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>
38 #include <simgear/constants.h>
39 #include <simgear/debug/logstream.hxx>
40 #include <simgear/math/fg_random.h>
46 # pragma global_optimizer off
50 // in meters of course
51 #define CENTER_ELEV 25000.0
53 #define UPPER_RADIUS 50000.0
54 #define UPPER_ELEV 20000.0
56 #define MIDDLE_RADIUS 70000.0
57 #define MIDDLE_ELEV 8000.0
59 #define LOWER_RADIUS 80000.0
60 #define LOWER_ELEV 0.0
62 #define BOTTOM_RADIUS 50000.0
63 #define BOTTOM_ELEV -2000.0
66 // Set up dome rendering callbacks
67 static int sgSkyDomePreDraw( ssgEntity *e ) {
68 /* cout << endl << "Dome Pre Draw" << endl << "----------------"
70 glDisable( GL_DEPTH_TEST );
76 static int sgSkyDomePostDraw( ssgEntity *e ) {
77 /* cout << endl << "Dome Post Draw" << endl << "----------------"
79 glEnable( GL_DEPTH_TEST );
87 SGSkyDome::SGSkyDome( void ) {
92 SGSkyDome::~SGSkyDome( void ) {
96 // initialize the sky object and connect it into our scene graph
97 ssgBranch * SGSkyDome::build( ) {
104 dome_state = new ssgSimpleState();
105 dome_state->setShadeModel( GL_SMOOTH );
106 dome_state->disable( GL_LIGHTING );
107 dome_state->disable( GL_CULL_FACE );
108 dome_state->disable( GL_TEXTURE_2D );
109 dome_state->enable( GL_COLOR_MATERIAL );
110 dome_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
111 dome_state->disable( GL_BLEND );
112 dome_state->disable( GL_ALPHA_TEST );
115 center_disk_vl = new ssgVertexArray( 14 );
116 center_disk_cl = new ssgColourArray( 14 );
118 upper_ring_vl = new ssgVertexArray( 26 );
119 upper_ring_cl = new ssgColourArray( 26 );
121 middle_ring_vl = new ssgVertexArray( 26 );
122 middle_ring_cl = new ssgColourArray( 26 );
124 lower_ring_vl = new ssgVertexArray( 26 );
125 lower_ring_cl = new ssgColourArray( 26 );
127 // initially seed to all blue
128 sgSetVec4( color, 0.0, 0.0, 1.0, 1.0 );
130 // generate the raw vertex data
131 sgVec3 center_vertex;
132 sgVec3 upper_vertex[12];
133 sgVec3 middle_vertex[12];
134 sgVec3 lower_vertex[12];
135 sgVec3 bottom_vertex[12];
137 sgSetVec3( center_vertex, 0.0, 0.0, CENTER_ELEV );
139 for ( i = 0; i < 12; i++ ) {
140 theta = (i * 30.0) * DEG_TO_RAD;
142 sgSetVec3( upper_vertex[i],
143 cos(theta) * UPPER_RADIUS,
144 sin(theta) * UPPER_RADIUS,
147 sgSetVec3( middle_vertex[i],
148 cos((double)theta) * MIDDLE_RADIUS,
149 sin((double)theta) * MIDDLE_RADIUS,
152 sgSetVec3( lower_vertex[i],
153 cos((double)theta) * LOWER_RADIUS,
154 sin((double)theta) * LOWER_RADIUS,
157 sgSetVec3( bottom_vertex[i],
158 cos((double)theta) * BOTTOM_RADIUS,
159 sin((double)theta) * BOTTOM_RADIUS,
163 // generate the center disk vertex/color arrays
164 center_disk_vl->add( center_vertex );
165 center_disk_cl->add( color );
166 for ( i = 11; i >= 0; i-- ) {
167 center_disk_vl->add( upper_vertex[i] );
168 center_disk_cl->add( color );
170 center_disk_vl->add( upper_vertex[11] );
171 center_disk_cl->add( color );
173 // generate the upper ring
174 for ( i = 0; i < 12; i++ ) {
175 upper_ring_vl->add( middle_vertex[i] );
176 upper_ring_cl->add( color );
178 upper_ring_vl->add( upper_vertex[i] );
179 upper_ring_cl->add( color );
181 upper_ring_vl->add( middle_vertex[0] );
182 upper_ring_cl->add( color );
184 upper_ring_vl->add( upper_vertex[0] );
185 upper_ring_cl->add( color );
187 // generate middle ring
188 for ( i = 0; i < 12; i++ ) {
189 middle_ring_vl->add( lower_vertex[i] );
190 middle_ring_cl->add( color );
192 middle_ring_vl->add( middle_vertex[i] );
193 middle_ring_cl->add( color );
195 middle_ring_vl->add( lower_vertex[0] );
196 middle_ring_cl->add( color );
198 middle_ring_vl->add( middle_vertex[0] );
199 middle_ring_cl->add( color );
201 // generate lower ring
202 for ( i = 0; i < 12; i++ ) {
203 lower_ring_vl->add( bottom_vertex[i] );
204 lower_ring_cl->add( color );
206 lower_ring_vl->add( lower_vertex[i] );
207 lower_ring_cl->add( color );
209 lower_ring_vl->add( bottom_vertex[0] );
210 lower_ring_cl->add( color );
212 lower_ring_vl->add( lower_vertex[0] );
213 lower_ring_cl->add( color );
215 // force a repaint of the sky colors with ugly defaults
217 sgSetVec3( fog_color, 1.0, 1.0, 1.0 );
218 repaint( color, fog_color, 0.0 );
220 // build the ssg scene graph sub tree for the sky and connected
221 // into the provide scene graph branch
222 ssgVtxTable *center_disk, *upper_ring, *middle_ring, *lower_ring;
224 center_disk = new ssgVtxTable( GL_TRIANGLE_FAN,
225 center_disk_vl, NULL, NULL, center_disk_cl );
227 upper_ring = new ssgVtxTable( GL_TRIANGLE_STRIP,
228 upper_ring_vl, NULL, NULL, upper_ring_cl );
230 middle_ring = new ssgVtxTable( GL_TRIANGLE_STRIP,
231 middle_ring_vl, NULL, NULL, middle_ring_cl );
233 lower_ring = new ssgVtxTable( GL_TRIANGLE_STRIP,
234 lower_ring_vl, NULL, NULL, lower_ring_cl );
236 center_disk->setState( dome_state );
237 upper_ring->setState( dome_state );
238 middle_ring->setState( dome_state );
239 lower_ring->setState( dome_state );
241 dome_transform = new ssgTransform;
242 dome_transform->addKid( center_disk );
243 dome_transform->addKid( upper_ring );
244 dome_transform->addKid( middle_ring );
245 dome_transform->addKid( lower_ring );
247 // not entirely satisfying. We are depending here that the first
248 // thing we add to a parent is the first drawn
249 center_disk->setCallback( SSG_CALLBACK_PREDRAW, sgSkyDomePreDraw );
250 center_disk->setCallback( SSG_CALLBACK_POSTDRAW, sgSkyDomePostDraw );
252 upper_ring->setCallback( SSG_CALLBACK_PREDRAW, sgSkyDomePreDraw );
253 upper_ring->setCallback( SSG_CALLBACK_POSTDRAW, sgSkyDomePostDraw );
255 middle_ring->setCallback( SSG_CALLBACK_PREDRAW, sgSkyDomePreDraw );
256 middle_ring->setCallback( SSG_CALLBACK_POSTDRAW, sgSkyDomePostDraw );
258 lower_ring->setCallback( SSG_CALLBACK_PREDRAW, sgSkyDomePreDraw );
259 lower_ring->setCallback( SSG_CALLBACK_POSTDRAW, sgSkyDomePostDraw );
261 return dome_transform;
265 // repaint the sky colors based on current value of sun_angle, sky,
266 // and fog colors. This updates the color arrays for ssgVtxTable.
267 // sun angle in degrees relative to verticle
268 // 0 degrees = high noon
269 // 90 degrees = sun rise/set
270 // 180 degrees = darkest midnight
271 bool SGSkyDome::repaint( sgVec4 sky_color, sgVec4 fog_color, double sun_angle )
274 sgVec3 outer_param, outer_amt, outer_diff;
275 sgVec3 middle_param, middle_amt, middle_diff;
278 // Check for sunrise/sunset condition
279 if ( (sun_angle > 80.0) && (sun_angle < 100.0) ) {
281 sgSetVec3( outer_param,
282 (10.0 - fabs(90.0 - sun_angle)) / 20.0,
283 (10.0 - fabs(90.0 - sun_angle)) / 40.0,
284 -(10.0 - fabs(90.0 - sun_angle)) / 30.0 );
286 sgSetVec3( middle_param,
287 (10.0 - fabs(90.0 - sun_angle)) / 40.0,
288 (10.0 - fabs(90.0 - sun_angle)) / 80.0,
291 sgScaleVec3( outer_diff, outer_param, 1.0 / 6.0 );
293 sgScaleVec3( middle_diff, middle_param, 1.0 / 6.0 );
295 sgSetVec3( outer_param, 0.0, 0.0, 0.0 );
296 sgSetVec3( middle_param, 0.0, 0.0, 0.0 );
298 sgSetVec3( outer_diff, 0.0, 0.0, 0.0 );
299 sgSetVec3( middle_diff, 0.0, 0.0, 0.0 );
301 // printf(" outer_red_param = %.2f outer_red_diff = %.2f\n",
302 // outer_red_param, outer_red_diff);
304 // calculate transition colors between sky and fog
305 sgCopyVec3( outer_amt, outer_param );
306 sgCopyVec3( middle_amt, middle_param );
309 // First, recalulate the basic colors
312 sgVec4 upper_color[12];
313 sgVec4 middle_color[12];
314 sgVec4 lower_color[12];
315 sgVec4 bottom_color[12];
317 for ( i = 0; i < 6; i++ ) {
318 for ( j = 0; j < 3; j++ ) {
319 diff = sky_color[j] - fog_color[j];
321 // printf("sky = %.2f fog = %.2f diff = %.2f\n",
322 // l->sky_color[j], l->fog_color[j], diff);
324 upper_color[i][j] = sky_color[j] - diff * 0.3;
325 middle_color[i][j] = sky_color[j] - diff * 0.9 + middle_amt[j];
326 lower_color[i][j] = fog_color[j] + outer_amt[j];
328 if ( upper_color[i][j] > 1.0 ) { upper_color[i][j] = 1.0; }
329 if ( upper_color[i][j] < 0.1 ) { upper_color[i][j] = 0.1; }
330 if ( middle_color[i][j] > 1.0 ) { middle_color[i][j] = 1.0; }
331 if ( middle_color[i][j] < 0.1 ) { middle_color[i][j] = 0.1; }
332 if ( lower_color[i][j] > 1.0 ) { lower_color[i][j] = 1.0; }
333 if ( lower_color[i][j] < 0.1 ) { lower_color[i][j] = 0.1; }
335 upper_color[i][3] = middle_color[i][3] = lower_color[i][3] = 1.0;
337 for ( j = 0; j < 3; j++ ) {
338 outer_amt[j] -= outer_diff[j];
339 middle_amt[j] -= middle_diff[j];
343 printf("upper_color[%d] = %.2f %.2f %.2f %.2f\n", i, upper_color[i][0],
344 upper_color[i][1], upper_color[i][2], upper_color[i][3]);
345 printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
346 middle_color[i][0], middle_color[i][1], middle_color[i][2],
348 printf("lower_color[%d] = %.2f %.2f %.2f %.2f\n", i,
349 lower_color[i][0], lower_color[i][1], lower_color[i][2],
354 sgSetVec3( outer_amt, 0.0, 0.0, 0.0 );
355 sgSetVec3( middle_amt, 0.0, 0.0, 0.0 );
357 for ( i = 6; i < 12; i++ ) {
358 for ( j = 0; j < 3; j++ ) {
359 diff = sky_color[j] - fog_color[j];
361 // printf("sky = %.2f fog = %.2f diff = %.2f\n",
362 // sky_color[j], fog_color[j], diff);
364 upper_color[i][j] = sky_color[j] - diff * 0.3;
365 middle_color[i][j] = sky_color[j] - diff * 0.9 + middle_amt[j];
366 lower_color[i][j] = fog_color[j] + outer_amt[j];
368 if ( upper_color[i][j] > 1.0 ) { upper_color[i][j] = 1.0; }
369 if ( upper_color[i][j] < 0.1 ) { upper_color[i][j] = 0.1; }
370 if ( middle_color[i][j] > 1.0 ) { middle_color[i][j] = 1.0; }
371 if ( middle_color[i][j] < 0.1 ) { middle_color[i][j] = 0.1; }
372 if ( lower_color[i][j] > 1.0 ) { lower_color[i][j] = 1.0; }
373 if ( lower_color[i][j] < 0.1 ) { lower_color[i][j] = 0.1; }
375 upper_color[i][3] = middle_color[i][3] = lower_color[i][3] = 1.0;
377 for ( j = 0; j < 3; j++ ) {
378 outer_amt[j] += outer_diff[j];
379 middle_amt[j] += middle_diff[j];
383 printf("upper_color[%d] = %.2f %.2f %.2f %.2f\n", i, upper_color[i][0],
384 upper_color[i][1], upper_color[i][2], upper_color[i][3]);
385 printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
386 middle_color[i][0], middle_color[i][1], middle_color[i][2],
388 printf("lower_color[%d] = %.2f %.2f %.2f %.2f\n", i,
389 lower_color[i][0], lower_color[i][1], lower_color[i][2],
394 for ( i = 0; i < 12; i++ ) {
395 sgCopyVec4( bottom_color[i], fog_color );
399 // Second, assign the basic colors to the object color arrays
405 // update the center disk color arrays
407 slot = center_disk_cl->get( counter++ );
409 // sgSetVec4( red, 1.0, 0.0, 0.0, 1.0 );
410 sgCopyVec4( slot, sky_color );
411 for ( i = 11; i >= 0; i-- ) {
412 slot = center_disk_cl->get( counter++ );
413 sgCopyVec4( slot, upper_color[i] );
415 slot = center_disk_cl->get( counter++ );
416 sgCopyVec4( slot, upper_color[11] );
418 // generate the upper ring
420 for ( i = 0; i < 12; i++ ) {
421 slot = upper_ring_cl->get( counter++ );
422 sgCopyVec4( slot, middle_color[i] );
424 slot = upper_ring_cl->get( counter++ );
425 sgCopyVec4( slot, upper_color[i] );
427 slot = upper_ring_cl->get( counter++ );
428 sgCopyVec4( slot, middle_color[0] );
430 slot = upper_ring_cl->get( counter++ );
431 sgCopyVec4( slot, upper_color[0] );
433 // generate middle ring
435 for ( i = 0; i < 12; i++ ) {
436 slot = middle_ring_cl->get( counter++ );
437 sgCopyVec4( slot, lower_color[i] );
439 slot = middle_ring_cl->get( counter++ );
440 sgCopyVec4( slot, middle_color[i] );
442 slot = middle_ring_cl->get( counter++ );
443 sgCopyVec4( slot, lower_color[0] );
445 slot = middle_ring_cl->get( counter++ );
446 sgCopyVec4( slot, middle_color[0] );
448 // generate lower ring
450 for ( i = 0; i < 12; i++ ) {
451 slot = lower_ring_cl->get( counter++ );
452 sgCopyVec4( slot, bottom_color[i] );
454 slot = lower_ring_cl->get( counter++ );
455 sgCopyVec4( slot, lower_color[i] );
457 slot = lower_ring_cl->get( counter++ );
458 sgCopyVec4( slot, bottom_color[0] );
460 slot = lower_ring_cl->get( counter++ );
461 sgCopyVec4( slot, lower_color[0] );
467 // reposition the sky at the specified origin and orientation
468 // lon specifies a rotation about the Z axis
469 // lat specifies a rotation about the new Y axis
470 // spin specifies a rotation about the new Z axis (and orients the
471 // sunrise/set effects
472 bool SGSkyDome::reposition( sgVec3 p, double lon, double lat, double spin ) {
473 sgMat4 T, LON, LAT, SPIN;
476 // Translate to view position
477 // Point3D zero_elev = current_view.get_cur_zero_elev();
478 // xglTranslatef( zero_elev.x(), zero_elev.y(), zero_elev.z() );
479 sgMakeTransMat4( T, p );
481 // printf(" Translated to %.2f %.2f %.2f\n",
482 // zero_elev.x, zero_elev.y, zero_elev.z );
484 // Rotate to proper orientation
485 // printf(" lon = %.2f lat = %.2f\n", FG_Longitude * RAD_TO_DEG,
486 // FG_Latitude * RAD_TO_DEG);
487 // xglRotatef( f->get_Longitude() * RAD_TO_DEG, 0.0, 0.0, 1.0 );
488 sgSetVec3( axis, 0.0, 0.0, 1.0 );
489 sgMakeRotMat4( LON, lon * RAD_TO_DEG, axis );
491 // xglRotatef( 90.0 - f->get_Latitude() * RAD_TO_DEG, 0.0, 1.0, 0.0 );
492 sgSetVec3( axis, 0.0, 1.0, 0.0 );
493 sgMakeRotMat4( LAT, 90.0 - lat * RAD_TO_DEG, axis );
495 // xglRotatef( l->sun_rotation * RAD_TO_DEG, 0.0, 0.0, 1.0 );
496 sgSetVec3( axis, 0.0, 0.0, 1.0 );
497 sgMakeRotMat4( SPIN, spin * RAD_TO_DEG, axis );
501 sgCopyMat4( TRANSFORM, T );
502 sgPreMultMat4( TRANSFORM, LON );
503 sgPreMultMat4( TRANSFORM, LAT );
504 sgPreMultMat4( TRANSFORM, SPIN );
507 sgSetCoord( &skypos, TRANSFORM );
509 dome_transform->setTransform( &skypos );