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00023 #ifdef HAVE_CONFIG_H
00024 # include <simgear_config.h>
00025 #endif
00026
00027 #include <simgear/compiler.h>
00028
00029
00030 #include <math.h>
00031
00032 #include <plib/sg.h>
00033 #include <plib/ssg.h>
00034
00035 #include <simgear/math/point3d.hxx>
00036 #include <simgear/math/polar3d.hxx>
00037 #include <simgear/math/sg_random.h>
00038 #include <simgear/debug/logstream.hxx>
00039 #include <simgear/screen/extensions.hxx>
00040 #include <simgear/screen/texture.hxx>
00041 #include <simgear/structure/ssgSharedPtr.hxx>
00042
00043 #include "newcloud.hxx"
00044 #include "cloudfield.hxx"
00045 #include "cloud.hxx"
00046
00047 #if defined(__MINGW32__)
00048 #define isnan(x) _isnan(x)
00049 #endif
00050
00051 #if defined (__FreeBSD__)
00052 # if __FreeBSD_version < 500000
00053 extern "C" {
00054 inline int isnan(double r) { return !(r <= 0 || r >= 0); }
00055 }
00056 # endif
00057 #endif
00058
00059 #if defined (__CYGWIN__)
00060 #include <ieeefp.h>
00061 #endif
00062
00063 static ssgSharedPtr<ssgStateSelector> layer_states[SGCloudLayer::SG_MAX_CLOUD_COVERAGES];
00064 static bool state_initialized = false;
00065 static bool bump_mapping = false;
00066 static GLint nb_texture_unit = 0;
00067 static ssgSharedPtr<ssgTexture> normal_map[SGCloudLayer::SG_MAX_CLOUD_COVERAGES][2];
00068 static ssgSharedPtr<ssgTexture> color_map[SGCloudLayer::SG_MAX_CLOUD_COVERAGES][2];
00069 static GLuint normalization_cube_map;
00070
00071 static glActiveTextureProc glActiveTexturePtr = 0;
00072 static glClientActiveTextureProc glClientActiveTexturePtr = 0;
00073 static glBlendColorProc glBlendColorPtr = 0;
00074
00075 bool SGCloudLayer::enable_bump_mapping = false;
00076
00077 static void
00078 generateNormalizationCubeMap()
00079 {
00080 unsigned char data[ 32 * 32 * 3 ];
00081 const int size = 32;
00082 const float half_size = 16.0f,
00083 offset = 0.5f;
00084 sgVec3 zero_normal;
00085 sgSetVec3( zero_normal, 0.5f, 0.5f, 0.5f );
00086 int i, j;
00087
00088 unsigned char *ptr = data;
00089 for ( j = 0; j < size; j++ ) {
00090 for ( i = 0; i < size; i++ ) {
00091 sgVec3 tmp;
00092 sgSetVec3( tmp, half_size,
00093 -( j + offset - half_size ),
00094 -( i + offset - half_size ) );
00095 sgNormalizeVec3( tmp );
00096 sgScaleVec3( tmp, 0.5f );
00097 sgAddVec3( tmp, zero_normal );
00098
00099 *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
00100 *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
00101 *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
00102 }
00103 }
00104 glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
00105 0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
00106
00107 ptr = data;
00108 for ( j = 0; j < size; j++ ) {
00109 for ( i = 0; i < size; i++ ) {
00110 sgVec3 tmp;
00111 sgSetVec3( tmp, -half_size,
00112 -( j + offset - half_size ),
00113 ( i + offset - half_size ) );
00114 sgNormalizeVec3( tmp );
00115 sgScaleVec3( tmp, 0.5f );
00116 sgAddVec3( tmp, zero_normal );
00117
00118 *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
00119 *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
00120 *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
00121 }
00122 }
00123 glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
00124 0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
00125
00126 ptr = data;
00127 for ( j = 0; j < size; j++ ) {
00128 for ( i = 0; i < size; i++ ) {
00129 sgVec3 tmp;
00130 sgSetVec3( tmp, ( i + offset - half_size ),
00131 half_size,
00132 ( j + offset - half_size ) );
00133 sgNormalizeVec3( tmp );
00134 sgScaleVec3( tmp, 0.5f );
00135 sgAddVec3( tmp, zero_normal );
00136
00137 *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
00138 *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
00139 *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
00140 }
00141 }
00142 glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
00143 0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
00144
00145 ptr = data;
00146 for ( j = 0; j < size; j++ ) {
00147 for ( i = 0; i < size; i++ ) {
00148 sgVec3 tmp;
00149 sgSetVec3( tmp, ( i + offset - half_size ),
00150 -half_size,
00151 -( j + offset - half_size ) );
00152 sgNormalizeVec3( tmp );
00153 sgScaleVec3( tmp, 0.5f );
00154 sgAddVec3( tmp, zero_normal );
00155
00156 *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
00157 *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
00158 *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
00159 }
00160 }
00161 glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
00162 0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
00163
00164 ptr = data;
00165 for ( j = 0; j < size; j++ ) {
00166 for ( i = 0; i < size; i++ ) {
00167 sgVec3 tmp;
00168 sgSetVec3( tmp, ( i + offset - half_size ),
00169 -( j + offset - half_size ),
00170 half_size );
00171 sgNormalizeVec3( tmp );
00172 sgScaleVec3( tmp, 0.5f );
00173 sgAddVec3( tmp, zero_normal );
00174
00175 *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
00176 *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
00177 *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
00178 }
00179 }
00180 glTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
00181 0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
00182
00183 ptr = data;
00184 for ( j = 0; j < size; j++ ) {
00185 for ( i = 0; i < size; i++ ) {
00186 sgVec3 tmp;
00187 sgSetVec3( tmp, -( i + offset - half_size ),
00188 -( j + offset - half_size ),
00189 -half_size );
00190 sgNormalizeVec3( tmp );
00191 sgScaleVec3( tmp, 0.5f );
00192 sgAddVec3( tmp, zero_normal );
00193
00194 *ptr++ = (unsigned char)( tmp[ 0 ] * 255 );
00195 *ptr++ = (unsigned char)( tmp[ 1 ] * 255 );
00196 *ptr++ = (unsigned char)( tmp[ 2 ] * 255 );
00197 }
00198 }
00199 glTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
00200 0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data );
00201 }
00202
00203
00204
00205 SGCloudLayer::SGCloudLayer( const string &tex_path ) :
00206 vertices(0),
00207 indices(0),
00208 layer_root(new ssgRoot),
00209 layer_transform(new ssgTransform),
00210 state_sel(0),
00211 cloud_alpha(1.0),
00212 texture_path(tex_path),
00213 layer_span(0.0),
00214 layer_asl(0.0),
00215 layer_thickness(0.0),
00216 layer_transition(0.0),
00217 layer_coverage(SG_CLOUD_CLEAR),
00218 scale(4000.0),
00219 speed(0.0),
00220 direction(0.0),
00221 last_lon(0.0),
00222 last_lat(0.0)
00223 {
00224 cl[0] = cl[1] = cl[2] = cl[3] = NULL;
00225 vl[0] = vl[1] = vl[2] = vl[3] = NULL;
00226 tl[0] = tl[1] = tl[2] = tl[3] = NULL;
00227 layer[0] = layer[1] = layer[2] = layer[3] = NULL;
00228 sgSetVec2(base, sg_random(), sg_random());
00229
00230 layer_root->addKid(layer_transform);
00231 layer3D = new SGCloudField;
00232 rebuild();
00233 }
00234
00235
00236 SGCloudLayer::~SGCloudLayer()
00237 {
00238 delete layer3D;
00239 delete vertices;
00240 delete indices;
00241 delete layer_root;
00242 }
00243
00244 float
00245 SGCloudLayer::getSpan_m () const
00246 {
00247 return layer_span;
00248 }
00249
00250 void
00251 SGCloudLayer::setSpan_m (float span_m)
00252 {
00253 if (span_m != layer_span) {
00254 layer_span = span_m;
00255 rebuild();
00256 }
00257 }
00258
00259 float
00260 SGCloudLayer::getElevation_m () const
00261 {
00262 return layer_asl;
00263 }
00264
00265 void
00266 SGCloudLayer::setElevation_m (float elevation_m, bool set_span)
00267 {
00268 layer_asl = elevation_m;
00269
00270 if (set_span) {
00271 if (elevation_m > 4000)
00272 setSpan_m( elevation_m * 10 );
00273 else
00274 setSpan_m( 40000 );
00275 }
00276 }
00277
00278 float
00279 SGCloudLayer::getThickness_m () const
00280 {
00281 return layer_thickness;
00282 }
00283
00284 void
00285 SGCloudLayer::setThickness_m (float thickness_m)
00286 {
00287 layer_thickness = thickness_m;
00288 }
00289
00290 float
00291 SGCloudLayer::getTransition_m () const
00292 {
00293 return layer_transition;
00294 }
00295
00296 void
00297 SGCloudLayer::setTransition_m (float transition_m)
00298 {
00299 layer_transition = transition_m;
00300 }
00301
00302 SGCloudLayer::Coverage
00303 SGCloudLayer::getCoverage () const
00304 {
00305 return layer_coverage;
00306 }
00307
00308 void
00309 SGCloudLayer::setCoverage (Coverage coverage)
00310 {
00311 if (coverage != layer_coverage) {
00312 layer_coverage = coverage;
00313 rebuild();
00314 }
00315 }
00316
00317
00318
00319 void
00320 SGCloudLayer::rebuild()
00321 {
00322
00323 if ( !state_initialized ) {
00324 state_initialized = true;
00325
00326 SG_LOG(SG_ASTRO, SG_INFO, "initializing cloud layers");
00327
00328 bump_mapping = SGIsOpenGLExtensionSupported("GL_ARB_multitexture") &&
00329 SGIsOpenGLExtensionSupported("GL_ARB_texture_cube_map") &&
00330 SGIsOpenGLExtensionSupported("GL_ARB_texture_env_combine") &&
00331 SGIsOpenGLExtensionSupported("GL_ARB_texture_env_dot3") &&
00332 SGIsOpenGLExtensionSupported("GL_ARB_imaging");
00333
00334 if ( bump_mapping ) {
00335 glGetIntegerv( GL_MAX_TEXTURE_UNITS_ARB, &nb_texture_unit );
00336 if ( nb_texture_unit < 2 ) {
00337 bump_mapping = false;
00338 }
00339
00340 }
00341
00342 if ( bump_mapping ) {
00343
00344
00345
00346
00347
00348
00349
00350
00351 SGPath cloud_path;
00352
00353 glActiveTexturePtr = (glActiveTextureProc)SGLookupFunction("glActiveTextureARB");
00354 glClientActiveTexturePtr = (glClientActiveTextureProc)SGLookupFunction("glClientActiveTextureARB");
00355 glBlendColorPtr = (glBlendColorProc)SGLookupFunction("glBlendColor");
00356
00357 cloud_path.set(texture_path.str());
00358 cloud_path.append("overcast.rgb");
00359 color_map[ SG_CLOUD_OVERCAST ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
00360 cloud_path.set(texture_path.str());
00361 cloud_path.append("overcast_n.rgb");
00362 normal_map[ SG_CLOUD_OVERCAST ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
00363
00364 cloud_path.set(texture_path.str());
00365 cloud_path.append("overcast_top.rgb");
00366 color_map[ SG_CLOUD_OVERCAST ][ 1 ] = new ssgTexture( cloud_path.str().c_str() );
00367 cloud_path.set(texture_path.str());
00368 cloud_path.append("overcast_top_n.rgb");
00369 normal_map[ SG_CLOUD_OVERCAST ][ 1 ] = new ssgTexture( cloud_path.str().c_str() );
00370
00371 cloud_path.set(texture_path.str());
00372 cloud_path.append("broken.rgba");
00373 color_map[ SG_CLOUD_BROKEN ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
00374 cloud_path.set(texture_path.str());
00375 cloud_path.append("broken_n.rgb");
00376 normal_map[ SG_CLOUD_BROKEN ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
00377
00378 cloud_path.set(texture_path.str());
00379 cloud_path.append("scattered.rgba");
00380 color_map[ SG_CLOUD_SCATTERED ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
00381 cloud_path.set(texture_path.str());
00382 cloud_path.append("scattered_n.rgb");
00383 normal_map[ SG_CLOUD_SCATTERED ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
00384
00385 cloud_path.set(texture_path.str());
00386 cloud_path.append("few.rgba");
00387 color_map[ SG_CLOUD_FEW ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
00388 cloud_path.set(texture_path.str());
00389 cloud_path.append("few_n.rgb");
00390 normal_map[ SG_CLOUD_FEW ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
00391
00392 cloud_path.set(texture_path.str());
00393 cloud_path.append("cirrus.rgba");
00394 color_map[ SG_CLOUD_CIRRUS ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
00395 cloud_path.set(texture_path.str());
00396 cloud_path.append("cirrus_n.rgb");
00397 normal_map[ SG_CLOUD_CIRRUS ][ 0 ] = new ssgTexture( cloud_path.str().c_str() );
00398
00399 glGenTextures( 1, &normalization_cube_map );
00400 glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, normalization_cube_map );
00401 generateNormalizationCubeMap();
00402 glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
00403 glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
00404 glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
00405 glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
00406 glTexParameteri( GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
00407 } {
00408 SGPath cloud_path;
00409 ssgStateSelector *state_sel;
00410 ssgSimpleState *state;
00411
00412 state_sel = new ssgStateSelector( 2 );
00413 cloud_path.set(texture_path.str());
00414 cloud_path.append("overcast.rgb");
00415 state_sel->setStep( 0, sgCloudMakeState(cloud_path.str()) );
00416 cloud_path.set(texture_path.str());
00417 cloud_path.append("overcast_top.rgb");
00418 state_sel->setStep( 1, sgCloudMakeState(cloud_path.str()) );
00419 layer_states[SG_CLOUD_OVERCAST] = state_sel;
00420
00421 state_sel = new ssgStateSelector( 2 );
00422 cloud_path.set(texture_path.str());
00423 cloud_path.append("broken.rgba");
00424 state = sgCloudMakeState(cloud_path.str());
00425 state_sel->setStep( 0, state );
00426 state_sel->setStep( 1, state );
00427 layer_states[SG_CLOUD_BROKEN] = state_sel;
00428
00429 state_sel = new ssgStateSelector( 2 );
00430 cloud_path.set(texture_path.str());
00431 cloud_path.append("scattered.rgba");
00432 state = sgCloudMakeState(cloud_path.str());
00433 state_sel->setStep( 0, state );
00434 state_sel->setStep( 1, state );
00435 layer_states[SG_CLOUD_SCATTERED] = state_sel;
00436
00437 state_sel = new ssgStateSelector( 2 );
00438 cloud_path.set(texture_path.str());
00439 cloud_path.append("few.rgba");
00440 state = sgCloudMakeState(cloud_path.str());
00441 state_sel->setStep( 0, state );
00442 state_sel->setStep( 1, state );
00443 layer_states[SG_CLOUD_FEW] = state_sel;
00444
00445 state_sel = new ssgStateSelector( 2 );
00446 cloud_path.set(texture_path.str());
00447 cloud_path.append("cirrus.rgba");
00448 state = sgCloudMakeState(cloud_path.str());
00449 state_sel->setStep( 0, state );
00450 state_sel->setStep( 1, state );
00451 layer_states[SG_CLOUD_CIRRUS] = state_sel;
00452
00453 layer_states[SG_CLOUD_CLEAR] = 0;
00454 }
00455 SGNewCloud::loadTextures(texture_path.str());
00456 layer3D->buildTestLayer();
00457 }
00458
00459 if ( bump_mapping ) {
00460
00461 if ( !vertices ) {
00462 vertices = new CloudVertex[ 25 ];
00463 indices = new unsigned int[ 40 ];
00464 }
00465
00466 const float layer_scale = layer_span / scale;
00467 const float layer_to_core = (SG_EARTH_RAD * 1000 + layer_asl);
00468 const float half_angle = 0.5 * layer_span / layer_to_core;
00469
00470 int i;
00471 for ( i = -2; i <= 2; i++ ) {
00472 for ( int j = -2; j <= 2; j++ ) {
00473 CloudVertex &v1 = vertices[ (i+2)*5 + (j+2) ];
00474 sgSetVec3( v1.position,
00475 0.5 * i * layer_span,
00476 0.5 * j * layer_span,
00477 -layer_to_core * ( 1 - cos( i * half_angle ) * cos( j * half_angle ) ) );
00478 sgSetVec2( v1.texCoord,
00479 base[0] + layer_scale * i * 0.25,
00480 base[1] + layer_scale * j * 0.25 );
00481 sgSetVec3( v1.sTangent,
00482 cos( i * half_angle ),
00483 0.f,
00484 -sin( i * half_angle ) );
00485 sgSetVec3( v1.tTangent,
00486 0.f,
00487 cos( j * half_angle ),
00488 -sin( j * half_angle ) );
00489 sgVectorProductVec3( v1.normal, v1.tTangent, v1.sTangent );
00490 sgSetVec4( v1.color, 1.0f, 1.0f, 1.0f, (i == 0) ? 0.0f : cloud_alpha * 0.15f );
00491 }
00492 }
00493
00494
00495
00496
00497
00498
00499 for ( i = 0; i < 4; i++ ) {
00500 for ( int j = 0; j < 5; j++ ) {
00501 indices[ i*10 + (j*2) ] = i + 5 * j;
00502 indices[ i*10 + (j*2) + 1 ] = 1 + i + 5 * j;
00503 }
00504 }
00505
00506 } {
00507
00508 scale = 4000.0;
00509 last_lon = last_lat = -999.0f;
00510
00511
00512 sgVec4 color;
00513 sgVec3 vertex;
00514 sgVec2 tc;
00515
00516 const float layer_scale = layer_span / scale;
00517 const float mpi = SG_PI/4;
00518
00519
00520
00521
00522
00523
00524 const float layer_to_core = (SG_EARTH_RAD * 1000 + layer_asl);
00525 const float layer_angle = 0.5*layer_span / layer_to_core;
00526 const float border_to_core = layer_to_core * cos(layer_angle);
00527 const float alt_diff = layer_to_core - border_to_core;
00528
00529 for (int i = 0; i < 4; i++)
00530 {
00531 if ( layer[i] != NULL ) {
00532 layer_transform->removeKid(layer[i]);
00533 }
00534
00535 vl[i] = new ssgVertexArray( 10 );
00536 cl[i] = new ssgColourArray( 10 );
00537 tl[i] = new ssgTexCoordArray( 10 );
00538
00539
00540 sgSetVec3( vertex, layer_span*(i-2)/2, -layer_span,
00541 alt_diff * (sin(i*mpi) - 2) );
00542
00543 sgSetVec2( tc, base[0] + layer_scale * i/4, base[1] );
00544
00545 sgSetVec4( color, 1.0f, 1.0f, 1.0f, (i == 0) ? 0.0f : 0.15f );
00546
00547 cl[i]->add( color );
00548 vl[i]->add( vertex );
00549 tl[i]->add( tc );
00550
00551 for (int j = 0; j < 4; j++)
00552 {
00553 sgSetVec3( vertex, layer_span*(i-1)/2, layer_span*(j-2)/2,
00554 alt_diff * (sin((i+1)*mpi) + sin(j*mpi) - 2) );
00555
00556 sgSetVec2( tc, base[0] + layer_scale * (i+1)/4,
00557 base[1] + layer_scale * j/4 );
00558
00559 sgSetVec4( color, 1.0f, 1.0f, 1.0f,
00560 ( (j == 0) || (i == 3)) ?
00561 ( (j == 0) && (i == 3)) ? 0.0f : 0.15f : 1.0f );
00562
00563 cl[i]->add( color );
00564 vl[i]->add( vertex );
00565 tl[i]->add( tc );
00566
00567
00568 sgSetVec3( vertex, layer_span*(i-2)/2, layer_span*(j-1)/2,
00569 alt_diff * (sin(i*mpi) + sin((j+1)*mpi) - 2) );
00570
00571 sgSetVec2( tc, base[0] + layer_scale * i/4,
00572 base[1] + layer_scale * (j+1)/4 );
00573
00574 sgSetVec4( color, 1.0f, 1.0f, 1.0f,
00575 ((j == 3) || (i == 0)) ?
00576 ((j == 3) && (i == 0)) ? 0.0f : 0.15f : 1.0f );
00577 cl[i]->add( color );
00578 vl[i]->add( vertex );
00579 tl[i]->add( tc );
00580 }
00581
00582 sgSetVec3( vertex, layer_span*(i-1)/2, layer_span,
00583 alt_diff * (sin((i+1)*mpi) - 2) );
00584
00585 sgSetVec2( tc, base[0] + layer_scale * (i+1)/4,
00586 base[1] + layer_scale );
00587
00588 sgSetVec4( color, 1.0f, 1.0f, 1.0f, (i == 3) ? 0.0f : 0.15f );
00589
00590 cl[i]->add( color );
00591 vl[i]->add( vertex );
00592 tl[i]->add( tc );
00593
00594 layer[i] = new ssgVtxTable(GL_TRIANGLE_STRIP, vl[i], NULL, tl[i], cl[i]);
00595 layer_transform->addKid( layer[i] );
00596
00597 if ( layer_states[layer_coverage] != NULL ) {
00598 layer[i]->setState( layer_states[layer_coverage] );
00599 }
00600 state_sel = layer_states[layer_coverage];
00601 }
00602
00603
00604 repaint( color );
00605 }
00606 }
00607
00608
00609
00610 bool SGCloudLayer::repaint( sgVec3 fog_color ) {
00611
00612 if ( bump_mapping && enable_bump_mapping ) {
00613
00614 for ( int i = 0; i < 25; i++ ) {
00615 sgCopyVec3( vertices[ i ].color, fog_color );
00616 }
00617
00618 } else {
00619 float *color;
00620
00621 for ( int i = 0; i < 4; i++ ) {
00622 color = cl[i]->get( 0 );
00623 sgCopyVec3( color, fog_color );
00624 color[3] = (i == 0) ? 0.0f : cloud_alpha * 0.15f;
00625
00626 for ( int j = 0; j < 4; ++j ) {
00627 color = cl[i]->get( (2*j) + 1 );
00628 sgCopyVec3( color, fog_color );
00629 color[3] =
00630 ((j == 0) || (i == 3)) ?
00631 ((j == 0) && (i == 3)) ? 0.0f : cloud_alpha * 0.15f : cloud_alpha;
00632
00633 color = cl[i]->get( (2*j) + 2 );
00634 sgCopyVec3( color, fog_color );
00635 color[3] =
00636 ((j == 3) || (i == 0)) ?
00637 ((j == 3) && (i == 0)) ? 0.0f : cloud_alpha * 0.15f : cloud_alpha;
00638 }
00639
00640 color = cl[i]->get( 9 );
00641 sgCopyVec3( color, fog_color );
00642 color[3] = (i == 3) ? 0.0f : cloud_alpha * 0.15f;
00643 }
00644 }
00645
00646 return true;
00647 }
00648
00649
00650
00651
00652
00653
00654 bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat,
00655 double alt, double dt )
00656 {
00657 sgMat4 T1, LON, LAT;
00658 sgVec3 axis;
00659
00660
00661 sgVec3 asl_offset;
00662 sgCopyVec3( asl_offset, up );
00663 sgNormalizeVec3( asl_offset );
00664 if ( alt <= layer_asl ) {
00665 sgScaleVec3( asl_offset, layer_asl );
00666 } else {
00667 sgScaleVec3( asl_offset, layer_asl + layer_thickness );
00668 }
00669
00670
00671 sgAddVec3( asl_offset, p );
00672
00673
00674
00675
00676
00677 sgMakeTransMat4( T1, asl_offset );
00678
00679
00680
00681
00682
00683
00684
00685
00686 sgSetVec3( axis, 0.0, 0.0, 1.0 );
00687 sgMakeRotMat4( LON, lon * SGD_RADIANS_TO_DEGREES, axis );
00688
00689 sgSetVec3( axis, 0.0, 1.0, 0.0 );
00690 sgMakeRotMat4( LAT, 90.0 - lat * SGD_RADIANS_TO_DEGREES, axis );
00691
00692 sgMat4 TRANSFORM;
00693
00694 sgCopyMat4( TRANSFORM, T1 );
00695 sgPreMultMat4( TRANSFORM, LON );
00696 sgPreMultMat4( TRANSFORM, LAT );
00697
00698 sgCoord layerpos;
00699 sgSetCoord( &layerpos, TRANSFORM );
00700
00701 layer_transform->setTransform( &layerpos );
00702
00703
00704 if ( last_lon < -900 ) {
00705 last_lon = lon;
00706 last_lat = lat;
00707 }
00708
00709 double sp_dist = speed*dt;
00710
00711 if ( lon != last_lon || lat != last_lat || sp_dist != 0 ) {
00712 Point3D start( last_lon, last_lat, 0.0 );
00713 Point3D dest( lon, lat, 0.0 );
00714 double course = 0.0, dist = 0.0;
00715
00716 calc_gc_course_dist( dest, start, &course, &dist );
00717
00718
00719
00720
00721
00722
00723
00724 if ( isnan(course) ) {
00725 course = last_course;
00726 } else {
00727 last_course = course;
00728 }
00729
00730
00731 double ax = 0.0, ay = 0.0, bx = 0.0, by = 0.0;
00732
00733 if (dist > 0.0) {
00734 ax = cos(course) * dist;
00735 ay = sin(course) * dist;
00736 }
00737
00738 if (sp_dist > 0) {
00739 bx = cos((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist;
00740 by = sin((180.0-direction) * SGD_DEGREES_TO_RADIANS) * sp_dist;
00741 }
00742
00743
00744 double xoff = (ax + bx) / (2 * scale);
00745 double yoff = (ay + by) / (2 * scale);
00746
00747 const float layer_scale = layer_span / scale;
00748
00749
00750
00751 float *base;
00752 if ( bump_mapping && enable_bump_mapping ) {
00753 base = vertices[12].texCoord;
00754 } else {
00755 base = tl[0]->get( 0 );
00756 }
00757 base[0] += xoff;
00758
00759
00760
00761
00762
00763 if ( base[0] > -10.0 && base[0] < 10.0 ) {
00764 base[0] -= (int)base[0];
00765 } else {
00766 SG_LOG(SG_ASTRO, SG_DEBUG,
00767 "Error: base = " << base[0] << "," << base[1] <<
00768 " course = " << course << " dist = " << dist );
00769 base[0] = 0.0;
00770 }
00771
00772 base[1] += yoff;
00773
00774
00775
00776
00777 if ( base[1] > -10.0 && base[1] < 10.0 ) {
00778 base[1] -= (int)base[1];
00779 } else {
00780 SG_LOG(SG_ASTRO, SG_DEBUG,
00781 "Error: base = " << base[0] << "," << base[1] <<
00782 " course = " << course << " dist = " << dist );
00783 base[1] = 0.0;
00784 }
00785
00786 if ( bump_mapping && enable_bump_mapping ) {
00787
00788 for ( int i = -2; i <= 2; i++ ) {
00789 for ( int j = -2; j <= 2; j++ ) {
00790 if ( i == 0 && j == 0 )
00791 continue;
00792 CloudVertex &v1 = vertices[ (i+2)*5 + (j+2) ];
00793 sgSetVec2( v1.texCoord,
00794 base[0] + layer_scale * i * 0.25,
00795 base[1] + layer_scale * j * 0.25 );
00796 }
00797 }
00798
00799 } else {
00800
00801
00802 float *tc;
00803 for (int i = 0; i < 4; i++) {
00804 tc = tl[i]->get( 0 );
00805 sgSetVec2( tc, base[0] + layer_scale * i/4, base[1] );
00806
00807 for (int j = 0; j < 4; j++)
00808 {
00809 tc = tl[i]->get( j*2+1 );
00810 sgSetVec2( tc, base[0] + layer_scale * (i+1)/4,
00811 base[1] + layer_scale * j/4 );
00812
00813 tc = tl[i]->get( (j+1)*2 );
00814 sgSetVec2( tc, base[0] + layer_scale * i/4,
00815 base[1] + layer_scale * (j+1)/4 );
00816 }
00817
00818 tc = tl[i]->get( 9 );
00819 sgSetVec2( tc, base[0] + layer_scale * (i+1)/4,
00820 base[1] + layer_scale );
00821 }
00822 }
00823
00824 last_lon = lon;
00825 last_lat = lat;
00826 }
00827
00828 layer3D->reposition( p, up, lon, lat, alt, dt, direction, speed);
00829 return true;
00830 }
00831
00832
00833 void SGCloudLayer::draw( bool top, float *sun_color ) {
00834 if ( layer_coverage != SG_CLOUD_CLEAR ) {
00835
00836 if ( SGCloudField::enable3D && layer3D->is3D())
00837 layer3D->Render( sun_color );
00838 else
00839 if ( bump_mapping && enable_bump_mapping ) {
00840
00841 sgMat4 modelview,
00842 tmp,
00843 transform;
00844 ssgGetModelviewMatrix( modelview );
00845 layer_transform->getTransform( transform );
00846
00847 sgTransposeNegateMat4( tmp, transform );
00848
00849 sgPostMultMat4( transform, modelview );
00850 ssgLoadModelviewMatrix( transform );
00851
00852 sgVec3 lightVec;
00853 ssgGetLight( 0 )->getPosition( lightVec );
00854 sgNegateVec3( lightVec );
00855 sgXformVec3( lightVec, tmp );
00856
00857 for ( int i = 0; i < 25; i++ ) {
00858 CloudVertex &v = vertices[ i ];
00859 sgSetVec3( v.tangentSpLight,
00860 sgScalarProductVec3( v.sTangent, lightVec ),
00861 sgScalarProductVec3( v.tTangent, lightVec ),
00862 sgScalarProductVec3( v.normal, lightVec ) );
00863 }
00864
00865 ssgTexture *decal = color_map[ layer_coverage ][ top ? 1 : 0 ];
00866 if ( top && decal == 0 ) {
00867 decal = color_map[ layer_coverage ][ 0 ];
00868 }
00869 ssgTexture *normal = normal_map[ layer_coverage ][ top ? 1 : 0 ];
00870 if ( top && normal == 0 ) {
00871 normal = normal_map[ layer_coverage ][ 0 ];
00872 }
00873
00874 glDisable( GL_LIGHTING );
00875 glDisable( GL_CULL_FACE );
00876
00877 if ( layer_coverage == SG_CLOUD_FEW ) {
00878 glEnable( GL_ALPHA_TEST );
00879 glAlphaFunc ( GL_GREATER, 0.01 );
00880 }
00881 glEnable( GL_BLEND );
00882 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
00883
00884 glShadeModel( GL_SMOOTH );
00885 glEnable( GL_COLOR_MATERIAL );
00886 sgVec4 color;
00887 float emis = 0.05;
00888 if ( 1 ) {
00889 ssgGetLight( 0 )->getColour( GL_DIFFUSE, color );
00890 emis = ( color[0]+color[1]+color[2] ) / 3.0;
00891 if ( emis < 0.05 )
00892 emis = 0.05;
00893 }
00894 sgSetVec4( color, emis, emis, emis, 0.0 );
00895 glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, color );
00896 sgSetVec4( color, 1.0f, 1.0f, 1.0f, 0.0 );
00897 glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT, color );
00898 sgSetVec4( color, 1.0, 1.0, 1.0, 0.0 );
00899 glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE, color );
00900 sgSetVec4( color, 0.0, 0.0, 0.0, 0.0 );
00901 glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, color );
00902
00903 glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
00904
00905 glActiveTexturePtr( GL_TEXTURE0_ARB );
00906 glBindTexture( GL_TEXTURE_2D, normal->getHandle() );
00907 glEnable( GL_TEXTURE_2D );
00908
00909
00910 glActiveTexturePtr( GL_TEXTURE1_ARB );
00911 glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, normalization_cube_map );
00912 glEnable( GL_TEXTURE_CUBE_MAP_ARB );
00913 glActiveTexturePtr( GL_TEXTURE0_ARB );
00914
00915
00916 glVertexPointer( 3, GL_FLOAT, sizeof(CloudVertex), &vertices[0].position );
00917 glEnableClientState( GL_VERTEX_ARRAY );
00918
00919
00920
00921
00922
00923
00924
00925 glTexCoordPointer( 2, GL_FLOAT, sizeof(CloudVertex), &vertices[0].texCoord );
00926 glEnableClientState( GL_TEXTURE_COORD_ARRAY );
00927
00928
00929 glClientActiveTexturePtr( GL_TEXTURE1_ARB );
00930 glTexCoordPointer( 3, GL_FLOAT, sizeof(CloudVertex), &vertices[0].tangentSpLight );
00931 glEnableClientState( GL_TEXTURE_COORD_ARRAY );
00932
00933
00934 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
00935 glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
00936 glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE );
00937 glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE );
00938 glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE );
00939
00940 glActiveTexturePtr( GL_TEXTURE1_ARB );
00941
00942 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
00943 glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
00944 glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGB_ARB );
00945 glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB );
00946 glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB );
00947 glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE );
00948
00949 if ( nb_texture_unit >= 3 ) {
00950 glActiveTexturePtr( GL_TEXTURE2_ARB );
00951 glBindTexture( GL_TEXTURE_2D, decal->getHandle() );
00952
00953 glClientActiveTexturePtr( GL_TEXTURE2_ARB );
00954 glTexCoordPointer( 2, GL_FLOAT, sizeof(CloudVertex), &vertices[0].texCoord );
00955 glEnableClientState( GL_TEXTURE_COORD_ARRAY );
00956
00957 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB );
00958 glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD );
00959 glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE );
00960 glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB );
00961
00962 glClientActiveTexturePtr( GL_TEXTURE0_ARB );
00963 glActiveTexturePtr( GL_TEXTURE0_ARB );
00964
00965
00966 glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[0] );
00967 glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[10] );
00968 glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[20] );
00969 glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[30] );
00970
00971 glDisable( GL_TEXTURE_2D );
00972 glActiveTexturePtr( GL_TEXTURE1_ARB );
00973 glDisable( GL_TEXTURE_CUBE_MAP_ARB );
00974 glActiveTexturePtr( GL_TEXTURE2_ARB );
00975 glDisable( GL_TEXTURE_2D );
00976 glActiveTexturePtr( GL_TEXTURE0_ARB );
00977
00978 glDisableClientState( GL_TEXTURE_COORD_ARRAY );
00979 glClientActiveTexturePtr( GL_TEXTURE1_ARB );
00980 glDisableClientState( GL_TEXTURE_COORD_ARRAY );
00981 glClientActiveTexturePtr( GL_TEXTURE2_ARB );
00982 glDisableClientState( GL_TEXTURE_COORD_ARRAY );
00983 glClientActiveTexturePtr( GL_TEXTURE0_ARB );
00984
00985 glDisableClientState( GL_COLOR_ARRAY );
00986 glEnable( GL_LIGHTING );
00987
00988 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
00989
00990 } else {
00991 glClientActiveTexturePtr( GL_TEXTURE0_ARB );
00992 glActiveTexturePtr( GL_TEXTURE0_ARB );
00993
00994
00995 glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[0] );
00996 glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[10] );
00997 glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[20] );
00998 glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[30] );
00999
01000
01001 glDisable( GL_TEXTURE_2D );
01002
01003 glActiveTexturePtr( GL_TEXTURE1_ARB );
01004 glDisable( GL_TEXTURE_CUBE_MAP_ARB );
01005 glActiveTexturePtr( GL_TEXTURE0_ARB );
01006
01007
01008 glDisableClientState( GL_VERTEX_ARRAY );
01009
01010 glDisableClientState( GL_TEXTURE_COORD_ARRAY );
01011 glClientActiveTexturePtr( GL_TEXTURE1_ARB );
01012 glDisableClientState( GL_TEXTURE_COORD_ARRAY );
01013 glClientActiveTexturePtr( GL_TEXTURE0_ARB );
01014
01015
01016 glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
01017
01018 if ( layer_coverage == SG_CLOUD_OVERCAST ) {
01019 glDepthFunc(GL_LEQUAL);
01020
01021 glEnable( GL_LIGHTING );
01022 sgVec4 color;
01023 ssgGetLight( 0 )->getColour( GL_DIFFUSE, color );
01024 float average = ( color[0] + color[1] + color[2] ) / 3.0f;
01025 average = 0.15 + average/10;
01026 sgVec4 averageColor;
01027 sgSetVec4( averageColor, average, average, average, 1.0f );
01028 ssgGetLight( 0 )->setColour( GL_DIFFUSE, averageColor );
01029
01030 glBlendColorPtr( average, average, average, 1.0f );
01031 glBlendFunc( GL_ONE_MINUS_CONSTANT_COLOR, GL_CONSTANT_COLOR );
01032
01033
01034
01035 glBindTexture( GL_TEXTURE_2D, decal->getHandle() );
01036 glEnable(GL_TEXTURE_2D);
01037
01038
01039 glVertexPointer( 3, GL_FLOAT, sizeof(CloudVertex), &vertices[0].position );
01040 glEnableClientState( GL_VERTEX_ARRAY );
01041
01042
01043
01044
01045 glNormalPointer( GL_FLOAT, sizeof(CloudVertex), &vertices[0].normal );
01046 glEnableClientState( GL_NORMAL_ARRAY );
01047
01048 glTexCoordPointer( 2, GL_FLOAT, sizeof(CloudVertex), &vertices[0].texCoord );
01049 glEnableClientState( GL_TEXTURE_COORD_ARRAY );
01050
01051
01052 glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[0] );
01053 glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[10] );
01054 glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[20] );
01055 glDrawElements( GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_INT, &indices[30] );
01056
01057 ssgGetLight( 0 )->setColour( GL_DIFFUSE, color );
01058
01059 glDisableClientState( GL_TEXTURE_COORD_ARRAY );
01060 }
01061 }
01062
01063 glDisable( GL_TEXTURE_2D );
01064
01065 glDisableClientState( GL_VERTEX_ARRAY );
01066 glDisableClientState( GL_NORMAL_ARRAY );
01067
01068 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
01069 glEnable( GL_CULL_FACE );
01070 glDepthFunc(GL_LESS);
01071
01072 ssgLoadModelviewMatrix( modelview );
01073
01074 } else {
01075 state_sel->selectStep( top ? 1 : 0 );
01076 ssgCullAndDraw( layer_root );
01077 }
01078 }
01079 }
01080
01081
01082
01083 ssgSimpleState *sgCloudMakeState( const string &path ) {
01084 ssgSimpleState *state = new ssgSimpleState();
01085
01086 SG_LOG(SG_ASTRO, SG_INFO, " texture = ");
01087
01088 state->setTexture( (char *)path.c_str() );
01089 state->setShadeModel( GL_SMOOTH );
01090 state->disable( GL_LIGHTING );
01091 state->disable( GL_CULL_FACE );
01092 state->enable( GL_TEXTURE_2D );
01093 state->enable( GL_COLOR_MATERIAL );
01094 state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
01095 state->setMaterial( GL_EMISSION, 0.05, 0.05, 0.05, 0.0 );
01096 state->setMaterial( GL_AMBIENT, 0.2, 0.2, 0.2, 0.0 );
01097 state->setMaterial( GL_DIFFUSE, 0.5, 0.5, 0.5, 0.0 );
01098 state->setMaterial( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
01099 state->enable( GL_BLEND );
01100 state->enable( GL_ALPHA_TEST );
01101 state->setAlphaClamp( 0.01 );
01102
01103 return state;
01104 }