Further work on ssg-ifying the sky dome. (not tested) but I can build the

structures and update the colors.  I still need to set up the transforms
properly and connect it into the scene graph.
This commit is contained in:
curt 2000-02-28 23:04:07 +00:00
parent ecc5c9865b
commit f14de56712
2 changed files with 195 additions and 39 deletions

View File

@ -97,69 +97,122 @@ bool FGSky::initialize() {
int i;
// initialize arrays
upper_ring_vl = new ssgVertexArray( 12 );
upper_ring_cl = new ssgColourArray( 12 );
center_disk_vl = new ssgVertexArray( 14 );
center_disk_cl = new ssgColourArray( 14 );
upper_ring_vl = new ssgVertexArray( 26 );
upper_ring_cl = new ssgColourArray( 26 );
middle_ring_vl = new ssgVertexArray( 12 );
middle_ring_cl = new ssgColourArray( 12 );
middle_ring_vl = new ssgVertexArray( 26 );
middle_ring_cl = new ssgColourArray( 26 );
lower_ring_vl = new ssgVertexArray( 12 );
lower_ring_cl = new ssgColourArray( 12 );
lower_ring_vl = new ssgVertexArray( 26 );
lower_ring_cl = new ssgColourArray( 26 );
bottom_ring_vl = new ssgVertexArray( 12 );
bottom_ring_cl = new ssgColourArray( 12 );
// initially seed to all blue
sgSetVec3( color, 0.0, 0.0, 1.0 );
// generate the sky dome vertices
// 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( color, 0.0, 0.0, 1.0 ); // seed to all blue
sgSetVec3( center_vertex, 0.0, 0.0, CENTER_ELEV );
for ( i = 0; i < 12; i++ ) {
theta = (i * 30.0) * DEG_TO_RAD;
sgSetVec3( vertex,
sgSetVec3( upper_vertex[i],
cos(theta) * UPPER_RADIUS,
sin(theta) * UPPER_RADIUS,
UPPER_ELEV );
upper_ring_vl->add( vertex );
upper_ring_cl->add( color );
sgSetVec3( vertex,
sgSetVec3( middle_vertex[i],
cos((double)theta) * MIDDLE_RADIUS,
sin((double)theta) * MIDDLE_RADIUS,
MIDDLE_ELEV );
middle_ring_vl->add( vertex );
middle_ring_cl->add( color );
sgSetVec3( vertex,
sgSetVec3( lower_vertex[i],
cos((double)theta) * LOWER_RADIUS,
sin((double)theta) * LOWER_RADIUS,
LOWER_ELEV );
lower_ring_vl->add( vertex );
lower_ring_cl->add( color );
sgSetVec3( vertex,
sgSetVec3( bottom_vertex[i],
cos((double)theta) * BOTTOM_RADIUS,
sin((double)theta) * BOTTOM_RADIUS,
BOTTOM_ELEV );
bottom_ring_vl->add( vertex );
bottom_ring_cl->add( color );
}
// force a rebuild of the colors
rebuild();
// 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 colors
repaint();
return true;
}
// rebuild the sky colors based on current value of sun_angle, sky,
// repaint the sky colors based on current value of sun_angle, sky,
// and fog colors. This updates the color arrays for ssgVtxTable.
bool FGSky::rebuild() {
bool FGSky::repaint() {
double diff;
sgVec3 outer_param, outer_amt, outer_diff;
sgVec3 middle_param, middle_amt, middle_diff;
int i, j;
// Check for sunrise/sunset condition
if ( (sun_angle > 80.0) && (sun_angle < 100.0) ) {
// 0.0 - 0.4
sgSetVec3( outer_param,
@ -189,10 +242,17 @@ bool FGSky::rebuild() {
sgCopyVec3( outer_amt, outer_param );
sgCopyVec3( middle_amt, middle_param );
// float *upper_color, *middle_color, *lower_color;
//
// First, recalulate the basic colors
//
sgVec3 center_color;
sgVec3 upper_color[12];
sgVec3 middle_color[12];
sgVec3 lower_color[12];
sgVec3 bottom_color[12];
for ( i = 0; i < 6; i++ ) {
// inner_color =
for ( j = 0; j < 3; j++ ) {
diff = sky_color[j] - fog_color[j];
@ -212,8 +272,8 @@ bool FGSky::rebuild() {
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)(sky_color[3] * 255);
// upper_color[i][3] = middle_color[i][3] = lower_color[i][3] =
// (GLubyte)(sky_color[3] * 255);
for ( j = 0; j < 3; j++ ) {
outer_amt[j] -= outer_diff[j];
@ -255,8 +315,8 @@ bool FGSky::rebuild() {
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)(sky_color[3] * 255);
// upper_color[i][3] = middle_color[i][3] = lower_color[i][3] =
// (GLubyte)(sky_color[3] * 255);
for ( j = 0; j < 3; j++ ) {
outer_amt[j] += outer_diff[j];
@ -275,10 +335,99 @@ bool FGSky::rebuild() {
*/
}
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++ );
sgCopyVec3( slot, center_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;
}
// build the ssg scene graph sub tree for the sky and connected into
// the provide scene graph root
bool FGSky::build( ssgBranch *branch ) {
sky_selector = new ssgSelector;
sky_transform = new ssgTransform;
ssgVtxTable *center_disk, *upper_ring, *middle_ring, *lower_ring;
center_disk = new ssgVtxTable( GL_TRIANGLE_FAN,
center_disk_vl, NULL, NULL, center_disk_cl );
upper_ring = new ssgVtxTable( GL_TRIANGLE_STRIP,
upper_ring_vl, NULL, NULL, upper_ring_cl );
middle_ring = new ssgVtxTable( GL_TRIANGLE_STRIP,
middle_ring_vl, NULL, NULL, middle_ring_cl );
lower_ring = new ssgVtxTable( GL_TRIANGLE_STRIP,
lower_ring_vl, NULL, NULL, lower_ring_cl );
}
// Calculate the sky structure vertices
void fgSkyVerticesInit() {
float theta;

View File

@ -50,6 +50,12 @@ class FGSky {
// sky)
ssgSelector *sky_selector;
ssgTransform *sky_transform;
ssgVertexArray *center_disk_vl;
ssgColourArray *center_disk_cl;
ssgVertexArray *upper_ring_vl;
ssgColourArray *upper_ring_cl;
@ -59,9 +65,6 @@ class FGSky {
ssgVertexArray *lower_ring_vl;
ssgColourArray *lower_ring_cl;
ssgVertexArray *bottom_ring_vl;
ssgColourArray *bottom_ring_cl;
public:
// Constructor
@ -73,18 +76,22 @@ public:
// initialize the sky object and connect it into the scene graph
bool initialize();
// rebuild the sky colors based on current value of sun_angle,
// repaint the sky colors based on current value of sun_angle,
// sky, and fog colors. This updates the color arrays for
// ssgVtxTable.
bool rebuild();
bool repaint();
// build the ssg scene graph sub tree for the sky and connected
// into the provide scene graph branch
bool build( ssgBranch *branch );
// enable the sky in the scene graph (default)
bool enable();
bool 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.
bool disable();
bool disable() { sky_selector->select( 0 ); }
inline void set_sun_angle( double a ) { sun_angle = a; }
inline void set_sky_color( sgVec3 color ) {