//
// Separated out rendering pieces and converted to ssg by Curt Olson,
// March 2000
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License as
-// published by the Free Software Foundation; either version 2 of the
-// License, or (at your option) any later version.
+// This library is free software; you can redistribute it and/or
+// modify it under the terms of the GNU Library General Public
+// License as published by the Free Software Foundation; either
+// version 2 of the License, or (at your option) any later version.
//
-// This program is distributed in the hope that it will be useful, but
-// WITHOUT ANY WARRANTY; without even the implied warranty of
+// This library is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
-// General Public License for more details.
+// Library General Public License for more details.
//
-// 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., 675 Mass Ave, Cambridge, MA 02139, USA.
+// 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.
//
// $Id$
+#ifdef HAVE_CONFIG_H
+# include <config.h>
+#endif
+
#include <stdio.h>
#include <iostream>
+#include <plib/sg.h>
#include <plib/ssg.h>
#include <simgear/constants.h>
glDisable( GL_DEPTH_TEST );
glDisable( GL_FOG );
glBlendFunc ( GL_SRC_ALPHA, GL_ONE ) ;
- // sgVec4 color;
- // sgSetVec4( color, 0.0, 0.0, 0.0, 1.0 );
- // glMaterialfv ( GL_FRONT_AND_BACK, GL_AMBIENT, color ) ;
return true;
}
glEnable( GL_FOG );
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
+ /* test
+ glDisable( GL_LIGHTING );
+ glDisable( GL_CULL_FACE );
+ glEnable( GL_COLOR_MATERIAL );
+ glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
+ glEnable( GL_CULL_FACE );
+ glEnable( GL_LIGHTING ); */
+
return true;
}
orb_state->enable( GL_TEXTURE_2D );
orb_state->enable( GL_COLOR_MATERIAL );
orb_state->setColourMaterial( GL_DIFFUSE );
- orb_state->setMaterial( GL_AMBIENT, 0.0, 0.0, 0.0, 1.0 );
- orb_state->setMaterial( GL_SPECULAR, 0.0, 0.0, 0.0, 1.0 );
+ orb_state->setMaterial( GL_AMBIENT, 0, 0, 0, 1.0 );
+ orb_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
+ orb_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
orb_state->enable( GL_BLEND );
orb_state->enable( GL_ALPHA_TEST );
orb_state->setAlphaClamp( 0.01 );
halo_state->disable( GL_COLOR_MATERIAL );
halo_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
halo_state->setMaterial ( GL_AMBIENT_AND_DIFFUSE, 1, 1, 1, 1 ) ;
- halo_state -> setMaterial ( GL_EMISSION, 0, 0, 0, 1 ) ;
- halo_state -> setMaterial ( GL_SPECULAR, 0, 0, 0, 1 ) ;
+ halo_state->setMaterial ( GL_EMISSION, 0, 0, 0, 1 ) ;
+ halo_state->setMaterial ( GL_SPECULAR, 0, 0, 0, 1 ) ;
// halo_state -> setShininess ( 0 ) ;
halo_state->enable( GL_ALPHA_TEST );
halo_state->setAlphaClamp(0.01);
// 90 degrees = moon rise/set
// 180 degrees = darkest midnight
bool SGMoon::repaint( double moon_angle ) {
- if ( moon_angle * RAD_TO_DEG < 100 ) {
+ if ( moon_angle * SGD_RADIANS_TO_DEGREES < 100 ) {
// else moon is well below horizon (so no point in repainting it)
// x_10 = moon_angle^10
(ambient * 11.0) - 3.0, // minimum value = 0.3
(ambient * 12.0) - 3.6, // minimum value = 0.0
0.5 );
-
+
+ // temp test, forces the color to always be white
+ // sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
+
if (color[0] > 1.0) color[0] = 1.0;
if (color[1] > 1.0) color[1] = 1.0;
if (color[2] > 1.0) color[2] = 1.0;
sgSetVec3( axis, 0.0, 0.0, -1.0 );
sgMakeRotMat4( GST, angle, axis );
- // xglRotatef(((RAD_TO_DEG * rightAscension)- 90.0), 0.0, 0.0, 1.0);
+ // xglRotatef( ((SGD_RADIANS_TO_DEGREES * rightAscension)- 90.0),
+ // 0.0, 0.0, 1.0);
sgSetVec3( axis, 0.0, 0.0, 1.0 );
- sgMakeRotMat4( RA, (rightAscension * RAD_TO_DEG) - 90.0, axis );
+ sgMakeRotMat4( RA, (rightAscension * SGD_RADIANS_TO_DEGREES) - 90.0, axis );
- // xglRotatef((RAD_TO_DEG * declination), 1.0, 0.0, 0.0);
+ // xglRotatef((SGD_RADIANS_TO_DEGREES * declination), 1.0, 0.0, 0.0);
sgSetVec3( axis, 1.0, 0.0, 0.0 );
- sgMakeRotMat4( DEC, declination * RAD_TO_DEG, axis );
+ sgMakeRotMat4( DEC, declination * SGD_RADIANS_TO_DEGREES, axis );
- // xglTranslatef(0,60000,0);
- sgSetVec3( v, 0.0, 60000.0, 0.0 );
+ // xglTranslatef(0,moon_dist);
+ sgSetVec3( v, 0.0, moon_dist, 0.0 );
sgMakeTransMat4( T2, v );
sgMat4 TRANSFORM;
return true;
}
+