Norman Vine contributed an optimization to eliminate unnecessary color
recalculations.
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30a14741c9
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@ -44,7 +44,7 @@ SG_USING_STD(endl);
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// Set up star rendering call backs
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// Set up star rendering call backs
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static int sgStarPreDraw( ssgEntity *e ) {
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static int sgStarPreDraw( ssgEntity *e ) {
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/* cout << endl << "Star pre draw" << endl << "----------------"
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/* cout << endl << "Star pre draw" << endl << "----------------"
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<< endl << endl; */
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<< endl << endl; */
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ssgLeaf *f = (ssgLeaf *)e;
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ssgLeaf *f = (ssgLeaf *)e;
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if ( f -> hasState () ) f->getState()->apply() ;
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if ( f -> hasState () ) f->getState()->apply() ;
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@ -60,7 +60,7 @@ static int sgStarPreDraw( ssgEntity *e ) {
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static int sgStarPostDraw( ssgEntity *e ) {
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static int sgStarPostDraw( ssgEntity *e ) {
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/* cout << endl << "Star post draw" << endl << "----------------"
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/* cout << endl << "Star post draw" << endl << "----------------"
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<< endl << endl; */
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<< endl << endl; */
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glPopAttrib();
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glPopAttrib();
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@ -86,7 +86,7 @@ ssgBranch * SGStars::build( int num, sgdVec3 *star_data, double star_dist ) {
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sgVec4 color;
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sgVec4 color;
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if ( star_data == NULL ) {
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if ( star_data == NULL ) {
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cout << "WARNING: null star data passed to SGStars::build()" << endl;
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cout << "WARNING: null star data passed to SGStars::build()" << endl;
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}
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}
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// set up the orb state
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// set up the orb state
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@ -106,27 +106,27 @@ ssgBranch * SGStars::build( int num, sgdVec3 *star_data, double star_dist ) {
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// cl = new ssgColourArray( 1 );
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// cl = new ssgColourArray( 1 );
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// sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
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// sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
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// cl->add( color );
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// cl->add( color );
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// Build ssg structure
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// Build ssg structure
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sgVec3 p;
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sgVec3 p;
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for ( int i = 0; i < num; ++i ) {
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for ( int i = 0; i < num; ++i ) {
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// position seeded to arbitrary values
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// position seeded to arbitrary values
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sgSetVec3( p,
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sgSetVec3( p,
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star_dist * cos( star_data[i][0] )
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star_dist * cos( star_data[i][0] )
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* cos( star_data[i][1] ),
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* cos( star_data[i][1] ),
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star_dist * sin( star_data[i][0] )
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star_dist * sin( star_data[i][0] )
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* cos( star_data[i][1] ),
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* cos( star_data[i][1] ),
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star_dist * sin( star_data[i][1] )
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star_dist * sin( star_data[i][1] )
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);
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);
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vl->add( p );
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vl->add( p );
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// color (magnitude)
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// color (magnitude)
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sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
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sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
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cl->add( color );
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cl->add( color );
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}
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}
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ssgLeaf *stars_obj =
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ssgLeaf *stars_obj =
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new ssgVtxTable ( GL_POINTS, vl, NULL, NULL, cl );
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new ssgVtxTable ( GL_POINTS, vl, NULL, NULL, cl );
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stars_obj->setState( state );
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stars_obj->setState( state );
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stars_obj->setCallback( SSG_CALLBACK_PREDRAW, sgStarPreDraw );
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stars_obj->setCallback( SSG_CALLBACK_PREDRAW, sgStarPreDraw );
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stars_obj->setCallback( SSG_CALLBACK_POSTDRAW, sgStarPostDraw );
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stars_obj->setCallback( SSG_CALLBACK_POSTDRAW, sgStarPostDraw );
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@ -154,62 +154,77 @@ bool SGStars::repaint( double sun_angle, int num, sgdVec3 *star_data ) {
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double mag, nmag, alpha, factor, cutoff;
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double mag, nmag, alpha, factor, cutoff;
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float *color;
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float *color;
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static int old_phase = -1;
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int phase;
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// determine which star structure to draw
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// determine which star structure to draw
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if ( sun_angle > (0.5 * SGD_PI + 10.0 * SGD_DEGREES_TO_RADIANS ) ) {
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if ( sun_angle > (0.5 * SGD_PI + 10.0 * SGD_DEGREES_TO_RADIANS ) ) {
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// deep night
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// deep night
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factor = 1.0;
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factor = 1.0;
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cutoff = 4.5;
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cutoff = 4.5;
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phase = 0;
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} else if ( sun_angle > (0.5 * SGD_PI + 8.8 * SGD_DEGREES_TO_RADIANS ) ) {
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} else if ( sun_angle > (0.5 * SGD_PI + 8.8 * SGD_DEGREES_TO_RADIANS ) ) {
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factor = 1.0;
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factor = 1.0;
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cutoff = 3.8;
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cutoff = 3.8;
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phase = 1;
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} else if ( sun_angle > (0.5 * SGD_PI + 7.5 * SGD_DEGREES_TO_RADIANS ) ) {
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} else if ( sun_angle > (0.5 * SGD_PI + 7.5 * SGD_DEGREES_TO_RADIANS ) ) {
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factor = 0.95;
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factor = 0.95;
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cutoff = 3.1;
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cutoff = 3.1;
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phase = 2;
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} else if ( sun_angle > (0.5 * SGD_PI + 7.0 * SGD_DEGREES_TO_RADIANS ) ) {
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} else if ( sun_angle > (0.5 * SGD_PI + 7.0 * SGD_DEGREES_TO_RADIANS ) ) {
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factor = 0.9;
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factor = 0.9;
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cutoff = 2.4;
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cutoff = 2.4;
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phase = 3;
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} else if ( sun_angle > (0.5 * SGD_PI + 6.5 * SGD_DEGREES_TO_RADIANS ) ) {
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} else if ( sun_angle > (0.5 * SGD_PI + 6.5 * SGD_DEGREES_TO_RADIANS ) ) {
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factor = 0.85;
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factor = 0.85;
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cutoff = 1.8;
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cutoff = 1.8;
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phase = 4;
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} else if ( sun_angle > (0.5 * SGD_PI + 6.0 * SGD_DEGREES_TO_RADIANS ) ) {
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} else if ( sun_angle > (0.5 * SGD_PI + 6.0 * SGD_DEGREES_TO_RADIANS ) ) {
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factor = 0.8;
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factor = 0.8;
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cutoff = 1.2;
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cutoff = 1.2;
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phase = 5;
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} else if ( sun_angle > (0.5 * SGD_PI + 5.5 * SGD_DEGREES_TO_RADIANS ) ) {
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} else if ( sun_angle > (0.5 * SGD_PI + 5.5 * SGD_DEGREES_TO_RADIANS ) ) {
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factor = 0.75;
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factor = 0.75;
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cutoff = 0.6;
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cutoff = 0.6;
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phase = 6;
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} else {
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} else {
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// early dusk or late dawn
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// early dusk or late dawn
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factor = 0.7;
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factor = 0.7;
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cutoff = 0.0;
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cutoff = 0.0;
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phase = 7;
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}
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}
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for ( int i = 0; i < num; ++i ) {
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if( phase != old_phase ) {
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// if ( star_data[i][2] < min ) { min = star_data[i][2]; }
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old_phase = phase;
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// if ( star_data[i][2] > max ) { max = star_data[i][2]; }
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for ( int i = 0; i < num; ++i ) {
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// if ( star_data[i][2] < min ) { min = star_data[i][2]; }
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// if ( star_data[i][2] > max ) { max = star_data[i][2]; }
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// magnitude ranges from -1 (bright) to 4 (dim). The range of
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// magnitude ranges from -1 (bright) to 4 (dim). The
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// star and planet magnitudes can actually go outside of this,
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// range of star and planet magnitudes can actually go
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// but for our purpose, if it is brighter that -1, we'll color
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// outside of this, but for our purpose, if it is brighter
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// it full white/alpha anyway and 4 is a convenient cutoff
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// that -1, we'll color it full white/alpha anyway and 4
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// point which keeps the number of stars drawn at about 500.
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// is a convenient cutoff point which keeps the number of
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// stars drawn at about 500.
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// color (magnitude)
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// color (magnitude)
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mag = star_data[i][2];
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mag = star_data[i][2];
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if ( mag < cutoff ) {
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if ( mag < cutoff ) {
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nmag = ( 4.5 - mag ) / 5.5; // translate to 0 ... 1.0 scale
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nmag = ( 4.5 - mag ) / 5.5; // translate to 0 ... 1.0 scale
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// alpha = nmag * 0.7 + 0.3; // translate to a 0.3 ... 1.0 scale
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// alpha = nmag * 0.7 + 0.3; // translate to a 0.3 ... 1.0 scale
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alpha = nmag * 0.85 + 0.15; // translate to a 0.15 ... 1.0 scale
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alpha = nmag * 0.85 + 0.15; // translate to a 0.15 ... 1.0 scale
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alpha *= factor; // dim when the sun is brighter
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alpha *= factor; // dim when the sun is brighter
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} else {
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} else {
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alpha = 0.0;
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alpha = 0.0;
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}
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}
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if (alpha > 1.0) { alpha = 1.0; }
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if (alpha > 1.0) { alpha = 1.0; }
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if (alpha < 0.0) { alpha = 0.0; }
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if (alpha < 0.0) { alpha = 0.0; }
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color = cl->get( i );
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color = cl->get( i );
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sgSetVec4( color, 1.0, 1.0, 1.0, alpha );
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sgSetVec4( color, 1.0, 1.0, 1.0, alpha );
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// cout << "alpha[" << i << "] = " << alpha << endl;
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// cout << "alpha[" << i << "] = " << alpha << endl;
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}
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}
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}
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// cout << "min = " << min << " max = " << max << " count = " << num
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// cout << "min = " << min << " max = " << max << " count = " << num
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