Files
simgear/simgear/sky/oursun.cxx
T
curt 25b743bdec Preserve initial "state" by careful use of glPushAttrib() and glPopAttrib()
being careful to manually call getState()->apply() before the glPushAttrib()
so that the ssg state handling mechanism doesn't get derailed accidentally.
2000-08-22 02:40:13 +00:00

400 lines
11 KiB
C++

// oursun.hxx -- model earth's sun
//
// Written by Durk Talsma. Originally started October 1997, for distribution
// with the FlightGear project. Version 2 was written in August and
// September 1998. This code is based upon algorithms and data kindly
// provided by Mr. Paul Schlyter. (pausch@saaf.se).
//
// Separated out rendering pieces and converted to ssg by Curt Olson,
// March 2000
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Library General Public
// License as published by the Free Software Foundation; either
// version 2 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Library General Public License for more details.
//
// You should have received a copy of the GNU Library General Public
// License along with this library; if not, write to the
// Free Software Foundation, Inc., 59 Temple Place - Suite 330,
// Boston, MA 02111-1307, USA.
//
// $Id$
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <stdio.h>
#include <iostream>
#include <plib/sg.h>
#include <plib/ssg.h>
#include "sphere.hxx"
#include "oursun.hxx"
// Set up sun rendering call backs
static int sgSunOrbPreDraw( ssgEntity *e ) {
/* cout << endl << "Sun orb pre draw" << endl << "----------------"
<< endl << endl; */
ssgLeaf *f = (ssgLeaf *)e;
if ( f -> hasState () ) f->getState()->apply() ;
glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_FOG_BIT );
// cout << "push error = " << glGetError() << endl;
glDisable( GL_DEPTH_TEST );
glDisable( GL_FOG );
return true;
}
static int sgSunOrbPostDraw( ssgEntity *e ) {
/* cout << endl << "Sun orb post draw" << endl << "----------------"
<< endl << endl; */
glPopAttrib();
// cout << "pop error = " << glGetError() << endl;
// glEnable( GL_DEPTH_TEST );
// glEnable( GL_FOG );
return true;
}
static int sgSunHaloPreDraw( ssgEntity *e ) {
/* cout << endl << "Sun halo pre draw" << endl << "----------------"
<< endl << endl; */
ssgLeaf *f = (ssgLeaf *)e;
if ( f -> hasState () ) f->getState()->apply() ;
glPushAttrib( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_FOG_BIT );
// cout << "push error = " << glGetError() << endl;
glDisable( GL_DEPTH_TEST );
glDisable( GL_FOG );
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
return true;
}
static int sgSunHaloPostDraw( ssgEntity *e ) {
/* cout << endl << "Sun halo post draw" << endl << "----------------"
<< endl << endl; */
glPopAttrib();
// cout << "pop error = " << glGetError() << endl;
// glEnable( GL_DEPTH_TEST );
// glEnable( GL_FOG );
return true;
}
// Constructor
SGSun::SGSun( void ) {
}
// Destructor
SGSun::~SGSun( void ) {
}
#if 0
static GLuint makeHalo( GLubyte *sun_texbuf, int width ) {
int texSize;
GLuint texid;
GLubyte *p;
int i,j;
double radius;
// create a texture id
#ifdef GL_VERSION_1_1
glGenTextures(1, &texid);
glBindTexture(GL_TEXTURE_2D, texid);
#elif GL_EXT_texture_object
glGenTexturesEXT(1, &texid);
glBindTextureEXT(GL_TEXTURE_2D, texid);
#else
# error port me
#endif
glPixelStorei( GL_UNPACK_ALIGNMENT, 4 );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
// create the actual texture contents
texSize = width * width;
if ( !sun_texbuf ) {
cout << "ouch ..." << endl;
exit(-1); // Ugly!
}
p = sun_texbuf;
radius = (double)(width / 2);
GLubyte value;
double x, y, d;
for ( i = 0; i < width; i++ ) {
for ( j = 0; j < width; j++ ) {
x = fabs((double)(i - (width / 2)));
y = fabs((double)(j - (width / 2)));
d = sqrt((x * x) + (y * y));
if (d < radius) {
// t is 1.0 at center, 0.0 at edge
double t = 1.0 - (d / radius);
// inverse square looks nice
value = (int)((double) 0xff * (t*t));
} else {
value = 0x00;
}
*p = value;
*(p+1) = value;
*(p+2) = value;
// *(p+3) = value;
p += 3;
}
}
/* glTexImage2D( GL_TEXTURE_2D,
0,
GL_RGBA,
width, width,
0,
GL_RGBA, GL_UNSIGNED_BYTE,
sun_texbuf ); */
return texid;
}
#define RGB 3 // 3 bytes of color info per pixel
#define RGBA 4 // 4 bytes of color+alpha info
void my_glWritePPMFile(const char *filename, GLubyte *buffer, int win_width, int win_height, int mode)
{
int i, j, k, q;
unsigned char *ibuffer;
FILE *fp;
int pixelSize = mode==GL_RGBA?4:3;
ibuffer = (unsigned char *) malloc(win_width*win_height*RGB);
fp = fopen(filename, "wb");
fprintf(fp, "P6\n# CREATOR: glReadPixel()\n%d %d\n%d\n",
win_width, win_height, UCHAR_MAX);
q = 0;
for (i = 0; i < win_height; i++) {
for (j = 0; j < win_width; j++) {
for (k = 0; k < RGB; k++) {
ibuffer[q++] = (unsigned char)
*(buffer + (pixelSize*((win_height-1-i)*win_width+j)+k));
}
}
}
// *(buffer + (pixelSize*((win_height-1-i)*win_width+j)+k));
fwrite(ibuffer, sizeof(unsigned char), RGB*win_width*win_height, fp);
fclose(fp);
free(ibuffer);
printf("wrote file (%d x %d pixels, %d bytes)\n",
win_width, win_height, RGB*win_width*win_height);
}
#endif
// initialize the sun object and connect it into our scene graph root
ssgBranch * SGSun::build( FGPath path, double sun_size ) {
// set up the orb state
orb_state = new ssgSimpleState();
orb_state->setShadeModel( GL_SMOOTH );
orb_state->disable( GL_LIGHTING );
// orb_state->enable( GL_LIGHTING );
orb_state->disable( GL_CULL_FACE );
orb_state->disable( GL_TEXTURE_2D );
orb_state->enable( GL_COLOR_MATERIAL );
orb_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
orb_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
orb_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
orb_state->disable( GL_BLEND );
orb_state->disable( GL_ALPHA_TEST );
cl = new ssgColourArray( 1 );
sgVec4 color;
sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
cl->add( color );
ssgBranch *orb = ssgMakeSphere( orb_state, cl, sun_size, 10, 10,
sgSunOrbPreDraw, sgSunOrbPostDraw );
// force a repaint of the sun colors with arbitrary defaults
repaint( 0.0 );
// build the halo
// sun_texbuf = new GLubyte[64*64*3];
// sun_texid = makeHalo( sun_texbuf, 64 );
// my_glWritePPMFile("sunhalo.ppm", sun_texbuf, 64, 64, RGB);
// set up the halo state
path.append( "halo.rgba" );
halo_state = new ssgSimpleState();
halo_state->setTexture( (char *)path.c_str() );
halo_state->enable( GL_TEXTURE_2D );
halo_state->disable( GL_LIGHTING );
// halo_state->enable( GL_LIGHTING );
halo_state->setShadeModel( GL_SMOOTH );
halo_state->disable( GL_CULL_FACE );
halo_state->enable( GL_COLOR_MATERIAL );
halo_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
halo_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
halo_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
halo_state->enable( GL_ALPHA_TEST );
halo_state->setAlphaClamp(0.01);
halo_state->enable ( GL_BLEND ) ;
// Build ssg structure
double size = sun_size * 10.0;
sgVec3 v3;
halo_vl = new ssgVertexArray;
sgSetVec3( v3, -size, 0.0, -size );
halo_vl->add( v3 );
sgSetVec3( v3, size, 0.0, -size );
halo_vl->add( v3 );
sgSetVec3( v3, -size, 0.0, size );
halo_vl->add( v3 );
sgSetVec3( v3, size, 0.0, size );
halo_vl->add( v3 );
sgVec2 v2;
halo_tl = new ssgTexCoordArray;
sgSetVec2( v2, 0.0f, 0.0f );
halo_tl->add( v2 );
sgSetVec2( v2, 1.0, 0.0 );
halo_tl->add( v2 );
sgSetVec2( v2, 0.0, 1.0 );
halo_tl->add( v2 );
sgSetVec2( v2, 1.0, 1.0 );
halo_tl->add( v2 );
ssgLeaf *halo =
new ssgVtxTable ( GL_TRIANGLE_STRIP, halo_vl, NULL, halo_tl, cl );
halo->setState( halo_state );
// build the ssg scene graph sub tree for the sky and connected
// into the provide scene graph branch
sun_transform = new ssgTransform;
halo->setCallback( SSG_CALLBACK_PREDRAW, sgSunHaloPreDraw );
halo->setCallback( SSG_CALLBACK_POSTDRAW, sgSunHaloPostDraw );
sun_transform->addKid( halo );
sun_transform->addKid( orb );
return sun_transform;
}
// repaint the sun colors based on current value of sun_angle in
// degrees relative to verticle
// 0 degrees = high noon
// 90 degrees = sun rise/set
// 180 degrees = darkest midnight
bool SGSun::repaint( double sun_angle ) {
if ( sun_angle * SGD_RADIANS_TO_DEGREES < 100 ) {
// else sun is well below horizon (so no point in repainting it)
// x_10 = sun_angle^10
double x_10 = sun_angle * sun_angle * sun_angle * sun_angle * sun_angle
* sun_angle * sun_angle * sun_angle * sun_angle * sun_angle;
float ambient = (float)(0.4 * pow (1.1, - x_10 / 30.0));
if (ambient < 0.3) { ambient = 0.3; }
if (ambient > 1.0) { ambient = 1.0; }
sgVec4 color;
sgSetVec4( color,
(ambient * 6.0) - 1.0, // minimum value = 0.8
(ambient * 11.0) - 3.0, // minimum value = 0.3
(ambient * 12.0) - 3.6, // minimum value = 0.0
1.0 );
// temp test, forces the color to always be white
// sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
if (color[0] > 1.0) color[0] = 1.0;
if (color[1] > 1.0) color[1] = 1.0;
if (color[2] > 1.0) color[2] = 1.0;
// cout << "color = " << color[0] << " " << color[1] << " "
// << color[2] << endl;
float *ptr;
ptr = cl->get( 0 );
sgCopyVec4( ptr, color );
}
return true;
}
// reposition the sun at the specified right ascension and
// declination, offset by our current position (p) so that it appears
// fixed at a great distance from the viewer. Also add in an optional
// rotation (i.e. for the current time of day.)
bool SGSun::reposition( sgVec3 p, double angle,
double rightAscension, double declination,
double sun_dist )
{
sgMat4 T1, T2, GST, RA, DEC;
sgVec3 axis;
sgVec3 v;
sgMakeTransMat4( T1, p );
sgSetVec3( axis, 0.0, 0.0, -1.0 );
sgMakeRotMat4( GST, angle, axis );
// xglRotatef( ((SGD_RADIANS_TO_DEGREES * rightAscension)- 90.0),
// 0.0, 0.0, 1.0);
sgSetVec3( axis, 0.0, 0.0, 1.0 );
sgMakeRotMat4( RA, (rightAscension * SGD_RADIANS_TO_DEGREES) - 90.0, axis );
// xglRotatef((SGD_RADIANS_TO_DEGREES * declination), 1.0, 0.0, 0.0);
sgSetVec3( axis, 1.0, 0.0, 0.0 );
sgMakeRotMat4( DEC, declination * SGD_RADIANS_TO_DEGREES, axis );
// xglTranslatef(0,sun_dist);
sgSetVec3( v, 0.0, sun_dist, 0.0 );
sgMakeTransMat4( T2, v );
sgMat4 TRANSFORM;
sgCopyMat4( TRANSFORM, T1 );
sgPreMultMat4( TRANSFORM, GST );
sgPreMultMat4( TRANSFORM, RA );
sgPreMultMat4( TRANSFORM, DEC );
sgPreMultMat4( TRANSFORM, T2 );
sgCoord skypos;
sgSetCoord( &skypos, TRANSFORM );
sun_transform->setTransform( &skypos );
return true;
}