Remove the 'old' 3D clouds code.
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9319d165d1
commit
8e5eed90d5
5 changed files with 2 additions and 119 deletions
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@ -97,10 +97,6 @@ fi
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dnl Used by JSBSim to conditionally compile in fgfs interface code
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AC_DEFINE([FGFS], 1, [Define so that JSBSim compiles in 'library' mode])
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dnl Used to control whether clouds3d should be compiled in or not
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AC_DEFINE([FG_USE_CLOUDS_3D], 1, [Define to use 3D cloud support])
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AM_CONDITIONAL(FG_USE_CLOUDS_3D, test "x" = "x")
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# Check for MS Windows environment
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AC_CHECK_HEADER(windows.h)
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@ -25,12 +25,6 @@ else
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GFX_CODE = fg_os.cxx fg_os.hxx
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endif
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if FG_USE_CLOUDS_3D
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CLOUD3D_LIBS = -lsgclouds3d
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else
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CLOUD3D_LIBS =
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endif
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AM_CXXFLAGS = -DPKGLIBDIR=\"$(pkgdatadir)\"
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bin_PROGRAMS = fgfs metar
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@ -94,7 +88,6 @@ fgfs_LDADD = \
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$(top_builddir)/src/Time/libTime.a \
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$(top_builddir)/src/Traffic/libTraffic.a \
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$(top_builddir)/src/Environment/libEnvironment.a \
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$(CLOUD3D_LIBS) \
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-lsgroute -lsgsky -lsgsound -lsgephem -lsgmaterial -lsgtgdb -lsgmodel \
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-lsgtiming -lsgio -lsgscreen -lsgmath -lsgbucket -lsgprops -lsgdebug \
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-lsgmagvar -lsgmisc -lsgnasal -lsgxml -lsgsound -lsgserial \
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@ -60,11 +60,6 @@
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#include <simgear/misc/sg_path.hxx>
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#include <simgear/misc/interpolator.hxx>
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#include <simgear/scene/material/matlib.hxx>
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#ifdef FG_USE_CLOUDS_3D
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# include <simgear/scene/sky/clouds3d/SkySceneLoader.hpp>
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# include <simgear/scene/sky/clouds3d/SkyUtil.hpp>
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# include <simgear/screen/texture.hxx>
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#endif
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#include <simgear/timing/sg_time.hxx>
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#include <simgear/timing/lowleveltime.h>
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@ -147,11 +142,6 @@ extern const char *default_root;
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float init_volume;
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#ifdef FG_USE_CLOUDS_3D
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SkySceneLoader *sgCloud3d;
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#endif
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// Scan the command line options for the specified option and return
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// the value.
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static string fgScanForOption( const string& option, int argc, char **argv ) {
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@ -1638,40 +1628,6 @@ bool fgInitSubsystems() {
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////////////////////////////////////////////////////////////////////
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fgGetBool("/sim/rendering/bump-mapping", false);
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#ifdef FG_USE_CLOUDS_3D
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////////////////////////////////////////////////////////////////////
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// Initialize the 3D cloud subsystem.
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////////////////////////////////////////////////////////////////////
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if ( fgGetBool("/sim/rendering/clouds3d") ) {
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static const SGPropertyNode *longitude
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= fgGetNode("/sim/presets/longitude-deg");
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static const SGPropertyNode *latitude
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= fgGetNode("/sim/presets/latitude-deg");
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// static const SGPropertyNode *altitude
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// = fgGetNode("/sim/presets/altitude-ft");
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SGPath cloud_path(globals->get_fg_root());
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#if 0
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cloud_path.append("Textures/Sky/scattered.rgba");
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SG_LOG(SG_GENERAL, SG_INFO, "Loading CLOUDS3d from: " << cloud_path.c_str());
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SGTexture tx;
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tx.read_rgba_texture(cloud_path.c_str());
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if ( !sgCloud3d->Load( tx.texture(), tx.width(),
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#else
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cloud_path.append("large.sky");
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if ( !sgCloud3d->Load( cloud_path.str(),
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#endif
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latitude->getDoubleValue(),
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longitude->getDoubleValue()) )
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{
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fgSetBool("/sim/rendering/clouds3d", false);
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SG_LOG(SG_GENERAL, SG_INFO, "CLOUDS3d FAILED: ");
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}
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SG_LOG(SG_GENERAL, SG_INFO, "CLOUDS3d Loaded: ");
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}
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#endif
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#ifdef ENABLE_AUDIO_SUPPORT
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////////////////////////////////////////////////////////////////////
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// Initialize the sound subsystem.
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@ -1258,10 +1258,8 @@ struct OptionDesc {
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{"enable-specular-highlight", false, OPTION_BOOL, "/sim/rendering/specular-highlight", true, "", 0 },
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{"disable-clouds", false, OPTION_BOOL, "/environment/clouds/status", false, "", 0 },
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{"enable-clouds", false, OPTION_BOOL, "/environment/clouds/status", true, "", 0 },
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#ifdef FG_USE_CLOUDS_3D
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{"disable-clouds3d", false, OPTION_BOOL, "/sim/rendering/clouds3d", false, "", 0 },
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{"enable-clouds3d", false, OPTION_BOOL, "/sim/rendering/clouds3d", true, "", 0 },
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#endif
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{"disable-clouds3d", false, OPTION_BOOL, "/sim/rendering/clouds3d-enable", false, "", 0 },
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{"enable-clouds3d", false, OPTION_BOOL, "/sim/rendering/clouds3d-enable", true, "", 0 },
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{"fov", true, OPTION_FUNC, "", false, "", fgOptFov },
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{"aspect-ratio-multiplier", true, OPTION_DOUBLE, "/sim/current-view/aspect-ratio-multiplier", false, "", 0 },
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{"disable-fullscreen", false, OPTION_BOOL, "/sim/startup/fullscreen", false, "", 0 },
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@ -49,10 +49,6 @@
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#include <simgear/screen/jpgfactory.hxx>
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#endif
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#ifdef FG_USE_CLOUDS_3D
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# include <simgear/scene/sky/clouds3d/SkySceneLoader.hpp>
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# include <simgear/scene/sky/clouds3d/SkyUtil.hpp>
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#endif
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#include <simgear/environment/visual_enviro.hxx>
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#include <Scenery/tileentry.hxx>
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@ -105,11 +101,6 @@ static GLfloat ground_exp2_punch_through;
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// Sky structures
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SGSky *thesky;
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#ifdef FG_USE_CLOUDS_3D
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SkySceneLoader *sgClouds3d;
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bool _bcloud_orig = true;
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#endif
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// hack
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sgMat4 copy_of_ssgOpenGLAxisSwapMatrix =
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{
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@ -327,27 +318,6 @@ FGRenderer::update( bool refresh_camera_settings ) {
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ssgSetCamera( (sgVec4 *)current__view->get_VIEW() );
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}
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if ( fgGetBool("/sim/rendering/clouds3d") ) {
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glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
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cloud3d_imposter_state->force();
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glDisable( GL_FOG );
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glColor4f( 1.0, 1.0, 1.0, 1.0 );
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
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#ifdef FG_USE_CLOUDS_3D
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if ( _bcloud_orig ) {
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Point3D c = globals->get_scenery()->get_center();
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sgClouds3d->Set_Cloud_Orig( &c );
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_bcloud_orig = false;
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}
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sgClouds3d->Update( current__view->get_absolute_view_pos() );
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#endif
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glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
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glDisable(GL_DEPTH_TEST);
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}
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clear_mask = GL_DEPTH_BUFFER_BIT;
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if ( fgGetBool("/sim/rendering/wireframe") ) {
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clear_mask |= GL_COLOR_BUFFER_BIT;
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@ -679,32 +649,6 @@ FGRenderer::update( bool refresh_camera_settings ) {
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ssgCullAndDraw( globals->get_scenery()->get_gnd_lights_root() );
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}
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if ( draw_otw && fgGetBool("/sim/rendering/clouds3d") ) {
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glDisable( GL_FOG );
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glDisable( GL_LIGHTING );
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// cout << "drawing new clouds" << endl;
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ) ;
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/*
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glEnable( GL_TEXTURE_2D );
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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*/
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#ifdef FG_USE_CLOUDS_3D
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sgClouds3d->Draw((sgVec4 *)current__view->get_VIEW());
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#endif
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glEnable( GL_FOG );
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glEnable( GL_LIGHTING );
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glEnable( GL_DEPTH_TEST );
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glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
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}
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sgEnviro.drawLightning();
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if ( draw_otw && draw_clouds ) {
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@ -827,10 +771,6 @@ FGRenderer::resize( int width, int height ) {
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// << ", " << viewmgr->get_current_view()->get_v_fov() << ")"
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// << endl;
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#ifdef FG_USE_CLOUDS_3D
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sgClouds3d->Resize( viewmgr->get_current_view()->get_h_fov(),
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viewmgr->get_current_view()->get_v_fov() );
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#endif
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}
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fgHUDReshape();
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