selector->clrTraversalMaskBits( SSGTRAV_HOT );
+ pre_selector->addKid( pre_transform );
+ pre_selector->clrTraversalMaskBits( SSGTRAV_HOT );
- return sky_selector;
+ post_selector->addKid( post_transform );
+ post_selector->clrTraversalMaskBits( SSGTRAV_HOT );
+
+ pre_root->addKid( pre_selector );
+ post_root->addKid( post_selector );
}
planets->repaint( sun_angle, nplanets, planet_data );
stars->repaint( sun_angle, nstars, star_data );
+ for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
+ cloud_layers[i]->repaint( fog_color );
+ }
+
return true;
}
// 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 SGSky::reposition( sgVec3 view_pos, sgVec3 zero_elev,
+bool SGSky::reposition( sgVec3 view_pos, sgVec3 zero_elev, sgVec3 view_up,
double lon, double lat, double spin,
double gst,
double sun_ra, double sun_dec, double sun_dist,
planets->reposition( view_pos, angle );
stars->reposition( view_pos, angle );
+ for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
+ cloud_layers[i]->reposition( zero_elev, view_up, lon, lat );
+ }
+
return true;
}
+
+
+// draw background portions of the sky
+void SGSky::draw_background() {
+ ssgCullAndDraw( pre_root );
+}
+
+
+// draw scenery elements of the sky
+void SGSky::draw_scene() {
+ ssgCullAndDraw( post_root );
+}
+
+
+void SGSky::add_cloud_layer( double asl ) {
+ SGCloudLayer *layer = new SGCloudLayer;
+ post_transform -> addKid( layer->build(tex_path, 20000.0f, asl) );
+ cloud_layers.push_back( layer );
+}
#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;
+ layer_list_type cloud_layers;
+
+ ssgRoot *pre_root, *post_root;
- ssgSelector *sky_selector;
- ssgTransform *sky_transform;
+ ssgSelector *pre_selector, *post_selector;
+ ssgTransform *pre_transform, *post_transform;
FGPath tex_path;
// 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.
// 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,
+ bool reposition( sgVec3 view_pos, sgVec3 zero_elev, sgVec3 view_up,
double lon, double lat, double spin,
double gst,
double sun_ra, double sun_dec, double sun_dist,
double moon_ra, double moon_dec, double moon_dist );
+ // draw background portions of the sky
+ void draw_background();
+
+ // draw scenery elements of the sky
+ void draw_scene();
+
// 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 see level in meters)
+ void add_cloud_layer( double asl );
+
+ inline int get_num_layers() const { return cloud_layers.size(); }
+ inline SGCloudLayer *get_cloud_layer( int i ) const {
+ return cloud_layers[i];
+ }
};