// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Library General Public License for more details.
//
-// You should have received a copy of the GNU Library General Public
-// License along with this library; if not, write to the
-// Free Software Foundation, Inc., 59 Temple Place - Suite 330,
-// Boston, MA 02111-1307, USA.
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
+#ifdef HAVE_CONFIG_H
+# include <simgear_config.h>
+#endif
#include <simgear/compiler.h>
+#include <simgear/constants.h>
#include <simgear/debug/logstream.hxx>
#include <stdio.h>
-#include STL_IOSTREAM
-
-#include <plib/sg.h>
-#include <plib/ssg.h>
+#include <iostream>
+
+#include <osg/AlphaFunc>
+#include <osg/BlendFunc>
+#include <osg/Geode>
+#include <osg/Geometry>
+#include <osg/Image>
+#include <osg/Material>
+#include <osg/Point>
+#include <osg/ShadeModel>
+#include <osg/Node>
#include "stars.hxx"
-
-// Set up star rendering call backs
-static int sgStarPreDraw( ssgEntity *e ) {
- /* cout << endl << "Star pre draw" << endl << "----------------"
- << endl << endl; */
-
- ssgLeaf *f = (ssgLeaf *)e;
- if ( f -> hasState () ) f->getState()->apply() ;
-
- glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_FOG_BIT | GL_COLOR_BUFFER_BIT );
-
- glDisable( GL_DEPTH_TEST );
- glDisable( GL_FOG );
- // glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
-
- return true;
-}
-
-static int sgStarPostDraw( ssgEntity *e ) {
- /* cout << endl << "Star post draw" << endl << "----------------"
- << endl << endl; */
-
- glPopAttrib();
-
- return true;
-}
-
-
// Constructor
SGStars::SGStars( void ) :
old_phase(-1)
// initialize the stars object and connect it into our scene graph root
-ssgBranch * SGStars::build( int num, sgdVec3 *star_data, double star_dist ) {
- sgVec4 color;
-
- if ( star_data == NULL )
- SG_LOG( SG_EVENT, SG_WARN, "null star data passed to SGStars::build()");
-
-
- // set up the orb state
- state = new ssgSimpleState();
- state->disable( GL_LIGHTING );
- state->disable( GL_CULL_FACE );
- state->disable( GL_TEXTURE_2D );
- state->enable( GL_COLOR_MATERIAL );
- state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
- state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
- state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
- state->enable( GL_BLEND );
- state->disable( GL_ALPHA_TEST );
-
- vl = new ssgVertexArray( num );
- cl = new ssgColourArray( num );
- // cl = new ssgColourArray( 1 );
- // sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
- // cl->add( color );
-
- // Build ssg structure
- sgVec3 p;
+osg::Node*
+SGStars::build( int num, const SGVec3d star_data[], double star_dist ) {
+ osg::Geode* geode = new osg::Geode;
+ osg::StateSet* stateSet = geode->getOrCreateStateSet();
+ stateSet->setRenderBinDetails(-9, "RenderBin");
+
+ // set up the star state
+ osg::BlendFunc* blendFunc = new osg::BlendFunc;
+ blendFunc->setFunction(osg::BlendFunc::SRC_ALPHA,
+ osg::BlendFunc::ONE_MINUS_SRC_ALPHA);
+ stateSet->setAttributeAndModes(blendFunc);
+
+// osg::Point* point = new osg::Point;
+// point->setSize(5);
+// stateSet->setAttributeAndModes(point);
+
+ stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
+ stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
+ stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
+ stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
+ stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
+
+ // Build scenegraph structure
+
+ cl = new osg::Vec4Array;
+ osg::Vec3Array* vl = new osg::Vec3Array;
+
+ // Build scenegraph structure
for ( int i = 0; i < num; ++i ) {
// position seeded to arbitrary values
- sgSetVec3( p,
- star_dist * cos( star_data[i][0] )
- * cos( star_data[i][1] ),
- star_dist * sin( star_data[i][0] )
- * cos( star_data[i][1] ),
- star_dist * sin( star_data[i][1] )
- );
- vl->add( p );
+ vl->push_back(osg::Vec3(star_dist * cos( star_data[i][0])
+ * cos( star_data[i][1] ),
+ star_dist * sin( star_data[i][0])
+ * cos( star_data[i][1] ),
+ star_dist * sin( star_data[i][1])));
// color (magnitude)
- sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
- cl->add( color );
+ cl->push_back(osg::Vec4(1, 1, 1, 1));
}
- ssgLeaf *stars_obj =
- new ssgVtxTable ( GL_POINTS, vl, NULL, NULL, cl );
- stars_obj->setState( state );
- stars_obj->setCallback( SSG_CALLBACK_PREDRAW, sgStarPreDraw );
- stars_obj->setCallback( SSG_CALLBACK_POSTDRAW, sgStarPostDraw );
-
- // build the ssg scene graph sub tree for the sky and connected
- // into the provide scene graph branch
- stars_transform = new ssgTransform;
-
- stars_transform->addKid( stars_obj );
+ osg::Geometry* geometry = new osg::Geometry;
+ geometry->setUseDisplayList(false);
+ geometry->setVertexArray(vl);
+ geometry->setColorArray(cl.get());
+ geometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
+ geometry->setNormalBinding(osg::Geometry::BIND_OFF);
+ geometry->addPrimitiveSet(new osg::DrawArrays(GL_POINTS, 0, vl->size()));
+ geode->addDrawable(geometry);
- SG_LOG( SG_EVENT, SG_INFO, "stars = " << stars_transform);
-
- return stars_transform;
+ return geode;
}
// 0 degrees = high noon
// 90 degrees = sun rise/set
// 180 degrees = darkest midnight
-bool SGStars::repaint( double sun_angle, int num, sgdVec3 *star_data ) {
+bool SGStars::repaint( double sun_angle, int num, const SGVec3d star_data[] ) {
// cout << "repainting stars" << endl;
// double min = 100;
// double max = -100;
double mag, nmag, alpha, factor, cutoff;
- float *color;
int phase;
// determine which star structure to draw
- if ( sun_angle > (0.5 * SGD_PI + 10.0 * SGD_DEGREES_TO_RADIANS ) ) {
+ if ( sun_angle > (SGD_PI_2 + 10.0 * SGD_DEGREES_TO_RADIANS ) ) {
// deep night
factor = 1.0;
cutoff = 4.5;
phase = 0;
- } else if ( sun_angle > (0.5 * SGD_PI + 8.8 * SGD_DEGREES_TO_RADIANS ) ) {
+ } else if ( sun_angle > (SGD_PI_2 + 8.8 * SGD_DEGREES_TO_RADIANS ) ) {
factor = 1.0;
cutoff = 3.8;
phase = 1;
- } else if ( sun_angle > (0.5 * SGD_PI + 7.5 * SGD_DEGREES_TO_RADIANS ) ) {
+ } else if ( sun_angle > (SGD_PI_2 + 7.5 * SGD_DEGREES_TO_RADIANS ) ) {
factor = 0.95;
cutoff = 3.1;
phase = 2;
- } else if ( sun_angle > (0.5 * SGD_PI + 7.0 * SGD_DEGREES_TO_RADIANS ) ) {
+ } else if ( sun_angle > (SGD_PI_2 + 7.0 * SGD_DEGREES_TO_RADIANS ) ) {
factor = 0.9;
cutoff = 2.4;
phase = 3;
- } else if ( sun_angle > (0.5 * SGD_PI + 6.5 * SGD_DEGREES_TO_RADIANS ) ) {
+ } else if ( sun_angle > (SGD_PI_2 + 6.5 * SGD_DEGREES_TO_RADIANS ) ) {
factor = 0.85;
cutoff = 1.8;
phase = 4;
- } else if ( sun_angle > (0.5 * SGD_PI + 6.0 * SGD_DEGREES_TO_RADIANS ) ) {
+ } else if ( sun_angle > (SGD_PI_2 + 6.0 * SGD_DEGREES_TO_RADIANS ) ) {
factor = 0.8;
cutoff = 1.2;
phase = 5;
- } else if ( sun_angle > (0.5 * SGD_PI + 5.5 * SGD_DEGREES_TO_RADIANS ) ) {
+ } else if ( sun_angle > (SGD_PI_2 + 5.5 * SGD_DEGREES_TO_RADIANS ) ) {
factor = 0.75;
cutoff = 0.6;
phase = 6;
mag = star_data[i][2];
if ( mag < cutoff ) {
nmag = ( 4.5 - mag ) / 5.5; // translate to 0 ... 1.0 scale
- // alpha = nmag * 0.7 + 0.3; // translate to a 0.3 ... 1.0 scale
alpha = nmag * 0.85 + 0.15; // translate to a 0.15 ... 1.0 scale
alpha *= factor; // dim when the sun is brighter
} else {
if (alpha > 1.0) { alpha = 1.0; }
if (alpha < 0.0) { alpha = 0.0; }
- color = cl->get( i );
- sgSetVec4( color, 1.0, 1.0, 1.0, alpha );
+ (*cl)[i] = osg::Vec4(1, 1, 1, alpha);
// cout << "alpha[" << i << "] = " << alpha << endl;
}
+ cl->dirty();
} else {
// cout << " no phase change, skipping" << endl;
}
return true;
}
-
-
-// reposition the stars for the specified time (GST rotation),
-// offset by our current position (p) so that it appears fixed at a
-// great distance from the viewer.
-bool SGStars::reposition( sgVec3 p, double angle )
-{
- sgMat4 T1, GST;
- sgVec3 axis;
-
- sgMakeTransMat4( T1, p );
-
- sgSetVec3( axis, 0.0, 0.0, -1.0 );
- sgMakeRotMat4( GST, angle, axis );
-
- sgMat4 TRANSFORM;
- sgCopyMat4( TRANSFORM, T1 );
- sgPreMultMat4( TRANSFORM, GST );
-
- sgCoord skypos;
- sgSetCoord( &skypos, TRANSFORM );
-
- stars_transform->setTransform( &skypos );
-
- return true;
-}