Add out own texture object
This commit is contained in:
@@ -420,6 +420,7 @@ AC_CONFIG_FILES([ \
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simgear/serial/Makefile \
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simgear/sky/Makefile \
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simgear/sky/clouds3d/Makefile \
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simgear/sky/sunsky/Makefile \
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simgear/threads/Makefile \
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simgear/timing/Makefile \
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simgear/xgl/Makefile \
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@@ -2,16 +2,20 @@ includedir = @includedir@/misc
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lib_LIBRARIES = libsgmisc.a
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noinst_HEADERS = \
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colours.h
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include_HEADERS = \
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commands.hxx \
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exception.hxx \
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props.hxx \
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props_io.hxx \
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props_io.hxx \
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sg_path.hxx \
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sgstream.hxx \
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stopwatch.hxx \
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strutils.hxx \
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tabbed_values.hxx \
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texture.hxx \
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texcoord.hxx \
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zfstream.hxx
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@@ -24,6 +28,7 @@ libsgmisc_a_SOURCES = \
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sgstream.cxx \
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strutils.cxx \
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tabbed_values.cxx \
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texture.cxx \
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texcoord.cxx \
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zfstream.cxx
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289
simgear/misc/colours.h
Normal file
289
simgear/misc/colours.h
Normal file
@@ -0,0 +1,289 @@
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// colours.h -- This header file contains colour definitions in the
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// same way as MS FS5 does
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//
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// Contributed by "Christian Mayer" <Vader@t-online.de>, started April 1999.
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//
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// Copyright (C) 1998 Christian Mayer - Vader@t-online.de
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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#ifndef COLOURS_H
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#define COLOURS_H
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unsigned char msfs_colour[256][3]=
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{
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{ 0, 0, 0},
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{ 8, 8, 8},
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{ 16, 16, 16},
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{ 24, 24, 24},
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{ 32, 32, 32},
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{ 40, 40, 40},
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{ 48, 48, 48},
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{ 56, 56, 56},
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{ 65, 65, 65},
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{ 73, 73, 73},
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{ 81, 81, 81},
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{ 89, 89, 89},
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{ 97, 97, 97},
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{105, 105, 105},
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{113, 113, 113},
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{121, 121, 121},
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{130, 130, 130},
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{138, 138, 138},
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{146, 146, 146},
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{154, 154, 154},
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{162, 162, 162},
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{170, 170, 170},
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{178, 178, 178},
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{186, 186, 186},
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{195, 195, 195},
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{203, 203, 203},
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{211, 211, 211},
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{219, 219, 219},
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{227, 227, 227},
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{235, 235, 235},
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{247, 247, 247},
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{255, 255, 255},
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{ 21, 5, 5},
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{ 42, 10, 10},
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{ 63, 15, 15},
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{ 84, 20, 20},
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{105, 25, 25},
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{126, 30, 30},
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{147, 35, 35},
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{168, 40, 40},
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{189, 45, 45},
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{210, 50, 50},
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{231, 55, 55},
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{252, 60, 60},
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{ 5, 21, 5},
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{ 10, 42, 10},
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{ 15, 63, 15},
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{ 20, 84, 20},
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{ 25, 105, 25},
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{ 30, 126, 30},
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{ 35, 147, 35},
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{ 40, 168, 40},
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{ 45, 189, 45},
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{ 50, 210, 50},
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{ 55, 231, 55},
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{ 60, 252, 60},
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{ 0, 7, 23},
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{ 0, 15, 40},
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{ 0, 23, 58},
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{ 0, 40, 84},
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{ 0, 64, 104},
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{ 0, 71, 122},
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{ 0, 87, 143},
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{ 0, 99, 156},
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{ 0, 112, 179},
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{ 0, 128, 199},
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{ 0, 143, 215},
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{ 0, 153, 230},
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{ 28, 14, 0},
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{ 56, 28, 0},
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{ 84, 42, 0},
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{112, 56, 0},
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{140, 70, 0},
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{168, 84, 0},
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{196, 98, 0},
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{224, 112, 0},
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{252, 126, 0},
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{ 28, 28, 0},
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{ 56, 56, 0},
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{ 84, 84, 0},
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{112, 112, 0},
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{140, 140, 0},
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{168, 168, 0},
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{196, 196, 0},
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{224, 224, 0},
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{252, 252, 0},
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{ 25, 21, 16},
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{ 50, 42, 32},
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{ 75, 63, 48},
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{100, 84, 64},
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{125, 105, 80},
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{150, 126, 96},
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{175, 147, 112},
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{200, 168, 128},
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{225, 189, 144},
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{ 28, 11, 7},
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{ 56, 22, 14},
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{ 84, 33, 21},
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{112, 44, 28},
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{140, 55, 35},
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{168, 66, 42},
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{196, 77, 49},
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{224, 88, 56},
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{252, 99, 63},
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{ 17, 22, 9},
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{ 34, 44, 18},
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{ 51, 66, 27},
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{ 68, 88, 36},
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{ 85, 110, 45},
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{102, 132, 54},
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{119, 154, 63},
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{136, 176, 72},
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{153, 198, 81},
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{ 0, 58, 104},
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{ 0, 87, 112},
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{ 43, 112, 128},
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{255, 0, 0},
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{ 64, 255, 64},
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{ 0, 0, 192},
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{ 0, 105, 105},
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{255, 128, 0},
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{255, 255, 0},
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{ 81, 81, 81},
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{121, 121, 121},
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{146, 146, 146},
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{170, 170, 170},
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{195, 195, 195},
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{227, 227, 227},
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{ 0, 0, 0},
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{ 0, 0, 0},
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{ 0, 0, 0},
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{ 0, 0, 0},
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{ 0, 0, 0},
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{ 0, 0, 0},
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{ 0, 0, 0},
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{ 0, 0, 0},
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{ 0, 0, 0},
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{ 0, 0, 0},
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{ 0, 0, 0},
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{ 0, 0, 0},
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{ 0, 0, 0},
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{ 0, 0, 0},
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{ 0, 0, 0},
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{ 0, 0, 0},
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{ 0, 0, 0},
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{ 0, 0, 0},
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{ 0, 0, 0},
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{ 0, 0, 0},
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{ 0, 0, 0},
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{ 0, 0, 0},
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{ 0, 0, 0},
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{ 0, 0, 0},
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{ 0, 0, 0},
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{ 0, 0, 0},
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{ 0, 0, 0},
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{ 0, 0, 0},
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{ 0, 0, 0},
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{ 0, 0, 0},
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{ 0, 0, 0},
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{ 0, 0, 0},
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{192, 192, 255},
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{200, 200, 255},
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{208, 208, 255},
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{216, 216, 255},
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{224, 224, 255},
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{232, 232, 255},
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{240, 240, 255},
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{248, 248, 255},
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{255, 255, 255},
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{255, 255, 255},
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{255, 255, 255},
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{255, 255, 255},
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{255, 255, 255},
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{255, 255, 255},
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{255, 255, 255},
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{255, 255, 255},
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{ 16, 72, 16},
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{ 32, 80, 32},
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{ 48, 88, 48},
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{ 64, 96, 64},
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{ 80, 104, 80},
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{ 96, 112, 96},
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{112, 120, 112},
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{120, 124, 120},
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{128, 128, 128},
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{128, 128, 128},
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{128, 128, 128},
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{128, 128, 128},
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{128, 128, 128},
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{128, 128, 128},
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{128, 128, 128},
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{128, 128, 128},
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{ 33, 140, 189},
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{ 57, 132, 165},
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{189, 66, 66},
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{156, 66, 66},
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{132, 74, 74},
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{ 33, 82, 107},
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{214, 90, 82},
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{189, 90, 82},
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{165, 90, 82},
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{123, 57, 49},
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{ 99, 57, 49},
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{107, 74, 66},
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{123, 90, 82},
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{181, 90, 66},
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{ 74, 49, 41},
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{189, 115, 90},
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{140, 90, 49},
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{ 33, 49, 74},
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{181, 115, 49},
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{ 99, 66, 33},
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{165, 115, 66},
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{ 49, 41, 33},
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{165, 140, 115},
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{189, 165, 140},
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{ 57, 99, 123},
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{181, 107, 24},
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{206, 123, 33},
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{156, 99, 33},
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{148, 107, 49},
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{107, 82, 49},
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{ 33, 33, 57},
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{ 33, 115, 165},
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{214, 214, 33},
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{173, 173, 33},
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{198, 198, 41},
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{140, 140, 33},
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{115, 115, 33},
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{189, 189, 57},
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{156, 156, 49},
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{173, 173, 57},
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{123, 123, 49},
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{123, 123, 66},
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{ 74, 74, 49},
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{123, 123, 90},
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{ 41, 41, 33},
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{ 90, 99, 57},
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{107, 115, 74},
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{123, 148, 82},
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{140, 173, 99},
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{132, 156, 99},
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{ 49, 66, 41},
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{ 99, 165, 90},
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{ 74, 214, 74},
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{ 57, 140, 57},
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{ 74, 181, 74},
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{ 90, 198, 90},
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{ 57, 123, 57},
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{ 49, 99, 49},
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{ 90, 165, 90},
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{ 82, 148, 82},
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{ 74, 99, 74},
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{ 57, 115, 132},
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{ 33, 99, 123},
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{ 74, 115, 132}
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};
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#endif
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514
simgear/misc/texture.cxx
Normal file
514
simgear/misc/texture.cxx
Normal file
@@ -0,0 +1,514 @@
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/**
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* \file texture.cxx
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* Texture manipulation routines
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*
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* Copyright (c) Mark J. Kilgard, 1997.
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* Code added in april 2003 by Erik Hofman
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*
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* This program is freely distributable without licensing fees
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* and is provided without guarantee or warrantee expressed or
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* implied. This program is -not- in the public domain.
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*
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* $Id$
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*/
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#include <GL/glu.h>
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#include <stdlib.h> // malloc()
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#include "texture.hxx"
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#include "colours.h"
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SGTexture::SGTexture()
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{
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texture_data = NULL;
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}
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SGTexture::~SGTexture()
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{
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if (texture_data)
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free(texture_data);
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}
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void
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SGTexture::bind()
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{
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if (!texture_data) {
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#ifdef GL_VERSION_1_1
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glGenTextures(1, &texture_id);
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#elif GL_EXT_texture_object
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glGenTexturesEXT(1, &texture_id);
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#endif
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}
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#ifdef GL_VERSION_1_1
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glBindTexture(GL_TEXTURE_2D, texture_id);
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#elif GL_EXT_texture_object
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glBindTextureEXT(GL_TEXTURE_2D, texture_id);
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#endif
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if (!texture_data) {
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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}
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/**
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* A function to resize the OpenGL window which will be used by
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* the dynamic texture generating routines.
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*
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* @param width The width of the new window
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* @param height The height of the new window
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*/
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void
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SGTexture::resize(unsigned int width, unsigned int height)
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{
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GLfloat aspect;
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// Make sure that we don't get a divide by zero exception
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if (height == 0)
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height = 1;
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// Set the viewport for the OpenGL window
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glViewport(0, 0, width, height);
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// Calculate the aspect ratio of the window
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aspect = width/height;
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|
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// Go to the projection matrix, this gets modified by the perspective
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// calulations
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glMatrixMode(GL_PROJECTION);
|
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glLoadIdentity();
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// Do the perspective calculations
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gluPerspective(45.0, aspect, 1.0, 400.0);
|
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|
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// Return to the modelview matrix
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glMatrixMode(GL_MODELVIEW);
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}
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|
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/**
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* A function to prepare the OpenGL state machine for dynamic
|
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* texture generation.
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*
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* @param width The width of the texture
|
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* @param height The height of the texture
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*/
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void
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SGTexture::prepare(unsigned int width, unsigned int height) {
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texture_width = width;
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texture_height = height;
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// Resize the OpenGL window to the size of our dynamic texture
|
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resize(texture_width, texture_height);
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// Clear the contents of the screen buffer to blue
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glClearColor(0.0, 0.0, 1.0, 1.0);
|
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
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|
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// Turn off texturing (don't want the torus to be texture);
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glDisable(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
/**
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* 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
|
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SGTexture::finish(unsigned int width, unsigned int height) {
|
||||
// If a texture hasn't been created then it gets created, and the contents
|
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// of the frame buffer gets copied into it. If the texture has already been
|
||||
// created then its contents just get updated.
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bind();
|
||||
if (!texture_data)
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{
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||||
// Copies the contents of the frame buffer into the texture
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||||
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0,
|
||||
texture_width, texture_height, 0);
|
||||
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||||
} else {
|
||||
// Copies the contents of the frame buffer into the texture
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0,
|
||||
texture_width, texture_height);
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||||
}
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||||
|
||||
// Set the OpenGL window back to its previous size
|
||||
resize(width, height);
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||||
|
||||
// Clear the window back to black
|
||||
glClearColor(0.0, 0.0, 0.0, 1.0);
|
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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||||
}
|
||||
|
||||
|
||||
void
|
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SGTexture::read_alpha_texture(const char *name)
|
||||
{
|
||||
GLubyte *lptr;
|
||||
SGTexture::ImageRec *image;
|
||||
int y;
|
||||
|
||||
if (texture_data)
|
||||
free(texture_data);
|
||||
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||||
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
80
simgear/misc/texture.hxx
Normal file
@@ -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
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
includedir = @includedir@/sky
|
||||
|
||||
# SUBDIRS = clouds3d
|
||||
SUBDIRS = sunsky
|
||||
# SUBDIRS += clouds3d
|
||||
|
||||
lib_LIBRARIES = libsgsky.a
|
||||
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -35,7 +35,7 @@
|
||||
|
||||
|
||||
#ifdef HAVE_CONFIG_H
|
||||
# include <config.h>
|
||||
# include <simgear_config.h>
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user