--- /dev/null
+// skymoon.hxx -- draw a moon object
+//
+// Written by Durk Talsma. Originally started October 1997, for distribution
+// with the FlightGear project. Version 2 was written in August and
+// September 1998. This code is based upon algorithms and data kindly
+// provided by Mr. Paul Schlyter. (pausch@saaf.se).
+//
+// Separated out rendering pieces and converted to ssg by Curt Olson,
+// March 2000
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License as
+// published by the Free Software Foundation; either version 2 of the
+// License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful, but
+// WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+//
+// $Id$
+
+
+#include <stdio.h>
+#include <iostream>
+
+#include <plib/ssg.h>
+
+#include <simgear/constants.h>
+#include <simgear/misc/fgpath.hxx>
+
+#include "sphere.hxx"
+#include "skymoon.hxx"
+
+
+// Constructor
+FGSkyMoon::FGSkyMoon( void ) {
+}
+
+
+// Destructor
+FGSkyMoon::~FGSkyMoon( void ) {
+}
+
+
+// initialize the moon object and connect it into our scene graph root
+bool FGSkyMoon::initialize( const FGPath& path ) {
+
+ // create the scene graph for the moon/halo
+ FGPath moontex = path;
+ moontex.append( "moon.rgba" );
+
+ skymoon = new ssgRoot;
+ skymoon->setName( "Sky Moon" );
+
+ // set up the orb state
+ orb_state = new ssgSimpleState();
+ orb_state->setTexture( (char *)moontex.c_str() );
+ orb_state->setShadeModel( GL_SMOOTH );
+ orb_state->enable( GL_LIGHTING );
+ orb_state->enable( GL_CULL_FACE );
+ orb_state->enable( GL_TEXTURE_2D );
+ orb_state->enable( GL_COLOR_MATERIAL );
+ orb_state->setColourMaterial( GL_DIFFUSE );
+ orb_state->setMaterial( GL_AMBIENT, 0.0, 0.0, 0.0, 0.0 );
+ orb_state->setMaterial( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
+ orb_state->enable( GL_BLEND );
+ orb_state->enable( GL_ALPHA_TEST );
+ orb_state->setAlphaClamp( 0.01 );
+
+ cl = new ssgColourArray( 1 );
+ sgVec4 color;
+ sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
+ cl->add( color );
+
+ ssgBranch *orb = ssgMakeSphere( orb_state, cl, 550.0, 15, 15 );
+
+ // force a repaint of the moon colors with arbitrary defaults
+ repaint( 0.0 );
+
+ // build the halo
+ // moon_texbuf = new GLubyte[64*64*3];
+ // moon_texid = makeHalo( moon_texbuf, 64 );
+ // my_glWritePPMFile("moonhalo.ppm", moon_texbuf, 64, 64, RGB);
+
+ // set up the halo state
+ halo_state = new ssgSimpleState();
+ halo_state->setTexture( "halo.rgba" );
+ // halo_state->setTexture( moon_texid );
+ halo_state->enable( GL_TEXTURE_2D );
+ halo_state->disable( GL_LIGHTING );
+ halo_state->setShadeModel( GL_SMOOTH );
+ halo_state->disable( GL_CULL_FACE );
+
+ halo_state->disable( GL_COLOR_MATERIAL );
+ halo_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
+ halo_state->setMaterial ( GL_AMBIENT_AND_DIFFUSE, 1, 1, 1, 1 ) ;
+ halo_state -> setMaterial ( GL_EMISSION, 0, 0, 0, 1 ) ;
+ halo_state -> setMaterial ( GL_SPECULAR, 0, 0, 0, 1 ) ;
+ // halo_state -> setShininess ( 0 ) ;
+
+ halo_state->setTranslucent();
+ halo_state->enable( GL_ALPHA_TEST );
+ halo_state->setAlphaClamp(0.01);
+ halo_state->enable ( GL_BLEND ) ;
+
+
+ // Build ssg structure
+ sgVec3 v3;
+ halo_vl = new ssgVertexArray;
+ sgSetVec3( v3, -5000.0, 0.0, -5000.0 );
+ halo_vl->add( v3 );
+ sgSetVec3( v3, 5000.0, 0.0, -5000.0 );
+ halo_vl->add( v3 );
+ sgSetVec3( v3, -5000.0, 0.0, 5000.0 );
+ halo_vl->add( v3 );
+ sgSetVec3( v3, 5000.0, 0.0, 5000.0 );
+ halo_vl->add( v3 );
+
+ sgVec2 v2;
+ halo_tl = new ssgTexCoordArray;
+ sgSetVec2( v2, 0.0f, 0.0f );
+ halo_tl->add( v2 );
+ sgSetVec2( v2, 1.0, 0.0 );
+ halo_tl->add( v2 );
+ sgSetVec2( v2, 0.0, 1.0 );
+ halo_tl->add( v2 );
+ sgSetVec2( v2, 1.0, 1.0 );
+ halo_tl->add( v2 );
+
+ ssgLeaf *halo =
+ new ssgVtxTable ( GL_TRIANGLE_STRIP, halo_vl, NULL, halo_tl, cl );
+ halo->setState( halo_state );
+
+ // build the ssg scene graph sub tree for the sky and connected
+ // into the provide scene graph branch
+ moon_selector = new ssgSelector;
+ moon_transform = new ssgTransform;
+
+ moon_selector->addKid( moon_transform );
+ moon_selector->clrTraversalMaskBits( SSGTRAV_HOT );
+
+ skymoon->addKid( moon_selector );
+
+ // moon_transform->addKid( halo );
+ moon_transform->addKid( orb );
+
+ return true;
+}
+
+
+// repaint the moon colors based on current value of moon_angle in
+// degrees relative to verticle
+// 0 degrees = high noon
+// 90 degrees = moon rise/set
+// 180 degrees = darkest midnight
+bool FGSkyMoon::repaint( double moon_angle ) {
+ if ( moon_angle * RAD_TO_DEG < 100 ) {
+ // else moon is well below horizon (so no point in repainting it)
+
+ // x_10 = moon_angle^10
+ double x_10 = moon_angle * moon_angle * moon_angle * moon_angle
+ * moon_angle * moon_angle * moon_angle * moon_angle * moon_angle
+ * moon_angle;
+
+ float ambient = (float)(0.4 * pow (1.1, - x_10 / 30.0));
+ if (ambient < 0.3) { ambient = 0.3; }
+ if (ambient > 1.0) { ambient = 1.0; }
+
+ sgVec4 color;
+ sgSetVec4( color,
+ (ambient * 6.0) - 1.0, // minimum value = 0.8
+ (ambient * 11.0) - 3.0, // minimum value = 0.3
+ (ambient * 12.0) - 3.6, // minimum value = 0.0
+ 0.5 );
+
+ if (color[0] > 1.0) color[0] = 1.0;
+ if (color[1] > 1.0) color[1] = 1.0;
+ if (color[2] > 1.0) color[2] = 1.0;
+
+ // cout << "color = " << color[0] << " " << color[1] << " "
+ // << color[2] << endl;
+
+ float *ptr;
+ ptr = cl->get( 0 );
+ sgCopyVec4( ptr, color );
+ }
+
+ return true;
+}
+
+
+// reposition the moon at the specified right ascension and
+// declination, offset by our current position (p) so that it appears
+// fixed at a great distance from the viewer. Also add in an optional
+// rotation (i.e. for the current time of day.)
+bool FGSkyMoon::reposition( sgVec3 p, double angle,
+ double rightAscension, double declination )
+{
+ sgMat4 T1, T2, GST, RA, DEC;
+ sgVec3 axis;
+ sgVec3 v;
+
+ sgMakeTransMat4( T1, p );
+
+ sgSetVec3( axis, 0.0, 0.0, -1.0 );
+ sgMakeRotMat4( GST, angle, axis );
+
+ // xglRotatef(((RAD_TO_DEG * rightAscension)- 90.0), 0.0, 0.0, 1.0);
+ sgSetVec3( axis, 0.0, 0.0, 1.0 );
+ sgMakeRotMat4( RA, (rightAscension * RAD_TO_DEG) - 90.0, axis );
+
+ // xglRotatef((RAD_TO_DEG * declination), 1.0, 0.0, 0.0);
+ sgSetVec3( axis, 1.0, 0.0, 0.0 );
+ sgMakeRotMat4( DEC, declination * RAD_TO_DEG, axis );
+
+ // xglTranslatef(0,60000,0);
+ sgSetVec3( v, 0.0, 60000.0, 0.0 );
+ sgMakeTransMat4( T2, v );
+
+ sgMat4 TRANSFORM;
+ sgCopyMat4( TRANSFORM, T1 );
+ sgPreMultMat4( TRANSFORM, GST );
+ sgPreMultMat4( TRANSFORM, RA );
+ sgPreMultMat4( TRANSFORM, DEC );
+ sgPreMultMat4( TRANSFORM, T2 );
+
+ sgCoord skypos;
+ sgSetCoord( &skypos, TRANSFORM );
+
+ moon_transform->setTransform( &skypos );
+
+ return true;
+}
+
+
+// Draw the moon
+bool FGSkyMoon::draw() {
+ ssgCullAndDraw( skymoon );
+
+ return true;
+}
--- /dev/null
+// skymoon.hxx -- draw a moon object
+//
+// Written by Durk Talsma. Originally started October 1997, for distribution
+// with the FlightGear project. Version 2 was written in August and
+// September 1998. This code is based upon algorithms and data kindly
+// provided by Mr. Paul Schlyter. (pausch@saaf.se).
+//
+// Separated out rendering pieces and converted to ssg by Curt Olson,
+// March 2000
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License as
+// published by the Free Software Foundation; either version 2 of the
+// License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful, but
+// WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+//
+// $Id$
+
+
+#ifndef _SKYMOON_HXX_
+#define _SKYMOON_HXX_
+
+
+#include <plib/ssg.h>
+#include <simgear/misc/fgpath.hxx>
+
+
+class FGSkyMoon {
+
+ // scene graph root for the skymoon
+ ssgRoot *skymoon;
+
+ ssgSelector *moon_selector;
+ ssgTransform *moon_transform;
+ ssgSimpleState *orb_state;
+ ssgSimpleState *halo_state;
+
+ ssgColourArray *cl;
+
+ ssgVertexArray *halo_vl;
+ ssgTexCoordArray *halo_tl;
+
+ GLuint moon_texid;
+ GLubyte *moon_texbuf;
+
+public:
+
+ // Constructor
+ FGSkyMoon( void );
+
+ // Destructor
+ ~FGSkyMoon( void );
+
+ // initialize the moon object and connect it into our scene graph
+ // root
+ bool initialize( const FGPath& path );
+
+ // repaint the moon colors based on current value of moon_anglein
+ // degrees relative to verticle
+ // 0 degrees = high noon
+ // 90 degrees = moon rise/set
+ // 180 degrees = darkest midnight
+ bool repaint( double moon_angle );
+
+ // reposition the moon at the specified right ascension and
+ // declination, offset by our current position (p) so that it
+ // appears fixed at a great distance from the viewer. Also add in
+ // an optional rotation (i.e. for the current time of day.)
+ bool reposition( sgVec3 p, double angle,
+ double rightAscension, double declination );
+
+ // Draw the moon
+ bool draw();
+
+ // enable the moon in the scene graph (default)
+ void enable() { moon_selector->select( 1 ); }
+
+ // disable the moon in the scene graph. The leaf node is still
+ // there, how ever it won't be traversed on the cullandrender
+ // phase.
+ void disable() { moon_selector->select( 0 ); }
+
+};
+
+
+#endif // _SKYMOON_HXX_
+
+
+
+
+
+
+
+
+
+
+
+
+
+