#include <osg/Material>
#include <osg/ShadeModel>
#include <osg/PrimitiveSet>
+#include <osg/CullFace>
#include <simgear/debug/logstream.hxx>
#include <simgear/math/Math.hxx>
#include <simgear/scene/util/VectorArrayAdapter.hxx>
+#include <simgear/scene/material/Effect.hxx>
+#include <simgear/scene/material/EffectGeode.hxx>
#include "dome.hxx"
} domeParams[] = {{.5, .8660}, // 60deg from horizon
{.8660, .5}, // 30deg from horizon
// Original dome horizon vertices
- {0.9701, 0.2425}, {0.9960, 0.0885},
- {1.0, 0.0}, {0.9922, -0.1240}};
+ {0.9701, 0.2425},
+ {0.9960, 0.0885},
+ {1.0, 0.0},
+ {0.9922, -0.1240}};
+
+const int numRings = 64; //sizeof(domeParams) / sizeof(domeParams[0]);
+const int numBands = 64; // 12
+const int halfBands = numBands / 2;
+
+// Make dome a bit over half sphere
+const float domeAngle = 120.0;
+
+const float bandDelta = 360.0 / numBands;
+const float ringDelta = domeAngle / (numRings+1);
+
+// Which band is at horizon
+const int halfRings = numRings * (90.0 / domeAngle);
+const int upperRings = numRings * (60.0 / domeAngle); // top half
+const int middleRings = numRings * (15.0 / domeAngle);
-const int numRings = sizeof(domeParams) / sizeof(domeParams[0]);
-const int numBands = 12;
-const int halfBands = numBands/2;
}
static const float upper_radius = 0.9701; // (.6, 0.15)
std::back_insert_iterator<DrawElementsUShort> pusher
= std::back_inserter(elements);
GridIndex grid(*dome_vl, numBands, 1);
- for (int i = 0; i < bands; i += 2) {
- *pusher = 0; *pusher = grid(0, i); *pusher = grid(0, i + 1);
+ for (int i = 0; i < bands; i++) {
+ *pusher = 0; *pusher = grid(0, i+1); *pusher = grid(0, i);
// down a band
for (int j = 0; j < rings - 1; ++j) {
- *pusher = grid(j, i); *pusher = grid(j, i + 1);
- *pusher = grid(j + 1, i + 1);
- *pusher = grid(j, i); *pusher = grid(j + 1, i + 1);
+ *pusher = grid(j, i); *pusher = grid(j, (i + 1)%bands);
+ *pusher = grid(j + 1, (i + 1)%bands);
+ *pusher = grid(j, i); *pusher = grid(j + 1, (i + 1)%bands);
*pusher = grid(j + 1, i);
}
// and up the next one
- for (int j = rings - 1; j > 0; --j) {
+/* for (int j = rings - 1; j > 0; --j) {
*pusher = grid(j, i + 1); *pusher = grid(j - 1, i + 1);
*pusher = grid(j, (i + 2) % bands);
*pusher = grid(j, (i + 2) % bands); *pusher = grid(j - 1, i + 1);
*pusher = grid(j - 1, (i + 2) % bands);
}
*pusher = grid(0, i + 1); *pusher = 0;
- *pusher = grid(0, (i + 2) % bands);
+ *pusher = grid(0, (i + 2) % bands);*/
}
}
osg::Node*
SGSkyDome::build( double hscale, double vscale ) {
- osg::Geode* geode = new osg::Geode;
+ EffectGeode* geode = new EffectGeode;
+// Geode* geode = new Geode;
+ geode->setName("Skydome");
+ geode->setCullingActive(false); // Prevent skydome from being culled away
+
+ Effect *effect = makeEffect("Effects/skydome", true);
+ if(effect)
+ geode->setEffect(effect);
// set up the state
osg::StateSet* stateSet = geode->getOrCreateStateSet();
stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
- stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
+ stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
stateSet->setMode(GL_BLEND, osg::StateAttribute::OFF);
stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
+
+ stateSet->setAttribute(new osg::CullFace(osg::CullFace::BACK));
+
osg::Material* material = new osg::Material;
stateSet->setAttribute(material);
simgear::VectorArrayAdapter<Vec3Array> vertices(*dome_vl, numBands, 1);
for ( int i = 0; i < numBands; ++i ) {
- double theta = (i * 30) * SGD_DEGREES_TO_RADIANS;
+ double theta = (i * bandDelta) * SGD_DEGREES_TO_RADIANS;
double sTheta = hscale*sin(theta);
double cTheta = hscale*cos(theta);
for (int j = 0; j < numRings; ++j) {
- vertices(j, i).set(cTheta * domeParams[j].radius,
- sTheta * domeParams[j].radius,
- domeParams[j].elev * vscale);
+ vertices(j, i).set(cTheta * sin((j+1)*ringDelta*SGD_DEGREES_TO_RADIANS), //domeParams[j].radius,
+ sTheta * sin((j+1)*ringDelta*SGD_DEGREES_TO_RADIANS),// domeParams[j].radius,
+ vscale * cos((j+1)*ringDelta*SGD_DEGREES_TO_RADIANS)); //domeParams[j].elev * vscale);
}
}
static const SGVec3f middleConstant(1.0 / 40.0, 1.0 / 80.0, 0.0);
outer_param = sunAngleFactor * outerConstant;
middle_param = sunAngleFactor * middleConstant;
- outer_diff = (1.0 / 6.0) * outer_param;
- middle_diff = (1.0 / 6.0) * middle_param;
+ outer_diff = (1.0 / numRings) * outer_param;
+ middle_diff = (1.0 / numRings) * middle_param;
} else {
outer_param = SGVec3f(0, 0, 0);
middle_param = SGVec3f(0, 0, 0);
const float upperVisFactor = 1.0 - vis_factor * (0.7 + 0.3 * cvf/45000);
const float middleVisFactor = 1.0 - vis_factor * (0.1 + 0.85 * cvf/45000);
+ // Dome top is always sky_color
(*dome_cl)[0] = toOsg(sky_color);
simgear::VectorArrayAdapter<Vec3Array> colors(*dome_cl, numBands, 1);
const double saif = sun_angle/SG_PI;
static const SGVec3f blueShift(0.8, 1.0, 1.2);
const SGVec3f skyFogDelta = sky_color - fog_color;
const SGVec3f sunSkyDelta = sun_color - sky_color;
+
// For now the colors of the upper two rings are linearly
// interpolated between the zenith color and the first horizon
- // ring color.
-
+ // ring color. Means angles from top to 30 degrees
+
for (int i = 0; i < halfBands+1; i++) {
SGVec3f diff = mult(skyFogDelta, blueShift);
- diff *= (0.8 + saif - ((halfBands-i)/10));
- colors(2, i) = toOsg(sky_color - upperVisFactor * diff);
- colors(3, i) = toOsg(sky_color - middleVisFactor * diff + middle_amt);
- colors(4, i) = toOsg(fog_color + outer_amt);
- colors(0, i) = simgear::math::lerp(toOsg(sky_color), colors(2, i), .3942);
- colors(1, i) = simgear::math::lerp(toOsg(sky_color), colors(2, i), .7885);
+ diff *= (0.8 + saif - ((halfBands-i)/(float)(numBands-2)));
+
+ // Color the ~60 deg ring
+ colors(upperRings, i) = toOsg(sky_color - upperVisFactor * diff);
+
+ int j=0;
+ // Color top half by linear interpolation (90...60 degrees)
+ for (; j < upperRings; j++)
+ colors(j, i) = simgear::math::lerp(toOsg(sky_color), colors(upperRings, i), j / (float)upperRings);
+
+ j++; // Skip the 60 deg ring
+ // From 60 to ~85 degrees
+ for (int l = 0; j < upperRings + middleRings + 1; j++, l++)
+ colors(j, i) = simgear::math::lerp(colors(upperRings, i),
+ toOsg(sky_color - middleVisFactor * diff + middle_amt), l / (float)middleRings);
+
+ // 85 to 90 degrees
+ for (int l = 0; j < halfRings; j++, l++)
+ colors(j, i) = simgear::math::lerp(colors(upperRings + middleRings, i), toOsg(fog_color + outer_amt),
+ l / (float)(halfRings - upperRings - middleRings));
+
+ // Original colors
+ //colors(2, i) = toOsg(sky_color - upperVisFactor * diff);
+ //colors(3, i) = toOsg(sky_color - middleVisFactor * diff + middle_amt);
+ //colors(4, i) = toOsg(fog_color + outer_amt);
+ //colors(0, i) = simgear::math::lerp(toOsg(sky_color), colors(2, i), .3942);
+ //colors(1, i) = simgear::math::lerp(toOsg(sky_color), colors(2, i), .7885);
+
for (int j = 0; j < numRings - 1; ++j)
clampColor(colors(j, i));
+
outer_amt -= outer_diff;
middle_amt -= middle_diff;
}
+ // Other side of dome is mirror of the other
for (int i = halfBands+1; i < numBands; ++i)
- for (int j = 0; j < 5; ++j)
+ for (int j = 0; j < numRings-1; ++j)
colors(j, i) = colors(j, numBands - i);
+ // Fade colors to black when going to space
+ // Center of dome is blackest and then fade decreases towards horizon
fade_to_black(&(*dome_cl)[0], asl * center_elev, 1);
- for (int i = 0; i < numRings - 1; ++i)
- fade_to_black(&colors(i, 0), (asl+0.05f) * domeParams[i].elev,
+ for (int i = 0; i < numRings - 1; ++i) {
+ float fadeValue = (asl+0.05f) * cos(i*ringDelta*SGD_DEGREES_TO_RADIANS);
+ if(fadeValue < 0.0) fadeValue = 0.0; // Prevent brightening up if dome is over 90 degrees
+ fade_to_black(&colors(i, 0), fadeValue, //domeParams[i].elev,
numBands);
+ }
+
+ // All rings below horizon are fog color
+ for ( int i = halfRings; i < numRings; i++)
+ for ( int j = 0; j < numBands; j++ )
+ colors(i, j) = toOsg(fog_color);
- for ( int i = 0; i < numBands; i++ )
- colors(numRings - 1, i) = toOsg(fog_color);
dome_cl->dirty();
return true;
}