#include <plib/ssg.h>
#include <simgear/constants.h>
+#include <simgear/math/fg_random.h>
#include <simgear/math/point3d.hxx>
#include <simgear/math/polar3d.hxx>
// build the moon object
-ssgBranch * SGCloudLayer::build( FGPath path, double s, double asl ) {
+void SGCloudLayer::build( FGPath path, double s, double asl, double thickness,
+ double transition )
+{
+ scale = 2000.0;
layer_asl = asl;
+ layer_thickness = thickness;
+ layer_transition = transition;
+
size = s;
last_lon = last_lat = -999.0f;
sgSetVec4( color, 1.0f, 1.0f, 1.0f, 1.0f );
sgSetVec3( vertex, -size, -size, 0.0f );
- sgSetVec2( tc, 0.0f, 0.0f );
+ sgVec2 base;
+ sgSetVec2( base, fg_random(), fg_random() );
+ sgSetVec2( tc, base[0], base[1] );
cl->add( color );
vl->add( vertex );
tl->add( tc );
sgSetVec3( vertex, size, -size, 0.0f );
- sgSetVec2( tc, size / 1000.0f, 0.0f );
+ sgSetVec2( tc, base[0] + size / scale, base[1] );
cl->add( color );
vl->add( vertex );
tl->add( tc );
sgSetVec3( vertex, -size, size, 0.0f );
- sgSetVec2( tc, 0.0f, size / 1000.0f );
+ sgSetVec2( tc, base[0], base[1] + size / scale );
cl->add( color );
vl->add( vertex );
tl->add( tc );
sgSetVec3( vertex, size, size, 0.0f );
- sgSetVec2( tc, size / 1000.0f, size / 1000.0f );
+ sgSetVec2( tc, base[0] + size / scale, base[1] + size / scale );
cl->add( color );
vl->add( vertex );
tl->add( tc );
// moon_transform->addKid( halo );
layer_transform->addKid( layer );
- return layer_transform;
+ layer_root = new ssgRoot;
+ layer_root->addKid( layer_transform );
}
// 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 ) {
+bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat,
+ double alt )
+{
sgMat4 T1, LON, LAT;
sgVec3 axis;
sgVec3 asl_offset;
sgCopyVec3( asl_offset, up );
sgNormalizeVec3( asl_offset );
- sgScaleVec3( asl_offset, layer_asl );
+ if ( alt <= layer_asl ) {
+ sgScaleVec3( asl_offset, layer_asl );
+ } else {
+ sgScaleVec3( asl_offset, layer_asl + layer_thickness );
+ }
// cout << "asl_offset = " << asl_offset[0] << "," << asl_offset[1]
// << "," << asl_offset[2] << endl;
sgAddVec3( asl_offset, p );
calc_gc_course_dist( dest, start, &course, &dist );
// cout << "course = " << course << ", dist = " << dist << endl;
- double xoff = cos( course ) * dist / 500.0;
- double yoff = sin( course ) * dist / 500.0;
+ double xoff = cos( course ) * dist / (2 * scale);
+ double yoff = sin( course ) * dist / (2 * scale);
// cout << "xoff = " << xoff << ", yoff = " << yoff << endl;
// cout << "base = " << base[0] << "," << base[1] << endl;
tc = tl->get( 1 );
- sgSetVec2( tc, base[0] + size / 1000.0f, base[1] );
+ sgSetVec2( tc, base[0] + size / scale, base[1] );
tc = tl->get( 2 );
- sgSetVec2( tc, base[0], base[1] + size / 1000.0f );
+ sgSetVec2( tc, base[0], base[1] + size / scale );
tc = tl->get( 3 );
- sgSetVec2( tc, base[0] + size / 1000.0f, base[1] + size / 1000.0f );
+ sgSetVec2( tc, base[0] + size / scale, base[1] + size / scale );
last_lon = lon;
last_lat = lat;
return true;
}
+
+
+void SGCloudLayer::draw() {
+ ssgCullAndDraw( layer_root );
+}
class SGCloudLayer {
+ ssgRoot *layer_root;
ssgTransform *layer_transform;
ssgSimpleState *layer_state;
// height above sea level (meters)
float layer_asl;
+ float layer_thickness;
+ float layer_transition;
float size;
+ float scale;
// for handling texture coordinates to simulate cloud movement
// from winds, and to simulate the clouds being tied to ground
~SGCloudLayer( void );
// build the cloud object
- ssgBranch *build( FGPath path, double size, double asl );
+ void build( FGPath path, double size, double asl, double thickness,
+ double transition );
// repaint the cloud colors based on current value of sun_angle,
// sky, and fog colors. This updates the color arrays for
// 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 reposition( sgVec3 p, sgVec3 up, double lon, double lat );
+ bool reposition( sgVec3 p, sgVec3 up, double lon, double lat, double alt );
+
+ // draw the cloud layer
+ void draw();
+
+ inline float get_asl() const { return layer_asl; }
+ inline float get_thickness() const { return layer_thickness; }
+ inline float get_transition() const { return layer_transition; }
};
#include <plib/ssg.h> // plib include
+#include <simgear/constants.h>
+#include <simgear/math/fg_random.h>
+
#include "sky.hxx"
// Constructor
SGSky::SGSky( void ) {
+ effective_visibility = visibility = 10000.0;
+
+ // near cloud visibility state variables
+ in_puff = false;
+ puff_length = 0;
+ puff_progression = 0;
+ ramp_up = 0.15;
+ ramp_down = 0.15;
}
int nplanets, sgdVec3 *planet_data,
int nstars, sgdVec3 *star_data )
{
- dome->repaint( sky_color, fog_color, sun_angle );
- oursun->repaint( sun_angle );
- moon->repaint( moon_angle );
- 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 );
+ if ( effective_visibility > 1000.0 ) {
+ enable();
+ dome->repaint( sky_color, fog_color, sun_angle );
+ oursun->repaint( sun_angle );
+ moon->repaint( moon_angle );
+ 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 );
+ }
+ } else {
+ // turn off sky
+ disable();
}
return true;
// 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, 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 )
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 );
+ cloud_layers[i]->reposition( zero_elev, view_up, lon, lat, alt );
}
return true;
// draw scenery elements of the sky
-void SGSky::draw_scene() {
- ssgCullAndDraw( post_root );
+void SGSky::draw_scene( float alt ) {
+
+ if ( effective_visibility < 4000.0 ) {
+ // bail and don't draw clouds
+ return;
+ }
+
+ // determine rendering order
+ int pos = 0;
+ while ( pos < (int)cloud_layers.size() &&
+ alt > cloud_layers[pos]->get_asl())
+ {
+ ++pos;
+ }
+
+ 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();
+ }
+ } 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();
+ }
+ } 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();
+ }
+ for ( int i = cloud_layers.size() - 1; i >= pos; --i ) {
+ cloud_layers[i]->draw();
+ }
+ }
}
-void SGSky::add_cloud_layer( double asl ) {
+void SGSky::add_cloud_layer( double asl, double thickness, double transition ) {
SGCloudLayer *layer = new SGCloudLayer;
- post_transform -> addKid( layer->build(tex_path, 20000.0f, asl) );
- cloud_layers.push_back( layer );
+ layer->build(tex_path, 40000.0f, asl, thickness, transition);
+
+ layer_list_iterator current = cloud_layers.begin();
+ layer_list_iterator last = cloud_layers.end();
+ while ( current != last && (*current)->get_asl() < asl ) {
+ ++current;
+ }
+
+ if ( current != last ) {
+ cloud_layers.insert( current, layer );
+ } else {
+ cloud_layers.push_back( layer );
+ }
+
+ for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
+ cout << "layer " << i << " = " << cloud_layers[i]->get_asl() << endl;
+ }
+ cout << endl;
}
+
+
+// modify the current visibility based on cloud layers, thickness,
+// transition range, and simulated "puffs".
+void SGSky::modify_vis( float alt, float time_factor ) {
+ float effvis = visibility;
+
+ for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
+ float asl = cloud_layers[i]->get_asl();
+ float thickness = cloud_layers[i]->get_thickness();
+ float transition = cloud_layers[i]->get_transition();
+
+ double ratio = 1.0;
+
+ if ( alt < asl - transition ) {
+ // below cloud layer
+ ratio = 1.0;
+ } else if ( alt < asl ) {
+ // in lower transition
+ ratio = (asl - alt) / transition;
+ } else if ( alt < asl + thickness ) {
+ // in cloud layer
+ ratio = 0.0;
+ } else if ( alt < asl + thickness + transition ) {
+ // in upper transition
+ ratio = (alt - (asl + thickness)) / transition;
+ } else {
+ // above cloud layer
+ ratio = 1.0;
+ }
+
+ // accumulate effects from multiple cloud layers
+ effvis *= ratio;
+
+ if ( ratio < 1.0 ) {
+ if ( ! in_puff ) {
+ // calc chance of entering cloud puff
+ double rnd = fg_random();
+ 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_progression = 0.0;
+ }
+ }
+
+ if ( in_puff ) {
+ // modify actual_visibility based on puff envelope
+
+ if ( puff_progression <= ramp_up ) {
+ double x = FG_PI_2 * puff_progression / ramp_up;
+ double factor = 1.0 - sin( x );
+ effvis = effvis * factor;
+ } else if ( puff_progression >= ramp_up + puff_length ) {
+ double x = FG_PI_2 *
+ (puff_progression - (ramp_up + puff_length)) /
+ ramp_down;
+ double factor = sin( x );
+ effvis = effvis * factor;
+ } else {
+ effvis = 0.0;
+ }
+
+ /* cout << "len = " << puff_length
+ << " x = " << x
+ << " factor = " << factor
+ << " actual_visibility = " << actual_visibility
+ << endl; */
+
+ // time_factor = ( global_multi_loop *
+ // current_options.get_speed_up() ) /
+ // (double)current_options.get_model_hz();
+
+ puff_progression += time_factor;
+
+ /* cout << "gml = " << global_multi_loop
+ << " speed up = " << current_options.get_speed_up()
+ << " hz = " << current_options.get_model_hz() << endl;
+ */
+
+ if ( puff_progression > puff_length + ramp_up + ramp_down) {
+ in_puff = false;
+ }
+ }
+
+ // never let visibility drop below zero
+ if ( effvis <= 0 ) {
+ effvis = 0.1;
+ }
+ }
+ } // for
+
+ effective_visibility = effvis;
+}
+
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 );
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;
+ }
};