From: Erik Hofman Date: Sat, 16 Apr 2011 09:32:34 +0000 (+0200) Subject: Lauri Peltonen's patch to increase the number of rings and bands of the sky dome X-Git-Url: https://git.mxchange.org/?a=commitdiff_plain;h=5229f5a13c6359ddde2ebd3d882b91babae89910;p=simgear.git Lauri Peltonen's patch to increase the number of rings and bands of the sky dome --- diff --git a/simgear/scene/sky/dome.cxx b/simgear/scene/sky/dome.cxx index def2c85c..34532a92 100644 --- a/simgear/scene/sky/dome.cxx +++ b/simgear/scene/sky/dome.cxx @@ -37,10 +37,13 @@ #include #include #include +#include #include #include #include +#include +#include #include "dome.hxx" @@ -59,12 +62,26 @@ struct DomeParam } domeParams[] = {{.5, .8660}, // 60deg from horizon {.8660, .5}, // 30deg from horizon // Original dome horizon vertices - {0.9701, 0.2425}, {0.9960, 0.0885}, - {1.0, 0.0}, {0.9922, -0.1240}}; + {0.9701, 0.2425}, + {0.9960, 0.0885}, + {1.0, 0.0}, + {0.9922, -0.1240}}; + +const int numRings = 64; //sizeof(domeParams) / sizeof(domeParams[0]); +const int numBands = 64; // 12 +const int halfBands = numBands / 2; + +// Make dome a bit over half sphere +const float domeAngle = 120.0; + +const float bandDelta = 360.0 / numBands; +const float ringDelta = domeAngle / (numRings+1); + +// Which band is at horizon +const int halfRings = numRings * (90.0 / domeAngle); +const int upperRings = numRings * (60.0 / domeAngle); // top half +const int middleRings = numRings * (15.0 / domeAngle); -const int numRings = sizeof(domeParams) / sizeof(domeParams[0]); -const int numBands = 12; -const int halfBands = numBands/2; } static const float upper_radius = 0.9701; // (.6, 0.15) @@ -117,24 +134,24 @@ void SGSkyDome::makeDome(int rings, int bands, DrawElementsUShort& elements) std::back_insert_iterator pusher = std::back_inserter(elements); GridIndex grid(*dome_vl, numBands, 1); - for (int i = 0; i < bands; i += 2) { - *pusher = 0; *pusher = grid(0, i); *pusher = grid(0, i + 1); + for (int i = 0; i < bands; i++) { + *pusher = 0; *pusher = grid(0, i+1); *pusher = grid(0, i); // down a band for (int j = 0; j < rings - 1; ++j) { - *pusher = grid(j, i); *pusher = grid(j, i + 1); - *pusher = grid(j + 1, i + 1); - *pusher = grid(j, i); *pusher = grid(j + 1, i + 1); + *pusher = grid(j, i); *pusher = grid(j, (i + 1)%bands); + *pusher = grid(j + 1, (i + 1)%bands); + *pusher = grid(j, i); *pusher = grid(j + 1, (i + 1)%bands); *pusher = grid(j + 1, i); } // and up the next one - for (int j = rings - 1; j > 0; --j) { +/* for (int j = rings - 1; j > 0; --j) { *pusher = grid(j, i + 1); *pusher = grid(j - 1, i + 1); *pusher = grid(j, (i + 2) % bands); *pusher = grid(j, (i + 2) % bands); *pusher = grid(j - 1, i + 1); *pusher = grid(j - 1, (i + 2) % bands); } *pusher = grid(0, i + 1); *pusher = 0; - *pusher = grid(0, (i + 2) % bands); + *pusher = grid(0, (i + 2) % bands);*/ } } @@ -142,7 +159,14 @@ void SGSkyDome::makeDome(int rings, int bands, DrawElementsUShort& elements) osg::Node* SGSkyDome::build( double hscale, double vscale ) { - osg::Geode* geode = new osg::Geode; + EffectGeode* geode = new EffectGeode; +// Geode* geode = new Geode; + geode->setName("Skydome"); + geode->setCullingActive(false); // Prevent skydome from being culled away + + Effect *effect = makeEffect("Effects/skydome", true); + if(effect) + geode->setEffect(effect); // set up the state osg::StateSet* stateSet = geode->getOrCreateStateSet(); @@ -154,9 +178,12 @@ SGSkyDome::build( double hscale, double vscale ) { stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF); stateSet->setMode(GL_FOG, osg::StateAttribute::OFF); stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF); - stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF); + stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::ON); stateSet->setMode(GL_BLEND, osg::StateAttribute::OFF); stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF); + + stateSet->setAttribute(new osg::CullFace(osg::CullFace::BACK)); + osg::Material* material = new osg::Material; stateSet->setAttribute(material); @@ -168,13 +195,13 @@ SGSkyDome::build( double hscale, double vscale ) { simgear::VectorArrayAdapter vertices(*dome_vl, numBands, 1); for ( int i = 0; i < numBands; ++i ) { - double theta = (i * 30) * SGD_DEGREES_TO_RADIANS; + double theta = (i * bandDelta) * SGD_DEGREES_TO_RADIANS; double sTheta = hscale*sin(theta); double cTheta = hscale*cos(theta); for (int j = 0; j < numRings; ++j) { - vertices(j, i).set(cTheta * domeParams[j].radius, - sTheta * domeParams[j].radius, - domeParams[j].elev * vscale); + vertices(j, i).set(cTheta * sin((j+1)*ringDelta*SGD_DEGREES_TO_RADIANS), //domeParams[j].radius, + sTheta * sin((j+1)*ringDelta*SGD_DEGREES_TO_RADIANS),// domeParams[j].radius, + vscale * cos((j+1)*ringDelta*SGD_DEGREES_TO_RADIANS)); //domeParams[j].elev * vscale); } } @@ -233,8 +260,8 @@ SGSkyDome::repaint( const SGVec3f& sun_color, const SGVec3f& sky_color, static const SGVec3f middleConstant(1.0 / 40.0, 1.0 / 80.0, 0.0); outer_param = sunAngleFactor * outerConstant; middle_param = sunAngleFactor * middleConstant; - outer_diff = (1.0 / 6.0) * outer_param; - middle_diff = (1.0 / 6.0) * middle_param; + outer_diff = (1.0 / numRings) * outer_param; + middle_diff = (1.0 / numRings) * middle_param; } else { outer_param = SGVec3f(0, 0, 0); middle_param = SGVec3f(0, 0, 0); @@ -259,41 +286,75 @@ SGSkyDome::repaint( const SGVec3f& sun_color, const SGVec3f& sky_color, const float upperVisFactor = 1.0 - vis_factor * (0.7 + 0.3 * cvf/45000); const float middleVisFactor = 1.0 - vis_factor * (0.1 + 0.85 * cvf/45000); + // Dome top is always sky_color (*dome_cl)[0] = toOsg(sky_color); simgear::VectorArrayAdapter colors(*dome_cl, numBands, 1); const double saif = sun_angle/SG_PI; static const SGVec3f blueShift(0.8, 1.0, 1.2); const SGVec3f skyFogDelta = sky_color - fog_color; const SGVec3f sunSkyDelta = sun_color - sky_color; + // For now the colors of the upper two rings are linearly // interpolated between the zenith color and the first horizon - // ring color. - + // ring color. Means angles from top to 30 degrees + for (int i = 0; i < halfBands+1; i++) { SGVec3f diff = mult(skyFogDelta, blueShift); - diff *= (0.8 + saif - ((halfBands-i)/10)); - colors(2, i) = toOsg(sky_color - upperVisFactor * diff); - colors(3, i) = toOsg(sky_color - middleVisFactor * diff + middle_amt); - colors(4, i) = toOsg(fog_color + outer_amt); - colors(0, i) = simgear::math::lerp(toOsg(sky_color), colors(2, i), .3942); - colors(1, i) = simgear::math::lerp(toOsg(sky_color), colors(2, i), .7885); + diff *= (0.8 + saif - ((halfBands-i)/(float)(numBands-2))); + + // Color the ~60 deg ring + colors(upperRings, i) = toOsg(sky_color - upperVisFactor * diff); + + int j=0; + // Color top half by linear interpolation (90...60 degrees) + for (; j < upperRings; j++) + colors(j, i) = simgear::math::lerp(toOsg(sky_color), colors(upperRings, i), j / (float)upperRings); + + j++; // Skip the 60 deg ring + // From 60 to ~85 degrees + for (int l = 0; j < upperRings + middleRings + 1; j++, l++) + colors(j, i) = simgear::math::lerp(colors(upperRings, i), + toOsg(sky_color - middleVisFactor * diff + middle_amt), l / (float)middleRings); + + // 85 to 90 degrees + for (int l = 0; j < halfRings; j++, l++) + colors(j, i) = simgear::math::lerp(colors(upperRings + middleRings, i), toOsg(fog_color + outer_amt), + l / (float)(halfRings - upperRings - middleRings)); + + // Original colors + //colors(2, i) = toOsg(sky_color - upperVisFactor * diff); + //colors(3, i) = toOsg(sky_color - middleVisFactor * diff + middle_amt); + //colors(4, i) = toOsg(fog_color + outer_amt); + //colors(0, i) = simgear::math::lerp(toOsg(sky_color), colors(2, i), .3942); + //colors(1, i) = simgear::math::lerp(toOsg(sky_color), colors(2, i), .7885); + for (int j = 0; j < numRings - 1; ++j) clampColor(colors(j, i)); + outer_amt -= outer_diff; middle_amt -= middle_diff; } + // Other side of dome is mirror of the other for (int i = halfBands+1; i < numBands; ++i) - for (int j = 0; j < 5; ++j) + for (int j = 0; j < numRings-1; ++j) colors(j, i) = colors(j, numBands - i); + // Fade colors to black when going to space + // Center of dome is blackest and then fade decreases towards horizon fade_to_black(&(*dome_cl)[0], asl * center_elev, 1); - for (int i = 0; i < numRings - 1; ++i) - fade_to_black(&colors(i, 0), (asl+0.05f) * domeParams[i].elev, + for (int i = 0; i < numRings - 1; ++i) { + float fadeValue = (asl+0.05f) * cos(i*ringDelta*SGD_DEGREES_TO_RADIANS); + if(fadeValue < 0.0) fadeValue = 0.0; // Prevent brightening up if dome is over 90 degrees + fade_to_black(&colors(i, 0), fadeValue, //domeParams[i].elev, numBands); + } + + // All rings below horizon are fog color + for ( int i = halfRings; i < numRings; i++) + for ( int j = 0; j < numBands; j++ ) + colors(i, j) = toOsg(fog_color); - for ( int i = 0; i < numBands; i++ ) - colors(numRings - 1, i) = toOsg(fog_color); dome_cl->dirty(); return true; }