Updates to cloud code to add different basic cloud types. This isn't the
final list of cloud types, but servers as an example / template for someone who wants to tweak this out and do it right.
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0468b315d4
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@ -30,6 +30,8 @@
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#include <simgear/math/point3d.hxx>
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#include <simgear/math/polar3d.hxx>
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#include <Objects/matlib.hxx>
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#include "cloud.hxx"
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@ -45,7 +47,7 @@ SGCloudLayer::~SGCloudLayer( void ) {
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// build the moon object
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void SGCloudLayer::build( FGPath path, double s, double asl, double thickness,
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double transition )
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double transition, SGCloudType type )
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{
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scale = 4000.0;
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@ -56,21 +58,27 @@ void SGCloudLayer::build( FGPath path, double s, double asl, double thickness,
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size = s;
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last_lon = last_lat = -999.0f;
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// set up the cloud state
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path.append( "cloud.rgba" );
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layer_state = new ssgSimpleState();
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layer_state->setTexture( (char *)path.c_str() );
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layer_state->setShadeModel( GL_SMOOTH );
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layer_state->disable( GL_LIGHTING );
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layer_state->disable( GL_CULL_FACE );
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layer_state->enable( GL_TEXTURE_2D );
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layer_state->enable( GL_COLOR_MATERIAL );
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layer_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
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layer_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
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layer_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
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layer_state->enable( GL_BLEND );
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layer_state->enable( GL_ALPHA_TEST );
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layer_state->setAlphaClamp( 0.01 );
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// look up the appropriate cloud state
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FGNewMat *m;
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switch ( type ) {
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case SG_CLOUD_OVERCAST:
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m = material_lib.find( "CloudOvercast" );
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layer_state = m->get_state();
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break;
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case SG_CLOUD_MOSTLY_CLOUDY:
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m = material_lib.find( "CloudMostlyCloudy" );
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layer_state = m->get_state();
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break;
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case SG_CLOUD_MOSTLY_SUNNY:
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m = material_lib.find( "CloudMostlySunny" );
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layer_state = m->get_state();
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break;
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case SG_CLOUD_CIRRUS:
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m = material_lib.find( "CloudCirrus" );
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layer_state = m->get_state();
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break;
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}
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cl = new ssgColourArray( 4 );
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vl = new ssgVertexArray( 4 );
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@ -247,3 +255,24 @@ bool SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat,
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void SGCloudLayer::draw() {
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ssgCullAndDraw( layer_root );
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}
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// make an ssgSimpleState for a cloud layer given the named texture
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ssgSimpleState *SGCloudMakeState( const string &path ) {
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ssgSimpleState *state = new ssgSimpleState();
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state->setTexture( (char *)path.c_str() );
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state->setShadeModel( GL_SMOOTH );
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state->disable( GL_LIGHTING );
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state->disable( GL_CULL_FACE );
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state->enable( GL_TEXTURE_2D );
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state->enable( GL_COLOR_MATERIAL );
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state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
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state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
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state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
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state->enable( GL_BLEND );
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state->enable( GL_ALPHA_TEST );
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state->setAlphaClamp( 0.01 );
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return state;
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}
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@ -30,8 +30,18 @@
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#include <simgear/misc/fgpath.hxx>
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enum SGCloudType {
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SG_CLOUD_OVERCAST = 0,
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SG_CLOUD_MOSTLY_CLOUDY,
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SG_CLOUD_MOSTLY_SUNNY,
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SG_CLOUD_CIRRUS,
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};
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class SGCloudLayer {
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private:
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ssgRoot *layer_root;
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ssgTransform *layer_transform;
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ssgSimpleState *layer_state;
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@ -63,7 +73,7 @@ public:
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// build the cloud object
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void build( FGPath path, double size, double asl, double thickness,
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double transition );
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double transition, SGCloudType type );
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// repaint the cloud colors based on current value of sun_angle,
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// sky, and fog colors. This updates the color arrays for
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@ -91,4 +101,8 @@ public:
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};
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// make an ssgSimpleState for a cloud layer given the named texture
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ssgSimpleState *SGCloudMakeState( const string &path );
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#endif // _SG_CLOUD_HXX_
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@ -31,6 +31,8 @@
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#include <simgear/constants.h>
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#include <simgear/math/fg_random.h>
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#include <Objects/matlib.hxx>
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#include "sky.hxx"
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@ -93,6 +95,30 @@ void SGSky::build( double sun_size, double moon_size,
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pre_root->addKid( pre_selector );
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post_root->addKid( post_selector );
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// add the cloud ssgStates to the material lib
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FGPath cloud_path;
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ssgSimpleState *cloud_state;
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cloud_path.set( tex_path.str() );
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cloud_path.append( "cirrus.rgba" );
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cloud_state = SGCloudMakeState( cloud_path.str() );
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material_lib.add_item( "CloudCirrus", cloud_state );
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cloud_path.set( tex_path.str() );
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cloud_path.append( "mostlycloudy.rgba" );
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cloud_state = SGCloudMakeState( cloud_path.str() );
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material_lib.add_item( "CloudMostlyCloudy", cloud_state );
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cloud_path.set( tex_path.str() );
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cloud_path.append( "mostlysunny.rgba" );
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cloud_state = SGCloudMakeState( cloud_path.str() );
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material_lib.add_item( "CloudMostlySunny", cloud_state );
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cloud_path.set( tex_path.str() );
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cloud_path.append( "overcast.rgb" );
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cloud_state = SGCloudMakeState( cloud_path.str() );
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material_lib.add_item( "CloudOvercast", cloud_state );
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}
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@ -201,9 +227,10 @@ void SGSky::draw_scene( float alt ) {
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}
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void SGSky::add_cloud_layer( double asl, double thickness, double transition ) {
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void SGSky::add_cloud_layer( double asl, double thickness, double transition,
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SGCloudType type ) {
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SGCloudLayer *layer = new SGCloudLayer;
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layer->build(tex_path, 40000.0f, asl, thickness, transition);
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layer->build(tex_path, 40000.0f, asl, thickness, transition, type );
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layer_list_iterator current = cloud_layers.begin();
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layer_list_iterator last = cloud_layers.end();
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@ -150,7 +150,8 @@ public:
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}
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// add a cloud layer (above sea level in meters)
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void add_cloud_layer( double asl, double thickness, double transition );
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void add_cloud_layer( double asl, double thickness, double transition,
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SGCloudType type );
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inline int get_num_layers() const { return cloud_layers.size(); }
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inline SGCloudLayer *get_cloud_layer( int i ) const {
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