Norman Vine contributed an optimization to eliminate unnecessary color

recalculations.
This commit is contained in:
curt 2001-05-29 13:45:06 +00:00
parent 30a14741c9
commit 06f2dba92c

View File

@ -44,7 +44,7 @@ SG_USING_STD(endl);
// Set up star rendering call backs // Set up star rendering call backs
static int sgStarPreDraw( ssgEntity *e ) { static int sgStarPreDraw( ssgEntity *e ) {
/* cout << endl << "Star pre draw" << endl << "----------------" /* cout << endl << "Star pre draw" << endl << "----------------"
<< endl << endl; */ << endl << endl; */
ssgLeaf *f = (ssgLeaf *)e; ssgLeaf *f = (ssgLeaf *)e;
if ( f -> hasState () ) f->getState()->apply() ; if ( f -> hasState () ) f->getState()->apply() ;
@ -60,7 +60,7 @@ static int sgStarPreDraw( ssgEntity *e ) {
static int sgStarPostDraw( ssgEntity *e ) { static int sgStarPostDraw( ssgEntity *e ) {
/* cout << endl << "Star post draw" << endl << "----------------" /* cout << endl << "Star post draw" << endl << "----------------"
<< endl << endl; */ << endl << endl; */
glPopAttrib(); glPopAttrib();
@ -86,7 +86,7 @@ ssgBranch * SGStars::build( int num, sgdVec3 *star_data, double star_dist ) {
sgVec4 color; sgVec4 color;
if ( star_data == NULL ) { if ( star_data == NULL ) {
cout << "WARNING: null star data passed to SGStars::build()" << endl; cout << "WARNING: null star data passed to SGStars::build()" << endl;
} }
// set up the orb state // set up the orb state
@ -106,27 +106,27 @@ ssgBranch * SGStars::build( int num, sgdVec3 *star_data, double star_dist ) {
// cl = new ssgColourArray( 1 ); // cl = new ssgColourArray( 1 );
// sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 ); // sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
// cl->add( color ); // cl->add( color );
// Build ssg structure // Build ssg structure
sgVec3 p; sgVec3 p;
for ( int i = 0; i < num; ++i ) { for ( int i = 0; i < num; ++i ) {
// position seeded to arbitrary values // position seeded to arbitrary values
sgSetVec3( p, sgSetVec3( p,
star_dist * cos( star_data[i][0] ) star_dist * cos( star_data[i][0] )
* cos( star_data[i][1] ), * cos( star_data[i][1] ),
star_dist * sin( star_data[i][0] ) star_dist * sin( star_data[i][0] )
* cos( star_data[i][1] ), * cos( star_data[i][1] ),
star_dist * sin( star_data[i][1] ) star_dist * sin( star_data[i][1] )
); );
vl->add( p ); vl->add( p );
// color (magnitude) // color (magnitude)
sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 ); sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
cl->add( color ); cl->add( color );
} }
ssgLeaf *stars_obj = ssgLeaf *stars_obj =
new ssgVtxTable ( GL_POINTS, vl, NULL, NULL, cl ); new ssgVtxTable ( GL_POINTS, vl, NULL, NULL, cl );
stars_obj->setState( state ); stars_obj->setState( state );
stars_obj->setCallback( SSG_CALLBACK_PREDRAW, sgStarPreDraw ); stars_obj->setCallback( SSG_CALLBACK_PREDRAW, sgStarPreDraw );
stars_obj->setCallback( SSG_CALLBACK_POSTDRAW, sgStarPostDraw ); stars_obj->setCallback( SSG_CALLBACK_POSTDRAW, sgStarPostDraw );
@ -154,62 +154,77 @@ bool SGStars::repaint( double sun_angle, int num, sgdVec3 *star_data ) {
double mag, nmag, alpha, factor, cutoff; double mag, nmag, alpha, factor, cutoff;
float *color; float *color;
static int old_phase = -1;
int phase;
// determine which star structure to draw // determine which star structure to draw
if ( sun_angle > (0.5 * SGD_PI + 10.0 * SGD_DEGREES_TO_RADIANS ) ) { if ( sun_angle > (0.5 * SGD_PI + 10.0 * SGD_DEGREES_TO_RADIANS ) ) {
// deep night // deep night
factor = 1.0; factor = 1.0;
cutoff = 4.5; cutoff = 4.5;
phase = 0;
} else if ( sun_angle > (0.5 * SGD_PI + 8.8 * SGD_DEGREES_TO_RADIANS ) ) { } else if ( sun_angle > (0.5 * SGD_PI + 8.8 * SGD_DEGREES_TO_RADIANS ) ) {
factor = 1.0; factor = 1.0;
cutoff = 3.8; cutoff = 3.8;
phase = 1;
} else if ( sun_angle > (0.5 * SGD_PI + 7.5 * SGD_DEGREES_TO_RADIANS ) ) { } else if ( sun_angle > (0.5 * SGD_PI + 7.5 * SGD_DEGREES_TO_RADIANS ) ) {
factor = 0.95; factor = 0.95;
cutoff = 3.1; cutoff = 3.1;
phase = 2;
} else if ( sun_angle > (0.5 * SGD_PI + 7.0 * SGD_DEGREES_TO_RADIANS ) ) { } else if ( sun_angle > (0.5 * SGD_PI + 7.0 * SGD_DEGREES_TO_RADIANS ) ) {
factor = 0.9; factor = 0.9;
cutoff = 2.4; cutoff = 2.4;
phase = 3;
} else if ( sun_angle > (0.5 * SGD_PI + 6.5 * SGD_DEGREES_TO_RADIANS ) ) { } else if ( sun_angle > (0.5 * SGD_PI + 6.5 * SGD_DEGREES_TO_RADIANS ) ) {
factor = 0.85; factor = 0.85;
cutoff = 1.8; cutoff = 1.8;
phase = 4;
} else if ( sun_angle > (0.5 * SGD_PI + 6.0 * SGD_DEGREES_TO_RADIANS ) ) { } else if ( sun_angle > (0.5 * SGD_PI + 6.0 * SGD_DEGREES_TO_RADIANS ) ) {
factor = 0.8; factor = 0.8;
cutoff = 1.2; cutoff = 1.2;
phase = 5;
} else if ( sun_angle > (0.5 * SGD_PI + 5.5 * SGD_DEGREES_TO_RADIANS ) ) { } else if ( sun_angle > (0.5 * SGD_PI + 5.5 * SGD_DEGREES_TO_RADIANS ) ) {
factor = 0.75; factor = 0.75;
cutoff = 0.6; cutoff = 0.6;
phase = 6;
} else { } else {
// early dusk or late dawn // early dusk or late dawn
factor = 0.7; factor = 0.7;
cutoff = 0.0; cutoff = 0.0;
phase = 7;
} }
for ( int i = 0; i < num; ++i ) { if( phase != old_phase ) {
// if ( star_data[i][2] < min ) { min = star_data[i][2]; } old_phase = phase;
// if ( star_data[i][2] > max ) { max = star_data[i][2]; } for ( int i = 0; i < num; ++i ) {
// if ( star_data[i][2] < min ) { min = star_data[i][2]; }
// if ( star_data[i][2] > max ) { max = star_data[i][2]; }
// magnitude ranges from -1 (bright) to 4 (dim). The range of // magnitude ranges from -1 (bright) to 4 (dim). The
// star and planet magnitudes can actually go outside of this, // range of star and planet magnitudes can actually go
// but for our purpose, if it is brighter that -1, we'll color // outside of this, but for our purpose, if it is brighter
// it full white/alpha anyway and 4 is a convenient cutoff // that -1, we'll color it full white/alpha anyway and 4
// point which keeps the number of stars drawn at about 500. // is a convenient cutoff point which keeps the number of
// stars drawn at about 500.
// color (magnitude) // color (magnitude)
mag = star_data[i][2]; mag = star_data[i][2];
if ( mag < cutoff ) { if ( mag < cutoff ) {
nmag = ( 4.5 - mag ) / 5.5; // translate to 0 ... 1.0 scale nmag = ( 4.5 - mag ) / 5.5; // translate to 0 ... 1.0 scale
// alpha = nmag * 0.7 + 0.3; // translate to a 0.3 ... 1.0 scale // alpha = nmag * 0.7 + 0.3; // translate to a 0.3 ... 1.0 scale
alpha = nmag * 0.85 + 0.15; // translate to a 0.15 ... 1.0 scale alpha = nmag * 0.85 + 0.15; // translate to a 0.15 ... 1.0 scale
alpha *= factor; // dim when the sun is brighter alpha *= factor; // dim when the sun is brighter
} else { } else {
alpha = 0.0; alpha = 0.0;
} }
if (alpha > 1.0) { alpha = 1.0; } if (alpha > 1.0) { alpha = 1.0; }
if (alpha < 0.0) { alpha = 0.0; } if (alpha < 0.0) { alpha = 0.0; }
color = cl->get( i ); color = cl->get( i );
sgSetVec4( color, 1.0, 1.0, 1.0, alpha ); sgSetVec4( color, 1.0, 1.0, 1.0, alpha );
// cout << "alpha[" << i << "] = " << alpha << endl; // cout << "alpha[" << i << "] = " << alpha << endl;
}
} }
// cout << "min = " << min << " max = " << max << " count = " << num // cout << "min = " << min << " max = " << max << " count = " << num