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>
40 #include <simgear/debug/logstream.hxx>
46 # pragma global_optimizer off
50 // in meters of course
51 static const float center_elev = 0.3125;
53 static const float upper_radius = 0.6250;
54 static const float upper_elev = 0.2500;
56 static const float middle_radius = 0.8750;
57 static const float middle_elev = 0.1000;
59 static const float lower_radius = 0.8750;
60 static const float lower_elev = 0.0000;
62 static const float bottom_radius = 0.6250;
63 static const float bottom_elev = -0.0250;
66 // Set up dome rendering callbacks
67 static int sgSkyDomePreDraw( ssgEntity *e ) {
68 /* cout << endl << "Dome Pre Draw" << endl << "----------------"
71 ssgLeaf *f = (ssgLeaf *)e;
72 if ( f -> hasState () ) f->getState()->apply() ;
74 glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_FOG_BIT );
75 // cout << "push error = " << glGetError() << endl;
77 glDisable( GL_DEPTH_TEST );
83 static int sgSkyDomePostDraw( ssgEntity *e ) {
84 /* cout << endl << "Dome Post Draw" << endl << "----------------"
88 // cout << "pop error = " << glGetError() << endl;
95 SGSkyDome::SGSkyDome( void ) {
100 SGSkyDome::~SGSkyDome( void ) {
104 // initialize the sky object and connect it into our scene graph
105 ssgBranch * SGSkyDome::build( double hscale, double vscale ) {
112 dome_state = new ssgSimpleState();
113 dome_state->setShadeModel( GL_SMOOTH );
114 dome_state->disable( GL_LIGHTING );
115 dome_state->disable( GL_CULL_FACE );
116 dome_state->disable( GL_TEXTURE_2D );
117 dome_state->enable( GL_COLOR_MATERIAL );
118 dome_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
119 dome_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
120 dome_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
121 dome_state->disable( GL_BLEND );
122 dome_state->disable( GL_ALPHA_TEST );
125 center_disk_vl = new ssgVertexArray( 14 );
126 center_disk_cl = new ssgColourArray( 14 );
128 upper_ring_vl = new ssgVertexArray( 26 );
129 upper_ring_cl = new ssgColourArray( 26 );
131 middle_ring_vl = new ssgVertexArray( 26 );
132 middle_ring_cl = new ssgColourArray( 26 );
134 lower_ring_vl = new ssgVertexArray( 26 );
135 lower_ring_cl = new ssgColourArray( 26 );
137 // initially seed to all blue
138 sgSetVec4( color, 0.0, 0.0, 1.0, 1.0 );
140 // generate the raw vertex data
141 sgVec3 center_vertex;
142 sgVec3 upper_vertex[12];
143 sgVec3 middle_vertex[12];
144 sgVec3 lower_vertex[12];
145 sgVec3 bottom_vertex[12];
147 sgSetVec3( center_vertex, 0.0, 0.0, center_elev * vscale );
149 for ( i = 0; i < 12; i++ ) {
150 theta = (i * 30.0) * SGD_DEGREES_TO_RADIANS;
152 sgSetVec3( upper_vertex[i],
153 cos(theta) * upper_radius * hscale,
154 sin(theta) * upper_radius * hscale,
155 upper_elev * vscale );
157 sgSetVec3( middle_vertex[i],
158 cos((double)theta) * middle_radius * hscale,
159 sin((double)theta) * middle_radius * hscale,
160 middle_elev * vscale );
162 sgSetVec3( lower_vertex[i],
163 cos((double)theta) * lower_radius * hscale,
164 sin((double)theta) * lower_radius * hscale,
165 lower_elev * vscale );
167 sgSetVec3( bottom_vertex[i],
168 cos((double)theta) * bottom_radius * hscale,
169 sin((double)theta) * bottom_radius * hscale,
170 bottom_elev * vscale );
173 // generate the center disk vertex/color arrays
174 center_disk_vl->add( center_vertex );
175 center_disk_cl->add( color );
176 for ( i = 11; i >= 0; i-- ) {
177 center_disk_vl->add( upper_vertex[i] );
178 center_disk_cl->add( color );
180 center_disk_vl->add( upper_vertex[11] );
181 center_disk_cl->add( color );
183 // generate the upper ring
184 for ( i = 0; i < 12; i++ ) {
185 upper_ring_vl->add( middle_vertex[i] );
186 upper_ring_cl->add( color );
188 upper_ring_vl->add( upper_vertex[i] );
189 upper_ring_cl->add( color );
191 upper_ring_vl->add( middle_vertex[0] );
192 upper_ring_cl->add( color );
194 upper_ring_vl->add( upper_vertex[0] );
195 upper_ring_cl->add( color );
197 // generate middle ring
198 for ( i = 0; i < 12; i++ ) {
199 middle_ring_vl->add( lower_vertex[i] );
200 middle_ring_cl->add( color );
202 middle_ring_vl->add( middle_vertex[i] );
203 middle_ring_cl->add( color );
205 middle_ring_vl->add( lower_vertex[0] );
206 middle_ring_cl->add( color );
208 middle_ring_vl->add( middle_vertex[0] );
209 middle_ring_cl->add( color );
211 // generate lower ring
212 for ( i = 0; i < 12; i++ ) {
213 lower_ring_vl->add( bottom_vertex[i] );
214 lower_ring_cl->add( color );
216 lower_ring_vl->add( lower_vertex[i] );
217 lower_ring_cl->add( color );
219 lower_ring_vl->add( bottom_vertex[0] );
220 lower_ring_cl->add( color );
222 lower_ring_vl->add( lower_vertex[0] );
223 lower_ring_cl->add( color );
225 // force a repaint of the sky colors with ugly defaults
227 sgSetVec4( fog_color, 1.0, 1.0, 1.0, 1.0 );
228 repaint( color, fog_color, 0.0, 5000.0 );
230 // build the ssg scene graph sub tree for the sky and connected
231 // into the provide scene graph branch
232 ssgVtxTable *center_disk, *upper_ring, *middle_ring, *lower_ring;
234 center_disk = new ssgVtxTable( GL_TRIANGLE_FAN,
235 center_disk_vl, NULL, NULL, center_disk_cl );
237 upper_ring = new ssgVtxTable( GL_TRIANGLE_STRIP,
238 upper_ring_vl, NULL, NULL, upper_ring_cl );
240 middle_ring = new ssgVtxTable( GL_TRIANGLE_STRIP,
241 middle_ring_vl, NULL, NULL, middle_ring_cl );
243 lower_ring = new ssgVtxTable( GL_TRIANGLE_STRIP,
244 lower_ring_vl, NULL, NULL, lower_ring_cl );
246 center_disk->setState( dome_state );
247 upper_ring->setState( dome_state );
248 middle_ring->setState( dome_state );
249 lower_ring->setState( dome_state );
251 dome_transform = new ssgTransform;
252 dome_transform->addKid( center_disk );
253 dome_transform->addKid( upper_ring );
254 dome_transform->addKid( middle_ring );
255 dome_transform->addKid( lower_ring );
257 // not entirely satisfying. We are depending here that the first
258 // thing we add to a parent is the first drawn
259 center_disk->setCallback( SSG_CALLBACK_PREDRAW, sgSkyDomePreDraw );
260 center_disk->setCallback( SSG_CALLBACK_POSTDRAW, sgSkyDomePostDraw );
262 upper_ring->setCallback( SSG_CALLBACK_PREDRAW, sgSkyDomePreDraw );
263 upper_ring->setCallback( SSG_CALLBACK_POSTDRAW, sgSkyDomePostDraw );
265 middle_ring->setCallback( SSG_CALLBACK_PREDRAW, sgSkyDomePreDraw );
266 middle_ring->setCallback( SSG_CALLBACK_POSTDRAW, sgSkyDomePostDraw );
268 lower_ring->setCallback( SSG_CALLBACK_PREDRAW, sgSkyDomePreDraw );
269 lower_ring->setCallback( SSG_CALLBACK_POSTDRAW, sgSkyDomePostDraw );
271 return dome_transform;
275 // repaint the sky colors based on current value of sun_angle, sky,
276 // and fog colors. This updates the color arrays for ssgVtxTable.
277 // sun angle in degrees relative to verticle
278 // 0 degrees = high noon
279 // 90 degrees = sun rise/set
280 // 180 degrees = darkest midnight
281 bool SGSkyDome::repaint( sgVec4 sky_color, sgVec4 fog_color, double sun_angle,
285 sgVec3 outer_param, outer_amt, outer_diff;
286 sgVec3 middle_param, middle_amt, middle_diff;
289 // Check for sunrise/sunset condition
290 if ( (sun_angle > 80.0) && (sun_angle < 100.0) ) {
292 sgSetVec3( outer_param,
293 (10.0 - fabs(90.0 - sun_angle)) / 20.0,
294 (10.0 - fabs(90.0 - sun_angle)) / 40.0,
295 -(10.0 - fabs(90.0 - sun_angle)) / 30.0 );
297 sgSetVec3( middle_param,
298 (10.0 - fabs(90.0 - sun_angle)) / 40.0,
299 (10.0 - fabs(90.0 - sun_angle)) / 80.0,
302 sgScaleVec3( outer_diff, outer_param, 1.0 / 6.0 );
304 sgScaleVec3( middle_diff, middle_param, 1.0 / 6.0 );
306 sgSetVec3( outer_param, 0.0, 0.0, 0.0 );
307 sgSetVec3( middle_param, 0.0, 0.0, 0.0 );
309 sgSetVec3( outer_diff, 0.0, 0.0, 0.0 );
310 sgSetVec3( middle_diff, 0.0, 0.0, 0.0 );
312 // printf(" outer_red_param = %.2f outer_red_diff = %.2f\n",
313 // outer_red_param, outer_red_diff);
315 // calculate transition colors between sky and fog
316 sgCopyVec3( outer_amt, outer_param );
317 sgCopyVec3( middle_amt, middle_param );
320 // First, recalulate the basic colors
324 sgVec4 upper_color[12];
325 sgVec4 middle_color[12];
326 sgVec4 lower_color[12];
327 sgVec4 bottom_color[12];
331 if ( vis < 3000.0 ) {
332 vis_factor = (vis - 1000.0) / 2000.0;
333 if ( vis_factor < 0.0 ) {
340 for ( j = 0; j < 3; j++ ) {
341 diff = sky_color[j] - fog_color[j];
342 center_color[j] = sky_color[j] - diff * ( 1.0 - vis_factor );
344 center_color[3] = 1.0;
346 for ( i = 0; i < 6; i++ ) {
347 for ( j = 0; j < 3; j++ ) {
348 diff = sky_color[j] - fog_color[j];
350 // printf("sky = %.2f fog = %.2f diff = %.2f\n",
351 // l->sky_color[j], l->fog_color[j], diff);
353 upper_color[i][j] = sky_color[j] - diff * ( 1.0 - vis_factor * 0.7);
354 middle_color[i][j] = sky_color[j] - diff * ( 1.0 - vis_factor * 0.1)
356 lower_color[i][j] = fog_color[j] + outer_amt[j];
358 if ( upper_color[i][j] > 1.0 ) { upper_color[i][j] = 1.0; }
359 if ( upper_color[i][j] < 0.0 ) { upper_color[i][j] = 0.0; }
360 if ( middle_color[i][j] > 1.0 ) { middle_color[i][j] = 1.0; }
361 if ( middle_color[i][j] < 0.0 ) { middle_color[i][j] = 0.0; }
362 if ( lower_color[i][j] > 1.0 ) { lower_color[i][j] = 1.0; }
363 if ( lower_color[i][j] < 0.0 ) { lower_color[i][j] = 0.0; }
365 upper_color[i][3] = middle_color[i][3] = lower_color[i][3] = 1.0;
367 for ( j = 0; j < 3; j++ ) {
368 outer_amt[j] -= outer_diff[j];
369 middle_amt[j] -= middle_diff[j];
373 printf("upper_color[%d] = %.2f %.2f %.2f %.2f\n", i, upper_color[i][0],
374 upper_color[i][1], upper_color[i][2], upper_color[i][3]);
375 printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
376 middle_color[i][0], middle_color[i][1], middle_color[i][2],
378 printf("lower_color[%d] = %.2f %.2f %.2f %.2f\n", i,
379 lower_color[i][0], lower_color[i][1], lower_color[i][2],
384 sgSetVec3( outer_amt, 0.0, 0.0, 0.0 );
385 sgSetVec3( middle_amt, 0.0, 0.0, 0.0 );
387 for ( i = 6; i < 12; i++ ) {
388 for ( j = 0; j < 3; j++ ) {
389 diff = sky_color[j] - fog_color[j];
391 // printf("sky = %.2f fog = %.2f diff = %.2f\n",
392 // sky_color[j], fog_color[j], diff);
394 upper_color[i][j] = sky_color[j] - diff * ( 1.0 - vis_factor * 0.7);
395 middle_color[i][j] = sky_color[j] - diff * ( 1.0 - vis_factor * 0.1)
397 lower_color[i][j] = fog_color[j] + outer_amt[j];
399 if ( upper_color[i][j] > 1.0 ) { upper_color[i][j] = 1.0; }
400 if ( upper_color[i][j] < 0.0 ) { upper_color[i][j] = 0.0; }
401 if ( middle_color[i][j] > 1.0 ) { middle_color[i][j] = 1.0; }
402 if ( middle_color[i][j] < 0.0 ) { middle_color[i][j] = 0.0; }
403 if ( lower_color[i][j] > 1.0 ) { lower_color[i][j] = 1.0; }
404 if ( lower_color[i][j] < 0.0 ) { lower_color[i][j] = 0.0; }
406 upper_color[i][3] = middle_color[i][3] = lower_color[i][3] = 1.0;
408 for ( j = 0; j < 3; j++ ) {
409 outer_amt[j] += outer_diff[j];
410 middle_amt[j] += middle_diff[j];
414 printf("upper_color[%d] = %.2f %.2f %.2f %.2f\n", i, upper_color[i][0],
415 upper_color[i][1], upper_color[i][2], upper_color[i][3]);
416 printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
417 middle_color[i][0], middle_color[i][1], middle_color[i][2],
419 printf("lower_color[%d] = %.2f %.2f %.2f %.2f\n", i,
420 lower_color[i][0], lower_color[i][1], lower_color[i][2],
425 for ( i = 0; i < 12; i++ ) {
426 sgCopyVec4( bottom_color[i], fog_color );
430 // Second, assign the basic colors to the object color arrays
436 // update the center disk color arrays
438 slot = center_disk_cl->get( counter++ );
440 // sgSetVec4( red, 1.0, 0.0, 0.0, 1.0 );
441 sgCopyVec4( slot, center_color );
442 for ( i = 11; i >= 0; i-- ) {
443 slot = center_disk_cl->get( counter++ );
444 sgCopyVec4( slot, upper_color[i] );
446 slot = center_disk_cl->get( counter++ );
447 sgCopyVec4( slot, upper_color[11] );
449 // generate the upper ring
451 for ( i = 0; i < 12; i++ ) {
452 slot = upper_ring_cl->get( counter++ );
453 sgCopyVec4( slot, middle_color[i] );
455 slot = upper_ring_cl->get( counter++ );
456 sgCopyVec4( slot, upper_color[i] );
458 slot = upper_ring_cl->get( counter++ );
459 sgCopyVec4( slot, middle_color[0] );
461 slot = upper_ring_cl->get( counter++ );
462 sgCopyVec4( slot, upper_color[0] );
464 // generate middle ring
466 for ( i = 0; i < 12; i++ ) {
467 slot = middle_ring_cl->get( counter++ );
468 sgCopyVec4( slot, lower_color[i] );
470 slot = middle_ring_cl->get( counter++ );
471 sgCopyVec4( slot, middle_color[i] );
473 slot = middle_ring_cl->get( counter++ );
474 sgCopyVec4( slot, lower_color[0] );
476 slot = middle_ring_cl->get( counter++ );
477 sgCopyVec4( slot, middle_color[0] );
479 // generate lower ring
481 for ( i = 0; i < 12; i++ ) {
482 slot = lower_ring_cl->get( counter++ );
483 sgCopyVec4( slot, bottom_color[i] );
485 slot = lower_ring_cl->get( counter++ );
486 sgCopyVec4( slot, lower_color[i] );
488 slot = lower_ring_cl->get( counter++ );
489 sgCopyVec4( slot, bottom_color[0] );
491 slot = lower_ring_cl->get( counter++ );
492 sgCopyVec4( slot, lower_color[0] );
498 // reposition the sky at the specified origin and orientation
499 // lon specifies a rotation about the Z axis
500 // lat specifies a rotation about the new Y axis
501 // spin specifies a rotation about the new Z axis (and orients the
502 // sunrise/set effects
503 bool SGSkyDome::reposition( sgVec3 p, double lon, double lat, double spin ) {
504 sgMat4 T, LON, LAT, SPIN;
507 // Translate to view position
508 // Point3D zero_elev = current_view.get_cur_zero_elev();
509 // xglTranslatef( zero_elev.x(), zero_elev.y(), zero_elev.z() );
510 sgMakeTransMat4( T, p );
512 // printf(" Translated to %.2f %.2f %.2f\n",
513 // zero_elev.x, zero_elev.y, zero_elev.z );
515 // Rotate to proper orientation
516 // printf(" lon = %.2f lat = %.2f\n",
517 // lon * SGD_RADIANS_TO_DEGREES,
518 // lat * SGD_RADIANS_TO_DEGREES);
519 // xglRotatef( lon * SGD_RADIANS_TO_DEGREES, 0.0, 0.0, 1.0 );
520 sgSetVec3( axis, 0.0, 0.0, 1.0 );
521 sgMakeRotMat4( LON, lon * SGD_RADIANS_TO_DEGREES, axis );
523 // xglRotatef( 90.0 - f->get_Latitude() * SGD_RADIANS_TO_DEGREES,
525 sgSetVec3( axis, 0.0, 1.0, 0.0 );
526 sgMakeRotMat4( LAT, 90.0 - lat * SGD_RADIANS_TO_DEGREES, axis );
528 // xglRotatef( l->sun_rotation * SGD_RADIANS_TO_DEGREES, 0.0, 0.0, 1.0 );
529 sgSetVec3( axis, 0.0, 0.0, 1.0 );
530 sgMakeRotMat4( SPIN, spin * SGD_RADIANS_TO_DEGREES, axis );
534 sgCopyMat4( TRANSFORM, T );
535 sgPreMultMat4( TRANSFORM, LON );
536 sgPreMultMat4( TRANSFORM, LAT );
537 sgPreMultMat4( TRANSFORM, SPIN );
540 sgSetCoord( &skypos, TRANSFORM );
542 dome_transform->setTransform( &skypos );