model that get's inserted into the scene graph.
noinst_LIBRARIES = libSky.a
libSky_a_SOURCES = \
- skydome.cxx skydome.hxx \
- skymoon.cxx skymoon.hxx \
- skysun.cxx skysun.hxx \
- sphere.cxx sphere.hxx
+ dome.cxx dome.hxx \
+ moon.cxx moon.hxx \
+ oursun.cxx oursun.hxx \
+ sky.cxx sky.hxx \
+ sphere.cxx sphere.hxx \
+ stars.cxx stars.hxx
INCLUDES += -I$(top_builddir) -I$(top_builddir)/src
--- /dev/null
+// dome.cxx -- model sky with an upside down "bowl"
+//
+// Written by Curtis Olson, started December 1997.
+// SSG-ified by Curtis Olson, February 2000.
+//
+// Copyright (C) 1997-2000 Curtis L. Olson - curt@flightgear.org
+//
+// 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 program 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.
+//
+// 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.
+//
+// $Id$
+
+
+#ifdef HAVE_CONFIG_H
+# include <config.h>
+#endif
+
+#ifdef HAVE_WINDOWS_H
+# include <windows.h>
+#endif
+
+#include <math.h>
+
+#include <GL/glut.h>
+#include <simgear/xgl/xgl.h>
+
+#include <simgear/constants.h>
+#include <simgear/debug/logstream.hxx>
+#include <simgear/math/fg_random.h>
+
+#include "dome.hxx"
+
+
+#ifdef __MWERKS__
+# pragma global_optimizer off
+#endif
+
+
+// in meters of course
+#define CENTER_ELEV 25000.0
+
+#define UPPER_RADIUS 50000.0
+#define UPPER_ELEV 20000.0
+
+#define MIDDLE_RADIUS 70000.0
+#define MIDDLE_ELEV 8000.0
+
+#define LOWER_RADIUS 80000.0
+#define LOWER_ELEV 0.0
+
+#define BOTTOM_RADIUS 50000.0
+#define BOTTOM_ELEV -2000.0
+
+
+// Set up dome rendering callbacks
+static int sgSkyDomePreDraw( ssgEntity *e ) {
+ /* cout << endl << "Dome Pre Draw" << endl << "----------------"
+ << endl << endl; */
+ glDisable( GL_DEPTH_TEST );
+ glDisable( GL_FOG );
+
+ return true;
+}
+
+static int sgSkyDomePostDraw( ssgEntity *e ) {
+ /* cout << endl << "Dome Post Draw" << endl << "----------------"
+ << endl << endl; */
+ glEnable( GL_DEPTH_TEST );
+ glEnable( GL_FOG );
+
+ return true;
+}
+
+
+// Constructor
+SGSkyDome::SGSkyDome( void ) {
+}
+
+
+// Destructor
+SGSkyDome::~SGSkyDome( void ) {
+}
+
+
+// initialize the sky object and connect it into our scene graph
+ssgBranch * SGSkyDome::build( ) {
+ sgVec4 color;
+
+ float theta;
+ int i;
+
+ // set up the state
+ dome_state = new ssgSimpleState();
+ dome_state->setShadeModel( GL_SMOOTH );
+ dome_state->disable( GL_LIGHTING );
+ dome_state->disable( GL_CULL_FACE );
+ dome_state->disable( GL_TEXTURE_2D );
+ dome_state->enable( GL_COLOR_MATERIAL );
+ dome_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
+ dome_state->disable( GL_BLEND );
+ dome_state->disable( GL_ALPHA_TEST );
+
+ // initialize arrays
+ center_disk_vl = new ssgVertexArray( 14 );
+ center_disk_cl = new ssgColourArray( 14 );
+
+ upper_ring_vl = new ssgVertexArray( 26 );
+ upper_ring_cl = new ssgColourArray( 26 );
+
+ middle_ring_vl = new ssgVertexArray( 26 );
+ middle_ring_cl = new ssgColourArray( 26 );
+
+ lower_ring_vl = new ssgVertexArray( 26 );
+ lower_ring_cl = new ssgColourArray( 26 );
+
+ // initially seed to all blue
+ sgSetVec4( color, 0.0, 0.0, 1.0, 1.0 );
+
+ // generate the raw vertex data
+ sgVec3 center_vertex;
+ sgVec3 upper_vertex[12];
+ sgVec3 middle_vertex[12];
+ sgVec3 lower_vertex[12];
+ sgVec3 bottom_vertex[12];
+
+ sgSetVec3( center_vertex, 0.0, 0.0, CENTER_ELEV );
+
+ for ( i = 0; i < 12; i++ ) {
+ theta = (i * 30.0) * DEG_TO_RAD;
+
+ sgSetVec3( upper_vertex[i],
+ cos(theta) * UPPER_RADIUS,
+ sin(theta) * UPPER_RADIUS,
+ UPPER_ELEV );
+
+ sgSetVec3( middle_vertex[i],
+ cos((double)theta) * MIDDLE_RADIUS,
+ sin((double)theta) * MIDDLE_RADIUS,
+ MIDDLE_ELEV );
+
+ sgSetVec3( lower_vertex[i],
+ cos((double)theta) * LOWER_RADIUS,
+ sin((double)theta) * LOWER_RADIUS,
+ LOWER_ELEV );
+
+ sgSetVec3( bottom_vertex[i],
+ cos((double)theta) * BOTTOM_RADIUS,
+ sin((double)theta) * BOTTOM_RADIUS,
+ BOTTOM_ELEV );
+ }
+
+ // generate the center disk vertex/color arrays
+ center_disk_vl->add( center_vertex );
+ center_disk_cl->add( color );
+ for ( i = 11; i >= 0; i-- ) {
+ center_disk_vl->add( upper_vertex[i] );
+ center_disk_cl->add( color );
+ }
+ center_disk_vl->add( upper_vertex[11] );
+ center_disk_cl->add( color );
+
+ // generate the upper ring
+ for ( i = 0; i < 12; i++ ) {
+ upper_ring_vl->add( middle_vertex[i] );
+ upper_ring_cl->add( color );
+
+ upper_ring_vl->add( upper_vertex[i] );
+ upper_ring_cl->add( color );
+ }
+ upper_ring_vl->add( middle_vertex[0] );
+ upper_ring_cl->add( color );
+
+ upper_ring_vl->add( upper_vertex[0] );
+ upper_ring_cl->add( color );
+
+ // generate middle ring
+ for ( i = 0; i < 12; i++ ) {
+ middle_ring_vl->add( lower_vertex[i] );
+ middle_ring_cl->add( color );
+
+ middle_ring_vl->add( middle_vertex[i] );
+ middle_ring_cl->add( color );
+ }
+ middle_ring_vl->add( lower_vertex[0] );
+ middle_ring_cl->add( color );
+
+ middle_ring_vl->add( middle_vertex[0] );
+ middle_ring_cl->add( color );
+
+ // generate lower ring
+ for ( i = 0; i < 12; i++ ) {
+ lower_ring_vl->add( bottom_vertex[i] );
+ lower_ring_cl->add( color );
+
+ lower_ring_vl->add( lower_vertex[i] );
+ lower_ring_cl->add( color );
+ }
+ lower_ring_vl->add( bottom_vertex[0] );
+ lower_ring_cl->add( color );
+
+ lower_ring_vl->add( lower_vertex[0] );
+ lower_ring_cl->add( color );
+
+ // force a repaint of the sky colors with ugly defaults
+ sgVec3 fog_color;
+ sgSetVec3( fog_color, 1.0, 1.0, 1.0 );
+ repaint( color, fog_color, 0.0 );
+
+ // build the ssg scene graph sub tree for the sky and connected
+ // into the provide scene graph branch
+ ssgVtxTable *center_disk, *upper_ring, *middle_ring, *lower_ring;
+
+ center_disk = new ssgVtxTable( GL_TRIANGLE_FAN,
+ center_disk_vl, NULL, NULL, center_disk_cl );
+
+ upper_ring = new ssgVtxTable( GL_TRIANGLE_STRIP,
+ upper_ring_vl, NULL, NULL, upper_ring_cl );
+
+ middle_ring = new ssgVtxTable( GL_TRIANGLE_STRIP,
+ middle_ring_vl, NULL, NULL, middle_ring_cl );
+
+ lower_ring = new ssgVtxTable( GL_TRIANGLE_STRIP,
+ lower_ring_vl, NULL, NULL, lower_ring_cl );
+
+ center_disk->setState( dome_state );
+ upper_ring->setState( dome_state );
+ middle_ring->setState( dome_state );
+ lower_ring->setState( dome_state );
+
+ dome_transform = new ssgTransform;
+ dome_transform->addKid( center_disk );
+ dome_transform->addKid( upper_ring );
+ dome_transform->addKid( middle_ring );
+ dome_transform->addKid( lower_ring );
+
+ // not entirely satisfying. We are depending here that the first
+ // thing we add to a parent is the first drawn
+ center_disk->setCallback( SSG_CALLBACK_PREDRAW, sgSkyDomePreDraw );
+ center_disk->setCallback( SSG_CALLBACK_POSTDRAW, sgSkyDomePostDraw );
+
+ upper_ring->setCallback( SSG_CALLBACK_PREDRAW, sgSkyDomePreDraw );
+ upper_ring->setCallback( SSG_CALLBACK_POSTDRAW, sgSkyDomePostDraw );
+
+ middle_ring->setCallback( SSG_CALLBACK_PREDRAW, sgSkyDomePreDraw );
+ middle_ring->setCallback( SSG_CALLBACK_POSTDRAW, sgSkyDomePostDraw );
+
+ lower_ring->setCallback( SSG_CALLBACK_PREDRAW, sgSkyDomePreDraw );
+ lower_ring->setCallback( SSG_CALLBACK_POSTDRAW, sgSkyDomePostDraw );
+
+ return dome_transform;
+}
+
+
+// repaint the sky colors based on current value of sun_angle, sky,
+// and fog colors. This updates the color arrays for ssgVtxTable.
+// sun angle in degrees relative to verticle
+// 0 degrees = high noon
+// 90 degrees = sun rise/set
+// 180 degrees = darkest midnight
+bool SGSkyDome::repaint( sgVec4 sky_color, sgVec4 fog_color, double sun_angle )
+{
+ double diff;
+ sgVec3 outer_param, outer_amt, outer_diff;
+ sgVec3 middle_param, middle_amt, middle_diff;
+ int i, j;
+
+ // Check for sunrise/sunset condition
+ if ( (sun_angle > 80.0) && (sun_angle < 100.0) ) {
+ // 0.0 - 0.4
+ sgSetVec3( outer_param,
+ (10.0 - fabs(90.0 - sun_angle)) / 20.0,
+ (10.0 - fabs(90.0 - sun_angle)) / 40.0,
+ -(10.0 - fabs(90.0 - sun_angle)) / 30.0 );
+
+ sgSetVec3( middle_param,
+ (10.0 - fabs(90.0 - sun_angle)) / 40.0,
+ (10.0 - fabs(90.0 - sun_angle)) / 80.0,
+ 0.0 );
+
+ sgScaleVec3( outer_diff, outer_param, 1.0 / 6.0 );
+
+ sgScaleVec3( middle_diff, middle_param, 1.0 / 6.0 );
+ } else {
+ sgSetVec3( outer_param, 0.0, 0.0, 0.0 );
+ sgSetVec3( middle_param, 0.0, 0.0, 0.0 );
+
+ sgSetVec3( outer_diff, 0.0, 0.0, 0.0 );
+ sgSetVec3( middle_diff, 0.0, 0.0, 0.0 );
+ }
+ // printf(" outer_red_param = %.2f outer_red_diff = %.2f\n",
+ // outer_red_param, outer_red_diff);
+
+ // calculate transition colors between sky and fog
+ sgCopyVec3( outer_amt, outer_param );
+ sgCopyVec3( middle_amt, middle_param );
+
+ //
+ // First, recalulate the basic colors
+ //
+
+ sgVec4 upper_color[12];
+ sgVec4 middle_color[12];
+ sgVec4 lower_color[12];
+ sgVec4 bottom_color[12];
+
+ for ( i = 0; i < 6; i++ ) {
+ for ( j = 0; j < 3; j++ ) {
+ diff = sky_color[j] - fog_color[j];
+
+ // printf("sky = %.2f fog = %.2f diff = %.2f\n",
+ // l->sky_color[j], l->fog_color[j], diff);
+
+ upper_color[i][j] = sky_color[j] - diff * 0.3;
+ middle_color[i][j] = sky_color[j] - diff * 0.9 + middle_amt[j];
+ lower_color[i][j] = fog_color[j] + outer_amt[j];
+
+ if ( upper_color[i][j] > 1.0 ) { upper_color[i][j] = 1.0; }
+ if ( upper_color[i][j] < 0.1 ) { upper_color[i][j] = 0.1; }
+ if ( middle_color[i][j] > 1.0 ) { middle_color[i][j] = 1.0; }
+ if ( middle_color[i][j] < 0.1 ) { middle_color[i][j] = 0.1; }
+ if ( lower_color[i][j] > 1.0 ) { lower_color[i][j] = 1.0; }
+ if ( lower_color[i][j] < 0.1 ) { lower_color[i][j] = 0.1; }
+ }
+ upper_color[i][3] = middle_color[i][3] = lower_color[i][3] = 1.0;
+
+ for ( j = 0; j < 3; j++ ) {
+ outer_amt[j] -= outer_diff[j];
+ middle_amt[j] -= middle_diff[j];
+ }
+
+ /*
+ printf("upper_color[%d] = %.2f %.2f %.2f %.2f\n", i, upper_color[i][0],
+ upper_color[i][1], upper_color[i][2], upper_color[i][3]);
+ printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
+ middle_color[i][0], middle_color[i][1], middle_color[i][2],
+ middle_color[i][3]);
+ printf("lower_color[%d] = %.2f %.2f %.2f %.2f\n", i,
+ lower_color[i][0], lower_color[i][1], lower_color[i][2],
+ lower_color[i][3]);
+ */
+ }
+
+ sgSetVec3( outer_amt, 0.0, 0.0, 0.0 );
+ sgSetVec3( middle_amt, 0.0, 0.0, 0.0 );
+
+ for ( i = 6; i < 12; i++ ) {
+ for ( j = 0; j < 3; j++ ) {
+ diff = sky_color[j] - fog_color[j];
+
+ // printf("sky = %.2f fog = %.2f diff = %.2f\n",
+ // sky_color[j], fog_color[j], diff);
+
+ upper_color[i][j] = sky_color[j] - diff * 0.3;
+ middle_color[i][j] = sky_color[j] - diff * 0.9 + middle_amt[j];
+ lower_color[i][j] = fog_color[j] + outer_amt[j];
+
+ if ( upper_color[i][j] > 1.0 ) { upper_color[i][j] = 1.0; }
+ if ( upper_color[i][j] < 0.1 ) { upper_color[i][j] = 0.1; }
+ if ( middle_color[i][j] > 1.0 ) { middle_color[i][j] = 1.0; }
+ if ( middle_color[i][j] < 0.1 ) { middle_color[i][j] = 0.1; }
+ if ( lower_color[i][j] > 1.0 ) { lower_color[i][j] = 1.0; }
+ if ( lower_color[i][j] < 0.1 ) { lower_color[i][j] = 0.1; }
+ }
+ upper_color[i][3] = middle_color[i][3] = lower_color[i][3] = 1.0;
+
+ for ( j = 0; j < 3; j++ ) {
+ outer_amt[j] += outer_diff[j];
+ middle_amt[j] += middle_diff[j];
+ }
+
+ /*
+ printf("upper_color[%d] = %.2f %.2f %.2f %.2f\n", i, upper_color[i][0],
+ upper_color[i][1], upper_color[i][2], upper_color[i][3]);
+ printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
+ middle_color[i][0], middle_color[i][1], middle_color[i][2],
+ middle_color[i][3]);
+ printf("lower_color[%d] = %.2f %.2f %.2f %.2f\n", i,
+ lower_color[i][0], lower_color[i][1], lower_color[i][2],
+ lower_color[i][3]);
+ */
+ }
+
+ for ( i = 0; i < 12; i++ ) {
+ sgCopyVec4( bottom_color[i], fog_color );
+ }
+
+ //
+ // Second, assign the basic colors to the object color arrays
+ //
+
+ float *slot;
+ int counter;
+
+ // update the center disk color arrays
+ counter = 0;
+ slot = center_disk_cl->get( counter++ );
+ // sgVec4 red;
+ // sgSetVec4( red, 1.0, 0.0, 0.0, 1.0 );
+ sgCopyVec4( slot, sky_color );
+ for ( i = 11; i >= 0; i-- ) {
+ slot = center_disk_cl->get( counter++ );
+ sgCopyVec4( slot, upper_color[i] );
+ }
+ slot = center_disk_cl->get( counter++ );
+ sgCopyVec4( slot, upper_color[11] );
+
+ // generate the upper ring
+ counter = 0;
+ for ( i = 0; i < 12; i++ ) {
+ slot = upper_ring_cl->get( counter++ );
+ sgCopyVec4( slot, middle_color[i] );
+
+ slot = upper_ring_cl->get( counter++ );
+ sgCopyVec4( slot, upper_color[i] );
+ }
+ slot = upper_ring_cl->get( counter++ );
+ sgCopyVec4( slot, middle_color[0] );
+
+ slot = upper_ring_cl->get( counter++ );
+ sgCopyVec4( slot, upper_color[0] );
+
+ // generate middle ring
+ counter = 0;
+ for ( i = 0; i < 12; i++ ) {
+ slot = middle_ring_cl->get( counter++ );
+ sgCopyVec4( slot, lower_color[i] );
+
+ slot = middle_ring_cl->get( counter++ );
+ sgCopyVec4( slot, middle_color[i] );
+ }
+ slot = middle_ring_cl->get( counter++ );
+ sgCopyVec4( slot, lower_color[0] );
+
+ slot = middle_ring_cl->get( counter++ );
+ sgCopyVec4( slot, middle_color[0] );
+
+ // generate lower ring
+ counter = 0;
+ for ( i = 0; i < 12; i++ ) {
+ slot = lower_ring_cl->get( counter++ );
+ sgCopyVec4( slot, bottom_color[i] );
+
+ slot = lower_ring_cl->get( counter++ );
+ sgCopyVec4( slot, lower_color[i] );
+ }
+ slot = lower_ring_cl->get( counter++ );
+ sgCopyVec4( slot, bottom_color[0] );
+
+ slot = lower_ring_cl->get( counter++ );
+ sgCopyVec4( slot, lower_color[0] );
+
+ return true;
+}
+
+
+// reposition the sky at the specified origin and orientation
+// lon specifies a rotation about the Z axis
+// lat specifies a rotation about the new Y axis
+// spin specifies a rotation about the new Z axis (and orients the
+// sunrise/set effects
+bool SGSkyDome::reposition( sgVec3 p, double lon, double lat, double spin ) {
+ sgMat4 T, LON, LAT, SPIN;
+ sgVec3 axis;
+
+ // Translate to view position
+ // Point3D zero_elev = current_view.get_cur_zero_elev();
+ // xglTranslatef( zero_elev.x(), zero_elev.y(), zero_elev.z() );
+ sgMakeTransMat4( T, p );
+
+ // printf(" Translated to %.2f %.2f %.2f\n",
+ // zero_elev.x, zero_elev.y, zero_elev.z );
+
+ // Rotate to proper orientation
+ // printf(" lon = %.2f lat = %.2f\n", FG_Longitude * RAD_TO_DEG,
+ // FG_Latitude * RAD_TO_DEG);
+ // xglRotatef( f->get_Longitude() * RAD_TO_DEG, 0.0, 0.0, 1.0 );
+ sgSetVec3( axis, 0.0, 0.0, 1.0 );
+ sgMakeRotMat4( LON, lon * RAD_TO_DEG, axis );
+
+ // xglRotatef( 90.0 - f->get_Latitude() * RAD_TO_DEG, 0.0, 1.0, 0.0 );
+ sgSetVec3( axis, 0.0, 1.0, 0.0 );
+ sgMakeRotMat4( LAT, 90.0 - lat * RAD_TO_DEG, axis );
+
+ // xglRotatef( l->sun_rotation * RAD_TO_DEG, 0.0, 0.0, 1.0 );
+ sgSetVec3( axis, 0.0, 0.0, 1.0 );
+ sgMakeRotMat4( SPIN, spin * RAD_TO_DEG, axis );
+
+ sgMat4 TRANSFORM;
+
+ sgCopyMat4( TRANSFORM, T );
+ sgPreMultMat4( TRANSFORM, LON );
+ sgPreMultMat4( TRANSFORM, LAT );
+ sgPreMultMat4( TRANSFORM, SPIN );
+
+ sgCoord skypos;
+ sgSetCoord( &skypos, TRANSFORM );
+
+ dome_transform->setTransform( &skypos );
+
+ return true;
+}
--- /dev/null
+// dome.hxx -- model sky with an upside down "bowl"
+//
+// Written by Curtis Olson, started December 1997.
+// SSG-ified by Curtis Olson, February 2000.
+//
+// Copyright (C) 1997-2000 Curtis L. Olson - curt@flightgear.org
+//
+// 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 program 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.
+//
+// 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.
+//
+// $Id$
+
+
+#ifndef _SKYDOME_HXX
+#define _SKYDOME_HXX
+
+
+#ifndef __cplusplus
+# error This library requires C++
+#endif
+
+
+#include <plib/ssg.h> // plib include
+
+
+class SGSkyDome {
+ ssgTransform *dome_transform;
+ ssgSimpleState *dome_state;
+
+ ssgVertexArray *center_disk_vl;
+ ssgColourArray *center_disk_cl;
+
+ ssgVertexArray *upper_ring_vl;
+ ssgColourArray *upper_ring_cl;
+
+ ssgVertexArray *middle_ring_vl;
+ ssgColourArray *middle_ring_cl;
+
+ ssgVertexArray *lower_ring_vl;
+ ssgColourArray *lower_ring_cl;
+
+public:
+
+ // Constructor
+ SGSkyDome( void );
+
+ // Destructor
+ ~SGSkyDome( void );
+
+ // initialize the sky object and connect it into our scene graph
+ // root
+ ssgBranch *build();
+
+ // repaint the sky colors based on current value of sun_angle,
+ // sky, and fog colors. This updates the color arrays for
+ // ssgVtxTable.
+ // sun angle in degrees relative to verticle
+ // 0 degrees = high noon
+ // 90 degrees = sun rise/set
+ // 180 degrees = darkest midnight
+ bool repaint( sgVec3 sky_color, sgVec3 fog_color, double sun_angle );
+
+ // reposition the sky at the specified origin and orientation
+ // lon specifies a rotation about the Z axis
+ // lat specifies a rotation about the new Y axis
+ // spin specifies a rotation about the new Z axis (and orients the
+ // sunrise/set effects
+ bool reposition( sgVec3 p, double lon, double lat, double spin );
+};
+
+
+#endif // _SKYDOME_HXX
--- /dev/null
+// moon.hxx -- model earth's moon
+//
+// Written by Durk Talsma. Originally started October 1997, for distribution
+// with the FlightGear project. Version 2 was written in August and
+// September 1998. This code is based upon algorithms and data kindly
+// provided by Mr. Paul Schlyter. (pausch@saaf.se).
+//
+// 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 program 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.
+//
+// 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.
+//
+// $Id$
+
+
+#include <stdio.h>
+#include <iostream>
+
+#include <plib/ssg.h>
+
+#include <simgear/constants.h>
+
+#include "sphere.hxx"
+#include "moon.hxx"
+
+
+// Set up moon rendering call backs
+static int sgMoonOrbPreDraw( ssgEntity *e ) {
+ /* cout << endl << "Moon orb pre draw" << endl << "----------------"
+ << endl << endl; */
+ 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;
+}
+
+static int sgMoonOrbPostDraw( ssgEntity *e ) {
+ /* cout << endl << "Moon orb post draw" << endl << "----------------"
+ << endl << endl; */
+ glEnable( GL_DEPTH_TEST );
+ glEnable( GL_FOG );
+ glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
+
+ return true;
+}
+
+static int sgMoonHaloPreDraw( ssgEntity *e ) {
+ /* cout << endl << "Moon halo pre draw" << endl << "----------------"
+ << endl << endl; */
+ glDisable( GL_DEPTH_TEST );
+ glDisable( GL_FOG );
+ glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
+
+ return true;
+}
+
+static int sgMoonHaloPostDraw( ssgEntity *e ) {
+ /* cout << endl << "Moon halo post draw" << endl << "----------------"
+ << endl << endl; */
+ glEnable( GL_DEPTH_TEST );
+ glEnable( GL_FOG );
+ glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
+
+ return true;
+}
+
+
+// Constructor
+SGMoon::SGMoon( void ) {
+}
+
+
+// Destructor
+SGMoon::~SGMoon( void ) {
+}
+
+
+// build the moon object
+ssgBranch * SGMoon::build( FGPath path, double moon_size ) {
+
+ // set up the orb state
+ path.append( "moon.rgba" );
+ orb_state = new ssgSimpleState();
+ orb_state->setTexture( (char *)path.c_str() );
+ orb_state->setShadeModel( GL_SMOOTH );
+ orb_state->enable( GL_LIGHTING );
+ orb_state->enable( GL_CULL_FACE );
+ 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->enable( GL_BLEND );
+ orb_state->enable( GL_ALPHA_TEST );
+ orb_state->setAlphaClamp( 0.01 );
+
+ cl = new ssgColourArray( 1 );
+ sgVec4 color;
+ sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
+ cl->add( color );
+
+ ssgBranch *orb = ssgMakeSphere( orb_state, cl, moon_size, 15, 15,
+ sgMoonOrbPreDraw, sgMoonOrbPostDraw );
+
+ // force a repaint of the moon colors with arbitrary defaults
+ repaint( 0.0 );
+
+ // build the halo
+ // moon_texbuf = new GLubyte[64*64*3];
+ // moon_texid = makeHalo( moon_texbuf, 64 );
+ // my_glWritePPMFile("moonhalo.ppm", moon_texbuf, 64, 64, RGB);
+
+#if 0
+ // set up the halo state
+ halo_state = new ssgSimpleState();
+ halo_state->setTexture( "halo.rgb" );
+ // halo_state->setTexture( moon_texid );
+ halo_state->enable( GL_TEXTURE_2D );
+ halo_state->disable( GL_LIGHTING );
+ halo_state->setShadeModel( GL_SMOOTH );
+ halo_state->disable( GL_CULL_FACE );
+
+ 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 -> setShininess ( 0 ) ;
+ halo_state->enable( GL_ALPHA_TEST );
+ halo_state->setAlphaClamp(0.01);
+ halo_state->enable ( GL_BLEND ) ;
+
+
+ // Build ssg structure
+ double size = moon_size * 10.0;
+ sgVec3 v3;
+ halo_vl = new ssgVertexArray;
+ sgSetVec3( v3, -size, 0.0, -size );
+ halo_vl->add( v3 );
+ sgSetVec3( v3, size, 0.0, -size );
+ halo_vl->add( v3 );
+ sgSetVec3( v3, -size, 0.0, size );
+ halo_vl->add( v3 );
+ sgSetVec3( v3, size, 0.0, size );
+ halo_vl->add( v3 );
+
+ sgVec2 v2;
+ halo_tl = new ssgTexCoordArray;
+ sgSetVec2( v2, 0.0f, 0.0f );
+ halo_tl->add( v2 );
+ sgSetVec2( v2, 1.0, 0.0 );
+ halo_tl->add( v2 );
+ sgSetVec2( v2, 0.0, 1.0 );
+ halo_tl->add( v2 );
+ sgSetVec2( v2, 1.0, 1.0 );
+ halo_tl->add( v2 );
+
+ ssgLeaf *halo =
+ new ssgVtxTable ( GL_TRIANGLE_STRIP, halo_vl, NULL, halo_tl, cl );
+ halo->setState( halo_state );
+#endif
+
+ // build the ssg scene graph sub tree for the sky and connected
+ // into the provide scene graph branch
+ moon_transform = new ssgTransform;
+
+ // moon_transform->addKid( halo );
+ moon_transform->addKid( orb );
+
+ return moon_transform;
+}
+
+
+// repaint the moon colors based on current value of moon_angle in
+// degrees relative to verticle
+// 0 degrees = high noon
+// 90 degrees = moon rise/set
+// 180 degrees = darkest midnight
+bool SGMoon::repaint( double moon_angle ) {
+ if ( moon_angle * RAD_TO_DEG < 100 ) {
+ // else moon is well below horizon (so no point in repainting it)
+
+ // x_10 = moon_angle^10
+ double x_10 = moon_angle * moon_angle * moon_angle * moon_angle
+ * moon_angle * moon_angle * moon_angle * moon_angle * moon_angle
+ * moon_angle;
+
+ float ambient = (float)(0.4 * pow (1.1, - x_10 / 30.0));
+ if (ambient < 0.3) { ambient = 0.3; }
+ if (ambient > 1.0) { ambient = 1.0; }
+
+ sgVec4 color;
+ sgSetVec4( color,
+ (ambient * 6.0) - 1.0, // minimum value = 0.8
+ (ambient * 11.0) - 3.0, // minimum value = 0.3
+ (ambient * 12.0) - 3.6, // minimum value = 0.0
+ 0.5 );
+
+ 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;
+
+ // cout << "color = " << color[0] << " " << color[1] << " "
+ // << color[2] << endl;
+
+ float *ptr;
+ ptr = cl->get( 0 );
+ sgCopyVec4( ptr, color );
+ }
+
+ return true;
+}
+
+
+// reposition the moon at the specified right ascension and
+// 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( sgVec3 p, double angle,
+ double rightAscension, double declination,
+ double moon_dist )
+{
+ sgMat4 T1, T2, GST, RA, DEC;
+ sgVec3 axis;
+ sgVec3 v;
+
+ sgMakeTransMat4( T1, p );
+
+ 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);
+ sgSetVec3( axis, 0.0, 0.0, 1.0 );
+ sgMakeRotMat4( RA, (rightAscension * RAD_TO_DEG) - 90.0, axis );
+
+ // xglRotatef((RAD_TO_DEG * declination), 1.0, 0.0, 0.0);
+ sgSetVec3( axis, 1.0, 0.0, 0.0 );
+ sgMakeRotMat4( DEC, declination * RAD_TO_DEG, axis );
+
+ // xglTranslatef(0,60000,0);
+ sgSetVec3( v, 0.0, 60000.0, 0.0 );
+ sgMakeTransMat4( T2, v );
+
+ sgMat4 TRANSFORM;
+ sgCopyMat4( TRANSFORM, T1 );
+ sgPreMultMat4( TRANSFORM, GST );
+ sgPreMultMat4( TRANSFORM, RA );
+ sgPreMultMat4( TRANSFORM, DEC );
+ sgPreMultMat4( TRANSFORM, T2 );
+
+ sgCoord skypos;
+ sgSetCoord( &skypos, TRANSFORM );
+
+ moon_transform->setTransform( &skypos );
+
+ return true;
+}
--- /dev/null
+// moon.hxx -- model earth's moon
+//
+// Written by Durk Talsma. Originally started October 1997, for distribution
+// with the FlightGear project. Version 2 was written in August and
+// September 1998. This code is based upon algorithms and data kindly
+// provided by Mr. Paul Schlyter. (pausch@saaf.se).
+//
+// 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 program 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.
+//
+// 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.
+//
+// $Id$
+
+
+#ifndef _SG_MOON_HXX_
+#define _SG_MOON_HXX_
+
+
+#include <plib/ssg.h>
+
+#include <simgear/misc/fgpath.hxx>
+
+
+class SGMoon {
+
+ ssgTransform *moon_transform;
+ ssgSimpleState *orb_state;
+ ssgSimpleState *halo_state;
+
+ ssgColourArray *cl;
+
+ ssgVertexArray *halo_vl;
+ ssgTexCoordArray *halo_tl;
+
+public:
+
+ // Constructor
+ SGMoon( void );
+
+ // Destructor
+ ~SGMoon( void );
+
+ // build the moon object
+ ssgBranch *build( FGPath path, double moon_size );
+
+ // repaint the moon colors based on current value of moon_anglein
+ // degrees relative to verticle
+ // 0 degrees = high noon
+ // 90 degrees = moon rise/set
+ // 180 degrees = darkest midnight
+ bool repaint( double moon_angle );
+
+ // reposition the moon at the specified right ascension and
+ // 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 reposition( sgVec3 p, double angle,
+ double rightAscension, double declination,
+ double moon_dist );
+};
+
+
+#endif // _SG_MOON_HXX_
--- /dev/null
+// oursun.hxx -- model earth's sun
+//
+// Written by Durk Talsma. Originally started October 1997, for distribution
+// with the FlightGear project. Version 2 was written in August and
+// September 1998. This code is based upon algorithms and data kindly
+// provided by Mr. Paul Schlyter. (pausch@saaf.se).
+//
+// 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 program 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.
+//
+// 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.
+//
+// $Id$
+
+
+#include <stdio.h>
+#include <iostream>
+
+#include <plib/ssg.h>
+
+#include <simgear/constants.h>
+
+#include "sphere.hxx"
+#include "oursun.hxx"
+
+
+// Set up sun rendering call backs
+static int sgSunOrbPreDraw( ssgEntity *e ) {
+ /* cout << endl << "Sun orb pre draw" << endl << "----------------"
+ << endl << endl; */
+ glDisable( GL_DEPTH_TEST );
+ glDisable( GL_FOG );
+
+ return true;
+}
+
+static int sgSunOrbPostDraw( ssgEntity *e ) {
+ /* cout << endl << "Sun orb post draw" << endl << "----------------"
+ << endl << endl; */
+ glEnable( GL_DEPTH_TEST );
+ glEnable( GL_FOG );
+
+ return true;
+}
+
+static int sgSunHaloPreDraw( ssgEntity *e ) {
+ /* cout << endl << "Sun halo pre draw" << endl << "----------------"
+ << endl << endl; */
+ glDisable( GL_DEPTH_TEST );
+ glDisable( GL_FOG );
+ glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
+
+ return true;
+}
+
+static int sgSunHaloPostDraw( ssgEntity *e ) {
+ /* cout << endl << "Sun halo post draw" << endl << "----------------"
+ << endl << endl; */
+ glEnable( GL_DEPTH_TEST );
+ glEnable( GL_FOG );
+
+ return true;
+}
+
+
+// Constructor
+SGSun::SGSun( void ) {
+}
+
+
+// Destructor
+SGSun::~SGSun( void ) {
+}
+
+
+#if 0
+static GLuint makeHalo( GLubyte *sun_texbuf, int width ) {
+ int texSize;
+ GLuint texid;
+ GLubyte *p;
+ int i,j;
+ double radius;
+
+ // create a texture id
+#ifdef GL_VERSION_1_1
+ glGenTextures(1, &texid);
+ glBindTexture(GL_TEXTURE_2D, texid);
+#elif GL_EXT_texture_object
+ glGenTexturesEXT(1, &texid);
+ glBindTextureEXT(GL_TEXTURE_2D, texid);
+#else
+# error port me
+#endif
+
+ glPixelStorei( GL_UNPACK_ALIGNMENT, 4 );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
+
+ // create the actual texture contents
+ texSize = width * width;
+
+ if ( !sun_texbuf ) {
+ cout << "ouch ..." << endl;
+ exit(-1); // Ugly!
+ }
+
+ p = sun_texbuf;
+
+ radius = (double)(width / 2);
+
+ GLubyte value;
+ double x, y, d;
+ for ( i = 0; i < width; i++ ) {
+ for ( j = 0; j < width; j++ ) {
+ x = fabs((double)(i - (width / 2)));
+ y = fabs((double)(j - (width / 2)));
+ d = sqrt((x * x) + (y * y));
+ if (d < radius) {
+ // t is 1.0 at center, 0.0 at edge
+ double t = 1.0 - (d / radius);
+
+ // inverse square looks nice
+ value = (int)((double) 0xff * (t*t));
+ } else {
+ value = 0x00;
+ }
+ *p = value;
+ *(p+1) = value;
+ *(p+2) = value;
+ // *(p+3) = value;
+
+ p += 3;
+ }
+ }
+
+ /* glTexImage2D( GL_TEXTURE_2D,
+ 0,
+ GL_RGBA,
+ width, width,
+ 0,
+ GL_RGBA, GL_UNSIGNED_BYTE,
+ sun_texbuf ); */
+
+ return texid;
+}
+
+
+#define RGB 3 // 3 bytes of color info per pixel
+#define RGBA 4 // 4 bytes of color+alpha info
+void my_glWritePPMFile(const char *filename, GLubyte *buffer, int win_width, int win_height, int mode)
+{
+ int i, j, k, q;
+ unsigned char *ibuffer;
+ FILE *fp;
+ int pixelSize = mode==GL_RGBA?4:3;
+
+ ibuffer = (unsigned char *) malloc(win_width*win_height*RGB);
+
+ fp = fopen(filename, "wb");
+ fprintf(fp, "P6\n# CREATOR: glReadPixel()\n%d %d\n%d\n",
+ win_width, win_height, UCHAR_MAX);
+ q = 0;
+ for (i = 0; i < win_height; i++) {
+ for (j = 0; j < win_width; j++) {
+ for (k = 0; k < RGB; k++) {
+ ibuffer[q++] = (unsigned char)
+ *(buffer + (pixelSize*((win_height-1-i)*win_width+j)+k));
+ }
+ }
+ }
+
+ // *(buffer + (pixelSize*((win_height-1-i)*win_width+j)+k));
+
+ fwrite(ibuffer, sizeof(unsigned char), RGB*win_width*win_height, fp);
+ fclose(fp);
+ free(ibuffer);
+
+ printf("wrote file (%d x %d pixels, %d bytes)\n",
+ win_width, win_height, RGB*win_width*win_height);
+}
+#endif
+
+
+// initialize the sun object and connect it into our scene graph root
+ssgBranch * SGSun::build( FGPath path, double sun_size ) {
+
+ // set up the orb state
+ orb_state = new ssgSimpleState();
+ orb_state->setShadeModel( GL_SMOOTH );
+ orb_state->disable( GL_LIGHTING );
+ orb_state->disable( GL_CULL_FACE );
+ orb_state->disable( GL_TEXTURE_2D );
+ orb_state->enable( GL_COLOR_MATERIAL );
+ orb_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
+ orb_state->disable( GL_BLEND );
+ orb_state->disable( GL_ALPHA_TEST );
+
+ cl = new ssgColourArray( 1 );
+ sgVec4 color;
+ sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
+ cl->add( color );
+
+ ssgBranch *orb = ssgMakeSphere( orb_state, cl, sun_size, 10, 10,
+ sgSunOrbPreDraw, sgSunOrbPostDraw );
+
+ // force a repaint of the sun colors with arbitrary defaults
+ repaint( 0.0 );
+
+ // build the halo
+ // sun_texbuf = new GLubyte[64*64*3];
+ // sun_texid = makeHalo( sun_texbuf, 64 );
+ // my_glWritePPMFile("sunhalo.ppm", sun_texbuf, 64, 64, RGB);
+
+ // set up the halo state
+ path.append( "halo.rgba" );
+ halo_state = new ssgSimpleState();
+ halo_state->setTexture( (char *)path.c_str() );
+ // halo_state->setTexture( sun_texid );
+ halo_state->enable( GL_TEXTURE_2D );
+ halo_state->disable( GL_LIGHTING );
+ halo_state->setShadeModel( GL_SMOOTH );
+ halo_state->disable( GL_CULL_FACE );
+ halo_state->enable( GL_COLOR_MATERIAL );
+ halo_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
+ halo_state->enable( GL_ALPHA_TEST );
+ halo_state->setAlphaClamp(0.01);
+ halo_state->enable ( GL_BLEND ) ;
+
+ // Build ssg structure
+ double size = sun_size * 10.0;
+ sgVec3 v3;
+ halo_vl = new ssgVertexArray;
+ sgSetVec3( v3, -size, 0.0, -size );
+ halo_vl->add( v3 );
+ sgSetVec3( v3, size, 0.0, -size );
+ halo_vl->add( v3 );
+ sgSetVec3( v3, -size, 0.0, size );
+ halo_vl->add( v3 );
+ sgSetVec3( v3, size, 0.0, size );
+ halo_vl->add( v3 );
+
+ sgVec2 v2;
+ halo_tl = new ssgTexCoordArray;
+ sgSetVec2( v2, 0.0f, 0.0f );
+ halo_tl->add( v2 );
+ sgSetVec2( v2, 1.0, 0.0 );
+ halo_tl->add( v2 );
+ sgSetVec2( v2, 0.0, 1.0 );
+ halo_tl->add( v2 );
+ sgSetVec2( v2, 1.0, 1.0 );
+ halo_tl->add( v2 );
+
+ ssgLeaf *halo =
+ new ssgVtxTable ( GL_TRIANGLE_STRIP, halo_vl, NULL, halo_tl, cl );
+ halo->setState( halo_state );
+
+ // build the ssg scene graph sub tree for the sky and connected
+ // into the provide scene graph branch
+ sun_transform = new ssgTransform;
+
+ sun_transform->addKid( halo );
+ halo->setCallback( SSG_CALLBACK_PREDRAW, sgSunHaloPreDraw );
+ halo->setCallback( SSG_CALLBACK_POSTDRAW, sgSunHaloPostDraw );
+ sun_transform->addKid( orb );
+
+ return sun_transform;
+}
+
+
+// repaint the sun colors based on current value of sun_angle in
+// degrees relative to verticle
+// 0 degrees = high noon
+// 90 degrees = sun rise/set
+// 180 degrees = darkest midnight
+bool SGSun::repaint( double sun_angle ) {
+ if ( sun_angle * RAD_TO_DEG < 100 ) {
+ // else sun is well below horizon (so no point in repainting it)
+
+ // x_10 = sun_angle^10
+ double x_10 = sun_angle * sun_angle * sun_angle * sun_angle * sun_angle
+ * sun_angle * sun_angle * sun_angle * sun_angle * sun_angle;
+
+ float ambient = (float)(0.4 * pow (1.1, - x_10 / 30.0));
+ if (ambient < 0.3) { ambient = 0.3; }
+ if (ambient > 1.0) { ambient = 1.0; }
+
+ sgVec4 color;
+ sgSetVec4( color,
+ (ambient * 6.0) - 1.0, // minimum value = 0.8
+ (ambient * 11.0) - 3.0, // minimum value = 0.3
+ (ambient * 12.0) - 3.6, // minimum value = 0.0
+ 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;
+
+ // cout << "color = " << color[0] << " " << color[1] << " "
+ // << color[2] << endl;
+
+ float *ptr;
+ ptr = cl->get( 0 );
+ sgCopyVec4( ptr, color );
+ }
+
+ return true;
+}
+
+
+// reposition the sun at the specified right ascension and
+// 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 SGSun::reposition( sgVec3 p, double angle,
+ double rightAscension, double declination,
+ double sun_dist )
+{
+ sgMat4 T1, T2, GST, RA, DEC;
+ sgVec3 axis;
+ sgVec3 v;
+
+ sgMakeTransMat4( T1, p );
+
+ 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);
+ sgSetVec3( axis, 0.0, 0.0, 1.0 );
+ sgMakeRotMat4( RA, (rightAscension * RAD_TO_DEG) - 90.0, axis );
+
+ // xglRotatef((RAD_TO_DEG * declination), 1.0, 0.0, 0.0);
+ sgSetVec3( axis, 1.0, 0.0, 0.0 );
+ sgMakeRotMat4( DEC, declination * RAD_TO_DEG, axis );
+
+ // xglTranslatef(0,60000,0);
+ sgSetVec3( v, 0.0, 60000.0, 0.0 );
+ sgMakeTransMat4( T2, v );
+
+ sgMat4 TRANSFORM;
+ sgCopyMat4( TRANSFORM, T1 );
+ sgPreMultMat4( TRANSFORM, GST );
+ sgPreMultMat4( TRANSFORM, RA );
+ sgPreMultMat4( TRANSFORM, DEC );
+ sgPreMultMat4( TRANSFORM, T2 );
+
+ sgCoord skypos;
+ sgSetCoord( &skypos, TRANSFORM );
+
+ sun_transform->setTransform( &skypos );
+
+ return true;
+}
--- /dev/null
+// oursun.hxx -- model earth's sun
+//
+// Written by Durk Talsma. Originally started October 1997, for distribution
+// with the FlightGear project. Version 2 was written in August and
+// September 1998. This code is based upon algorithms and data kindly
+// provided by Mr. Paul Schlyter. (pausch@saaf.se).
+//
+// 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 program 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.
+//
+// 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.
+//
+// $Id$
+
+
+#ifndef _SG_SUN_HXX_
+#define _SG_SUN_HXX_
+
+
+#include <plib/ssg.h>
+
+#include <simgear/misc/fgpath.hxx>
+
+
+class SGSun {
+
+ ssgTransform *sun_transform;
+ ssgSimpleState *orb_state;
+ ssgSimpleState *halo_state;
+
+ ssgColourArray *cl;
+
+ ssgVertexArray *halo_vl;
+ ssgTexCoordArray *halo_tl;
+
+ GLuint sun_texid;
+ GLubyte *sun_texbuf;
+
+public:
+
+ // Constructor
+ SGSun( void );
+
+ // Destructor
+ ~SGSun( void );
+
+ // return the sun object
+ ssgBranch *build( FGPath path, double sun_size );
+
+ // repaint the sun colors based on current value of sun_anglein
+ // degrees relative to verticle
+ // 0 degrees = high noon
+ // 90 degrees = sun rise/set
+ // 180 degrees = darkest midnight
+ bool repaint( double sun_angle );
+
+ // reposition the sun at the specified right ascension and
+ // 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 reposition( sgVec3 p, double angle,
+ double rightAscension, double declination,
+ double sun_dist );
+};
+
+
+#endif // _SG_SUN_HXX_
--- /dev/null
+// sky.cxx -- ssg based sky model
+//
+// Written by Curtis Olson, started December 1997.
+// SSG-ified by Curtis Olson, February 2000.
+//
+// Copyright (C) 1997-2000 Curtis L. Olson - curt@flightgear.org
+//
+// 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 program 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.
+//
+// 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.
+//
+// $Id$
+
+
+#include <plib/ssg.h> // plib include
+
+#include "sky.hxx"
+
+
+// Constructor
+SGSky::SGSky( void ) {
+}
+
+
+// Destructor
+SGSky::~SGSky( void ) {
+}
+
+
+// initialize the sky and connect the components to the scene graph at
+// the provided branch
+ssgBranch * SGSky::build( double sun_size, double moon_size,
+ int nplanets, sgdVec3 *planet_data,
+ double planet_dist,
+ int nstars, sgdVec3 *star_data, double star_dist )
+{
+ sky_selector = new ssgSelector;
+ sky_transform = new ssgTransform;
+
+ dome = new SGSkyDome;
+ sky_transform -> addKid( dome->build() );
+
+ planets = new SGStars;
+ sky_transform -> addKid( planets->build(nplanets, planet_data,
+ planet_dist)
+ );
+
+ stars = new SGStars;
+ sky_transform -> addKid( stars->build(nstars, star_data, star_dist) );
+
+ moon = new SGMoon;
+ sky_transform -> addKid( moon->build(tex_path, moon_size) );
+
+ oursun = new SGSun;
+ sky_transform -> addKid( oursun->build(tex_path, sun_size) );
+
+ sky_selector->addKid( sky_transform );
+ sky_selector->clrTraversalMaskBits( SSGTRAV_HOT );
+
+ return sky_selector;
+}
+
+
+// repaint the sky components based on current value of sun_angle,
+// sky, and fog colors.
+//
+// sun angle in degrees relative to verticle
+// 0 degrees = high noon
+// 90 degrees = sun rise/set
+// 180 degrees = darkest midnight
+bool SGSky::repaint( sgVec4 sky_color, sgVec4 fog_color,
+ double sun_angle, double moon_angle,
+ int nplanets, sgdVec3 *planet_data,
+ int nstars, sgdVec3 *star_data )
+{
+ dome->repaint( sky_color, fog_color, sun_angle );
+ oursun->repaint( sun_angle );
+ moon->repaint( moon_angle );
+ planets->repaint( sun_angle, nplanets, planet_data );
+ stars->repaint( sun_angle, nstars, star_data );
+
+ return true;
+}
+
+
+// reposition the sky at the specified origin and orientation
+//
+// lon specifies a rotation about the Z axis
+// lat specifies a rotation about the new Y axis
+// spin specifies a rotation about the new Z axis (this allows
+// additional orientation for the sunrise/set effects and is used by
+// the skydome and perhaps clouds.
+bool SGSky::reposition( sgVec3 view_pos, sgVec3 zero_elev,
+ double lon, double lat, double spin,
+ double gst,
+ double sun_ra, double sun_dec, double sun_dist,
+ double moon_ra, double moon_dec, double moon_dist )
+{
+ double angle = gst * 15; // degrees
+ dome->reposition( zero_elev, lon, lat, spin );
+ oursun->reposition( view_pos, angle, sun_ra, sun_dec, sun_dist );
+ moon->reposition( view_pos, angle, moon_ra, moon_dec, moon_dist );
+ planets->reposition( view_pos, angle );
+ stars->reposition( view_pos, angle );
+
+ return true;
+}
--- /dev/null
+// sky.hxx -- ssg based sky model
+//
+// Written by Curtis Olson, started December 1997.
+// SSG-ified by Curtis Olson, February 2000.
+//
+// Copyright (C) 1997-2000 Curtis L. Olson - curt@flightgear.org
+//
+// 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 program 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.
+//
+// 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.
+//
+// $Id$
+
+
+#ifndef _SG_SKY_HXX
+#define _SG_SKY_HXX
+
+
+#ifndef __cplusplus
+# error This library requires C++
+#endif
+
+
+#include <plib/ssg.h> // plib include
+
+#include <simgear/misc/fgpath.hxx>
+
+#include "dome.hxx"
+#include "moon.hxx"
+#include "oursun.hxx"
+#include "stars.hxx"
+
+
+class SGSky {
+
+ // components of the sky
+ SGSkyDome *dome;
+ SGSun *oursun;
+ SGMoon *moon;
+ SGStars *planets;
+ SGStars *stars;
+
+ ssgSelector *sky_selector;
+ ssgTransform *sky_transform;
+
+ FGPath tex_path;
+
+public:
+
+ // Constructor
+ SGSky( void );
+
+ // Destructor
+ ~SGSky( void );
+
+ // initialize the sky and connect the components to the scene
+ // graph at the provided branch
+ ssgBranch *build( double sun_size, double moon_size,
+ int nplanets, sgdVec3 *planet_data, double planet_dist,
+ int nstars, sgdVec3 *star_data, double star_dist );
+
+ // repaint the sky components based on current value of sun_angle,
+ // sky, and fog colors.
+ //
+ // sun angle in degrees relative to verticle
+ // 0 degrees = high noon
+ // 90 degrees = sun rise/set
+ // 180 degrees = darkest midnight
+ bool repaint( sgVec4 sky_color, sgVec4 fog_color,
+ double sun_angle, double moon_angle,
+ int nplanets, sgdVec3 *planet_data,
+ int nstars, sgdVec3 *star_data );
+
+ // reposition the sky at the specified origin and orientation
+ //
+ // lon specifies a rotation about the Z axis
+ // lat specifies a rotation about the new Y axis
+ // spin specifies a rotation about the new Z axis (this allows
+ // additional orientation for the sunrise/set effects and is used
+ // by the skydome and perhaps clouds.
+ bool reposition( sgVec3 view_pos, sgVec3 zero_elev,
+ double lon, double lat, double spin,
+ double gst,
+ double sun_ra, double sun_dec, double sun_dist,
+ double moon_ra, double moon_dec, double moon_dist );
+
+ // specify the texture path (optional, defaults to current directory)
+ inline void texture_path( const string& path ) {
+ tex_path = FGPath( path );
+ }
+
+ // enable the sky in the scene graph (default)
+ inline void enable() { sky_selector->select( 1 ); }
+
+ // disable the sky in the scene graph. The leaf node is still
+ // there, how ever it won't be traversed on by ssgCullandRender()
+ inline void disable() { sky_selector->select( 0 ); }
+};
+
+
+#endif // _SG_SKY_HXX
+
+
+++ /dev/null
-// skydome.cxx -- model sky with an upside down "bowl"
-//
-// Written by Curtis Olson, started December 1997.
-// SSG-ified by Curtis Olson, February 2000.
-//
-// Copyright (C) 1997-2000 Curtis L. Olson - curt@flightgear.org
-//
-// 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 program 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.
-//
-// 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.
-//
-// $Id$
-
-
-#ifdef HAVE_CONFIG_H
-# include <config.h>
-#endif
-
-#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-#endif
-
-#include <math.h>
-
-#include <GL/glut.h>
-#include <simgear/xgl/xgl.h>
-
-#include <simgear/constants.h>
-#include <simgear/debug/logstream.hxx>
-#include <simgear/math/fg_random.h>
-
-// #include <Aircraft/aircraft.hxx>
-// #include <FDM/flight.hxx>
-// #include <Main/views.hxx>
-// #include <Time/event.hxx>
-// #include <Time/fg_time.hxx>
-
-#include "skydome.hxx"
-
-
-#ifdef __MWERKS__
-# pragma global_optimizer off
-#endif
-
-
-// in meters of course
-#define CENTER_ELEV 25000.0
-
-#define UPPER_RADIUS 50000.0
-#define UPPER_ELEV 20000.0
-
-#define MIDDLE_RADIUS 70000.0
-#define MIDDLE_ELEV 8000.0
-
-#define LOWER_RADIUS 80000.0
-#define LOWER_ELEV 0.0
-
-#define BOTTOM_RADIUS 50000.0
-#define BOTTOM_ELEV -2000.0
-
-
-// Constructor
-FGSkyDome::FGSkyDome( void ) {
-}
-
-
-// Destructor
-FGSkyDome::~FGSkyDome( void ) {
-}
-
-
-// initialize the sky object and connect it into our scene graph
-bool FGSkyDome::initialize( ) {
- sgVec4 color;
-
- float theta;
- int i;
-
- // create the scene graph for the dome
- dome = new ssgRoot;
- dome->setName( "Sky Dome" );
-
- // set up the state
- dome_state = new ssgSimpleState();
- dome_state->setShadeModel( GL_SMOOTH );
- dome_state->disable( GL_LIGHTING );
- dome_state->disable( GL_CULL_FACE );
- dome_state->disable( GL_TEXTURE_2D );
- dome_state->enable( GL_COLOR_MATERIAL );
- dome_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
- dome_state->disable( GL_BLEND );
- dome_state->disable( GL_ALPHA_TEST );
-
- // initialize arrays
- center_disk_vl = new ssgVertexArray( 14 );
- center_disk_cl = new ssgColourArray( 14 );
-
- upper_ring_vl = new ssgVertexArray( 26 );
- upper_ring_cl = new ssgColourArray( 26 );
-
- middle_ring_vl = new ssgVertexArray( 26 );
- middle_ring_cl = new ssgColourArray( 26 );
-
- lower_ring_vl = new ssgVertexArray( 26 );
- lower_ring_cl = new ssgColourArray( 26 );
-
- // initially seed to all blue
- sgSetVec4( color, 0.0, 0.0, 1.0, 1.0 );
-
- // generate the raw vertex data
- sgVec3 center_vertex;
- sgVec3 upper_vertex[12];
- sgVec3 middle_vertex[12];
- sgVec3 lower_vertex[12];
- sgVec3 bottom_vertex[12];
-
- sgSetVec3( center_vertex, 0.0, 0.0, CENTER_ELEV );
-
- for ( i = 0; i < 12; i++ ) {
- theta = (i * 30.0) * DEG_TO_RAD;
-
- sgSetVec3( upper_vertex[i],
- cos(theta) * UPPER_RADIUS,
- sin(theta) * UPPER_RADIUS,
- UPPER_ELEV );
-
- sgSetVec3( middle_vertex[i],
- cos((double)theta) * MIDDLE_RADIUS,
- sin((double)theta) * MIDDLE_RADIUS,
- MIDDLE_ELEV );
-
- sgSetVec3( lower_vertex[i],
- cos((double)theta) * LOWER_RADIUS,
- sin((double)theta) * LOWER_RADIUS,
- LOWER_ELEV );
-
- sgSetVec3( bottom_vertex[i],
- cos((double)theta) * BOTTOM_RADIUS,
- sin((double)theta) * BOTTOM_RADIUS,
- BOTTOM_ELEV );
- }
-
- // generate the center disk vertex/color arrays
- center_disk_vl->add( center_vertex );
- center_disk_cl->add( color );
- for ( i = 11; i >= 0; i-- ) {
- center_disk_vl->add( upper_vertex[i] );
- center_disk_cl->add( color );
- }
- center_disk_vl->add( upper_vertex[11] );
- center_disk_cl->add( color );
-
- // generate the upper ring
- for ( i = 0; i < 12; i++ ) {
- upper_ring_vl->add( middle_vertex[i] );
- upper_ring_cl->add( color );
-
- upper_ring_vl->add( upper_vertex[i] );
- upper_ring_cl->add( color );
- }
- upper_ring_vl->add( middle_vertex[0] );
- upper_ring_cl->add( color );
-
- upper_ring_vl->add( upper_vertex[0] );
- upper_ring_cl->add( color );
-
- // generate middle ring
- for ( i = 0; i < 12; i++ ) {
- middle_ring_vl->add( lower_vertex[i] );
- middle_ring_cl->add( color );
-
- middle_ring_vl->add( middle_vertex[i] );
- middle_ring_cl->add( color );
- }
- middle_ring_vl->add( lower_vertex[0] );
- middle_ring_cl->add( color );
-
- middle_ring_vl->add( middle_vertex[0] );
- middle_ring_cl->add( color );
-
- // generate lower ring
- for ( i = 0; i < 12; i++ ) {
- lower_ring_vl->add( bottom_vertex[i] );
- lower_ring_cl->add( color );
-
- lower_ring_vl->add( lower_vertex[i] );
- lower_ring_cl->add( color );
- }
- lower_ring_vl->add( bottom_vertex[0] );
- lower_ring_cl->add( color );
-
- lower_ring_vl->add( lower_vertex[0] );
- lower_ring_cl->add( color );
-
- // force a repaint of the sky colors with ugly defaults
- sgVec3 fog_color;
- sgSetVec3( fog_color, 1.0, 1.0, 1.0 );
- repaint( color, fog_color, 0.0 );
-
- // build the ssg scene graph sub tree for the sky and connected
- // into the provide scene graph branch
- dome_selector = new ssgSelector;
- dome_transform = new ssgTransform;
-
- ssgVtxTable *center_disk, *upper_ring, *middle_ring, *lower_ring;
-
- center_disk = new ssgVtxTable( GL_TRIANGLE_FAN,
- center_disk_vl, NULL, NULL, center_disk_cl );
-
- upper_ring = new ssgVtxTable( GL_TRIANGLE_STRIP,
- upper_ring_vl, NULL, NULL, upper_ring_cl );
-
- middle_ring = new ssgVtxTable( GL_TRIANGLE_STRIP,
- middle_ring_vl, NULL, NULL, middle_ring_cl );
-
- lower_ring = new ssgVtxTable( GL_TRIANGLE_STRIP,
- lower_ring_vl, NULL, NULL, lower_ring_cl );
-
- center_disk->setState( dome_state );
- upper_ring->setState( dome_state );
- middle_ring->setState( dome_state );
- lower_ring->setState( dome_state );
-
- dome_transform->addKid( center_disk );
- dome_transform->addKid( upper_ring );
- dome_transform->addKid( middle_ring );
- dome_transform->addKid( lower_ring );
-
- dome_selector->addKid( dome_transform );
- dome_selector->clrTraversalMaskBits( SSGTRAV_HOT );
-
- dome->addKid( dome_selector );
-
- return true;
-}
-
-
-// repaint the sky colors based on current value of sun_angle, sky,
-// and fog colors. This updates the color arrays for ssgVtxTable.
-// sun angle in degrees relative to verticle
-// 0 degrees = high noon
-// 90 degrees = sun rise/set
-// 180 degrees = darkest midnight
-bool FGSkyDome::repaint( sgVec4 sky_color, sgVec4 fog_color, double sun_angle )
-{
- double diff;
- sgVec3 outer_param, outer_amt, outer_diff;
- sgVec3 middle_param, middle_amt, middle_diff;
- int i, j;
-
- // Check for sunrise/sunset condition
- if ( (sun_angle > 80.0) && (sun_angle < 100.0) ) {
- // 0.0 - 0.4
- sgSetVec3( outer_param,
- (10.0 - fabs(90.0 - sun_angle)) / 20.0,
- (10.0 - fabs(90.0 - sun_angle)) / 40.0,
- -(10.0 - fabs(90.0 - sun_angle)) / 30.0 );
-
- sgSetVec3( middle_param,
- (10.0 - fabs(90.0 - sun_angle)) / 40.0,
- (10.0 - fabs(90.0 - sun_angle)) / 80.0,
- 0.0 );
-
- sgScaleVec3( outer_diff, outer_param, 1.0 / 6.0 );
-
- sgScaleVec3( middle_diff, middle_param, 1.0 / 6.0 );
- } else {
- sgSetVec3( outer_param, 0.0, 0.0, 0.0 );
- sgSetVec3( middle_param, 0.0, 0.0, 0.0 );
-
- sgSetVec3( outer_diff, 0.0, 0.0, 0.0 );
- sgSetVec3( middle_diff, 0.0, 0.0, 0.0 );
- }
- // printf(" outer_red_param = %.2f outer_red_diff = %.2f\n",
- // outer_red_param, outer_red_diff);
-
- // calculate transition colors between sky and fog
- sgCopyVec3( outer_amt, outer_param );
- sgCopyVec3( middle_amt, middle_param );
-
- //
- // First, recalulate the basic colors
- //
-
- sgVec4 upper_color[12];
- sgVec4 middle_color[12];
- sgVec4 lower_color[12];
- sgVec4 bottom_color[12];
-
- for ( i = 0; i < 6; i++ ) {
- for ( j = 0; j < 3; j++ ) {
- diff = sky_color[j] - fog_color[j];
-
- // printf("sky = %.2f fog = %.2f diff = %.2f\n",
- // l->sky_color[j], l->fog_color[j], diff);
-
- upper_color[i][j] = sky_color[j] - diff * 0.3;
- middle_color[i][j] = sky_color[j] - diff * 0.9 + middle_amt[j];
- lower_color[i][j] = fog_color[j] + outer_amt[j];
-
- if ( upper_color[i][j] > 1.0 ) { upper_color[i][j] = 1.0; }
- if ( upper_color[i][j] < 0.1 ) { upper_color[i][j] = 0.1; }
- if ( middle_color[i][j] > 1.0 ) { middle_color[i][j] = 1.0; }
- if ( middle_color[i][j] < 0.1 ) { middle_color[i][j] = 0.1; }
- if ( lower_color[i][j] > 1.0 ) { lower_color[i][j] = 1.0; }
- if ( lower_color[i][j] < 0.1 ) { lower_color[i][j] = 0.1; }
- }
- upper_color[i][3] = middle_color[i][3] = lower_color[i][3] = 1.0;
-
- for ( j = 0; j < 3; j++ ) {
- outer_amt[j] -= outer_diff[j];
- middle_amt[j] -= middle_diff[j];
- }
-
- /*
- printf("upper_color[%d] = %.2f %.2f %.2f %.2f\n", i, upper_color[i][0],
- upper_color[i][1], upper_color[i][2], upper_color[i][3]);
- printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
- middle_color[i][0], middle_color[i][1], middle_color[i][2],
- middle_color[i][3]);
- printf("lower_color[%d] = %.2f %.2f %.2f %.2f\n", i,
- lower_color[i][0], lower_color[i][1], lower_color[i][2],
- lower_color[i][3]);
- */
- }
-
- sgSetVec3( outer_amt, 0.0, 0.0, 0.0 );
- sgSetVec3( middle_amt, 0.0, 0.0, 0.0 );
-
- for ( i = 6; i < 12; i++ ) {
- for ( j = 0; j < 3; j++ ) {
- diff = sky_color[j] - fog_color[j];
-
- // printf("sky = %.2f fog = %.2f diff = %.2f\n",
- // sky_color[j], fog_color[j], diff);
-
- upper_color[i][j] = sky_color[j] - diff * 0.3;
- middle_color[i][j] = sky_color[j] - diff * 0.9 + middle_amt[j];
- lower_color[i][j] = fog_color[j] + outer_amt[j];
-
- if ( upper_color[i][j] > 1.0 ) { upper_color[i][j] = 1.0; }
- if ( upper_color[i][j] < 0.1 ) { upper_color[i][j] = 0.1; }
- if ( middle_color[i][j] > 1.0 ) { middle_color[i][j] = 1.0; }
- if ( middle_color[i][j] < 0.1 ) { middle_color[i][j] = 0.1; }
- if ( lower_color[i][j] > 1.0 ) { lower_color[i][j] = 1.0; }
- if ( lower_color[i][j] < 0.1 ) { lower_color[i][j] = 0.1; }
- }
- upper_color[i][3] = middle_color[i][3] = lower_color[i][3] = 1.0;
-
- for ( j = 0; j < 3; j++ ) {
- outer_amt[j] += outer_diff[j];
- middle_amt[j] += middle_diff[j];
- }
-
- /*
- printf("upper_color[%d] = %.2f %.2f %.2f %.2f\n", i, upper_color[i][0],
- upper_color[i][1], upper_color[i][2], upper_color[i][3]);
- printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
- middle_color[i][0], middle_color[i][1], middle_color[i][2],
- middle_color[i][3]);
- printf("lower_color[%d] = %.2f %.2f %.2f %.2f\n", i,
- lower_color[i][0], lower_color[i][1], lower_color[i][2],
- lower_color[i][3]);
- */
- }
-
- for ( i = 0; i < 12; i++ ) {
- sgCopyVec4( bottom_color[i], fog_color );
- }
-
- //
- // Second, assign the basic colors to the object color arrays
- //
-
- float *slot;
- int counter;
-
- // update the center disk color arrays
- counter = 0;
- slot = center_disk_cl->get( counter++ );
- // sgVec4 red;
- // sgSetVec4( red, 1.0, 0.0, 0.0, 1.0 );
- sgCopyVec4( slot, sky_color );
- for ( i = 11; i >= 0; i-- ) {
- slot = center_disk_cl->get( counter++ );
- sgCopyVec4( slot, upper_color[i] );
- }
- slot = center_disk_cl->get( counter++ );
- sgCopyVec4( slot, upper_color[11] );
-
- // generate the upper ring
- counter = 0;
- for ( i = 0; i < 12; i++ ) {
- slot = upper_ring_cl->get( counter++ );
- sgCopyVec4( slot, middle_color[i] );
-
- slot = upper_ring_cl->get( counter++ );
- sgCopyVec4( slot, upper_color[i] );
- }
- slot = upper_ring_cl->get( counter++ );
- sgCopyVec4( slot, middle_color[0] );
-
- slot = upper_ring_cl->get( counter++ );
- sgCopyVec4( slot, upper_color[0] );
-
- // generate middle ring
- counter = 0;
- for ( i = 0; i < 12; i++ ) {
- slot = middle_ring_cl->get( counter++ );
- sgCopyVec4( slot, lower_color[i] );
-
- slot = middle_ring_cl->get( counter++ );
- sgCopyVec4( slot, middle_color[i] );
- }
- slot = middle_ring_cl->get( counter++ );
- sgCopyVec4( slot, lower_color[0] );
-
- slot = middle_ring_cl->get( counter++ );
- sgCopyVec4( slot, middle_color[0] );
-
- // generate lower ring
- counter = 0;
- for ( i = 0; i < 12; i++ ) {
- slot = lower_ring_cl->get( counter++ );
- sgCopyVec4( slot, bottom_color[i] );
-
- slot = lower_ring_cl->get( counter++ );
- sgCopyVec4( slot, lower_color[i] );
- }
- slot = lower_ring_cl->get( counter++ );
- sgCopyVec4( slot, bottom_color[0] );
-
- slot = lower_ring_cl->get( counter++ );
- sgCopyVec4( slot, lower_color[0] );
-
- return true;
-}
-
-
-// reposition the sky at the specified origin and orientation
-// lon specifies a rotation about the Z axis
-// lat specifies a rotation about the new Y axis
-// spin specifies a rotation about the new Z axis (and orients the
-// sunrise/set effects
-bool FGSkyDome::reposition( sgVec3 p, double lon, double lat, double spin ) {
- sgMat4 T, LON, LAT, SPIN;
- sgVec3 axis;
-
- // Translate to view position
- // Point3D zero_elev = current_view.get_cur_zero_elev();
- // xglTranslatef( zero_elev.x(), zero_elev.y(), zero_elev.z() );
- sgMakeTransMat4( T, p );
-
- // printf(" Translated to %.2f %.2f %.2f\n",
- // zero_elev.x, zero_elev.y, zero_elev.z );
-
- // Rotate to proper orientation
- // printf(" lon = %.2f lat = %.2f\n", FG_Longitude * RAD_TO_DEG,
- // FG_Latitude * RAD_TO_DEG);
- // xglRotatef( f->get_Longitude() * RAD_TO_DEG, 0.0, 0.0, 1.0 );
- sgSetVec3( axis, 0.0, 0.0, 1.0 );
- sgMakeRotMat4( LON, lon * RAD_TO_DEG, axis );
-
- // xglRotatef( 90.0 - f->get_Latitude() * RAD_TO_DEG, 0.0, 1.0, 0.0 );
- sgSetVec3( axis, 0.0, 1.0, 0.0 );
- sgMakeRotMat4( LAT, 90.0 - lat * RAD_TO_DEG, axis );
-
- // xglRotatef( l->sun_rotation * RAD_TO_DEG, 0.0, 0.0, 1.0 );
- sgSetVec3( axis, 0.0, 0.0, 1.0 );
- sgMakeRotMat4( SPIN, spin * RAD_TO_DEG, axis );
-
- sgMat4 TRANSFORM;
-
- sgCopyMat4( TRANSFORM, T );
- sgPreMultMat4( TRANSFORM, LON );
- sgPreMultMat4( TRANSFORM, LAT );
- sgPreMultMat4( TRANSFORM, SPIN );
-
- sgCoord skypos;
- sgSetCoord( &skypos, TRANSFORM );
-
- dome_transform->setTransform( &skypos );
-
- return true;
-}
-
-
-// Draw the skydome
-bool FGSkyDome::draw() {
- ssgCullAndDraw( dome );
-
- return true;
-}
-
-
-#if 0
-
-// depricated code from here to the end
-
-
-// Calculate the sky structure vertices
-void fgSkyVerticesInit() {
- float theta;
- int i;
-
- FG_LOG(FG_ASTRO, FG_INFO, " Generating the sky dome vertices.");
-
- for ( i = 0; i < 12; i++ ) {
- theta = (i * 30.0) * DEG_TO_RAD;
-
- inner_vertex[i][0] = cos(theta) * UPPER_RADIUS;
- inner_vertex[i][1] = sin(theta) * UPPER_RADIUS;
- inner_vertex[i][2] = UPPER_ELEV;
-
- // printf(" %.2f %.2f\n", cos(theta) * UPPER_RADIUS,
- // sin(theta) * UPPER_RADIUS);
-
- middle_vertex[i][0] = cos((double)theta) * MIDDLE_RADIUS;
- middle_vertex[i][1] = sin((double)theta) * MIDDLE_RADIUS;
- middle_vertex[i][2] = MIDDLE_ELEV;
-
- outer_vertex[i][0] = cos((double)theta) * LOWER_RADIUS;
- outer_vertex[i][1] = sin((double)theta) * LOWER_RADIUS;
- outer_vertex[i][2] = LOWER_ELEV;
-
- bottom_vertex[i][0] = cos((double)theta) * BOTTOM_RADIUS;
- bottom_vertex[i][1] = sin((double)theta) * BOTTOM_RADIUS;
- bottom_vertex[i][2] = BOTTOM_ELEV;
- }
-}
-
-
-// (Re)calculate the sky colors at each vertex
-void fgSkyColorsInit() {
- fgLIGHT *l;
- double sun_angle, diff;
- double outer_param[3], outer_amt[3], outer_diff[3];
- double middle_param[3], middle_amt[3], middle_diff[3];
- int i, j;
-
- l = &cur_light_params;
-
- FG_LOG( FG_ASTRO, FG_INFO,
- " Generating the sky colors for each vertex." );
-
- // setup for the possibility of sunset effects
- sun_angle = l->sun_angle * RAD_TO_DEG;
- // fgPrintf( FG_ASTRO, FG_INFO,
- // " Sun angle in degrees = %.2f\n", sun_angle);
-
- if ( (sun_angle > 80.0) && (sun_angle < 100.0) ) {
- // 0.0 - 0.4
- outer_param[0] = (10.0 - fabs(90.0 - sun_angle)) / 20.0;
- outer_param[1] = (10.0 - fabs(90.0 - sun_angle)) / 40.0;
- outer_param[2] = -(10.0 - fabs(90.0 - sun_angle)) / 30.0;
- // outer_param[2] = 0.0;
-
- middle_param[0] = (10.0 - fabs(90.0 - sun_angle)) / 40.0;
- middle_param[1] = (10.0 - fabs(90.0 - sun_angle)) / 80.0;
- middle_param[2] = 0.0;
-
- outer_diff[0] = outer_param[0] / 6.0;
- outer_diff[1] = outer_param[1] / 6.0;
- outer_diff[2] = outer_param[2] / 6.0;
-
- middle_diff[0] = middle_param[0] / 6.0;
- middle_diff[1] = middle_param[1] / 6.0;
- middle_diff[2] = middle_param[2] / 6.0;
- } else {
- outer_param[0] = outer_param[1] = outer_param[2] = 0.0;
- middle_param[0] = middle_param[1] = middle_param[2] = 0.0;
-
- outer_diff[0] = outer_diff[1] = outer_diff[2] = 0.0;
- middle_diff[0] = middle_diff[1] = middle_diff[2] = 0.0;
- }
- // printf(" outer_red_param = %.2f outer_red_diff = %.2f\n",
- // outer_red_param, outer_red_diff);
-
- // calculate transition colors between sky and fog
- for ( j = 0; j < 3; j++ ) {
- outer_amt[j] = outer_param[j];
- middle_amt[j] = middle_param[j];
- }
-
- for ( i = 0; i < 6; i++ ) {
- for ( j = 0; j < 3; j++ ) {
- diff = l->sky_color[j] - l->fog_color[j];
-
- // printf("sky = %.2f fog = %.2f diff = %.2f\n",
- // l->sky_color[j], l->fog_color[j], diff);
-
- upper_color[i][j] = (GLubyte)((l->sky_color[j] - diff * 0.3) * 255);
- middle_color[i][j] = (GLubyte)((l->sky_color[j] - diff * 0.9
- + middle_amt[j]) * 255);
- lower_color[i][j] = (GLubyte)((l->fog_color[j] + outer_amt[j])
- * 255);
-
- if ( upper_color[i][j] > 255 ) { upper_color[i][j] = 255; }
- if ( upper_color[i][j] < 25 ) { upper_color[i][j] = 25; }
- if ( middle_color[i][j] > 255 ) { middle_color[i][j] = 255; }
- if ( middle_color[i][j] < 25 ) { middle_color[i][j] = 25; }
- if ( lower_color[i][j] > 255 ) { lower_color[i][j] = 255; }
- if ( lower_color[i][j] < 25 ) { lower_color[i][j] = 25; }
- }
- upper_color[i][3] = middle_color[i][3] = lower_color[i][3] =
- (GLubyte)(l->sky_color[3] * 255);
-
- for ( j = 0; j < 3; j++ ) {
- outer_amt[j] -= outer_diff[j];
- middle_amt[j] -= middle_diff[j];
- }
-
- /*
- printf("upper_color[%d] = %.2f %.2f %.2f %.2f\n", i, upper_color[i][0],
- upper_color[i][1], upper_color[i][2], upper_color[i][3]);
- printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
- middle_color[i][0], middle_color[i][1], middle_color[i][2],
- middle_color[i][3]);
- printf("lower_color[%d] = %.2f %.2f %.2f %.2f\n", i,
- lower_color[i][0], lower_color[i][1], lower_color[i][2],
- lower_color[i][3]);
- */
- }
-
- for ( j = 0; j < 3; j++ ) {
- outer_amt[j] = 0.0;
- middle_amt[j] = 0.0;
- }
-
- for ( i = 6; i < 12; i++ ) {
-
- for ( j = 0; j < 3; j++ ) {
- diff = l->sky_color[j] - l->fog_color[j];
-
- // printf("sky = %.2f fog = %.2f diff = %.2f\n",
- // l->sky_color[j], l->fog_color[j], diff);
-
- upper_color[i][j] = (GLubyte)((l->sky_color[j] - diff * 0.3) * 255);
- middle_color[i][j] = (GLubyte)((l->sky_color[j] - diff * 0.9
- + middle_amt[j]) * 255);
- lower_color[i][j] = (GLubyte)((l->fog_color[j] + outer_amt[j])
- * 255);
-
- if ( upper_color[i][j] > 255 ) { upper_color[i][j] = 255; }
- if ( upper_color[i][j] < 25 ) { upper_color[i][j] = 25; }
- if ( middle_color[i][j] > 255 ) { middle_color[i][j] = 255; }
- if ( middle_color[i][j] < 25 ) { middle_color[i][j] = 25; }
- if ( lower_color[i][j] > 255 ) { lower_color[i][j] = 255; }
- if ( lower_color[i][j] < 35 ) { lower_color[i][j] = 35; }
- }
- upper_color[i][3] = middle_color[i][3] = lower_color[i][3] =
- (GLubyte)(l->sky_color[3] * 255);
-
- for ( j = 0; j < 3; j++ ) {
- outer_amt[j] += outer_diff[j];
- middle_amt[j] += middle_diff[j];
- }
-
- /*
- printf("upper_color[%d] = %.2f %.2f %.2f %.2f\n", i, upper_color[i][0],
- upper_color[i][1], upper_color[i][2], upper_color[i][3]);
- printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
- middle_color[i][0], middle_color[i][1], middle_color[i][2],
- middle_color[i][3]);
- printf("lower_color[%d] = %.2f %.2f %.2f %.2f\n", i,
- lower_color[i][0], lower_color[i][1], lower_color[i][2],
- lower_color[i][3]);
- */
- }
-}
-
-
-// Initialize the sky structure and colors
-void fgSkyInit() {
- FG_LOG( FG_ASTRO, FG_INFO, "Initializing the sky" );
-
- fgSkyVerticesInit();
-
- // regester fgSkyColorsInit() as an event to be run periodically
- global_events.Register( "fgSkyColorsInit()", fgSkyColorsInit,
- fgEVENT::FG_EVENT_READY, 30000);
-}
-
-
-// Draw the Sky
-void fgSkyRender() {
- FGInterface *f;
- fgLIGHT *l;
- GLubyte sky_color[4];
- GLubyte upper_color[4];
- GLubyte middle_color[4];
- GLubyte lower_color[4];
- double diff;
- int i;
-
- f = current_aircraft.fdm_state;
- l = &cur_light_params;
-
- // printf("Rendering the sky.\n");
-
- // calculate the proper colors
- for ( i = 0; i < 3; i++ ) {
- diff = l->sky_color[i] - l->adj_fog_color[i];
-
- // printf("sky = %.2f fog = %.2f diff = %.2f\n",
- // l->sky_color[j], l->adj_fog_color[j], diff);
-
- upper_color[i] = (GLubyte)((l->sky_color[i] - diff * 0.3) * 255);
- middle_color[i] = (GLubyte)((l->sky_color[i] - diff * 0.9) * 255);
- lower_color[i] = (GLubyte)(l->adj_fog_color[i] * 255);
- }
- upper_color[3] = middle_color[3] = lower_color[3] =
- (GLubyte)(l->adj_fog_color[3] * 255);
-
- xglPushMatrix();
-
- // Translate to view position
- Point3D zero_elev = current_view.get_cur_zero_elev();
- xglTranslatef( zero_elev.x(), zero_elev.y(), zero_elev.z() );
- // printf(" Translated to %.2f %.2f %.2f\n",
- // zero_elev.x, zero_elev.y, zero_elev.z );
-
- // Rotate to proper orientation
- // printf(" lon = %.2f lat = %.2f\n", FG_Longitude * RAD_TO_DEG,
- // FG_Latitude * RAD_TO_DEG);
- xglRotatef( f->get_Longitude() * RAD_TO_DEG, 0.0, 0.0, 1.0 );
- xglRotatef( 90.0 - f->get_Latitude() * RAD_TO_DEG, 0.0, 1.0, 0.0 );
- xglRotatef( l->sun_rotation * RAD_TO_DEG, 0.0, 0.0, 1.0 );
-
- // Draw inner/center section of sky*/
- xglBegin( GL_TRIANGLE_FAN );
- for ( i = 0; i < 4; i++ ) {
- sky_color[i] = (GLubyte)(l->sky_color[i] * 255);
- }
- xglColor4fv(l->sky_color);
- xglVertex3f(0.0, 0.0, CENTER_ELEV);
- for ( i = 11; i >= 0; i-- ) {
- xglColor4ubv( upper_color );
- xglVertex3fv( inner_vertex[i] );
- }
- xglColor4ubv( upper_color );
- xglVertex3fv( inner_vertex[11] );
- xglEnd();
-
- // Draw the middle ring
- xglBegin( GL_TRIANGLE_STRIP );
- for ( i = 0; i < 12; i++ ) {
- xglColor4ubv( middle_color );
- // printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
- // middle_color[i][0], middle_color[i][1], middle_color[i][2],
- // middle_color[i][3]);
- // xglColor4f(1.0, 0.0, 0.0, 1.0);
- xglVertex3fv( middle_vertex[i] );
- xglColor4ubv( upper_color );
- // printf("upper_color[%d] = %.2f %.2f %.2f %.2f\n", i,
- // upper_color[i][0], upper_color[i][1], upper_color[i][2],
- // upper_color[i][3]);
- // xglColor4f(0.0, 0.0, 1.0, 1.0);
- xglVertex3fv( inner_vertex[i] );
- }
- xglColor4ubv( middle_color );
- // xglColor4f(1.0, 0.0, 0.0, 1.0);
- xglVertex3fv( middle_vertex[0] );
- xglColor4ubv( upper_color );
- // xglColor4f(0.0, 0.0, 1.0, 1.0);
- xglVertex3fv( inner_vertex[0] );
- xglEnd();
-
- // Draw the outer ring
- xglBegin( GL_TRIANGLE_STRIP );
- for ( i = 0; i < 12; i++ ) {
- xglColor4ubv( lower_color );
- xglVertex3fv( outer_vertex[i] );
- xglColor4ubv( middle_color );
- xglVertex3fv( middle_vertex[i] );
- }
- xglColor4ubv( lower_color );
- xglVertex3fv( outer_vertex[0] );
- xglColor4ubv( middle_color );
- xglVertex3fv( middle_vertex[0] );
- xglEnd();
-
- // Draw the bottom skirt
- xglBegin( GL_TRIANGLE_STRIP );
- xglColor4ubv( lower_color );
- for ( i = 0; i < 12; i++ ) {
- xglVertex3fv( bottom_vertex[i] );
- xglVertex3fv( outer_vertex[i] );
- }
- xglVertex3fv( bottom_vertex[0] );
- xglVertex3fv( outer_vertex[0] );
- xglEnd();
-
- xglPopMatrix();
-}
-
-
-#endif
+++ /dev/null
-// skydome.hxx -- model sky with an upside down "bowl"
-//
-// Written by Curtis Olson, started December 1997.
-// SSG-ified by Curtis Olson, February 2000.
-//
-// Copyright (C) 1997-2000 Curtis L. Olson - curt@flightgear.org
-//
-// 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 program 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.
-//
-// 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.
-//
-// $Id$
-
-
-#ifndef _SKYDOME_HXX
-#define _SKYDOME_HXX
-
-
-#ifndef __cplusplus
-# error This library requires C++
-#endif
-
-
-#include <plib/ssg.h> // plib include
-
-
-class FGSkyDome {
- // scene graph root for the skydome
- ssgRoot *dome;
-
- ssgSelector *dome_selector;
- ssgTransform *dome_transform;
- ssgSimpleState *dome_state;
-
- ssgVertexArray *center_disk_vl;
- ssgColourArray *center_disk_cl;
-
- ssgVertexArray *upper_ring_vl;
- ssgColourArray *upper_ring_cl;
-
- ssgVertexArray *middle_ring_vl;
- ssgColourArray *middle_ring_cl;
-
- ssgVertexArray *lower_ring_vl;
- ssgColourArray *lower_ring_cl;
-
-public:
-
- // Constructor
- FGSkyDome( void );
-
- // Destructor
- ~FGSkyDome( void );
-
- // initialize the sky object and connect it into our scene graph
- // root
- bool initialize();
-
- // repaint the sky colors based on current value of sun_angle,
- // sky, and fog colors. This updates the color arrays for
- // ssgVtxTable.
- // sun angle in degrees relative to verticle
- // 0 degrees = high noon
- // 90 degrees = sun rise/set
- // 180 degrees = darkest midnight
- bool repaint( sgVec3 sky_color, sgVec3 fog_color, double sun_angle );
-
- // reposition the sky at the specified origin and orientation
- // lon specifies a rotation about the Z axis
- // lat specifies a rotation about the new Y axis
- // spin specifies a rotation about the new Z axis (and orients the
- // sunrise/set effects
- bool reposition( sgVec3 p, double lon, double lat, double spin );
-
- // Draw the skydome
- bool draw();
-
- // enable the sky in the scene graph (default)
- void enable() { dome_selector->select( 1 ); }
-
- // disable the sky in the scene graph. The leaf node is still
- // there, how ever it won't be traversed on the cullandrender
- // phase.
- void disable() { dome_selector->select( 0 ); }
-
-};
-
-
-// (Re)generate the display list
-// void fgSkyInit();
-
-// (Re)calculate the sky colors at each vertex
-// void fgSkyColorsInit();
-
-// Draw the Sky
-// void fgSkyRender();
-
-
-#endif // _SKYDOM_HXX
-
-
+++ /dev/null
-// skymoon.hxx -- draw a moon object
-//
-// Written by Durk Talsma. Originally started October 1997, for distribution
-// with the FlightGear project. Version 2 was written in August and
-// September 1998. This code is based upon algorithms and data kindly
-// provided by Mr. Paul Schlyter. (pausch@saaf.se).
-//
-// 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 program 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.
-//
-// 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.
-//
-// $Id$
-
-
-#include <stdio.h>
-#include <iostream>
-
-#include <plib/ssg.h>
-
-#include <simgear/constants.h>
-#include <simgear/misc/fgpath.hxx>
-
-#include "sphere.hxx"
-#include "skymoon.hxx"
-
-
-// Constructor
-FGSkyMoon::FGSkyMoon( void ) {
-}
-
-
-// Destructor
-FGSkyMoon::~FGSkyMoon( void ) {
-}
-
-
-// initialize the moon object and connect it into our scene graph root
-bool FGSkyMoon::initialize( const FGPath& path ) {
-
- // create the scene graph for the moon/halo
- FGPath moontex = path;
- moontex.append( "moon.rgba" );
-
- skymoon = new ssgRoot;
- skymoon->setName( "Sky Moon" );
-
- // set up the orb state
- orb_state = new ssgSimpleState();
- orb_state->setTexture( (char *)moontex.c_str() );
- orb_state->setShadeModel( GL_SMOOTH );
- orb_state->enable( GL_LIGHTING );
- orb_state->enable( GL_CULL_FACE );
- 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, 0.0 );
- orb_state->setMaterial( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
- orb_state->enable( GL_BLEND );
- orb_state->enable( GL_ALPHA_TEST );
- orb_state->setAlphaClamp( 0.01 );
-
- cl = new ssgColourArray( 1 );
- sgVec4 color;
- sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
- cl->add( color );
-
- ssgBranch *orb = ssgMakeSphere( orb_state, cl, 550.0, 15, 15 );
-
- // force a repaint of the moon colors with arbitrary defaults
- repaint( 0.0 );
-
- // build the halo
- // moon_texbuf = new GLubyte[64*64*3];
- // moon_texid = makeHalo( moon_texbuf, 64 );
- // my_glWritePPMFile("moonhalo.ppm", moon_texbuf, 64, 64, RGB);
-
- // set up the halo state
- halo_state = new ssgSimpleState();
- halo_state->setTexture( "halo.rgba" );
- // halo_state->setTexture( moon_texid );
- halo_state->enable( GL_TEXTURE_2D );
- halo_state->disable( GL_LIGHTING );
- halo_state->setShadeModel( GL_SMOOTH );
- halo_state->disable( GL_CULL_FACE );
-
- 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 -> setShininess ( 0 ) ;
-
- halo_state->setTranslucent();
- halo_state->enable( GL_ALPHA_TEST );
- halo_state->setAlphaClamp(0.01);
- halo_state->enable ( GL_BLEND ) ;
-
-
- // Build ssg structure
- sgVec3 v3;
- halo_vl = new ssgVertexArray;
- sgSetVec3( v3, -5000.0, 0.0, -5000.0 );
- halo_vl->add( v3 );
- sgSetVec3( v3, 5000.0, 0.0, -5000.0 );
- halo_vl->add( v3 );
- sgSetVec3( v3, -5000.0, 0.0, 5000.0 );
- halo_vl->add( v3 );
- sgSetVec3( v3, 5000.0, 0.0, 5000.0 );
- halo_vl->add( v3 );
-
- sgVec2 v2;
- halo_tl = new ssgTexCoordArray;
- sgSetVec2( v2, 0.0f, 0.0f );
- halo_tl->add( v2 );
- sgSetVec2( v2, 1.0, 0.0 );
- halo_tl->add( v2 );
- sgSetVec2( v2, 0.0, 1.0 );
- halo_tl->add( v2 );
- sgSetVec2( v2, 1.0, 1.0 );
- halo_tl->add( v2 );
-
- ssgLeaf *halo =
- new ssgVtxTable ( GL_TRIANGLE_STRIP, halo_vl, NULL, halo_tl, cl );
- halo->setState( halo_state );
-
- // build the ssg scene graph sub tree for the sky and connected
- // into the provide scene graph branch
- moon_selector = new ssgSelector;
- moon_transform = new ssgTransform;
-
- moon_selector->addKid( moon_transform );
- moon_selector->clrTraversalMaskBits( SSGTRAV_HOT );
-
- skymoon->addKid( moon_selector );
-
- // moon_transform->addKid( halo );
- moon_transform->addKid( orb );
-
- return true;
-}
-
-
-// repaint the moon colors based on current value of moon_angle in
-// degrees relative to verticle
-// 0 degrees = high noon
-// 90 degrees = moon rise/set
-// 180 degrees = darkest midnight
-bool FGSkyMoon::repaint( double moon_angle ) {
- if ( moon_angle * RAD_TO_DEG < 100 ) {
- // else moon is well below horizon (so no point in repainting it)
-
- // x_10 = moon_angle^10
- double x_10 = moon_angle * moon_angle * moon_angle * moon_angle
- * moon_angle * moon_angle * moon_angle * moon_angle * moon_angle
- * moon_angle;
-
- float ambient = (float)(0.4 * pow (1.1, - x_10 / 30.0));
- if (ambient < 0.3) { ambient = 0.3; }
- if (ambient > 1.0) { ambient = 1.0; }
-
- sgVec4 color;
- sgSetVec4( color,
- (ambient * 6.0) - 1.0, // minimum value = 0.8
- (ambient * 11.0) - 3.0, // minimum value = 0.3
- (ambient * 12.0) - 3.6, // minimum value = 0.0
- 0.5 );
-
- 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;
-
- // cout << "color = " << color[0] << " " << color[1] << " "
- // << color[2] << endl;
-
- float *ptr;
- ptr = cl->get( 0 );
- sgCopyVec4( ptr, color );
- }
-
- return true;
-}
-
-
-// reposition the moon at the specified right ascension and
-// 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 FGSkyMoon::reposition( sgVec3 p, double angle,
- double rightAscension, double declination )
-{
- sgMat4 T1, T2, GST, RA, DEC;
- sgVec3 axis;
- sgVec3 v;
-
- sgMakeTransMat4( T1, p );
-
- 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);
- sgSetVec3( axis, 0.0, 0.0, 1.0 );
- sgMakeRotMat4( RA, (rightAscension * RAD_TO_DEG) - 90.0, axis );
-
- // xglRotatef((RAD_TO_DEG * declination), 1.0, 0.0, 0.0);
- sgSetVec3( axis, 1.0, 0.0, 0.0 );
- sgMakeRotMat4( DEC, declination * RAD_TO_DEG, axis );
-
- // xglTranslatef(0,60000,0);
- sgSetVec3( v, 0.0, 60000.0, 0.0 );
- sgMakeTransMat4( T2, v );
-
- sgMat4 TRANSFORM;
- sgCopyMat4( TRANSFORM, T1 );
- sgPreMultMat4( TRANSFORM, GST );
- sgPreMultMat4( TRANSFORM, RA );
- sgPreMultMat4( TRANSFORM, DEC );
- sgPreMultMat4( TRANSFORM, T2 );
-
- sgCoord skypos;
- sgSetCoord( &skypos, TRANSFORM );
-
- moon_transform->setTransform( &skypos );
-
- return true;
-}
-
-
-// Draw the moon
-bool FGSkyMoon::draw() {
- ssgCullAndDraw( skymoon );
-
- return true;
-}
+++ /dev/null
-// skymoon.hxx -- draw a moon object
-//
-// Written by Durk Talsma. Originally started October 1997, for distribution
-// with the FlightGear project. Version 2 was written in August and
-// September 1998. This code is based upon algorithms and data kindly
-// provided by Mr. Paul Schlyter. (pausch@saaf.se).
-//
-// 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 program 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.
-//
-// 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.
-//
-// $Id$
-
-
-#ifndef _SKYMOON_HXX_
-#define _SKYMOON_HXX_
-
-
-#include <plib/ssg.h>
-#include <simgear/misc/fgpath.hxx>
-
-
-class FGSkyMoon {
-
- // scene graph root for the skymoon
- ssgRoot *skymoon;
-
- ssgSelector *moon_selector;
- ssgTransform *moon_transform;
- ssgSimpleState *orb_state;
- ssgSimpleState *halo_state;
-
- ssgColourArray *cl;
-
- ssgVertexArray *halo_vl;
- ssgTexCoordArray *halo_tl;
-
- GLuint moon_texid;
- GLubyte *moon_texbuf;
-
-public:
-
- // Constructor
- FGSkyMoon( void );
-
- // Destructor
- ~FGSkyMoon( void );
-
- // initialize the moon object and connect it into our scene graph
- // root
- bool initialize( const FGPath& path );
-
- // repaint the moon colors based on current value of moon_anglein
- // degrees relative to verticle
- // 0 degrees = high noon
- // 90 degrees = moon rise/set
- // 180 degrees = darkest midnight
- bool repaint( double moon_angle );
-
- // reposition the moon at the specified right ascension and
- // 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 reposition( sgVec3 p, double angle,
- double rightAscension, double declination );
-
- // Draw the moon
- bool draw();
-
- // enable the moon in the scene graph (default)
- void enable() { moon_selector->select( 1 ); }
-
- // disable the moon in the scene graph. The leaf node is still
- // there, how ever it won't be traversed on the cullandrender
- // phase.
- void disable() { moon_selector->select( 0 ); }
-
-};
-
-
-#endif // _SKYMOON_HXX_
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+++ /dev/null
-// skysun.hxx -- draw a sun object
-//
-// Written by Durk Talsma. Originally started October 1997, for distribution
-// with the FlightGear project. Version 2 was written in August and
-// September 1998. This code is based upon algorithms and data kindly
-// provided by Mr. Paul Schlyter. (pausch@saaf.se).
-//
-// 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 program 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.
-//
-// 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.
-//
-// $Id$
-
-
-#include <stdio.h>
-#include <iostream>
-
-#include <plib/ssg.h>
-
-#include <simgear/constants.h>
-#include <simgear/misc/fgpath.hxx>
-
-#include "sphere.hxx"
-#include "skysun.hxx"
-
-
-// Constructor
-FGSkySun::FGSkySun( void ) {
-}
-
-
-// Destructor
-FGSkySun::~FGSkySun( void ) {
-}
-
-
-#if 0
-static GLuint makeHalo( GLubyte *sun_texbuf, int width ) {
- int texSize;
- GLuint texid;
- GLubyte *p;
- int i,j;
- double radius;
-
- // create a texture id
-#ifdef GL_VERSION_1_1
- glGenTextures(1, &texid);
- glBindTexture(GL_TEXTURE_2D, texid);
-#elif GL_EXT_texture_object
- glGenTexturesEXT(1, &texid);
- glBindTextureEXT(GL_TEXTURE_2D, texid);
-#else
-# error port me
-#endif
-
- glPixelStorei( GL_UNPACK_ALIGNMENT, 4 );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
-
- // create the actual texture contents
- texSize = width * width;
-
- if ( !sun_texbuf ) {
- cout << "ouch ..." << endl;
- exit(-1); // Ugly!
- }
-
- p = sun_texbuf;
-
- radius = (double)(width / 2);
-
- GLubyte value;
- double x, y, d;
- for ( i = 0; i < width; i++ ) {
- for ( j = 0; j < width; j++ ) {
- x = fabs((double)(i - (width / 2)));
- y = fabs((double)(j - (width / 2)));
- d = sqrt((x * x) + (y * y));
- if (d < radius) {
- // t is 1.0 at center, 0.0 at edge
- double t = 1.0 - (d / radius);
-
- // inverse square looks nice
- value = (int)((double) 0xff * (t*t));
- } else {
- value = 0x00;
- }
- *p = value;
- *(p+1) = value;
- *(p+2) = value;
- // *(p+3) = value;
-
- p += 3;
- }
- }
-
- /* glTexImage2D( GL_TEXTURE_2D,
- 0,
- GL_RGBA,
- width, width,
- 0,
- GL_RGBA, GL_UNSIGNED_BYTE,
- sun_texbuf ); */
-
- return texid;
-}
-
-
-#define RGB 3 // 3 bytes of color info per pixel
-#define RGBA 4 // 4 bytes of color+alpha info
-void my_glWritePPMFile(const char *filename, GLubyte *buffer, int win_width, int win_height, int mode)
-{
- int i, j, k, q;
- unsigned char *ibuffer;
- FILE *fp;
- int pixelSize = mode==GL_RGBA?4:3;
-
- ibuffer = (unsigned char *) malloc(win_width*win_height*RGB);
-
- fp = fopen(filename, "wb");
- fprintf(fp, "P6\n# CREATOR: glReadPixel()\n%d %d\n%d\n",
- win_width, win_height, UCHAR_MAX);
- q = 0;
- for (i = 0; i < win_height; i++) {
- for (j = 0; j < win_width; j++) {
- for (k = 0; k < RGB; k++) {
- ibuffer[q++] = (unsigned char)
- *(buffer + (pixelSize*((win_height-1-i)*win_width+j)+k));
- }
- }
- }
-
- // *(buffer + (pixelSize*((win_height-1-i)*win_width+j)+k));
-
- fwrite(ibuffer, sizeof(unsigned char), RGB*win_width*win_height, fp);
- fclose(fp);
- free(ibuffer);
-
- printf("wrote file (%d x %d pixels, %d bytes)\n",
- win_width, win_height, RGB*win_width*win_height);
-}
-#endif
-
-
-// initialize the sun object and connect it into our scene graph root
-bool FGSkySun::initialize( const FGPath& path ) {
- // create the scene graph for the sun/halo
- skysun = new ssgRoot;
- skysun->setName( "Sky Sun" );
-
- // set up the orb state
- orb_state = new ssgSimpleState();
- orb_state->setShadeModel( GL_SMOOTH );
- orb_state->disable( GL_LIGHTING );
- orb_state->disable( GL_CULL_FACE );
- orb_state->disable( GL_TEXTURE_2D );
- orb_state->enable( GL_COLOR_MATERIAL );
- orb_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
- orb_state->disable( GL_BLEND );
- orb_state->disable( GL_ALPHA_TEST );
-
- cl = new ssgColourArray( 1 );
- sgVec4 color;
- sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
- cl->add( color );
-
- ssgBranch *orb = ssgMakeSphere( orb_state, cl, 550.0, 10, 10 );
-
- // force a repaint of the sun colors with arbitrary defaults
- repaint( 0.0 );
-
- // build the halo
- // sun_texbuf = new GLubyte[64*64*3];
- // sun_texid = makeHalo( sun_texbuf, 64 );
- // my_glWritePPMFile("sunhalo.ppm", sun_texbuf, 64, 64, RGB);
-
- // set up the halo state
- FGPath halo_path = path;
- halo_path.append( "halo.rgba" );
-
- halo_state = new ssgSimpleState();
- halo_state->setTexture( (char *)halo_path.c_str() );
- // halo_state->setTexture( sun_texid );
- halo_state->enable( GL_TEXTURE_2D );
- halo_state->disable( GL_LIGHTING );
- halo_state->setShadeModel( GL_SMOOTH );
- halo_state->disable( GL_CULL_FACE );
-
- 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 -> setShininess ( 0 ) ;
-
- halo_state->setTranslucent();
- halo_state->enable( GL_ALPHA_TEST );
- halo_state->setAlphaClamp(0.01);
- halo_state->enable ( GL_BLEND ) ;
-
-
- // Build ssg structure
- sgVec3 v3;
- halo_vl = new ssgVertexArray;
- sgSetVec3( v3, -5000.0, 0.0, -5000.0 );
- halo_vl->add( v3 );
- sgSetVec3( v3, 5000.0, 0.0, -5000.0 );
- halo_vl->add( v3 );
- sgSetVec3( v3, -5000.0, 0.0, 5000.0 );
- halo_vl->add( v3 );
- sgSetVec3( v3, 5000.0, 0.0, 5000.0 );
- halo_vl->add( v3 );
-
- sgVec2 v2;
- halo_tl = new ssgTexCoordArray;
- sgSetVec2( v2, 0.0f, 0.0f );
- halo_tl->add( v2 );
- sgSetVec2( v2, 1.0, 0.0 );
- halo_tl->add( v2 );
- sgSetVec2( v2, 0.0, 1.0 );
- halo_tl->add( v2 );
- sgSetVec2( v2, 1.0, 1.0 );
- halo_tl->add( v2 );
-
- ssgLeaf *halo =
- new ssgVtxTable ( GL_TRIANGLE_STRIP, halo_vl, NULL, halo_tl, cl );
- halo->setState( halo_state );
-
- // build the ssg scene graph sub tree for the sky and connected
- // into the provide scene graph branch
- sun_selector = new ssgSelector;
- sun_transform = new ssgTransform;
-
- sun_selector->addKid( sun_transform );
- sun_selector->clrTraversalMaskBits( SSGTRAV_HOT );
-
- skysun->addKid( sun_selector );
-
- sun_transform->addKid( halo );
- sun_transform->addKid( orb );
-
- return true;
-}
-
-
-// repaint the sun colors based on current value of sun_angle in
-// degrees relative to verticle
-// 0 degrees = high noon
-// 90 degrees = sun rise/set
-// 180 degrees = darkest midnight
-bool FGSkySun::repaint( double sun_angle ) {
- if ( sun_angle * RAD_TO_DEG < 100 ) {
- // else sun is well below horizon (so no point in repainting it)
-
- // x_10 = sun_angle^10
- double x_10 = sun_angle * sun_angle * sun_angle * sun_angle * sun_angle
- * sun_angle * sun_angle * sun_angle * sun_angle * sun_angle;
-
- float ambient = (float)(0.4 * pow (1.1, - x_10 / 30.0));
- if (ambient < 0.3) { ambient = 0.3; }
- if (ambient > 1.0) { ambient = 1.0; }
-
- sgVec4 color;
- sgSetVec4( color,
- (ambient * 6.0) - 1.0, // minimum value = 0.8
- (ambient * 11.0) - 3.0, // minimum value = 0.3
- (ambient * 12.0) - 3.6, // minimum value = 0.0
- 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;
-
- // cout << "color = " << color[0] << " " << color[1] << " "
- // << color[2] << endl;
-
- float *ptr;
- ptr = cl->get( 0 );
- sgCopyVec4( ptr, color );
- }
-
- return true;
-}
-
-
-// reposition the sun at the specified right ascension and
-// 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 FGSkySun::reposition( sgVec3 p, double angle,
- double rightAscension, double declination )
-{
- sgMat4 T1, T2, GST, RA, DEC;
- sgVec3 axis;
- sgVec3 v;
-
- sgMakeTransMat4( T1, p );
-
- 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);
- sgSetVec3( axis, 0.0, 0.0, 1.0 );
- sgMakeRotMat4( RA, (rightAscension * RAD_TO_DEG) - 90.0, axis );
-
- // xglRotatef((RAD_TO_DEG * declination), 1.0, 0.0, 0.0);
- sgSetVec3( axis, 1.0, 0.0, 0.0 );
- sgMakeRotMat4( DEC, declination * RAD_TO_DEG, axis );
-
- // xglTranslatef(0,60000,0);
- sgSetVec3( v, 0.0, 60000.0, 0.0 );
- sgMakeTransMat4( T2, v );
-
- sgMat4 TRANSFORM;
- sgCopyMat4( TRANSFORM, T1 );
- sgPreMultMat4( TRANSFORM, GST );
- sgPreMultMat4( TRANSFORM, RA );
- sgPreMultMat4( TRANSFORM, DEC );
- sgPreMultMat4( TRANSFORM, T2 );
-
- sgCoord skypos;
- sgSetCoord( &skypos, TRANSFORM );
-
- sun_transform->setTransform( &skypos );
-
- return true;
-}
-
-
-// Draw the sun
-bool FGSkySun::draw() {
- ssgCullAndDraw( skysun );
-
- return true;
-}
+++ /dev/null
-// skysun.hxx -- draw a sun object
-//
-// Written by Durk Talsma. Originally started October 1997, for distribution
-// with the FlightGear project. Version 2 was written in August and
-// September 1998. This code is based upon algorithms and data kindly
-// provided by Mr. Paul Schlyter. (pausch@saaf.se).
-//
-// 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 program 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.
-//
-// 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.
-//
-// $Id$
-
-
-#ifndef _SKYSUN_HXX_
-#define _SKYSUN_HXX_
-
-
-#include <plib/ssg.h>
-#include <simgear/misc/fgpath.hxx>
-
-class FGSkySun {
-
- // scene graph root for the skysun
- ssgRoot *skysun;
-
- ssgSelector *sun_selector;
- ssgTransform *sun_transform;
- ssgSimpleState *orb_state;
- ssgSimpleState *halo_state;
-
- ssgColourArray *cl;
-
- ssgVertexArray *halo_vl;
- ssgTexCoordArray *halo_tl;
-
- GLuint sun_texid;
- GLubyte *sun_texbuf;
-
-public:
-
- // Constructor
- FGSkySun( void );
-
- // Destructor
- ~FGSkySun( void );
-
- // initialize the sun object and connect it into our scene graph
- // root. Pass in the path to your texture directory so
- // initialize() can find the halo.rgba texture
- bool initialize( const FGPath& path );
-
- // repaint the sun colors based on current value of sun_anglein
- // degrees relative to verticle
- // 0 degrees = high noon
- // 90 degrees = sun rise/set
- // 180 degrees = darkest midnight
- bool repaint( double sun_angle );
-
- // reposition the sun at the specified right ascension and
- // 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 reposition( sgVec3 p, double angle,
- double rightAscension, double declination );
-
- // Draw the sun
- bool draw();
-
- // enable the sun in the scene graph (default)
- void enable() { sun_selector->select( 1 ); }
-
- // disable the sun in the scene graph. The leaf node is still
- // there, how ever it won't be traversed on the cullandrender
- // phase.
- void disable() { sun_selector->select( 0 ); }
-
-};
-
-
-#if 0
-class Star : public CelestialBody
-{
-private:
- //double longitude; // the sun's true longitude - this is depreciated by
- // CelestialBody::lonEcl
- double xs, ys; // the sun's rectangular geocentric coordinates
- double distance; // the sun's distance to the earth
- GLUquadricObj *SunObject;
- GLuint sun_texid;
- GLubyte *sun_texbuf;
-
- void setTexture();
-public:
- Star (FGTime *t);
- ~Star();
- void updatePosition(FGTime *t);
- double getM();
- double getw();
- //double getLon();
- double getxs();
- double getys();
- double getDistance();
- void newImage();
-};
-
-
-
-inline double Star::getM()
-{
- return M;
-}
-
-inline double Star::getw()
-{
- return w;
-}
-
-inline double Star::getxs()
-{
- return xs;
-}
-
-inline double Star::getys()
-{
- return ys;
-}
-
-inline double Star::getDistance()
-{
- return distance;
-}
-#endif
-
-
-#endif // _SKYSUN_HXX_
-
-
-
-
-
-
-
-
-
-
-
-
-
-
// return a sphere object as an ssgBranch
ssgBranch *ssgMakeSphere( ssgSimpleState *state, ssgColourArray *cl,
- double radius, int slices, int stacks )
+ double radius, int slices, int stacks,
+ ssgCallback predraw, ssgCallback postdraw )
{
float rho, drho, theta, dtheta;
float x, y, z;
ssgLeaf *slice =
new ssgVtxTable ( GL_TRIANGLE_STRIP, vl, nl, tl, cl );
slice->setState( state );
+ slice->setCallback( SSG_CALLBACK_PREDRAW, predraw );
+ slice->setCallback( SSG_CALLBACK_POSTDRAW, postdraw );
sphere->addKid( slice );
// return a sphere object as an ssgBranch (and connect in the
// specified ssgSimpleState
ssgBranch *ssgMakeSphere( ssgSimpleState *state, ssgColourArray *cl,
- double radius, int slices, int stacks );
+ double radius, int slices, int stacks,
+ ssgCallback predraw, ssgCallback postdraw );
--- /dev/null
+// stars.cxx -- model the stars
+//
+// Written by Durk Talsma. Originally started October 1997, for distribution
+// with the FlightGear project. Version 2 was written in August and
+// September 1998. This code is based upon algorithms and data kindly
+// provided by Mr. Paul Schlyter. (pausch@saaf.se).
+//
+// 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 program 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.
+//
+// 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.
+//
+// $Id$
+
+
+#include <stdio.h>
+#include <iostream>
+
+#include <plib/ssg.h>
+
+#include <simgear/constants.h>
+
+#include "stars.hxx"
+
+
+// Set up star rendering call backs
+static int sgStarPreDraw( ssgEntity *e ) {
+ /* cout << endl << "Star pre draw" << endl << "----------------"
+ << endl << endl; */
+ 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; */
+ glEnable( GL_DEPTH_TEST );
+ glEnable( GL_FOG );
+
+ return true;
+}
+
+
+// Constructor
+SGStars::SGStars( void ) {
+}
+
+
+// Destructor
+SGStars::~SGStars( void ) {
+}
+
+
+// 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 ) {
+ cout << "WARNING: null star data passed to SGStars::build()" << endl;
+ }
+
+ // 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->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;
+ 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 );
+
+ // color (magnitude)
+ sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
+ cl->add( color );
+ }
+
+ 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 );
+
+ cout << "stars = " << stars_transform << endl;
+
+ return stars_transform;
+}
+
+
+// repaint the sun colors based on current value of sun_angle in
+// degrees relative to verticle
+// 0 degrees = high noon
+// 90 degrees = sun rise/set
+// 180 degrees = darkest midnight
+bool SGStars::repaint( double sun_angle, int num, sgdVec3 *star_data ) {
+ // TEST return true;
+
+ float *color;
+ for ( int i = 0; i < num; ++i ) {
+ // color (magnitude)
+ double magnitude = (0.0 - star_data[i][2]) / 5.0 + 1.0;
+ magnitude = magnitude * 0.7 + (3 * 0.1);
+ if (magnitude > 1.0) magnitude = 1.0;
+ if (magnitude < 0.0) magnitude = 0.0;
+
+ color = cl->get( i );
+ sgSetVec4( color, 1.0, 1.0, 1.0, magnitude );
+ // sgSetVec4( color, 1, 1, 1, 1.0 );
+ // cout << "color[" << i << "] = " << magnitude << 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;
+}
--- /dev/null
+// stars.hxx -- model the stars
+//
+// Written by Durk Talsma. Originally started October 1997, for distribution
+// with the FlightGear project. Version 2 was written in August and
+// September 1998. This code is based upon algorithms and data kindly
+// provided by Mr. Paul Schlyter. (pausch@saaf.se).
+//
+// 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 program 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.
+//
+// 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.
+//
+// $Id$
+
+
+#ifndef _SG_STARS_HXX_
+#define _SG_STARS_HXX_
+
+
+#include <plib/ssg.h>
+
+
+class SGStars {
+
+ ssgTransform *stars_transform;
+ ssgSimpleState *state;
+
+ ssgColourArray *cl;
+ ssgVertexArray *vl;
+
+public:
+
+ // Constructor
+ SGStars( void );
+
+ // Destructor
+ ~SGStars( void );
+
+ // initialize the stars structure
+ ssgBranch *build( int num, sgdVec3 *star_data, double star_dist );
+
+ // repaint the planet magnitudes based on current value of
+ // sun_angle in degrees relative to verticle (so we can make them
+ // relatively dimmer during dawn and dusk
+ // 0 degrees = high noon
+ // 90 degrees = sun rise/set
+ // 180 degrees = darkest midnight
+ bool repaint( double sun_angle, int num, sgdVec3 *star_data );
+
+ // 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 reposition( sgVec3 p, double angle );
+};
+
+
+#endif // _SG_STARS_HXX_