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simgear/sky/skymoon.cxx
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simgear/sky/skymoon.cxx
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// skymoon.hxx -- draw a moon object
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//
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// Written by Durk Talsma. Originally started October 1997, for distribution
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// with the FlightGear project. Version 2 was written in August and
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// September 1998. This code is based upon algorithms and data kindly
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// provided by Mr. Paul Schlyter. (pausch@saaf.se).
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//
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// Separated out rendering pieces and converted to ssg by Curt Olson,
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// March 2000
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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#include <stdio.h>
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#include <iostream>
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#include <plib/ssg.h>
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#include <simgear/constants.h>
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#include <simgear/misc/fgpath.hxx>
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#include "sphere.hxx"
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#include "skymoon.hxx"
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// Constructor
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FGSkyMoon::FGSkyMoon( void ) {
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}
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// Destructor
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FGSkyMoon::~FGSkyMoon( void ) {
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}
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// initialize the moon object and connect it into our scene graph root
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bool FGSkyMoon::initialize( const FGPath& path ) {
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// create the scene graph for the moon/halo
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FGPath moontex = path;
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moontex.append( "moon.rgba" );
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skymoon = new ssgRoot;
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skymoon->setName( "Sky Moon" );
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// set up the orb state
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orb_state = new ssgSimpleState();
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orb_state->setTexture( (char *)moontex.c_str() );
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orb_state->setShadeModel( GL_SMOOTH );
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orb_state->enable( GL_LIGHTING );
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orb_state->enable( GL_CULL_FACE );
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orb_state->enable( GL_TEXTURE_2D );
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orb_state->enable( GL_COLOR_MATERIAL );
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orb_state->setColourMaterial( GL_DIFFUSE );
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orb_state->setMaterial( GL_AMBIENT, 0.0, 0.0, 0.0, 0.0 );
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orb_state->setMaterial( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
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orb_state->enable( GL_BLEND );
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orb_state->enable( GL_ALPHA_TEST );
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orb_state->setAlphaClamp( 0.01 );
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cl = new ssgColourArray( 1 );
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sgVec4 color;
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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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ssgBranch *orb = ssgMakeSphere( orb_state, cl, 550.0, 15, 15 );
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// force a repaint of the moon colors with arbitrary defaults
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repaint( 0.0 );
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// build the halo
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// moon_texbuf = new GLubyte[64*64*3];
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// moon_texid = makeHalo( moon_texbuf, 64 );
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// my_glWritePPMFile("moonhalo.ppm", moon_texbuf, 64, 64, RGB);
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// set up the halo state
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halo_state = new ssgSimpleState();
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halo_state->setTexture( "halo.rgba" );
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// halo_state->setTexture( moon_texid );
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halo_state->enable( GL_TEXTURE_2D );
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halo_state->disable( GL_LIGHTING );
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halo_state->setShadeModel( GL_SMOOTH );
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halo_state->disable( GL_CULL_FACE );
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halo_state->disable( GL_COLOR_MATERIAL );
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halo_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
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halo_state->setMaterial ( GL_AMBIENT_AND_DIFFUSE, 1, 1, 1, 1 ) ;
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halo_state -> setMaterial ( GL_EMISSION, 0, 0, 0, 1 ) ;
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halo_state -> setMaterial ( GL_SPECULAR, 0, 0, 0, 1 ) ;
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// halo_state -> setShininess ( 0 ) ;
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halo_state->setTranslucent();
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halo_state->enable( GL_ALPHA_TEST );
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halo_state->setAlphaClamp(0.01);
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halo_state->enable ( GL_BLEND ) ;
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// Build ssg structure
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sgVec3 v3;
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halo_vl = new ssgVertexArray;
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sgSetVec3( v3, -5000.0, 0.0, -5000.0 );
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halo_vl->add( v3 );
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sgSetVec3( v3, 5000.0, 0.0, -5000.0 );
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halo_vl->add( v3 );
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sgSetVec3( v3, -5000.0, 0.0, 5000.0 );
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halo_vl->add( v3 );
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sgSetVec3( v3, 5000.0, 0.0, 5000.0 );
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halo_vl->add( v3 );
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sgVec2 v2;
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halo_tl = new ssgTexCoordArray;
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sgSetVec2( v2, 0.0f, 0.0f );
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halo_tl->add( v2 );
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sgSetVec2( v2, 1.0, 0.0 );
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halo_tl->add( v2 );
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sgSetVec2( v2, 0.0, 1.0 );
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halo_tl->add( v2 );
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sgSetVec2( v2, 1.0, 1.0 );
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halo_tl->add( v2 );
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ssgLeaf *halo =
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new ssgVtxTable ( GL_TRIANGLE_STRIP, halo_vl, NULL, halo_tl, cl );
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halo->setState( halo_state );
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// build the ssg scene graph sub tree for the sky and connected
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// into the provide scene graph branch
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moon_selector = new ssgSelector;
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moon_transform = new ssgTransform;
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moon_selector->addKid( moon_transform );
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moon_selector->clrTraversalMaskBits( SSGTRAV_HOT );
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skymoon->addKid( moon_selector );
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// moon_transform->addKid( halo );
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moon_transform->addKid( orb );
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return true;
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}
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// repaint the moon colors based on current value of moon_angle in
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// degrees relative to verticle
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// 0 degrees = high noon
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// 90 degrees = moon rise/set
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// 180 degrees = darkest midnight
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bool FGSkyMoon::repaint( double moon_angle ) {
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if ( moon_angle * RAD_TO_DEG < 100 ) {
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// else moon is well below horizon (so no point in repainting it)
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// x_10 = moon_angle^10
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double x_10 = moon_angle * moon_angle * moon_angle * moon_angle
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* moon_angle * moon_angle * moon_angle * moon_angle * moon_angle
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* moon_angle;
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float ambient = (float)(0.4 * pow (1.1, - x_10 / 30.0));
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if (ambient < 0.3) { ambient = 0.3; }
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if (ambient > 1.0) { ambient = 1.0; }
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sgVec4 color;
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sgSetVec4( color,
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(ambient * 6.0) - 1.0, // minimum value = 0.8
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(ambient * 11.0) - 3.0, // minimum value = 0.3
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(ambient * 12.0) - 3.6, // minimum value = 0.0
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0.5 );
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if (color[0] > 1.0) color[0] = 1.0;
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if (color[1] > 1.0) color[1] = 1.0;
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if (color[2] > 1.0) color[2] = 1.0;
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// cout << "color = " << color[0] << " " << color[1] << " "
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// << color[2] << endl;
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float *ptr;
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ptr = cl->get( 0 );
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sgCopyVec4( ptr, color );
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}
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return true;
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}
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// reposition the moon at the specified right ascension and
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// declination, offset by our current position (p) so that it appears
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// fixed at a great distance from the viewer. Also add in an optional
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// rotation (i.e. for the current time of day.)
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bool FGSkyMoon::reposition( sgVec3 p, double angle,
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double rightAscension, double declination )
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{
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sgMat4 T1, T2, GST, RA, DEC;
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sgVec3 axis;
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sgVec3 v;
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sgMakeTransMat4( T1, p );
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sgSetVec3( axis, 0.0, 0.0, -1.0 );
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sgMakeRotMat4( GST, angle, axis );
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// xglRotatef(((RAD_TO_DEG * rightAscension)- 90.0), 0.0, 0.0, 1.0);
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sgSetVec3( axis, 0.0, 0.0, 1.0 );
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sgMakeRotMat4( RA, (rightAscension * RAD_TO_DEG) - 90.0, axis );
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// xglRotatef((RAD_TO_DEG * declination), 1.0, 0.0, 0.0);
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sgSetVec3( axis, 1.0, 0.0, 0.0 );
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sgMakeRotMat4( DEC, declination * RAD_TO_DEG, axis );
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// xglTranslatef(0,60000,0);
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sgSetVec3( v, 0.0, 60000.0, 0.0 );
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sgMakeTransMat4( T2, v );
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sgMat4 TRANSFORM;
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sgCopyMat4( TRANSFORM, T1 );
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sgPreMultMat4( TRANSFORM, GST );
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sgPreMultMat4( TRANSFORM, RA );
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sgPreMultMat4( TRANSFORM, DEC );
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sgPreMultMat4( TRANSFORM, T2 );
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sgCoord skypos;
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sgSetCoord( &skypos, TRANSFORM );
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moon_transform->setTransform( &skypos );
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return true;
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}
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// Draw the moon
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bool FGSkyMoon::draw() {
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ssgCullAndDraw( skymoon );
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return true;
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}
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108
simgear/sky/skymoon.hxx
Normal file
108
simgear/sky/skymoon.hxx
Normal file
@ -0,0 +1,108 @@
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// skymoon.hxx -- draw a moon object
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//
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// Written by Durk Talsma. Originally started October 1997, for distribution
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// with the FlightGear project. Version 2 was written in August and
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// September 1998. This code is based upon algorithms and data kindly
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// provided by Mr. Paul Schlyter. (pausch@saaf.se).
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//
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// Separated out rendering pieces and converted to ssg by Curt Olson,
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// March 2000
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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#ifndef _SKYMOON_HXX_
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#define _SKYMOON_HXX_
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#include <plib/ssg.h>
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#include <simgear/misc/fgpath.hxx>
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class FGSkyMoon {
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// scene graph root for the skymoon
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ssgRoot *skymoon;
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ssgSelector *moon_selector;
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ssgTransform *moon_transform;
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ssgSimpleState *orb_state;
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ssgSimpleState *halo_state;
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ssgColourArray *cl;
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ssgVertexArray *halo_vl;
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ssgTexCoordArray *halo_tl;
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GLuint moon_texid;
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GLubyte *moon_texbuf;
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public:
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// Constructor
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FGSkyMoon( void );
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// Destructor
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~FGSkyMoon( void );
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// initialize the moon object and connect it into our scene graph
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// root
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bool initialize( const FGPath& path );
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// repaint the moon colors based on current value of moon_anglein
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// degrees relative to verticle
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// 0 degrees = high noon
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// 90 degrees = moon rise/set
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// 180 degrees = darkest midnight
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bool repaint( double moon_angle );
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// reposition the moon at the specified right ascension and
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// declination, offset by our current position (p) so that it
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// appears fixed at a great distance from the viewer. Also add in
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// an optional rotation (i.e. for the current time of day.)
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bool reposition( sgVec3 p, double angle,
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double rightAscension, double declination );
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// Draw the moon
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bool draw();
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// enable the moon in the scene graph (default)
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void enable() { moon_selector->select( 1 ); }
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// disable the moon in the scene graph. The leaf node is still
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// there, how ever it won't be traversed on the cullandrender
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// phase.
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void disable() { moon_selector->select( 0 ); }
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};
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#endif // _SKYMOON_HXX_
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