1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2006 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: hdavid, amaechler |
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13 | co-programmer: ... |
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14 | */ |
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15 | |
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16 | #include "skydome.h" |
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17 | |
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18 | #include "util/loading/load_param.h" |
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19 | #include "util/loading/factory.h" |
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20 | #include "static_model.h" |
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21 | #include "shader.h" |
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22 | |
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23 | #include "network_game_manager.h" |
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24 | #include "converter.h" |
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25 | #include "util/loading/resource_manager.h" |
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26 | |
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27 | #define DTOR (PI/180.0f) |
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28 | #define SQR(x) (x*x) |
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29 | |
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30 | using namespace std; |
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31 | |
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32 | |
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33 | /** |
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34 | * initializes a skybox from a XmlElement |
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35 | */ |
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36 | Skydome::Skydome() |
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37 | { |
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38 | this->init(); |
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39 | } |
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40 | |
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41 | |
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42 | void Skydome::init() |
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43 | { |
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44 | PRINTF(0)("Skydome init\n"); |
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45 | |
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46 | this->setClassID(CL_SKYDOME, "Skydome"); |
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47 | this->toList(OM_BACKGROUND); |
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48 | this->toReflectionList(); |
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49 | |
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50 | } |
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51 | |
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52 | |
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53 | /** |
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54 | * default destructor |
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55 | */ |
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56 | Skydome::~Skydome() |
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57 | { |
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58 | PRINTF(0)("Deleting Skydome\n"); |
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59 | |
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60 | if (glIsTexture(texture)) |
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61 | glDeleteTextures(1, &texture); |
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62 | } |
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63 | |
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64 | |
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65 | void Skydome::setShader(Shader* shader) |
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66 | { |
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67 | this->shader = shader; |
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68 | } |
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69 | |
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70 | void Skydome::setTexture(GLuint texture) |
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71 | { |
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72 | this->texture = texture; |
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73 | } |
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74 | |
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75 | |
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76 | void Skydome::draw() const |
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77 | { |
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78 | glPushAttrib(GL_ENABLE_BIT); |
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79 | |
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80 | glDisable(GL_LIGHTING); |
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81 | glDisable(GL_BLEND); |
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82 | |
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83 | glEnable(GL_TEXTURE_3D); |
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84 | glBindTexture(GL_TEXTURE_3D, texture); |
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85 | |
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86 | this->shader->activateShader(); |
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87 | |
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88 | glPushMatrix(); |
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89 | glTranslatef(0.0f,pRadius,0.0f); |
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90 | |
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91 | |
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92 | glBegin(GL_TRIANGLES); |
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93 | |
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94 | for (int i=0; i < numIndices; i++) |
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95 | { |
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96 | glColor3f(1.0f, 1.0f, 1.0f); |
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97 | |
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98 | glTexCoord2f(planeVertices[indices[i]].u, planeVertices[indices[i]].v); |
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99 | glVertex3f(planeVertices[indices[i]].x, planeVertices[indices[i]].y, planeVertices[indices[i]].z); |
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100 | } |
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101 | |
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102 | glEnd(); |
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103 | |
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104 | glPopMatrix(); |
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105 | |
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106 | this->shader->deactivateShader(); |
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107 | |
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108 | glPopAttrib(); |
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109 | } |
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110 | |
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111 | |
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112 | void Skydome::generateSkyPlane(int divisions, float planetRadius, float atmosphereRadius, float hTile, float vTile) |
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113 | { |
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114 | PRINTF(0)("Generating a sky plane"); |
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115 | |
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116 | // Make sure our vertex array is clear |
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117 | // if (planeVertices) |
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118 | // { |
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119 | // delete planeVertices; |
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120 | // planeVertices = NULL; |
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121 | // } |
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122 | |
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123 | // Make sure our index array is clear |
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124 | // if (indices) |
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125 | // { |
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126 | // delete indices; |
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127 | // indices = NULL; |
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128 | // } |
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129 | |
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130 | // Set the number of divisions into a valid range |
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131 | int divs = divisions; |
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132 | if (divisions < 1) |
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133 | divs = 1; |
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134 | |
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135 | if (divisions > 256) |
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136 | divs = 256; |
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137 | |
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138 | pRadius = planetRadius; |
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139 | |
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140 | // Initialize the Vertex and indices arrays |
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141 | numPlaneVertices = (divs + 1) * (divs + 1); // 1 division would give 4 verts |
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142 | numIndices = divs * divs * 2 * 3; // 1 division would give 6 indices for 2 tris |
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143 | |
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144 | planeVertices = new VertexInfo[numPlaneVertices]; |
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145 | memset(planeVertices, 0, sizeof(VertexInfo)); |
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146 | |
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147 | indices = new int[numIndices]; |
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148 | memset(indices, 0, sizeof(int)*numIndices); |
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149 | |
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150 | // Calculate some values we will need |
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151 | float plane_size = 2.0f * (float)sqrt((SQR(atmosphereRadius)-SQR(planetRadius))); |
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152 | float delta = plane_size/(float)divs; |
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153 | float tex_delta = 2.0f/(float)divs; |
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154 | |
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155 | // Variables we'll use during the dome's generation |
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156 | float x_dist = 0.0f; |
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157 | float z_dist = 0.0f; |
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158 | float x_height = 0.0f; |
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159 | float z_height = 0.0f; |
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160 | float height = 0.0f; |
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161 | |
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162 | VertexInfo SV; // temporary vertex |
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163 | |
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164 | for (int i=0;i <= divs;i++) |
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165 | { |
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166 | for (int j=0; j <= divs; j++) |
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167 | { |
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168 | x_dist = (-0.5f * plane_size) + ((float)j*delta); |
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169 | z_dist = (-0.5f * plane_size) + ((float)i*delta); |
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170 | |
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171 | x_height = (x_dist*x_dist) / atmosphereRadius; |
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172 | z_height = (z_dist*z_dist) / atmosphereRadius; |
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173 | height = x_height + z_height; |
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174 | |
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175 | SV.x = x_dist; |
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176 | SV.y = 0.0f - height; |
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177 | SV.z = z_dist; |
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178 | |
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179 | // Calculate the texture coordinates |
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180 | SV.u = hTile*((float)j * tex_delta*0.5f); |
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181 | SV.v = vTile*(1.0f - (float)i * tex_delta*0.5f); |
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182 | |
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183 | planeVertices[i*(divs+1)+j] = SV; |
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184 | } |
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185 | } |
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186 | |
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187 | // Calculate the indices |
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188 | int index = 0; |
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189 | for (int i=0; i < divs;i++) |
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190 | { |
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191 | for (int j=0; j < divs; j++) |
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192 | { |
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193 | int startvert = (i*(divs+1) + j); |
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194 | |
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195 | // tri 1 |
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196 | indices[index++] = startvert; |
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197 | indices[index++] = startvert+1; |
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198 | indices[index++] = startvert+divs+1; |
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199 | |
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200 | // tri 2 |
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201 | indices[index++] = startvert+1; |
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202 | indices[index++] = startvert+divs+2; |
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203 | indices[index++] = startvert+divs+1; |
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204 | } |
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205 | } |
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206 | } |
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