1 // dome.cxx -- model sky with an upside down "bowl"
3 // Written by Curtis Olson, started December 1997.
4 // SSG-ified by Curtis Olson, February 2000.
6 // Copyright (C) 1997-2000 Curtis L. Olson - curt@flightgear.org
8 // This library is free software; you can redistribute it and/or
9 // modify it under the terms of the GNU Library General Public
10 // License as published by the Free Software Foundation; either
11 // version 2 of the License, or (at your option) any later version.
13 // This library is distributed in the hope that it will be useful,
14 // but WITHOUT ANY WARRANTY; without even the implied warranty of
15 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 // Library General Public License for more details.
18 // You should have received a copy of the GNU Library General Public
19 // License along with this library; if not, write to the
20 // Free Software Foundation, Inc., 59 Temple Place - Suite 330,
21 // Boston, MA 02111-1307, USA.
27 # include <simgear_config.h>
36 #include <simgear/compiler.h>
42 #include <simgear/debug/logstream.hxx>
48 # pragma global_optimizer off
52 // proportions of max dimensions fed to the build() routine
53 static const float center_elev = 1.0;
55 static const float upper_radius = 0.6;
56 static const float upper_elev = 0.15;
58 static const float middle_radius = 0.9;
59 static const float middle_elev = 0.08;
61 static const float lower_radius = 1.0;
62 static const float lower_elev = 0.0;
64 static const float bottom_radius = 0.8;
65 static const float bottom_elev = -0.1;
68 // Set up dome rendering callbacks
69 static int sgSkyDomePreDraw( ssgEntity *e ) {
70 /* cout << endl << "Dome Pre Draw" << endl << "----------------"
73 ssgLeaf *f = (ssgLeaf *)e;
74 if ( f -> hasState () ) f->getState()->apply() ;
76 glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_FOG_BIT );
77 // cout << "push error = " << glGetError() << endl;
79 glDisable( GL_DEPTH_TEST );
85 static int sgSkyDomePostDraw( ssgEntity *e ) {
86 /* cout << endl << "Dome Post Draw" << endl << "----------------"
90 // cout << "pop error = " << glGetError() << endl;
97 SGSkyDome::SGSkyDome( void ) {
102 SGSkyDome::~SGSkyDome( void ) {
106 // initialize the sky object and connect it into our scene graph
107 ssgBranch * SGSkyDome::build( double hscale, double vscale ) {
114 dome_state = new ssgSimpleState();
115 dome_state->setShadeModel( GL_SMOOTH );
116 dome_state->disable( GL_LIGHTING );
117 dome_state->disable( GL_CULL_FACE );
118 dome_state->disable( GL_TEXTURE_2D );
119 dome_state->enable( GL_COLOR_MATERIAL );
120 dome_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
121 dome_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
122 dome_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
123 dome_state->disable( GL_BLEND );
124 dome_state->disable( GL_ALPHA_TEST );
127 center_disk_vl = new ssgVertexArray( 14 );
128 center_disk_cl = new ssgColourArray( 14 );
130 upper_ring_vl = new ssgVertexArray( 26 );
131 upper_ring_cl = new ssgColourArray( 26 );
133 middle_ring_vl = new ssgVertexArray( 26 );
134 middle_ring_cl = new ssgColourArray( 26 );
136 lower_ring_vl = new ssgVertexArray( 26 );
137 lower_ring_cl = new ssgColourArray( 26 );
139 // initially seed to all blue
140 sgSetVec4( color, 0.0, 0.0, 1.0, 1.0 );
142 // generate the raw vertex data
143 sgVec3 center_vertex;
144 sgVec3 upper_vertex[12];
145 sgVec3 middle_vertex[12];
146 sgVec3 lower_vertex[12];
147 sgVec3 bottom_vertex[12];
149 sgSetVec3( center_vertex, 0.0, 0.0, center_elev * vscale );
151 for ( i = 0; i < 12; i++ ) {
152 theta = (i * 30.0) * SGD_DEGREES_TO_RADIANS;
154 sgSetVec3( upper_vertex[i],
155 cos(theta) * upper_radius * hscale,
156 sin(theta) * upper_radius * hscale,
157 upper_elev * vscale );
159 sgSetVec3( middle_vertex[i],
160 cos(theta) * middle_radius * hscale,
161 sin(theta) * middle_radius * hscale,
162 middle_elev * vscale );
164 sgSetVec3( lower_vertex[i],
165 cos(theta) * lower_radius * hscale,
166 sin(theta) * lower_radius * hscale,
167 lower_elev * vscale );
169 sgSetVec3( bottom_vertex[i],
170 cos(theta) * bottom_radius * hscale,
171 sin(theta) * bottom_radius * hscale,
172 bottom_elev * vscale );
175 // generate the center disk vertex/color arrays
176 center_disk_vl->add( center_vertex );
177 center_disk_cl->add( color );
178 for ( i = 11; i >= 0; i-- ) {
179 center_disk_vl->add( upper_vertex[i] );
180 center_disk_cl->add( color );
182 center_disk_vl->add( upper_vertex[11] );
183 center_disk_cl->add( color );
185 // generate the upper ring
186 for ( i = 0; i < 12; i++ ) {
187 upper_ring_vl->add( middle_vertex[i] );
188 upper_ring_cl->add( color );
190 upper_ring_vl->add( upper_vertex[i] );
191 upper_ring_cl->add( color );
193 upper_ring_vl->add( middle_vertex[0] );
194 upper_ring_cl->add( color );
196 upper_ring_vl->add( upper_vertex[0] );
197 upper_ring_cl->add( color );
199 // generate middle ring
200 for ( i = 0; i < 12; i++ ) {
201 middle_ring_vl->add( lower_vertex[i] );
202 middle_ring_cl->add( color );
204 middle_ring_vl->add( middle_vertex[i] );
205 middle_ring_cl->add( color );
207 middle_ring_vl->add( lower_vertex[0] );
208 middle_ring_cl->add( color );
210 middle_ring_vl->add( middle_vertex[0] );
211 middle_ring_cl->add( color );
213 // generate lower ring
214 for ( i = 0; i < 12; i++ ) {
215 lower_ring_vl->add( bottom_vertex[i] );
216 lower_ring_cl->add( color );
218 lower_ring_vl->add( lower_vertex[i] );
219 lower_ring_cl->add( color );
221 lower_ring_vl->add( bottom_vertex[0] );
222 lower_ring_cl->add( color );
224 lower_ring_vl->add( lower_vertex[0] );
225 lower_ring_cl->add( color );
227 // force a repaint of the sky colors with ugly defaults
229 sgSetVec4( fog_color, 1.0, 1.0, 1.0, 1.0 );
230 repaint( color, fog_color, 0.0, 5000.0 );
232 // build the ssg scene graph sub tree for the sky and connected
233 // into the provide scene graph branch
234 ssgVtxTable *center_disk, *upper_ring, *middle_ring, *lower_ring;
236 center_disk = new ssgVtxTable( GL_TRIANGLE_FAN,
237 center_disk_vl, NULL, NULL, center_disk_cl );
239 upper_ring = new ssgVtxTable( GL_TRIANGLE_STRIP,
240 upper_ring_vl, NULL, NULL, upper_ring_cl );
242 middle_ring = new ssgVtxTable( GL_TRIANGLE_STRIP,
243 middle_ring_vl, NULL, NULL, middle_ring_cl );
245 lower_ring = new ssgVtxTable( GL_TRIANGLE_STRIP,
246 lower_ring_vl, NULL, NULL, lower_ring_cl );
248 center_disk->setState( dome_state );
249 upper_ring->setState( dome_state );
250 middle_ring->setState( dome_state );
251 lower_ring->setState( dome_state );
253 dome_transform = new ssgTransform;
254 dome_transform->addKid( center_disk );
255 dome_transform->addKid( upper_ring );
256 dome_transform->addKid( middle_ring );
257 dome_transform->addKid( lower_ring );
259 // not entirely satisfying. We are depending here that the first
260 // thing we add to a parent is the first drawn
261 center_disk->setCallback( SSG_CALLBACK_PREDRAW, sgSkyDomePreDraw );
262 center_disk->setCallback( SSG_CALLBACK_POSTDRAW, sgSkyDomePostDraw );
264 upper_ring->setCallback( SSG_CALLBACK_PREDRAW, sgSkyDomePreDraw );
265 upper_ring->setCallback( SSG_CALLBACK_POSTDRAW, sgSkyDomePostDraw );
267 middle_ring->setCallback( SSG_CALLBACK_PREDRAW, sgSkyDomePreDraw );
268 middle_ring->setCallback( SSG_CALLBACK_POSTDRAW, sgSkyDomePostDraw );
270 lower_ring->setCallback( SSG_CALLBACK_PREDRAW, sgSkyDomePreDraw );
271 lower_ring->setCallback( SSG_CALLBACK_POSTDRAW, sgSkyDomePostDraw );
273 return dome_transform;
277 // repaint the sky colors based on current value of sun_angle, sky,
278 // and fog colors. This updates the color arrays for ssgVtxTable.
279 // sun angle in degrees relative to verticle
280 // 0 degrees = high noon
281 // 90 degrees = sun rise/set
282 // 180 degrees = darkest midnight
283 bool SGSkyDome::repaint( sgVec4 sky_color, sgVec4 fog_color, double sun_angle,
286 double diff, prev_sun_angle = 999.0;
287 sgVec3 outer_param, outer_amt, outer_diff;
288 sgVec3 middle_param, middle_amt, middle_diff;
291 if (prev_sun_angle == sun_angle)
294 prev_sun_angle = sun_angle;
296 // Check for sunrise/sunset condition
297 if (sun_angle > 80.0) // && (sun_angle < 100.0) )
300 sgSetVec3( outer_param,
301 (10.0 - fabs(90.0 - sun_angle)) / 20.0,
302 (10.0 - fabs(90.0 - sun_angle)) / 40.0,
303 -(10.0 - fabs(90.0 - sun_angle)) / 30.0 );
305 sgSetVec3( middle_param,
306 (10.0 - fabs(90.0 - sun_angle)) / 40.0,
307 (10.0 - fabs(90.0 - sun_angle)) / 80.0,
310 sgScaleVec3( outer_diff, outer_param, 1.0 / 6.0 );
312 sgScaleVec3( middle_diff, middle_param, 1.0 / 6.0 );
314 sgSetVec3( outer_param, 0.0, 0.0, 0.0 );
315 sgSetVec3( middle_param, 0.0, 0.0, 0.0 );
317 sgSetVec3( outer_diff, 0.0, 0.0, 0.0 );
318 sgSetVec3( middle_diff, 0.0, 0.0, 0.0 );
320 // printf(" outer_red_param = %.2f outer_red_diff = %.2f\n",
321 // outer_red_param, outer_red_diff);
323 // calculate transition colors between sky and fog
324 sgCopyVec3( outer_amt, outer_param );
325 sgCopyVec3( middle_amt, middle_param );
328 // First, recalulate the basic colors
332 sgVec4 upper_color[12];
333 sgVec4 middle_color[12];
334 sgVec4 lower_color[12];
335 sgVec4 bottom_color[12];
337 double vis_factor, cvf = vis;
342 vis_factor = (vis - 1000.0) / 2000.0;
343 if ( vis_factor < 0.0 ) {
345 } else if ( vis_factor > 1.0) {
349 for ( j = 0; j < 3; j++ ) {
350 diff = sky_color[j] - fog_color[j];
351 center_color[j] = sky_color[j]; // - diff * ( 1.0 - vis_factor );
353 center_color[3] = 1.0;
355 for ( i = 0; i < 6; i++ ) {
356 for ( j = 0; j < 3; j++ ) {
357 double saif = sun_angle/SG_PI;
358 diff = (sky_color[j] - fog_color[j]) * (0.8 + j * 0.2) * (0.8 + saif - ((6-i)/10));
360 // printf("sky = %.2f fog = %.2f diff = %.2f\n",
361 // l->sky_color[j], l->fog_color[j], diff);
363 upper_color[i][j] = sky_color[j] - diff *
364 ( 1.0 - vis_factor * (0.7 + 0.3 * cvf/45000) );
365 middle_color[i][j] = sky_color[j] - diff *
366 ( 1.0 - vis_factor * (0.1 + 0.85 * cvf/45000) )
368 lower_color[i][j] = fog_color[j] + outer_amt[j];
370 if ( upper_color[i][j] > 1.0 ) { upper_color[i][j] = 1.0; }
371 if ( upper_color[i][j] < 0.0 ) { upper_color[i][j] = 0.0; }
372 if ( middle_color[i][j] > 1.0 ) { middle_color[i][j] = 1.0; }
373 if ( middle_color[i][j] < 0.0 ) { middle_color[i][j] = 0.0; }
374 if ( lower_color[i][j] > 1.0 ) { lower_color[i][j] = 1.0; }
375 if ( lower_color[i][j] < 0.0 ) { lower_color[i][j] = 0.0; }
377 upper_color[i][3] = middle_color[i][3] = lower_color[i][3] = 1.0;
379 for ( j = 0; j < 3; j++ ) {
380 outer_amt[j] -= outer_diff[j];
381 middle_amt[j] -= middle_diff[j];
385 printf("upper_color[%d] = %.2f %.2f %.2f %.2f\n", i, upper_color[i][0],
386 upper_color[i][1], upper_color[i][2], upper_color[i][3]);
387 printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
388 middle_color[i][0], middle_color[i][1], middle_color[i][2],
390 printf("lower_color[%d] = %.2f %.2f %.2f %.2f\n", i,
391 lower_color[i][0], lower_color[i][1], lower_color[i][2],
396 sgSetVec3( outer_amt, 0.0, 0.0, 0.0 );
397 sgSetVec3( middle_amt, 0.0, 0.0, 0.0 );
399 for ( i = 6; i < 12; i++ ) {
400 for ( j = 0; j < 3; j++ ) {
401 double saif = sun_angle/SG_PI;
402 diff = (sky_color[j] - fog_color[j]) * (0.8 + j * 0.2) * (0.8 + saif - ((-i+12)/10));
404 // printf("sky = %.2f fog = %.2f diff = %.2f\n",
405 // sky_color[j], fog_color[j], diff);
407 upper_color[i][j] = sky_color[j] - diff *
408 ( 1.0 - vis_factor * (0.7 + 0.3 * cvf/45000) );
409 middle_color[i][j] = sky_color[j] - diff *
410 ( 1.0 - vis_factor * (0.1 + 0.85 * cvf/45000) )
412 lower_color[i][j] = fog_color[j] + outer_amt[j];
414 if ( upper_color[i][j] > 1.0 ) { upper_color[i][j] = 1.0; }
415 if ( upper_color[i][j] < 0.0 ) { upper_color[i][j] = 0.0; }
416 if ( middle_color[i][j] > 1.0 ) { middle_color[i][j] = 1.0; }
417 if ( middle_color[i][j] < 0.0 ) { middle_color[i][j] = 0.0; }
418 if ( lower_color[i][j] > 1.0 ) { lower_color[i][j] = 1.0; }
419 if ( lower_color[i][j] < 0.0 ) { lower_color[i][j] = 0.0; }
421 upper_color[i][3] = middle_color[i][3] = lower_color[i][3] = 1.0;
423 for ( j = 0; j < 3; j++ ) {
424 outer_amt[j] += outer_diff[j];
425 middle_amt[j] += middle_diff[j];
429 printf("upper_color[%d] = %.2f %.2f %.2f %.2f\n", i, upper_color[i][0],
430 upper_color[i][1], upper_color[i][2], upper_color[i][3]);
431 printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
432 middle_color[i][0], middle_color[i][1], middle_color[i][2],
434 printf("lower_color[%d] = %.2f %.2f %.2f %.2f\n", i,
435 lower_color[i][0], lower_color[i][1], lower_color[i][2],
440 for ( i = 0; i < 12; i++ ) {
441 sgCopyVec4( bottom_color[i], fog_color );
445 // Second, assign the basic colors to the object color arrays
451 // update the center disk color arrays
453 slot = center_disk_cl->get( counter++ );
455 // sgSetVec4( red, 1.0, 0.0, 0.0, 1.0 );
456 sgCopyVec4( slot, center_color );
457 for ( i = 11; i >= 0; i-- ) {
458 slot = center_disk_cl->get( counter++ );
459 sgCopyVec4( slot, upper_color[i] );
461 slot = center_disk_cl->get( counter++ );
462 sgCopyVec4( slot, upper_color[11] );
464 // generate the upper ring
466 for ( i = 0; i < 12; i++ ) {
467 slot = upper_ring_cl->get( counter++ );
468 sgCopyVec4( slot, middle_color[i] );
470 slot = upper_ring_cl->get( counter++ );
471 sgCopyVec4( slot, upper_color[i] );
473 slot = upper_ring_cl->get( counter++ );
474 sgCopyVec4( slot, middle_color[0] );
476 slot = upper_ring_cl->get( counter++ );
477 sgCopyVec4( slot, upper_color[0] );
479 // generate middle ring
481 for ( i = 0; i < 12; i++ ) {
482 slot = middle_ring_cl->get( counter++ );
483 sgCopyVec4( slot, lower_color[i] );
485 slot = middle_ring_cl->get( counter++ );
486 sgCopyVec4( slot, middle_color[i] );
488 slot = middle_ring_cl->get( counter++ );
489 sgCopyVec4( slot, lower_color[0] );
491 slot = middle_ring_cl->get( counter++ );
492 sgCopyVec4( slot, middle_color[0] );
494 // generate lower ring
496 for ( i = 0; i < 12; i++ ) {
497 slot = lower_ring_cl->get( counter++ );
498 sgCopyVec4( slot, bottom_color[i] );
500 slot = lower_ring_cl->get( counter++ );
501 sgCopyVec4( slot, lower_color[i] );
503 slot = lower_ring_cl->get( counter++ );
504 sgCopyVec4( slot, bottom_color[0] );
506 slot = lower_ring_cl->get( counter++ );
507 sgCopyVec4( slot, lower_color[0] );
513 // reposition the sky at the specified origin and orientation
514 // lon specifies a rotation about the Z axis
515 // lat specifies a rotation about the new Y axis
516 // spin specifies a rotation about the new Z axis (and orients the
517 // sunrise/set effects
518 bool SGSkyDome::reposition( sgVec3 p, double lon, double lat, double spin ) {
519 sgMat4 T, LON, LAT, SPIN;
522 // Translate to view position
523 // Point3D zero_elev = current_view.get_cur_zero_elev();
524 // xglTranslatef( zero_elev.x(), zero_elev.y(), zero_elev.z() );
525 sgMakeTransMat4( T, p );
527 // printf(" Translated to %.2f %.2f %.2f\n",
528 // zero_elev.x, zero_elev.y, zero_elev.z );
530 // Rotate to proper orientation
531 // printf(" lon = %.2f lat = %.2f\n",
532 // lon * SGD_RADIANS_TO_DEGREES,
533 // lat * SGD_RADIANS_TO_DEGREES);
534 // xglRotatef( lon * SGD_RADIANS_TO_DEGREES, 0.0, 0.0, 1.0 );
535 sgSetVec3( axis, 0.0, 0.0, 1.0 );
536 sgMakeRotMat4( LON, lon * SGD_RADIANS_TO_DEGREES, axis );
538 // xglRotatef( 90.0 - f->get_Latitude() * SGD_RADIANS_TO_DEGREES,
540 sgSetVec3( axis, 0.0, 1.0, 0.0 );
541 sgMakeRotMat4( LAT, 90.0 - lat * SGD_RADIANS_TO_DEGREES, axis );
543 // xglRotatef( l->sun_rotation * SGD_RADIANS_TO_DEGREES, 0.0, 0.0, 1.0 );
544 sgSetVec3( axis, 0.0, 0.0, 1.0 );
545 sgMakeRotMat4( SPIN, spin * SGD_RADIANS_TO_DEGREES, axis );
549 sgCopyMat4( TRANSFORM, T );
550 sgPreMultMat4( TRANSFORM, LON );
551 sgPreMultMat4( TRANSFORM, LAT );
552 sgPreMultMat4( TRANSFORM, SPIN );
555 sgSetCoord( &skypos, TRANSFORM );
557 dome_transform->setTransform( &skypos );