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.
37 #include <simgear/xgl/xgl.h>
41 #include <simgear/debug/logstream.hxx>
42 #include <simgear/math/fg_random.h>
48 # pragma global_optimizer off
52 // in meters of course
53 #define CENTER_ELEV 25000.0
55 #define UPPER_RADIUS 50000.0
56 #define UPPER_ELEV 20000.0
58 #define MIDDLE_RADIUS 70000.0
59 #define MIDDLE_ELEV 8000.0
61 #define LOWER_RADIUS 80000.0
62 #define LOWER_ELEV 0.0
64 #define BOTTOM_RADIUS 50000.0
65 #define BOTTOM_ELEV -2000.0
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( ) {
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 );
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,
156 sin(theta) * UPPER_RADIUS,
159 sgSetVec3( middle_vertex[i],
160 cos((double)theta) * MIDDLE_RADIUS,
161 sin((double)theta) * MIDDLE_RADIUS,
164 sgSetVec3( lower_vertex[i],
165 cos((double)theta) * LOWER_RADIUS,
166 sin((double)theta) * LOWER_RADIUS,
169 sgSetVec3( bottom_vertex[i],
170 cos((double)theta) * BOTTOM_RADIUS,
171 sin((double)theta) * BOTTOM_RADIUS,
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 sgSetVec3( fog_color, 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,
287 sgVec3 outer_param, outer_amt, outer_diff;
288 sgVec3 middle_param, middle_amt, middle_diff;
291 // Check for sunrise/sunset condition
292 if ( (sun_angle > 80.0) && (sun_angle < 100.0) ) {
294 sgSetVec3( outer_param,
295 (10.0 - fabs(90.0 - sun_angle)) / 20.0,
296 (10.0 - fabs(90.0 - sun_angle)) / 40.0,
297 -(10.0 - fabs(90.0 - sun_angle)) / 30.0 );
299 sgSetVec3( middle_param,
300 (10.0 - fabs(90.0 - sun_angle)) / 40.0,
301 (10.0 - fabs(90.0 - sun_angle)) / 80.0,
304 sgScaleVec3( outer_diff, outer_param, 1.0 / 6.0 );
306 sgScaleVec3( middle_diff, middle_param, 1.0 / 6.0 );
308 sgSetVec3( outer_param, 0.0, 0.0, 0.0 );
309 sgSetVec3( middle_param, 0.0, 0.0, 0.0 );
311 sgSetVec3( outer_diff, 0.0, 0.0, 0.0 );
312 sgSetVec3( middle_diff, 0.0, 0.0, 0.0 );
314 // printf(" outer_red_param = %.2f outer_red_diff = %.2f\n",
315 // outer_red_param, outer_red_diff);
317 // calculate transition colors between sky and fog
318 sgCopyVec3( outer_amt, outer_param );
319 sgCopyVec3( middle_amt, middle_param );
322 // First, recalulate the basic colors
326 sgVec4 upper_color[12];
327 sgVec4 middle_color[12];
328 sgVec4 lower_color[12];
329 sgVec4 bottom_color[12];
333 if ( vis < 3000.0 ) {
334 vis_factor = (vis - 1000.0) / 2000.0;
335 if ( vis_factor < 0.0 ) {
342 for ( j = 0; j < 3; j++ ) {
343 diff = sky_color[j] - fog_color[j];
344 center_color[j] = sky_color[j] - diff * ( 1.0 - vis_factor );
347 for ( i = 0; i < 6; i++ ) {
348 for ( j = 0; j < 3; j++ ) {
349 diff = sky_color[j] - fog_color[j];
351 // printf("sky = %.2f fog = %.2f diff = %.2f\n",
352 // l->sky_color[j], l->fog_color[j], diff);
354 upper_color[i][j] = sky_color[j] - diff * ( 1.0 - vis_factor * 0.7);
355 middle_color[i][j] = sky_color[j] - diff * ( 1.0 - vis_factor * 0.1)
357 lower_color[i][j] = fog_color[j] + outer_amt[j];
359 if ( upper_color[i][j] > 1.0 ) { upper_color[i][j] = 1.0; }
360 if ( upper_color[i][j] < 0.1 ) { upper_color[i][j] = 0.1; }
361 if ( middle_color[i][j] > 1.0 ) { middle_color[i][j] = 1.0; }
362 if ( middle_color[i][j] < 0.1 ) { middle_color[i][j] = 0.1; }
363 if ( lower_color[i][j] > 1.0 ) { lower_color[i][j] = 1.0; }
364 if ( lower_color[i][j] < 0.1 ) { lower_color[i][j] = 0.1; }
366 upper_color[i][3] = middle_color[i][3] = lower_color[i][3] = 1.0;
368 for ( j = 0; j < 3; j++ ) {
369 outer_amt[j] -= outer_diff[j];
370 middle_amt[j] -= middle_diff[j];
374 printf("upper_color[%d] = %.2f %.2f %.2f %.2f\n", i, upper_color[i][0],
375 upper_color[i][1], upper_color[i][2], upper_color[i][3]);
376 printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
377 middle_color[i][0], middle_color[i][1], middle_color[i][2],
379 printf("lower_color[%d] = %.2f %.2f %.2f %.2f\n", i,
380 lower_color[i][0], lower_color[i][1], lower_color[i][2],
385 sgSetVec3( outer_amt, 0.0, 0.0, 0.0 );
386 sgSetVec3( middle_amt, 0.0, 0.0, 0.0 );
388 for ( i = 6; i < 12; i++ ) {
389 for ( j = 0; j < 3; j++ ) {
390 diff = sky_color[j] - fog_color[j];
392 // printf("sky = %.2f fog = %.2f diff = %.2f\n",
393 // sky_color[j], fog_color[j], diff);
395 upper_color[i][j] = sky_color[j] - diff * ( 1.0 - vis_factor * 0.7);
396 middle_color[i][j] = sky_color[j] - diff * ( 1.0 - vis_factor * 0.1)
398 lower_color[i][j] = fog_color[j] + outer_amt[j];
400 if ( upper_color[i][j] > 1.0 ) { upper_color[i][j] = 1.0; }
401 if ( upper_color[i][j] < 0.1 ) { upper_color[i][j] = 0.1; }
402 if ( middle_color[i][j] > 1.0 ) { middle_color[i][j] = 1.0; }
403 if ( middle_color[i][j] < 0.1 ) { middle_color[i][j] = 0.1; }
404 if ( lower_color[i][j] > 1.0 ) { lower_color[i][j] = 1.0; }
405 if ( lower_color[i][j] < 0.1 ) { lower_color[i][j] = 0.1; }
407 upper_color[i][3] = middle_color[i][3] = lower_color[i][3] = 1.0;
409 for ( j = 0; j < 3; j++ ) {
410 outer_amt[j] += outer_diff[j];
411 middle_amt[j] += middle_diff[j];
415 printf("upper_color[%d] = %.2f %.2f %.2f %.2f\n", i, upper_color[i][0],
416 upper_color[i][1], upper_color[i][2], upper_color[i][3]);
417 printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
418 middle_color[i][0], middle_color[i][1], middle_color[i][2],
420 printf("lower_color[%d] = %.2f %.2f %.2f %.2f\n", i,
421 lower_color[i][0], lower_color[i][1], lower_color[i][2],
426 for ( i = 0; i < 12; i++ ) {
427 sgCopyVec4( bottom_color[i], fog_color );
431 // Second, assign the basic colors to the object color arrays
437 // update the center disk color arrays
439 slot = center_disk_cl->get( counter++ );
441 // sgSetVec4( red, 1.0, 0.0, 0.0, 1.0 );
442 sgCopyVec4( slot, center_color );
443 for ( i = 11; i >= 0; i-- ) {
444 slot = center_disk_cl->get( counter++ );
445 sgCopyVec4( slot, upper_color[i] );
447 slot = center_disk_cl->get( counter++ );
448 sgCopyVec4( slot, upper_color[11] );
450 // generate the upper ring
452 for ( i = 0; i < 12; i++ ) {
453 slot = upper_ring_cl->get( counter++ );
454 sgCopyVec4( slot, middle_color[i] );
456 slot = upper_ring_cl->get( counter++ );
457 sgCopyVec4( slot, upper_color[i] );
459 slot = upper_ring_cl->get( counter++ );
460 sgCopyVec4( slot, middle_color[0] );
462 slot = upper_ring_cl->get( counter++ );
463 sgCopyVec4( slot, upper_color[0] );
465 // generate middle ring
467 for ( i = 0; i < 12; i++ ) {
468 slot = middle_ring_cl->get( counter++ );
469 sgCopyVec4( slot, lower_color[i] );
471 slot = middle_ring_cl->get( counter++ );
472 sgCopyVec4( slot, middle_color[i] );
474 slot = middle_ring_cl->get( counter++ );
475 sgCopyVec4( slot, lower_color[0] );
477 slot = middle_ring_cl->get( counter++ );
478 sgCopyVec4( slot, middle_color[0] );
480 // generate lower ring
482 for ( i = 0; i < 12; i++ ) {
483 slot = lower_ring_cl->get( counter++ );
484 sgCopyVec4( slot, bottom_color[i] );
486 slot = lower_ring_cl->get( counter++ );
487 sgCopyVec4( slot, lower_color[i] );
489 slot = lower_ring_cl->get( counter++ );
490 sgCopyVec4( slot, bottom_color[0] );
492 slot = lower_ring_cl->get( counter++ );
493 sgCopyVec4( slot, lower_color[0] );
499 // reposition the sky at the specified origin and orientation
500 // lon specifies a rotation about the Z axis
501 // lat specifies a rotation about the new Y axis
502 // spin specifies a rotation about the new Z axis (and orients the
503 // sunrise/set effects
504 bool SGSkyDome::reposition( sgVec3 p, double lon, double lat, double spin ) {
505 sgMat4 T, LON, LAT, SPIN;
508 // Translate to view position
509 // Point3D zero_elev = current_view.get_cur_zero_elev();
510 // xglTranslatef( zero_elev.x(), zero_elev.y(), zero_elev.z() );
511 sgMakeTransMat4( T, p );
513 // printf(" Translated to %.2f %.2f %.2f\n",
514 // zero_elev.x, zero_elev.y, zero_elev.z );
516 // Rotate to proper orientation
517 // printf(" lon = %.2f lat = %.2f\n",
518 // lon * SGD_RADIANS_TO_DEGREES,
519 // lat * SGD_RADIANS_TO_DEGREES);
520 // xglRotatef( lon * SGD_RADIANS_TO_DEGREES, 0.0, 0.0, 1.0 );
521 sgSetVec3( axis, 0.0, 0.0, 1.0 );
522 sgMakeRotMat4( LON, lon * SGD_RADIANS_TO_DEGREES, axis );
524 // xglRotatef( 90.0 - f->get_Latitude() * SGD_RADIANS_TO_DEGREES,
526 sgSetVec3( axis, 0.0, 1.0, 0.0 );
527 sgMakeRotMat4( LAT, 90.0 - lat * SGD_RADIANS_TO_DEGREES, axis );
529 // xglRotatef( l->sun_rotation * SGD_RADIANS_TO_DEGREES, 0.0, 0.0, 1.0 );
530 sgSetVec3( axis, 0.0, 0.0, 1.0 );
531 sgMakeRotMat4( SPIN, spin * SGD_RADIANS_TO_DEGREES, axis );
535 sgCopyMat4( TRANSFORM, T );
536 sgPreMultMat4( TRANSFORM, LON );
537 sgPreMultMat4( TRANSFORM, LAT );
538 sgPreMultMat4( TRANSFORM, SPIN );
541 sgSetCoord( &skypos, TRANSFORM );
543 dome_transform->setTransform( &skypos );