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, 5000.0 );
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,
278 sgVec3 outer_param, outer_amt, outer_diff;
279 sgVec3 middle_param, middle_amt, middle_diff;
282 // Check for sunrise/sunset condition
283 if ( (sun_angle > 80.0) && (sun_angle < 100.0) ) {
285 sgSetVec3( outer_param,
286 (10.0 - fabs(90.0 - sun_angle)) / 20.0,
287 (10.0 - fabs(90.0 - sun_angle)) / 40.0,
288 -(10.0 - fabs(90.0 - sun_angle)) / 30.0 );
290 sgSetVec3( middle_param,
291 (10.0 - fabs(90.0 - sun_angle)) / 40.0,
292 (10.0 - fabs(90.0 - sun_angle)) / 80.0,
295 sgScaleVec3( outer_diff, outer_param, 1.0 / 6.0 );
297 sgScaleVec3( middle_diff, middle_param, 1.0 / 6.0 );
299 sgSetVec3( outer_param, 0.0, 0.0, 0.0 );
300 sgSetVec3( middle_param, 0.0, 0.0, 0.0 );
302 sgSetVec3( outer_diff, 0.0, 0.0, 0.0 );
303 sgSetVec3( middle_diff, 0.0, 0.0, 0.0 );
305 // printf(" outer_red_param = %.2f outer_red_diff = %.2f\n",
306 // outer_red_param, outer_red_diff);
308 // calculate transition colors between sky and fog
309 sgCopyVec3( outer_amt, outer_param );
310 sgCopyVec3( middle_amt, middle_param );
313 // First, recalulate the basic colors
317 sgVec4 upper_color[12];
318 sgVec4 middle_color[12];
319 sgVec4 lower_color[12];
320 sgVec4 bottom_color[12];
324 if ( vis < 3000.0 ) {
325 vis_factor = (vis - 1000.0) / 2000.0;
326 if ( vis_factor < 0.0 ) {
333 for ( j = 0; j < 3; j++ ) {
334 diff = sky_color[j] - fog_color[j];
335 center_color[j] = sky_color[j] - diff * ( 1.0 - vis_factor );
338 for ( i = 0; i < 6; i++ ) {
339 for ( j = 0; j < 3; j++ ) {
340 diff = sky_color[j] - fog_color[j];
342 // printf("sky = %.2f fog = %.2f diff = %.2f\n",
343 // l->sky_color[j], l->fog_color[j], diff);
345 upper_color[i][j] = sky_color[j] - diff * ( 1.0 - vis_factor * 0.7);
346 middle_color[i][j] = sky_color[j] - diff * ( 1.0 - vis_factor * 0.1)
348 lower_color[i][j] = fog_color[j] + outer_amt[j];
350 if ( upper_color[i][j] > 1.0 ) { upper_color[i][j] = 1.0; }
351 if ( upper_color[i][j] < 0.1 ) { upper_color[i][j] = 0.1; }
352 if ( middle_color[i][j] > 1.0 ) { middle_color[i][j] = 1.0; }
353 if ( middle_color[i][j] < 0.1 ) { middle_color[i][j] = 0.1; }
354 if ( lower_color[i][j] > 1.0 ) { lower_color[i][j] = 1.0; }
355 if ( lower_color[i][j] < 0.1 ) { lower_color[i][j] = 0.1; }
357 upper_color[i][3] = middle_color[i][3] = lower_color[i][3] = 1.0;
359 for ( j = 0; j < 3; j++ ) {
360 outer_amt[j] -= outer_diff[j];
361 middle_amt[j] -= middle_diff[j];
365 printf("upper_color[%d] = %.2f %.2f %.2f %.2f\n", i, upper_color[i][0],
366 upper_color[i][1], upper_color[i][2], upper_color[i][3]);
367 printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
368 middle_color[i][0], middle_color[i][1], middle_color[i][2],
370 printf("lower_color[%d] = %.2f %.2f %.2f %.2f\n", i,
371 lower_color[i][0], lower_color[i][1], lower_color[i][2],
376 sgSetVec3( outer_amt, 0.0, 0.0, 0.0 );
377 sgSetVec3( middle_amt, 0.0, 0.0, 0.0 );
379 for ( i = 6; i < 12; i++ ) {
380 for ( j = 0; j < 3; j++ ) {
381 diff = sky_color[j] - fog_color[j];
383 // printf("sky = %.2f fog = %.2f diff = %.2f\n",
384 // sky_color[j], fog_color[j], diff);
386 upper_color[i][j] = sky_color[j] - diff * ( 1.0 - vis_factor * 0.7);
387 middle_color[i][j] = sky_color[j] - diff * ( 1.0 - vis_factor * 0.1)
389 lower_color[i][j] = fog_color[j] + outer_amt[j];
391 if ( upper_color[i][j] > 1.0 ) { upper_color[i][j] = 1.0; }
392 if ( upper_color[i][j] < 0.1 ) { upper_color[i][j] = 0.1; }
393 if ( middle_color[i][j] > 1.0 ) { middle_color[i][j] = 1.0; }
394 if ( middle_color[i][j] < 0.1 ) { middle_color[i][j] = 0.1; }
395 if ( lower_color[i][j] > 1.0 ) { lower_color[i][j] = 1.0; }
396 if ( lower_color[i][j] < 0.1 ) { lower_color[i][j] = 0.1; }
398 upper_color[i][3] = middle_color[i][3] = lower_color[i][3] = 1.0;
400 for ( j = 0; j < 3; j++ ) {
401 outer_amt[j] += outer_diff[j];
402 middle_amt[j] += middle_diff[j];
406 printf("upper_color[%d] = %.2f %.2f %.2f %.2f\n", i, upper_color[i][0],
407 upper_color[i][1], upper_color[i][2], upper_color[i][3]);
408 printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
409 middle_color[i][0], middle_color[i][1], middle_color[i][2],
411 printf("lower_color[%d] = %.2f %.2f %.2f %.2f\n", i,
412 lower_color[i][0], lower_color[i][1], lower_color[i][2],
417 for ( i = 0; i < 12; i++ ) {
418 sgCopyVec4( bottom_color[i], fog_color );
422 // Second, assign the basic colors to the object color arrays
428 // update the center disk color arrays
430 slot = center_disk_cl->get( counter++ );
432 // sgSetVec4( red, 1.0, 0.0, 0.0, 1.0 );
433 sgCopyVec4( slot, center_color );
434 for ( i = 11; i >= 0; i-- ) {
435 slot = center_disk_cl->get( counter++ );
436 sgCopyVec4( slot, upper_color[i] );
438 slot = center_disk_cl->get( counter++ );
439 sgCopyVec4( slot, upper_color[11] );
441 // generate the upper ring
443 for ( i = 0; i < 12; i++ ) {
444 slot = upper_ring_cl->get( counter++ );
445 sgCopyVec4( slot, middle_color[i] );
447 slot = upper_ring_cl->get( counter++ );
448 sgCopyVec4( slot, upper_color[i] );
450 slot = upper_ring_cl->get( counter++ );
451 sgCopyVec4( slot, middle_color[0] );
453 slot = upper_ring_cl->get( counter++ );
454 sgCopyVec4( slot, upper_color[0] );
456 // generate middle ring
458 for ( i = 0; i < 12; i++ ) {
459 slot = middle_ring_cl->get( counter++ );
460 sgCopyVec4( slot, lower_color[i] );
462 slot = middle_ring_cl->get( counter++ );
463 sgCopyVec4( slot, middle_color[i] );
465 slot = middle_ring_cl->get( counter++ );
466 sgCopyVec4( slot, lower_color[0] );
468 slot = middle_ring_cl->get( counter++ );
469 sgCopyVec4( slot, middle_color[0] );
471 // generate lower ring
473 for ( i = 0; i < 12; i++ ) {
474 slot = lower_ring_cl->get( counter++ );
475 sgCopyVec4( slot, bottom_color[i] );
477 slot = lower_ring_cl->get( counter++ );
478 sgCopyVec4( slot, lower_color[i] );
480 slot = lower_ring_cl->get( counter++ );
481 sgCopyVec4( slot, bottom_color[0] );
483 slot = lower_ring_cl->get( counter++ );
484 sgCopyVec4( slot, lower_color[0] );
490 // reposition the sky at the specified origin and orientation
491 // lon specifies a rotation about the Z axis
492 // lat specifies a rotation about the new Y axis
493 // spin specifies a rotation about the new Z axis (and orients the
494 // sunrise/set effects
495 bool SGSkyDome::reposition( sgVec3 p, double lon, double lat, double spin ) {
496 sgMat4 T, LON, LAT, SPIN;
499 // Translate to view position
500 // Point3D zero_elev = current_view.get_cur_zero_elev();
501 // xglTranslatef( zero_elev.x(), zero_elev.y(), zero_elev.z() );
502 sgMakeTransMat4( T, p );
504 // printf(" Translated to %.2f %.2f %.2f\n",
505 // zero_elev.x, zero_elev.y, zero_elev.z );
507 // Rotate to proper orientation
508 // printf(" lon = %.2f lat = %.2f\n",
509 // FG_Longitude * SGD_RADIANS_TO_DEGREES,
510 // FG_Latitude * SGD_RADIANS_TO_DEGREES);
511 // xglRotatef( f->get_Longitude() * SGD_RADIANS_TO_DEGREES, 0.0, 0.0, 1.0 );
512 sgSetVec3( axis, 0.0, 0.0, 1.0 );
513 sgMakeRotMat4( LON, lon * SGD_RADIANS_TO_DEGREES, axis );
515 // xglRotatef( 90.0 - f->get_Latitude() * SGD_RADIANS_TO_DEGREES,
517 sgSetVec3( axis, 0.0, 1.0, 0.0 );
518 sgMakeRotMat4( LAT, 90.0 - lat * SGD_RADIANS_TO_DEGREES, axis );
520 // xglRotatef( l->sun_rotation * SGD_RADIANS_TO_DEGREES, 0.0, 0.0, 1.0 );
521 sgSetVec3( axis, 0.0, 0.0, 1.0 );
522 sgMakeRotMat4( SPIN, spin * SGD_RADIANS_TO_DEGREES, axis );
526 sgCopyMat4( TRANSFORM, T );
527 sgPreMultMat4( TRANSFORM, LON );
528 sgPreMultMat4( TRANSFORM, LAT );
529 sgPreMultMat4( TRANSFORM, SPIN );
532 sgSetCoord( &skypos, TRANSFORM );
534 dome_transform->setTransform( &skypos );