*/
#include <plib/ssg.h>
+#include <plib/sg.h>
+
+#include <simgear/misc/sg_path.hxx>
#include <simgear/math/point3d.hxx>
+#include <simgear/math/polar3d.hxx>
+#include <simgear/math/vector.hxx>
#include "SkySceneLoader.hpp"
#include "SkySceneManager.hpp"
#include "SkySceneManager.hpp"
#include "SkyDynamicTextureManager.hpp"
#include "SkyContext.hpp"
-//#include "SkyViewManager.hpp"
-//#include "SkyRenderableInstanceGroup.hpp"
#include "SkyLight.hpp"
#include "camera.hpp"
ssgLight _sky_ssgLights [ 8 ] ;
-static Point3D origin;
-Point3D offset;
-//int _ssgFrameCounter = 0 ;
+
+sgdVec3 cam_pos;
+static sgdVec3 delta;
+Point3D origin;
+
Camera *pCam = new Camera();
// Need to add a light here until we figure out how to use the sun position and color
SkyLight::SkyLightType eType = SkyLight::SKY_LIGHT_DIRECTIONAL;
-SkyLight *pLight = new SkyLight(eType);
+SkyLight *pLight = 0;
+// hack
+sgMat4 my_copy_of_ssgOpenGLAxisSwapMatrix =
+{
+ { 1.0f, 0.0f, 0.0f, 0.0f },
+ { 0.0f, 0.0f, -1.0f, 0.0f },
+ { 0.0f, 1.0f, 0.0f, 0.0f },
+ { 0.0f, 0.0f, 0.0f, 1.0f }
+};
//------------------------------------------------------------------------------
// Function : SkySceneLoader::SkySceneLoader
// Description :
}
+
+//------------------------------------------------------------------------------
+// Function : SkySceneLoader::Load
+// Description :
+//------------------------------------------------------------------------------
+/**
+ * @fn SkySceneLoader::Load(std::string filename)
+ * @brief Loads a SkyWorks scene.
+ *
+ * This is a temporary fix, as it loads only limited scenes
+ * It can however, load any number of Cloud
+ +
+ */
+//bool SkySceneLoader::Load(std::string filepath)
+bool SkySceneLoader::Load( unsigned char *data, unsigned int size, double latitude, double longitude )
+{
+ if( !pLight)
+ pLight = new SkyLight(eType);
+
+ // Need to create the managers
+ cout << "GraphicsContext::Instantiate();" << endl;
+ GraphicsContext::Instantiate();
+ cout << " TextureManager::Instantiate();" << endl;
+ TextureManager::Instantiate();
+ cout << " DynamicTextureManager::Instantiate();" << endl;
+ DynamicTextureManager::Instantiate();
+ cout << " SceneManager::Instantiate();" << endl;
+ SceneManager::Instantiate();
+
+ float rScale = 40.0;
+ FAIL_RETURN(SceneManager::InstancePtr()->LoadClouds(data, size, rScale, latitude, longitude));
+
+ Vec3f dir(0, 0, 1);
+ pLight->SetPosition(Vec3f(0, 0, 17000));
+ pLight->SetDirection(dir);
+ pLight->SetAmbient(Vec4f( 0.0f, 0.0f, 0.0f, 0.0f));
+ pLight->SetDiffuse(Vec4f(1.0f, 1.0f, 1.0f, 0.0f));
+ //pLight->SetDiffuse(Vec4f(0.0f, 0.0f, 0.0f, 0.0f));
+ //pLight->SetSpecular(Vec4f(1.0f, 1.0f, 1.0f, 0.0f));
+
+ // No attenuation
+ pLight->SetAttenuation(1.0f, 0.0f, 0.0f);
+ SceneManager::InstancePtr()->AddLight(pLight);
+
+ SceneManager::InstancePtr()->ShadeClouds();
+
+ return true;
+}
+
//------------------------------------------------------------------------------
// Function : SkySceneLoader::Load
// Description :
* It can however, load any number of Cloud
+
*/
-bool SkySceneLoader::Load(std::string filename)
+//bool SkySceneLoader::Load(std::string filepath)
+bool SkySceneLoader::Load( SGPath filename, double latitude, double longitude )
{
SkyArchive archive;
+
+ SGPath base = filename.dir();
+
if (SKYFAILED(archive.Load(filename.c_str()))) {
- cout << "Archive file not found\n";
- return false; }
+ cout << "Archive file not found\n" << filename.c_str();
+ return false;
+ }
+
char *pFilename;
// Need to create the managers
+ cout << "GraphicsContext::Instantiate();" << endl;
GraphicsContext::Instantiate();
+ cout << " TextureManager::Instantiate();" << endl;
TextureManager::Instantiate();
+ cout << " DynamicTextureManager::Instantiate();" << endl;
DynamicTextureManager::Instantiate();
+ cout << " SceneManager::Instantiate();" << endl;
SceneManager::Instantiate();
unsigned int iNumFiles;
if (!SKYFAILED(archive.GetInfo("CloudFile", STRING_TYPE, &iNumFiles)))
{
+ iNumFiles = ulEndianLittle32(iNumFiles);
for (unsigned int i = 0; i < iNumFiles; ++i)
{
- FAIL_RETURN(archive.FindString("CloudFile", &pFilename, i));\r
- float rScale = 1.0;
- FAIL_RETURN(archive.FindFloat32("CloudScale", &rScale, i));
- rScale = 5.0;
+ FAIL_RETURN(archive.FindString("CloudFile", &pFilename, i));
+ // this is where we have to append the $fg_root string to the filename
+ base.append( pFilename );
+ const char *FilePath = base.c_str();
+
+ //float rScale = 1.0;
+ //FAIL_RETURN(archive.FindFloat32("CloudScale", &rScale, i));
+ float rScale = 40.0;
SkyArchive cloudArchive;
- FAIL_RETURN(cloudArchive.Load(pFilename));
- FAIL_RETURN(SceneManager::InstancePtr()->LoadClouds(cloudArchive, rScale));
+ cout << "Calling cloudArchive.Load(FilePath)" << endl;
+ FAIL_RETURN(cloudArchive.Load(FilePath));
+ cout << "Calling SceneManager::InstancePtr()->LoadClouds" << endl;
+ FAIL_RETURN(SceneManager::InstancePtr()->LoadClouds(cloudArchive, rScale, latitude, longitude));
}
}
+ cout << "After Load Clouds" << endl;
Vec3f dir(0, 0, 1);
- pLight->SetPosition(Vec3f(0, 0, 7000));
+ if( !pLight)
+ pLight = new SkyLight(eType);
+
+ pLight->SetPosition(Vec3f(0, 0, 17000));
pLight->SetDirection(dir);
pLight->SetAmbient(Vec4f( 0.0f, 0.0f, 0.0f, 0.0f));
pLight->SetDiffuse(Vec4f(1.0f, 1.0f, 1.0f, 0.0f));
// No attenuation
pLight->SetAttenuation(1.0f, 0.0f, 0.0f);
+ cout << "Before SceneManager::InstancePtr()->AddLight(pLight)" << endl;
SceneManager::InstancePtr()->AddLight(pLight);
+ cout << "Before SceneManager::InstancePtr()->ShadeClouds()" << endl;
SceneManager::InstancePtr()->ShadeClouds();
+ cout << "After SceneManager::InstancePtr()->ShadeClouds()" << endl;
return true;
}
void SkySceneLoader::Set_Cloud_Orig( Point3D *posit )
-{ // use this to adjust camera position for a new tile center
-
- origin = *posit; // set origin to current tile center
- printf("Cloud marker %f %f %f\n", origin.x(), origin.y(), origin.z() );
+{
+ // set origin for cloud coordinates to initial tile center
+ origin = *posit;
+ sgdSetVec3( delta, origin[0], origin[1], origin[2]);
+ //printf("Cloud marker %f %f %f\n", origin[0], origin[1], origin[2] );
}
-void SkySceneLoader::Update( sgMat4 viewmat, Point3D *posit )
-//void SkySceneLoader::Update()
+void SkySceneLoader::Update( double *view_pos )
{
- offset = *posit - origin;
- cout << "X: " << offset.x() << "Y: " << offset.y() << "Z: " << offset.z() << endl;
+
+ double wind_x, wind_y, wind_z;
+ wind_x = 0.0; wind_z = 0.0;
+ // just a dumb test to see what happens if we can move the clouds en masse via the camera
+ delta[0] += wind_x; delta[2] += wind_z;
+
+ sgdSubVec3( cam_pos, view_pos, delta );
+ //cout << "ORIGIN: " << delta[0] << " " << delta[1] << " " << delta[2] << endl;
+ //cout << "CAM : " << cam_pos[0] << " " << cam_pos[1] << " " << cam_pos[2] << endl;
SceneManager::InstancePtr()->Update(*pCam);
// need some scheme to reshade selected clouds a few at a time to save frame rate cycles
- ///SceneManager::InstancePtr()->ShadeClouds();
+ // SceneManager::InstancePtr()->ShadeClouds();
}
}
-void SkySceneLoader::Draw()
-{ // this is a clone of the plib ssgCullAndDraw except there is no scene graph
- if ( _ssgCurrentContext == NULL )
- {
- cout<< "ssg: No Current Context: Did you forgot to call ssgInit()?" ; char x; cin >> x;
- }
-
- //ssgForceBasicState () ;
-
- sgMat4 test;
-
- //glMatrixMode ( GL_PROJECTION );
- //glLoadIdentity();
- //_ssgCurrentContext->loadProjectionMatrix ();
- // test/debug section
-
- //_ssgCurrentContext->getProjectionMatrix( test );
- /*
- printf( "\nFG Projection matrix\n" );
- cout << test[0][0] << " " << test[1][0] << " " << test[2][0] << " " << test[3][0] << endl;
- cout << test[0][1] << " " << test[1][1] << " " << test[2][1] << " " << test[3][1] << endl;
- cout << test[0][2] << " " << test[1][2] << " " << test[2][2] << " " << test[3][2] << endl;
- cout << test[0][3] << " " << test[1][3] << " " << test[2][3] << " " << test[3][3] << endl;
- */
- sgMat4 m, *pm;
- sgVec3 temp;
- pm = &m;
-
- // this is the cameraview matrix used by flightgear to render scene
- // need to play with this to build a new matrix that accounts for tile crossings
- // for now it resets the clouds when a boundary is crossed
- _ssgCurrentContext->getModelviewMatrix( m );
-
- ///pCam->GetProjectionMatrix( (float *) pm );
- //sgCopyMat4( test, m );
- /*printf( "\nSkyworks Projection matrix\n" );
- cout << test[0][0] << " " << test[1][0] << " " << test[2][0] << " " << test[3][0] << endl;
- cout << test[0][1] << " " << test[1][1] << " " << test[2][1] << " " << test[3][1] << endl;
- cout << test[0][2] << " " << test[1][2] << " " << test[2][2] << " " << test[3][2] << endl;
- cout << test[0][3] << " " << test[1][3] << " " << test[2][3] << " " << test[3][3] << endl;
- */
- glMatrixMode ( GL_MODELVIEW ) ;
- glLoadIdentity () ;
- glLoadMatrixf( (float *) pm );
-
- //sgCopyMat4( test, m );
+void SkySceneLoader::Draw( sgMat4 mat )
+{
+ sgMat4 cameraMatrix;
- pCam->SetModelviewMatrix( (float *) pm );
-
- //printf( "\nFG modelview matrix\n" );
- //cout << test[0][0] << " " << test[1][0] << " " << test[2][0] << " " << test[3][0] << endl;
- //cout << test[0][1] << " " << test[1][1] << " " << test[2][1] << " " << test[3][1] << endl;
- //cout << test[0][2] << " " << test[1][2] << " " << test[2][2] << " " << test[3][2] << endl;
- //cout << test[0][3] << " " << test[1][3] << " " << test[2][3] << " " << test[3][3] << endl;
-
- //pCam->Print();
-
- //_ssgCurrentContext->cull(r) ;
- //_ssgDrawDList () ;
+ // sgCopyMat4(cameraMatrix,mat);
+ // or just
+ ssgGetModelviewMatrix(cameraMatrix);
- SceneManager::InstancePtr()->Display(*pCam);
+ glMatrixMode ( GL_MODELVIEW ) ;
+ glLoadIdentity () ;
+ glLoadMatrixf( (float *) cameraMatrix );
+
+ pCam->SetModelviewMatrix( (float *) cameraMatrix );
+
+ SceneManager::InstancePtr()->Display(*pCam);
- //pLight->Display(); // draw the light position to debug with sun position
-
- glMatrixMode ( GL_MODELVIEW ) ;
- glLoadIdentity () ;
+ //pLight->Display(); // draw the light position to debug with sun position
+ glMatrixMode ( GL_MODELVIEW ) ;
+ glLoadIdentity () ;
}