#include <simgear/compiler.h>
#include <stdio.h>
-#include STL_IOSTREAM
+#include <iostream>
#include <osg/Array>
#include <osg/AlphaFunc>
#include <simgear/constants.h>
#include <simgear/screen/colors.hxx>
#include <simgear/scene/model/model.hxx>
+#include <simgear/misc/PathOptions.hxx>
#include "sphere.hxx"
#include "moon.hxx"
+using namespace simgear;
+
// Constructor
SGMoon::SGMoon( void ) :
prev_moon_angle(-1)
stateSet->setRenderBinDetails(-5, "RenderBin");
// set up the orb state
- path.append( "moon.rgba" );
+ osg::ref_ptr<osgDB::ReaderWriter::Options> options
+ = makeOptionsFromPath(path);
- osg::Texture2D* texture = SGLoadTexture2D(path);
+ osg::Texture2D* texture = SGLoadTexture2D("moon.png", options.get());
stateSet->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
osg::TexEnv* texEnv = new osg::TexEnv;
texEnv->setMode(osg::TexEnv::MODULATE);
orb_material->setSpecular(osg::Material::FRONT_AND_BACK,
osg::Vec4(0, 0, 0, 1));
orb_material->setShininess(osg::Material::FRONT_AND_BACK, 0);
- stateSet->setAttributeAndModes(orb_material.get());
+ stateSet->setAttribute(orb_material.get());
stateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON);
stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
blendFunc->setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE);
stateSet->setAttributeAndModes(blendFunc);
-// osg::AlphaFunc* alphaFunc = new osg::AlphaFunc;
-// alphaFunc->setFunction(osg::AlphaFunc::GREATER);
-// alphaFunc->setReferenceValue(0.01);
-// stateSet->setAttributeAndModes(alphaFunc);
- stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
+ osg::AlphaFunc* alphaFunc = new osg::AlphaFunc;
+ alphaFunc->setFunction(osg::AlphaFunc::GREATER);
+ alphaFunc->setReferenceValue(0.01);
+ stateSet->setAttribute(alphaFunc);
+ stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
// force a repaint of the moon colors with arbitrary defaults
repaint( 0.0 );
// declination, offset by our current position (p) so that it appears
// fixed at a great distance from the viewer. Also add in an optional
// rotation (i.e. for the current time of day.)
-bool SGMoon::reposition( const SGVec3f& p, double angle,
- double rightAscension, double declination,
+bool SGMoon::reposition( double rightAscension, double declination,
double moon_dist )
{
- osg::Matrix T1, T2, GST, RA, DEC;
-
- T1.makeTranslate(p.osg());
-
- GST.makeRotate(SGD_DEGREES_TO_RADIANS*angle, osg::Vec3(0, 0, -1));
+ osg::Matrix T2, RA, DEC;
- // xglRotatef( ((SGD_RADIANS_TO_DEGREES * rightAscension)- 90.0),
- // 0.0, 0.0, 1.0);
RA.makeRotate(rightAscension - 90.0 * SGD_DEGREES_TO_RADIANS,
osg::Vec3(0, 0, 1));
- // xglRotatef((SGD_RADIANS_TO_DEGREES * declination), 1.0, 0.0, 0.0);
DEC.makeRotate(declination, osg::Vec3(1, 0, 0));
- // xglTranslatef(0,moon_dist);
T2.makeTranslate(osg::Vec3(0, moon_dist, 0));
- moon_transform->setMatrix(T2*DEC*RA*GST*T1);
+ moon_transform->setMatrix(T2*DEC*RA);
return true;
}