Initial revision.

This commit is contained in:
curt 2000-03-07 00:47:37 +00:00
parent 17e055a00e
commit 80cf74d85f
2 changed files with 353 additions and 0 deletions

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

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// skymoon.hxx -- draw a moon object
//
// Written by Durk Talsma. Originally started October 1997, for distribution
// with the FlightGear project. Version 2 was written in August and
// September 1998. This code is based upon algorithms and data kindly
// provided by Mr. Paul Schlyter. (pausch@saaf.se).
//
// Separated out rendering pieces and converted to ssg by Curt Olson,
// March 2000
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
//
// $Id$
#ifndef _SKYMOON_HXX_
#define _SKYMOON_HXX_
#include <plib/ssg.h>
#include <simgear/misc/fgpath.hxx>
class FGSkyMoon {
// scene graph root for the skymoon
ssgRoot *skymoon;
ssgSelector *moon_selector;
ssgTransform *moon_transform;
ssgSimpleState *orb_state;
ssgSimpleState *halo_state;
ssgColourArray *cl;
ssgVertexArray *halo_vl;
ssgTexCoordArray *halo_tl;
GLuint moon_texid;
GLubyte *moon_texbuf;
public:
// Constructor
FGSkyMoon( void );
// Destructor
~FGSkyMoon( void );
// initialize the moon object and connect it into our scene graph
// root
bool initialize( const FGPath& path );
// repaint the moon colors based on current value of moon_anglein
// degrees relative to verticle
// 0 degrees = high noon
// 90 degrees = moon rise/set
// 180 degrees = darkest midnight
bool repaint( double moon_angle );
// reposition the moon at the specified right ascension and
// declination, offset by our current position (p) so that it
// appears fixed at a great distance from the viewer. Also add in
// an optional rotation (i.e. for the current time of day.)
bool reposition( sgVec3 p, double angle,
double rightAscension, double declination );
// Draw the moon
bool draw();
// enable the moon in the scene graph (default)
void enable() { moon_selector->select( 1 ); }
// disable the moon in the scene graph. The leaf node is still
// there, how ever it won't be traversed on the cullandrender
// phase.
void disable() { moon_selector->select( 0 ); }
};
#endif // _SKYMOON_HXX_