1 /**************************************************************************
3 * Written by Durk Talsma. Originally started October 1997, for distribution
4 * with the FlightGear project. Version 2 was written in August and
5 * September 1998. This code is based upon algorithms and data kindly
6 * provided by Mr. Paul Schlyter. (pausch@saaf.se).
8 * This program is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU General Public License as
10 * published by the Free Software Foundation; either version 2 of the
11 * License, or (at your option) any later version.
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * General Public License for more details.
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
23 **************************************************************************/
26 # define exception c_exception
29 #include <Time/sunpos.hxx>
30 #include <Debug/logstream.hxx>
31 #include <Time/light.hxx>
32 #include <Main/options.hxx>
35 /*************************************************************************
36 * Star::Star(FGTime *t)
37 * Public constructor for class Star
38 * Argument: The current time.
39 * the hard coded orbital elements our sun are passed to
40 * CelestialBody::CelestialBody();
41 * note that the word sun is avoided, in order to prevent some compilation
42 * problems on sun systems
43 ************************************************************************/
44 Star::Star(FGTime *t) :
45 CelestialBody (0.000000, 0.0000000000,
47 282.9404, 4.7093500E-5,
50 356.0470, 0.98560025850, t)
53 FG_LOG( FG_GENERAL, FG_INFO, "Initializing Sun Texture");
55 xglGenTextures(1, &sun_texid);
56 xglBindTexture(GL_TEXTURE_2D, sun_texid);
57 #elif GL_EXT_texture_object
58 xglGenTexturesEXT(1, &sun_texid);
59 xglBindTextureEXT(GL_TEXTURE_2D, sun_texid);
64 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
65 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
66 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
68 glTexImage2D( GL_TEXTURE_2D,
73 GL_RGBA, GL_UNSIGNED_BYTE,
76 SunObject = gluNewQuadric();
79 printf("gluNewQuadric(SunObject) failed !\n");
95 static int texWidth = 256; /* 64x64 is plenty */
97 void Star::setTexture()
105 texSize = texWidth*texWidth;
107 sun_texbuf = new GLubyte[texSize*4];
113 radius = (double)(texWidth / 2);
115 for (i=0; i < texWidth; i++) {
116 for (j=0; j < texWidth; j++) {
123 x = fabs((double)(i - (texWidth / 2)));
124 y = fabs((double)(j - (texWidth / 2)));
126 d = sqrt((x * x) + (y * y));
128 double t = 1.0 - (d / radius); // t is 1.0 at center, 0.0 at edge */
129 // inverse square looks nice
130 *(p+3) = (int)((double) 0xff * (t*t));
137 //gluBuild2DMipmaps(GL_TEXTURE_2D, 1, texWidth, texWidth,
139 // GL_UNSIGNED_BYTE, textureBuf);
142 /*************************************************************************
143 * void Jupiter::updatePosition(FGTime *t, Star *ourSun)
145 * calculates the current position of our sun.
146 *************************************************************************/
147 void Star::updatePosition(FGTime *t)
154 updateOrbElements(t);
156 actTime = fgCalcActTime(t);
157 ecl = DEG_TO_RAD * (23.4393 - 3.563E-7 * actTime); // Angle in Radians
158 eccAnom = fgCalcEccAnom(M, e); // Calculate the eccentric Anomaly (also known as solving Kepler's equation)
160 xv = cos(eccAnom) - e;
161 yv = sqrt (1.0 - e*e) * sin(eccAnom);
162 v = atan2 (yv, xv); // the sun's true anomaly
163 distance = r = sqrt (xv*xv + yv*yv); // and its distance
165 lonEcl = v + w; // the sun's true longitude
168 // convert the sun's true longitude to ecliptic rectangular
169 // geocentric coordinates (xs, ys)
170 xs = r * cos (lonEcl);
171 ys = r * sin (lonEcl);
173 // convert ecliptic coordinates to equatorial rectangular
174 // geocentric coordinates
180 // And finally, calculate right ascension and declination
181 rightAscension = atan2 (ye, xe);
182 declination = atan2 (ze, sqrt (xe*xe + ye*ye));
185 void Star::newImage(void)
187 /*static float stars[3];
192 fgLIGHT *l = &cur_light_params;
193 float sun_angle = l->sun_angle;
195 if( sun_angle*RAD_TO_DEG < 100 ) { // else no need to draw sun
198 double x_2, x_4, x_8, x_10;
203 // daily variation sun gets larger near horizon
204 /*if(sun_angle*RAD_TO_DEG > 84.0 && sun_angle*RAD_TO_DEG < 95)
206 double sun_grow = 9*fabs(94-sun_angle*RAD_TO_DEG);
207 sun_size = (int)(sun_size + sun_size * cos(sun_grow*DEG_TO_RAD));
209 x_2 = sun_angle * sun_angle;
213 ambient = (float)(0.4 * pow (1.1, - x_10 / 30.0));
214 if (ambient < 0.3) ambient = 0.3;
215 if (ambient > 1.0) ambient = 1.0;
217 amb[0] = ((ambient * 6.0) - 1.0); // minimum value = 0.8
218 amb[1] = ((ambient * 11.0) - 3.0); // minimum value = 0.3
219 amb[2] = ((ambient * 12.0) - 3.6); // minimum value = 0.0
222 if (amb[0] > 1.0) amb[0] = 1.0;
223 if (amb[1] > 1.0) amb[1] = 1.0;
224 if (amb[2] > 1.0) amb[2] = 1.0;
228 xglRotatef(((RAD_TO_DEG * rightAscension)- 90.0), 0.0, 0.0, 1.0);
229 xglRotatef((RAD_TO_DEG * declination), 1.0, 0.0, 0.0);
230 xglTranslatef(0,60000,0);
231 if (current_options.get_textures())
233 glEnable(GL_TEXTURE_2D); // TEXTURE ENABLED
234 glEnable(GL_BLEND); // BLEND ENABLED
236 // glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
237 glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
238 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
239 glBindTexture(GL_TEXTURE_2D, sun_texid);
242 glTexCoord2f(0.0f, 0.0f); glVertex3f(-5000, 0.0, -5000);
243 glTexCoord2f(1.0f, 0.0f); glVertex3f( 5000, 0.0, -5000);
244 glTexCoord2f(1.0f, 1.0f); glVertex3f( 5000, 0.0, 5000);
245 glTexCoord2f(0.0f, 1.0f); glVertex3f(-5000, 0.0, 5000);
248 xglDisable(GL_TEXTURE_2D); // TEXTURE DISABLED
249 xglDisable(GL_BLEND); // BLEND DISABLED
253 glDisable(GL_LIGHTING); // LIGHTING DISABLED
254 glDisable(GL_BLEND); // BLEND DISABLED
257 xglRotatef(((RAD_TO_DEG * rightAscension)- 90.0), 0.0, 0.0, 1.0);
258 xglRotatef((RAD_TO_DEG * declination), 1.0, 0.0, 0.0);
260 xglTranslatef(0,60000,0);
261 gluSphere( SunObject, sun_size, 10, 10 );
264 glDisable(GL_TEXTURE_2D); // TEXTURE DISABLED
265 glDisable(GL_BLEND); // BLEND DISABLED