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source: orxonox.OLD/branches/multi_player_map/src/world_entities/skydome.cc @ 8854

Last change on this file since 8854 was 8793, checked in by patrick, 18 years ago

trunk: merged the weather engine branche to the trunk

File size: 4.2 KB
Line 
1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2006 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11### File Specific:
12   main-programmer: hdavid, amaechler
13   co-programmer: ...
14*/
15
16#include "skydome.h"
17
18#include "util/loading/load_param.h"
19#include "util/loading/factory.h"
20#include "static_model.h"
21#include "shader.h"
22
23#include "network_game_manager.h"
24#include "converter.h"
25#include "util/loading/resource_manager.h"
26
27#define DTOR (PI/180.0f)
28#define SQR(x) (x*x)
29
30using namespace std;
31
32
33/**
34 *  initializes a skybox from a XmlElement
35 */
36Skydome::Skydome()
37{
38  this->init();
39}
40
41
42void Skydome::init()
43{
44  PRINTF(0)("Skydome init\n");
45 
46  this->setClassID(CL_SKYDOME, "Skydome");
47  this->toList(OM_BACKGROUND);
48  this->toReflectionList(); 
49 
50}
51
52
53/**
54 *  default destructor
55 */
56Skydome::~Skydome()
57{
58  PRINTF(0)("Deleting Skydome\n");
59 
60  if (glIsTexture(texture))
61    glDeleteTextures(1, &texture);
62}
63
64
65void Skydome::setShader(Shader* shader)
66{
67  this->shader = shader;
68}
69
70void Skydome::setTexture(GLuint texture)
71{
72  this->texture = texture;
73}
74
75
76void Skydome::draw() const
77{
78  glPushAttrib(GL_ENABLE_BIT);
79
80  glDisable(GL_LIGHTING);
81  glDisable(GL_BLEND);
82
83  glEnable(GL_TEXTURE_3D);
84  glBindTexture(GL_TEXTURE_3D, texture);
85
86  this->shader->activateShader();
87
88  glPushMatrix();
89  glTranslatef(0.0f,pRadius,0.0f);
90 
91
92  glBegin(GL_TRIANGLES);
93
94  for (int i=0; i < numIndices; i++)
95  {
96    glColor3f(1.0f, 1.0f, 1.0f);
97
98    glTexCoord2f(planeVertices[indices[i]].u, planeVertices[indices[i]].v);
99    glVertex3f(planeVertices[indices[i]].x, planeVertices[indices[i]].y, planeVertices[indices[i]].z);
100  }
101
102  glEnd();
103
104  glPopMatrix();
105
106  this->shader->deactivateShader();
107
108  glPopAttrib();
109}
110
111
112void Skydome::generateSkyPlane(int divisions, float planetRadius, float atmosphereRadius, float hTile, float vTile)
113{
114  PRINTF(0)("Generating a sky plane");
115 
116  // Make sure our vertex array is clear
117  if (planeVertices) 
118  {
119    delete planeVertices;
120    planeVertices = NULL;
121  }
122
123  // Make sure our index array is clear
124  if (indices)
125  {
126    delete indices;
127    indices = NULL;
128  }
129
130  // Set the number of divisions into a valid range
131  int divs = divisions;
132  if (divisions < 1) 
133    divs = 1;
134
135  if (divisions > 256) 
136    divs = 256; 
137
138  pRadius = planetRadius;
139
140  // Initialize the Vertex and indices arrays
141  numPlaneVertices = (divs + 1) * (divs + 1);   // 1 division would give 4 verts
142  numIndices  = divs * divs * 2 * 3;       // 1 division would give 6 indices for 2 tris
143
144  planeVertices = new VertexInfo[numPlaneVertices];
145  memset(planeVertices, 0, sizeof(VertexInfo));
146
147  indices = new int[numIndices];
148  memset(indices, 0, sizeof(int)*numIndices);
149
150  // Calculate some values we will need
151  float plane_size = 2.0f * (float)sqrt((SQR(atmosphereRadius)-SQR(planetRadius)));
152  float delta = plane_size/(float)divs;
153  float tex_delta = 2.0f/(float)divs;
154 
155  // Variables we'll use during the dome's generation
156  float x_dist   = 0.0f;
157  float z_dist   = 0.0f;
158  float x_height = 0.0f;
159  float z_height = 0.0f;
160  float height = 0.0f;
161
162  VertexInfo SV; // temporary vertex
163
164  for (int i=0;i <= divs;i++)
165  {
166    for (int j=0; j <= divs; j++)
167    {
168      x_dist = (-0.5f * plane_size) + ((float)j*delta);
169      z_dist = (-0.5f * plane_size) + ((float)i*delta);
170
171      x_height = (x_dist*x_dist) / atmosphereRadius;
172      z_height = (z_dist*z_dist) / atmosphereRadius;
173      height = x_height + z_height;
174
175      SV.x = x_dist;
176      SV.y = 0.0f - height;
177      SV.z = z_dist;
178
179      // Calculate the texture coordinates
180      SV.u = hTile*((float)j * tex_delta*0.5f);
181      SV.v = vTile*(1.0f - (float)i * tex_delta*0.5f);
182
183      planeVertices[i*(divs+1)+j] = SV;
184    }
185  }
186
187  // Calculate the indices
188  int index = 0;
189  for (int i=0; i < divs;i++)
190  {
191    for (int j=0; j < divs; j++)
192    {
193      int startvert = (i*(divs+1) + j);
194
195        // tri 1
196      indices[index++] = startvert;
197      indices[index++] = startvert+1;
198      indices[index++] = startvert+divs+1;
199
200      // tri 2
201      indices[index++] = startvert+1;
202      indices[index++] = startvert+divs+2;
203      indices[index++] = startvert+divs+1;
204    }
205  } 
206}
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