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 << "----------------"
72 glDisable( GL_DEPTH_TEST );
78 static int sgSkyDomePostDraw( ssgEntity *e ) {
79 /* cout << endl << "Dome Post Draw" << endl << "----------------"
81 glEnable( GL_DEPTH_TEST );
89 SGSkyDome::SGSkyDome( void ) {
94 SGSkyDome::~SGSkyDome( void ) {
98 // initialize the sky object and connect it into our scene graph
99 ssgBranch * SGSkyDome::build( ) {
106 dome_state = new ssgSimpleState();
107 dome_state->setShadeModel( GL_SMOOTH );
108 dome_state->disable( GL_LIGHTING );
109 dome_state->disable( GL_CULL_FACE );
110 dome_state->disable( GL_TEXTURE_2D );
111 dome_state->enable( GL_COLOR_MATERIAL );
112 dome_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
113 dome_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
114 dome_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
115 dome_state->disable( GL_BLEND );
116 dome_state->disable( GL_ALPHA_TEST );
119 center_disk_vl = new ssgVertexArray( 14 );
120 center_disk_cl = new ssgColourArray( 14 );
122 upper_ring_vl = new ssgVertexArray( 26 );
123 upper_ring_cl = new ssgColourArray( 26 );
125 middle_ring_vl = new ssgVertexArray( 26 );
126 middle_ring_cl = new ssgColourArray( 26 );
128 lower_ring_vl = new ssgVertexArray( 26 );
129 lower_ring_cl = new ssgColourArray( 26 );
131 // initially seed to all blue
132 sgSetVec4( color, 0.0, 0.0, 1.0, 1.0 );
134 // generate the raw vertex data
135 sgVec3 center_vertex;
136 sgVec3 upper_vertex[12];
137 sgVec3 middle_vertex[12];
138 sgVec3 lower_vertex[12];
139 sgVec3 bottom_vertex[12];
141 sgSetVec3( center_vertex, 0.0, 0.0, CENTER_ELEV );
143 for ( i = 0; i < 12; i++ ) {
144 theta = (i * 30.0) * SGD_DEGREES_TO_RADIANS;
146 sgSetVec3( upper_vertex[i],
147 cos(theta) * UPPER_RADIUS,
148 sin(theta) * UPPER_RADIUS,
151 sgSetVec3( middle_vertex[i],
152 cos((double)theta) * MIDDLE_RADIUS,
153 sin((double)theta) * MIDDLE_RADIUS,
156 sgSetVec3( lower_vertex[i],
157 cos((double)theta) * LOWER_RADIUS,
158 sin((double)theta) * LOWER_RADIUS,
161 sgSetVec3( bottom_vertex[i],
162 cos((double)theta) * BOTTOM_RADIUS,
163 sin((double)theta) * BOTTOM_RADIUS,
167 // generate the center disk vertex/color arrays
168 center_disk_vl->add( center_vertex );
169 center_disk_cl->add( color );
170 for ( i = 11; i >= 0; i-- ) {
171 center_disk_vl->add( upper_vertex[i] );
172 center_disk_cl->add( color );
174 center_disk_vl->add( upper_vertex[11] );
175 center_disk_cl->add( color );
177 // generate the upper ring
178 for ( i = 0; i < 12; i++ ) {
179 upper_ring_vl->add( middle_vertex[i] );
180 upper_ring_cl->add( color );
182 upper_ring_vl->add( upper_vertex[i] );
183 upper_ring_cl->add( color );
185 upper_ring_vl->add( middle_vertex[0] );
186 upper_ring_cl->add( color );
188 upper_ring_vl->add( upper_vertex[0] );
189 upper_ring_cl->add( color );
191 // generate middle ring
192 for ( i = 0; i < 12; i++ ) {
193 middle_ring_vl->add( lower_vertex[i] );
194 middle_ring_cl->add( color );
196 middle_ring_vl->add( middle_vertex[i] );
197 middle_ring_cl->add( color );
199 middle_ring_vl->add( lower_vertex[0] );
200 middle_ring_cl->add( color );
202 middle_ring_vl->add( middle_vertex[0] );
203 middle_ring_cl->add( color );
205 // generate lower ring
206 for ( i = 0; i < 12; i++ ) {
207 lower_ring_vl->add( bottom_vertex[i] );
208 lower_ring_cl->add( color );
210 lower_ring_vl->add( lower_vertex[i] );
211 lower_ring_cl->add( color );
213 lower_ring_vl->add( bottom_vertex[0] );
214 lower_ring_cl->add( color );
216 lower_ring_vl->add( lower_vertex[0] );
217 lower_ring_cl->add( color );
219 // force a repaint of the sky colors with ugly defaults
221 sgSetVec3( fog_color, 1.0, 1.0, 1.0 );
222 repaint( color, fog_color, 0.0, 5000.0 );
224 // build the ssg scene graph sub tree for the sky and connected
225 // into the provide scene graph branch
226 ssgVtxTable *center_disk, *upper_ring, *middle_ring, *lower_ring;
228 center_disk = new ssgVtxTable( GL_TRIANGLE_FAN,
229 center_disk_vl, NULL, NULL, center_disk_cl );
231 upper_ring = new ssgVtxTable( GL_TRIANGLE_STRIP,
232 upper_ring_vl, NULL, NULL, upper_ring_cl );
234 middle_ring = new ssgVtxTable( GL_TRIANGLE_STRIP,
235 middle_ring_vl, NULL, NULL, middle_ring_cl );
237 lower_ring = new ssgVtxTable( GL_TRIANGLE_STRIP,
238 lower_ring_vl, NULL, NULL, lower_ring_cl );
240 center_disk->setState( dome_state );
241 upper_ring->setState( dome_state );
242 middle_ring->setState( dome_state );
243 lower_ring->setState( dome_state );
245 dome_transform = new ssgTransform;
246 dome_transform->addKid( center_disk );
247 dome_transform->addKid( upper_ring );
248 dome_transform->addKid( middle_ring );
249 dome_transform->addKid( lower_ring );
251 // not entirely satisfying. We are depending here that the first
252 // thing we add to a parent is the first drawn
253 center_disk->setCallback( SSG_CALLBACK_PREDRAW, sgSkyDomePreDraw );
254 center_disk->setCallback( SSG_CALLBACK_POSTDRAW, sgSkyDomePostDraw );
256 upper_ring->setCallback( SSG_CALLBACK_PREDRAW, sgSkyDomePreDraw );
257 upper_ring->setCallback( SSG_CALLBACK_POSTDRAW, sgSkyDomePostDraw );
259 middle_ring->setCallback( SSG_CALLBACK_PREDRAW, sgSkyDomePreDraw );
260 middle_ring->setCallback( SSG_CALLBACK_POSTDRAW, sgSkyDomePostDraw );
262 lower_ring->setCallback( SSG_CALLBACK_PREDRAW, sgSkyDomePreDraw );
263 lower_ring->setCallback( SSG_CALLBACK_POSTDRAW, sgSkyDomePostDraw );
265 return dome_transform;
269 // repaint the sky colors based on current value of sun_angle, sky,
270 // and fog colors. This updates the color arrays for ssgVtxTable.
271 // sun angle in degrees relative to verticle
272 // 0 degrees = high noon
273 // 90 degrees = sun rise/set
274 // 180 degrees = darkest midnight
275 bool SGSkyDome::repaint( sgVec4 sky_color, sgVec4 fog_color, double sun_angle,
279 sgVec3 outer_param, outer_amt, outer_diff;
280 sgVec3 middle_param, middle_amt, middle_diff;
283 // Check for sunrise/sunset condition
284 if ( (sun_angle > 80.0) && (sun_angle < 100.0) ) {
286 sgSetVec3( outer_param,
287 (10.0 - fabs(90.0 - sun_angle)) / 20.0,
288 (10.0 - fabs(90.0 - sun_angle)) / 40.0,
289 -(10.0 - fabs(90.0 - sun_angle)) / 30.0 );
291 sgSetVec3( middle_param,
292 (10.0 - fabs(90.0 - sun_angle)) / 40.0,
293 (10.0 - fabs(90.0 - sun_angle)) / 80.0,
296 sgScaleVec3( outer_diff, outer_param, 1.0 / 6.0 );
298 sgScaleVec3( middle_diff, middle_param, 1.0 / 6.0 );
300 sgSetVec3( outer_param, 0.0, 0.0, 0.0 );
301 sgSetVec3( middle_param, 0.0, 0.0, 0.0 );
303 sgSetVec3( outer_diff, 0.0, 0.0, 0.0 );
304 sgSetVec3( middle_diff, 0.0, 0.0, 0.0 );
306 // printf(" outer_red_param = %.2f outer_red_diff = %.2f\n",
307 // outer_red_param, outer_red_diff);
309 // calculate transition colors between sky and fog
310 sgCopyVec3( outer_amt, outer_param );
311 sgCopyVec3( middle_amt, middle_param );
314 // First, recalulate the basic colors
318 sgVec4 upper_color[12];
319 sgVec4 middle_color[12];
320 sgVec4 lower_color[12];
321 sgVec4 bottom_color[12];
325 if ( vis < 3000.0 ) {
326 vis_factor = (vis - 1000.0) / 2000.0;
327 if ( vis_factor < 0.0 ) {
334 for ( j = 0; j < 3; j++ ) {
335 diff = sky_color[j] - fog_color[j];
336 center_color[j] = sky_color[j] - diff * ( 1.0 - vis_factor );
339 for ( i = 0; i < 6; i++ ) {
340 for ( j = 0; j < 3; j++ ) {
341 diff = sky_color[j] - fog_color[j];
343 // printf("sky = %.2f fog = %.2f diff = %.2f\n",
344 // l->sky_color[j], l->fog_color[j], diff);
346 upper_color[i][j] = sky_color[j] - diff * ( 1.0 - vis_factor * 0.7);
347 middle_color[i][j] = sky_color[j] - diff * ( 1.0 - vis_factor * 0.1)
349 lower_color[i][j] = fog_color[j] + outer_amt[j];
351 if ( upper_color[i][j] > 1.0 ) { upper_color[i][j] = 1.0; }
352 if ( upper_color[i][j] < 0.1 ) { upper_color[i][j] = 0.1; }
353 if ( middle_color[i][j] > 1.0 ) { middle_color[i][j] = 1.0; }
354 if ( middle_color[i][j] < 0.1 ) { middle_color[i][j] = 0.1; }
355 if ( lower_color[i][j] > 1.0 ) { lower_color[i][j] = 1.0; }
356 if ( lower_color[i][j] < 0.1 ) { lower_color[i][j] = 0.1; }
358 upper_color[i][3] = middle_color[i][3] = lower_color[i][3] = 1.0;
360 for ( j = 0; j < 3; j++ ) {
361 outer_amt[j] -= outer_diff[j];
362 middle_amt[j] -= middle_diff[j];
366 printf("upper_color[%d] = %.2f %.2f %.2f %.2f\n", i, upper_color[i][0],
367 upper_color[i][1], upper_color[i][2], upper_color[i][3]);
368 printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
369 middle_color[i][0], middle_color[i][1], middle_color[i][2],
371 printf("lower_color[%d] = %.2f %.2f %.2f %.2f\n", i,
372 lower_color[i][0], lower_color[i][1], lower_color[i][2],
377 sgSetVec3( outer_amt, 0.0, 0.0, 0.0 );
378 sgSetVec3( middle_amt, 0.0, 0.0, 0.0 );
380 for ( i = 6; i < 12; i++ ) {
381 for ( j = 0; j < 3; j++ ) {
382 diff = sky_color[j] - fog_color[j];
384 // printf("sky = %.2f fog = %.2f diff = %.2f\n",
385 // sky_color[j], fog_color[j], diff);
387 upper_color[i][j] = sky_color[j] - diff * ( 1.0 - vis_factor * 0.7);
388 middle_color[i][j] = sky_color[j] - diff * ( 1.0 - vis_factor * 0.1)
390 lower_color[i][j] = fog_color[j] + outer_amt[j];
392 if ( upper_color[i][j] > 1.0 ) { upper_color[i][j] = 1.0; }
393 if ( upper_color[i][j] < 0.1 ) { upper_color[i][j] = 0.1; }
394 if ( middle_color[i][j] > 1.0 ) { middle_color[i][j] = 1.0; }
395 if ( middle_color[i][j] < 0.1 ) { middle_color[i][j] = 0.1; }
396 if ( lower_color[i][j] > 1.0 ) { lower_color[i][j] = 1.0; }
397 if ( lower_color[i][j] < 0.1 ) { lower_color[i][j] = 0.1; }
399 upper_color[i][3] = middle_color[i][3] = lower_color[i][3] = 1.0;
401 for ( j = 0; j < 3; j++ ) {
402 outer_amt[j] += outer_diff[j];
403 middle_amt[j] += middle_diff[j];
407 printf("upper_color[%d] = %.2f %.2f %.2f %.2f\n", i, upper_color[i][0],
408 upper_color[i][1], upper_color[i][2], upper_color[i][3]);
409 printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
410 middle_color[i][0], middle_color[i][1], middle_color[i][2],
412 printf("lower_color[%d] = %.2f %.2f %.2f %.2f\n", i,
413 lower_color[i][0], lower_color[i][1], lower_color[i][2],
418 for ( i = 0; i < 12; i++ ) {
419 sgCopyVec4( bottom_color[i], fog_color );
423 // Second, assign the basic colors to the object color arrays
429 // update the center disk color arrays
431 slot = center_disk_cl->get( counter++ );
433 // sgSetVec4( red, 1.0, 0.0, 0.0, 1.0 );
434 sgCopyVec4( slot, center_color );
435 for ( i = 11; i >= 0; i-- ) {
436 slot = center_disk_cl->get( counter++ );
437 sgCopyVec4( slot, upper_color[i] );
439 slot = center_disk_cl->get( counter++ );
440 sgCopyVec4( slot, upper_color[11] );
442 // generate the upper ring
444 for ( i = 0; i < 12; i++ ) {
445 slot = upper_ring_cl->get( counter++ );
446 sgCopyVec4( slot, middle_color[i] );
448 slot = upper_ring_cl->get( counter++ );
449 sgCopyVec4( slot, upper_color[i] );
451 slot = upper_ring_cl->get( counter++ );
452 sgCopyVec4( slot, middle_color[0] );
454 slot = upper_ring_cl->get( counter++ );
455 sgCopyVec4( slot, upper_color[0] );
457 // generate middle ring
459 for ( i = 0; i < 12; i++ ) {
460 slot = middle_ring_cl->get( counter++ );
461 sgCopyVec4( slot, lower_color[i] );
463 slot = middle_ring_cl->get( counter++ );
464 sgCopyVec4( slot, middle_color[i] );
466 slot = middle_ring_cl->get( counter++ );
467 sgCopyVec4( slot, lower_color[0] );
469 slot = middle_ring_cl->get( counter++ );
470 sgCopyVec4( slot, middle_color[0] );
472 // generate lower ring
474 for ( i = 0; i < 12; i++ ) {
475 slot = lower_ring_cl->get( counter++ );
476 sgCopyVec4( slot, bottom_color[i] );
478 slot = lower_ring_cl->get( counter++ );
479 sgCopyVec4( slot, lower_color[i] );
481 slot = lower_ring_cl->get( counter++ );
482 sgCopyVec4( slot, bottom_color[0] );
484 slot = lower_ring_cl->get( counter++ );
485 sgCopyVec4( slot, lower_color[0] );
491 // reposition the sky at the specified origin and orientation
492 // lon specifies a rotation about the Z axis
493 // lat specifies a rotation about the new Y axis
494 // spin specifies a rotation about the new Z axis (and orients the
495 // sunrise/set effects
496 bool SGSkyDome::reposition( sgVec3 p, double lon, double lat, double spin ) {
497 sgMat4 T, LON, LAT, SPIN;
500 // Translate to view position
501 // Point3D zero_elev = current_view.get_cur_zero_elev();
502 // xglTranslatef( zero_elev.x(), zero_elev.y(), zero_elev.z() );
503 sgMakeTransMat4( T, p );
505 // printf(" Translated to %.2f %.2f %.2f\n",
506 // zero_elev.x, zero_elev.y, zero_elev.z );
508 // Rotate to proper orientation
509 // printf(" lon = %.2f lat = %.2f\n",
510 // lon * SGD_RADIANS_TO_DEGREES,
511 // lat * SGD_RADIANS_TO_DEGREES);
512 // xglRotatef( lon * SGD_RADIANS_TO_DEGREES, 0.0, 0.0, 1.0 );
513 sgSetVec3( axis, 0.0, 0.0, 1.0 );
514 sgMakeRotMat4( LON, lon * SGD_RADIANS_TO_DEGREES, axis );
516 // xglRotatef( 90.0 - f->get_Latitude() * SGD_RADIANS_TO_DEGREES,
518 sgSetVec3( axis, 0.0, 1.0, 0.0 );
519 sgMakeRotMat4( LAT, 90.0 - lat * SGD_RADIANS_TO_DEGREES, axis );
521 // xglRotatef( l->sun_rotation * SGD_RADIANS_TO_DEGREES, 0.0, 0.0, 1.0 );
522 sgSetVec3( axis, 0.0, 0.0, 1.0 );
523 sgMakeRotMat4( SPIN, spin * SGD_RADIANS_TO_DEGREES, axis );
527 sgCopyMat4( TRANSFORM, T );
528 sgPreMultMat4( TRANSFORM, LON );
529 sgPreMultMat4( TRANSFORM, LAT );
530 sgPreMultMat4( TRANSFORM, SPIN );
533 sgSetCoord( &skypos, TRANSFORM );
535 dome_transform->setTransform( &skypos );