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@@ -30,9 +30,6 @@
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#include <simgear/compiler.h>
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#include <stdio.h>
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#include STL_IOSTREAM
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#include <plib/sg.h>
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#include <plib/ssg.h>
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@@ -44,30 +41,29 @@
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#endif
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#include <simgear/screen/colors.hxx>
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#include "sphere.hxx"
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#include "oursun.hxx"
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static double sun_exp2_punch_through;
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// Set up sun rendering call backs
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static int sgSunOrbPreDraw( ssgEntity *e ) {
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static int sgSunPreDraw( ssgEntity *e ) {
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/* cout << endl << "Sun orb pre draw" << endl << "----------------"
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<< endl << endl; */
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ssgLeaf *f = (ssgLeaf *)e;
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if ( f -> hasState () ) f->getState()->apply() ;
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glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_FOG_BIT );
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glPushAttrib( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_FOG_BIT );
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// cout << "push error = " << glGetError() << endl;
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glDisable( GL_DEPTH_TEST );
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glDisable( GL_FOG );
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glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
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return true;
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}
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static int sgSunOrbPostDraw( ssgEntity *e ) {
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static int sgSunPostDraw( ssgEntity *e ) {
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/* cout << endl << "Sun orb post draw" << endl << "----------------"
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<< endl << endl; */
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@@ -229,93 +225,190 @@ void my_glWritePPMFile(const char *filename, GLubyte *buffer, int win_width, int
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}
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#endif
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// initialize the sun object and connect it into our scene graph root
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ssgBranch * SGSun::build( SGPath path, double sun_size ) {
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ssgBranch * SGSun::build( SGPath path, double sun_size, SGPropertyNode *property_tree_Node ) {
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// set up the orb state
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orb_state = new ssgSimpleState();
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orb_state->setShadeModel( GL_SMOOTH );
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orb_state->disable( GL_LIGHTING );
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// orb_state->enable( GL_LIGHTING );
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orb_state->disable( GL_CULL_FACE );
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orb_state->disable( GL_TEXTURE_2D );
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orb_state->enable( GL_COLOR_MATERIAL );
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orb_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
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orb_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
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orb_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
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orb_state->disable( GL_BLEND );
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orb_state->disable( GL_ALPHA_TEST );
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env_node = property_tree_Node;
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SGPath ihalopath = path, ohalopath = path;
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cl = new ssgColourArray( 1 );
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sgVec4 color;
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sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
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cl->add( color );
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ssgBranch *orb = ssgMakeSphere( orb_state, cl, sun_size, 10, 10,
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sgSunOrbPreDraw, sgSunOrbPostDraw );
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sun_cl = new ssgColourArray( 1 );
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sun_cl->add( color );
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ihalo_cl = new ssgColourArray( 1 );
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ihalo_cl->add( color );
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ohalo_cl = new ssgColourArray( 1 );
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ohalo_cl->add( color );
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// force a repaint of the sun colors with arbitrary defaults
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repaint( 0.0, 1.0 );
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// set up the sun-state
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path.append( "sun.rgba" );
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sun_state = new ssgSimpleState();
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sun_state->setShadeModel( GL_SMOOTH );
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sun_state->disable( GL_LIGHTING );
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sun_state->disable( GL_CULL_FACE );
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sun_state->setTexture( (char *)path.c_str() );
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sun_state->enable( GL_TEXTURE_2D );
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sun_state->enable( GL_COLOR_MATERIAL );
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sun_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
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sun_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
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sun_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
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sun_state->enable( GL_BLEND );
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sun_state->setAlphaClamp( 0.01 );
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sun_state->enable( GL_ALPHA_TEST );
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// Build ssg structure
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sgVec3 va;
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sun_vl = new ssgVertexArray;
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sgSetVec3( va, -sun_size, 0.0, -sun_size );
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sun_vl->add( va );
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sgSetVec3( va, sun_size, 0.0, -sun_size );
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sun_vl->add( va );
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sgSetVec3( va, -sun_size, 0.0, sun_size );
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sun_vl->add( va );
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sgSetVec3( va, sun_size, 0.0, sun_size );
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sun_vl->add( va );
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sgVec2 vb;
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sun_tl = new ssgTexCoordArray;
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sgSetVec2( vb, 0.0f, 0.0f );
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sun_tl->add( vb );
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sgSetVec2( vb, 1.0, 0.0 );
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sun_tl->add( vb );
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sgSetVec2( vb, 0.0, 1.0 );
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sun_tl->add( vb );
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sgSetVec2( vb, 1.0, 1.0 );
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sun_tl->add( vb );
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ssgLeaf *sun =
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new ssgVtxTable ( GL_TRIANGLE_STRIP, sun_vl, NULL, sun_tl, sun_cl );
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sun->setState( sun_state );
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sun->setCallback( SSG_CALLBACK_PREDRAW, sgSunPreDraw );
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sun->setCallback( SSG_CALLBACK_POSTDRAW, sgSunPostDraw );
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// build the halo
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// sun_texbuf = new GLubyte[64*64*3];
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// sun_texid = makeHalo( sun_texbuf, 64 );
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// my_glWritePPMFile("sunhalo.ppm", sun_texbuf, 64, 64, RGB);
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// set up the halo state
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path.append( "halo.rgba" );
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halo_state = new ssgSimpleState();
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halo_state->setTexture( (char *)path.c_str() );
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halo_state->enable( GL_TEXTURE_2D );
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halo_state->disable( GL_LIGHTING );
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// halo_state->enable( GL_LIGHTING );
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halo_state->setShadeModel( GL_SMOOTH );
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halo_state->disable( GL_CULL_FACE );
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halo_state->enable( GL_COLOR_MATERIAL );
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halo_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
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halo_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
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halo_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
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halo_state->enable( GL_ALPHA_TEST );
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halo_state->setAlphaClamp(0.01);
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halo_state->enable ( GL_BLEND ) ;
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// set up the inner-halo state
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ihalopath.append( "inner_halo.rgba" );
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ihalo_state = new ssgSimpleState();
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ihalo_state->setTexture( (char *)ihalopath.c_str() );
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ihalo_state->enable( GL_TEXTURE_2D );
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ihalo_state->disable( GL_LIGHTING );
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ihalo_state->setShadeModel( GL_SMOOTH );
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ihalo_state->disable( GL_CULL_FACE );
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ihalo_state->enable( GL_COLOR_MATERIAL );
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ihalo_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
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ihalo_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
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ihalo_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
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ihalo_state->enable( GL_ALPHA_TEST );
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ihalo_state->setAlphaClamp(0.01);
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ihalo_state->enable ( GL_BLEND ) ;
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// Build ssg structure
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double size = sun_size * 10.0;
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sgVec3 v3;
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halo_vl = new ssgVertexArray;
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sgSetVec3( v3, -size, 0.0, -size );
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halo_vl->add( v3 );
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sgSetVec3( v3, size, 0.0, -size );
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halo_vl->add( v3 );
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sgSetVec3( v3, -size, 0.0, size );
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halo_vl->add( v3 );
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sgSetVec3( v3, size, 0.0, size );
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halo_vl->add( v3 );
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double ihalo_size = sun_size * 2.0;
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sgVec3 vc;
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ihalo_vl = new ssgVertexArray;
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sgSetVec3( vc, -ihalo_size, 0.0, -ihalo_size );
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ihalo_vl->add( vc );
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sgSetVec3( vc, ihalo_size, 0.0, -ihalo_size );
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ihalo_vl->add( vc );
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sgSetVec3( vc, -ihalo_size, 0.0, ihalo_size );
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ihalo_vl->add( vc );
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sgSetVec3( vc, ihalo_size, 0.0, ihalo_size );
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ihalo_vl->add( vc );
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sgVec2 v2;
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halo_tl = new ssgTexCoordArray;
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sgSetVec2( v2, 0.0f, 0.0f );
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halo_tl->add( v2 );
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sgSetVec2( v2, 1.0, 0.0 );
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halo_tl->add( v2 );
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sgSetVec2( v2, 0.0, 1.0 );
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halo_tl->add( v2 );
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sgSetVec2( v2, 1.0, 1.0 );
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halo_tl->add( v2 );
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sgVec2 vd;
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ihalo_tl = new ssgTexCoordArray;
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sgSetVec2( vd, 0.0f, 0.0f );
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ihalo_tl->add( vd );
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sgSetVec2( vd, 1.0, 0.0 );
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ihalo_tl->add( vd );
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sgSetVec2( vd, 0.0, 1.0 );
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ihalo_tl->add( vd );
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sgSetVec2( vd, 1.0, 1.0 );
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ihalo_tl->add( vd );
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ssgLeaf *ihalo =
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new ssgVtxTable ( GL_TRIANGLE_STRIP, ihalo_vl, NULL, ihalo_tl, ihalo_cl );
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ihalo->setState( ihalo_state );
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// set up the outer halo state
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ohalopath.append( "outer_halo.rgba" );
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ohalo_state = new ssgSimpleState();
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ohalo_state->setTexture( (char *)ohalopath.c_str() );
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ohalo_state->enable( GL_TEXTURE_2D );
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ohalo_state->disable( GL_LIGHTING );
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ohalo_state->setShadeModel( GL_SMOOTH );
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ohalo_state->disable( GL_CULL_FACE );
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ohalo_state->enable( GL_COLOR_MATERIAL );
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ohalo_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
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ohalo_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
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ohalo_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
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ohalo_state->enable( GL_ALPHA_TEST );
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ohalo_state->setAlphaClamp(0.01);
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ohalo_state->enable ( GL_BLEND ) ;
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// Build ssg structure
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double ohalo_size = sun_size * 7.0;
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sgVec3 ve;
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ohalo_vl = new ssgVertexArray;
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sgSetVec3( ve, -ohalo_size, 0.0, -ohalo_size );
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ohalo_vl->add( ve );
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sgSetVec3( ve, ohalo_size, 0.0, -ohalo_size );
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ohalo_vl->add( ve );
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sgSetVec3( ve, -ohalo_size, 0.0, ohalo_size );
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ohalo_vl->add( ve );
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sgSetVec3( ve, ohalo_size, 0.0, ohalo_size );
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ohalo_vl->add( ve );
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sgVec2 vf;
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ohalo_tl = new ssgTexCoordArray;
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sgSetVec2( vf, 0.0f, 0.0f );
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ohalo_tl->add( vf );
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sgSetVec2( vf, 1.0, 0.0 );
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ohalo_tl->add( vf );
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sgSetVec2( vf, 0.0, 1.0 );
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ohalo_tl->add( vf );
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sgSetVec2( vf, 1.0, 1.0 );
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ohalo_tl->add( vf );
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ssgLeaf *ohalo =
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new ssgVtxTable ( GL_TRIANGLE_STRIP, ohalo_vl, NULL, ohalo_tl, ohalo_cl );
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ohalo->setState( ohalo_state );
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ssgLeaf *halo =
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new ssgVtxTable ( GL_TRIANGLE_STRIP, halo_vl, NULL, halo_tl, cl );
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halo->setState( halo_state );
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// build the ssg scene graph sub tree for the sky and connected
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// into the provide scene graph branch
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sun_transform = new ssgTransform;
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halo->setCallback( SSG_CALLBACK_PREDRAW, sgSunHaloPreDraw );
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halo->setCallback( SSG_CALLBACK_POSTDRAW, sgSunHaloPostDraw );
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sun_transform->addKid( halo );
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sun_transform->addKid( orb );
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ihalo->setCallback( SSG_CALLBACK_PREDRAW, sgSunHaloPreDraw );
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ihalo->setCallback( SSG_CALLBACK_POSTDRAW, sgSunHaloPostDraw );
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ohalo->setCallback( SSG_CALLBACK_PREDRAW, sgSunHaloPreDraw );
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ohalo->setCallback( SSG_CALLBACK_POSTDRAW, sgSunHaloPostDraw );
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sun_transform->addKid( ohalo );
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sun_transform->addKid( ihalo );
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sun_transform->addKid( sun );
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#ifdef FG_TEST_CHEESY_LENS_FLARE
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// cheesy lens flair
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@@ -332,45 +425,129 @@ ssgBranch * SGSun::build( SGPath path, double sun_size ) {
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// 90 degrees = sun rise/set
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// 180 degrees = darkest midnight
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bool SGSun::repaint( double sun_angle, double new_visibility ) {
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if ( visibility != new_visibility ) {
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visibility = new_visibility;
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if ( visibility != new_visibility ) {
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visibility = new_visibility;
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static double sqrt_m_log01 = sqrt( -log( 0.01 ) );
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sun_exp2_punch_through = sqrt_m_log01 / (visibility * 15);
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}
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static const double sqrt_m_log01 = sqrt( -log( 0.01 ) );
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sun_exp2_punch_through = sqrt_m_log01 / ( visibility * 15 );
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}
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if (prev_sun_angle != sun_angle) {
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prev_sun_angle = sun_angle;
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if ( prev_sun_angle != sun_angle ) {
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prev_sun_angle = sun_angle;
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double nv = (new_visibility > 5000.0) ? new_visibility : 5000.0;
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double vis_factor = 10000.0 / (nv - 5000.0);
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if ( vis_factor < 0.25 ) {
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vis_factor = 0.25;
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} else if ( vis_factor > 1.0) {
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vis_factor = 1.0;
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}
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// determine how much aerosols are in the air (rough guess)
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double aerosol_factor;
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if ( visibility < 100 ){
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aerosol_factor = 8000;
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}
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else {
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aerosol_factor = 80.5 / log( visibility / 100 );
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}
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float sun_factor = 4 * (cos(sun_angle) + cos(sun_angle)/2) * vis_factor;
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// get environmental data from property tree or use defaults
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double rel_humidity, density_avg;
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if (sun_factor > 1) sun_factor = 1.0;
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if (sun_factor < -1) sun_factor = -1.0;
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sun_factor = (sun_factor/2) + 0.5;
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if ( !env_node )
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{
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rel_humidity = 0.5;
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density_avg = 0.7;
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}
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else
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{
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rel_humidity = env_node->getFloatValue( "relative-humidity" );
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density_avg = env_node->getFloatValue( "atmosphere/density-tropo-avg" );
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}
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sgVec4 color;
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color[1] = sqrt(sun_factor);
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color[0] = sqrt(color[1]);
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color[2] = sun_factor * sun_factor;
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color[2] *= color[2];
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color[3] = 1.0;
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// ok, now let's go and generate the sun color
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sgVec4 i_halo_color, o_halo_color, sun_color;
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gamma_correct_rgb( color );
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// Some comments:
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// When the sunangle changes, light has to travel a longer distance through the atmosphere.
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// So it's scattered more due to raleigh scattering, which affects blue more than green light.
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// Red is almost not scattered and effectively only get's touched when the sun is near the horizon.
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// Visability also affects suncolor inasmuch as more particles are in the air that cause more scattering.
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// We base our calculation on the halo's color, which is most scattered.
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// Red - is almost not scattered
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// Lambda is 700 nm
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double red_scat_f = ( aerosol_factor * path_distance * density_avg ) / 5E+07;
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sun_color[0] = 1 - red_scat_f;
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i_halo_color[0] = 1 - ( 1.1 * red_scat_f );
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o_halo_color[0] = 1 - ( 1.4 * red_scat_f );
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// cout << "color = " << color[0] << " " << color[1] << " "
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// << color[2] << endl;
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// Green - 546.1 nm
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double green_scat_f = ( aerosol_factor * path_distance * density_avg ) / 8.8938E+06;
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sun_color[1] = 1 - green_scat_f;
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i_halo_color[1] = 1 - ( 1.1 * green_scat_f );
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o_halo_color[1] = 1 - ( 1.4 * green_scat_f );
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// Blue - 435.8 nm
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double blue_scat_f = ( aerosol_factor * path_distance * density_avg ) / 3.607E+06;
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sun_color[2] = 1 - blue_scat_f;
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i_halo_color[2] = 1 - ( 1.1 * blue_scat_f );
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o_halo_color[2] = 1 - ( 1.4 * blue_scat_f );
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float *ptr;
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ptr = cl->get( 0 );
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sgCopyVec4( ptr, color );
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// Alpha
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sun_color[3] = 1;
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i_halo_color[3] = 1;
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o_halo_color[3] = blue_scat_f;
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if ( ( new_visibility < 10000 ) && ( blue_scat_f > 1 )){
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o_halo_color[3] = 2 - blue_scat_f;
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}
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// Now that we have the color calculated
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// let's consider the saturation which is produced by mie scattering
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double saturation = 1 - ( rel_humidity / 200 );
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sun_color[1] += (( 1 - saturation ) * ( 1 - sun_color[1] ));
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sun_color[2] += (( 1 - saturation ) * ( 1 - sun_color[2] ));
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i_halo_color[1] += (( 1 - saturation ) * ( 1 - i_halo_color[1] ));
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i_halo_color[2] += (( 1 - saturation ) * ( 1 - i_halo_color[2] ));
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o_halo_color[1] += (( 1 - saturation ) * ( 1 - o_halo_color[1] ));
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o_halo_color[2] += (( 1 - saturation ) * ( 1 - o_halo_color[2] ));
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// just to make sure we're in the limits
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if ( sun_color[0] < 0 ) sun_color[0] = 0;
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else if ( sun_color[0] > 1) sun_color[0] = 1;
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if ( i_halo_color[0] < 0 ) i_halo_color[0] = 0;
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else if ( i_halo_color[0] > 1) i_halo_color[0] = 1;
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if ( o_halo_color[0] < 0 ) o_halo_color[0] = 0;
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else if ( o_halo_color[0] > 1) o_halo_color[0] = 1;
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if ( sun_color[1] < 0 ) sun_color[1] = 0;
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else if ( sun_color[1] > 1) sun_color[1] = 1;
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if ( i_halo_color[1] < 0 ) i_halo_color[1] = 0;
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else if ( i_halo_color[1] > 1) i_halo_color[1] = 1;
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if ( o_halo_color[1] < 0 ) o_halo_color[1] = 0;
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else if ( o_halo_color[1] > 1) o_halo_color[1] = 1;
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if ( sun_color[2] < 0 ) sun_color[2] = 0;
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else if ( sun_color[2] > 1) sun_color[2] = 1;
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if ( i_halo_color[2] < 0 ) i_halo_color[2] = 0;
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else if ( i_halo_color[2] > 1) i_halo_color[2] = 1;
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if ( o_halo_color[2] < 0 ) o_halo_color[2] = 0;
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else if ( o_halo_color[2] > 1) o_halo_color[2] = 1;
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if ( o_halo_color[3] < 0 ) o_halo_color[2] = 0;
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else if ( o_halo_color[3] > 1) o_halo_color[3] = 1;
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gamma_correct_rgb( i_halo_color );
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gamma_correct_rgb( o_halo_color );
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gamma_correct_rgb( sun_color );
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float *ptr;
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ptr = sun_cl->get( 0 );
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sgCopyVec4( ptr, sun_color );
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ptr = ihalo_cl->get( 0 );
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sgCopyVec4( ptr, i_halo_color );
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ptr = ohalo_cl->get( 0 );
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sgCopyVec4( ptr, o_halo_color );
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}
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return true;
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|
|
|
@@ -381,16 +558,17 @@ bool SGSun::repaint( double sun_angle, double new_visibility ) {
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// declination, offset by our current position (p) so that it appears
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// fixed at a great distance from the viewer. Also add in an optional
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// rotation (i.e. for the current time of day.)
|
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|
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// Then calculate stuff needed for the sun-coloring
|
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|
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bool SGSun::reposition( sgVec3 p, double angle,
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|
|
double rightAscension, double declination,
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|
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double sun_dist )
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double sun_dist, double lat, double alt_asl, double sun_angle)
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{
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// GST - GMT sidereal time
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sgMat4 T1, T2, GST, RA, DEC;
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sgVec3 axis;
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sgVec3 v;
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sgMakeTransMat4( T1, p );
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sgSetVec3( axis, 0.0, 0.0, -1.0 );
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sgMakeRotMat4( GST, angle, axis );
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|
|
|
|
|
|
|
@@ -419,5 +597,37 @@ bool SGSun::reposition( sgVec3 p, double angle,
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|
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sun_transform->setTransform( &skypos );
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|
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// Suncolor related things:
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|
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if ( prev_sun_angle != sun_angle ) {
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|
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if ( sun_angle == 0 ) sun_angle = 0.1;
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|
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const double r_earth_pole = 6356752.314;
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const double r_tropo_pole = 6356752.314 + 8000;
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|
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const double epsilon_earth2 = 6.694380066E-3;
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const double epsilon_tropo2 = 9.170014946E-3;
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double r_tropo = r_tropo_pole / sqrt ( 1 - ( epsilon_tropo2 * pow ( cos( lat ), 2 )));
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double r_earth = r_earth_pole / sqrt ( 1 - ( epsilon_earth2 * pow ( cos( lat ), 2 )));
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|
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double position_radius = r_earth + alt_asl;
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double gamma = SG_PI - sun_angle;
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double sin_beta = ( position_radius * sin ( gamma ) ) / r_tropo;
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|
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double alpha = SG_PI - gamma - asin( sin_beta );
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// OK, now let's calculate the distance the light travels
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path_distance = sqrt( pow( position_radius, 2 ) + pow( r_tropo, 2 )
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- ( 2 * position_radius * r_tropo * cos( alpha ) ));
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double alt_half = sqrt( pow ( r_tropo, 2 ) + pow( path_distance / 2, 2 ) - r_tropo * path_distance * cos( asin( sin_beta )) ) - r_earth;
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if ( alt_half < 0.0 ) alt_half = 0.0;
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// Push the data to the property tree, so it can be used in the enviromental code
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|
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if ( env_node ){
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|
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env_node->setDoubleValue( "atmosphere/altitude-troposphere-top", r_tropo - r_earth );
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env_node->setDoubleValue( "atmosphere/altitude-half-to-sun", alt_half );
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}
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}
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return true;
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}
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