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->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
112 dome_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
113 dome_state->disable( GL_BLEND );
114 dome_state->disable( GL_ALPHA_TEST );
117 center_disk_vl = new ssgVertexArray( 14 );
118 center_disk_cl = new ssgColourArray( 14 );
120 upper_ring_vl = new ssgVertexArray( 26 );
121 upper_ring_cl = new ssgColourArray( 26 );
123 middle_ring_vl = new ssgVertexArray( 26 );
124 middle_ring_cl = new ssgColourArray( 26 );
126 lower_ring_vl = new ssgVertexArray( 26 );
127 lower_ring_cl = new ssgColourArray( 26 );
129 // initially seed to all blue
130 sgSetVec4( color, 0.0, 0.0, 1.0, 1.0 );
132 // generate the raw vertex data
133 sgVec3 center_vertex;
134 sgVec3 upper_vertex[12];
135 sgVec3 middle_vertex[12];
136 sgVec3 lower_vertex[12];
137 sgVec3 bottom_vertex[12];
139 sgSetVec3( center_vertex, 0.0, 0.0, CENTER_ELEV );
141 for ( i = 0; i < 12; i++ ) {
142 theta = (i * 30.0) * DEG_TO_RAD;
144 sgSetVec3( upper_vertex[i],
145 cos(theta) * UPPER_RADIUS,
146 sin(theta) * UPPER_RADIUS,
149 sgSetVec3( middle_vertex[i],
150 cos((double)theta) * MIDDLE_RADIUS,
151 sin((double)theta) * MIDDLE_RADIUS,
154 sgSetVec3( lower_vertex[i],
155 cos((double)theta) * LOWER_RADIUS,
156 sin((double)theta) * LOWER_RADIUS,
159 sgSetVec3( bottom_vertex[i],
160 cos((double)theta) * BOTTOM_RADIUS,
161 sin((double)theta) * BOTTOM_RADIUS,
165 // generate the center disk vertex/color arrays
166 center_disk_vl->add( center_vertex );
167 center_disk_cl->add( color );
168 for ( i = 11; i >= 0; i-- ) {
169 center_disk_vl->add( upper_vertex[i] );
170 center_disk_cl->add( color );
172 center_disk_vl->add( upper_vertex[11] );
173 center_disk_cl->add( color );
175 // generate the upper ring
176 for ( i = 0; i < 12; i++ ) {
177 upper_ring_vl->add( middle_vertex[i] );
178 upper_ring_cl->add( color );
180 upper_ring_vl->add( upper_vertex[i] );
181 upper_ring_cl->add( color );
183 upper_ring_vl->add( middle_vertex[0] );
184 upper_ring_cl->add( color );
186 upper_ring_vl->add( upper_vertex[0] );
187 upper_ring_cl->add( color );
189 // generate middle ring
190 for ( i = 0; i < 12; i++ ) {
191 middle_ring_vl->add( lower_vertex[i] );
192 middle_ring_cl->add( color );
194 middle_ring_vl->add( middle_vertex[i] );
195 middle_ring_cl->add( color );
197 middle_ring_vl->add( lower_vertex[0] );
198 middle_ring_cl->add( color );
200 middle_ring_vl->add( middle_vertex[0] );
201 middle_ring_cl->add( color );
203 // generate lower ring
204 for ( i = 0; i < 12; i++ ) {
205 lower_ring_vl->add( bottom_vertex[i] );
206 lower_ring_cl->add( color );
208 lower_ring_vl->add( lower_vertex[i] );
209 lower_ring_cl->add( color );
211 lower_ring_vl->add( bottom_vertex[0] );
212 lower_ring_cl->add( color );
214 lower_ring_vl->add( lower_vertex[0] );
215 lower_ring_cl->add( color );
217 // force a repaint of the sky colors with ugly defaults
219 sgSetVec3( fog_color, 1.0, 1.0, 1.0 );
220 repaint( color, fog_color, 0.0 );
222 // build the ssg scene graph sub tree for the sky and connected
223 // into the provide scene graph branch
224 ssgVtxTable *center_disk, *upper_ring, *middle_ring, *lower_ring;
226 center_disk = new ssgVtxTable( GL_TRIANGLE_FAN,
227 center_disk_vl, NULL, NULL, center_disk_cl );
229 upper_ring = new ssgVtxTable( GL_TRIANGLE_STRIP,
230 upper_ring_vl, NULL, NULL, upper_ring_cl );
232 middle_ring = new ssgVtxTable( GL_TRIANGLE_STRIP,
233 middle_ring_vl, NULL, NULL, middle_ring_cl );
235 lower_ring = new ssgVtxTable( GL_TRIANGLE_STRIP,
236 lower_ring_vl, NULL, NULL, lower_ring_cl );
238 center_disk->setState( dome_state );
239 upper_ring->setState( dome_state );
240 middle_ring->setState( dome_state );
241 lower_ring->setState( dome_state );
243 dome_transform = new ssgTransform;
244 dome_transform->addKid( center_disk );
245 dome_transform->addKid( upper_ring );
246 dome_transform->addKid( middle_ring );
247 dome_transform->addKid( lower_ring );
249 // not entirely satisfying. We are depending here that the first
250 // thing we add to a parent is the first drawn
251 center_disk->setCallback( SSG_CALLBACK_PREDRAW, sgSkyDomePreDraw );
252 center_disk->setCallback( SSG_CALLBACK_POSTDRAW, sgSkyDomePostDraw );
254 upper_ring->setCallback( SSG_CALLBACK_PREDRAW, sgSkyDomePreDraw );
255 upper_ring->setCallback( SSG_CALLBACK_POSTDRAW, sgSkyDomePostDraw );
257 middle_ring->setCallback( SSG_CALLBACK_PREDRAW, sgSkyDomePreDraw );
258 middle_ring->setCallback( SSG_CALLBACK_POSTDRAW, sgSkyDomePostDraw );
260 lower_ring->setCallback( SSG_CALLBACK_PREDRAW, sgSkyDomePreDraw );
261 lower_ring->setCallback( SSG_CALLBACK_POSTDRAW, sgSkyDomePostDraw );
263 return dome_transform;
267 // repaint the sky colors based on current value of sun_angle, sky,
268 // and fog colors. This updates the color arrays for ssgVtxTable.
269 // sun angle in degrees relative to verticle
270 // 0 degrees = high noon
271 // 90 degrees = sun rise/set
272 // 180 degrees = darkest midnight
273 bool SGSkyDome::repaint( sgVec4 sky_color, sgVec4 fog_color, double sun_angle )
276 sgVec3 outer_param, outer_amt, outer_diff;
277 sgVec3 middle_param, middle_amt, middle_diff;
280 // Check for sunrise/sunset condition
281 if ( (sun_angle > 80.0) && (sun_angle < 100.0) ) {
283 sgSetVec3( outer_param,
284 (10.0 - fabs(90.0 - sun_angle)) / 20.0,
285 (10.0 - fabs(90.0 - sun_angle)) / 40.0,
286 -(10.0 - fabs(90.0 - sun_angle)) / 30.0 );
288 sgSetVec3( middle_param,
289 (10.0 - fabs(90.0 - sun_angle)) / 40.0,
290 (10.0 - fabs(90.0 - sun_angle)) / 80.0,
293 sgScaleVec3( outer_diff, outer_param, 1.0 / 6.0 );
295 sgScaleVec3( middle_diff, middle_param, 1.0 / 6.0 );
297 sgSetVec3( outer_param, 0.0, 0.0, 0.0 );
298 sgSetVec3( middle_param, 0.0, 0.0, 0.0 );
300 sgSetVec3( outer_diff, 0.0, 0.0, 0.0 );
301 sgSetVec3( middle_diff, 0.0, 0.0, 0.0 );
303 // printf(" outer_red_param = %.2f outer_red_diff = %.2f\n",
304 // outer_red_param, outer_red_diff);
306 // calculate transition colors between sky and fog
307 sgCopyVec3( outer_amt, outer_param );
308 sgCopyVec3( middle_amt, middle_param );
311 // First, recalulate the basic colors
314 sgVec4 upper_color[12];
315 sgVec4 middle_color[12];
316 sgVec4 lower_color[12];
317 sgVec4 bottom_color[12];
319 for ( i = 0; i < 6; i++ ) {
320 for ( j = 0; j < 3; j++ ) {
321 diff = sky_color[j] - fog_color[j];
323 // printf("sky = %.2f fog = %.2f diff = %.2f\n",
324 // l->sky_color[j], l->fog_color[j], diff);
326 upper_color[i][j] = sky_color[j] - diff * 0.3;
327 middle_color[i][j] = sky_color[j] - diff * 0.9 + middle_amt[j];
328 lower_color[i][j] = fog_color[j] + outer_amt[j];
330 if ( upper_color[i][j] > 1.0 ) { upper_color[i][j] = 1.0; }
331 if ( upper_color[i][j] < 0.1 ) { upper_color[i][j] = 0.1; }
332 if ( middle_color[i][j] > 1.0 ) { middle_color[i][j] = 1.0; }
333 if ( middle_color[i][j] < 0.1 ) { middle_color[i][j] = 0.1; }
334 if ( lower_color[i][j] > 1.0 ) { lower_color[i][j] = 1.0; }
335 if ( lower_color[i][j] < 0.1 ) { lower_color[i][j] = 0.1; }
337 upper_color[i][3] = middle_color[i][3] = lower_color[i][3] = 1.0;
339 for ( j = 0; j < 3; j++ ) {
340 outer_amt[j] -= outer_diff[j];
341 middle_amt[j] -= middle_diff[j];
345 printf("upper_color[%d] = %.2f %.2f %.2f %.2f\n", i, upper_color[i][0],
346 upper_color[i][1], upper_color[i][2], upper_color[i][3]);
347 printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
348 middle_color[i][0], middle_color[i][1], middle_color[i][2],
350 printf("lower_color[%d] = %.2f %.2f %.2f %.2f\n", i,
351 lower_color[i][0], lower_color[i][1], lower_color[i][2],
356 sgSetVec3( outer_amt, 0.0, 0.0, 0.0 );
357 sgSetVec3( middle_amt, 0.0, 0.0, 0.0 );
359 for ( i = 6; i < 12; i++ ) {
360 for ( j = 0; j < 3; j++ ) {
361 diff = sky_color[j] - fog_color[j];
363 // printf("sky = %.2f fog = %.2f diff = %.2f\n",
364 // sky_color[j], fog_color[j], diff);
366 upper_color[i][j] = sky_color[j] - diff * 0.3;
367 middle_color[i][j] = sky_color[j] - diff * 0.9 + middle_amt[j];
368 lower_color[i][j] = fog_color[j] + outer_amt[j];
370 if ( upper_color[i][j] > 1.0 ) { upper_color[i][j] = 1.0; }
371 if ( upper_color[i][j] < 0.1 ) { upper_color[i][j] = 0.1; }
372 if ( middle_color[i][j] > 1.0 ) { middle_color[i][j] = 1.0; }
373 if ( middle_color[i][j] < 0.1 ) { middle_color[i][j] = 0.1; }
374 if ( lower_color[i][j] > 1.0 ) { lower_color[i][j] = 1.0; }
375 if ( lower_color[i][j] < 0.1 ) { lower_color[i][j] = 0.1; }
377 upper_color[i][3] = middle_color[i][3] = lower_color[i][3] = 1.0;
379 for ( j = 0; j < 3; j++ ) {
380 outer_amt[j] += outer_diff[j];
381 middle_amt[j] += middle_diff[j];
385 printf("upper_color[%d] = %.2f %.2f %.2f %.2f\n", i, upper_color[i][0],
386 upper_color[i][1], upper_color[i][2], upper_color[i][3]);
387 printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
388 middle_color[i][0], middle_color[i][1], middle_color[i][2],
390 printf("lower_color[%d] = %.2f %.2f %.2f %.2f\n", i,
391 lower_color[i][0], lower_color[i][1], lower_color[i][2],
396 for ( i = 0; i < 12; i++ ) {
397 sgCopyVec4( bottom_color[i], fog_color );
401 // Second, assign the basic colors to the object color arrays
407 // update the center disk color arrays
409 slot = center_disk_cl->get( counter++ );
411 // sgSetVec4( red, 1.0, 0.0, 0.0, 1.0 );
412 sgCopyVec4( slot, sky_color );
413 for ( i = 11; i >= 0; i-- ) {
414 slot = center_disk_cl->get( counter++ );
415 sgCopyVec4( slot, upper_color[i] );
417 slot = center_disk_cl->get( counter++ );
418 sgCopyVec4( slot, upper_color[11] );
420 // generate the upper ring
422 for ( i = 0; i < 12; i++ ) {
423 slot = upper_ring_cl->get( counter++ );
424 sgCopyVec4( slot, middle_color[i] );
426 slot = upper_ring_cl->get( counter++ );
427 sgCopyVec4( slot, upper_color[i] );
429 slot = upper_ring_cl->get( counter++ );
430 sgCopyVec4( slot, middle_color[0] );
432 slot = upper_ring_cl->get( counter++ );
433 sgCopyVec4( slot, upper_color[0] );
435 // generate middle ring
437 for ( i = 0; i < 12; i++ ) {
438 slot = middle_ring_cl->get( counter++ );
439 sgCopyVec4( slot, lower_color[i] );
441 slot = middle_ring_cl->get( counter++ );
442 sgCopyVec4( slot, middle_color[i] );
444 slot = middle_ring_cl->get( counter++ );
445 sgCopyVec4( slot, lower_color[0] );
447 slot = middle_ring_cl->get( counter++ );
448 sgCopyVec4( slot, middle_color[0] );
450 // generate lower ring
452 for ( i = 0; i < 12; i++ ) {
453 slot = lower_ring_cl->get( counter++ );
454 sgCopyVec4( slot, bottom_color[i] );
456 slot = lower_ring_cl->get( counter++ );
457 sgCopyVec4( slot, lower_color[i] );
459 slot = lower_ring_cl->get( counter++ );
460 sgCopyVec4( slot, bottom_color[0] );
462 slot = lower_ring_cl->get( counter++ );
463 sgCopyVec4( slot, lower_color[0] );
469 // reposition the sky at the specified origin and orientation
470 // lon specifies a rotation about the Z axis
471 // lat specifies a rotation about the new Y axis
472 // spin specifies a rotation about the new Z axis (and orients the
473 // sunrise/set effects
474 bool SGSkyDome::reposition( sgVec3 p, double lon, double lat, double spin ) {
475 sgMat4 T, LON, LAT, SPIN;
478 // Translate to view position
479 // Point3D zero_elev = current_view.get_cur_zero_elev();
480 // xglTranslatef( zero_elev.x(), zero_elev.y(), zero_elev.z() );
481 sgMakeTransMat4( T, p );
483 // printf(" Translated to %.2f %.2f %.2f\n",
484 // zero_elev.x, zero_elev.y, zero_elev.z );
486 // Rotate to proper orientation
487 // printf(" lon = %.2f lat = %.2f\n", FG_Longitude * RAD_TO_DEG,
488 // FG_Latitude * RAD_TO_DEG);
489 // xglRotatef( f->get_Longitude() * RAD_TO_DEG, 0.0, 0.0, 1.0 );
490 sgSetVec3( axis, 0.0, 0.0, 1.0 );
491 sgMakeRotMat4( LON, lon * RAD_TO_DEG, axis );
493 // xglRotatef( 90.0 - f->get_Latitude() * RAD_TO_DEG, 0.0, 1.0, 0.0 );
494 sgSetVec3( axis, 0.0, 1.0, 0.0 );
495 sgMakeRotMat4( LAT, 90.0 - lat * RAD_TO_DEG, axis );
497 // xglRotatef( l->sun_rotation * RAD_TO_DEG, 0.0, 0.0, 1.0 );
498 sgSetVec3( axis, 0.0, 0.0, 1.0 );
499 sgMakeRotMat4( SPIN, spin * RAD_TO_DEG, axis );
503 sgCopyMat4( TRANSFORM, T );
504 sgPreMultMat4( TRANSFORM, LON );
505 sgPreMultMat4( TRANSFORM, LAT );
506 sgPreMultMat4( TRANSFORM, SPIN );
509 sgSetCoord( &skypos, TRANSFORM );
511 dome_transform->setTransform( &skypos );