//
// 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 <simgear/compiler.h>
#include <stdio.h>
-#include <iostream>
+#include STL_IOSTREAM
+#include <plib/sg.h>
#include <plib/ssg.h>
-#include <simgear/constants.h>
-
#include "sphere.hxx"
#include "oursun.hxx"
static int sgSunOrbPreDraw( ssgEntity *e ) {
/* cout << endl << "Sun orb pre draw" << endl << "----------------"
<< endl << endl; */
+
+ ssgLeaf *f = (ssgLeaf *)e;
+ if ( f -> hasState () ) f->getState()->apply() ;
+
+ glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_FOG_BIT );
+ // cout << "push error = " << glGetError() << endl;
+
glDisable( GL_DEPTH_TEST );
glDisable( GL_FOG );
static int sgSunOrbPostDraw( ssgEntity *e ) {
/* cout << endl << "Sun orb post draw" << endl << "----------------"
<< endl << endl; */
- glEnable( GL_DEPTH_TEST );
- glEnable( GL_FOG );
+
+ glPopAttrib();
+ // cout << "pop error = " << glGetError() << endl;
+
+ // glEnable( GL_DEPTH_TEST );
+ // glEnable( GL_FOG );
return true;
}
static int sgSunHaloPreDraw( ssgEntity *e ) {
/* cout << endl << "Sun halo pre draw" << endl << "----------------"
<< endl << endl; */
+
+ ssgLeaf *f = (ssgLeaf *)e;
+ if ( f -> hasState () ) f->getState()->apply() ;
+
+ glPushAttrib( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_FOG_BIT );
+ // cout << "push error = " << glGetError() << endl;
+
glDisable( GL_DEPTH_TEST );
glDisable( GL_FOG );
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
static int sgSunHaloPostDraw( ssgEntity *e ) {
/* cout << endl << "Sun halo post draw" << endl << "----------------"
<< endl << endl; */
- glEnable( GL_DEPTH_TEST );
- glEnable( GL_FOG );
+
+ glPopAttrib();
+ // cout << "pop error = " << glGetError() << endl;
+
+ // glEnable( GL_DEPTH_TEST );
+ // glEnable( GL_FOG );
return true;
}
// initialize the sun object and connect it into our scene graph root
-ssgBranch * SGSun::build( FGPath path, double sun_size ) {
+ssgBranch * SGSun::build( SGPath path, double sun_size ) {
// set up the orb state
orb_state = new ssgSimpleState();
// 90 degrees = sun rise/set
// 180 degrees = darkest midnight
bool SGSun::repaint( double sun_angle ) {
- if ( sun_angle * RAD_TO_DEG < 100 ) {
+ if ( sun_angle * SGD_RADIANS_TO_DEGREES < 100 ) {
// else sun is well below horizon (so no point in repainting it)
// x_10 = sun_angle^10
(ambient * 12.0) - 3.6, // minimum value = 0.0
1.0 );
+ // 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,sun_dist);
sgSetVec3( v, 0.0, sun_dist, 0.0 );