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 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.
36 #include <simgear/xgl/xgl.h>
40 #include <simgear/debug/logstream.hxx>
41 #include <simgear/math/fg_random.h>
47 # pragma global_optimizer off
51 // in meters of course
52 #define CENTER_ELEV 25000.0
54 #define UPPER_RADIUS 50000.0
55 #define UPPER_ELEV 20000.0
57 #define MIDDLE_RADIUS 70000.0
58 #define MIDDLE_ELEV 8000.0
60 #define LOWER_RADIUS 80000.0
61 #define LOWER_ELEV 0.0
63 #define BOTTOM_RADIUS 50000.0
64 #define BOTTOM_ELEV -2000.0
67 // Set up dome rendering callbacks
68 static int sgSkyDomePreDraw( ssgEntity *e ) {
69 /* cout << endl << "Dome Pre Draw" << endl << "----------------"
71 glDisable( GL_DEPTH_TEST );
77 static int sgSkyDomePostDraw( ssgEntity *e ) {
78 /* cout << endl << "Dome Post Draw" << endl << "----------------"
80 glEnable( GL_DEPTH_TEST );
88 SGSkyDome::SGSkyDome( void ) {
93 SGSkyDome::~SGSkyDome( void ) {
97 // initialize the sky object and connect it into our scene graph
98 ssgBranch * SGSkyDome::build( ) {
105 dome_state = new ssgSimpleState();
106 dome_state->setShadeModel( GL_SMOOTH );
107 dome_state->disable( GL_LIGHTING );
108 dome_state->disable( GL_CULL_FACE );
109 dome_state->disable( GL_TEXTURE_2D );
110 dome_state->enable( GL_COLOR_MATERIAL );
111 dome_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
112 dome_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
113 dome_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
114 dome_state->disable( GL_BLEND );
115 dome_state->disable( GL_ALPHA_TEST );
118 center_disk_vl = new ssgVertexArray( 14 );
119 center_disk_cl = new ssgColourArray( 14 );
121 upper_ring_vl = new ssgVertexArray( 26 );
122 upper_ring_cl = new ssgColourArray( 26 );
124 middle_ring_vl = new ssgVertexArray( 26 );
125 middle_ring_cl = new ssgColourArray( 26 );
127 lower_ring_vl = new ssgVertexArray( 26 );
128 lower_ring_cl = new ssgColourArray( 26 );
130 // initially seed to all blue
131 sgSetVec4( color, 0.0, 0.0, 1.0, 1.0 );
133 // generate the raw vertex data
134 sgVec3 center_vertex;
135 sgVec3 upper_vertex[12];
136 sgVec3 middle_vertex[12];
137 sgVec3 lower_vertex[12];
138 sgVec3 bottom_vertex[12];
140 sgSetVec3( center_vertex, 0.0, 0.0, CENTER_ELEV );
142 for ( i = 0; i < 12; i++ ) {
143 theta = (i * 30.0) * SGD_DEGREES_TO_RADIANS;
145 sgSetVec3( upper_vertex[i],
146 cos(theta) * UPPER_RADIUS,
147 sin(theta) * UPPER_RADIUS,
150 sgSetVec3( middle_vertex[i],
151 cos((double)theta) * MIDDLE_RADIUS,
152 sin((double)theta) * MIDDLE_RADIUS,
155 sgSetVec3( lower_vertex[i],
156 cos((double)theta) * LOWER_RADIUS,
157 sin((double)theta) * LOWER_RADIUS,
160 sgSetVec3( bottom_vertex[i],
161 cos((double)theta) * BOTTOM_RADIUS,
162 sin((double)theta) * BOTTOM_RADIUS,
166 // generate the center disk vertex/color arrays
167 center_disk_vl->add( center_vertex );
168 center_disk_cl->add( color );
169 for ( i = 11; i >= 0; i-- ) {
170 center_disk_vl->add( upper_vertex[i] );
171 center_disk_cl->add( color );
173 center_disk_vl->add( upper_vertex[11] );
174 center_disk_cl->add( color );
176 // generate the upper ring
177 for ( i = 0; i < 12; i++ ) {
178 upper_ring_vl->add( middle_vertex[i] );
179 upper_ring_cl->add( color );
181 upper_ring_vl->add( upper_vertex[i] );
182 upper_ring_cl->add( color );
184 upper_ring_vl->add( middle_vertex[0] );
185 upper_ring_cl->add( color );
187 upper_ring_vl->add( upper_vertex[0] );
188 upper_ring_cl->add( color );
190 // generate middle ring
191 for ( i = 0; i < 12; i++ ) {
192 middle_ring_vl->add( lower_vertex[i] );
193 middle_ring_cl->add( color );
195 middle_ring_vl->add( middle_vertex[i] );
196 middle_ring_cl->add( color );
198 middle_ring_vl->add( lower_vertex[0] );
199 middle_ring_cl->add( color );
201 middle_ring_vl->add( middle_vertex[0] );
202 middle_ring_cl->add( color );
204 // generate lower ring
205 for ( i = 0; i < 12; i++ ) {
206 lower_ring_vl->add( bottom_vertex[i] );
207 lower_ring_cl->add( color );
209 lower_ring_vl->add( lower_vertex[i] );
210 lower_ring_cl->add( color );
212 lower_ring_vl->add( bottom_vertex[0] );
213 lower_ring_cl->add( color );
215 lower_ring_vl->add( lower_vertex[0] );
216 lower_ring_cl->add( color );
218 // force a repaint of the sky colors with ugly defaults
220 sgSetVec3( fog_color, 1.0, 1.0, 1.0 );
221 repaint( color, fog_color, 0.0 );
223 // build the ssg scene graph sub tree for the sky and connected
224 // into the provide scene graph branch
225 ssgVtxTable *center_disk, *upper_ring, *middle_ring, *lower_ring;
227 center_disk = new ssgVtxTable( GL_TRIANGLE_FAN,
228 center_disk_vl, NULL, NULL, center_disk_cl );
230 upper_ring = new ssgVtxTable( GL_TRIANGLE_STRIP,
231 upper_ring_vl, NULL, NULL, upper_ring_cl );
233 middle_ring = new ssgVtxTable( GL_TRIANGLE_STRIP,
234 middle_ring_vl, NULL, NULL, middle_ring_cl );
236 lower_ring = new ssgVtxTable( GL_TRIANGLE_STRIP,
237 lower_ring_vl, NULL, NULL, lower_ring_cl );
239 center_disk->setState( dome_state );
240 upper_ring->setState( dome_state );
241 middle_ring->setState( dome_state );
242 lower_ring->setState( dome_state );
244 dome_transform = new ssgTransform;
245 dome_transform->addKid( center_disk );
246 dome_transform->addKid( upper_ring );
247 dome_transform->addKid( middle_ring );
248 dome_transform->addKid( lower_ring );
250 // not entirely satisfying. We are depending here that the first
251 // thing we add to a parent is the first drawn
252 center_disk->setCallback( SSG_CALLBACK_PREDRAW, sgSkyDomePreDraw );
253 center_disk->setCallback( SSG_CALLBACK_POSTDRAW, sgSkyDomePostDraw );
255 upper_ring->setCallback( SSG_CALLBACK_PREDRAW, sgSkyDomePreDraw );
256 upper_ring->setCallback( SSG_CALLBACK_POSTDRAW, sgSkyDomePostDraw );
258 middle_ring->setCallback( SSG_CALLBACK_PREDRAW, sgSkyDomePreDraw );
259 middle_ring->setCallback( SSG_CALLBACK_POSTDRAW, sgSkyDomePostDraw );
261 lower_ring->setCallback( SSG_CALLBACK_PREDRAW, sgSkyDomePreDraw );
262 lower_ring->setCallback( SSG_CALLBACK_POSTDRAW, sgSkyDomePostDraw );
264 return dome_transform;
268 // repaint the sky colors based on current value of sun_angle, sky,
269 // and fog colors. This updates the color arrays for ssgVtxTable.
270 // sun angle in degrees relative to verticle
271 // 0 degrees = high noon
272 // 90 degrees = sun rise/set
273 // 180 degrees = darkest midnight
274 bool SGSkyDome::repaint( sgVec4 sky_color, sgVec4 fog_color, double sun_angle )
277 sgVec3 outer_param, outer_amt, outer_diff;
278 sgVec3 middle_param, middle_amt, middle_diff;
281 // Check for sunrise/sunset condition
282 if ( (sun_angle > 80.0) && (sun_angle < 100.0) ) {
284 sgSetVec3( outer_param,
285 (10.0 - fabs(90.0 - sun_angle)) / 20.0,
286 (10.0 - fabs(90.0 - sun_angle)) / 40.0,
287 -(10.0 - fabs(90.0 - sun_angle)) / 30.0 );
289 sgSetVec3( middle_param,
290 (10.0 - fabs(90.0 - sun_angle)) / 40.0,
291 (10.0 - fabs(90.0 - sun_angle)) / 80.0,
294 sgScaleVec3( outer_diff, outer_param, 1.0 / 6.0 );
296 sgScaleVec3( middle_diff, middle_param, 1.0 / 6.0 );
298 sgSetVec3( outer_param, 0.0, 0.0, 0.0 );
299 sgSetVec3( middle_param, 0.0, 0.0, 0.0 );
301 sgSetVec3( outer_diff, 0.0, 0.0, 0.0 );
302 sgSetVec3( middle_diff, 0.0, 0.0, 0.0 );
304 // printf(" outer_red_param = %.2f outer_red_diff = %.2f\n",
305 // outer_red_param, outer_red_diff);
307 // calculate transition colors between sky and fog
308 sgCopyVec3( outer_amt, outer_param );
309 sgCopyVec3( middle_amt, middle_param );
312 // First, recalulate the basic colors
315 sgVec4 upper_color[12];
316 sgVec4 middle_color[12];
317 sgVec4 lower_color[12];
318 sgVec4 bottom_color[12];
320 for ( i = 0; i < 6; i++ ) {
321 for ( j = 0; j < 3; j++ ) {
322 diff = sky_color[j] - fog_color[j];
324 // printf("sky = %.2f fog = %.2f diff = %.2f\n",
325 // l->sky_color[j], l->fog_color[j], diff);
327 upper_color[i][j] = sky_color[j] - diff * 0.3;
328 middle_color[i][j] = sky_color[j] - diff * 0.9 + middle_amt[j];
329 lower_color[i][j] = fog_color[j] + outer_amt[j];
331 if ( upper_color[i][j] > 1.0 ) { upper_color[i][j] = 1.0; }
332 if ( upper_color[i][j] < 0.1 ) { upper_color[i][j] = 0.1; }
333 if ( middle_color[i][j] > 1.0 ) { middle_color[i][j] = 1.0; }
334 if ( middle_color[i][j] < 0.1 ) { middle_color[i][j] = 0.1; }
335 if ( lower_color[i][j] > 1.0 ) { lower_color[i][j] = 1.0; }
336 if ( lower_color[i][j] < 0.1 ) { lower_color[i][j] = 0.1; }
338 upper_color[i][3] = middle_color[i][3] = lower_color[i][3] = 1.0;
340 for ( j = 0; j < 3; j++ ) {
341 outer_amt[j] -= outer_diff[j];
342 middle_amt[j] -= middle_diff[j];
346 printf("upper_color[%d] = %.2f %.2f %.2f %.2f\n", i, upper_color[i][0],
347 upper_color[i][1], upper_color[i][2], upper_color[i][3]);
348 printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
349 middle_color[i][0], middle_color[i][1], middle_color[i][2],
351 printf("lower_color[%d] = %.2f %.2f %.2f %.2f\n", i,
352 lower_color[i][0], lower_color[i][1], lower_color[i][2],
357 sgSetVec3( outer_amt, 0.0, 0.0, 0.0 );
358 sgSetVec3( middle_amt, 0.0, 0.0, 0.0 );
360 for ( i = 6; i < 12; i++ ) {
361 for ( j = 0; j < 3; j++ ) {
362 diff = sky_color[j] - fog_color[j];
364 // printf("sky = %.2f fog = %.2f diff = %.2f\n",
365 // sky_color[j], fog_color[j], diff);
367 upper_color[i][j] = sky_color[j] - diff * 0.3;
368 middle_color[i][j] = sky_color[j] - diff * 0.9 + middle_amt[j];
369 lower_color[i][j] = fog_color[j] + outer_amt[j];
371 if ( upper_color[i][j] > 1.0 ) { upper_color[i][j] = 1.0; }
372 if ( upper_color[i][j] < 0.1 ) { upper_color[i][j] = 0.1; }
373 if ( middle_color[i][j] > 1.0 ) { middle_color[i][j] = 1.0; }
374 if ( middle_color[i][j] < 0.1 ) { middle_color[i][j] = 0.1; }
375 if ( lower_color[i][j] > 1.0 ) { lower_color[i][j] = 1.0; }
376 if ( lower_color[i][j] < 0.1 ) { lower_color[i][j] = 0.1; }
378 upper_color[i][3] = middle_color[i][3] = lower_color[i][3] = 1.0;
380 for ( j = 0; j < 3; j++ ) {
381 outer_amt[j] += outer_diff[j];
382 middle_amt[j] += middle_diff[j];
386 printf("upper_color[%d] = %.2f %.2f %.2f %.2f\n", i, upper_color[i][0],
387 upper_color[i][1], upper_color[i][2], upper_color[i][3]);
388 printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
389 middle_color[i][0], middle_color[i][1], middle_color[i][2],
391 printf("lower_color[%d] = %.2f %.2f %.2f %.2f\n", i,
392 lower_color[i][0], lower_color[i][1], lower_color[i][2],
397 for ( i = 0; i < 12; i++ ) {
398 sgCopyVec4( bottom_color[i], fog_color );
402 // Second, assign the basic colors to the object color arrays
408 // update the center disk color arrays
410 slot = center_disk_cl->get( counter++ );
412 // sgSetVec4( red, 1.0, 0.0, 0.0, 1.0 );
413 sgCopyVec4( slot, sky_color );
414 for ( i = 11; i >= 0; i-- ) {
415 slot = center_disk_cl->get( counter++ );
416 sgCopyVec4( slot, upper_color[i] );
418 slot = center_disk_cl->get( counter++ );
419 sgCopyVec4( slot, upper_color[11] );
421 // generate the upper ring
423 for ( i = 0; i < 12; i++ ) {
424 slot = upper_ring_cl->get( counter++ );
425 sgCopyVec4( slot, middle_color[i] );
427 slot = upper_ring_cl->get( counter++ );
428 sgCopyVec4( slot, upper_color[i] );
430 slot = upper_ring_cl->get( counter++ );
431 sgCopyVec4( slot, middle_color[0] );
433 slot = upper_ring_cl->get( counter++ );
434 sgCopyVec4( slot, upper_color[0] );
436 // generate middle ring
438 for ( i = 0; i < 12; i++ ) {
439 slot = middle_ring_cl->get( counter++ );
440 sgCopyVec4( slot, lower_color[i] );
442 slot = middle_ring_cl->get( counter++ );
443 sgCopyVec4( slot, middle_color[i] );
445 slot = middle_ring_cl->get( counter++ );
446 sgCopyVec4( slot, lower_color[0] );
448 slot = middle_ring_cl->get( counter++ );
449 sgCopyVec4( slot, middle_color[0] );
451 // generate lower ring
453 for ( i = 0; i < 12; i++ ) {
454 slot = lower_ring_cl->get( counter++ );
455 sgCopyVec4( slot, bottom_color[i] );
457 slot = lower_ring_cl->get( counter++ );
458 sgCopyVec4( slot, lower_color[i] );
460 slot = lower_ring_cl->get( counter++ );
461 sgCopyVec4( slot, bottom_color[0] );
463 slot = lower_ring_cl->get( counter++ );
464 sgCopyVec4( slot, lower_color[0] );
470 // reposition the sky at the specified origin and orientation
471 // lon specifies a rotation about the Z axis
472 // lat specifies a rotation about the new Y axis
473 // spin specifies a rotation about the new Z axis (and orients the
474 // sunrise/set effects
475 bool SGSkyDome::reposition( sgVec3 p, double lon, double lat, double spin ) {
476 sgMat4 T, LON, LAT, SPIN;
479 // Translate to view position
480 // Point3D zero_elev = current_view.get_cur_zero_elev();
481 // xglTranslatef( zero_elev.x(), zero_elev.y(), zero_elev.z() );
482 sgMakeTransMat4( T, p );
484 // printf(" Translated to %.2f %.2f %.2f\n",
485 // zero_elev.x, zero_elev.y, zero_elev.z );
487 // Rotate to proper orientation
488 // printf(" lon = %.2f lat = %.2f\n",
489 // FG_Longitude * SGD_RADIANS_TO_DEGREES,
490 // FG_Latitude * SGD_RADIANS_TO_DEGREES);
491 // xglRotatef( f->get_Longitude() * SGD_RADIANS_TO_DEGREES, 0.0, 0.0, 1.0 );
492 sgSetVec3( axis, 0.0, 0.0, 1.0 );
493 sgMakeRotMat4( LON, lon * SGD_RADIANS_TO_DEGREES, axis );
495 // xglRotatef( 90.0 - f->get_Latitude() * SGD_RADIANS_TO_DEGREES,
497 sgSetVec3( axis, 0.0, 1.0, 0.0 );
498 sgMakeRotMat4( LAT, 90.0 - lat * SGD_RADIANS_TO_DEGREES, axis );
500 // xglRotatef( l->sun_rotation * SGD_RADIANS_TO_DEGREES, 0.0, 0.0, 1.0 );
501 sgSetVec3( axis, 0.0, 0.0, 1.0 );
502 sgMakeRotMat4( SPIN, spin * SGD_RADIANS_TO_DEGREES, axis );
506 sgCopyMat4( TRANSFORM, T );
507 sgPreMultMat4( TRANSFORM, LON );
508 sgPreMultMat4( TRANSFORM, LAT );
509 sgPreMultMat4( TRANSFORM, SPIN );
512 sgSetCoord( &skypos, TRANSFORM );
514 dome_transform->setTransform( &skypos );