Working on separating out ephemeris code from the actual rendering code
which I am trying to ssg-ify at the same time.
This commit is contained in:
parent
03b10d64a8
commit
a8db14196a
@ -2,6 +2,7 @@ noinst_LIBRARIES = libAstro.a
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libAstro_a_SOURCES = \
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celestialBody.cxx celestialBody.hxx \
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ephemeris.cxx ephemeris.hxx \
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jupiter.cxx jupiter.hxx \
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mars.cxx mars.hxx \
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mercury.cxx mercury.hxx \
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@ -39,8 +39,8 @@ class Star;
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class CelestialBody
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{
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protected: // make the data protected, in order to give the inherited
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// classes direct access to the data
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protected: // make the data protected, in order to give the
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// inherited classes direct access to the data
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double NFirst; /* longitude of the ascending node first part */
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double NSec; /* longitude of the ascending node second part */
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double iFirst; /* inclination to the ecliptic first part */
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@ -72,8 +72,17 @@ public:
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double af, double as,
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double ef, double es,
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double Mf, double Ms, FGTime *t);
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CelestialBody(double Nf, double Ns,
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double If, double Is,
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double wf, double ws,
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double af, double as,
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double ef, double es,
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double Mf, double Ms);
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void getPos(double *ra, double *dec);
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void getPos(double *ra, double *dec, double *magnitude);
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double getRightAscension();
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double getDeclination();
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double getMagnitude();
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double getLon();
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double getLat();
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void updatePosition(FGTime *t, Star *ourSun);
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@ -115,6 +124,21 @@ inline CelestialBody::CelestialBody(double Nf, double Ns,
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updateOrbElements(t);
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};
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inline CelestialBody::CelestialBody(double Nf, double Ns,
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double If, double Is,
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double wf, double ws,
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double af, double as,
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double ef, double es,
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double Mf, double Ms)
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{
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NFirst = Nf; NSec = Ns;
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iFirst = If; iSec = Is;
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wFirst = wf; wSec = ws;
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aFirst = af; aSec = as;
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eFirst = ef; eSec = es;
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MFirst = Mf; MSec = Ms;
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};
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/****************************************************************************
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* inline void CelestialBody::updateOrbElements(FGTime *t)
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* given the current time, this private member calculates the actual
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@ -171,6 +195,10 @@ inline void CelestialBody::getPos(double* ra, double* dec, double* magn)
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*magn = magnitude;
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}
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inline double CelestialBody::getRightAscension() { return rightAscension; }
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inline double CelestialBody::getDeclination() { return declination; }
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inline double CelestialBody::getMagnitude() { return magnitude; }
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inline double CelestialBody::getLon()
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{
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return lonEcl;
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@ -1,814 +0,0 @@
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// skydome.cxx -- model sky with an upside down "bowl"
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//
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// Written by Curtis Olson, started December 1997.
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// SSG-ified by Curtis Olson, February 2000.
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//
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// Copyright (C) 1997-2000 Curtis L. Olson - curt@flightgear.org
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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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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#ifdef HAVE_WINDOWS_H
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# include <windows.h>
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#endif
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#include <math.h>
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#include <GL/glut.h>
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#include <simgear/xgl/xgl.h>
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#include <simgear/constants.h>
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#include <simgear/debug/logstream.hxx>
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#include <simgear/math/fg_random.h>
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#include <Aircraft/aircraft.hxx>
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#include <FDM/flight.hxx>
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#include <Main/views.hxx>
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#include <Time/event.hxx>
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#include <Time/fg_time.hxx>
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#include "skydome.hxx"
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#ifdef __MWERKS__
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# pragma global_optimizer off
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#endif
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// in meters of course
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#define CENTER_ELEV 25000.0
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#define UPPER_RADIUS 50000.0
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#define UPPER_ELEV 20000.0
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#define MIDDLE_RADIUS 70000.0
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#define MIDDLE_ELEV 8000.0
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#define LOWER_RADIUS 80000.0
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#define LOWER_ELEV 0.0
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#define BOTTOM_RADIUS 50000.0
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#define BOTTOM_ELEV -2000.0
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// static float inner_vertex[12][3];
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// static float middle_vertex[12][3];
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// static float outer_vertex[12][3];
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// static float bottom_vertex[12][3];
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// static GLubyte upper_color[12][4];
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// static GLubyte middle_color[12][4];
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// static GLubyte lower_color[12][4];
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// Defined the shared sky object here
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FGSkyDome current_sky;
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// Constructor
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FGSkyDome::FGSkyDome( void ) {
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}
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// Destructor
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FGSkyDome::~FGSkyDome( void ) {
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}
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// initialize the sky object and connect it into the scene graph
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bool FGSkyDome::initialize( ssgRoot *root ) {
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sgVec3 color;
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float theta;
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int i;
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// set up the state
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sky_state = new ssgSimpleState();
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if ( current_options.get_shading() == 1 ) {
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sky_state->setShadeModel( GL_SMOOTH );
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} else {
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sky_state->setShadeModel( GL_FLAT );
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}
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sky_state->disable( GL_LIGHTING );
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sky_state->disable( GL_DEPTH_TEST );
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sky_state->disable( GL_CULL_FACE );
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sky_state->disable( GL_TEXTURE );
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sky_state->enable( GL_COLOR_MATERIAL );
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sky_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
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// initialize arrays
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center_disk_vl = new ssgVertexArray( 14 );
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center_disk_cl = new ssgColourArray( 14 );
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upper_ring_vl = new ssgVertexArray( 26 );
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upper_ring_cl = new ssgColourArray( 26 );
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middle_ring_vl = new ssgVertexArray( 26 );
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middle_ring_cl = new ssgColourArray( 26 );
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lower_ring_vl = new ssgVertexArray( 26 );
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lower_ring_cl = new ssgColourArray( 26 );
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// initially seed to all blue
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sgSetVec3( color, 0.0, 0.0, 1.0 );
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// generate the raw vertex data
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sgVec3 center_vertex;
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sgVec3 upper_vertex[12];
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sgVec3 middle_vertex[12];
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sgVec3 lower_vertex[12];
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sgVec3 bottom_vertex[12];
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sgSetVec3( center_vertex, 0.0, 0.0, CENTER_ELEV );
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for ( i = 0; i < 12; i++ ) {
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theta = (i * 30.0) * DEG_TO_RAD;
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sgSetVec3( upper_vertex[i],
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cos(theta) * UPPER_RADIUS,
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sin(theta) * UPPER_RADIUS,
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UPPER_ELEV );
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sgSetVec3( middle_vertex[i],
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cos((double)theta) * MIDDLE_RADIUS,
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sin((double)theta) * MIDDLE_RADIUS,
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MIDDLE_ELEV );
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sgSetVec3( lower_vertex[i],
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cos((double)theta) * LOWER_RADIUS,
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sin((double)theta) * LOWER_RADIUS,
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LOWER_ELEV );
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sgSetVec3( bottom_vertex[i],
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cos((double)theta) * BOTTOM_RADIUS,
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sin((double)theta) * BOTTOM_RADIUS,
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BOTTOM_ELEV );
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}
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// generate the center disk vertex/color arrays
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center_disk_vl->add( center_vertex );
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center_disk_cl->add( color );
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for ( i = 11; i >= 0; i-- ) {
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center_disk_vl->add( upper_vertex[i] );
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center_disk_cl->add( color );
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}
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center_disk_vl->add( upper_vertex[11] );
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center_disk_cl->add( color );
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// generate the upper ring
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for ( i = 0; i < 12; i++ ) {
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upper_ring_vl->add( middle_vertex[i] );
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upper_ring_cl->add( color );
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upper_ring_vl->add( upper_vertex[i] );
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upper_ring_cl->add( color );
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}
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upper_ring_vl->add( middle_vertex[0] );
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upper_ring_cl->add( color );
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upper_ring_vl->add( upper_vertex[0] );
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upper_ring_cl->add( color );
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// generate middle ring
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for ( i = 0; i < 12; i++ ) {
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middle_ring_vl->add( lower_vertex[i] );
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middle_ring_cl->add( color );
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middle_ring_vl->add( middle_vertex[i] );
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middle_ring_cl->add( color );
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}
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middle_ring_vl->add( lower_vertex[0] );
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middle_ring_cl->add( color );
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middle_ring_vl->add( middle_vertex[0] );
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middle_ring_cl->add( color );
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// generate lower ring
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for ( i = 0; i < 12; i++ ) {
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lower_ring_vl->add( bottom_vertex[i] );
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lower_ring_cl->add( color );
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lower_ring_vl->add( lower_vertex[i] );
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lower_ring_cl->add( color );
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}
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lower_ring_vl->add( bottom_vertex[0] );
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lower_ring_cl->add( color );
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lower_ring_vl->add( lower_vertex[0] );
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lower_ring_cl->add( color );
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// force a repaint of the sky colors with ugly defaults
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sgVec3 fog_color;
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sgSetVec3( fog_color, 1.0, 1.0, 1.0 );
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repaint( color, fog_color, 0.0 );
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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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sky_selector = new ssgSelector;
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sky_transform = new ssgTransform;
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ssgVtxTable *center_disk, *upper_ring, *middle_ring, *lower_ring;
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center_disk = new ssgVtxTable( GL_TRIANGLE_FAN,
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center_disk_vl, NULL, NULL, center_disk_cl );
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upper_ring = new ssgVtxTable( GL_TRIANGLE_STRIP,
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upper_ring_vl, NULL, NULL, upper_ring_cl );
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middle_ring = new ssgVtxTable( GL_TRIANGLE_STRIP,
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middle_ring_vl, NULL, NULL, middle_ring_cl );
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lower_ring = new ssgVtxTable( GL_TRIANGLE_STRIP,
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lower_ring_vl, NULL, NULL, lower_ring_cl );
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center_disk->setState( sky_state );
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upper_ring->setState( sky_state );
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middle_ring->setState( sky_state );
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lower_ring->setState( sky_state );
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sky_transform->addKid( center_disk );
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sky_transform->addKid( upper_ring );
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sky_transform->addKid( middle_ring );
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sky_transform->addKid( lower_ring );
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sky_selector->addKid( sky_transform );
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sky_selector->clrTraversalMaskBits( SSGTRAV_HOT );
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root->addKid( sky_selector );
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return true;
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}
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// repaint the sky colors based on current value of sun_angle, sky,
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// and fog colors. This updates the color arrays for ssgVtxTable.
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// sun angle in degrees relative to verticle
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// 0 degrees = high noon
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// 90 degrees = sun rise/set
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// 180 degrees = darkest midnight
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bool FGSkyDome::repaint( sgVec3 sky_color, sgVec3 fog_color, double sun_angle ) {
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double diff;
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sgVec3 outer_param, outer_amt, outer_diff;
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sgVec3 middle_param, middle_amt, middle_diff;
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int i, j;
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// Check for sunrise/sunset condition
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if ( (sun_angle > 80.0) && (sun_angle < 100.0) ) {
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// 0.0 - 0.4
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sgSetVec3( outer_param,
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(10.0 - fabs(90.0 - sun_angle)) / 20.0,
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(10.0 - fabs(90.0 - sun_angle)) / 40.0,
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-(10.0 - fabs(90.0 - sun_angle)) / 30.0 );
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sgSetVec3( middle_param,
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(10.0 - fabs(90.0 - sun_angle)) / 40.0,
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(10.0 - fabs(90.0 - sun_angle)) / 80.0,
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0.0 );
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sgScaleVec3( outer_diff, outer_param, 1.0 / 6.0 );
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sgScaleVec3( middle_diff, middle_param, 1.0 / 6.0 );
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} else {
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sgSetVec3( outer_param, 0.0, 0.0, 0.0 );
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sgSetVec3( middle_param, 0.0, 0.0, 0.0 );
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sgSetVec3( outer_diff, 0.0, 0.0, 0.0 );
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sgSetVec3( middle_diff, 0.0, 0.0, 0.0 );
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}
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// printf(" outer_red_param = %.2f outer_red_diff = %.2f\n",
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// outer_red_param, outer_red_diff);
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// calculate transition colors between sky and fog
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sgCopyVec3( outer_amt, outer_param );
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sgCopyVec3( middle_amt, middle_param );
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//
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// First, recalulate the basic colors
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//
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sgVec3 upper_color[12];
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sgVec3 middle_color[12];
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sgVec3 lower_color[12];
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sgVec3 bottom_color[12];
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for ( i = 0; i < 6; i++ ) {
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for ( j = 0; j < 3; j++ ) {
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diff = sky_color[j] - fog_color[j];
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// printf("sky = %.2f fog = %.2f diff = %.2f\n",
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// l->sky_color[j], l->fog_color[j], diff);
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upper_color[i][j] = sky_color[j] - diff * 0.3;
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middle_color[i][j] = sky_color[j] - diff * 0.9 + middle_amt[j];
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lower_color[i][j] = fog_color[j] + outer_amt[j];
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if ( upper_color[i][j] > 1.0 ) { upper_color[i][j] = 1.0; }
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if ( upper_color[i][j] < 0.1 ) { upper_color[i][j] = 0.1; }
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if ( middle_color[i][j] > 1.0 ) { middle_color[i][j] = 1.0; }
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if ( middle_color[i][j] < 0.1 ) { middle_color[i][j] = 0.1; }
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if ( lower_color[i][j] > 1.0 ) { lower_color[i][j] = 1.0; }
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if ( lower_color[i][j] < 0.1 ) { lower_color[i][j] = 0.1; }
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}
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// upper_color[i][3] = middle_color[i][3] = lower_color[i][3] =
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// (GLubyte)(sky_color[3] * 1.0);
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for ( j = 0; j < 3; j++ ) {
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outer_amt[j] -= outer_diff[j];
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middle_amt[j] -= middle_diff[j];
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}
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/*
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printf("upper_color[%d] = %.2f %.2f %.2f %.2f\n", i, upper_color[i][0],
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upper_color[i][1], upper_color[i][2], upper_color[i][3]);
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printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
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middle_color[i][0], middle_color[i][1], middle_color[i][2],
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middle_color[i][3]);
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printf("lower_color[%d] = %.2f %.2f %.2f %.2f\n", i,
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lower_color[i][0], lower_color[i][1], lower_color[i][2],
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lower_color[i][3]);
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*/
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}
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sgSetVec3( outer_amt, 0.0, 0.0, 0.0 );
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sgSetVec3( middle_amt, 0.0, 0.0, 0.0 );
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for ( i = 6; i < 12; i++ ) {
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for ( j = 0; j < 3; j++ ) {
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diff = sky_color[j] - fog_color[j];
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// printf("sky = %.2f fog = %.2f diff = %.2f\n",
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// sky_color[j], fog_color[j], diff);
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upper_color[i][j] = sky_color[j] - diff * 0.3;
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middle_color[i][j] = sky_color[j] - diff * 0.9 + middle_amt[j];
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lower_color[i][j] = fog_color[j] + outer_amt[j];
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if ( upper_color[i][j] > 1.0 ) { upper_color[i][j] = 1.0; }
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if ( upper_color[i][j] < 0.1 ) { upper_color[i][j] = 0.1; }
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if ( middle_color[i][j] > 1.0 ) { middle_color[i][j] = 1.0; }
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if ( middle_color[i][j] < 0.1 ) { middle_color[i][j] = 0.1; }
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if ( lower_color[i][j] > 1.0 ) { lower_color[i][j] = 1.0; }
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if ( lower_color[i][j] < 35 ) { lower_color[i][j] = 35; }
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}
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// upper_color[i][3] = middle_color[i][3] = lower_color[i][3] =
|
||||
// (GLubyte)(sky_color[3] * 1.0);
|
||||
|
||||
for ( j = 0; j < 3; j++ ) {
|
||||
outer_amt[j] += outer_diff[j];
|
||||
middle_amt[j] += middle_diff[j];
|
||||
}
|
||||
|
||||
/*
|
||||
printf("upper_color[%d] = %.2f %.2f %.2f %.2f\n", i, upper_color[i][0],
|
||||
upper_color[i][1], upper_color[i][2], upper_color[i][3]);
|
||||
printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
|
||||
middle_color[i][0], middle_color[i][1], middle_color[i][2],
|
||||
middle_color[i][3]);
|
||||
printf("lower_color[%d] = %.2f %.2f %.2f %.2f\n", i,
|
||||
lower_color[i][0], lower_color[i][1], lower_color[i][2],
|
||||
lower_color[i][3]);
|
||||
*/
|
||||
}
|
||||
|
||||
for ( i = 0; i < 12; i++ ) {
|
||||
sgCopyVec3( bottom_color[i], fog_color );
|
||||
}
|
||||
|
||||
//
|
||||
// Second, assign the basic colors to the object color arrays
|
||||
//
|
||||
|
||||
float *slot;
|
||||
int counter;
|
||||
|
||||
// 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 );
|
||||
for ( i = 11; i >= 0; i-- ) {
|
||||
slot = center_disk_cl->get( counter++ );
|
||||
sgCopyVec3( slot, upper_color[i] );
|
||||
}
|
||||
slot = center_disk_cl->get( counter++ );
|
||||
sgCopyVec3( 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] );
|
||||
|
||||
slot = upper_ring_cl->get( counter++ );
|
||||
sgCopyVec3( slot, upper_color[i] );
|
||||
}
|
||||
slot = upper_ring_cl->get( counter++ );
|
||||
sgCopyVec3( slot, middle_color[0] );
|
||||
|
||||
slot = upper_ring_cl->get( counter++ );
|
||||
sgCopyVec3( 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] );
|
||||
|
||||
slot = middle_ring_cl->get( counter++ );
|
||||
sgCopyVec3( slot, middle_color[i] );
|
||||
}
|
||||
slot = middle_ring_cl->get( counter++ );
|
||||
sgCopyVec3( slot, lower_color[0] );
|
||||
|
||||
slot = middle_ring_cl->get( counter++ );
|
||||
sgCopyVec3( 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] );
|
||||
|
||||
slot = lower_ring_cl->get( counter++ );
|
||||
sgCopyVec3( slot, lower_color[i] );
|
||||
}
|
||||
slot = lower_ring_cl->get( counter++ );
|
||||
sgCopyVec3( slot, bottom_color[0] );
|
||||
|
||||
slot = lower_ring_cl->get( counter++ );
|
||||
sgCopyVec3( slot, lower_color[0] );
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
// reposition the sky at the specified origin and orientation
|
||||
// lon specifies a rotation about the Z axis
|
||||
// lat specifies a rotation about the new Y axis
|
||||
// spin specifies a rotation about the new Z axis (and orients the
|
||||
// sunrise/set effects
|
||||
bool FGSkyDome::reposition( sgVec3 p, double lon, double lat, double spin ) {
|
||||
sgMat4 T, LON, LAT, SPIN;
|
||||
sgVec3 axis;
|
||||
|
||||
// Translate to view position
|
||||
// Point3D zero_elev = current_view.get_cur_zero_elev();
|
||||
// xglTranslatef( zero_elev.x(), zero_elev.y(), zero_elev.z() );
|
||||
sgMakeTransMat4( T, p );
|
||||
|
||||
// printf(" Translated to %.2f %.2f %.2f\n",
|
||||
// zero_elev.x, zero_elev.y, zero_elev.z );
|
||||
|
||||
// Rotate to proper orientation
|
||||
// printf(" lon = %.2f lat = %.2f\n", FG_Longitude * RAD_TO_DEG,
|
||||
// FG_Latitude * RAD_TO_DEG);
|
||||
// xglRotatef( f->get_Longitude() * RAD_TO_DEG, 0.0, 0.0, 1.0 );
|
||||
sgSetVec3( axis, 0.0, 0.0, 1.0 );
|
||||
sgMakeRotMat4( LON, lon * RAD_TO_DEG, axis );
|
||||
|
||||
// xglRotatef( 90.0 - f->get_Latitude() * RAD_TO_DEG, 0.0, 1.0, 0.0 );
|
||||
sgSetVec3( axis, 0.0, 1.0, 0.0 );
|
||||
sgMakeRotMat4( LAT, 90.0 - lat * RAD_TO_DEG, axis );
|
||||
|
||||
// xglRotatef( l->sun_rotation * RAD_TO_DEG, 0.0, 0.0, 1.0 );
|
||||
sgSetVec3( axis, 0.0, 0.0, 1.0 );
|
||||
sgMakeRotMat4( SPIN, spin * RAD_TO_DEG, axis );
|
||||
|
||||
sgMat4 TRANSFORM;
|
||||
|
||||
sgCopyMat4( TRANSFORM, T );
|
||||
sgPreMultMat4( TRANSFORM, LON );
|
||||
sgPreMultMat4( TRANSFORM, LAT );
|
||||
sgPreMultMat4( TRANSFORM, SPIN );
|
||||
|
||||
sgCoord skypos;
|
||||
sgSetCoord( &skypos, TRANSFORM );
|
||||
|
||||
sky_transform->setTransform( &skypos );
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
#if 0
|
||||
|
||||
// depricated code from here to the end
|
||||
|
||||
|
||||
// Calculate the sky structure vertices
|
||||
void fgSkyVerticesInit() {
|
||||
float theta;
|
||||
int i;
|
||||
|
||||
FG_LOG(FG_ASTRO, FG_INFO, " Generating the sky dome vertices.");
|
||||
|
||||
for ( i = 0; i < 12; i++ ) {
|
||||
theta = (i * 30.0) * DEG_TO_RAD;
|
||||
|
||||
inner_vertex[i][0] = cos(theta) * UPPER_RADIUS;
|
||||
inner_vertex[i][1] = sin(theta) * UPPER_RADIUS;
|
||||
inner_vertex[i][2] = UPPER_ELEV;
|
||||
|
||||
// printf(" %.2f %.2f\n", cos(theta) * UPPER_RADIUS,
|
||||
// sin(theta) * UPPER_RADIUS);
|
||||
|
||||
middle_vertex[i][0] = cos((double)theta) * MIDDLE_RADIUS;
|
||||
middle_vertex[i][1] = sin((double)theta) * MIDDLE_RADIUS;
|
||||
middle_vertex[i][2] = MIDDLE_ELEV;
|
||||
|
||||
outer_vertex[i][0] = cos((double)theta) * LOWER_RADIUS;
|
||||
outer_vertex[i][1] = sin((double)theta) * LOWER_RADIUS;
|
||||
outer_vertex[i][2] = LOWER_ELEV;
|
||||
|
||||
bottom_vertex[i][0] = cos((double)theta) * BOTTOM_RADIUS;
|
||||
bottom_vertex[i][1] = sin((double)theta) * BOTTOM_RADIUS;
|
||||
bottom_vertex[i][2] = BOTTOM_ELEV;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// (Re)calculate the sky colors at each vertex
|
||||
void fgSkyColorsInit() {
|
||||
fgLIGHT *l;
|
||||
double sun_angle, diff;
|
||||
double outer_param[3], outer_amt[3], outer_diff[3];
|
||||
double middle_param[3], middle_amt[3], middle_diff[3];
|
||||
int i, j;
|
||||
|
||||
l = &cur_light_params;
|
||||
|
||||
FG_LOG( FG_ASTRO, FG_INFO,
|
||||
" Generating the sky colors for each vertex." );
|
||||
|
||||
// setup for the possibility of sunset effects
|
||||
sun_angle = l->sun_angle * RAD_TO_DEG;
|
||||
// fgPrintf( FG_ASTRO, FG_INFO,
|
||||
// " Sun angle in degrees = %.2f\n", sun_angle);
|
||||
|
||||
if ( (sun_angle > 80.0) && (sun_angle < 100.0) ) {
|
||||
// 0.0 - 0.4
|
||||
outer_param[0] = (10.0 - fabs(90.0 - sun_angle)) / 20.0;
|
||||
outer_param[1] = (10.0 - fabs(90.0 - sun_angle)) / 40.0;
|
||||
outer_param[2] = -(10.0 - fabs(90.0 - sun_angle)) / 30.0;
|
||||
// outer_param[2] = 0.0;
|
||||
|
||||
middle_param[0] = (10.0 - fabs(90.0 - sun_angle)) / 40.0;
|
||||
middle_param[1] = (10.0 - fabs(90.0 - sun_angle)) / 80.0;
|
||||
middle_param[2] = 0.0;
|
||||
|
||||
outer_diff[0] = outer_param[0] / 6.0;
|
||||
outer_diff[1] = outer_param[1] / 6.0;
|
||||
outer_diff[2] = outer_param[2] / 6.0;
|
||||
|
||||
middle_diff[0] = middle_param[0] / 6.0;
|
||||
middle_diff[1] = middle_param[1] / 6.0;
|
||||
middle_diff[2] = middle_param[2] / 6.0;
|
||||
} else {
|
||||
outer_param[0] = outer_param[1] = outer_param[2] = 0.0;
|
||||
middle_param[0] = middle_param[1] = middle_param[2] = 0.0;
|
||||
|
||||
outer_diff[0] = outer_diff[1] = outer_diff[2] = 0.0;
|
||||
middle_diff[0] = middle_diff[1] = middle_diff[2] = 0.0;
|
||||
}
|
||||
// printf(" outer_red_param = %.2f outer_red_diff = %.2f\n",
|
||||
// outer_red_param, outer_red_diff);
|
||||
|
||||
// calculate transition colors between sky and fog
|
||||
for ( j = 0; j < 3; j++ ) {
|
||||
outer_amt[j] = outer_param[j];
|
||||
middle_amt[j] = middle_param[j];
|
||||
}
|
||||
|
||||
for ( i = 0; i < 6; i++ ) {
|
||||
for ( j = 0; j < 3; j++ ) {
|
||||
diff = l->sky_color[j] - l->fog_color[j];
|
||||
|
||||
// printf("sky = %.2f fog = %.2f diff = %.2f\n",
|
||||
// l->sky_color[j], l->fog_color[j], diff);
|
||||
|
||||
upper_color[i][j] = (GLubyte)((l->sky_color[j] - diff * 0.3) * 255);
|
||||
middle_color[i][j] = (GLubyte)((l->sky_color[j] - diff * 0.9
|
||||
+ middle_amt[j]) * 255);
|
||||
lower_color[i][j] = (GLubyte)((l->fog_color[j] + outer_amt[j])
|
||||
* 255);
|
||||
|
||||
if ( upper_color[i][j] > 255 ) { upper_color[i][j] = 255; }
|
||||
if ( upper_color[i][j] < 25 ) { upper_color[i][j] = 25; }
|
||||
if ( middle_color[i][j] > 255 ) { middle_color[i][j] = 255; }
|
||||
if ( middle_color[i][j] < 25 ) { middle_color[i][j] = 25; }
|
||||
if ( lower_color[i][j] > 255 ) { lower_color[i][j] = 255; }
|
||||
if ( lower_color[i][j] < 25 ) { lower_color[i][j] = 25; }
|
||||
}
|
||||
upper_color[i][3] = middle_color[i][3] = lower_color[i][3] =
|
||||
(GLubyte)(l->sky_color[3] * 255);
|
||||
|
||||
for ( j = 0; j < 3; j++ ) {
|
||||
outer_amt[j] -= outer_diff[j];
|
||||
middle_amt[j] -= middle_diff[j];
|
||||
}
|
||||
|
||||
/*
|
||||
printf("upper_color[%d] = %.2f %.2f %.2f %.2f\n", i, upper_color[i][0],
|
||||
upper_color[i][1], upper_color[i][2], upper_color[i][3]);
|
||||
printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
|
||||
middle_color[i][0], middle_color[i][1], middle_color[i][2],
|
||||
middle_color[i][3]);
|
||||
printf("lower_color[%d] = %.2f %.2f %.2f %.2f\n", i,
|
||||
lower_color[i][0], lower_color[i][1], lower_color[i][2],
|
||||
lower_color[i][3]);
|
||||
*/
|
||||
}
|
||||
|
||||
for ( j = 0; j < 3; j++ ) {
|
||||
outer_amt[j] = 0.0;
|
||||
middle_amt[j] = 0.0;
|
||||
}
|
||||
|
||||
for ( i = 6; i < 12; i++ ) {
|
||||
|
||||
for ( j = 0; j < 3; j++ ) {
|
||||
diff = l->sky_color[j] - l->fog_color[j];
|
||||
|
||||
// printf("sky = %.2f fog = %.2f diff = %.2f\n",
|
||||
// l->sky_color[j], l->fog_color[j], diff);
|
||||
|
||||
upper_color[i][j] = (GLubyte)((l->sky_color[j] - diff * 0.3) * 255);
|
||||
middle_color[i][j] = (GLubyte)((l->sky_color[j] - diff * 0.9
|
||||
+ middle_amt[j]) * 255);
|
||||
lower_color[i][j] = (GLubyte)((l->fog_color[j] + outer_amt[j])
|
||||
* 255);
|
||||
|
||||
if ( upper_color[i][j] > 255 ) { upper_color[i][j] = 255; }
|
||||
if ( upper_color[i][j] < 25 ) { upper_color[i][j] = 25; }
|
||||
if ( middle_color[i][j] > 255 ) { middle_color[i][j] = 255; }
|
||||
if ( middle_color[i][j] < 25 ) { middle_color[i][j] = 25; }
|
||||
if ( lower_color[i][j] > 255 ) { lower_color[i][j] = 255; }
|
||||
if ( lower_color[i][j] < 35 ) { lower_color[i][j] = 35; }
|
||||
}
|
||||
upper_color[i][3] = middle_color[i][3] = lower_color[i][3] =
|
||||
(GLubyte)(l->sky_color[3] * 255);
|
||||
|
||||
for ( j = 0; j < 3; j++ ) {
|
||||
outer_amt[j] += outer_diff[j];
|
||||
middle_amt[j] += middle_diff[j];
|
||||
}
|
||||
|
||||
/*
|
||||
printf("upper_color[%d] = %.2f %.2f %.2f %.2f\n", i, upper_color[i][0],
|
||||
upper_color[i][1], upper_color[i][2], upper_color[i][3]);
|
||||
printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
|
||||
middle_color[i][0], middle_color[i][1], middle_color[i][2],
|
||||
middle_color[i][3]);
|
||||
printf("lower_color[%d] = %.2f %.2f %.2f %.2f\n", i,
|
||||
lower_color[i][0], lower_color[i][1], lower_color[i][2],
|
||||
lower_color[i][3]);
|
||||
*/
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Initialize the sky structure and colors
|
||||
void fgSkyInit() {
|
||||
FG_LOG( FG_ASTRO, FG_INFO, "Initializing the sky" );
|
||||
|
||||
fgSkyVerticesInit();
|
||||
|
||||
// regester fgSkyColorsInit() as an event to be run periodically
|
||||
global_events.Register( "fgSkyColorsInit()", fgSkyColorsInit,
|
||||
fgEVENT::FG_EVENT_READY, 30000);
|
||||
}
|
||||
|
||||
|
||||
// Draw the Sky
|
||||
void fgSkyRender() {
|
||||
FGInterface *f;
|
||||
fgLIGHT *l;
|
||||
GLubyte sky_color[4];
|
||||
GLubyte upper_color[4];
|
||||
GLubyte middle_color[4];
|
||||
GLubyte lower_color[4];
|
||||
double diff;
|
||||
int i;
|
||||
|
||||
f = current_aircraft.fdm_state;
|
||||
l = &cur_light_params;
|
||||
|
||||
// printf("Rendering the sky.\n");
|
||||
|
||||
// calculate the proper colors
|
||||
for ( i = 0; i < 3; i++ ) {
|
||||
diff = l->sky_color[i] - l->adj_fog_color[i];
|
||||
|
||||
// printf("sky = %.2f fog = %.2f diff = %.2f\n",
|
||||
// l->sky_color[j], l->adj_fog_color[j], diff);
|
||||
|
||||
upper_color[i] = (GLubyte)((l->sky_color[i] - diff * 0.3) * 255);
|
||||
middle_color[i] = (GLubyte)((l->sky_color[i] - diff * 0.9) * 255);
|
||||
lower_color[i] = (GLubyte)(l->adj_fog_color[i] * 255);
|
||||
}
|
||||
upper_color[3] = middle_color[3] = lower_color[3] =
|
||||
(GLubyte)(l->adj_fog_color[3] * 255);
|
||||
|
||||
xglPushMatrix();
|
||||
|
||||
// Translate to view position
|
||||
Point3D zero_elev = current_view.get_cur_zero_elev();
|
||||
xglTranslatef( zero_elev.x(), zero_elev.y(), zero_elev.z() );
|
||||
// printf(" Translated to %.2f %.2f %.2f\n",
|
||||
// zero_elev.x, zero_elev.y, zero_elev.z );
|
||||
|
||||
// Rotate to proper orientation
|
||||
// printf(" lon = %.2f lat = %.2f\n", FG_Longitude * RAD_TO_DEG,
|
||||
// FG_Latitude * RAD_TO_DEG);
|
||||
xglRotatef( f->get_Longitude() * RAD_TO_DEG, 0.0, 0.0, 1.0 );
|
||||
xglRotatef( 90.0 - f->get_Latitude() * RAD_TO_DEG, 0.0, 1.0, 0.0 );
|
||||
xglRotatef( l->sun_rotation * RAD_TO_DEG, 0.0, 0.0, 1.0 );
|
||||
|
||||
// Draw inner/center section of sky*/
|
||||
xglBegin( GL_TRIANGLE_FAN );
|
||||
for ( i = 0; i < 4; i++ ) {
|
||||
sky_color[i] = (GLubyte)(l->sky_color[i] * 255);
|
||||
}
|
||||
xglColor4fv(l->sky_color);
|
||||
xglVertex3f(0.0, 0.0, CENTER_ELEV);
|
||||
for ( i = 11; i >= 0; i-- ) {
|
||||
xglColor4ubv( upper_color );
|
||||
xglVertex3fv( inner_vertex[i] );
|
||||
}
|
||||
xglColor4ubv( upper_color );
|
||||
xglVertex3fv( inner_vertex[11] );
|
||||
xglEnd();
|
||||
|
||||
// Draw the middle ring
|
||||
xglBegin( GL_TRIANGLE_STRIP );
|
||||
for ( i = 0; i < 12; i++ ) {
|
||||
xglColor4ubv( middle_color );
|
||||
// printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
|
||||
// middle_color[i][0], middle_color[i][1], middle_color[i][2],
|
||||
// middle_color[i][3]);
|
||||
// xglColor4f(1.0, 0.0, 0.0, 1.0);
|
||||
xglVertex3fv( middle_vertex[i] );
|
||||
xglColor4ubv( upper_color );
|
||||
// printf("upper_color[%d] = %.2f %.2f %.2f %.2f\n", i,
|
||||
// upper_color[i][0], upper_color[i][1], upper_color[i][2],
|
||||
// upper_color[i][3]);
|
||||
// xglColor4f(0.0, 0.0, 1.0, 1.0);
|
||||
xglVertex3fv( inner_vertex[i] );
|
||||
}
|
||||
xglColor4ubv( middle_color );
|
||||
// xglColor4f(1.0, 0.0, 0.0, 1.0);
|
||||
xglVertex3fv( middle_vertex[0] );
|
||||
xglColor4ubv( upper_color );
|
||||
// xglColor4f(0.0, 0.0, 1.0, 1.0);
|
||||
xglVertex3fv( inner_vertex[0] );
|
||||
xglEnd();
|
||||
|
||||
// Draw the outer ring
|
||||
xglBegin( GL_TRIANGLE_STRIP );
|
||||
for ( i = 0; i < 12; i++ ) {
|
||||
xglColor4ubv( lower_color );
|
||||
xglVertex3fv( outer_vertex[i] );
|
||||
xglColor4ubv( middle_color );
|
||||
xglVertex3fv( middle_vertex[i] );
|
||||
}
|
||||
xglColor4ubv( lower_color );
|
||||
xglVertex3fv( outer_vertex[0] );
|
||||
xglColor4ubv( middle_color );
|
||||
xglVertex3fv( middle_vertex[0] );
|
||||
xglEnd();
|
||||
|
||||
// Draw the bottom skirt
|
||||
xglBegin( GL_TRIANGLE_STRIP );
|
||||
xglColor4ubv( lower_color );
|
||||
for ( i = 0; i < 12; i++ ) {
|
||||
xglVertex3fv( bottom_vertex[i] );
|
||||
xglVertex3fv( outer_vertex[i] );
|
||||
}
|
||||
xglVertex3fv( bottom_vertex[0] );
|
||||
xglVertex3fv( outer_vertex[0] );
|
||||
xglEnd();
|
||||
|
||||
xglPopMatrix();
|
||||
}
|
||||
|
||||
|
||||
#endif
|
@ -1,109 +0,0 @@
|
||||
// skydome.hxx -- model sky with an upside down "bowl"
|
||||
//
|
||||
// Written by Curtis Olson, started December 1997.
|
||||
// SSG-ified by Curtis Olson, February 2000.
|
||||
//
|
||||
// Copyright (C) 1997-2000 Curtis L. Olson - curt@flightgear.org
|
||||
//
|
||||
// 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 _SKYDOME_HXX
|
||||
#define _SKYDOME_HXX
|
||||
|
||||
|
||||
#ifndef __cplusplus
|
||||
# error This library requires C++
|
||||
#endif
|
||||
|
||||
|
||||
#include <plib/ssg.h> // plib include
|
||||
|
||||
|
||||
class FGSkyDome {
|
||||
|
||||
ssgSelector *sky_selector;
|
||||
ssgTransform *sky_transform;
|
||||
ssgSimpleState *sky_state;
|
||||
|
||||
ssgVertexArray *center_disk_vl;
|
||||
ssgColourArray *center_disk_cl;
|
||||
|
||||
ssgVertexArray *upper_ring_vl;
|
||||
ssgColourArray *upper_ring_cl;
|
||||
|
||||
ssgVertexArray *middle_ring_vl;
|
||||
ssgColourArray *middle_ring_cl;
|
||||
|
||||
ssgVertexArray *lower_ring_vl;
|
||||
ssgColourArray *lower_ring_cl;
|
||||
|
||||
public:
|
||||
|
||||
// Constructor
|
||||
FGSkyDome( void );
|
||||
|
||||
// Destructor
|
||||
~FGSkyDome( void );
|
||||
|
||||
// initialize the sky object and connect it into the scene graph
|
||||
// as a kid to to the specified root
|
||||
bool initialize( ssgRoot *branch );
|
||||
|
||||
// repaint the sky colors based on current value of sun_angle,
|
||||
// sky, and fog colors. This updates the color arrays for
|
||||
// ssgVtxTable.
|
||||
// sun angle in degrees relative to verticle
|
||||
// 0 degrees = high noon
|
||||
// 90 degrees = sun rise/set
|
||||
// 180 degrees = darkest midnight
|
||||
bool repaint( sgVec3 sky_color, sgVec3 fog_color, double sun_angle );
|
||||
|
||||
// reposition the sky at the specified origin and orientation
|
||||
// lon specifies a rotation about the Z axis
|
||||
// lat specifies a rotation about the new Y axis
|
||||
// spin specifies a rotation about the new Z axis (and orients the
|
||||
// sunrise/set effects
|
||||
bool reposition( sgVec3 p, double lon, double lat, double spin );
|
||||
|
||||
// enable the sky in the scene graph (default)
|
||||
void enable() { sky_selector->select( 1 ); }
|
||||
|
||||
// disable the sky in the scene graph. The leaf node is still
|
||||
// there, how ever it won't be traversed on the cullandrender
|
||||
// phase.
|
||||
void disable() { sky_selector->select( 0 ); }
|
||||
|
||||
};
|
||||
|
||||
|
||||
extern FGSkyDome current_sky;
|
||||
|
||||
|
||||
// (Re)generate the display list
|
||||
// void fgSkyInit();
|
||||
|
||||
// (Re)calculate the sky colors at each vertex
|
||||
// void fgSkyColorsInit();
|
||||
|
||||
// Draw the Sky
|
||||
// void fgSkyRender();
|
||||
|
||||
|
||||
#endif // _SKYDOM_HXX
|
||||
|
||||
|
@ -141,7 +141,7 @@ void SolarSystem::rebuild()
|
||||
|
||||
earthsMoon->newImage();
|
||||
// Step 2b: Add the sun
|
||||
ourSun->newImage();
|
||||
// ourSun->newImage();
|
||||
// Step 2c: Add the planets
|
||||
xglBegin(GL_POINTS);
|
||||
mercury->getPos(&ra, &dec, &magnitude);addPlanetToList(ra, dec, magnitude);
|
||||
|
@ -45,56 +45,38 @@
|
||||
* 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)
|
||||
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
|
||||
xglGenTextures(1, &sun_texid);
|
||||
xglBindTexture(GL_TEXTURE_2D, sun_texid);
|
||||
#elif GL_EXT_texture_object
|
||||
xglGenTexturesEXT(1, &sun_texid);
|
||||
xglBindTextureEXT(GL_TEXTURE_2D, sun_texid);
|
||||
#else
|
||||
# error port me
|
||||
#endif
|
||||
distance = 0.0;
|
||||
}
|
||||
|
||||
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() :
|
||||
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)
|
||||
{
|
||||
distance = 0.0;
|
||||
}
|
||||
|
||||
Star::~Star()
|
||||
{
|
||||
#if 0
|
||||
//delete SunObject;
|
||||
delete [] sun_texbuf;
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
|
||||
#if 0
|
||||
static int texWidth = 256; /* 64x64 is plenty */
|
||||
|
||||
void Star::setTexture()
|
||||
@ -142,6 +124,9 @@ void Star::setTexture()
|
||||
// GL_UNSIGNED_BYTE, textureBuf);
|
||||
//free(textureBuf);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
/*************************************************************************
|
||||
* void Jupiter::updatePosition(FGTime *t, Star *ourSun)
|
||||
*
|
||||
@ -184,7 +169,9 @@ void Star::updatePosition(FGTime *t)
|
||||
rightAscension = atan2 (ye, xe);
|
||||
declination = atan2 (ze, sqrt (xe*xe + ye*ye));
|
||||
}
|
||||
|
||||
|
||||
|
||||
#if 0
|
||||
void Star::newImage(void)
|
||||
{
|
||||
/*static float stars[3];
|
||||
@ -268,3 +255,4 @@ void Star::newImage(void)
|
||||
glDisable(GL_BLEND); // BLEND DISABLED
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
@ -30,29 +30,30 @@
|
||||
|
||||
class Star : public CelestialBody
|
||||
{
|
||||
|
||||
private:
|
||||
//double longitude; // the sun's true longitude - this is depreciated by
|
||||
// CelestialBody::lonEcl
|
||||
double xs, ys; // the sun's rectangular geocentric coordinates
|
||||
double distance; // the sun's distance to the earth
|
||||
GLUquadricObj *SunObject;
|
||||
GLuint sun_texid;
|
||||
GLubyte *sun_texbuf;
|
||||
|
||||
void setTexture();
|
||||
double xs, ys; // the sun's rectangular geocentric coordinates
|
||||
double distance; // the sun's distance to the earth
|
||||
// GLUquadricObj *SunObject;
|
||||
// GLuint sun_texid;
|
||||
// GLubyte *sun_texbuf;
|
||||
// void setTexture();
|
||||
|
||||
public:
|
||||
Star (FGTime *t);
|
||||
~Star();
|
||||
void updatePosition(FGTime *t);
|
||||
double getM();
|
||||
double getw();
|
||||
//double getLon();
|
||||
double getxs();
|
||||
double getys();
|
||||
double getDistance();
|
||||
void newImage();
|
||||
};
|
||||
|
||||
Star (FGTime *t);
|
||||
Star ();
|
||||
~Star();
|
||||
void updatePosition(FGTime *t);
|
||||
double getM();
|
||||
double getw();
|
||||
//double getLon();
|
||||
double getxs();
|
||||
double getys();
|
||||
double getDistance();
|
||||
// void newImage();
|
||||
};
|
||||
|
||||
|
||||
inline double Star::getM()
|
||||
|
@ -79,10 +79,6 @@
|
||||
// static GLubyte lower_color[12][4];
|
||||
|
||||
|
||||
// Defined the shared sky object here
|
||||
FGSkyDome current_sky;
|
||||
|
||||
|
||||
// Constructor
|
||||
FGSkyDome::FGSkyDome( void ) {
|
||||
}
|
||||
|
@ -96,9 +96,6 @@ public:
|
||||
};
|
||||
|
||||
|
||||
extern FGSkyDome current_sky;
|
||||
|
||||
|
||||
// (Re)generate the display list
|
||||
// void fgSkyInit();
|
||||
|
||||
|
@ -24,18 +24,11 @@
|
||||
// $Id$
|
||||
|
||||
|
||||
// #ifdef __BORLANDC__
|
||||
// # define exception c_exception
|
||||
// #endif
|
||||
// #include <math.h>
|
||||
|
||||
// #include <simgear/debug/logstream.hxx>
|
||||
|
||||
// #include <Time/sunpos.hxx>
|
||||
// #include <Time/light.hxx>
|
||||
// #include <Main/options.hxx>
|
||||
#include <plib/ssg.h>
|
||||
|
||||
#include <simgear/constants.h>
|
||||
|
||||
#include "sphere.hxx"
|
||||
#include "skysun.hxx"
|
||||
|
||||
|
||||
@ -51,151 +44,115 @@ FGSkySun::~FGSkySun( void ) {
|
||||
|
||||
// initialize the sun object and connect it into our scene graph root
|
||||
bool FGSkySun::initialize() {
|
||||
sgVec3 color;
|
||||
|
||||
float theta;
|
||||
int i;
|
||||
|
||||
// create the scene graph for the dome
|
||||
skysun = new ssgRoot;
|
||||
skysun->setName( "Sky Sun" );
|
||||
|
||||
// set up the state
|
||||
sun_state = new ssgSimpleState();
|
||||
sun_state->setShadeModel( GL_SMOOTH );
|
||||
sun_state->disable( GL_LIGHTING );
|
||||
sun_state->disable( GL_DEPTH_TEST );
|
||||
sun_state->disable( GL_CULL_FACE );
|
||||
sun_state->disable( GL_TEXTURE_2D );
|
||||
sun_state->disable( GL_COLOR_MATERIAL );
|
||||
sun_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
|
||||
orb_state = new ssgSimpleState();
|
||||
orb_state->setShadeModel( GL_SMOOTH );
|
||||
orb_state->disable( GL_LIGHTING );
|
||||
orb_state->disable( GL_DEPTH_TEST );
|
||||
orb_state->disable( GL_CULL_FACE );
|
||||
orb_state->disable( GL_TEXTURE_2D );
|
||||
orb_state->disable( GL_COLOR_MATERIAL );
|
||||
orb_state->setMaterial( GL_AMBIENT_AND_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
|
||||
|
||||
// initially seed to all white
|
||||
sgSetVec3( color, 1.0, 1.0, 1.0 );
|
||||
ssgBranch *orb = ssgMakeSphere( orb_state, 550.0, 10, 10 );
|
||||
|
||||
// generate the raw vertex data
|
||||
sgVec3 center_vertex;
|
||||
sgVec3 upper_vertex[12];
|
||||
sgVec3 middle_vertex[12];
|
||||
sgVec3 lower_vertex[12];
|
||||
sgVec3 bottom_vertex[12];
|
||||
|
||||
sgSetVec3( center_vertex, 0.0, 0.0, CENTER_ELEV );
|
||||
|
||||
for ( i = 0; i < 12; i++ ) {
|
||||
theta = (i * 30.0) * DEG_TO_RAD;
|
||||
|
||||
sgSetVec3( upper_vertex[i],
|
||||
cos(theta) * UPPER_RADIUS,
|
||||
sin(theta) * UPPER_RADIUS,
|
||||
UPPER_ELEV );
|
||||
|
||||
sgSetVec3( middle_vertex[i],
|
||||
cos((double)theta) * MIDDLE_RADIUS,
|
||||
sin((double)theta) * MIDDLE_RADIUS,
|
||||
MIDDLE_ELEV );
|
||||
|
||||
sgSetVec3( lower_vertex[i],
|
||||
cos((double)theta) * LOWER_RADIUS,
|
||||
sin((double)theta) * LOWER_RADIUS,
|
||||
LOWER_ELEV );
|
||||
|
||||
sgSetVec3( bottom_vertex[i],
|
||||
cos((double)theta) * BOTTOM_RADIUS,
|
||||
sin((double)theta) * BOTTOM_RADIUS,
|
||||
BOTTOM_ELEV );
|
||||
}
|
||||
|
||||
// generate the center disk vertex/color arrays
|
||||
center_disk_vl->add( center_vertex );
|
||||
center_disk_cl->add( color );
|
||||
for ( i = 11; i >= 0; i-- ) {
|
||||
center_disk_vl->add( upper_vertex[i] );
|
||||
center_disk_cl->add( color );
|
||||
}
|
||||
center_disk_vl->add( upper_vertex[11] );
|
||||
center_disk_cl->add( color );
|
||||
|
||||
// generate the upper ring
|
||||
for ( i = 0; i < 12; i++ ) {
|
||||
upper_ring_vl->add( middle_vertex[i] );
|
||||
upper_ring_cl->add( color );
|
||||
|
||||
upper_ring_vl->add( upper_vertex[i] );
|
||||
upper_ring_cl->add( color );
|
||||
}
|
||||
upper_ring_vl->add( middle_vertex[0] );
|
||||
upper_ring_cl->add( color );
|
||||
|
||||
upper_ring_vl->add( upper_vertex[0] );
|
||||
upper_ring_cl->add( color );
|
||||
|
||||
// generate middle ring
|
||||
for ( i = 0; i < 12; i++ ) {
|
||||
middle_ring_vl->add( lower_vertex[i] );
|
||||
middle_ring_cl->add( color );
|
||||
|
||||
middle_ring_vl->add( middle_vertex[i] );
|
||||
middle_ring_cl->add( color );
|
||||
}
|
||||
middle_ring_vl->add( lower_vertex[0] );
|
||||
middle_ring_cl->add( color );
|
||||
|
||||
middle_ring_vl->add( middle_vertex[0] );
|
||||
middle_ring_cl->add( color );
|
||||
|
||||
// generate lower ring
|
||||
for ( i = 0; i < 12; i++ ) {
|
||||
lower_ring_vl->add( bottom_vertex[i] );
|
||||
lower_ring_cl->add( color );
|
||||
|
||||
lower_ring_vl->add( lower_vertex[i] );
|
||||
lower_ring_cl->add( color );
|
||||
}
|
||||
lower_ring_vl->add( bottom_vertex[0] );
|
||||
lower_ring_cl->add( color );
|
||||
|
||||
lower_ring_vl->add( lower_vertex[0] );
|
||||
lower_ring_cl->add( color );
|
||||
|
||||
// force a repaint of the sky colors with ugly defaults
|
||||
sgVec3 fog_color;
|
||||
sgSetVec3( fog_color, 1.0, 1.0, 1.0 );
|
||||
repaint( color, fog_color, 0.0 );
|
||||
// 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
|
||||
dome_selector = new ssgSelector;
|
||||
dome_transform = new ssgTransform;
|
||||
sun_selector = new ssgSelector;
|
||||
sun_transform = new ssgTransform;
|
||||
|
||||
ssgVtxTable *center_disk, *upper_ring, *middle_ring, *lower_ring;
|
||||
// orb->setState( orb_state );
|
||||
|
||||
center_disk = new ssgVtxTable( GL_TRIANGLE_FAN,
|
||||
center_disk_vl, NULL, NULL, center_disk_cl );
|
||||
sun_transform->addKid( orb );
|
||||
|
||||
upper_ring = new ssgVtxTable( GL_TRIANGLE_STRIP,
|
||||
upper_ring_vl, NULL, NULL, upper_ring_cl );
|
||||
sun_selector->addKid( sun_transform );
|
||||
sun_selector->clrTraversalMaskBits( SSGTRAV_HOT );
|
||||
|
||||
middle_ring = new ssgVtxTable( GL_TRIANGLE_STRIP,
|
||||
middle_ring_vl, NULL, NULL, middle_ring_cl );
|
||||
skysun->addKid( sun_selector );
|
||||
|
||||
lower_ring = new ssgVtxTable( GL_TRIANGLE_STRIP,
|
||||
lower_ring_vl, NULL, NULL, lower_ring_cl );
|
||||
return true;
|
||||
}
|
||||
|
||||
center_disk->setState( dome_state );
|
||||
upper_ring->setState( dome_state );
|
||||
middle_ring->setState( dome_state );
|
||||
lower_ring->setState( dome_state );
|
||||
|
||||
dome_transform->addKid( center_disk );
|
||||
dome_transform->addKid( upper_ring );
|
||||
dome_transform->addKid( middle_ring );
|
||||
dome_transform->addKid( lower_ring );
|
||||
// repaint the sun colors based on current value of sun_angle in
|
||||
// degrees relative to verticle
|
||||
// 0 degrees = high noon
|
||||
// 90 degrees = sun rise/set
|
||||
// 180 degrees = darkest midnight
|
||||
bool FGSkySun::repaint( double sun_angle ) {
|
||||
if ( sun_angle * RAD_TO_DEG < 100 ) {
|
||||
// else sun is well below horizon (so no point in repainting it)
|
||||
|
||||
// x_10 = sun_angle^10
|
||||
double x_10 = sun_angle * sun_angle * sun_angle * sun_angle * sun_angle
|
||||
* sun_angle * sun_angle * sun_angle * sun_angle * sun_angle;
|
||||
|
||||
dome_selector->addKid( dome_transform );
|
||||
dome_selector->clrTraversalMaskBits( SSGTRAV_HOT );
|
||||
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; }
|
||||
|
||||
dome->addKid( dome_selector );
|
||||
sgVec3 color;
|
||||
sgSetVec3( 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
|
||||
);
|
||||
|
||||
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;
|
||||
|
||||
orb_state->setMaterial( GL_AMBIENT_AND_DIFFUSE,
|
||||
color[0], color[1], color[2], 1.0 );
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
// reposition the sun at the specified right ascension and declination
|
||||
bool FGSkySun::reposition( double rightAscension, double declination ) {
|
||||
sgMat4 T, RA, DEC;
|
||||
sgVec3 axis;
|
||||
sgVec3 v;
|
||||
|
||||
// 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( T, v );
|
||||
|
||||
sgMat4 TRANSFORM;
|
||||
sgCopyMat4( TRANSFORM, RA );
|
||||
sgPreMultMat4( TRANSFORM, DEC );
|
||||
sgPreMultMat4( TRANSFORM, T );
|
||||
|
||||
sgCoord skypos;
|
||||
sgSetCoord( &skypos, TRANSFORM );
|
||||
|
||||
sun_transform->setTransform( &skypos );
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
// Draw the sun
|
||||
bool FGSkySun::draw() {
|
||||
ssgCullAndDraw( skysun );
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -38,7 +38,7 @@ class FGSkySun {
|
||||
|
||||
ssgSelector *sun_selector;
|
||||
ssgTransform *sun_transform;
|
||||
ssgSimpleState *sun_state;
|
||||
ssgSimpleState *orb_state;
|
||||
ssgSimpleState *halo_state;
|
||||
|
||||
public:
|
||||
@ -58,7 +58,7 @@ public:
|
||||
// 0 degrees = high noon
|
||||
// 90 degrees = sun rise/set
|
||||
// 180 degrees = darkest midnight
|
||||
bool repaint( sgVec3 sky_color, sgVec3 fog_color, double sun_angle );
|
||||
bool repaint( double sun_angle );
|
||||
|
||||
// reposition the sun at the specified right ascension and
|
||||
// declination
|
||||
|
@ -26,7 +26,8 @@
|
||||
|
||||
|
||||
// return a sphere object as an ssgBranch
|
||||
ssgBranch *ssgMakeSphere( double radius, int slices, int stacks ) {
|
||||
ssgBranch *ssgMakeSphere( ssgSimpleState *state, double radius, int slices,
|
||||
int stacks ) {
|
||||
float rho, drho, theta, dtheta;
|
||||
float x, y, z;
|
||||
float s, t, ds, dt;
|
||||
@ -96,6 +97,7 @@ ssgBranch *ssgMakeSphere( double radius, int slices, int stacks ) {
|
||||
|
||||
ssgLeaf *slice =
|
||||
new ssgVtxTable ( GL_TRIANGLE_STRIP, vl, nl, tl, NULL );
|
||||
slice->setState( state );
|
||||
|
||||
sphere->addKid( slice );
|
||||
|
||||
|
@ -25,5 +25,9 @@
|
||||
#include <plib/ssg.h>
|
||||
|
||||
|
||||
// return a sphere object as an ssgBranch
|
||||
ssgBranch *ssgMakeSphere( double radius, int slices, int stacks );
|
||||
// return a sphere object as an ssgBranch (and connect in the
|
||||
// specified ssgSimpleState
|
||||
ssgBranch *ssgMakeSphere( ssgSimpleState *state, double radius, int slices,
|
||||
int stacks );
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user