#include <math.h>
#include <rsl.h>
+#include "misc.h"
#include "aweather-gui.h"
#include "plugin-radar.h"
#include "data.h"
+#include "marching.h"
static char *nexrad_base = "http://mesonet.agron.iastate.edu/data/";
{
g_debug("AWeatherRadar: class_init");
/* Set defaults */
- radar->gui = NULL;
- radar->soup = NULL;
+ radar->gui = NULL;
+ radar->soup = NULL;
+ radar->cur_triangles = NULL;
+ radar->cur_num_triangles = 0;
}
static void aweather_radar_dispose(GObject *gobject)
{
guint8 **data, int *width, int *height)
{
/* Calculate max number of bins */
- int i, max_bins = 0;
- for (i = 0; i < sweep->h.nrays; i++)
+ int max_bins = 0;
+ for (int i = 0; i < sweep->h.nrays; i++)
max_bins = MAX(max_bins, sweep->ray[i]->h.nbins);
/* Allocate buffer using max number of bins for each ray */
guint8 *buf = g_malloc0(sweep->h.nrays * max_bins * 4);
/* Fill the data */
- int ri, bi;
- for (ri = 0; ri < sweep->h.nrays; ri++) {
+ for (int ri = 0; ri < sweep->h.nrays; ri++) {
Ray *ray = sweep->ray[ri];
- for (bi = 0; bi < ray->h.nbins; bi++) {
+ for (int bi = 0; bi < ray->h.nbins; bi++) {
/* copy RGBA into buffer */
//guint val = dz_f(ray->range[bi]);
guint8 val = (guint8)ray->h.f(ray->range[bi]);
buf[buf_i+0] = colormap->data[val][0];
buf[buf_i+1] = colormap->data[val][1];
buf[buf_i+2] = colormap->data[val][2];
- buf[buf_i+3] = colormap->data[val][3];
+ buf[buf_i+3] = colormap->data[val][3]; // TESTING
if (val == BADVAL || val == RFVAL || val == APFLAG ||
val == NOTFOUND_H || val == NOTFOUND_V || val == NOECHO) {
buf[buf_i+3] = 0x00; // transparent
g_snprintf(col_label_str, 64, "<b>%.2f°</b>", elev);
col_label = gtk_label_new(col_label_str);
gtk_label_set_use_markup(GTK_LABEL(col_label), TRUE);
- gtk_widget_set_size_request(col_label, 40, -1);
+ gtk_widget_set_size_request(col_label, 70, -1);
gtk_table_attach(GTK_TABLE(table), col_label,
cols-1,cols, 0,1, GTK_FILL,GTK_FILL, 0,0);
}
gtk_widget_show_all(table);
}
+static void _aweather_radar_grid_set(GRIDCELL *grid, int gi, Ray *ray, int bi)
+{
+ Range range = ray->range[bi];
+
+ double angle = d2r(ray->h.azimuth);
+ double tilt = d2r(ray->h.elev);
+
+ double lx = sin(angle);
+ double ly = cos(angle);
+ double lz = sin(tilt);
+
+ double dist = bi*ray->h.gate_size + ray->h.range_bin1;
+
+ grid->p[gi].x = lx*dist;
+ grid->p[gi].y = ly*dist;
+ grid->p[gi].z = lz*dist;
+
+ guint8 val = (guint8)ray->h.f(ray->range[bi]);
+ if (val == BADVAL || val == RFVAL || val == APFLAG ||
+ val == NOTFOUND_H || val == NOTFOUND_V || val == NOECHO ||
+ val > 80)
+ val = 0;
+ grid->val[gi] = (float)val;
+ //g_debug("(%.2f,%.2f,%.2f) - (%.0f,%.0f,%.0f) = %d",
+ // angle, tilt, dist,
+ // grid->p[gi].x,
+ // grid->p[gi].y,
+ // grid->p[gi].z,
+ // val);
+}
+
/* Load a radar from a decompressed file */
static void load_radar(AWeatherRadar *self, gchar *radar_file)
{
}
g_free(site);
+#ifdef MARCHING
+ /* Load the surface */
+ if (self->cur_triangles) {
+ g_free(self->cur_triangles);
+ self->cur_triangles = NULL;
+ }
+ self->cur_num_triangles = 0;
+ int x = 1;
+ for (guint vi = 0; vi < radar->h.nvolumes; vi++) {
+ if (radar->v[vi] == NULL) continue;
+
+ for (guint si = 0; si+1 < radar->v[vi]->h.nsweeps; si++) {
+ Sweep *sweep0 = radar->v[vi]->sweep[si+0];
+ Sweep *sweep1 = radar->v[vi]->sweep[si+1];
+
+ //g_debug("_aweather_radar_expose: sweep[%3d-%3d] -- nrays = %d, %d",
+ // si, si+1,sweep0->h.nrays, sweep1->h.nrays);
+
+ /* Skip super->regular resolution switch for now */
+ if (sweep0 == NULL || sweep0->h.elev == 0 ||
+ sweep1 == NULL || sweep1->h.elev == 0 ||
+ sweep0->h.nrays != sweep1->h.nrays)
+ continue;
+
+ /* We repack the arrays so that raysX[0] is always north, etc */
+ Ray **rays0 = g_malloc0(sizeof(Ray*)*sweep0->h.nrays);
+ Ray **rays1 = g_malloc0(sizeof(Ray*)*sweep1->h.nrays);
+
+ for (guint ri = 0; ri < sweep0->h.nrays; ri++)
+ rays0[(guint)(sweep0->ray[ri]->h.azimuth * sweep0->h.nrays / 360)] =
+ sweep0->ray[ri];
+ for (guint ri = 0; ri < sweep1->h.nrays; ri++)
+ rays1[(guint)(sweep1->ray[ri]->h.azimuth * sweep1->h.nrays / 360)] =
+ sweep1->ray[ri];
+
+ for (guint ri = 0; ri+x < sweep0->h.nrays; ri+=x) {
+ //g_debug("_aweather_radar_expose: ray[%3d-%3d] -- nbins = %d, %d, %d, %d",
+ // ri, ri+x,
+ // rays0[ri ]->h.nbins,
+ // rays0[ri+1]->h.nbins,
+ // rays1[ri ]->h.nbins,
+ // rays1[ri+1]->h.nbins);
+
+ for (guint bi = 0; bi+x < rays1[ri]->h.nbins; bi+=x) {
+ GRIDCELL grid = {};
+ _aweather_radar_grid_set(&grid, 7, rays0[(ri )%sweep0->h.nrays], bi+x);
+ _aweather_radar_grid_set(&grid, 6, rays0[(ri+x)%sweep0->h.nrays], bi+x);
+ _aweather_radar_grid_set(&grid, 5, rays0[(ri+x)%sweep0->h.nrays], bi );
+ _aweather_radar_grid_set(&grid, 4, rays0[(ri )%sweep0->h.nrays], bi );
+ _aweather_radar_grid_set(&grid, 3, rays1[(ri )%sweep0->h.nrays], bi+x);
+ _aweather_radar_grid_set(&grid, 2, rays1[(ri+x)%sweep0->h.nrays], bi+x);
+ _aweather_radar_grid_set(&grid, 1, rays1[(ri+x)%sweep0->h.nrays], bi );
+ _aweather_radar_grid_set(&grid, 0, rays1[(ri )%sweep0->h.nrays], bi );
+
+ TRIANGLE tris[10];
+ int n = march_one_cube(grid, 40, tris);
+
+ self->cur_triangles = g_realloc(self->cur_triangles,
+ (self->cur_num_triangles+n)*sizeof(TRIANGLE));
+ for (int i = 0; i < n; i++) {
+ //g_debug("triangle: ");
+ //g_debug("\t(%f,%f,%f)", tris[i].p[0].x, tris[i].p[0].y, tris[i].p[0].z);
+ //g_debug("\t(%f,%f,%f)", tris[i].p[1].x, tris[i].p[1].y, tris[i].p[1].z);
+ //g_debug("\t(%f,%f,%f)", tris[i].p[2].x, tris[i].p[2].y, tris[i].p[2].z);
+ self->cur_triangles[self->cur_num_triangles+i] = tris[i];
+ }
+ self->cur_num_triangles += n;
+ //g_debug(" ");
+ }
+ }
+ }
+ break; // Exit after first volume (reflectivity)
+ }
+#endif
+
/* Load the first sweep by default */
if (radar->h.nvolumes < 1 || radar->v[0]->h.nsweeps < 1) {
g_warning("No sweeps found\n");
return;
Sweep *sweep = self->cur_sweep;
- /* Draw the rays */
+#ifdef MARCHING
+ /* Draw the surface */
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glDisable(GL_TEXTURE_2D);
+ float light_ambient[] = {0.1f, 0.1f, 0.0f};
+ float light_diffuse[] = {0.9f, 0.9f, 0.9f};
+ float light_position[] = {-300000.0f, 500000.0f, 400000.0f, 1.0f};
+ glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
+ glLightfv(GL_LIGHT0, GL_POSITION, light_position);
+ glEnable(GL_LIGHT0);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_COLOR_MATERIAL);
+ glColor4f(1,1,1,0.75);
+ g_debug("ntri=%d", self->cur_num_triangles);
+ glBegin(GL_TRIANGLES);
+ for (int i = 0; i < self->cur_num_triangles; i++) {
+ TRIANGLE t = self->cur_triangles[i];
+ do_normal(t.p[0].x, t.p[0].y, t.p[0].z,
+ t.p[1].x, t.p[1].y, t.p[1].z,
+ t.p[2].x, t.p[2].y, t.p[2].z);
+ glVertex3f(t.p[0].x, t.p[0].y, t.p[0].z);
+ glVertex3f(t.p[1].x, t.p[1].y, t.p[1].z);
+ glVertex3f(t.p[2].x, t.p[2].y, t.p[2].z);
+ }
+ glEnd();
+ glPopMatrix();
+#endif
+ /* Draw the rays */
+ glDisable(GL_LIGHTING);
+ glDisable(GL_COLOR_MATERIAL);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glBindTexture(GL_TEXTURE_2D, self->cur_sweep_tex);
double angle = 0;
if (ri < sweep->h.nrays) {
ray = sweep->ray[ri];
- angle = ((ray->h.azimuth - ((double)ray->h.beam_width/2.))*M_PI)/180.0;
+ angle = d2r(ray->h.azimuth - ((double)ray->h.beam_width/2.));
} else {
/* Do the right side of the last sweep */
ray = sweep->ray[ri-1];
- angle = ((ray->h.azimuth + ((double)ray->h.beam_width/2.))*M_PI)/180.0;
+ angle = d2r(ray->h.azimuth + ((double)ray->h.beam_width/2.));
}
double lx = sin(angle);
glVertex3f(lx*near_dist, ly*near_dist, 2.0);
// far left
+ // todo: correct range-height function
+ double height = sin(d2r(ray->h.elev)) * far_dist;
glTexCoord2f(1.0, (double)ri/sweep->h.nrays-0.01);
- glVertex3f(lx*far_dist, ly*far_dist, 2.0);
+ glVertex3f(lx*far_dist, ly*far_dist, height);
}
//g_print("ri=%d, nr=%d, bw=%f\n", _ri, sweep->h.nrays, sweep->h.beam_width);
glEnd();