--- /dev/null
+03/25/2001 - Resolve location of Sky dome implimentation documentation.
+++ /dev/null
-#! /bin/sh
-
-echo ""
-echo "running $0 to rebuild simgear include links"
-
-# toast the old directory
-rm -rf src/simgear
-mkdir src/simgear
-mkdir src/simgear/bucket
-mkdir src/simgear/debug
-mkdir src/simgear/math
-mkdir src/simgear/misc
-mkdir src/simgear/screen
-mkdir src/simgear/serial
-mkdir src/simgear/xgl
-mkdir src/simgear/zlib
-
-# build new links
-ln -s ../include/compiler.h src/simgear/compiler.h
-ln -s ../include/constants.h src/simgear/constants.h
-ln -s ../include/fg_traits.hxx src/simgear/fg_traits.hxx
-ln -s ../include/fg_zlib.h src/simgear/fg_zlib.h
-ln -s ../include/version.h src/simgear/version.h
-
-ln -s ../../bucket/newbucket.hxx src/simgear/bucket/newbucket.hxx
-
-ln -s ../../debug/debug_types.h src/simgear/debug/debug_types.h
-ln -s ../../debug/logstream.hxx src/simgear/debug/logstream.hxx
-
-ln -s ../../math/fg_memory.h src/simgear/math/fg_memory.h
-ln -s ../../math/fg_types.hxx src/simgear/math/fg_types.hxx
-ln -s ../../math/point3d.hxx src/simgear/math/point3d.hxx
-ln -s ../../math/polar3d.hxx src/simgear/math/polar3d.hxx
-
-ln -s ../../misc/fgpath.hxx src/simgear/misc/fgpath.hxx
-ln -s ../../misc/fgstream.hxx src/simgear/misc/fgstream.hxx
-ln -s ../../misc/zfstream.hxx src/simgear/misc/zfstream.hxx
-
-ln -s ../../xgl/xgl.h src/simgear/xgl/xgl.h
-
-ln -s ../../zlib/zlib.h src/simgear/zlib/zlib.h
-ln -s ../../zlib/zconf.h src/simgear/zlib/zconf.h
--- /dev/null
+.deps
+Makefile
+Makefile.in
--- /dev/null
+includedir = @includedir@/sky
+
+lib_LIBRARIES = libsgsky.a
+
+include_HEADERS = \
+ cloud.hxx \
+ dome.hxx \
+ moon.hxx \
+ oursun.hxx \
+ sky.hxx \
+ sphere.hxx \
+ stars.hxx
+
+libsgsky_a_SOURCES = \
+ cloud.cxx \
+ dome.cxx \
+ moon.cxx \
+ oursun.cxx \
+ sky.cxx \
+ sphere.cxx \
+ stars.cxx
+
+INCLUDES = -I$(top_srcdir)
--- /dev/null
+// cloud.cxx -- model a single cloud layer
+//
+// Written by Curtis Olson, started June 2000.
+//
+// Copyright (C) 2000 Curtis L. Olson - curt@flightgear.org
+//
+// 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 <simgear/compiler.h>
+
+#include <stdio.h>
+#include STL_IOSTREAM
+
+#include <plib/sg.h>
+#include <plib/ssg.h>
+
+#include <simgear/math/point3d.hxx>
+#include <simgear/math/polar3d.hxx>
+#include <simgear/math/sg_random.h>
+#include <simgear/debug/logstream.hxx>
+#include <simgear/misc/sg_path.hxx>
+
+#include "cloud.hxx"
+
+ssgSimpleState *
+SGCloudLayer::layer_states[SGCloudLayer::SG_MAX_CLOUD_TYPES];
+
+
+// Constructor
+SGCloudLayer::SGCloudLayer( const string &tex_path )
+ : layer_root(new ssgRoot),
+ layer_transform(new ssgTransform),
+ layer(0),
+ texture_path(tex_path),
+ layer_span(0),
+ layer_asl(0),
+ layer_thickness(0),
+ layer_transition(0),
+ layer_type(SG_CLOUD_CLEAR)
+{
+ layer_root->addKid(layer_transform);
+ rebuild();
+}
+
+// Destructor
+SGCloudLayer::~SGCloudLayer()
+{
+ delete layer_root; // deletes layer_transform and layer as well
+}
+
+float
+SGCloudLayer::getSpan_m () const
+{
+ return layer_span;
+}
+
+void
+SGCloudLayer::setSpan_m (float span_m)
+{
+ if (span_m != layer_span) {
+ layer_span = span_m;
+ rebuild();
+ }
+}
+
+float
+SGCloudLayer::getElevation_m () const
+{
+ return layer_asl;
+}
+
+void
+SGCloudLayer::setElevation_m (float elevation_m)
+{
+ layer_asl = elevation_m;
+}
+
+float
+SGCloudLayer::getThickness_m () const
+{
+ return layer_thickness;
+}
+
+void
+SGCloudLayer::setThickness_m (float thickness_m)
+{
+ layer_thickness = thickness_m;
+}
+
+float
+SGCloudLayer::getTransition_m () const
+{
+ return layer_transition;
+}
+
+void
+SGCloudLayer::setTransition_m (float transition_m)
+{
+ layer_transition = transition_m;
+}
+
+SGCloudLayer::Type
+SGCloudLayer::getType () const
+{
+ return layer_type;
+}
+
+void
+SGCloudLayer::setType (Type type)
+{
+ if (type != layer_type) {
+ layer_type = type;
+ rebuild();
+ }
+}
+
+
+// build the cloud object
+void
+SGCloudLayer::rebuild()
+{
+ // Initialize states and sizes if necessary.
+ if (layer_states[0] == 0) {
+ SGPath cloud_path;
+
+ cloud_path.set(texture_path.str());
+ cloud_path.append("overcast.rgb");
+ layer_states[SG_CLOUD_OVERCAST] = SGCloudMakeState(cloud_path.str());
+
+ cloud_path.set(texture_path.str());
+ cloud_path.append("mostlycloudy.rgba");
+ layer_states[SG_CLOUD_MOSTLY_CLOUDY] =
+ SGCloudMakeState(cloud_path.str());
+
+ cloud_path.set(texture_path.str());
+ cloud_path.append("mostlysunny.rgba");
+ layer_states[SG_CLOUD_MOSTLY_SUNNY] = SGCloudMakeState(cloud_path.str());
+
+ cloud_path.set(texture_path.str());
+ cloud_path.append("cirrus.rgba");
+ layer_states[SG_CLOUD_CIRRUS] = SGCloudMakeState(cloud_path.str());
+
+ layer_states[SG_CLOUD_CLEAR] = 0;
+ }
+
+ scale = 4000.0;
+
+ last_lon = last_lat = -999.0f;
+
+ cl = new ssgColourArray( 4 );
+ vl = new ssgVertexArray( 4 );
+ tl = new ssgTexCoordArray( 4 );
+
+ // build the cloud layer
+ sgVec4 color;
+ sgVec3 vertex;
+ sgVec2 tc;
+ sgSetVec4( color, 1.0f, 1.0f, 1.0f, 1.0f );
+
+ sgSetVec3( vertex, -layer_span, -layer_span, 0.0f );
+ sgVec2 base;
+ sgSetVec2( base, sg_random(), sg_random() );
+ sgSetVec2( tc, base[0], base[1] );
+ cl->add( color );
+ vl->add( vertex );
+ tl->add( tc );
+
+ sgSetVec3( vertex, layer_span, -layer_span, 0.0f );
+ sgSetVec2( tc, base[0] + layer_span / scale, base[1] );
+ cl->add( color );
+ vl->add( vertex );
+ tl->add( tc );
+
+ sgSetVec3( vertex, -layer_span, layer_span, 0.0f );
+ sgSetVec2( tc, base[0], base[1] + layer_span / scale );
+ cl->add( color );
+ vl->add( vertex );
+ tl->add( tc );
+
+ sgSetVec3( vertex, layer_span, layer_span, 0.0f );
+ sgSetVec2( tc, base[0] + layer_span / scale, base[1] + layer_span / scale );
+ cl->add( color );
+ vl->add( vertex );
+ tl->add( tc );
+
+ if (layer != 0)
+ layer_transform->removeKid(layer); // automatic delete
+ layer = new ssgVtxTable ( GL_TRIANGLE_STRIP, vl, NULL, tl, cl );
+ if (layer_states[layer_type] != 0)
+ layer->setState( layer_states[layer_type] );
+
+ // force a repaint of the moon colors with arbitrary defaults
+ repaint( color );
+
+ // moon_transform->addKid( halo );
+ layer_transform->addKid( layer );
+}
+
+
+// repaint the cloud layer colors
+bool SGCloudLayer::repaint( sgVec3 fog_color ) {
+ float *color;
+
+ for ( int i = 0; i < 4; ++i ) {
+ color = cl->get( i );
+ sgCopyVec4( color, fog_color );
+ }
+
+ return true;
+}
+
+
+// reposition the cloud layer 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 SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat,
+ double alt )
+{
+ sgMat4 T1, LON, LAT;
+ sgVec3 axis;
+
+ // combine p and asl (meters) to get translation offset
+ sgVec3 asl_offset;
+ sgCopyVec3( asl_offset, up );
+ sgNormalizeVec3( asl_offset );
+ if ( alt <= layer_asl ) {
+ sgScaleVec3( asl_offset, layer_asl );
+ } else {
+ sgScaleVec3( asl_offset, layer_asl + layer_thickness );
+ }
+ // cout << "asl_offset = " << asl_offset[0] << "," << asl_offset[1]
+ // << "," << asl_offset[2] << endl;
+ sgAddVec3( asl_offset, p );
+ // cout << " asl_offset = " << asl_offset[0] << "," << asl_offset[1]
+ // << "," << asl_offset[2] << endl;
+
+ // Translate to zero elevation
+ // Point3D zero_elev = current_view.get_cur_zero_elev();
+ // xglTranslatef( zero_elev.x(), zero_elev.y(), zero_elev.z() );
+ sgMakeTransMat4( T1, asl_offset );
+
+ // 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",
+ // lon * SGD_RADIANS_TO_DEGREES,
+ // lat * SGD_RADIANS_TO_DEGREES);
+ // xglRotatef( lon * SGD_RADIANS_TO_DEGREES, 0.0, 0.0, 1.0 );
+ sgSetVec3( axis, 0.0, 0.0, 1.0 );
+ sgMakeRotMat4( LON, lon * SGD_RADIANS_TO_DEGREES, axis );
+
+ // xglRotatef( 90.0 - f->get_Latitude() * SGD_RADIANS_TO_DEGREES,
+ // 0.0, 1.0, 0.0 );
+ sgSetVec3( axis, 0.0, 1.0, 0.0 );
+ sgMakeRotMat4( LAT, 90.0 - lat * SGD_RADIANS_TO_DEGREES, axis );
+
+ sgMat4 TRANSFORM;
+
+ sgCopyMat4( TRANSFORM, T1 );
+ sgPreMultMat4( TRANSFORM, LON );
+ sgPreMultMat4( TRANSFORM, LAT );
+
+ sgCoord layerpos;
+ sgSetCoord( &layerpos, TRANSFORM );
+
+ layer_transform->setTransform( &layerpos );
+
+ // now calculate update texture coordinates
+ if ( last_lon < -900 ) {
+ last_lon = lon;
+ last_lat = lat;
+ }
+
+ if ( lon != last_lon || lat != last_lat ) {
+ Point3D start( last_lon, last_lat, 0.0 );
+ Point3D dest( lon, lat, 0.0 );
+ double course, dist;
+ calc_gc_course_dist( dest, start, &course, &dist );
+ // cout << "course = " << course << ", dist = " << dist << endl;
+
+ double xoff = cos( course ) * dist / (2 * scale);
+ double yoff = sin( course ) * dist / (2 * scale);
+
+ // cout << "xoff = " << xoff << ", yoff = " << yoff << endl;
+
+ float *base, *tc;
+ base = tl->get( 0 );
+
+ base[0] += xoff;
+
+ // the while loops can lead to *long* pauses if base[0] comes
+ // with a bogus value.
+ // while ( base[0] > 1.0 ) { base[0] -= 1.0; }
+ // while ( base[0] < 0.0 ) { base[0] += 1.0; }
+ if ( base[0] > -10.0 && base[0] < 10.0 ) {
+ base[0] -= (int)base[0];
+ } else {
+ base[0] = 0.0;
+ SG_LOG(SG_ASTRO, SG_DEBUG,
+ "Error: base = " << base[0] << "," << base[1]);
+ }
+
+ base[1] += yoff;
+ // the while loops can lead to *long* pauses if base[0] comes
+ // with a bogus value.
+ // while ( base[1] > 1.0 ) { base[1] -= 1.0; }
+ // while ( base[1] < 0.0 ) { base[1] += 1.0; }
+ if ( base[1] > -10.0 && base[1] < 10.0 ) {
+ base[1] -= (int)base[1];
+ } else {
+ base[1] = 0.0;
+ SG_LOG(SG_ASTRO, SG_ALERT,
+ "Error: base = " << base[0] << "," << base[1]);
+ }
+
+ // cout << "base = " << base[0] << "," << base[1] << endl;
+
+ tc = tl->get( 1 );
+ sgSetVec2( tc, base[0] + layer_span / scale, base[1] );
+
+ tc = tl->get( 2 );
+ sgSetVec2( tc, base[0], base[1] + layer_span / scale );
+
+ tc = tl->get( 3 );
+ sgSetVec2( tc, base[0] + layer_span / scale, base[1] + layer_span / scale );
+
+ last_lon = lon;
+ last_lat = lat;
+ }
+
+ return true;
+}
+
+
+void SGCloudLayer::draw() {
+ if (layer_type != SG_CLOUD_CLEAR)
+ ssgCullAndDraw( layer_root );
+}
+
+
+// make an ssgSimpleState for a cloud layer given the named texture
+ssgSimpleState *SGCloudMakeState( const string &path ) {
+ ssgSimpleState *state = new ssgSimpleState();
+
+ state->setTexture( (char *)path.c_str() );
+ state->setShadeModel( GL_SMOOTH );
+ state->disable( GL_LIGHTING );
+ state->disable( GL_CULL_FACE );
+ state->enable( GL_TEXTURE_2D );
+ state->enable( GL_COLOR_MATERIAL );
+ state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
+ state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
+ state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
+ state->enable( GL_BLEND );
+ state->enable( GL_ALPHA_TEST );
+ state->setAlphaClamp( 0.01 );
+
+ return state;
+}
--- /dev/null
+// cloud.hxx -- model a single cloud layer
+//
+// Written by Curtis Olson, started June 2000.
+//
+// Copyright (C) 2000 Curtis L. Olson - curt@flightgear.org
+//
+// This library is free software; you can redistribute it and/or
+// modify it under the terms of the GNU Library General Public
+// License as published by the Free Software Foundation; either
+// version 2 of the License, or (at your option) any later version.
+//
+// This library is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// Library General Public License for more details.
+//
+// You should have received a copy of the GNU Library General Public
+// License along with this library; if not, write to the
+// Free Software Foundation, Inc., 59 Temple Place - Suite 330,
+// Boston, MA 02111-1307, USA.
+//
+// $Id$
+
+
+#ifndef _SG_CLOUD_HXX_
+#define _SG_CLOUD_HXX_
+
+#include <simgear/compiler.h>
+
+#include <plib/ssg.h>
+
+#include STL_STRING
+SG_USING_STD(string);
+
+
+class SGCloudLayer {
+
+public:
+
+ enum Type {
+ SG_CLOUD_OVERCAST = 0,
+ SG_CLOUD_MOSTLY_CLOUDY,
+ SG_CLOUD_MOSTLY_SUNNY,
+ SG_CLOUD_CIRRUS,
+ SG_CLOUD_CLEAR,
+ SG_MAX_CLOUD_TYPES
+ };
+
+ // Constructors
+ SGCloudLayer( const string &tex_path );
+
+ // Destructor
+ ~SGCloudLayer( void );
+
+ float getSpan_m () const;
+ void setSpan_m (float span_m);
+
+ float getElevation_m () const;
+ void setElevation_m (float elevation_m);
+
+ float getThickness_m () const;
+ void setThickness_m (float thickness_m);
+
+ float getTransition_m () const;
+ void setTransition_m (float transition_m);
+
+ Type getType () const;
+ void setType (Type type);
+
+ // build the cloud object
+ void rebuild();
+
+ // repaint the cloud 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 fog_color );
+
+ // reposition the cloud layer 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, sgVec3 up, double lon, double lat, double alt );
+
+ // draw the cloud layer
+ void draw();
+
+private:
+
+ static ssgSimpleState *layer_states[SG_MAX_CLOUD_TYPES];
+ static int layer_sizes[SG_MAX_CLOUD_TYPES];
+
+ ssgRoot *layer_root;
+ ssgTransform *layer_transform;
+ ssgLeaf * layer;
+
+ ssgColourArray *cl;
+ ssgVertexArray *vl;
+ ssgTexCoordArray *tl;
+
+ // height above sea level (meters)
+ SGPath texture_path;
+ float layer_span;
+ float layer_asl;
+ float layer_thickness;
+ float layer_transition;
+ Type layer_type;
+ float scale;
+
+ // for handling texture coordinates to simulate cloud movement
+ // from winds, and to simulate the clouds being tied to ground
+ // position, not view position
+ // double xoff, yoff;
+ double last_lon, last_lat;
+
+};
+
+
+// make an ssgSimpleState for a cloud layer given the named texture
+ssgSimpleState *SGCloudMakeState( const string &path );
+
+
+#endif // _SG_CLOUD_HXX_
--- /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 library is free software; you can redistribute it and/or
+// modify it under the terms of the GNU Library General Public
+// License as published by the Free Software Foundation; either
+// version 2 of the License, or (at your option) any later version.
+//
+// This library is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// Library General Public License for more details.
+//
+// You should have received a copy of the GNU Library General Public
+// License along with this library; if not, write to the
+// Free Software Foundation, Inc., 59 Temple Place - Suite 330,
+// Boston, MA 02111-1307, USA.
+//
+// $Id$
+
+
+#ifdef HAVE_CONFIG_H
+# include <simgear_config.h>
+#endif
+
+#ifdef HAVE_WINDOWS_H
+# include <windows.h>
+#endif
+
+#include <math.h>
+
+#include <GL/glut.h>
+#include <simgear/xgl/xgl.h>
+
+#include <plib/sg.h>
+
+#include <simgear/debug/logstream.hxx>
+
+#include "dome.hxx"
+
+
+#ifdef __MWERKS__
+# pragma global_optimizer off
+#endif
+
+
+// in meters of course
+static const float center_elev = 0.3125;
+
+static const float upper_radius = 0.6250;
+static const float upper_elev = 0.2500;
+
+static const float middle_radius = 0.8750;
+static const float middle_elev = 0.1000;
+
+static const float lower_radius = 0.8750;
+static const float lower_elev = 0.0000;
+
+static const float bottom_radius = 0.6250;
+static const float bottom_elev = -0.0250;
+
+
+// Set up dome rendering callbacks
+static int sgSkyDomePreDraw( ssgEntity *e ) {
+ /* cout << endl << "Dome Pre Draw" << endl << "----------------"
+ << endl << endl; */
+
+ ssgLeaf *f = (ssgLeaf *)e;
+ if ( f -> hasState () ) f->getState()->apply() ;
+
+ glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_FOG_BIT );
+ // cout << "push error = " << glGetError() << endl;
+
+ glDisable( GL_DEPTH_TEST );
+ glDisable( GL_FOG );
+
+ return true;
+}
+
+static int sgSkyDomePostDraw( ssgEntity *e ) {
+ /* cout << endl << "Dome Post Draw" << endl << "----------------"
+ << endl << endl; */
+
+ glPopAttrib();
+ // cout << "pop error = " << glGetError() << endl;
+
+ return true;
+}
+
+
+// Constructor
+SGSkyDome::SGSkyDome( void ) {
+}
+
+
+// Destructor
+SGSkyDome::~SGSkyDome( void ) {
+}
+
+
+// initialize the sky object and connect it into our scene graph
+ssgBranch * SGSkyDome::build( double hscale, double vscale ) {
+ 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->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
+ dome_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
+ 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 * vscale );
+
+ for ( i = 0; i < 12; i++ ) {
+ theta = (i * 30.0) * SGD_DEGREES_TO_RADIANS;
+
+ sgSetVec3( upper_vertex[i],
+ cos(theta) * upper_radius * hscale,
+ sin(theta) * upper_radius * hscale,
+ upper_elev * vscale );
+
+ sgSetVec3( middle_vertex[i],
+ cos((double)theta) * middle_radius * hscale,
+ sin((double)theta) * middle_radius * hscale,
+ middle_elev * vscale );
+
+ sgSetVec3( lower_vertex[i],
+ cos((double)theta) * lower_radius * hscale,
+ sin((double)theta) * lower_radius * hscale,
+ lower_elev * vscale );
+
+ sgSetVec3( bottom_vertex[i],
+ cos((double)theta) * bottom_radius * hscale,
+ sin((double)theta) * bottom_radius * hscale,
+ bottom_elev * vscale );
+ }
+
+ // 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
+ sgVec4 fog_color;
+ sgSetVec4( fog_color, 1.0, 1.0, 1.0, 1.0 );
+ repaint( color, fog_color, 0.0, 5000.0 );
+
+ // 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 vis )
+{
+ 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 center_color;
+ sgVec4 upper_color[12];
+ sgVec4 middle_color[12];
+ sgVec4 lower_color[12];
+ sgVec4 bottom_color[12];
+
+ double vis_factor;
+
+ if ( vis < 3000.0 ) {
+ vis_factor = (vis - 1000.0) / 2000.0;
+ if ( vis_factor < 0.0 ) {
+ vis_factor = 0.0;
+ }
+ } else {
+ vis_factor = 1.0;
+ }
+
+ for ( j = 0; j < 3; j++ ) {
+ diff = sky_color[j] - fog_color[j];
+ center_color[j] = sky_color[j] - diff * ( 1.0 - vis_factor );
+ }
+ center_color[3] = 1.0;
+
+ 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 * ( 1.0 - vis_factor * 0.7);
+ middle_color[i][j] = sky_color[j] - diff * ( 1.0 - vis_factor * 0.1)
+ + 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] < 0.0 ) { upper_color[i][j] = 0.0; }
+ if ( middle_color[i][j] > 1.0 ) { middle_color[i][j] = 1.0; }
+ if ( middle_color[i][j] < 0.0 ) { middle_color[i][j] = 0.0; }
+ if ( lower_color[i][j] > 1.0 ) { lower_color[i][j] = 1.0; }
+ if ( lower_color[i][j] < 0.0 ) { lower_color[i][j] = 0.0; }
+ }
+ 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 * ( 1.0 - vis_factor * 0.7);
+ middle_color[i][j] = sky_color[j] - diff * ( 1.0 - vis_factor * 0.1)
+ + 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] < 0.0 ) { upper_color[i][j] = 0.0; }
+ if ( middle_color[i][j] > 1.0 ) { middle_color[i][j] = 1.0; }
+ if ( middle_color[i][j] < 0.0 ) { middle_color[i][j] = 0.0; }
+ if ( lower_color[i][j] > 1.0 ) { lower_color[i][j] = 1.0; }
+ if ( lower_color[i][j] < 0.0 ) { lower_color[i][j] = 0.0; }
+ }
+ 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, center_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",
+ // lon * SGD_RADIANS_TO_DEGREES,
+ // lat * SGD_RADIANS_TO_DEGREES);
+ // xglRotatef( lon * SGD_RADIANS_TO_DEGREES, 0.0, 0.0, 1.0 );
+ sgSetVec3( axis, 0.0, 0.0, 1.0 );
+ sgMakeRotMat4( LON, lon * SGD_RADIANS_TO_DEGREES, axis );
+
+ // xglRotatef( 90.0 - f->get_Latitude() * SGD_RADIANS_TO_DEGREES,
+ // 0.0, 1.0, 0.0 );
+ sgSetVec3( axis, 0.0, 1.0, 0.0 );
+ sgMakeRotMat4( LAT, 90.0 - lat * SGD_RADIANS_TO_DEGREES, axis );
+
+ // xglRotatef( l->sun_rotation * SGD_RADIANS_TO_DEGREES, 0.0, 0.0, 1.0 );
+ sgSetVec3( axis, 0.0, 0.0, 1.0 );
+ sgMakeRotMat4( SPIN, spin * SGD_RADIANS_TO_DEGREES, 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 library is free software; you can redistribute it and/or
+// modify it under the terms of the GNU Library General Public
+// License as published by the Free Software Foundation; either
+// version 2 of the License, or (at your option) any later version.
+//
+// This library is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// Library General Public License for more details.
+//
+// You should have received a copy of the GNU Library General Public
+// License along with this library; if not, write to the
+// Free Software Foundation, Inc., 59 Temple Place - Suite 330,
+// Boston, MA 02111-1307, USA.
+//
+// $Id$
+
+
+#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( double hscale = 80000.0, double vscale = 80000.0 );
+
+ // 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,
+ double vis );
+
+ // 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 library is free software; you can redistribute it and/or
+// modify it under the terms of the GNU Library General Public
+// License as published by the Free Software Foundation; either
+// version 2 of the License, or (at your option) any later version.
+//
+// This library is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// Library General Public License for more details.
+//
+// You should have received a copy of the GNU Library General Public
+// License along with this library; if not, write to the
+// Free Software Foundation, Inc., 59 Temple Place - Suite 330,
+// Boston, MA 02111-1307, USA.
+//
+// $Id$
+
+
+#include <simgear/compiler.h>
+
+#include <stdio.h>
+#include STL_IOSTREAM
+
+#include <plib/sg.h>
+#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; */
+
+ ssgLeaf *f = (ssgLeaf *)e;
+ if ( f -> hasState () ) f->getState()->apply() ;
+
+ glPushAttrib( GL_COLOR_BUFFER_BIT | GL_ENABLE_BIT );
+ // cout << "push error = " << glGetError() << endl;
+
+ glDisable( GL_DEPTH_TEST );
+ glDisable( GL_FOG );
+ glBlendFunc ( GL_SRC_ALPHA, GL_ONE ) ;
+
+ return true;
+}
+
+
+static int sgMoonOrbPostDraw( ssgEntity *e ) {
+ /* cout << endl << "Moon orb post draw" << endl << "----------------"
+ << endl << endl; */
+ // glEnable( GL_DEPTH_TEST );
+ // glEnable( GL_FOG );
+
+ // Some drivers don't properly reset glBendFunc with a
+ // glPopAttrib() so we reset it to the 'default' here.
+ glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
+
+ glPopAttrib();
+ // cout << "pop error = " << glGetError() << endl;
+
+ /* test
+ glDisable( GL_LIGHTING );
+ glDisable( GL_CULL_FACE );
+ glEnable( GL_COLOR_MATERIAL );
+ glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
+ glEnable( GL_CULL_FACE );
+ glEnable( GL_LIGHTING ); */
+
+ return true;
+}
+
+
+#if 0
+static int sgMoonHaloPreDraw( ssgEntity *e ) {
+ /* cout << endl << "Moon halo pre draw" << endl << "----------------"
+ << endl << endl; */
+
+ ssgLeaf *f = (ssgLeaf *)e;
+ if ( f -> hasState () ) f->getState()->apply() ;
+
+ glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_FOG_BIT | GL_COLOR_BUFFER_BIT);
+ // cout << "push error = " << glGetError() << 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 ) ;
+
+ glPopAttrib();
+ // cout << "pop error = " << glGetError() << endl;
+
+ return true;
+}
+#endif
+
+
+// Constructor
+SGMoon::SGMoon( void ) {
+}
+
+
+// Destructor
+SGMoon::~SGMoon( void ) {
+}
+
+
+// build the moon object
+ssgBranch * SGMoon::build( SGPath 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, 1.0 );
+ orb_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
+ orb_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
+ orb_state->enable( GL_BLEND );
+ orb_state->enable( GL_ALPHA_TEST );
+ orb_state->setAlphaClamp( 0.01 );
+
+ 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 * SGD_RADIANS_TO_DEGREES < 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 );
+
+ // temp test, forces the color to always be white
+ // sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
+
+ if (color[0] > 1.0) color[0] = 1.0;
+ if (color[1] > 1.0) color[1] = 1.0;
+ if (color[2] > 1.0) color[2] = 1.0;
+
+ // 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( ((SGD_RADIANS_TO_DEGREES * rightAscension)- 90.0),
+ // 0.0, 0.0, 1.0);
+ sgSetVec3( axis, 0.0, 0.0, 1.0 );
+ sgMakeRotMat4( RA, (rightAscension * SGD_RADIANS_TO_DEGREES) - 90.0, axis );
+
+ // xglRotatef((SGD_RADIANS_TO_DEGREES * declination), 1.0, 0.0, 0.0);
+ sgSetVec3( axis, 1.0, 0.0, 0.0 );
+ sgMakeRotMat4( DEC, declination * SGD_RADIANS_TO_DEGREES, axis );
+
+ // xglTranslatef(0,moon_dist);
+ sgSetVec3( v, 0.0, moon_dist, 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 library is free software; you can redistribute it and/or
+// modify it under the terms of the GNU Library General Public
+// License as published by the Free Software Foundation; either
+// version 2 of the License, or (at your option) any later version.
+//
+// This library is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// Library General Public License for more details.
+//
+// You should have received a copy of the GNU Library General Public
+// License along with this library; if not, write to the
+// Free Software Foundation, Inc., 59 Temple Place - Suite 330,
+// Boston, MA 02111-1307, USA.
+//
+// $Id$
+
+
+#ifndef _SG_MOON_HXX_
+#define _SG_MOON_HXX_
+
+
+#include <plib/ssg.h>
+
+#include <simgear/misc/sg_path.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( SGPath 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 library is free software; you can redistribute it and/or
+// modify it under the terms of the GNU Library General Public
+// License as published by the Free Software Foundation; either
+// version 2 of the License, or (at your option) any later version.
+//
+// This library is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// Library General Public License for more details.
+//
+// You should have received a copy of the GNU Library General Public
+// License along with this library; if not, write to the
+// Free Software Foundation, Inc., 59 Temple Place - Suite 330,
+// Boston, MA 02111-1307, USA.
+//
+// $Id$
+
+
+#ifdef HAVE_CONFIG_H
+# include <simgear_config.h>
+#endif
+
+#include <simgear/compiler.h>
+
+#include <stdio.h>
+#include STL_IOSTREAM
+
+#include <plib/sg.h>
+#include <plib/ssg.h>
+
+// define the following to enable a cheesy lens flare effect for the sun
+// #define FG_TEST_CHEESY_LENS_FLARE
+
+#ifdef FG_TEST_CHEESY_LENS_FLARE
+# include <plib/ssgaLensFlare.h>
+#endif
+
+#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; */
+
+ ssgLeaf *f = (ssgLeaf *)e;
+ if ( f -> hasState () ) f->getState()->apply() ;
+
+ glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_FOG_BIT );
+ // cout << "push error = " << glGetError() << endl;
+
+ glDisable( GL_DEPTH_TEST );
+ glDisable( GL_FOG );
+
+ return true;
+}
+
+static int sgSunOrbPostDraw( ssgEntity *e ) {
+ /* cout << endl << "Sun orb post draw" << endl << "----------------"
+ << endl << endl; */
+
+ glPopAttrib();
+ // cout << "pop error = " << glGetError() << endl;
+
+ // glEnable( GL_DEPTH_TEST );
+ // glEnable( GL_FOG );
+
+ return true;
+}
+
+static int sgSunHaloPreDraw( ssgEntity *e ) {
+ /* cout << endl << "Sun halo pre draw" << endl << "----------------"
+ << endl << endl; */
+
+ ssgLeaf *f = (ssgLeaf *)e;
+ if ( f -> hasState () ) f->getState()->apply() ;
+
+ glPushAttrib( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_FOG_BIT );
+ // cout << "push error = " << glGetError() << endl;
+
+ glDisable( GL_DEPTH_TEST );
+ glDisable( GL_FOG );
+ glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
+
+ return true;
+}
+
+static int sgSunHaloPostDraw( ssgEntity *e ) {
+ /* cout << endl << "Sun halo post draw" << endl << "----------------"
+ << endl << endl; */
+
+ glPopAttrib();
+ // cout << "pop error = " << glGetError() << endl;
+
+ // glEnable( GL_DEPTH_TEST );
+ // glEnable( GL_FOG );
+
+ return true;
+}
+
+
+// Constructor
+SGSun::SGSun( void ) {
+}
+
+
+// Destructor
+SGSun::~SGSun( void ) {
+}
+
+
+#if 0
+// this might be nice to keep, just as an example of how to generate a
+// texture on the fly ...
+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( SGPath 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->enable( 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->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
+ orb_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
+ 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->enable( GL_TEXTURE_2D );
+ halo_state->disable( GL_LIGHTING );
+ // halo_state->enable( 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->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
+ halo_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
+ 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;
+
+ halo->setCallback( SSG_CALLBACK_PREDRAW, sgSunHaloPreDraw );
+ halo->setCallback( SSG_CALLBACK_POSTDRAW, sgSunHaloPostDraw );
+ sun_transform->addKid( halo );
+ sun_transform->addKid( orb );
+
+#ifdef FG_TEST_CHEESY_LENS_FLARE
+ // cheesy lens flair
+ sun_transform->addKid( new ssgaLensFlare );
+#endif
+
+ 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 * SGD_RADIANS_TO_DEGREES < 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 );
+
+ // temp test, forces the color to always be white
+ // sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
+
+ if (color[0] > 1.0) color[0] = 1.0;
+ if (color[1] > 1.0) color[1] = 1.0;
+ if (color[2] > 1.0) color[2] = 1.0;
+
+ // 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( ((SGD_RADIANS_TO_DEGREES * rightAscension)- 90.0),
+ // 0.0, 0.0, 1.0);
+ sgSetVec3( axis, 0.0, 0.0, 1.0 );
+ sgMakeRotMat4( RA, (rightAscension * SGD_RADIANS_TO_DEGREES) - 90.0, axis );
+
+ // xglRotatef((SGD_RADIANS_TO_DEGREES * declination), 1.0, 0.0, 0.0);
+ sgSetVec3( axis, 1.0, 0.0, 0.0 );
+ sgMakeRotMat4( DEC, declination * SGD_RADIANS_TO_DEGREES, axis );
+
+ // xglTranslatef(0,sun_dist);
+ sgSetVec3( v, 0.0, sun_dist, 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 library is free software; you can redistribute it and/or
+// modify it under the terms of the GNU Library General Public
+// License as published by the Free Software Foundation; either
+// version 2 of the License, or (at your option) any later version.
+//
+// This library is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// Library General Public License for more details.
+//
+// You should have received a copy of the GNU Library General Public
+// License along with this library; if not, write to the
+// Free Software Foundation, Inc., 59 Temple Place - Suite 330,
+// Boston, MA 02111-1307, USA.
+//
+// $Id$
+
+
+#ifndef _SG_SUN_HXX_
+#define _SG_SUN_HXX_
+
+
+#include <plib/ssg.h>
+
+#include <simgear/misc/sg_path.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( SGPath 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 library is free software; you can redistribute it and/or
+// modify it under the terms of the GNU Library General Public
+// License as published by the Free Software Foundation; either
+// version 2 of the License, or (at your option) any later version.
+//
+// This library is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// Library General Public License for more details.
+//
+// You should have received a copy of the GNU Library General Public
+// License along with this library; if not, write to the
+// Free Software Foundation, Inc., 59 Temple Place - Suite 330,
+// Boston, MA 02111-1307, USA.
+//
+// $Id$
+
+
+#include <plib/sg.h>
+#include <plib/ssg.h>
+
+#include <simgear/math/sg_random.h>
+
+#include "sky.hxx"
+
+
+// Constructor
+SGSky::SGSky( void ) {
+ effective_visibility = visibility = 10000.0;
+
+ // near cloud visibility state variables
+ in_puff = false;
+ puff_length = 0;
+ puff_progression = 0;
+ ramp_up = 0.15;
+ ramp_down = 0.15;
+ // ramp_up = 4.0;
+ // ramp_down = 4.0;
+}
+
+
+// Destructor
+SGSky::~SGSky( void )
+{
+ for (unsigned int i = 0; i < cloud_layers.size(); i++)
+ delete cloud_layers[i];
+}
+
+
+// initialize the sky and connect the components to the scene graph at
+// the provided branch
+void SGSky::build( double sun_size, double moon_size,
+ int nplanets, sgdVec3 *planet_data,
+ double planet_dist,
+ int nstars, sgdVec3 *star_data, double star_dist )
+{
+ pre_root = new ssgRoot;
+ post_root = new ssgRoot;
+
+ pre_selector = new ssgSelector;
+ post_selector = new ssgSelector;
+
+ pre_transform = new ssgTransform;
+ post_transform = new ssgTransform;
+
+ dome = new SGSkyDome;
+ pre_transform -> addKid( dome->build() );
+
+ planets = new SGStars;
+ pre_transform -> addKid( planets->build(nplanets, planet_data,
+ planet_dist)
+ );
+
+ stars = new SGStars;
+ pre_transform -> addKid( stars->build(nstars, star_data, star_dist) );
+
+ moon = new SGMoon;
+ pre_transform -> addKid( moon->build(tex_path, moon_size) );
+
+ oursun = new SGSun;
+ pre_transform -> addKid( oursun->build(tex_path, sun_size) );
+
+ pre_selector->addKid( pre_transform );
+ pre_selector->clrTraversalMaskBits( SSGTRAV_HOT );
+
+ post_selector->addKid( post_transform );
+ post_selector->clrTraversalMaskBits( SSGTRAV_HOT );
+
+ pre_root->addKid( pre_selector );
+ post_root->addKid( post_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 )
+{
+ if ( effective_visibility > 1000.0 ) {
+ enable();
+ dome->repaint( sky_color, fog_color, sun_angle, effective_visibility );
+ oursun->repaint( sun_angle );
+ moon->repaint( moon_angle );
+ planets->repaint( sun_angle, nplanets, planet_data );
+ stars->repaint( sun_angle, nstars, star_data );
+
+ for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
+ cloud_layers[i]->repaint( fog_color );
+ }
+ } else {
+ // turn off sky
+ disable();
+ }
+
+ 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, sgVec3 view_up,
+ double lon, double lat, double alt, 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 );
+
+ for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
+ cloud_layers[i]->reposition( zero_elev, view_up, lon, lat, alt );
+ }
+
+ return true;
+}
+
+
+// draw background portions of the sky ... do this before you draw the
+// rest of your scene.
+void SGSky::preDraw() {
+ ssgCullAndDraw( pre_root );
+}
+
+
+// draw translucent clouds ... do this after you've drawn all the
+// oapaque elements of your scene.
+void SGSky::postDraw( float alt ) {
+ float slop = 5.0; // if we are closer than this to a cloud layer,
+ // don't draw clouds
+
+ int in_cloud = -1; // cloud we are in
+
+ int i;
+
+ // check where we are relative to the cloud layers
+ for ( i = 0; i < (int)cloud_layers.size(); ++i ) {
+ float asl = cloud_layers[i]->getElevation_m();
+ float thickness = cloud_layers[i]->getThickness_m();
+
+ if ( alt < asl - slop ) {
+ // below cloud layer
+ } else if ( alt < asl + thickness + slop ) {
+ // in cloud layer
+
+ // bail now and don't draw any clouds
+ in_cloud = i;
+ } else {
+ // above cloud layer
+ }
+ }
+
+ // determine rendering order
+ int pos = 0;
+ while ( pos < (int)cloud_layers.size() &&
+ alt > cloud_layers[pos]->getElevation_m())
+ {
+ ++pos;
+ }
+
+ if ( pos == 0 ) {
+ // we are below all the cloud layers, draw top to bottom
+ for ( i = cloud_layers.size() - 1; i >= 0; --i ) {
+ if ( i != in_cloud ) {
+ cloud_layers[i]->draw();
+ }
+ }
+ } else if ( pos >= (int)cloud_layers.size() ) {
+ // we are above all the cloud layers, draw bottom to top
+ for ( i = 0; i < (int)cloud_layers.size(); ++i ) {
+ if ( i != in_cloud ) {
+ cloud_layers[i]->draw();
+ }
+ }
+ } else {
+ // we are between cloud layers, draw lower layers bottom to
+ // top and upper layers top to bottom
+ for ( i = 0; i < pos; ++i ) {
+ if ( i != in_cloud ) {
+ cloud_layers[i]->draw();
+ }
+ }
+ for ( i = cloud_layers.size() - 1; i >= pos; --i ) {
+ if ( i != in_cloud ) {
+ cloud_layers[i]->draw();
+ }
+ }
+ }
+}
+
+void
+SGSky::add_cloud_layer( SGCloudLayer * layer )
+{
+ cloud_layers.push_back(layer);
+}
+
+const SGCloudLayer *
+SGSky::get_cloud_layer (int i) const
+{
+ return cloud_layers[i];
+}
+
+SGCloudLayer *
+SGSky::get_cloud_layer (int i)
+{
+ return cloud_layers[i];
+}
+
+int
+SGSky::get_cloud_layer_count () const
+{
+ return cloud_layers.size();
+}
+
+// modify the current visibility based on cloud layers, thickness,
+// transition range, and simulated "puffs".
+void SGSky::modify_vis( float alt, float time_factor ) {
+ float effvis = visibility;
+
+ for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
+ float asl = cloud_layers[i]->getElevation_m();
+ float thickness = cloud_layers[i]->getThickness_m();
+ float transition = cloud_layers[i]->getTransition_m();
+
+ double ratio = 1.0;
+
+ if ( alt < asl - transition ) {
+ // below cloud layer
+ ratio = 1.0;
+ } else if ( alt < asl ) {
+ // in lower transition
+ ratio = (asl - alt) / transition;
+ } else if ( alt < asl + thickness ) {
+ // in cloud layer
+ ratio = 0.0;
+ } else if ( alt < asl + thickness + transition ) {
+ // in upper transition
+ ratio = (alt - (asl + thickness)) / transition;
+ } else {
+ // above cloud layer
+ ratio = 1.0;
+ }
+
+ // accumulate effects from multiple cloud layers
+ effvis *= ratio;
+
+ if ( ratio < 1.0 ) {
+ if ( ! in_puff ) {
+ // calc chance of entering cloud puff
+ double rnd = sg_random();
+ double chance = rnd * rnd * rnd;
+ if ( chance > 0.95 /* * (diff - 25) / 50.0 */ ) {
+ in_puff = true;
+ puff_length = sg_random() * 2.0; // up to 2 seconds
+ puff_progression = 0.0;
+ }
+ }
+
+ if ( in_puff ) {
+ // modify actual_visibility based on puff envelope
+
+ if ( puff_progression <= ramp_up ) {
+ double x = 0.5 * SGD_PI * puff_progression / ramp_up;
+ double factor = 1.0 - sin( x );
+ // cout << "ramp up = " << puff_progression
+ // << " factor = " << factor << endl;
+ effvis = effvis * factor;
+ } else if ( puff_progression >= ramp_up + puff_length ) {
+ double x = 0.5 * SGD_PI *
+ (puff_progression - (ramp_up + puff_length)) /
+ ramp_down;
+ double factor = sin( x );
+ // cout << "ramp down = "
+ // << puff_progression - (ramp_up + puff_length)
+ // << " factor = " << factor << endl;
+ effvis = effvis * factor;
+ } else {
+ effvis = 0.0;
+ }
+
+ /* cout << "len = " << puff_length
+ << " x = " << x
+ << " factor = " << factor
+ << " actual_visibility = " << actual_visibility
+ << endl; */
+
+ // time_factor = ( global_multi_loop *
+ // current_options.get_speed_up() ) /
+ // (double)current_options.get_model_hz();
+
+ puff_progression += time_factor;
+ // cout << "time factor = " << time_factor << endl;
+
+ /* cout << "gml = " << global_multi_loop
+ << " speed up = " << current_options.get_speed_up()
+ << " hz = " << current_options.get_model_hz() << endl;
+ */
+
+ if ( puff_progression > puff_length + ramp_up + ramp_down) {
+ in_puff = false;
+ }
+ }
+
+ // never let visibility drop below 25 meters
+ if ( effvis <= 25.0 ) {
+ effvis = 25.0;
+ }
+ }
+ } // for
+
+ effective_visibility = effvis;
+}
--- /dev/null
+/**
+ * \file sky.hxx
+ * Provides a class to model a realistic (time/date/position) based sky.
+ */
+
+// 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 library is free software; you can redistribute it and/or
+// modify it under the terms of the GNU Library General Public
+// License as published by the Free Software Foundation; either
+// version 2 of the License, or (at your option) any later version.
+//
+// This library is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// Library General Public License for more details.
+//
+// You should have received a copy of the GNU Library General Public
+// License along with this library; if not, write to the
+// Free Software Foundation, Inc., 59 Temple Place - Suite 330,
+// Boston, MA 02111-1307, USA.
+//
+// $Id$
+
+
+#ifndef _SG_SKY_HXX
+#define _SG_SKY_HXX
+
+
+#ifndef __cplusplus
+# error This library requires C++
+#endif
+
+
+#include <plib/ssg.h> // plib include
+
+#include <simgear/compiler.h>
+#include <simgear/misc/sg_path.hxx>
+
+#include <vector>
+
+#include <simgear/sky/cloud.hxx>
+#include <simgear/sky/dome.hxx>
+#include <simgear/sky/moon.hxx>
+#include <simgear/sky/oursun.hxx>
+#include <simgear/sky/stars.hxx>
+
+SG_USING_STD(vector);
+
+
+typedef vector < SGCloudLayer* > layer_list_type;
+typedef layer_list_type::iterator layer_list_iterator;
+typedef layer_list_type::const_iterator layer_list_const_iterator;
+
+/**
+ * A class to model a realistic (time/date/position) based sky.
+ *
+ * Introduction
+ *
+ * The SGSky class models a blended sky dome, a haloed sun, a textured
+ * moon with phase that properly matches the date, stars and planets,
+ * and cloud layers. SGSky is designed to be dropped into existing
+ * plib based applications and depends heavily on plib's scene graph
+ * library, ssg. The sky implements various time of day lighting
+ * effects, it plays well with fog and visibility effects, and
+ * implements scudded cloud fly-through effects. Additionally, you can
+ * wire in the output of the SGEphemeris class to accurately position
+ * all the objects in the sky.
+ *
+ * Building the sky
+ *
+
+ * Once you have created an instance of SGSky you must call the
+ * build() method. Building the sky requires several textures. So,
+ * you must specify the path/directory where these textures reside
+ * before building the sky. You do this first by calling the
+ * texture_path() method.
+
+ * The arguments you pass to the build() method allow you to specify
+ * the size of your sun sphere and moon sphere, a number of planets,
+ * and a multitude of stars. For the planets and stars you pass in an
+ * array of right ascensions, declinations, magnitudes, and the
+ * distance from the view point.
+
+ * Cloud Layers
+
+ * Cloud layers can be added, changed, or removed individually. To add
+ * a cloud layer use the add_cloud_layer() method. The arguments
+ * allow you to specify base height above sea level, layer thickness,
+ * a transition zone for entering/leaving the cloud layer, the size of
+ * the cloud object, and the type of cloud texture. All distances are
+ * in meters. There are additional forms of this method that allow you
+ * to specify your own ssgSimpleState or texture name for drawing the
+ * cloud layer.
+
+ * Repainting the Sky
+
+ * As the sun circles the globe, you can call the repaint() method to
+ * recolor the sky objects to simulate sunrise and sunset effects,
+ * visibility, and other lighting changes. The arguments allow you to
+ * specify a base sky color (for the top of the dome), a fog color
+ * (for the horizon), the sun angle with the horizon (for
+ * sunrise/sunset effects), the moon angle (so we can make it more
+ * yellow at the horizon), and new star and planet data so that we can
+ * optionally change the magnitude of these (for day / night
+ * transitions.)
+
+ * Positioning Sky Objects
+
+ * As time progresses and as you move across the surface of the earth,
+ * the apparent position of the objects and the various lighting
+ * effects can change. the reposition() method allows you to specify
+ * the positions of all the sky objects as well as your view position.
+ * The arguments allow you to specify your view position in world
+ * Cartesian coordinates, the zero elevation position in world
+ * Cartesian coordinates (your longitude, your latitude, sea level),
+ * the ``up'' vector in world Cartesian coordinates, current
+ * longitude, latitude, and altitude. A ``spin'' angle can be
+ * specified for orienting the sky with the sun position so sunset and
+ * sunrise effects look correct. You must specify GMT side real time,
+ * the sun right ascension, sun declination, and sun distance from
+ * view point (to keep it inside your view volume.) You also must
+ * specify moon right ascension, moon declination, and moon distance
+ * from view point.
+
+ * Rendering the Sky
+
+ * The sky is designed to be rendered in two stages. The first stage
+ * renders the parts that form your back drop - the sky dome, the
+ * stars and planets, the sun, and the moon. These should be rendered
+ * before the rest of your scene by calling the preDraw() method. The
+ * second stage renders the clouds which are likely to be translucent
+ * (depending on type) and should be drawn after your scene has been
+ * rendered. Use the postDraw() method to draw the second stage of
+ * the sky.
+
+ * A typical application might do the following:
+
+ * <li> thesky->preDraw();
+ * <li> ssgCullAndDraw ( myscene ) ;
+ * <li> thesky->postDraw( my_altitude );
+
+ * The current altitude in meters is passed to the postDraw() method
+ * so the clouds layers can be rendered correction from most distant
+ * to closest.
+
+ * Visibility Effects
+
+ * Visibility and fog is important for correctly rendering the
+ * sky. You can inform SGSky of the current visibility by calling the
+ * set_visibility() method.
+
+ * When transitioning through clouds, it is nice to pull in the fog as
+ * you get close to the cloud layer to hide the fact that the clouds
+ * are drawn as a flat polygon. As you get nearer to the cloud layer
+ * it is also nice to temporarily pull in the visibility to simulate
+ * the effects of flying in and out of the puffy edge of the
+ * cloud. These effects can all be accomplished by calling the
+ * modify_vis() method. The arguments allow you to specify your
+ * current altitude (which is then compared to the altitudes of the
+ * various cloud layers.) You can also specify a time factor which
+ * should be the length in seconds since the last time you called
+ * modify_vis(). The time_factor value allows the puffy cloud effect
+ * to be calculated correctly.
+
+ * The modify_vis() method alters the SGSky's internal idea of
+ * visibility, so you should subsequently call get_visibility() to get
+ * the actual modified visibility. You should then make the
+ * appropriate glFog() calls to setup fog properly for your scene.
+
+ * Accessor Methods
+
+ * Once an instance of SGSky has been successfully initialized, there
+ * are a couple accessor methods you can use such as get_num_layers()
+ * to return the number of cloud layers, get_cloud_layer(i) to return
+ * cloud layer number i, get_visibility() to return the actual
+ * visibility as modified by the sky/cloud model.
+
+ */
+
+class SGSky {
+
+private:
+
+ // components of the sky
+ SGSkyDome *dome;
+ SGSun *oursun;
+ SGMoon *moon;
+ SGStars *planets;
+ SGStars *stars;
+ layer_list_type cloud_layers;
+
+ ssgRoot *pre_root, *post_root;
+
+ ssgSelector *pre_selector, *post_selector;
+ ssgTransform *pre_transform, *post_transform;
+
+ SGPath tex_path;
+
+ // visibility
+ float visibility;
+ float effective_visibility;
+
+ // near cloud visibility state variables
+ bool in_puff;
+ double puff_length; // in seconds
+ double puff_progression; // in seconds
+ double ramp_up; // in seconds
+ double ramp_down; // in seconds
+
+public:
+
+ /** Constructor */
+ SGSky( void );
+
+ /** Destructor */
+ ~SGSky( void );
+
+ /**
+ * Initialize the sky and connect the components to the scene
+ * graph at the provided branch. See discussion in detailed class
+ * description.
+ * @param sun_size size of sun
+ * @param moon_size size of moon
+ * @param nplanets number of planets
+ * @param planet_data an array of planet right ascensions, declinations,
+ * and magnitudes
+ * @param planet_dist distance from viewer to put the planets
+ * @param nstars number of stars
+ * @param star_data an array of star right ascensions, declinations,
+ * and magnitudes
+ * @param star_dist distance from viewer to put the stars */
+ void 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. You can also specify new star and planet
+ * data so that we can optionally change the magnitude of these
+ * (for day/night transitions.) See discussion in detailed
+ * class description.
+ *
+ * Sun and moon angles are specified in degrees relative to local up
+ * <li> 0 degrees = high noon
+ * <li> 90 degrees = sun rise/set
+ * <li> 180 degrees = darkest midnight
+ * @param sky_color the base sky color (for the top of the dome)
+ * @param fog_color the fog color (for the horizon)
+ * @param sun_angle the sun angle with the horizon (for sunrise/sunset
+ * effects)
+ * @param moon_angle the moon angle (so we can make it more yellow
+ * at the horizon)
+ * @param nplanets number of planets
+ * @param planet_data an array of planet right ascensions, declinations,
+ * and magnitudes
+ * @param nstars number of stars
+ * @param star_data an array of star right ascensions, declinations,
+ * and magnitudes
+ */
+ 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. See discussion in detailed
+ * class description.
+ * @param view_pos specify your view position in world Cartesian
+ * coordinates
+ * @param zero_elev the zero elevation position in world Cartesian
+ * coordinates
+ * @param view_up the up vector in world Cartesian coordinates
+ * @param lon current longitude
+ * @param lat current latitude
+ * @param alt current altitude
+ * @param spin an offset angle for orienting the sky effects with the
+ * sun position so sunset and sunrise effects look correct.
+ * @param gst GMT side real time
+ * @param sun_ra the sun's current right ascension
+ * @param sun_dec the sun's current declination
+ * @param sun_dist the sun's distance from the current view point
+ * (to keep it inside your view volume.)
+ * @param moon_ra the moon's current right ascension
+ * @param moon_dec the moon's current declination
+ * @param moon_dist the moon's distance from the current view point.
+ */
+ bool reposition( sgVec3 view_pos, sgVec3 zero_elev, sgVec3 view_up,
+ double lon, double lat, double alt, double spin,
+ double gst,
+ double sun_ra, double sun_dec, double sun_dist,
+ double moon_ra, double moon_dec, double moon_dist );
+
+ /**
+ * Modify the given visibility based on cloud layers, thickness,
+ * transition range, and simulated "puffs". See discussion in detailed
+ * class description.
+ * @param alt current altitude
+ * @param time_factor amount of time since modify_vis() last called so
+ * we can scale effect rates properly despite variable frame rates.
+ */
+ void modify_vis( float alt, float time_factor );
+
+ /**
+ * Draw background portions of the sky ... do this before you draw
+ * the rest of your scene. See discussion in detailed
+ * class description.
+ */
+ void preDraw();
+
+ /**
+ * Draw translucent clouds ... do this after you've drawn all the
+ * oapaque elements of your scene. See discussion in detailed
+ * class description.
+ * @param alt current altitude
+ */
+ void postDraw( float alt );
+
+ /**
+ * Specify the texture path (optional, defaults to current directory)
+ * @param path base path to texture locations
+ */
+ inline void texture_path( const string& path ) {
+ tex_path = SGPath( path );
+ }
+
+ /** Enable drawing of the sky. */
+ inline void enable() {
+ pre_selector->select( 1 );
+ post_selector->select( 1 );
+ }
+
+ /**
+ * Disable drawing of 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() {
+ pre_selector->select( 0 );
+ post_selector->select( 0 );
+ }
+
+ /**
+ * Add a cloud layer.
+ *
+ * Transfer pointer ownership to this object.
+ *
+ * @param layer The new cloud layer to add.
+ */
+ void add_cloud_layer (SGCloudLayer * layer);
+
+
+ /**
+ * Get a cloud layer (const).
+ *
+ * Pointer ownership remains with this object.
+ *
+ * @param i The index of the cloud layer, zero-based.
+ * @return A const pointer to the cloud layer.
+ */
+ const SGCloudLayer * get_cloud_layer (int i) const;
+
+
+ /**
+ * Get a cloud layer (non-const).
+ *
+ * Pointer ownership remains with this object.
+ *
+ * @param i The index of the cloud layer, zero-based.
+ * @return A non-const pointer to the cloud layer.
+ */
+ SGCloudLayer * get_cloud_layer (int i);
+
+
+ /**
+ * Return the number of cloud layers currently available.
+ *
+ * @return The cloud layer count.
+ */
+ int get_cloud_layer_count () const;
+
+
+ /** @return current effective visibility */
+ inline float get_visibility() const { return effective_visibility; }
+
+ /** Set desired clear air visibility.
+ * @param v visibility in meters
+ */
+ inline void set_visibility( float v ) {
+ effective_visibility = visibility = v;
+ }
+};
+
+
+#endif // _SG_SKY_HXX
--- /dev/null
+// sphere.cxx -- build an ssg sphere object
+//
+// Pulled straight out of MesaGLU/quadratic.c
+//
+// Original gluSphere code is Copyright (C) 1999-2000 Brian Paul and
+// licensed under the GPL
+//
+// This library is free software; you can redistribute it and/or
+// modify it under the terms of the GNU Library General Public
+// License as published by the Free Software Foundation; either
+// version 2 of the License, or (at your option) any later version.
+//
+// This library is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// Library General Public License for more details.
+//
+// You should have received a copy of the GNU Library General Public
+// License along with this library; if not, write to the
+// Free Software Foundation, Inc., 59 Temple Place - Suite 330,
+// Boston, MA 02111-1307, USA.
+//
+// $Id$
+
+
+#include <simgear/compiler.h>
+
+#include STL_IOSTREAM
+
+#include <plib/sg.h>
+#include <plib/ssg.h>
+
+#if !defined (SG_HAVE_NATIVE_SGI_COMPILERS)
+SG_USING_STD(cout);
+SG_USING_STD(endl);
+#endif
+
+
+// return a sphere object as an ssgBranch
+ssgBranch *ssgMakeSphere( ssgSimpleState *state, ssgColourArray *cl,
+ double radius, int slices, int stacks,
+ ssgCallback predraw, ssgCallback postdraw )
+{
+ float rho, drho, theta, dtheta;
+ float x, y, z;
+ float s, t, ds, dt;
+ int i, j, imin, imax;
+ float nsign = 1.0;
+ ssgBranch *sphere = new ssgBranch;
+ sgVec2 vec2;
+ sgVec3 vec3;
+
+ drho = SGD_PI / (float) stacks;
+ dtheta = 2.0 * SGD_PI / (float) slices;
+
+ /* texturing: s goes from 0.0/0.25/0.5/0.75/1.0 at +y/+x/-y/-x/+y
+ axis t goes from -1.0/+1.0 at z = -radius/+radius (linear along
+ longitudes) cannot use triangle fan on texturing (s coord. at
+ top/bottom tip varies) */
+
+ ds = 1.0 / slices;
+ dt = 1.0 / stacks;
+ t = 1.0; /* because loop now runs from 0 */
+ imin = 0;
+ imax = stacks;
+
+ /* build slices as quad strips */
+ for ( i = imin; i < imax; i++ ) {
+ ssgVertexArray *vl = new ssgVertexArray();
+ ssgNormalArray *nl = new ssgNormalArray();
+ ssgTexCoordArray *tl = new ssgTexCoordArray();
+
+ rho = i * drho;
+ s = 0.0;
+ for ( j = 0; j <= slices; j++ ) {
+ theta = (j == slices) ? 0.0 : j * dtheta;
+ x = -sin(theta) * sin(rho);
+ y = cos(theta) * sin(rho);
+ z = nsign * cos(rho);
+
+ // glNormal3f( x*nsign, y*nsign, z*nsign );
+ sgSetVec3( vec3, x*nsign, y*nsign, z*nsign );
+ sgNormalizeVec3( vec3 );
+ nl->add( vec3 );
+
+ // glTexCoord2f(s,t);
+ sgSetVec2( vec2, s, t );
+ tl->add( vec2 );
+
+ // glVertex3f( x*radius, y*radius, z*radius );
+ sgSetVec3( vec3, x*radius, y*radius, z*radius );
+ vl->add( vec3 );
+
+ x = -sin(theta) * sin(rho+drho);
+ y = cos(theta) * sin(rho+drho);
+ z = nsign * cos(rho+drho);
+
+ // glNormal3f( x*nsign, y*nsign, z*nsign );
+ sgSetVec3( vec3, x*nsign, y*nsign, z*nsign );
+ sgNormalizeVec3( vec3 );
+ nl->add( vec3 );
+
+ // glTexCoord2f(s,t-dt);
+ sgSetVec2( vec2, s, t-dt );
+ tl->add( vec2 );
+ s += ds;
+
+ // glVertex3f( x*radius, y*radius, z*radius );
+ sgSetVec3( vec3, x*radius, y*radius, z*radius );
+ vl->add( vec3 );
+ }
+
+ ssgLeaf *slice =
+ new ssgVtxTable ( GL_TRIANGLE_STRIP, vl, nl, tl, cl );
+
+ if ( vl->getNum() != nl->getNum() ) {
+ cout << "bad sphere1" << endl;
+ exit(-1);
+ }
+ if ( vl->getNum() != tl->getNum() ) {
+ cout << "bad sphere2" << endl;
+ exit(-1);
+ }
+ slice->setState( state );
+ slice->setCallback( SSG_CALLBACK_PREDRAW, predraw );
+ slice->setCallback( SSG_CALLBACK_POSTDRAW, postdraw );
+
+ sphere->addKid( slice );
+
+ t -= dt;
+ }
+
+ return sphere;
+}
--- /dev/null
+// sphere.hxx -- build an ssg sphere object
+//
+// Pulled straight out of MesaGLU/quadratic.c
+//
+// Original gluSphere code is Copyright (C) 1999-2000 Brian Paul and
+// licensed under the GPL
+//
+// This library is free software; you can redistribute it and/or
+// modify it under the terms of the GNU Library General Public
+// License as published by the Free Software Foundation; either
+// version 2 of the License, or (at your option) any later version.
+//
+// This library is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// Library General Public License for more details.
+//
+// You should have received a copy of the GNU Library General Public
+// License along with this library; if not, write to the
+// Free Software Foundation, Inc., 59 Temple Place - Suite 330,
+// Boston, MA 02111-1307, USA.
+//
+// $Id$
+
+
+#include <plib/ssg.h>
+
+
+// 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,
+ 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 library is free software; you can redistribute it and/or
+// modify it under the terms of the GNU Library General Public
+// License as published by the Free Software Foundation; either
+// version 2 of the License, or (at your option) any later version.
+//
+// This library is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// Library General Public License for more details.
+//
+// You should have received a copy of the GNU Library General Public
+// License along with this library; if not, write to the
+// Free Software Foundation, Inc., 59 Temple Place - Suite 330,
+// Boston, MA 02111-1307, USA.
+//
+// $Id$
+
+
+#include <simgear/compiler.h>
+
+#include <stdio.h>
+#include STL_IOSTREAM
+
+#include <plib/sg.h>
+#include <plib/ssg.h>
+
+#include "stars.hxx"
+
+#if !defined (SG_HAVE_NATIVE_SGI_COMPILERS)
+SG_USING_STD(cout);
+SG_USING_STD(endl);
+#endif
+
+
+// Set up star rendering call backs
+static int sgStarPreDraw( ssgEntity *e ) {
+ /* cout << endl << "Star pre draw" << endl << "----------------"
+ << endl << endl; */
+
+ ssgLeaf *f = (ssgLeaf *)e;
+ if ( f -> hasState () ) f->getState()->apply() ;
+
+ glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_FOG_BIT );
+
+ glDisable( GL_DEPTH_TEST );
+ glDisable( GL_FOG );
+ // glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
+
+ return true;
+}
+
+static int sgStarPostDraw( ssgEntity *e ) {
+ /* cout << endl << "Star post draw" << endl << "----------------"
+ << endl << endl; */
+
+ glPopAttrib();
+
+ // glEnable( GL_DEPTH_TEST );
+ // glEnable( GL_FOG );
+
+ return true;
+}
+
+
+// Constructor
+SGStars::SGStars( void ) :
+old_phase(-1)
+{
+}
+
+
+// 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->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
+ state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
+ state->enable( GL_BLEND );
+ state->disable( GL_ALPHA_TEST );
+
+ vl = new ssgVertexArray( num );
+ cl = new ssgColourArray( num );
+ // cl = new ssgColourArray( 1 );
+ // sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
+ // cl->add( color );
+
+ // Build ssg structure
+ sgVec3 p;
+ 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 ) {
+ // cout << "repainting stars" << endl;
+ // double min = 100;
+ // double max = -100;
+ double mag, nmag, alpha, factor, cutoff;
+ float *color;
+
+ int phase;
+
+ // determine which star structure to draw
+ if ( sun_angle > (0.5 * SGD_PI + 10.0 * SGD_DEGREES_TO_RADIANS ) ) {
+ // deep night
+ factor = 1.0;
+ cutoff = 4.5;
+ phase = 0;
+ } else if ( sun_angle > (0.5 * SGD_PI + 8.8 * SGD_DEGREES_TO_RADIANS ) ) {
+ factor = 1.0;
+ cutoff = 3.8;
+ phase = 1;
+ } else if ( sun_angle > (0.5 * SGD_PI + 7.5 * SGD_DEGREES_TO_RADIANS ) ) {
+ factor = 0.95;
+ cutoff = 3.1;
+ phase = 2;
+ } else if ( sun_angle > (0.5 * SGD_PI + 7.0 * SGD_DEGREES_TO_RADIANS ) ) {
+ factor = 0.9;
+ cutoff = 2.4;
+ phase = 3;
+ } else if ( sun_angle > (0.5 * SGD_PI + 6.5 * SGD_DEGREES_TO_RADIANS ) ) {
+ factor = 0.85;
+ cutoff = 1.8;
+ phase = 4;
+ } else if ( sun_angle > (0.5 * SGD_PI + 6.0 * SGD_DEGREES_TO_RADIANS ) ) {
+ factor = 0.8;
+ cutoff = 1.2;
+ phase = 5;
+ } else if ( sun_angle > (0.5 * SGD_PI + 5.5 * SGD_DEGREES_TO_RADIANS ) ) {
+ factor = 0.75;
+ cutoff = 0.6;
+ phase = 6;
+ } else {
+ // early dusk or late dawn
+ factor = 0.7;
+ cutoff = 0.0;
+ phase = 7;
+ }
+
+ if( phase != old_phase ) {
+ // cout << " phase change, repainting stars, num = " << num << endl;
+ old_phase = phase;
+ for ( int i = 0; i < num; ++i ) {
+ // if ( star_data[i][2] < min ) { min = star_data[i][2]; }
+ // if ( star_data[i][2] > max ) { max = star_data[i][2]; }
+
+ // magnitude ranges from -1 (bright) to 4 (dim). The
+ // range of star and planet magnitudes can actually go
+ // outside of this, but for our purpose, if it is brighter
+ // that -1, we'll color it full white/alpha anyway and 4
+ // is a convenient cutoff point which keeps the number of
+ // stars drawn at about 500.
+
+ // color (magnitude)
+ mag = star_data[i][2];
+ if ( mag < cutoff ) {
+ nmag = ( 4.5 - mag ) / 5.5; // translate to 0 ... 1.0 scale
+ // alpha = nmag * 0.7 + 0.3; // translate to a 0.3 ... 1.0 scale
+ alpha = nmag * 0.85 + 0.15; // translate to a 0.15 ... 1.0 scale
+ alpha *= factor; // dim when the sun is brighter
+ } else {
+ alpha = 0.0;
+ }
+
+ if (alpha > 1.0) { alpha = 1.0; }
+ if (alpha < 0.0) { alpha = 0.0; }
+
+ color = cl->get( i );
+ sgSetVec4( color, 1.0, 1.0, 1.0, alpha );
+ // cout << "alpha[" << i << "] = " << alpha << endl;
+ }
+ } else {
+ // cout << " no phase change, skipping" << endl;
+ }
+
+ // cout << "min = " << min << " max = " << max << " count = " << num
+ // << 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 library is free software; you can redistribute it and/or
+// modify it under the terms of the GNU Library General Public
+// License as published by the Free Software Foundation; either
+// version 2 of the License, or (at your option) any later version.
+//
+// This library is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// Library General Public License for more details.
+//
+// You should have received a copy of the GNU Library General Public
+// License along with this library; if not, write to the
+// Free Software Foundation, Inc., 59 Temple Place - Suite 330,
+// Boston, MA 02111-1307, USA.
+//
+// $Id$
+
+
+#ifndef _SG_STARS_HXX_
+#define _SG_STARS_HXX_
+
+
+#include <plib/ssg.h>
+
+
+class SGStars {
+
+ ssgTransform *stars_transform;
+ ssgSimpleState *state;
+
+ ssgColourArray *cl;
+ ssgVertexArray *vl;
+
+ int old_phase; // data for optimization
+
+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_
/*
* $Log$
+ * Revision 1.1 2002/09/07 02:58:19 curt
+ * Initial revision
+ *
* Revision 1.3 2001/07/30 20:34:21 curt
* Various MSVC fixes.
*
/*
* $Log$
+ * Revision 1.1 2002/09/07 02:58:19 curt
+ * Initial revision
+ *
* Revision 1.1 2001/06/26 15:19:39 curt
* Added tr.cxx / tr.h, Brian Paul's LGPL'd tiled rendering support libs for
* rendering ultra high res "tiled" screen shots.
+++ /dev/null
-.deps
-Makefile
-Makefile.in
+++ /dev/null
-includedir = @includedir@/sky
-
-lib_LIBRARIES = libsgsky.a
-
-include_HEADERS = \
- cloud.hxx \
- dome.hxx \
- moon.hxx \
- oursun.hxx \
- sky.hxx \
- sphere.hxx \
- stars.hxx
-
-libsgsky_a_SOURCES = \
- cloud.cxx \
- dome.cxx \
- moon.cxx \
- oursun.cxx \
- sky.cxx \
- sphere.cxx \
- stars.cxx
-
-INCLUDES = -I$(top_srcdir)
+++ /dev/null
-// cloud.cxx -- model a single cloud layer
-//
-// Written by Curtis Olson, started June 2000.
-//
-// Copyright (C) 2000 Curtis L. Olson - curt@flightgear.org
-//
-// 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 <simgear/compiler.h>
-
-#include <stdio.h>
-#include STL_IOSTREAM
-
-#include <plib/sg.h>
-#include <plib/ssg.h>
-
-#include <simgear/math/point3d.hxx>
-#include <simgear/math/polar3d.hxx>
-#include <simgear/math/sg_random.h>
-#include <simgear/debug/logstream.hxx>
-#include <simgear/misc/sg_path.hxx>
-
-#include "cloud.hxx"
-
-ssgSimpleState *
-SGCloudLayer::layer_states[SGCloudLayer::SG_MAX_CLOUD_TYPES];
-
-
-// Constructor
-SGCloudLayer::SGCloudLayer( const string &tex_path )
- : layer_root(new ssgRoot),
- layer_transform(new ssgTransform),
- layer(0),
- texture_path(tex_path),
- layer_span(0),
- layer_asl(0),
- layer_thickness(0),
- layer_transition(0),
- layer_type(SG_CLOUD_CLEAR)
-{
- layer_root->addKid(layer_transform);
- rebuild();
-}
-
-// Destructor
-SGCloudLayer::~SGCloudLayer()
-{
- delete layer_root; // deletes layer_transform and layer as well
-}
-
-float
-SGCloudLayer::getSpan_m () const
-{
- return layer_span;
-}
-
-void
-SGCloudLayer::setSpan_m (float span_m)
-{
- if (span_m != layer_span) {
- layer_span = span_m;
- rebuild();
- }
-}
-
-float
-SGCloudLayer::getElevation_m () const
-{
- return layer_asl;
-}
-
-void
-SGCloudLayer::setElevation_m (float elevation_m)
-{
- layer_asl = elevation_m;
-}
-
-float
-SGCloudLayer::getThickness_m () const
-{
- return layer_thickness;
-}
-
-void
-SGCloudLayer::setThickness_m (float thickness_m)
-{
- layer_thickness = thickness_m;
-}
-
-float
-SGCloudLayer::getTransition_m () const
-{
- return layer_transition;
-}
-
-void
-SGCloudLayer::setTransition_m (float transition_m)
-{
- layer_transition = transition_m;
-}
-
-SGCloudLayer::Type
-SGCloudLayer::getType () const
-{
- return layer_type;
-}
-
-void
-SGCloudLayer::setType (Type type)
-{
- if (type != layer_type) {
- layer_type = type;
- rebuild();
- }
-}
-
-
-// build the cloud object
-void
-SGCloudLayer::rebuild()
-{
- // Initialize states and sizes if necessary.
- if (layer_states[0] == 0) {
- SGPath cloud_path;
-
- cloud_path.set(texture_path.str());
- cloud_path.append("overcast.rgb");
- layer_states[SG_CLOUD_OVERCAST] = SGCloudMakeState(cloud_path.str());
-
- cloud_path.set(texture_path.str());
- cloud_path.append("mostlycloudy.rgba");
- layer_states[SG_CLOUD_MOSTLY_CLOUDY] =
- SGCloudMakeState(cloud_path.str());
-
- cloud_path.set(texture_path.str());
- cloud_path.append("mostlysunny.rgba");
- layer_states[SG_CLOUD_MOSTLY_SUNNY] = SGCloudMakeState(cloud_path.str());
-
- cloud_path.set(texture_path.str());
- cloud_path.append("cirrus.rgba");
- layer_states[SG_CLOUD_CIRRUS] = SGCloudMakeState(cloud_path.str());
-
- layer_states[SG_CLOUD_CLEAR] = 0;
- }
-
- scale = 4000.0;
-
- last_lon = last_lat = -999.0f;
-
- cl = new ssgColourArray( 4 );
- vl = new ssgVertexArray( 4 );
- tl = new ssgTexCoordArray( 4 );
-
- // build the cloud layer
- sgVec4 color;
- sgVec3 vertex;
- sgVec2 tc;
- sgSetVec4( color, 1.0f, 1.0f, 1.0f, 1.0f );
-
- sgSetVec3( vertex, -layer_span, -layer_span, 0.0f );
- sgVec2 base;
- sgSetVec2( base, sg_random(), sg_random() );
- sgSetVec2( tc, base[0], base[1] );
- cl->add( color );
- vl->add( vertex );
- tl->add( tc );
-
- sgSetVec3( vertex, layer_span, -layer_span, 0.0f );
- sgSetVec2( tc, base[0] + layer_span / scale, base[1] );
- cl->add( color );
- vl->add( vertex );
- tl->add( tc );
-
- sgSetVec3( vertex, -layer_span, layer_span, 0.0f );
- sgSetVec2( tc, base[0], base[1] + layer_span / scale );
- cl->add( color );
- vl->add( vertex );
- tl->add( tc );
-
- sgSetVec3( vertex, layer_span, layer_span, 0.0f );
- sgSetVec2( tc, base[0] + layer_span / scale, base[1] + layer_span / scale );
- cl->add( color );
- vl->add( vertex );
- tl->add( tc );
-
- if (layer != 0)
- layer_transform->removeKid(layer); // automatic delete
- layer = new ssgVtxTable ( GL_TRIANGLE_STRIP, vl, NULL, tl, cl );
- if (layer_states[layer_type] != 0)
- layer->setState( layer_states[layer_type] );
-
- // force a repaint of the moon colors with arbitrary defaults
- repaint( color );
-
- // moon_transform->addKid( halo );
- layer_transform->addKid( layer );
-}
-
-
-// repaint the cloud layer colors
-bool SGCloudLayer::repaint( sgVec3 fog_color ) {
- float *color;
-
- for ( int i = 0; i < 4; ++i ) {
- color = cl->get( i );
- sgCopyVec4( color, fog_color );
- }
-
- return true;
-}
-
-
-// reposition the cloud layer 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 SGCloudLayer::reposition( sgVec3 p, sgVec3 up, double lon, double lat,
- double alt )
-{
- sgMat4 T1, LON, LAT;
- sgVec3 axis;
-
- // combine p and asl (meters) to get translation offset
- sgVec3 asl_offset;
- sgCopyVec3( asl_offset, up );
- sgNormalizeVec3( asl_offset );
- if ( alt <= layer_asl ) {
- sgScaleVec3( asl_offset, layer_asl );
- } else {
- sgScaleVec3( asl_offset, layer_asl + layer_thickness );
- }
- // cout << "asl_offset = " << asl_offset[0] << "," << asl_offset[1]
- // << "," << asl_offset[2] << endl;
- sgAddVec3( asl_offset, p );
- // cout << " asl_offset = " << asl_offset[0] << "," << asl_offset[1]
- // << "," << asl_offset[2] << endl;
-
- // Translate to zero elevation
- // Point3D zero_elev = current_view.get_cur_zero_elev();
- // xglTranslatef( zero_elev.x(), zero_elev.y(), zero_elev.z() );
- sgMakeTransMat4( T1, asl_offset );
-
- // 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",
- // lon * SGD_RADIANS_TO_DEGREES,
- // lat * SGD_RADIANS_TO_DEGREES);
- // xglRotatef( lon * SGD_RADIANS_TO_DEGREES, 0.0, 0.0, 1.0 );
- sgSetVec3( axis, 0.0, 0.0, 1.0 );
- sgMakeRotMat4( LON, lon * SGD_RADIANS_TO_DEGREES, axis );
-
- // xglRotatef( 90.0 - f->get_Latitude() * SGD_RADIANS_TO_DEGREES,
- // 0.0, 1.0, 0.0 );
- sgSetVec3( axis, 0.0, 1.0, 0.0 );
- sgMakeRotMat4( LAT, 90.0 - lat * SGD_RADIANS_TO_DEGREES, axis );
-
- sgMat4 TRANSFORM;
-
- sgCopyMat4( TRANSFORM, T1 );
- sgPreMultMat4( TRANSFORM, LON );
- sgPreMultMat4( TRANSFORM, LAT );
-
- sgCoord layerpos;
- sgSetCoord( &layerpos, TRANSFORM );
-
- layer_transform->setTransform( &layerpos );
-
- // now calculate update texture coordinates
- if ( last_lon < -900 ) {
- last_lon = lon;
- last_lat = lat;
- }
-
- if ( lon != last_lon || lat != last_lat ) {
- Point3D start( last_lon, last_lat, 0.0 );
- Point3D dest( lon, lat, 0.0 );
- double course, dist;
- calc_gc_course_dist( dest, start, &course, &dist );
- // cout << "course = " << course << ", dist = " << dist << endl;
-
- double xoff = cos( course ) * dist / (2 * scale);
- double yoff = sin( course ) * dist / (2 * scale);
-
- // cout << "xoff = " << xoff << ", yoff = " << yoff << endl;
-
- float *base, *tc;
- base = tl->get( 0 );
-
- base[0] += xoff;
-
- // the while loops can lead to *long* pauses if base[0] comes
- // with a bogus value.
- // while ( base[0] > 1.0 ) { base[0] -= 1.0; }
- // while ( base[0] < 0.0 ) { base[0] += 1.0; }
- if ( base[0] > -10.0 && base[0] < 10.0 ) {
- base[0] -= (int)base[0];
- } else {
- base[0] = 0.0;
- SG_LOG(SG_ASTRO, SG_DEBUG,
- "Error: base = " << base[0] << "," << base[1]);
- }
-
- base[1] += yoff;
- // the while loops can lead to *long* pauses if base[0] comes
- // with a bogus value.
- // while ( base[1] > 1.0 ) { base[1] -= 1.0; }
- // while ( base[1] < 0.0 ) { base[1] += 1.0; }
- if ( base[1] > -10.0 && base[1] < 10.0 ) {
- base[1] -= (int)base[1];
- } else {
- base[1] = 0.0;
- SG_LOG(SG_ASTRO, SG_ALERT,
- "Error: base = " << base[0] << "," << base[1]);
- }
-
- // cout << "base = " << base[0] << "," << base[1] << endl;
-
- tc = tl->get( 1 );
- sgSetVec2( tc, base[0] + layer_span / scale, base[1] );
-
- tc = tl->get( 2 );
- sgSetVec2( tc, base[0], base[1] + layer_span / scale );
-
- tc = tl->get( 3 );
- sgSetVec2( tc, base[0] + layer_span / scale, base[1] + layer_span / scale );
-
- last_lon = lon;
- last_lat = lat;
- }
-
- return true;
-}
-
-
-void SGCloudLayer::draw() {
- if (layer_type != SG_CLOUD_CLEAR)
- ssgCullAndDraw( layer_root );
-}
-
-
-// make an ssgSimpleState for a cloud layer given the named texture
-ssgSimpleState *SGCloudMakeState( const string &path ) {
- ssgSimpleState *state = new ssgSimpleState();
-
- state->setTexture( (char *)path.c_str() );
- state->setShadeModel( GL_SMOOTH );
- state->disable( GL_LIGHTING );
- state->disable( GL_CULL_FACE );
- state->enable( GL_TEXTURE_2D );
- state->enable( GL_COLOR_MATERIAL );
- state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
- state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
- state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
- state->enable( GL_BLEND );
- state->enable( GL_ALPHA_TEST );
- state->setAlphaClamp( 0.01 );
-
- return state;
-}
+++ /dev/null
-// cloud.hxx -- model a single cloud layer
-//
-// Written by Curtis Olson, started June 2000.
-//
-// Copyright (C) 2000 Curtis L. Olson - curt@flightgear.org
-//
-// This library is free software; you can redistribute it and/or
-// modify it under the terms of the GNU Library General Public
-// License as published by the Free Software Foundation; either
-// version 2 of the License, or (at your option) any later version.
-//
-// This library is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
-// Library General Public License for more details.
-//
-// You should have received a copy of the GNU Library General Public
-// License along with this library; if not, write to the
-// Free Software Foundation, Inc., 59 Temple Place - Suite 330,
-// Boston, MA 02111-1307, USA.
-//
-// $Id$
-
-
-#ifndef _SG_CLOUD_HXX_
-#define _SG_CLOUD_HXX_
-
-#include <simgear/compiler.h>
-
-#include <plib/ssg.h>
-
-#include STL_STRING
-SG_USING_STD(string);
-
-
-class SGCloudLayer {
-
-public:
-
- enum Type {
- SG_CLOUD_OVERCAST = 0,
- SG_CLOUD_MOSTLY_CLOUDY,
- SG_CLOUD_MOSTLY_SUNNY,
- SG_CLOUD_CIRRUS,
- SG_CLOUD_CLEAR,
- SG_MAX_CLOUD_TYPES
- };
-
- // Constructors
- SGCloudLayer( const string &tex_path );
-
- // Destructor
- ~SGCloudLayer( void );
-
- float getSpan_m () const;
- void setSpan_m (float span_m);
-
- float getElevation_m () const;
- void setElevation_m (float elevation_m);
-
- float getThickness_m () const;
- void setThickness_m (float thickness_m);
-
- float getTransition_m () const;
- void setTransition_m (float transition_m);
-
- Type getType () const;
- void setType (Type type);
-
- // build the cloud object
- void rebuild();
-
- // repaint the cloud 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 fog_color );
-
- // reposition the cloud layer 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, sgVec3 up, double lon, double lat, double alt );
-
- // draw the cloud layer
- void draw();
-
-private:
-
- static ssgSimpleState *layer_states[SG_MAX_CLOUD_TYPES];
- static int layer_sizes[SG_MAX_CLOUD_TYPES];
-
- ssgRoot *layer_root;
- ssgTransform *layer_transform;
- ssgLeaf * layer;
-
- ssgColourArray *cl;
- ssgVertexArray *vl;
- ssgTexCoordArray *tl;
-
- // height above sea level (meters)
- SGPath texture_path;
- float layer_span;
- float layer_asl;
- float layer_thickness;
- float layer_transition;
- Type layer_type;
- float scale;
-
- // for handling texture coordinates to simulate cloud movement
- // from winds, and to simulate the clouds being tied to ground
- // position, not view position
- // double xoff, yoff;
- double last_lon, last_lat;
-
-};
-
-
-// make an ssgSimpleState for a cloud layer given the named texture
-ssgSimpleState *SGCloudMakeState( const string &path );
-
-
-#endif // _SG_CLOUD_HXX_
+++ /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 library is free software; you can redistribute it and/or
-// modify it under the terms of the GNU Library General Public
-// License as published by the Free Software Foundation; either
-// version 2 of the License, or (at your option) any later version.
-//
-// This library is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
-// Library General Public License for more details.
-//
-// You should have received a copy of the GNU Library General Public
-// License along with this library; if not, write to the
-// Free Software Foundation, Inc., 59 Temple Place - Suite 330,
-// Boston, MA 02111-1307, USA.
-//
-// $Id$
-
-
-#ifdef HAVE_CONFIG_H
-# include <simgear_config.h>
-#endif
-
-#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-#endif
-
-#include <math.h>
-
-#include <GL/glut.h>
-#include <simgear/xgl/xgl.h>
-
-#include <plib/sg.h>
-
-#include <simgear/debug/logstream.hxx>
-
-#include "dome.hxx"
-
-
-#ifdef __MWERKS__
-# pragma global_optimizer off
-#endif
-
-
-// in meters of course
-static const float center_elev = 0.3125;
-
-static const float upper_radius = 0.6250;
-static const float upper_elev = 0.2500;
-
-static const float middle_radius = 0.8750;
-static const float middle_elev = 0.1000;
-
-static const float lower_radius = 0.8750;
-static const float lower_elev = 0.0000;
-
-static const float bottom_radius = 0.6250;
-static const float bottom_elev = -0.0250;
-
-
-// Set up dome rendering callbacks
-static int sgSkyDomePreDraw( ssgEntity *e ) {
- /* cout << endl << "Dome Pre Draw" << endl << "----------------"
- << endl << endl; */
-
- ssgLeaf *f = (ssgLeaf *)e;
- if ( f -> hasState () ) f->getState()->apply() ;
-
- glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_FOG_BIT );
- // cout << "push error = " << glGetError() << endl;
-
- glDisable( GL_DEPTH_TEST );
- glDisable( GL_FOG );
-
- return true;
-}
-
-static int sgSkyDomePostDraw( ssgEntity *e ) {
- /* cout << endl << "Dome Post Draw" << endl << "----------------"
- << endl << endl; */
-
- glPopAttrib();
- // cout << "pop error = " << glGetError() << endl;
-
- return true;
-}
-
-
-// Constructor
-SGSkyDome::SGSkyDome( void ) {
-}
-
-
-// Destructor
-SGSkyDome::~SGSkyDome( void ) {
-}
-
-
-// initialize the sky object and connect it into our scene graph
-ssgBranch * SGSkyDome::build( double hscale, double vscale ) {
- 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->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
- dome_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
- 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 * vscale );
-
- for ( i = 0; i < 12; i++ ) {
- theta = (i * 30.0) * SGD_DEGREES_TO_RADIANS;
-
- sgSetVec3( upper_vertex[i],
- cos(theta) * upper_radius * hscale,
- sin(theta) * upper_radius * hscale,
- upper_elev * vscale );
-
- sgSetVec3( middle_vertex[i],
- cos((double)theta) * middle_radius * hscale,
- sin((double)theta) * middle_radius * hscale,
- middle_elev * vscale );
-
- sgSetVec3( lower_vertex[i],
- cos((double)theta) * lower_radius * hscale,
- sin((double)theta) * lower_radius * hscale,
- lower_elev * vscale );
-
- sgSetVec3( bottom_vertex[i],
- cos((double)theta) * bottom_radius * hscale,
- sin((double)theta) * bottom_radius * hscale,
- bottom_elev * vscale );
- }
-
- // 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
- sgVec4 fog_color;
- sgSetVec4( fog_color, 1.0, 1.0, 1.0, 1.0 );
- repaint( color, fog_color, 0.0, 5000.0 );
-
- // 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 vis )
-{
- 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 center_color;
- sgVec4 upper_color[12];
- sgVec4 middle_color[12];
- sgVec4 lower_color[12];
- sgVec4 bottom_color[12];
-
- double vis_factor;
-
- if ( vis < 3000.0 ) {
- vis_factor = (vis - 1000.0) / 2000.0;
- if ( vis_factor < 0.0 ) {
- vis_factor = 0.0;
- }
- } else {
- vis_factor = 1.0;
- }
-
- for ( j = 0; j < 3; j++ ) {
- diff = sky_color[j] - fog_color[j];
- center_color[j] = sky_color[j] - diff * ( 1.0 - vis_factor );
- }
- center_color[3] = 1.0;
-
- 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 * ( 1.0 - vis_factor * 0.7);
- middle_color[i][j] = sky_color[j] - diff * ( 1.0 - vis_factor * 0.1)
- + 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] < 0.0 ) { upper_color[i][j] = 0.0; }
- if ( middle_color[i][j] > 1.0 ) { middle_color[i][j] = 1.0; }
- if ( middle_color[i][j] < 0.0 ) { middle_color[i][j] = 0.0; }
- if ( lower_color[i][j] > 1.0 ) { lower_color[i][j] = 1.0; }
- if ( lower_color[i][j] < 0.0 ) { lower_color[i][j] = 0.0; }
- }
- 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 * ( 1.0 - vis_factor * 0.7);
- middle_color[i][j] = sky_color[j] - diff * ( 1.0 - vis_factor * 0.1)
- + 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] < 0.0 ) { upper_color[i][j] = 0.0; }
- if ( middle_color[i][j] > 1.0 ) { middle_color[i][j] = 1.0; }
- if ( middle_color[i][j] < 0.0 ) { middle_color[i][j] = 0.0; }
- if ( lower_color[i][j] > 1.0 ) { lower_color[i][j] = 1.0; }
- if ( lower_color[i][j] < 0.0 ) { lower_color[i][j] = 0.0; }
- }
- 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, center_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",
- // lon * SGD_RADIANS_TO_DEGREES,
- // lat * SGD_RADIANS_TO_DEGREES);
- // xglRotatef( lon * SGD_RADIANS_TO_DEGREES, 0.0, 0.0, 1.0 );
- sgSetVec3( axis, 0.0, 0.0, 1.0 );
- sgMakeRotMat4( LON, lon * SGD_RADIANS_TO_DEGREES, axis );
-
- // xglRotatef( 90.0 - f->get_Latitude() * SGD_RADIANS_TO_DEGREES,
- // 0.0, 1.0, 0.0 );
- sgSetVec3( axis, 0.0, 1.0, 0.0 );
- sgMakeRotMat4( LAT, 90.0 - lat * SGD_RADIANS_TO_DEGREES, axis );
-
- // xglRotatef( l->sun_rotation * SGD_RADIANS_TO_DEGREES, 0.0, 0.0, 1.0 );
- sgSetVec3( axis, 0.0, 0.0, 1.0 );
- sgMakeRotMat4( SPIN, spin * SGD_RADIANS_TO_DEGREES, 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 library is free software; you can redistribute it and/or
-// modify it under the terms of the GNU Library General Public
-// License as published by the Free Software Foundation; either
-// version 2 of the License, or (at your option) any later version.
-//
-// This library is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
-// Library General Public License for more details.
-//
-// You should have received a copy of the GNU Library General Public
-// License along with this library; if not, write to the
-// Free Software Foundation, Inc., 59 Temple Place - Suite 330,
-// Boston, MA 02111-1307, USA.
-//
-// $Id$
-
-
-#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( double hscale = 80000.0, double vscale = 80000.0 );
-
- // 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,
- double vis );
-
- // 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 library is free software; you can redistribute it and/or
-// modify it under the terms of the GNU Library General Public
-// License as published by the Free Software Foundation; either
-// version 2 of the License, or (at your option) any later version.
-//
-// This library is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
-// Library General Public License for more details.
-//
-// You should have received a copy of the GNU Library General Public
-// License along with this library; if not, write to the
-// Free Software Foundation, Inc., 59 Temple Place - Suite 330,
-// Boston, MA 02111-1307, USA.
-//
-// $Id$
-
-
-#include <simgear/compiler.h>
-
-#include <stdio.h>
-#include STL_IOSTREAM
-
-#include <plib/sg.h>
-#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; */
-
- ssgLeaf *f = (ssgLeaf *)e;
- if ( f -> hasState () ) f->getState()->apply() ;
-
- glPushAttrib( GL_COLOR_BUFFER_BIT | GL_ENABLE_BIT );
- // cout << "push error = " << glGetError() << endl;
-
- glDisable( GL_DEPTH_TEST );
- glDisable( GL_FOG );
- glBlendFunc ( GL_SRC_ALPHA, GL_ONE ) ;
-
- return true;
-}
-
-
-static int sgMoonOrbPostDraw( ssgEntity *e ) {
- /* cout << endl << "Moon orb post draw" << endl << "----------------"
- << endl << endl; */
- // glEnable( GL_DEPTH_TEST );
- // glEnable( GL_FOG );
-
- // Some drivers don't properly reset glBendFunc with a
- // glPopAttrib() so we reset it to the 'default' here.
- glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
-
- glPopAttrib();
- // cout << "pop error = " << glGetError() << endl;
-
- /* test
- glDisable( GL_LIGHTING );
- glDisable( GL_CULL_FACE );
- glEnable( GL_COLOR_MATERIAL );
- glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );
- glEnable( GL_CULL_FACE );
- glEnable( GL_LIGHTING ); */
-
- return true;
-}
-
-
-#if 0
-static int sgMoonHaloPreDraw( ssgEntity *e ) {
- /* cout << endl << "Moon halo pre draw" << endl << "----------------"
- << endl << endl; */
-
- ssgLeaf *f = (ssgLeaf *)e;
- if ( f -> hasState () ) f->getState()->apply() ;
-
- glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_FOG_BIT | GL_COLOR_BUFFER_BIT);
- // cout << "push error = " << glGetError() << 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 ) ;
-
- glPopAttrib();
- // cout << "pop error = " << glGetError() << endl;
-
- return true;
-}
-#endif
-
-
-// Constructor
-SGMoon::SGMoon( void ) {
-}
-
-
-// Destructor
-SGMoon::~SGMoon( void ) {
-}
-
-
-// build the moon object
-ssgBranch * SGMoon::build( SGPath 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, 1.0 );
- orb_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
- orb_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
- orb_state->enable( GL_BLEND );
- orb_state->enable( GL_ALPHA_TEST );
- orb_state->setAlphaClamp( 0.01 );
-
- 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 * SGD_RADIANS_TO_DEGREES < 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 );
-
- // temp test, forces the color to always be white
- // sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
-
- if (color[0] > 1.0) color[0] = 1.0;
- if (color[1] > 1.0) color[1] = 1.0;
- if (color[2] > 1.0) color[2] = 1.0;
-
- // 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( ((SGD_RADIANS_TO_DEGREES * rightAscension)- 90.0),
- // 0.0, 0.0, 1.0);
- sgSetVec3( axis, 0.0, 0.0, 1.0 );
- sgMakeRotMat4( RA, (rightAscension * SGD_RADIANS_TO_DEGREES) - 90.0, axis );
-
- // xglRotatef((SGD_RADIANS_TO_DEGREES * declination), 1.0, 0.0, 0.0);
- sgSetVec3( axis, 1.0, 0.0, 0.0 );
- sgMakeRotMat4( DEC, declination * SGD_RADIANS_TO_DEGREES, axis );
-
- // xglTranslatef(0,moon_dist);
- sgSetVec3( v, 0.0, moon_dist, 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 library is free software; you can redistribute it and/or
-// modify it under the terms of the GNU Library General Public
-// License as published by the Free Software Foundation; either
-// version 2 of the License, or (at your option) any later version.
-//
-// This library is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
-// Library General Public License for more details.
-//
-// You should have received a copy of the GNU Library General Public
-// License along with this library; if not, write to the
-// Free Software Foundation, Inc., 59 Temple Place - Suite 330,
-// Boston, MA 02111-1307, USA.
-//
-// $Id$
-
-
-#ifndef _SG_MOON_HXX_
-#define _SG_MOON_HXX_
-
-
-#include <plib/ssg.h>
-
-#include <simgear/misc/sg_path.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( SGPath 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 library is free software; you can redistribute it and/or
-// modify it under the terms of the GNU Library General Public
-// License as published by the Free Software Foundation; either
-// version 2 of the License, or (at your option) any later version.
-//
-// This library is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
-// Library General Public License for more details.
-//
-// You should have received a copy of the GNU Library General Public
-// License along with this library; if not, write to the
-// Free Software Foundation, Inc., 59 Temple Place - Suite 330,
-// Boston, MA 02111-1307, USA.
-//
-// $Id$
-
-
-#ifdef HAVE_CONFIG_H
-# include <simgear_config.h>
-#endif
-
-#include <simgear/compiler.h>
-
-#include <stdio.h>
-#include STL_IOSTREAM
-
-#include <plib/sg.h>
-#include <plib/ssg.h>
-
-// define the following to enable a cheesy lens flare effect for the sun
-// #define FG_TEST_CHEESY_LENS_FLARE
-
-#ifdef FG_TEST_CHEESY_LENS_FLARE
-# include <plib/ssgaLensFlare.h>
-#endif
-
-#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; */
-
- ssgLeaf *f = (ssgLeaf *)e;
- if ( f -> hasState () ) f->getState()->apply() ;
-
- glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_FOG_BIT );
- // cout << "push error = " << glGetError() << endl;
-
- glDisable( GL_DEPTH_TEST );
- glDisable( GL_FOG );
-
- return true;
-}
-
-static int sgSunOrbPostDraw( ssgEntity *e ) {
- /* cout << endl << "Sun orb post draw" << endl << "----------------"
- << endl << endl; */
-
- glPopAttrib();
- // cout << "pop error = " << glGetError() << endl;
-
- // glEnable( GL_DEPTH_TEST );
- // glEnable( GL_FOG );
-
- return true;
-}
-
-static int sgSunHaloPreDraw( ssgEntity *e ) {
- /* cout << endl << "Sun halo pre draw" << endl << "----------------"
- << endl << endl; */
-
- ssgLeaf *f = (ssgLeaf *)e;
- if ( f -> hasState () ) f->getState()->apply() ;
-
- glPushAttrib( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_FOG_BIT );
- // cout << "push error = " << glGetError() << endl;
-
- glDisable( GL_DEPTH_TEST );
- glDisable( GL_FOG );
- glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
-
- return true;
-}
-
-static int sgSunHaloPostDraw( ssgEntity *e ) {
- /* cout << endl << "Sun halo post draw" << endl << "----------------"
- << endl << endl; */
-
- glPopAttrib();
- // cout << "pop error = " << glGetError() << endl;
-
- // glEnable( GL_DEPTH_TEST );
- // glEnable( GL_FOG );
-
- return true;
-}
-
-
-// Constructor
-SGSun::SGSun( void ) {
-}
-
-
-// Destructor
-SGSun::~SGSun( void ) {
-}
-
-
-#if 0
-// this might be nice to keep, just as an example of how to generate a
-// texture on the fly ...
-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( SGPath 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->enable( 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->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
- orb_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
- 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->enable( GL_TEXTURE_2D );
- halo_state->disable( GL_LIGHTING );
- // halo_state->enable( 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->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
- halo_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
- 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;
-
- halo->setCallback( SSG_CALLBACK_PREDRAW, sgSunHaloPreDraw );
- halo->setCallback( SSG_CALLBACK_POSTDRAW, sgSunHaloPostDraw );
- sun_transform->addKid( halo );
- sun_transform->addKid( orb );
-
-#ifdef FG_TEST_CHEESY_LENS_FLARE
- // cheesy lens flair
- sun_transform->addKid( new ssgaLensFlare );
-#endif
-
- 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 * SGD_RADIANS_TO_DEGREES < 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 );
-
- // temp test, forces the color to always be white
- // sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
-
- if (color[0] > 1.0) color[0] = 1.0;
- if (color[1] > 1.0) color[1] = 1.0;
- if (color[2] > 1.0) color[2] = 1.0;
-
- // 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( ((SGD_RADIANS_TO_DEGREES * rightAscension)- 90.0),
- // 0.0, 0.0, 1.0);
- sgSetVec3( axis, 0.0, 0.0, 1.0 );
- sgMakeRotMat4( RA, (rightAscension * SGD_RADIANS_TO_DEGREES) - 90.0, axis );
-
- // xglRotatef((SGD_RADIANS_TO_DEGREES * declination), 1.0, 0.0, 0.0);
- sgSetVec3( axis, 1.0, 0.0, 0.0 );
- sgMakeRotMat4( DEC, declination * SGD_RADIANS_TO_DEGREES, axis );
-
- // xglTranslatef(0,sun_dist);
- sgSetVec3( v, 0.0, sun_dist, 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 library is free software; you can redistribute it and/or
-// modify it under the terms of the GNU Library General Public
-// License as published by the Free Software Foundation; either
-// version 2 of the License, or (at your option) any later version.
-//
-// This library is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
-// Library General Public License for more details.
-//
-// You should have received a copy of the GNU Library General Public
-// License along with this library; if not, write to the
-// Free Software Foundation, Inc., 59 Temple Place - Suite 330,
-// Boston, MA 02111-1307, USA.
-//
-// $Id$
-
-
-#ifndef _SG_SUN_HXX_
-#define _SG_SUN_HXX_
-
-
-#include <plib/ssg.h>
-
-#include <simgear/misc/sg_path.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( SGPath 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 library is free software; you can redistribute it and/or
-// modify it under the terms of the GNU Library General Public
-// License as published by the Free Software Foundation; either
-// version 2 of the License, or (at your option) any later version.
-//
-// This library is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
-// Library General Public License for more details.
-//
-// You should have received a copy of the GNU Library General Public
-// License along with this library; if not, write to the
-// Free Software Foundation, Inc., 59 Temple Place - Suite 330,
-// Boston, MA 02111-1307, USA.
-//
-// $Id$
-
-
-#include <plib/sg.h>
-#include <plib/ssg.h>
-
-#include <simgear/math/sg_random.h>
-
-#include "sky.hxx"
-
-
-// Constructor
-SGSky::SGSky( void ) {
- effective_visibility = visibility = 10000.0;
-
- // near cloud visibility state variables
- in_puff = false;
- puff_length = 0;
- puff_progression = 0;
- ramp_up = 0.15;
- ramp_down = 0.15;
- // ramp_up = 4.0;
- // ramp_down = 4.0;
-}
-
-
-// Destructor
-SGSky::~SGSky( void )
-{
- for (unsigned int i = 0; i < cloud_layers.size(); i++)
- delete cloud_layers[i];
-}
-
-
-// initialize the sky and connect the components to the scene graph at
-// the provided branch
-void SGSky::build( double sun_size, double moon_size,
- int nplanets, sgdVec3 *planet_data,
- double planet_dist,
- int nstars, sgdVec3 *star_data, double star_dist )
-{
- pre_root = new ssgRoot;
- post_root = new ssgRoot;
-
- pre_selector = new ssgSelector;
- post_selector = new ssgSelector;
-
- pre_transform = new ssgTransform;
- post_transform = new ssgTransform;
-
- dome = new SGSkyDome;
- pre_transform -> addKid( dome->build() );
-
- planets = new SGStars;
- pre_transform -> addKid( planets->build(nplanets, planet_data,
- planet_dist)
- );
-
- stars = new SGStars;
- pre_transform -> addKid( stars->build(nstars, star_data, star_dist) );
-
- moon = new SGMoon;
- pre_transform -> addKid( moon->build(tex_path, moon_size) );
-
- oursun = new SGSun;
- pre_transform -> addKid( oursun->build(tex_path, sun_size) );
-
- pre_selector->addKid( pre_transform );
- pre_selector->clrTraversalMaskBits( SSGTRAV_HOT );
-
- post_selector->addKid( post_transform );
- post_selector->clrTraversalMaskBits( SSGTRAV_HOT );
-
- pre_root->addKid( pre_selector );
- post_root->addKid( post_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 )
-{
- if ( effective_visibility > 1000.0 ) {
- enable();
- dome->repaint( sky_color, fog_color, sun_angle, effective_visibility );
- oursun->repaint( sun_angle );
- moon->repaint( moon_angle );
- planets->repaint( sun_angle, nplanets, planet_data );
- stars->repaint( sun_angle, nstars, star_data );
-
- for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
- cloud_layers[i]->repaint( fog_color );
- }
- } else {
- // turn off sky
- disable();
- }
-
- 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, sgVec3 view_up,
- double lon, double lat, double alt, 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 );
-
- for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
- cloud_layers[i]->reposition( zero_elev, view_up, lon, lat, alt );
- }
-
- return true;
-}
-
-
-// draw background portions of the sky ... do this before you draw the
-// rest of your scene.
-void SGSky::preDraw() {
- ssgCullAndDraw( pre_root );
-}
-
-
-// draw translucent clouds ... do this after you've drawn all the
-// oapaque elements of your scene.
-void SGSky::postDraw( float alt ) {
- float slop = 5.0; // if we are closer than this to a cloud layer,
- // don't draw clouds
-
- int in_cloud = -1; // cloud we are in
-
- int i;
-
- // check where we are relative to the cloud layers
- for ( i = 0; i < (int)cloud_layers.size(); ++i ) {
- float asl = cloud_layers[i]->getElevation_m();
- float thickness = cloud_layers[i]->getThickness_m();
-
- if ( alt < asl - slop ) {
- // below cloud layer
- } else if ( alt < asl + thickness + slop ) {
- // in cloud layer
-
- // bail now and don't draw any clouds
- in_cloud = i;
- } else {
- // above cloud layer
- }
- }
-
- // determine rendering order
- int pos = 0;
- while ( pos < (int)cloud_layers.size() &&
- alt > cloud_layers[pos]->getElevation_m())
- {
- ++pos;
- }
-
- if ( pos == 0 ) {
- // we are below all the cloud layers, draw top to bottom
- for ( i = cloud_layers.size() - 1; i >= 0; --i ) {
- if ( i != in_cloud ) {
- cloud_layers[i]->draw();
- }
- }
- } else if ( pos >= (int)cloud_layers.size() ) {
- // we are above all the cloud layers, draw bottom to top
- for ( i = 0; i < (int)cloud_layers.size(); ++i ) {
- if ( i != in_cloud ) {
- cloud_layers[i]->draw();
- }
- }
- } else {
- // we are between cloud layers, draw lower layers bottom to
- // top and upper layers top to bottom
- for ( i = 0; i < pos; ++i ) {
- if ( i != in_cloud ) {
- cloud_layers[i]->draw();
- }
- }
- for ( i = cloud_layers.size() - 1; i >= pos; --i ) {
- if ( i != in_cloud ) {
- cloud_layers[i]->draw();
- }
- }
- }
-}
-
-void
-SGSky::add_cloud_layer( SGCloudLayer * layer )
-{
- cloud_layers.push_back(layer);
-}
-
-const SGCloudLayer *
-SGSky::get_cloud_layer (int i) const
-{
- return cloud_layers[i];
-}
-
-SGCloudLayer *
-SGSky::get_cloud_layer (int i)
-{
- return cloud_layers[i];
-}
-
-int
-SGSky::get_cloud_layer_count () const
-{
- return cloud_layers.size();
-}
-
-// modify the current visibility based on cloud layers, thickness,
-// transition range, and simulated "puffs".
-void SGSky::modify_vis( float alt, float time_factor ) {
- float effvis = visibility;
-
- for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
- float asl = cloud_layers[i]->getElevation_m();
- float thickness = cloud_layers[i]->getThickness_m();
- float transition = cloud_layers[i]->getTransition_m();
-
- double ratio = 1.0;
-
- if ( alt < asl - transition ) {
- // below cloud layer
- ratio = 1.0;
- } else if ( alt < asl ) {
- // in lower transition
- ratio = (asl - alt) / transition;
- } else if ( alt < asl + thickness ) {
- // in cloud layer
- ratio = 0.0;
- } else if ( alt < asl + thickness + transition ) {
- // in upper transition
- ratio = (alt - (asl + thickness)) / transition;
- } else {
- // above cloud layer
- ratio = 1.0;
- }
-
- // accumulate effects from multiple cloud layers
- effvis *= ratio;
-
- if ( ratio < 1.0 ) {
- if ( ! in_puff ) {
- // calc chance of entering cloud puff
- double rnd = sg_random();
- double chance = rnd * rnd * rnd;
- if ( chance > 0.95 /* * (diff - 25) / 50.0 */ ) {
- in_puff = true;
- puff_length = sg_random() * 2.0; // up to 2 seconds
- puff_progression = 0.0;
- }
- }
-
- if ( in_puff ) {
- // modify actual_visibility based on puff envelope
-
- if ( puff_progression <= ramp_up ) {
- double x = 0.5 * SGD_PI * puff_progression / ramp_up;
- double factor = 1.0 - sin( x );
- // cout << "ramp up = " << puff_progression
- // << " factor = " << factor << endl;
- effvis = effvis * factor;
- } else if ( puff_progression >= ramp_up + puff_length ) {
- double x = 0.5 * SGD_PI *
- (puff_progression - (ramp_up + puff_length)) /
- ramp_down;
- double factor = sin( x );
- // cout << "ramp down = "
- // << puff_progression - (ramp_up + puff_length)
- // << " factor = " << factor << endl;
- effvis = effvis * factor;
- } else {
- effvis = 0.0;
- }
-
- /* cout << "len = " << puff_length
- << " x = " << x
- << " factor = " << factor
- << " actual_visibility = " << actual_visibility
- << endl; */
-
- // time_factor = ( global_multi_loop *
- // current_options.get_speed_up() ) /
- // (double)current_options.get_model_hz();
-
- puff_progression += time_factor;
- // cout << "time factor = " << time_factor << endl;
-
- /* cout << "gml = " << global_multi_loop
- << " speed up = " << current_options.get_speed_up()
- << " hz = " << current_options.get_model_hz() << endl;
- */
-
- if ( puff_progression > puff_length + ramp_up + ramp_down) {
- in_puff = false;
- }
- }
-
- // never let visibility drop below 25 meters
- if ( effvis <= 25.0 ) {
- effvis = 25.0;
- }
- }
- } // for
-
- effective_visibility = effvis;
-}
+++ /dev/null
-/**
- * \file sky.hxx
- * Provides a class to model a realistic (time/date/position) based sky.
- */
-
-// 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 library is free software; you can redistribute it and/or
-// modify it under the terms of the GNU Library General Public
-// License as published by the Free Software Foundation; either
-// version 2 of the License, or (at your option) any later version.
-//
-// This library is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
-// Library General Public License for more details.
-//
-// You should have received a copy of the GNU Library General Public
-// License along with this library; if not, write to the
-// Free Software Foundation, Inc., 59 Temple Place - Suite 330,
-// Boston, MA 02111-1307, USA.
-//
-// $Id$
-
-
-#ifndef _SG_SKY_HXX
-#define _SG_SKY_HXX
-
-
-#ifndef __cplusplus
-# error This library requires C++
-#endif
-
-
-#include <plib/ssg.h> // plib include
-
-#include <simgear/compiler.h>
-#include <simgear/misc/sg_path.hxx>
-
-#include <vector>
-
-#include <simgear/sky/cloud.hxx>
-#include <simgear/sky/dome.hxx>
-#include <simgear/sky/moon.hxx>
-#include <simgear/sky/oursun.hxx>
-#include <simgear/sky/stars.hxx>
-
-SG_USING_STD(vector);
-
-
-typedef vector < SGCloudLayer* > layer_list_type;
-typedef layer_list_type::iterator layer_list_iterator;
-typedef layer_list_type::const_iterator layer_list_const_iterator;
-
-/**
- * A class to model a realistic (time/date/position) based sky.
- *
- * Introduction
- *
- * The SGSky class models a blended sky dome, a haloed sun, a textured
- * moon with phase that properly matches the date, stars and planets,
- * and cloud layers. SGSky is designed to be dropped into existing
- * plib based applications and depends heavily on plib's scene graph
- * library, ssg. The sky implements various time of day lighting
- * effects, it plays well with fog and visibility effects, and
- * implements scudded cloud fly-through effects. Additionally, you can
- * wire in the output of the SGEphemeris class to accurately position
- * all the objects in the sky.
- *
- * Building the sky
- *
-
- * Once you have created an instance of SGSky you must call the
- * build() method. Building the sky requires several textures. So,
- * you must specify the path/directory where these textures reside
- * before building the sky. You do this first by calling the
- * texture_path() method.
-
- * The arguments you pass to the build() method allow you to specify
- * the size of your sun sphere and moon sphere, a number of planets,
- * and a multitude of stars. For the planets and stars you pass in an
- * array of right ascensions, declinations, magnitudes, and the
- * distance from the view point.
-
- * Cloud Layers
-
- * Cloud layers can be added, changed, or removed individually. To add
- * a cloud layer use the add_cloud_layer() method. The arguments
- * allow you to specify base height above sea level, layer thickness,
- * a transition zone for entering/leaving the cloud layer, the size of
- * the cloud object, and the type of cloud texture. All distances are
- * in meters. There are additional forms of this method that allow you
- * to specify your own ssgSimpleState or texture name for drawing the
- * cloud layer.
-
- * Repainting the Sky
-
- * As the sun circles the globe, you can call the repaint() method to
- * recolor the sky objects to simulate sunrise and sunset effects,
- * visibility, and other lighting changes. The arguments allow you to
- * specify a base sky color (for the top of the dome), a fog color
- * (for the horizon), the sun angle with the horizon (for
- * sunrise/sunset effects), the moon angle (so we can make it more
- * yellow at the horizon), and new star and planet data so that we can
- * optionally change the magnitude of these (for day / night
- * transitions.)
-
- * Positioning Sky Objects
-
- * As time progresses and as you move across the surface of the earth,
- * the apparent position of the objects and the various lighting
- * effects can change. the reposition() method allows you to specify
- * the positions of all the sky objects as well as your view position.
- * The arguments allow you to specify your view position in world
- * Cartesian coordinates, the zero elevation position in world
- * Cartesian coordinates (your longitude, your latitude, sea level),
- * the ``up'' vector in world Cartesian coordinates, current
- * longitude, latitude, and altitude. A ``spin'' angle can be
- * specified for orienting the sky with the sun position so sunset and
- * sunrise effects look correct. You must specify GMT side real time,
- * the sun right ascension, sun declination, and sun distance from
- * view point (to keep it inside your view volume.) You also must
- * specify moon right ascension, moon declination, and moon distance
- * from view point.
-
- * Rendering the Sky
-
- * The sky is designed to be rendered in two stages. The first stage
- * renders the parts that form your back drop - the sky dome, the
- * stars and planets, the sun, and the moon. These should be rendered
- * before the rest of your scene by calling the preDraw() method. The
- * second stage renders the clouds which are likely to be translucent
- * (depending on type) and should be drawn after your scene has been
- * rendered. Use the postDraw() method to draw the second stage of
- * the sky.
-
- * A typical application might do the following:
-
- * <li> thesky->preDraw();
- * <li> ssgCullAndDraw ( myscene ) ;
- * <li> thesky->postDraw( my_altitude );
-
- * The current altitude in meters is passed to the postDraw() method
- * so the clouds layers can be rendered correction from most distant
- * to closest.
-
- * Visibility Effects
-
- * Visibility and fog is important for correctly rendering the
- * sky. You can inform SGSky of the current visibility by calling the
- * set_visibility() method.
-
- * When transitioning through clouds, it is nice to pull in the fog as
- * you get close to the cloud layer to hide the fact that the clouds
- * are drawn as a flat polygon. As you get nearer to the cloud layer
- * it is also nice to temporarily pull in the visibility to simulate
- * the effects of flying in and out of the puffy edge of the
- * cloud. These effects can all be accomplished by calling the
- * modify_vis() method. The arguments allow you to specify your
- * current altitude (which is then compared to the altitudes of the
- * various cloud layers.) You can also specify a time factor which
- * should be the length in seconds since the last time you called
- * modify_vis(). The time_factor value allows the puffy cloud effect
- * to be calculated correctly.
-
- * The modify_vis() method alters the SGSky's internal idea of
- * visibility, so you should subsequently call get_visibility() to get
- * the actual modified visibility. You should then make the
- * appropriate glFog() calls to setup fog properly for your scene.
-
- * Accessor Methods
-
- * Once an instance of SGSky has been successfully initialized, there
- * are a couple accessor methods you can use such as get_num_layers()
- * to return the number of cloud layers, get_cloud_layer(i) to return
- * cloud layer number i, get_visibility() to return the actual
- * visibility as modified by the sky/cloud model.
-
- */
-
-class SGSky {
-
-private:
-
- // components of the sky
- SGSkyDome *dome;
- SGSun *oursun;
- SGMoon *moon;
- SGStars *planets;
- SGStars *stars;
- layer_list_type cloud_layers;
-
- ssgRoot *pre_root, *post_root;
-
- ssgSelector *pre_selector, *post_selector;
- ssgTransform *pre_transform, *post_transform;
-
- SGPath tex_path;
-
- // visibility
- float visibility;
- float effective_visibility;
-
- // near cloud visibility state variables
- bool in_puff;
- double puff_length; // in seconds
- double puff_progression; // in seconds
- double ramp_up; // in seconds
- double ramp_down; // in seconds
-
-public:
-
- /** Constructor */
- SGSky( void );
-
- /** Destructor */
- ~SGSky( void );
-
- /**
- * Initialize the sky and connect the components to the scene
- * graph at the provided branch. See discussion in detailed class
- * description.
- * @param sun_size size of sun
- * @param moon_size size of moon
- * @param nplanets number of planets
- * @param planet_data an array of planet right ascensions, declinations,
- * and magnitudes
- * @param planet_dist distance from viewer to put the planets
- * @param nstars number of stars
- * @param star_data an array of star right ascensions, declinations,
- * and magnitudes
- * @param star_dist distance from viewer to put the stars */
- void 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. You can also specify new star and planet
- * data so that we can optionally change the magnitude of these
- * (for day/night transitions.) See discussion in detailed
- * class description.
- *
- * Sun and moon angles are specified in degrees relative to local up
- * <li> 0 degrees = high noon
- * <li> 90 degrees = sun rise/set
- * <li> 180 degrees = darkest midnight
- * @param sky_color the base sky color (for the top of the dome)
- * @param fog_color the fog color (for the horizon)
- * @param sun_angle the sun angle with the horizon (for sunrise/sunset
- * effects)
- * @param moon_angle the moon angle (so we can make it more yellow
- * at the horizon)
- * @param nplanets number of planets
- * @param planet_data an array of planet right ascensions, declinations,
- * and magnitudes
- * @param nstars number of stars
- * @param star_data an array of star right ascensions, declinations,
- * and magnitudes
- */
- 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. See discussion in detailed
- * class description.
- * @param view_pos specify your view position in world Cartesian
- * coordinates
- * @param zero_elev the zero elevation position in world Cartesian
- * coordinates
- * @param view_up the up vector in world Cartesian coordinates
- * @param lon current longitude
- * @param lat current latitude
- * @param alt current altitude
- * @param spin an offset angle for orienting the sky effects with the
- * sun position so sunset and sunrise effects look correct.
- * @param gst GMT side real time
- * @param sun_ra the sun's current right ascension
- * @param sun_dec the sun's current declination
- * @param sun_dist the sun's distance from the current view point
- * (to keep it inside your view volume.)
- * @param moon_ra the moon's current right ascension
- * @param moon_dec the moon's current declination
- * @param moon_dist the moon's distance from the current view point.
- */
- bool reposition( sgVec3 view_pos, sgVec3 zero_elev, sgVec3 view_up,
- double lon, double lat, double alt, double spin,
- double gst,
- double sun_ra, double sun_dec, double sun_dist,
- double moon_ra, double moon_dec, double moon_dist );
-
- /**
- * Modify the given visibility based on cloud layers, thickness,
- * transition range, and simulated "puffs". See discussion in detailed
- * class description.
- * @param alt current altitude
- * @param time_factor amount of time since modify_vis() last called so
- * we can scale effect rates properly despite variable frame rates.
- */
- void modify_vis( float alt, float time_factor );
-
- /**
- * Draw background portions of the sky ... do this before you draw
- * the rest of your scene. See discussion in detailed
- * class description.
- */
- void preDraw();
-
- /**
- * Draw translucent clouds ... do this after you've drawn all the
- * oapaque elements of your scene. See discussion in detailed
- * class description.
- * @param alt current altitude
- */
- void postDraw( float alt );
-
- /**
- * Specify the texture path (optional, defaults to current directory)
- * @param path base path to texture locations
- */
- inline void texture_path( const string& path ) {
- tex_path = SGPath( path );
- }
-
- /** Enable drawing of the sky. */
- inline void enable() {
- pre_selector->select( 1 );
- post_selector->select( 1 );
- }
-
- /**
- * Disable drawing of 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() {
- pre_selector->select( 0 );
- post_selector->select( 0 );
- }
-
- /**
- * Add a cloud layer.
- *
- * Transfer pointer ownership to this object.
- *
- * @param layer The new cloud layer to add.
- */
- void add_cloud_layer (SGCloudLayer * layer);
-
-
- /**
- * Get a cloud layer (const).
- *
- * Pointer ownership remains with this object.
- *
- * @param i The index of the cloud layer, zero-based.
- * @return A const pointer to the cloud layer.
- */
- const SGCloudLayer * get_cloud_layer (int i) const;
-
-
- /**
- * Get a cloud layer (non-const).
- *
- * Pointer ownership remains with this object.
- *
- * @param i The index of the cloud layer, zero-based.
- * @return A non-const pointer to the cloud layer.
- */
- SGCloudLayer * get_cloud_layer (int i);
-
-
- /**
- * Return the number of cloud layers currently available.
- *
- * @return The cloud layer count.
- */
- int get_cloud_layer_count () const;
-
-
- /** @return current effective visibility */
- inline float get_visibility() const { return effective_visibility; }
-
- /** Set desired clear air visibility.
- * @param v visibility in meters
- */
- inline void set_visibility( float v ) {
- effective_visibility = visibility = v;
- }
-};
-
-
-#endif // _SG_SKY_HXX
+++ /dev/null
-// sphere.cxx -- build an ssg sphere object
-//
-// Pulled straight out of MesaGLU/quadratic.c
-//
-// Original gluSphere code is Copyright (C) 1999-2000 Brian Paul and
-// licensed under the GPL
-//
-// This library is free software; you can redistribute it and/or
-// modify it under the terms of the GNU Library General Public
-// License as published by the Free Software Foundation; either
-// version 2 of the License, or (at your option) any later version.
-//
-// This library is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
-// Library General Public License for more details.
-//
-// You should have received a copy of the GNU Library General Public
-// License along with this library; if not, write to the
-// Free Software Foundation, Inc., 59 Temple Place - Suite 330,
-// Boston, MA 02111-1307, USA.
-//
-// $Id$
-
-
-#include <simgear/compiler.h>
-
-#include STL_IOSTREAM
-
-#include <plib/sg.h>
-#include <plib/ssg.h>
-
-#if !defined (SG_HAVE_NATIVE_SGI_COMPILERS)
-SG_USING_STD(cout);
-SG_USING_STD(endl);
-#endif
-
-
-// return a sphere object as an ssgBranch
-ssgBranch *ssgMakeSphere( ssgSimpleState *state, ssgColourArray *cl,
- double radius, int slices, int stacks,
- ssgCallback predraw, ssgCallback postdraw )
-{
- float rho, drho, theta, dtheta;
- float x, y, z;
- float s, t, ds, dt;
- int i, j, imin, imax;
- float nsign = 1.0;
- ssgBranch *sphere = new ssgBranch;
- sgVec2 vec2;
- sgVec3 vec3;
-
- drho = SGD_PI / (float) stacks;
- dtheta = 2.0 * SGD_PI / (float) slices;
-
- /* texturing: s goes from 0.0/0.25/0.5/0.75/1.0 at +y/+x/-y/-x/+y
- axis t goes from -1.0/+1.0 at z = -radius/+radius (linear along
- longitudes) cannot use triangle fan on texturing (s coord. at
- top/bottom tip varies) */
-
- ds = 1.0 / slices;
- dt = 1.0 / stacks;
- t = 1.0; /* because loop now runs from 0 */
- imin = 0;
- imax = stacks;
-
- /* build slices as quad strips */
- for ( i = imin; i < imax; i++ ) {
- ssgVertexArray *vl = new ssgVertexArray();
- ssgNormalArray *nl = new ssgNormalArray();
- ssgTexCoordArray *tl = new ssgTexCoordArray();
-
- rho = i * drho;
- s = 0.0;
- for ( j = 0; j <= slices; j++ ) {
- theta = (j == slices) ? 0.0 : j * dtheta;
- x = -sin(theta) * sin(rho);
- y = cos(theta) * sin(rho);
- z = nsign * cos(rho);
-
- // glNormal3f( x*nsign, y*nsign, z*nsign );
- sgSetVec3( vec3, x*nsign, y*nsign, z*nsign );
- sgNormalizeVec3( vec3 );
- nl->add( vec3 );
-
- // glTexCoord2f(s,t);
- sgSetVec2( vec2, s, t );
- tl->add( vec2 );
-
- // glVertex3f( x*radius, y*radius, z*radius );
- sgSetVec3( vec3, x*radius, y*radius, z*radius );
- vl->add( vec3 );
-
- x = -sin(theta) * sin(rho+drho);
- y = cos(theta) * sin(rho+drho);
- z = nsign * cos(rho+drho);
-
- // glNormal3f( x*nsign, y*nsign, z*nsign );
- sgSetVec3( vec3, x*nsign, y*nsign, z*nsign );
- sgNormalizeVec3( vec3 );
- nl->add( vec3 );
-
- // glTexCoord2f(s,t-dt);
- sgSetVec2( vec2, s, t-dt );
- tl->add( vec2 );
- s += ds;
-
- // glVertex3f( x*radius, y*radius, z*radius );
- sgSetVec3( vec3, x*radius, y*radius, z*radius );
- vl->add( vec3 );
- }
-
- ssgLeaf *slice =
- new ssgVtxTable ( GL_TRIANGLE_STRIP, vl, nl, tl, cl );
-
- if ( vl->getNum() != nl->getNum() ) {
- cout << "bad sphere1" << endl;
- exit(-1);
- }
- if ( vl->getNum() != tl->getNum() ) {
- cout << "bad sphere2" << endl;
- exit(-1);
- }
- slice->setState( state );
- slice->setCallback( SSG_CALLBACK_PREDRAW, predraw );
- slice->setCallback( SSG_CALLBACK_POSTDRAW, postdraw );
-
- sphere->addKid( slice );
-
- t -= dt;
- }
-
- return sphere;
-}
+++ /dev/null
-// sphere.hxx -- build an ssg sphere object
-//
-// Pulled straight out of MesaGLU/quadratic.c
-//
-// Original gluSphere code is Copyright (C) 1999-2000 Brian Paul and
-// licensed under the GPL
-//
-// This library is free software; you can redistribute it and/or
-// modify it under the terms of the GNU Library General Public
-// License as published by the Free Software Foundation; either
-// version 2 of the License, or (at your option) any later version.
-//
-// This library is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
-// Library General Public License for more details.
-//
-// You should have received a copy of the GNU Library General Public
-// License along with this library; if not, write to the
-// Free Software Foundation, Inc., 59 Temple Place - Suite 330,
-// Boston, MA 02111-1307, USA.
-//
-// $Id$
-
-
-#include <plib/ssg.h>
-
-
-// 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,
- 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 library is free software; you can redistribute it and/or
-// modify it under the terms of the GNU Library General Public
-// License as published by the Free Software Foundation; either
-// version 2 of the License, or (at your option) any later version.
-//
-// This library is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
-// Library General Public License for more details.
-//
-// You should have received a copy of the GNU Library General Public
-// License along with this library; if not, write to the
-// Free Software Foundation, Inc., 59 Temple Place - Suite 330,
-// Boston, MA 02111-1307, USA.
-//
-// $Id$
-
-
-#include <simgear/compiler.h>
-
-#include <stdio.h>
-#include STL_IOSTREAM
-
-#include <plib/sg.h>
-#include <plib/ssg.h>
-
-#include "stars.hxx"
-
-#if !defined (SG_HAVE_NATIVE_SGI_COMPILERS)
-SG_USING_STD(cout);
-SG_USING_STD(endl);
-#endif
-
-
-// Set up star rendering call backs
-static int sgStarPreDraw( ssgEntity *e ) {
- /* cout << endl << "Star pre draw" << endl << "----------------"
- << endl << endl; */
-
- ssgLeaf *f = (ssgLeaf *)e;
- if ( f -> hasState () ) f->getState()->apply() ;
-
- glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_FOG_BIT );
-
- glDisable( GL_DEPTH_TEST );
- glDisable( GL_FOG );
- // glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
-
- return true;
-}
-
-static int sgStarPostDraw( ssgEntity *e ) {
- /* cout << endl << "Star post draw" << endl << "----------------"
- << endl << endl; */
-
- glPopAttrib();
-
- // glEnable( GL_DEPTH_TEST );
- // glEnable( GL_FOG );
-
- return true;
-}
-
-
-// Constructor
-SGStars::SGStars( void ) :
-old_phase(-1)
-{
-}
-
-
-// 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->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
- state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
- state->enable( GL_BLEND );
- state->disable( GL_ALPHA_TEST );
-
- vl = new ssgVertexArray( num );
- cl = new ssgColourArray( num );
- // cl = new ssgColourArray( 1 );
- // sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
- // cl->add( color );
-
- // Build ssg structure
- sgVec3 p;
- 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 ) {
- // cout << "repainting stars" << endl;
- // double min = 100;
- // double max = -100;
- double mag, nmag, alpha, factor, cutoff;
- float *color;
-
- int phase;
-
- // determine which star structure to draw
- if ( sun_angle > (0.5 * SGD_PI + 10.0 * SGD_DEGREES_TO_RADIANS ) ) {
- // deep night
- factor = 1.0;
- cutoff = 4.5;
- phase = 0;
- } else if ( sun_angle > (0.5 * SGD_PI + 8.8 * SGD_DEGREES_TO_RADIANS ) ) {
- factor = 1.0;
- cutoff = 3.8;
- phase = 1;
- } else if ( sun_angle > (0.5 * SGD_PI + 7.5 * SGD_DEGREES_TO_RADIANS ) ) {
- factor = 0.95;
- cutoff = 3.1;
- phase = 2;
- } else if ( sun_angle > (0.5 * SGD_PI + 7.0 * SGD_DEGREES_TO_RADIANS ) ) {
- factor = 0.9;
- cutoff = 2.4;
- phase = 3;
- } else if ( sun_angle > (0.5 * SGD_PI + 6.5 * SGD_DEGREES_TO_RADIANS ) ) {
- factor = 0.85;
- cutoff = 1.8;
- phase = 4;
- } else if ( sun_angle > (0.5 * SGD_PI + 6.0 * SGD_DEGREES_TO_RADIANS ) ) {
- factor = 0.8;
- cutoff = 1.2;
- phase = 5;
- } else if ( sun_angle > (0.5 * SGD_PI + 5.5 * SGD_DEGREES_TO_RADIANS ) ) {
- factor = 0.75;
- cutoff = 0.6;
- phase = 6;
- } else {
- // early dusk or late dawn
- factor = 0.7;
- cutoff = 0.0;
- phase = 7;
- }
-
- if( phase != old_phase ) {
- // cout << " phase change, repainting stars, num = " << num << endl;
- old_phase = phase;
- for ( int i = 0; i < num; ++i ) {
- // if ( star_data[i][2] < min ) { min = star_data[i][2]; }
- // if ( star_data[i][2] > max ) { max = star_data[i][2]; }
-
- // magnitude ranges from -1 (bright) to 4 (dim). The
- // range of star and planet magnitudes can actually go
- // outside of this, but for our purpose, if it is brighter
- // that -1, we'll color it full white/alpha anyway and 4
- // is a convenient cutoff point which keeps the number of
- // stars drawn at about 500.
-
- // color (magnitude)
- mag = star_data[i][2];
- if ( mag < cutoff ) {
- nmag = ( 4.5 - mag ) / 5.5; // translate to 0 ... 1.0 scale
- // alpha = nmag * 0.7 + 0.3; // translate to a 0.3 ... 1.0 scale
- alpha = nmag * 0.85 + 0.15; // translate to a 0.15 ... 1.0 scale
- alpha *= factor; // dim when the sun is brighter
- } else {
- alpha = 0.0;
- }
-
- if (alpha > 1.0) { alpha = 1.0; }
- if (alpha < 0.0) { alpha = 0.0; }
-
- color = cl->get( i );
- sgSetVec4( color, 1.0, 1.0, 1.0, alpha );
- // cout << "alpha[" << i << "] = " << alpha << endl;
- }
- } else {
- // cout << " no phase change, skipping" << endl;
- }
-
- // cout << "min = " << min << " max = " << max << " count = " << num
- // << 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 library is free software; you can redistribute it and/or
-// modify it under the terms of the GNU Library General Public
-// License as published by the Free Software Foundation; either
-// version 2 of the License, or (at your option) any later version.
-//
-// This library is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
-// Library General Public License for more details.
-//
-// You should have received a copy of the GNU Library General Public
-// License along with this library; if not, write to the
-// Free Software Foundation, Inc., 59 Temple Place - Suite 330,
-// Boston, MA 02111-1307, USA.
-//
-// $Id$
-
-
-#ifndef _SG_STARS_HXX_
-#define _SG_STARS_HXX_
-
-
-#include <plib/ssg.h>
-
-
-class SGStars {
-
- ssgTransform *stars_transform;
- ssgSimpleState *state;
-
- ssgColourArray *cl;
- ssgVertexArray *vl;
-
- int old_phase; // data for optimization
-
-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_