Working on ssg-ifying sky.

This commit is contained in:
curt 2000-03-06 22:29:21 +00:00
parent a8d8c9d24e
commit 17e055a00e
5 changed files with 154 additions and 343 deletions

View File

@ -2,6 +2,7 @@ noinst_LIBRARIES = libSky.a
libSky_a_SOURCES = \
skydome.cxx skydome.hxx \
skymoon.cxx skymoon.hxx \
skysun.cxx skysun.hxx \
sphere.cxx sphere.hxx

View File

@ -69,16 +69,6 @@
#define BOTTOM_ELEV -2000.0
// static float inner_vertex[12][3];
// static float middle_vertex[12][3];
// static float outer_vertex[12][3];
// static float bottom_vertex[12][3];
// static GLubyte upper_color[12][4];
// static GLubyte middle_color[12][4];
// static GLubyte lower_color[12][4];
// Constructor
FGSkyDome::FGSkyDome( void ) {
}
@ -91,7 +81,7 @@ FGSkyDome::~FGSkyDome( void ) {
// initialize the sky object and connect it into our scene graph
bool FGSkyDome::initialize( ) {
sgVec3 color;
sgVec4 color;
float theta;
int i;
@ -109,6 +99,7 @@ bool FGSkyDome::initialize( ) {
dome_state->enable( GL_COLOR_MATERIAL );
dome_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
dome_state->disable( GL_BLEND );
dome_state->disable( GL_ALPHA_TEST );
// initialize arrays
center_disk_vl = new ssgVertexArray( 14 );
@ -124,7 +115,7 @@ bool FGSkyDome::initialize( ) {
lower_ring_cl = new ssgColourArray( 26 );
// initially seed to all blue
sgSetVec3( color, 0.0, 0.0, 1.0 );
sgSetVec4( color, 0.0, 0.0, 1.0, 1.0 );
// generate the raw vertex data
sgVec3 center_vertex;
@ -260,7 +251,8 @@ bool FGSkyDome::initialize( ) {
// 0 degrees = high noon
// 90 degrees = sun rise/set
// 180 degrees = darkest midnight
bool FGSkyDome::repaint( sgVec3 sky_color, sgVec3 fog_color, double sun_angle ) {
bool FGSkyDome::repaint( sgVec4 sky_color, sgVec4 fog_color, double sun_angle )
{
double diff;
sgVec3 outer_param, outer_amt, outer_diff;
sgVec3 middle_param, middle_amt, middle_diff;
@ -300,10 +292,10 @@ bool FGSkyDome::repaint( sgVec3 sky_color, sgVec3 fog_color, double sun_angle )
// First, recalulate the basic colors
//
sgVec3 upper_color[12];
sgVec3 middle_color[12];
sgVec3 lower_color[12];
sgVec3 bottom_color[12];
sgVec4 upper_color[12];
sgVec4 middle_color[12];
sgVec4 lower_color[12];
sgVec4 bottom_color[12];
for ( i = 0; i < 6; i++ ) {
for ( j = 0; j < 3; j++ ) {
@ -323,8 +315,7 @@ bool FGSkyDome::repaint( sgVec3 sky_color, sgVec3 fog_color, double sun_angle )
if ( lower_color[i][j] > 1.0 ) { lower_color[i][j] = 1.0; }
if ( lower_color[i][j] < 0.1 ) { lower_color[i][j] = 0.1; }
}
// upper_color[i][3] = middle_color[i][3] = lower_color[i][3] =
// (GLubyte)(sky_color[3] * 1.0);
upper_color[i][3] = middle_color[i][3] = lower_color[i][3] = 1.0;
for ( j = 0; j < 3; j++ ) {
outer_amt[j] -= outer_diff[j];
@ -364,8 +355,7 @@ bool FGSkyDome::repaint( sgVec3 sky_color, sgVec3 fog_color, double sun_angle )
if ( lower_color[i][j] > 1.0 ) { lower_color[i][j] = 1.0; }
if ( lower_color[i][j] < 0.1 ) { lower_color[i][j] = 0.1; }
}
// upper_color[i][3] = middle_color[i][3] = lower_color[i][3] =
// (GLubyte)(sky_color[3] * 1.0);
upper_color[i][3] = middle_color[i][3] = lower_color[i][3] = 1.0;
for ( j = 0; j < 3; j++ ) {
outer_amt[j] += outer_diff[j];
@ -385,7 +375,7 @@ bool FGSkyDome::repaint( sgVec3 sky_color, sgVec3 fog_color, double sun_angle )
}
for ( i = 0; i < 12; i++ ) {
sgCopyVec3( bottom_color[i], fog_color );
sgCopyVec4( bottom_color[i], fog_color );
}
//
@ -398,60 +388,60 @@ bool FGSkyDome::repaint( sgVec3 sky_color, sgVec3 fog_color, double sun_angle )
// update the center disk color arrays
counter = 0;
slot = center_disk_cl->get( counter++ );
// sgVec3 red;
// sgSetVec3( red, 1.0, 0.0, 0.0 );
sgCopyVec3( slot, sky_color );
// sgVec4 red;
// sgSetVec4( red, 1.0, 0.0, 0.0, 1.0 );
sgCopyVec4( slot, sky_color );
for ( i = 11; i >= 0; i-- ) {
slot = center_disk_cl->get( counter++ );
sgCopyVec3( slot, upper_color[i] );
sgCopyVec4( slot, upper_color[i] );
}
slot = center_disk_cl->get( counter++ );
sgCopyVec3( slot, upper_color[11] );
sgCopyVec4( slot, upper_color[11] );
// generate the upper ring
counter = 0;
for ( i = 0; i < 12; i++ ) {
slot = upper_ring_cl->get( counter++ );
sgCopyVec3( slot, middle_color[i] );
sgCopyVec4( slot, middle_color[i] );
slot = upper_ring_cl->get( counter++ );
sgCopyVec3( slot, upper_color[i] );
sgCopyVec4( slot, upper_color[i] );
}
slot = upper_ring_cl->get( counter++ );
sgCopyVec3( slot, middle_color[0] );
sgCopyVec4( slot, middle_color[0] );
slot = upper_ring_cl->get( counter++ );
sgCopyVec3( slot, upper_color[0] );
sgCopyVec4( slot, upper_color[0] );
// generate middle ring
counter = 0;
for ( i = 0; i < 12; i++ ) {
slot = middle_ring_cl->get( counter++ );
sgCopyVec3( slot, lower_color[i] );
sgCopyVec4( slot, lower_color[i] );
slot = middle_ring_cl->get( counter++ );
sgCopyVec3( slot, middle_color[i] );
sgCopyVec4( slot, middle_color[i] );
}
slot = middle_ring_cl->get( counter++ );
sgCopyVec3( slot, lower_color[0] );
sgCopyVec4( slot, lower_color[0] );
slot = middle_ring_cl->get( counter++ );
sgCopyVec3( slot, middle_color[0] );
sgCopyVec4( slot, middle_color[0] );
// generate lower ring
counter = 0;
for ( i = 0; i < 12; i++ ) {
slot = lower_ring_cl->get( counter++ );
sgCopyVec3( slot, bottom_color[i] );
sgCopyVec4( slot, bottom_color[i] );
slot = lower_ring_cl->get( counter++ );
sgCopyVec3( slot, lower_color[i] );
sgCopyVec4( slot, lower_color[i] );
}
slot = lower_ring_cl->get( counter++ );
sgCopyVec3( slot, bottom_color[0] );
sgCopyVec4( slot, bottom_color[0] );
slot = lower_ring_cl->get( counter++ );
sgCopyVec3( slot, lower_color[0] );
sgCopyVec4( slot, lower_color[0] );
return true;
}

View File

@ -24,11 +24,13 @@
// $Id$
#include <stdio.h>
#include <iostream>
#include <plib/ssg.h>
#include <simgear/constants.h>
#include <simgear/misc/fgpath.hxx>
#include "sphere.hxx"
#include "skysun.hxx"
@ -44,8 +46,8 @@ FGSkySun::~FGSkySun( void ) {
}
static GLuint makeHalo( GLubyte *sun_texbuf ) {
int texWidth = 64; // 64x64 is plenty
#if 0
static GLuint makeHalo( GLubyte *sun_texbuf, int width ) {
int texSize;
GLuint texid;
GLubyte *p;
@ -69,57 +71,92 @@ static GLuint makeHalo( GLubyte *sun_texbuf ) {
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
// create the actual texture contents
texSize = texWidth * texWidth;
texSize = width * width;
sun_texbuf = new GLubyte[texSize*4];
if ( !sun_texbuf ) {
return 0; // Ugly!
cout << "ouch ..." << endl;
exit(-1); // Ugly!
}
p = sun_texbuf;
radius = (double)(texWidth / 2);
radius = (double)(width / 2);
for (i=0; i < texWidth; i++) {
for (j=0; j < texWidth; j++) {
double x, y, d;
*p = 0xff;
*(p+1) = 0xff;
*(p+2) = 0xff;
x = fabs((double)(i - (texWidth / 2)));
y = fabs((double)(j - (texWidth / 2)));
GLubyte value;
double x, y, d;
for ( i = 0; i < width; i++ ) {
for ( j = 0; j < width; j++ ) {
x = fabs((double)(i - (width / 2)));
y = fabs((double)(j - (width / 2)));
d = sqrt((x * x) + (y * y));
if (d < radius) {
// t is 1.0 at center, 0.0 at edge
double t = 1.0 - (d / radius);
// inverse square looks nice
*(p+3) = (int)((double) 0xff * (t*t));
value = (int)((double) 0xff * (t*t));
} else {
*(p+3) = 0x00;
value = 0x00;
}
p += 4;
*p = value;
*(p+1) = value;
*(p+2) = value;
// *(p+3) = value;
p += 3;
}
}
glTexImage2D( GL_TEXTURE_2D,
/* glTexImage2D( GL_TEXTURE_2D,
0,
GL_RGBA,
texWidth, texWidth,
width, width,
0,
GL_RGBA, GL_UNSIGNED_BYTE,
sun_texbuf );
sun_texbuf ); */
return texid;
}
// initialize the sun object and connect it into our scene graph root
bool FGSkySun::initialize() {
#define RGB 3 // 3 bytes of color info per pixel
#define RGBA 4 // 4 bytes of color+alpha info
void my_glWritePPMFile(const char *filename, GLubyte *buffer, int win_width, int win_height, int mode)
{
int i, j, k, q;
unsigned char *ibuffer;
FILE *fp;
int pixelSize = mode==GL_RGBA?4:3;
ibuffer = (unsigned char *) malloc(win_width*win_height*RGB);
fp = fopen(filename, "wb");
fprintf(fp, "P6\n# CREATOR: glReadPixel()\n%d %d\n%d\n",
win_width, win_height, UCHAR_MAX);
q = 0;
for (i = 0; i < win_height; i++) {
for (j = 0; j < win_width; j++) {
for (k = 0; k < RGB; k++) {
ibuffer[q++] = (unsigned char)
*(buffer + (pixelSize*((win_height-1-i)*win_width+j)+k));
}
}
}
// *(buffer + (pixelSize*((win_height-1-i)*win_width+j)+k));
fwrite(ibuffer, sizeof(unsigned char), RGB*win_width*win_height, fp);
fclose(fp);
free(ibuffer);
printf("wrote file (%d x %d pixels, %d bytes)\n",
win_width, win_height, RGB*win_width*win_height);
}
#endif
// initialize the sun object and connect it into our scene graph root
bool FGSkySun::initialize( const FGPath& path ) {
// create the scene graph for the sun/halo
skysun = new ssgRoot;
skysun->setName( "Sky Sun" );
@ -133,42 +170,47 @@ bool FGSkySun::initialize() {
orb_state->enable( GL_COLOR_MATERIAL );
orb_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
orb_state->disable( GL_BLEND );
orb_state->disable( GL_ALPHA_TEST );
cl = new ssgColourArray( 1 );
sgVec4 color;
sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
cl->add( color );
ssgBranch *orb = ssgMakeSphere( orb_state, cl, 550.0, 10, 10 );
// force a repaint of the sun colors with arbitrary defaults
repaint( 0.0 );
// build the ssg scene graph sub tree for the sky and connected
// into the provide scene graph branch
sun_selector = new ssgSelector;
sun_transform = new ssgTransform;
// orb->setState( orb_state );
sun_transform->addKid( orb );
sun_selector->addKid( sun_transform );
sun_selector->clrTraversalMaskBits( SSGTRAV_HOT );
skysun->addKid( sun_selector );
// build the halo
// sun_texbuf = new GLubyte[64*64*3];
// sun_texid = makeHalo( sun_texbuf, 64 );
// my_glWritePPMFile("sunhalo.ppm", sun_texbuf, 64, 64, RGB);
// set up the halo state
halo_state = new ssgSimpleState();
halo_state->setShadeModel( GL_SMOOTH );
halo_state->disable( GL_LIGHTING );
halo_state->disable( GL_CULL_FACE );
halo_state->enable( GL_TEXTURE_2D );
halo_state->enable( GL_COLOR_MATERIAL );
halo_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
halo_state->enable( GL_BLEND );
halo_state->setTranslucent();
FGPath halo_path = path;
halo_path.append( "halo.rgba" );
halo_state = new ssgSimpleState();
halo_state->setTexture( (char *)halo_path.c_str() );
// halo_state->setTexture( sun_texid );
halo_state->enable( GL_TEXTURE_2D );
halo_state->disable( GL_LIGHTING );
halo_state->setShadeModel( GL_SMOOTH );
halo_state->disable( GL_CULL_FACE );
halo_state->disable( GL_COLOR_MATERIAL );
halo_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
halo_state->setMaterial ( GL_AMBIENT_AND_DIFFUSE, 1, 1, 1, 1 ) ;
halo_state -> setMaterial ( GL_EMISSION, 0, 0, 0, 1 ) ;
halo_state -> setMaterial ( GL_SPECULAR, 0, 0, 0, 1 ) ;
// halo_state -> setShininess ( 0 ) ;
halo_state->setTranslucent();
halo_state->enable( GL_ALPHA_TEST );
halo_state->setAlphaClamp(0.01);
halo_state->enable ( GL_BLEND ) ;
// build the halo
sun_texid = makeHalo( sun_texbuf );
halo_state->setTexture( sun_texid );
cout << "set texture" << endl;;
// Build ssg structure
sgVec3 v3;
@ -177,10 +219,10 @@ bool FGSkySun::initialize() {
halo_vl->add( v3 );
sgSetVec3( v3, 5000.0, 0.0, -5000.0 );
halo_vl->add( v3 );
sgSetVec3( v3, 5000.0, 0.0, 5000.0 );
halo_vl->add( v3 );
sgSetVec3( v3, -5000.0, 0.0, 5000.0 );
halo_vl->add( v3 );
sgSetVec3( v3, 5000.0, 0.0, 5000.0 );
halo_vl->add( v3 );
sgVec2 v2;
halo_tl = new ssgTexCoordArray;
@ -188,16 +230,27 @@ bool FGSkySun::initialize() {
halo_tl->add( v2 );
sgSetVec2( v2, 1.0, 0.0 );
halo_tl->add( v2 );
sgSetVec2( v2, 1.0, 1.0 );
halo_tl->add( v2 );
sgSetVec2( v2, 0.0, 1.0 );
halo_tl->add( v2 );
sgSetVec2( v2, 1.0, 1.0 );
halo_tl->add( v2 );
ssgLeaf *halo =
new ssgVtxTable ( GL_QUADS, halo_vl, NULL, halo_tl, cl );
halo->setState( halo_state);
new ssgVtxTable ( GL_TRIANGLE_STRIP, halo_vl, NULL, halo_tl, cl );
halo->setState( halo_state );
// build the ssg scene graph sub tree for the sky and connected
// into the provide scene graph branch
sun_selector = new ssgSelector;
sun_transform = new ssgTransform;
sun_selector->addKid( sun_transform );
sun_selector->clrTraversalMaskBits( SSGTRAV_HOT );
skysun->addKid( sun_selector );
sun_transform->addKid( halo );
sun_transform->addKid( orb );
return true;
}
@ -220,12 +273,12 @@ bool FGSkySun::repaint( double sun_angle ) {
if (ambient < 0.3) { ambient = 0.3; }
if (ambient > 1.0) { ambient = 1.0; }
sgVec3 color;
sgSetVec3( color,
sgVec4 color;
sgSetVec4( color,
(ambient * 6.0) - 1.0, // minimum value = 0.8
(ambient * 11.0) - 3.0, // minimum value = 0.3
(ambient * 12.0) - 3.6 // minimum value = 0.0
);
(ambient * 12.0) - 3.6, // minimum value = 0.0
1.0 );
if (color[0] > 1.0) color[0] = 1.0;
if (color[1] > 1.0) color[1] = 1.0;
@ -236,7 +289,7 @@ bool FGSkySun::repaint( double sun_angle ) {
float *ptr;
ptr = cl->get( 0 );
sgCopyVec3( ptr, color );
sgCopyVec4( ptr, color );
}
return true;
@ -293,240 +346,3 @@ bool FGSkySun::draw() {
return true;
}
#if 0
/*************************************************************************
* Star::Star(FGTime *t)
* Public constructor for class Star
* Argument: The current time.
* the hard coded orbital elements our sun are passed to
* CelestialBody::CelestialBody();
* note that the word sun is avoided, in order to prevent some compilation
* problems on sun systems
************************************************************************/
Star::Star(FGTime *t) :
CelestialBody (0.000000, 0.0000000000,
0.0000, 0.00000,
282.9404, 4.7093500E-5,
1.0000000, 0.000000,
0.016709, -1.151E-9,
356.0470, 0.98560025850, t)
{
FG_LOG( FG_GENERAL, FG_INFO, "Initializing Sun Texture");
#ifdef GL_VERSION_1_1
glGenTextures(1, &sun_texid);
glBindTexture(GL_TEXTURE_2D, sun_texid);
#elif GL_EXT_texture_object
glGenTexturesEXT(1, &sun_texid);
glBindTextureEXT(GL_TEXTURE_2D, sun_texid);
#else
# error port me
#endif
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
setTexture();
glTexImage2D( GL_TEXTURE_2D,
0,
GL_RGBA,
256, 256,
0,
GL_RGBA, GL_UNSIGNED_BYTE,
sun_texbuf);
SunObject = gluNewQuadric();
if(SunObject == NULL)
{
printf("gluNewQuadric(SunObject) failed !\n");
exit(0);
}
//SunList = 0;
distance = 0.0;
}
Star::~Star()
{
//delete SunObject;
delete [] sun_texbuf;
}
static int texWidth = 256; /* 64x64 is plenty */
void Star::setTexture()
{
int texSize;
//void *textureBuf;
GLubyte *p;
int i,j;
double radius;
texSize = texWidth*texWidth;
sun_texbuf = new GLubyte[texSize*4];
if (!sun_texbuf)
return; // Ugly!
p = sun_texbuf;
radius = (double)(texWidth / 2);
for (i=0; i < texWidth; i++) {
for (j=0; j < texWidth; j++) {
double x, y, d;
*p = 0xff;
*(p+1) = 0xff;
*(p+2) = 0xff;
x = fabs((double)(i - (texWidth / 2)));
y = fabs((double)(j - (texWidth / 2)));
d = sqrt((x * x) + (y * y));
if (d < radius) {
double t = 1.0 - (d / radius); // t is 1.0 at center, 0.0 at edge */
// inverse square looks nice
*(p+3) = (int)((double) 0xff * (t*t));
} else {
*(p+3) = 0x00;
}
p += 4;
}
}
//gluBuild2DMipmaps(GL_TEXTURE_2D, 1, texWidth, texWidth,
// GL_LUMINANCE,
// GL_UNSIGNED_BYTE, textureBuf);
//free(textureBuf);
}
/*************************************************************************
* void Jupiter::updatePosition(FGTime *t, Star *ourSun)
*
* calculates the current position of our sun.
*************************************************************************/
void Star::updatePosition(FGTime *t)
{
double
actTime, eccAnom,
xv, yv, v, r,
xe, ye, ze, ecl;
updateOrbElements(t);
actTime = fgCalcActTime(t);
ecl = DEG_TO_RAD * (23.4393 - 3.563E-7 * actTime); // Angle in Radians
eccAnom = fgCalcEccAnom(M, e); // Calculate the eccentric Anomaly (also known as solving Kepler's equation)
xv = cos(eccAnom) - e;
yv = sqrt (1.0 - e*e) * sin(eccAnom);
v = atan2 (yv, xv); // the sun's true anomaly
distance = r = sqrt (xv*xv + yv*yv); // and its distance
lonEcl = v + w; // the sun's true longitude
latEcl = 0;
// convert the sun's true longitude to ecliptic rectangular
// geocentric coordinates (xs, ys)
xs = r * cos (lonEcl);
ys = r * sin (lonEcl);
// convert ecliptic coordinates to equatorial rectangular
// geocentric coordinates
xe = xs;
ye = ys * cos (ecl);
ze = ys * sin (ecl);
// And finally, calculate right ascension and declination
rightAscension = atan2 (ye, xe);
declination = atan2 (ze, sqrt (xe*xe + ye*ye));
}
void Star::newImage(void)
{
/*static float stars[3];
stars[0] = 0.0;
stars[1] = 0.0;
stars[2] = 1.0;*/
fgLIGHT *l = &cur_light_params;
float sun_angle = l->sun_angle;
if( sun_angle*RAD_TO_DEG < 100 ) { // else no need to draw sun
double x_2, x_4, x_8, x_10;
GLfloat ambient;
GLfloat amb[4];
int sun_size = 550;
// daily variation sun gets larger near horizon
/*if(sun_angle*RAD_TO_DEG > 84.0 && sun_angle*RAD_TO_DEG < 95)
{
double sun_grow = 9*fabs(94-sun_angle*RAD_TO_DEG);
sun_size = (int)(sun_size + sun_size * cos(sun_grow*DEG_TO_RAD));
}*/
x_2 = sun_angle * sun_angle;
x_4 = x_2 * x_2;
x_8 = x_4 * x_4;
x_10 = x_8 * x_2;
ambient = (float)(0.4 * pow (1.1, - x_10 / 30.0));
if (ambient < 0.3) ambient = 0.3;
if (ambient > 1.0) ambient = 1.0;
amb[0] = ((ambient * 6.0) - 1.0); // minimum value = 0.8
amb[1] = ((ambient * 11.0) - 3.0); // minimum value = 0.3
amb[2] = ((ambient * 12.0) - 3.6); // minimum value = 0.0
amb[3] = 1.00;
if (amb[0] > 1.0) amb[0] = 1.0;
if (amb[1] > 1.0) amb[1] = 1.0;
if (amb[2] > 1.0) amb[2] = 1.0;
glColor3fv(amb);
glPushMatrix();
{
glRotatef(((RAD_TO_DEG * rightAscension)- 90.0), 0.0, 0.0, 1.0);
glRotatef((RAD_TO_DEG * declination), 1.0, 0.0, 0.0);
glTranslatef(0,60000,0);
if (current_options.get_textures())
{
glEnable(GL_TEXTURE_2D); // TEXTURE ENABLED
glEnable(GL_BLEND); // BLEND ENABLED
// glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBindTexture(GL_TEXTURE_2D, sun_texid);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-5000, 0.0, -5000);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 5000, 0.0, -5000);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 5000, 0.0, 5000);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-5000, 0.0, 5000);
glEnd();
}
glDisable(GL_TEXTURE_2D); // TEXTURE DISABLED
glDisable(GL_BLEND); // BLEND DISABLED
}
glPopMatrix();
glDisable(GL_LIGHTING); // LIGHTING DISABLED
glDisable(GL_BLEND); // BLEND DISABLED
glPushMatrix();
{
glRotatef(((RAD_TO_DEG * rightAscension)- 90.0), 0.0, 0.0, 1.0);
glRotatef((RAD_TO_DEG * declination), 1.0, 0.0, 0.0);
glColor4fv(amb);
glTranslatef(0,60000,0);
gluSphere( SunObject, sun_size, 10, 10 );
}
glPopMatrix();
glDisable(GL_TEXTURE_2D); // TEXTURE DISABLED
glDisable(GL_BLEND); // BLEND DISABLED
}
}
#endif

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@ -30,6 +30,7 @@
#include <plib/ssg.h>
#include <simgear/misc/fgpath.hxx>
class FGSkySun {
@ -58,8 +59,9 @@ public:
~FGSkySun( void );
// initialize the sun object and connect it into our scene graph
// root
bool initialize();
// root. Pass in the path to your texture directory so
// initialize() can find the halo.rgba texture
bool initialize( const FGPath& path );
// repaint the sun colors based on current value of sun_anglein
// degrees relative to verticle

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@ -44,8 +44,8 @@ ssgBranch *ssgMakeSphere( ssgSimpleState *state, ssgColourArray *cl,
cl = new ssgColourArray( 1 );
}
sgVec3 color;
sgSetVec3( color, 1.0, 1.0, 1.0 );
sgVec4 color;
sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
if ( cl->getNum() > 1 ) {
cl->removeAll();
@ -86,10 +86,11 @@ ssgBranch *ssgMakeSphere( ssgSimpleState *state, ssgColourArray *cl,
// glNormal3f( x*nsign, y*nsign, z*nsign );
sgSetVec3( vec3, x*nsign, y*nsign, z*nsign );
sgNormalizeVec3( vec3 );
nl->add( vec3 );
// glTexCoord2f(s,t);
sgSetVec2( vec2, 2, t );
sgSetVec2( vec2, s, t );
tl->add( vec2 );
// glVertex3f( x*radius, y*radius, z*radius );
@ -102,6 +103,7 @@ ssgBranch *ssgMakeSphere( ssgSimpleState *state, ssgColourArray *cl,
// glNormal3f( x*nsign, y*nsign, z*nsign );
sgSetVec3( vec3, x*nsign, y*nsign, z*nsign );
sgNormalizeVec3( vec3 );
nl->add( vec3 );
// glTexCoord2f(s,t-dt);