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flightgear/src/Environment/fgclouds.cxx

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// Build a cloud layer based on metar
//
// Written by Harald JOHNSEN, started April 2005.
//
// Copyright (C) 2005 Harald JOHNSEN - hjohnsen@evc.net
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
//
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include <cstring>
#include <Main/fg_props.hxx>
#include <simgear/constants.h>
#include <simgear/sound/soundmgr_openal.hxx>
#include <simgear/scene/sky/sky.hxx>
#include <simgear/environment/visual_enviro.hxx>
#include <simgear/scene/sky/cloudfield.hxx>
#include <simgear/scene/sky/newcloud.hxx>
#include <simgear/math/sg_random.h>
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#include <simgear/props/props_io.hxx>
#include <Main/globals.hxx>
#include <Airports/simple.hxx>
#include <Main/util.hxx>
#include "fgclouds.hxx"
extern SGSky *thesky;
FGClouds::FGClouds() :
snd_lightning(0),
clouds_3d_enabled(false)
{
update_event = 0;
}
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FGClouds::~FGClouds() {
}
int FGClouds::get_update_event(void) const {
return update_event;
}
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void FGClouds::set_update_event(int count) {
update_event = count;
buildCloudLayers();
}
void FGClouds::init(void) {
if( snd_lightning == NULL ) {
snd_lightning = new SGSoundSample(globals->get_fg_root().c_str(), "Sounds/thunder.wav");
snd_lightning->set_max_dist(7000.0f);
snd_lightning->set_reference_dist(3000.0f);
SGSoundMgr *smgr = globals->get_soundmgr();
SGSampleGroup *sgr = smgr->find("weather", true);
sgr->add( snd_lightning, "thunder" );
sgEnviro.set_sampleGroup( sgr );
}
}
// Build an invidual cloud. Returns the extents of the cloud for coverage calculations
double FGClouds::buildCloud(SGPropertyNode *cloud_def_root, SGPropertyNode *box_def_root, const string& name, double grid_z_rand, SGCloudField *layer) {
SGPropertyNode *box_def=NULL;
SGPropertyNode *cld_def=NULL;
double extent = 0.0;
SGPath texture_root = globals->get_fg_root();
texture_root.append("Textures");
texture_root.append("Sky");
box_def = box_def_root->getChild(name.c_str());
string base_name = name.substr(0,2);
if( !box_def ) {
if( name[2] == '-' ) {
box_def = box_def_root->getChild(base_name.c_str());
}
if( !box_def )
return 0.0;
}
double x = sg_random() * SGCloudField::fieldSize - (SGCloudField::fieldSize / 2.0);
double y = sg_random() * SGCloudField::fieldSize - (SGCloudField::fieldSize / 2.0);
double z = grid_z_rand * (sg_random() - 0.5);
SGVec3f pos(x,y,z);
for(int i = 0; i < box_def->nChildren() ; i++) {
SGPropertyNode *abox = box_def->getChild(i);
if( strcmp(abox->getName(), "box") == 0) {
string type = abox->getStringValue("type", "cu-small");
cld_def = cloud_def_root->getChild(type.c_str());
if ( !cld_def ) return 0.0;
double w = abox->getDoubleValue("width", 1000.0);
double h = abox->getDoubleValue("height", 1000.0);
int hdist = abox->getIntValue("hdist", 1);
int vdist = abox->getIntValue("vdist", 1);
double c = abox->getDoubleValue("count", 5);
int count = (int) (c + (sg_random() - 0.5) * c);
extent = max(w*w, extent);
for (int j = 0; j < count; j++) {
// Locate the clouds randomly in the defined space. The hdist and
// vdist values control the horizontal and vertical distribution
// by simply summing random components.
double x = 0.0;
double y = 0.0;
double z = 0.0;
for (int k = 0; k < hdist; k++)
{
x += (sg_random() / hdist);
y += (sg_random() / hdist);
}
for (int k = 0; k < vdist; k++)
{
z += (sg_random() / vdist);
}
x = w * (x - 0.5) + pos[0]; // N/S
y = w * (y - 0.5) + pos[1]; // E/W
z = h * z + pos[2]; // Up/Down. pos[2] is the cloudbase
SGVec3f newpos = SGVec3f(x, y, z);
double min_width = cld_def->getDoubleValue("min-cloud-width-m", 500.0);
double max_width = cld_def->getDoubleValue("max-cloud-width-m", 1000.0);
double min_height = cld_def->getDoubleValue("min-cloud-height-m", min_width);
double max_height = cld_def->getDoubleValue("max-cloud-height-m", max_width);
double min_sprite_width = cld_def->getDoubleValue("min-sprite-width-m", 200.0);
double max_sprite_width = cld_def->getDoubleValue("max-sprite-width-m", min_sprite_width);
double min_sprite_height = cld_def->getDoubleValue("min-sprite-height-m", min_sprite_width);
double max_sprite_height = cld_def->getDoubleValue("max-sprite-height-m", max_sprite_width);
int num_sprites = cld_def->getIntValue("num-sprites", 20);
int num_textures_x = cld_def->getIntValue("num-textures-x", 1);
int num_textures_y = cld_def->getIntValue("num-textures-y", 1);
double bottom_shade = cld_def->getDoubleValue("bottom-shade", 1.0);
string texture = cld_def->getStringValue("texture", "cu.png");
SGNewCloud *cld =
new SGNewCloud(type,
texture_root,
texture,
min_width,
max_width,
min_height,
max_height,
min_sprite_width,
max_sprite_width,
min_sprite_height,
max_sprite_height,
bottom_shade,
num_sprites,
num_textures_x,
num_textures_y);
layer->addCloud(newpos, cld);
}
}
}
// Return the maximum extent of the cloud
return extent;
}
void FGClouds::buildLayer(int iLayer, const string& name, double alt, double coverage) {
struct {
string name;
double count;
} tCloudVariety[20];
int CloudVarietyCount = 0;
double totalCount = 0.0;
Harald JOHNSEN: I did some profiling of the code and found a few interessant things. Some corrections are obvious like the one in the multiplayer code, the fps is no more divided by 2 or 3 when another plane is on screen. Other things like collision detection and computation of agl can not really be optimized. I changed a few things in hitlist.cxx but this only give a very low increase of fps. The groundcache eats a lot of cpu but I think that the real way to do it is to use a real collision system like OPCODE or something like that. And I added an option to disable the recording of replay data. It takes more cpu than we can think. Changes ======= - panel.cxx : moved the computation of the instruments diffuse color outside the texturelayer code since this is constant during a frame, this is a big speedup for 2D panels ; - hitlist.cxx : changed the computation of the intersection between ray and triangle, optimized the sphere culling by using a normalized direction vector. This can give a 35% speedup on the computation of elevation in some situations ; - renderer.cxx, acmodel.cxx : call ssgDrawAndCull with plane scene graph in external or internal view, calling ssgDrawAndCull with the root scene graph was drawing other players plane a second time in multiplayer mode ; - mplayer.cxx : removed the calls to ssgFlatten and ssgStripify because it was degenerating models, causing a massive drop in frame rate ; - replay.cxx : added an option to disable the recording of the flight - fgclouds.cxx : changed the path of cloudlayer properties to match preferences.xml ; set the altitude of clouds from scenarios to a more correct value if metar is not enabled ;
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SGPropertyNode *cloud_def_root = fgGetNode("/environment/cloudlayers/clouds", false);
SGPropertyNode *box_def_root = fgGetNode("/environment/cloudlayers/boxes", false);
Harald JOHNSEN: I did some profiling of the code and found a few interessant things. Some corrections are obvious like the one in the multiplayer code, the fps is no more divided by 2 or 3 when another plane is on screen. Other things like collision detection and computation of agl can not really be optimized. I changed a few things in hitlist.cxx but this only give a very low increase of fps. The groundcache eats a lot of cpu but I think that the real way to do it is to use a real collision system like OPCODE or something like that. And I added an option to disable the recording of replay data. It takes more cpu than we can think. Changes ======= - panel.cxx : moved the computation of the instruments diffuse color outside the texturelayer code since this is constant during a frame, this is a big speedup for 2D panels ; - hitlist.cxx : changed the computation of the intersection between ray and triangle, optimized the sphere culling by using a normalized direction vector. This can give a 35% speedup on the computation of elevation in some situations ; - renderer.cxx, acmodel.cxx : call ssgDrawAndCull with plane scene graph in external or internal view, calling ssgDrawAndCull with the root scene graph was drawing other players plane a second time in multiplayer mode ; - mplayer.cxx : removed the calls to ssgFlatten and ssgStripify because it was degenerating models, causing a massive drop in frame rate ; - replay.cxx : added an option to disable the recording of the flight - fgclouds.cxx : changed the path of cloudlayer properties to match preferences.xml ; set the altitude of clouds from scenarios to a more correct value if metar is not enabled ;
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SGPropertyNode *layer_def_root = fgGetNode("/environment/cloudlayers/layers", false);
SGCloudField *layer = thesky->get_cloud_layer(iLayer)->get_layer3D();
layer->clear();
// If we don't have the required properties, then render the cloud in 2D
if ((! clouds_3d_enabled) || coverage == 0.0 ||
layer_def_root == NULL || cloud_def_root == NULL || box_def_root == NULL) {
thesky->get_cloud_layer(iLayer)->set_enable3dClouds(false);
return;
}
// If we can't find a definition for this cloud type, then render the cloud in 2D
SGPropertyNode *layer_def=NULL;
layer_def = layer_def_root->getChild(name.c_str());
if( !layer_def ) {
if( name[2] == '-' ) {
string base_name = name.substr(0,2);
layer_def = layer_def_root->getChild(base_name.c_str());
}
if( !layer_def ) {
thesky->get_cloud_layer(iLayer)->set_enable3dClouds(false);
return;
}
}
// At this point, we know we've got some 3D clouds to generate.
thesky->get_cloud_layer(iLayer)->set_enable3dClouds(true);
double grid_z_rand = layer_def->getDoubleValue("grid-z-rand");
for(int i = 0; i < layer_def->nChildren() ; i++) {
SGPropertyNode *acloud = layer_def->getChild(i);
if( strcmp(acloud->getName(), "cloud") == 0) {
string cloud_name = acloud->getStringValue("name");
tCloudVariety[CloudVarietyCount].name = cloud_name;
double count = acloud->getDoubleValue("count", 1.0);
tCloudVariety[CloudVarietyCount].count = count;
int variety = 0;
cloud_name = cloud_name + "-%d";
char variety_name[50];
do {
variety++;
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snprintf(variety_name, sizeof(variety_name) - 1, cloud_name.c_str(), variety);
} while( box_def_root->getChild(variety_name, 0, false) );
totalCount += count;
if( CloudVarietyCount < 20 )
CloudVarietyCount++;
}
}
totalCount = 1.0 / totalCount;
// Determine how much cloud coverage we need in m^2.
double cov = coverage * SGCloudField::fieldSize * SGCloudField::fieldSize;
while (cov > 0.0f) {
double choice = sg_random();
for(int i = 0; i < CloudVarietyCount ; i ++) {
choice -= tCloudVariety[i].count * totalCount;
if( choice <= 0.0 ) {
cov -= buildCloud(cloud_def_root,
box_def_root,
tCloudVariety[i].name,
grid_z_rand,
layer);
break;
}
}
}
// Now we've built any clouds, enable them and set the density (coverage)
//layer->setCoverage(coverage);
//layer->applyCoverage();
thesky->get_cloud_layer(iLayer)->set_enable3dClouds(clouds_3d_enabled);
}
void FGClouds::buildCloudLayers(void) {
SGPropertyNode *metar_root = fgGetNode("/environment", true);
//double wind_speed_kt = metar_root->getDoubleValue("wind-speed-kt");
double temperature_degc = metar_root->getDoubleValue("temperature-sea-level-degc");
double dewpoint_degc = metar_root->getDoubleValue("dewpoint-sea-level-degc");
double pressure_mb = metar_root->getDoubleValue("pressure-sea-level-inhg") * SG_INHG_TO_PA / 100.0;
double dewp = pow(10.0, 7.5 * dewpoint_degc / (237.7 + dewpoint_degc));
double temp = pow(10.0, 7.5 * temperature_degc / (237.7 + temperature_degc));
double rel_humidity = dewp * 100 / temp;
// formule d'Epsy, base d'un cumulus
double cumulus_base = 122.0 * (temperature_degc - dewpoint_degc);
double stratus_base = 100.0 * (100.0 - rel_humidity) * SG_FEET_TO_METER;
for(int iLayer = 0 ; iLayer < thesky->get_cloud_layer_count(); iLayer++) {
SGPropertyNode *cloud_root = fgGetNode("/environment/clouds/layer", iLayer, true);
double alt_ft = cloud_root->getDoubleValue("elevation-ft");
double alt_m = alt_ft * SG_FEET_TO_METER;
string coverage = cloud_root->getStringValue("coverage");
double coverage_norm = 0.0;
if( coverage == "few" )
coverage_norm = 2.0/8.0; // <1-2
else if( coverage == "scattered" )
coverage_norm = 4.0/8.0; // 3-4
else if( coverage == "broken" )
coverage_norm = 6.0/8.0; // 5-7
else if( coverage == "overcast" )
coverage_norm = 8.0/8.0; // 8
string layer_type = "nn";
if( coverage == "cirrus" ) {
layer_type = "ci";
} else if( alt_ft > 16500 ) {
// layer_type = "ci|cs|cc";
layer_type = "ci";
} else if( alt_ft > 6500 ) {
// layer_type = "as|ac|ns";
layer_type = "ac";
if( pressure_mb < 1005.0 && coverage_norm >= 0.5 )
layer_type = "ns";
} else {
// layer_type = "st|cu|cb|sc";
if( cumulus_base * 0.80 < alt_m && cumulus_base * 1.20 > alt_m ) {
// +/- 20% from cumulus probable base
layer_type = "cu";
} else if( stratus_base * 0.80 < alt_m && stratus_base * 1.40 > alt_m ) {
// +/- 20% from stratus probable base
layer_type = "st";
} else {
// above formulae is far from perfect
if ( alt_ft < 2000 )
layer_type = "st";
else if( alt_ft < 4500 )
layer_type = "cu";
else
layer_type = "sc";
}
}
buildLayer(iLayer, layer_type, alt_m, coverage_norm);
}
}
void FGClouds::set_3dClouds(bool enable)
{
if (enable != clouds_3d_enabled) {
clouds_3d_enabled = enable;
buildCloudLayers();
}
}
bool FGClouds::get_3dClouds() const {
return clouds_3d_enabled;
}