Add out own texture object

This commit is contained in:
ehofman
2003-04-09 20:24:52 +00:00
parent f922e84eb6
commit 11d2bca8a7
9 changed files with 1134 additions and 156 deletions

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@@ -420,6 +420,7 @@ AC_CONFIG_FILES([ \
simgear/serial/Makefile \
simgear/sky/Makefile \
simgear/sky/clouds3d/Makefile \
simgear/sky/sunsky/Makefile \
simgear/threads/Makefile \
simgear/timing/Makefile \
simgear/xgl/Makefile \

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@@ -2,16 +2,20 @@ includedir = @includedir@/misc
lib_LIBRARIES = libsgmisc.a
noinst_HEADERS = \
colours.h
include_HEADERS = \
commands.hxx \
exception.hxx \
props.hxx \
props_io.hxx \
props_io.hxx \
sg_path.hxx \
sgstream.hxx \
stopwatch.hxx \
strutils.hxx \
tabbed_values.hxx \
texture.hxx \
texcoord.hxx \
zfstream.hxx
@@ -24,6 +28,7 @@ libsgmisc_a_SOURCES = \
sgstream.cxx \
strutils.cxx \
tabbed_values.cxx \
texture.cxx \
texcoord.cxx \
zfstream.cxx

289
simgear/misc/colours.h Normal file
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@@ -0,0 +1,289 @@
// colours.h -- This header file contains colour definitions in the
// same way as MS FS5 does
//
// Contributed by "Christian Mayer" <Vader@t-online.de>, started April 1999.
//
// Copyright (C) 1998 Christian Mayer - Vader@t-online.de
//
// 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 COLOURS_H
#define COLOURS_H
unsigned char msfs_colour[256][3]=
{
{ 0, 0, 0},
{ 8, 8, 8},
{ 16, 16, 16},
{ 24, 24, 24},
{ 32, 32, 32},
{ 40, 40, 40},
{ 48, 48, 48},
{ 56, 56, 56},
{ 65, 65, 65},
{ 73, 73, 73},
{ 81, 81, 81},
{ 89, 89, 89},
{ 97, 97, 97},
{105, 105, 105},
{113, 113, 113},
{121, 121, 121},
{130, 130, 130},
{138, 138, 138},
{146, 146, 146},
{154, 154, 154},
{162, 162, 162},
{170, 170, 170},
{178, 178, 178},
{186, 186, 186},
{195, 195, 195},
{203, 203, 203},
{211, 211, 211},
{219, 219, 219},
{227, 227, 227},
{235, 235, 235},
{247, 247, 247},
{255, 255, 255},
{ 21, 5, 5},
{ 42, 10, 10},
{ 63, 15, 15},
{ 84, 20, 20},
{105, 25, 25},
{126, 30, 30},
{147, 35, 35},
{168, 40, 40},
{189, 45, 45},
{210, 50, 50},
{231, 55, 55},
{252, 60, 60},
{ 5, 21, 5},
{ 10, 42, 10},
{ 15, 63, 15},
{ 20, 84, 20},
{ 25, 105, 25},
{ 30, 126, 30},
{ 35, 147, 35},
{ 40, 168, 40},
{ 45, 189, 45},
{ 50, 210, 50},
{ 55, 231, 55},
{ 60, 252, 60},
{ 0, 7, 23},
{ 0, 15, 40},
{ 0, 23, 58},
{ 0, 40, 84},
{ 0, 64, 104},
{ 0, 71, 122},
{ 0, 87, 143},
{ 0, 99, 156},
{ 0, 112, 179},
{ 0, 128, 199},
{ 0, 143, 215},
{ 0, 153, 230},
{ 28, 14, 0},
{ 56, 28, 0},
{ 84, 42, 0},
{112, 56, 0},
{140, 70, 0},
{168, 84, 0},
{196, 98, 0},
{224, 112, 0},
{252, 126, 0},
{ 28, 28, 0},
{ 56, 56, 0},
{ 84, 84, 0},
{112, 112, 0},
{140, 140, 0},
{168, 168, 0},
{196, 196, 0},
{224, 224, 0},
{252, 252, 0},
{ 25, 21, 16},
{ 50, 42, 32},
{ 75, 63, 48},
{100, 84, 64},
{125, 105, 80},
{150, 126, 96},
{175, 147, 112},
{200, 168, 128},
{225, 189, 144},
{ 28, 11, 7},
{ 56, 22, 14},
{ 84, 33, 21},
{112, 44, 28},
{140, 55, 35},
{168, 66, 42},
{196, 77, 49},
{224, 88, 56},
{252, 99, 63},
{ 17, 22, 9},
{ 34, 44, 18},
{ 51, 66, 27},
{ 68, 88, 36},
{ 85, 110, 45},
{102, 132, 54},
{119, 154, 63},
{136, 176, 72},
{153, 198, 81},
{ 0, 58, 104},
{ 0, 87, 112},
{ 43, 112, 128},
{255, 0, 0},
{ 64, 255, 64},
{ 0, 0, 192},
{ 0, 105, 105},
{255, 128, 0},
{255, 255, 0},
{ 81, 81, 81},
{121, 121, 121},
{146, 146, 146},
{170, 170, 170},
{195, 195, 195},
{227, 227, 227},
{ 0, 0, 0},
{ 0, 0, 0},
{ 0, 0, 0},
{ 0, 0, 0},
{ 0, 0, 0},
{ 0, 0, 0},
{ 0, 0, 0},
{ 0, 0, 0},
{ 0, 0, 0},
{ 0, 0, 0},
{ 0, 0, 0},
{ 0, 0, 0},
{ 0, 0, 0},
{ 0, 0, 0},
{ 0, 0, 0},
{ 0, 0, 0},
{ 0, 0, 0},
{ 0, 0, 0},
{ 0, 0, 0},
{ 0, 0, 0},
{ 0, 0, 0},
{ 0, 0, 0},
{ 0, 0, 0},
{ 0, 0, 0},
{ 0, 0, 0},
{ 0, 0, 0},
{ 0, 0, 0},
{ 0, 0, 0},
{ 0, 0, 0},
{ 0, 0, 0},
{ 0, 0, 0},
{ 0, 0, 0},
{192, 192, 255},
{200, 200, 255},
{208, 208, 255},
{216, 216, 255},
{224, 224, 255},
{232, 232, 255},
{240, 240, 255},
{248, 248, 255},
{255, 255, 255},
{255, 255, 255},
{255, 255, 255},
{255, 255, 255},
{255, 255, 255},
{255, 255, 255},
{255, 255, 255},
{255, 255, 255},
{ 16, 72, 16},
{ 32, 80, 32},
{ 48, 88, 48},
{ 64, 96, 64},
{ 80, 104, 80},
{ 96, 112, 96},
{112, 120, 112},
{120, 124, 120},
{128, 128, 128},
{128, 128, 128},
{128, 128, 128},
{128, 128, 128},
{128, 128, 128},
{128, 128, 128},
{128, 128, 128},
{128, 128, 128},
{ 33, 140, 189},
{ 57, 132, 165},
{189, 66, 66},
{156, 66, 66},
{132, 74, 74},
{ 33, 82, 107},
{214, 90, 82},
{189, 90, 82},
{165, 90, 82},
{123, 57, 49},
{ 99, 57, 49},
{107, 74, 66},
{123, 90, 82},
{181, 90, 66},
{ 74, 49, 41},
{189, 115, 90},
{140, 90, 49},
{ 33, 49, 74},
{181, 115, 49},
{ 99, 66, 33},
{165, 115, 66},
{ 49, 41, 33},
{165, 140, 115},
{189, 165, 140},
{ 57, 99, 123},
{181, 107, 24},
{206, 123, 33},
{156, 99, 33},
{148, 107, 49},
{107, 82, 49},
{ 33, 33, 57},
{ 33, 115, 165},
{214, 214, 33},
{173, 173, 33},
{198, 198, 41},
{140, 140, 33},
{115, 115, 33},
{189, 189, 57},
{156, 156, 49},
{173, 173, 57},
{123, 123, 49},
{123, 123, 66},
{ 74, 74, 49},
{123, 123, 90},
{ 41, 41, 33},
{ 90, 99, 57},
{107, 115, 74},
{123, 148, 82},
{140, 173, 99},
{132, 156, 99},
{ 49, 66, 41},
{ 99, 165, 90},
{ 74, 214, 74},
{ 57, 140, 57},
{ 74, 181, 74},
{ 90, 198, 90},
{ 57, 123, 57},
{ 49, 99, 49},
{ 90, 165, 90},
{ 82, 148, 82},
{ 74, 99, 74},
{ 57, 115, 132},
{ 33, 99, 123},
{ 74, 115, 132}
};
#endif

514
simgear/misc/texture.cxx Normal file
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@@ -0,0 +1,514 @@
/**
* \file texture.cxx
* Texture manipulation routines
*
* Copyright (c) Mark J. Kilgard, 1997.
* Code added in april 2003 by Erik Hofman
*
* This program is freely distributable without licensing fees
* and is provided without guarantee or warrantee expressed or
* implied. This program is -not- in the public domain.
*
* $Id$
*/
#include <GL/glu.h>
#include <stdlib.h> // malloc()
#include "texture.hxx"
#include "colours.h"
SGTexture::SGTexture()
{
texture_data = NULL;
}
SGTexture::~SGTexture()
{
if (texture_data)
free(texture_data);
}
void
SGTexture::bind()
{
if (!texture_data) {
#ifdef GL_VERSION_1_1
glGenTextures(1, &texture_id);
#elif GL_EXT_texture_object
glGenTexturesEXT(1, &texture_id);
#endif
}
#ifdef GL_VERSION_1_1
glBindTexture(GL_TEXTURE_2D, texture_id);
#elif GL_EXT_texture_object
glBindTextureEXT(GL_TEXTURE_2D, texture_id);
#endif
if (!texture_data) {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
}
/**
* A function to resize the OpenGL window which will be used by
* the dynamic texture generating routines.
*
* @param width The width of the new window
* @param height The height of the new window
*/
void
SGTexture::resize(unsigned int width, unsigned int height)
{
GLfloat aspect;
// Make sure that we don't get a divide by zero exception
if (height == 0)
height = 1;
// Set the viewport for the OpenGL window
glViewport(0, 0, width, height);
// Calculate the aspect ratio of the window
aspect = width/height;
// Go to the projection matrix, this gets modified by the perspective
// calulations
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Do the perspective calculations
gluPerspective(45.0, aspect, 1.0, 400.0);
// Return to the modelview matrix
glMatrixMode(GL_MODELVIEW);
}
/**
* A function to prepare the OpenGL state machine for dynamic
* texture generation.
*
* @param width The width of the texture
* @param height The height of the texture
*/
void
SGTexture::prepare(unsigned int width, unsigned int height) {
texture_width = width;
texture_height = height;
// Resize the OpenGL window to the size of our dynamic texture
resize(texture_width, texture_height);
// Clear the contents of the screen buffer to blue
glClearColor(0.0, 0.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Turn off texturing (don't want the torus to be texture);
glDisable(GL_TEXTURE_2D);
}
/**
* A function to generate the dynamic texture.
*
* The actual texture can be accessed by calling get_texture()
*
* @param width The width of the previous OpenGL window
* @param height The height of the previous OpenGL window
*/
void
SGTexture::finish(unsigned int width, unsigned int height) {
// If a texture hasn't been created then it gets created, and the contents
// of the frame buffer gets copied into it. If the texture has already been
// created then its contents just get updated.
bind();
if (!texture_data)
{
// Copies the contents of the frame buffer into the texture
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0,
texture_width, texture_height, 0);
} else {
// Copies the contents of the frame buffer into the texture
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0,
texture_width, texture_height);
}
// Set the OpenGL window back to its previous size
resize(width, height);
// Clear the window back to black
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void
SGTexture::read_alpha_texture(const char *name)
{
GLubyte *lptr;
SGTexture::ImageRec *image;
int y;
if (texture_data)
free(texture_data);
image = ImageOpen(name);
if(!image) {
return;
}
texture_width = image->xsize;
texture_height = image->ysize;
// printf("image->zsize = %d\n", image->zsize);
if (image->zsize != 1) {
ImageClose(image);
return;
}
texture_data = (GLubyte *)
malloc(image->xsize*image->ysize*sizeof(GLubyte));
if (!texture_data)
return;
lptr = texture_data;
for(y=0; y<image->ysize; y++) {
ImageGetRow(image,lptr,y,0);
lptr += image->xsize;
}
ImageClose(image);
}
void
SGTexture::read_rgb_texture(const char *name)
{
GLubyte *ptr;
GLubyte *rbuf, *gbuf, *bbuf, *abuf;
SGTexture::ImageRec *image;
int y;
if (texture_data)
free(texture_data);
image = ImageOpen(name);
if(!image)
return;
texture_width = image->xsize;
texture_height = image->ysize;
if (image->zsize != 3 && image->zsize != 4) {
ImageClose(image);
return;
}
texture_data = (GLubyte *)malloc(image->xsize*image->ysize*sizeof(GLubyte)*3);
rbuf = (GLubyte *)malloc(image->xsize*sizeof(GLubyte));
gbuf = (GLubyte *)malloc(image->xsize*sizeof(GLubyte));
bbuf = (GLubyte *)malloc(image->xsize*sizeof(GLubyte));
abuf = (GLubyte *)malloc(image->xsize*sizeof(GLubyte));
if(!texture_data || !rbuf || !gbuf || !bbuf || !abuf) {
if (texture_data) free(texture_data);
if (rbuf) free(rbuf);
if (gbuf) free(gbuf);
if (bbuf) free(bbuf);
if (abuf) free(abuf);
return;
}
ptr = texture_data;
for(y=0; y<image->ysize; y++) {
if(image->zsize == 4) {
ImageGetRow(image,rbuf,y,0);
ImageGetRow(image,gbuf,y,1);
ImageGetRow(image,bbuf,y,2);
ImageGetRow(image,abuf,y,3); /* Discard. */
rgbtorgb(rbuf,gbuf,bbuf,ptr,image->xsize);
ptr += (image->xsize * 3);
} else {
ImageGetRow(image,rbuf,y,0);
ImageGetRow(image,gbuf,y,1);
ImageGetRow(image,bbuf,y,2);
rgbtorgb(rbuf,gbuf,bbuf,ptr,image->xsize);
ptr += (image->xsize * 3);
}
}
ImageClose(image);
free(rbuf);
free(gbuf);
free(bbuf);
free(abuf);
}
void
SGTexture::read_raw_texture(const char *name)
{
GLubyte *ptr;
SGTexture::ImageRec *image;
int y;
if (texture_data)
free(texture_data);
image = RawImageOpen(name);
if(!image)
return;
texture_width = 256;
texture_height = 256;
texture_data = (GLubyte *)malloc(256*256*sizeof(GLubyte)*3);
if(!texture_data)
return;
ptr = texture_data;
for(y=0; y<256; y++) {
sgread(image->file, ptr, 256*3);
ptr+=256*3;
}
ImageClose(image);
}
void
SGTexture::read_r8_texture(const char *name)
{
unsigned char c[1];
GLubyte *ptr;
SGTexture::ImageRec *image;
int xy;
if (texture_data)
free(texture_data);
//it wouldn't make sense to write a new function ...
image = RawImageOpen(name);
if(!image)
return;
texture_width = 256;
texture_height = 256;
texture_data = (GLubyte *)malloc(256*256*sizeof(GLubyte)*3);
if(!texture_data)
return;
ptr = texture_data;
for(xy=0; xy<(256*256); xy++) {
sgread(image->file,c,1);
//look in the table for the right colours
ptr[0]=msfs_colour[c[0]][0];
ptr[1]=msfs_colour[c[0]][1];
ptr[2]=msfs_colour[c[0]][2];
ptr+=3;
}
ImageClose(image);
}
SGTexture::ImageRec *
SGTexture::ImageOpen(const char *fileName)
{
union {
int testWord;
char testByte[4];
} endianTest;
SGTexture::ImageRec *image;
int swapFlag;
int x;
endianTest.testWord = 1;
if (endianTest.testByte[0] == 1) {
swapFlag = 1;
} else {
swapFlag = 0;
}
image = (SGTexture::ImageRec *)malloc(sizeof(SGTexture::ImageRec));
if (image == NULL) {
// fprintf(stderr, "Out of memory!\n");
exit(1);
}
if ((image->file = sgopen(fileName, "rb")) == NULL) {
return NULL;
}
// fread(image, 1, 12, image->file);
sgread(image->file, image, 12);
if (swapFlag) {
ConvertShort(&image->imagic, 6);
}
image->tmp = (GLubyte *)malloc(image->xsize*256);
if (image->tmp == NULL) {
// fprintf(stderr, "\nOut of memory!\n");
exit(1);
}
if ((image->type & 0xFF00) == 0x0100) {
x = image->ysize * image->zsize * (int) sizeof(unsigned);
image->rowStart = (unsigned *)malloc(x);
image->rowSize = (int *)malloc(x);
if (image->rowStart == NULL || image->rowSize == NULL) {
// fprintf(stderr, "\nOut of memory!\n");
exit(1);
}
image->rleEnd = 512 + (2 * x);
sgseek(image->file, 512, SEEK_SET);
// fread(image->rowStart, 1, x, image->file);
sgread(image->file, image->rowStart, x);
// fread(image->rowSize, 1, x, image->file);
sgread(image->file, image->rowSize, x);
if (swapFlag) {
ConvertUint(image->rowStart, x/(int) sizeof(unsigned));
ConvertUint((unsigned *)image->rowSize, x/(int) sizeof(int));
}
}
return image;
}
void
SGTexture::ImageClose(SGTexture::ImageRec *image) {
sgclose(image->file);
free(image->tmp);
free(image);
}
SGTexture::ImageRec *
SGTexture::RawImageOpen(const char *fileName)
{
union {
int testWord;
char testByte[4];
} endianTest;
SGTexture::ImageRec *image;
int swapFlag;
endianTest.testWord = 1;
if (endianTest.testByte[0] == 1) {
swapFlag = 1;
} else {
swapFlag = 0;
}
image = (SGTexture::ImageRec *)malloc(sizeof(SGTexture::ImageRec));
if (image == NULL) {
// fprintf(stderr, "Out of memory!\n");
exit(1);
}
if ((image->file = sgopen(fileName, "rb")) == NULL) {
return NULL;
}
sgread(image->file, image, 12);
if (swapFlag) {
ConvertShort(&image->imagic, 6);
}
//just allocate a pseudo value as I'm too lazy to change ImageClose()...
image->tmp = (GLubyte *)malloc(1);
if (image->tmp == NULL) {
// fprintf(stderr, "\nOut of memory!\n");
exit(1);
}
return image;
}
void
SGTexture::ImageGetRow(SGTexture::ImageRec *image, GLubyte *buf, int y, int z) {
GLubyte *iPtr, *oPtr, pixel;
int count;
if ((image->type & 0xFF00) == 0x0100) {
sgseek(image->file, (long) image->rowStart[y+z*image->ysize], SEEK_SET); // fread(image->tmp, 1, (unsigned int)image->rowSize[y+z*image->ysize],
// image->file);
sgread(image->file, image->tmp,
(unsigned int)image->rowSize[y+z*image->ysize]);
iPtr = image->tmp;
oPtr = buf;
for (;;) {
pixel = *iPtr++;
count = (int)(pixel & 0x7F);
if (!count) {
return;
}
if (pixel & 0x80) {
while (count--) {
*oPtr++ = *iPtr++;
}
} else {
pixel = *iPtr++;
while (count--) {
*oPtr++ = pixel;
}
}
}
} else {
sgseek(image->file, 512+(y*image->xsize)+(z*image->xsize*image->ysize),
SEEK_SET);
// fread(buf, 1, image->xsize, image->file);
sgread(image->file, buf, image->xsize);
}
}
void
SGTexture::rgbtorgb(GLubyte *r, GLubyte *g, GLubyte *b, GLubyte *l, int n) {
while(n--) {
l[0] = r[0];
l[1] = g[0];
l[2] = b[0];
l += 3; r++; g++; b++;
}
}
void
SGTexture::ConvertShort(unsigned short *array, unsigned int length) {
unsigned short b1, b2;
unsigned char *ptr;
ptr = (unsigned char *)array;
while (length--) {
b1 = *ptr++;
b2 = *ptr++;
*array++ = (b1 << 8) | (b2);
}
}
void
SGTexture::ConvertUint(unsigned *array, unsigned int length) {
unsigned int b1, b2, b3, b4;
unsigned char *ptr;
ptr = (unsigned char *)array;
while (length--) {
b1 = *ptr++;
b2 = *ptr++;
b3 = *ptr++;
b4 = *ptr++;
*array++ = (b1 << 24) | (b2 << 16) | (b3 << 8) | (b4);
}
}

80
simgear/misc/texture.hxx Normal file
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@@ -0,0 +1,80 @@
#ifndef __SG_TEXTURE_HXX
#define __SG_TEXTURE_HXX 1
#include <GL/gl.h>
#include <simgear/sg_zlib.h>
class SGTexture {
private:
GLuint texture_id;
GLubyte *texture_data;
GLsizei texture_width;
GLsizei texture_height;
void resize(unsigned int width = 256, unsigned int height = 256);
protected:
typedef struct _ImageRec {
unsigned short imagic;
unsigned short type;
unsigned short dim;
unsigned short xsize, ysize, zsize;
unsigned int min, max;
unsigned int wasteBytes;
char name[80];
unsigned long colorMap;
sgFile file;
GLubyte *tmp;
unsigned long rleEnd;
unsigned int *rowStart;
int *rowSize;
} ImageRec;
void ConvertUint(unsigned *array, unsigned int length);
void ConvertShort(unsigned short *array, unsigned int length);
void rgbtorgb(GLubyte *r, GLubyte *g, GLubyte *b, GLubyte *l, int n);
ImageRec *ImageOpen(const char *fileName);
ImageRec *RawImageOpen(const char *fileName);
void ImageClose(ImageRec *image);
void ImageGetRow(ImageRec *image, GLubyte *buf, int y, int z);
public:
SGTexture();
~SGTexture();
/* Copyright (c) Mark J. Kilgard, 1997. */
void read_alpha_texture(const char *name);
void read_rgb_texture(const char *name);
void read_raw_texture(const char *name);
void read_r8_texture(const char *name);
inline bool usable() { return texture_data ? true : false; }
inline GLuint id() { return texture_id; }
inline GLubyte *texture() { return texture_data; }
inline int width() { return texture_width; }
inline int height() { return texture_height; }
void prepare(unsigned int width = 256, unsigned int height = 256);
void finish(unsigned int width, unsigned int height);
void bind();
inline void select() {
// if (texture_data)
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGB,
texture_width, texture_height, 0,
GL_RGB, GL_UNSIGNED_BYTE, texture_data );
}
};
#endif

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@@ -1,6 +1,7 @@
includedir = @includedir@/sky
# SUBDIRS = clouds3d
SUBDIRS = sunsky
# SUBDIRS += clouds3d
lib_LIBRARIES = libsgsky.a

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@@ -38,6 +38,7 @@
#include <plib/sg.h>
#include <simgear/debug/logstream.hxx>
#include <simgear/sky/sunsky/sunsky.hxx>
#include "dome.hxx"
@@ -66,7 +67,7 @@ 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; */
<< endl << endl; */
ssgLeaf *f = (ssgLeaf *)e;
if ( f -> hasState () ) f->getState()->apply() ;
@@ -82,7 +83,7 @@ static int sgSkyDomePreDraw( ssgEntity *e ) {
static int sgSkyDomePostDraw( ssgEntity *e ) {
/* cout << endl << "Dome Post Draw" << endl << "----------------"
<< endl << endl; */
<< endl << endl; */
glPopAttrib();
// cout << "pop error = " << glGetError() << endl;
@@ -103,7 +104,7 @@ SGSkyDome::~SGSkyDome( void ) {
// initialize the sky object and connect it into our scene graph
ssgBranch * SGSkyDome::build( double hscale, double vscale ) {
sgVec4 color;
// sgVec4 color;
float theta;
int i;
@@ -113,8 +114,8 @@ ssgBranch * SGSkyDome::build( double hscale, double vscale ) {
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->enable( GL_TEXTURE_2D );
dome_state->disable( 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 );
@@ -124,7 +125,7 @@ ssgBranch * SGSkyDome::build( double hscale, double vscale ) {
// 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 );
@@ -135,7 +136,7 @@ ssgBranch * SGSkyDome::build( double hscale, double vscale ) {
lower_ring_cl = new ssgColourArray( 26 );
// initially seed to all blue
sgSetVec4( color, 0.0, 0.0, 1.0, 1.0 );
// sgSetVec4( color, 0.0, 0.0, 1.0, 1.0 );
// generate the raw vertex data
sgVec3 center_vertex;
@@ -147,101 +148,101 @@ ssgBranch * SGSkyDome::build( double hscale, double vscale ) {
sgSetVec3( center_vertex, 0.0, 0.0, center_elev * vscale );
for ( i = 0; i < 12; i++ ) {
theta = (i * 30.0) * SGD_DEGREES_TO_RADIANS;
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( 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( 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 );
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 );
// 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[i] );
// center_disk_cl->add( color );
}
center_disk_vl->add( upper_vertex[11] );
center_disk_cl->add( color );
// 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( middle_vertex[i] );
// upper_ring_cl->add( color );
upper_ring_vl->add( upper_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_cl->add( color );
upper_ring_vl->add( upper_vertex[0] );
upper_ring_cl->add( color );
// 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( lower_vertex[i] );
// middle_ring_cl->add( color );
middle_ring_vl->add( middle_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_cl->add( color );
middle_ring_vl->add( middle_vertex[0] );
middle_ring_cl->add( color );
// 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( bottom_vertex[i] );
// lower_ring_cl->add( color );
lower_ring_vl->add( lower_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_cl->add( color );
lower_ring_vl->add( lower_vertex[0] );
lower_ring_cl->add( color );
// 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 );
// 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 );
center_disk_vl, NULL, NULL, center_disk_cl );
upper_ring = new ssgVtxTable( GL_TRIANGLE_STRIP,
upper_ring_vl, NULL, NULL, upper_ring_cl );
upper_ring_vl, NULL, NULL, upper_ring_cl );
middle_ring = new ssgVtxTable( GL_TRIANGLE_STRIP,
middle_ring_vl, NULL, NULL, middle_ring_cl );
middle_ring_vl, NULL, NULL, middle_ring_cl );
lower_ring = new ssgVtxTable( GL_TRIANGLE_STRIP,
lower_ring_vl, NULL, NULL, lower_ring_cl );
lower_ring_vl, NULL, NULL, lower_ring_cl );
center_disk->setState( dome_state );
upper_ring->setState( dome_state );
@@ -272,6 +273,86 @@ ssgBranch * SGSkyDome::build( double hscale, double vscale ) {
}
/**
* regenerate the sky texture based on the current position and time
*
* lat: the current latitude (0 ... 360)
* lon: the current longitude (-90 ... 90) south to north
* zone: standard meredian
* julianDay: julian day (1 ... 365)
* time: time of day (0.0 ... 23.99 - 14.25 = 2:15pm)
* turbidity: (1.0 ... 30+) 2-6 are most useful for clear days.
* atmEffects: if atm effects are not initialized, bad things will
* happen if you try to use them....
*/
#define SG_SKYTEXTURE_WIDTH 128
#define SG_SKYTEXTURE_HEIGHT 128
// produce theta-distorted map suitable for texture mapping
static const bool thetaMap = false;
bool SGSkyDome::repaint( float lat, float lon, int zone, int julianDay,
int time, float turbidity, bool atmEffects )
{
SGSunSky sunSky(lat, lon, zone, julianDay, time, turbidity, atmEffects);
float sunAngle = sqrt(sunSky.GetSunSolidAngle() / SG_PI);
sgVec3 *sunColour = sunSky.GetSunSpectralRadiance().To_XYZ();
sgVec3 *sunDir = sunSky.GetSunPosition();
for (unsigned int i = 0; i < 128; i++ ) {
for (unsigned int j = 0; j < 128; j++ ) {
sgVec2 hemiPos, normVec2;
sgVec3 hemiDir;
sgVec3 *hemiColour;
sgSetVec2( normVec2, 1.0, 1.0 );
sgSetVec2( hemiPos, (j + 0.5)/SG_SKYTEXTURE_WIDTH,
(i + 0.5)/SG_SKYTEXTURE_WIDTH );
sgScaleVec2(hemiPos, 2.0);
sgAddVec2(hemiPos, normVec2);
if (sgDistanceSquaredVec2(hemiPos, normVec2) <= 1.0)
{
// North = Up, East = left, so hemisphere is 'above' viewer:
// imagine lying on your back looking up at the sky,
// head oriented towards north
if (thetaMap)
{
// remap to theta-based coords
float r = sgLengthVec2(hemiPos);
sgScaleVec2(hemiPos, cos(SG_PI * (1 - r) / 2.0) / r);
}
sgSetVec3( hemiDir, -hemiPos[1], -hemiPos[0],
sqrt(1.0-sgDistanceSquaredVec2(hemiPos, normVec2)) );
if (acos(sgScalarProductVec2(hemiDir, *sunDir)) < sunAngle)
{
// this is actually a little beside the point: as
// the sun subtends about 0.5 degrees, at an image
// size of 400x400 pixels, the sun will only cover a
// pixel or so.
hemiColour = sunColour;
}
else
{
hemiColour = sunSky.GetSkyXYZRadiance(&hemiDir);
// hemiColour = csDisplay.ToGamut(hemiColour);
}
radImage.SetPixel(j, i, hemiColour);
}
else
radImage.SetPixel(j, i, cBlack);
}
}
}
// 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
@@ -279,8 +360,9 @@ ssgBranch * SGSkyDome::build( double hscale, double vscale ) {
// 90 degrees = sun rise/set
// 180 degrees = darkest midnight
bool SGSkyDome::repaint( sgVec4 sky_color, sgVec4 fog_color, double sun_angle,
double vis )
double vis )
{
#if 0
double diff;
sgVec3 outer_param, outer_amt, outer_diff;
sgVec3 middle_param, middle_amt, middle_diff;
@@ -288,26 +370,26 @@ bool SGSkyDome::repaint( sgVec4 sky_color, sgVec4 fog_color, double sun_angle,
// 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 );
// 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 );
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( outer_diff, outer_param, 1.0 / 6.0 );
sgScaleVec3( middle_diff, middle_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_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 );
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);
@@ -329,101 +411,101 @@ bool SGSkyDome::repaint( sgVec4 sky_color, sgVec4 fog_color, double sun_angle,
double vis_factor;
if ( vis < 3000.0 ) {
vis_factor = (vis - 1000.0) / 2000.0;
if ( vis_factor < 0.0 ) {
vis_factor = 0.0;
}
vis_factor = (vis - 1000.0) / 2000.0;
if ( vis_factor < 0.0 ) {
vis_factor = 0.0;
}
} else {
vis_factor = 1.0;
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 );
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];
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);
// 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];
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;
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];
}
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]);
*/
/*
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];
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);
// 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];
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;
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];
}
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]);
/*
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 );
sgCopyVec4( bottom_color[i], fog_color );
}
//
@@ -440,8 +522,8 @@ bool SGSkyDome::repaint( sgVec4 sky_color, sgVec4 fog_color, double sun_angle,
// 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[i] );
}
slot = center_disk_cl->get( counter++ );
sgCopyVec4( slot, upper_color[11] );
@@ -449,11 +531,11 @@ bool SGSkyDome::repaint( sgVec4 sky_color, sgVec4 fog_color, double sun_angle,
// 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, middle_color[i] );
slot = upper_ring_cl->get( counter++ );
sgCopyVec4( slot, upper_color[i] );
slot = upper_ring_cl->get( counter++ );
sgCopyVec4( slot, upper_color[i] );
}
slot = upper_ring_cl->get( counter++ );
sgCopyVec4( slot, middle_color[0] );
@@ -464,11 +546,11 @@ bool SGSkyDome::repaint( sgVec4 sky_color, sgVec4 fog_color, double sun_angle,
// 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, lower_color[i] );
slot = middle_ring_cl->get( counter++ );
sgCopyVec4( slot, middle_color[i] );
slot = middle_ring_cl->get( counter++ );
sgCopyVec4( slot, middle_color[i] );
}
slot = middle_ring_cl->get( counter++ );
sgCopyVec4( slot, lower_color[0] );
@@ -479,18 +561,18 @@ bool SGSkyDome::repaint( sgVec4 sky_color, sgVec4 fog_color, double sun_angle,
// 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, bottom_color[i] );
slot = lower_ring_cl->get( counter++ );
sgCopyVec4( slot, lower_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] );
#endif
return true;
}
@@ -501,6 +583,7 @@ bool SGSkyDome::repaint( sgVec4 sky_color, sgVec4 fog_color, double sun_angle,
// 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 ) {
#if 0
sgMat4 T, LON, LAT, SPIN;
sgVec3 axis;
@@ -540,6 +623,6 @@ bool SGSkyDome::reposition( sgVec3 p, double lon, double lat, double spin ) {
sgSetCoord( &skypos, TRANSFORM );
dome_transform->setTransform( &skypos );
#endif
return true;
}

View File

@@ -73,6 +73,11 @@ public:
bool repaint( sgVec3 sky_color, sgVec3 fog_color, double sun_angle,
double vis );
// regenerate the sky texture based on the current position and time
//
bool repaint( float lat, float lon, int zone, int julianDay,
int time, float turb, bool atmEffects = false );
// 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

View File

@@ -35,7 +35,7 @@
#ifdef HAVE_CONFIG_H
# include <config.h>
# include <simgear_config.h>
#endif