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source: orxonox.OLD/branches/new_class_id/src/world_entities/skydome.cc @ 9829

Last change on this file since 9829 was 9727, checked in by bensch, 18 years ago

orxonox/new_class_id: new Executor construct, that is much more typesafe, faster, and easier to extend…

Also changed the LoadParam process, and adapted ScriptEngine calls

Then at the end, some missing headers appeared, and appended them to all the cc-files again.

File size: 4.6 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#include "debug.h"
28
29#define DTOR (PI/180.0f)
30#define SQR(x) (x*x)
31
32
33
34ObjectListDefinition(Skydome);
35
36/**
37 *  initializes a skybox from a XmlElement
38 */
39Skydome::Skydome()
40{
41  this->init();
42}
43
44
45void Skydome::init()
46{
47  PRINTF(0)("Skydome init\n");
48
49  this->registerObject(this, Skydome::_objectList);
50  this->toList(OM_BACKGROUND);
51  this->toReflectionList();
52  this->indices = NULL;
53  this->vertices = NULL;
54  this->planeVertices = NULL;
55  this->shader = NULL;
56  activateDome = false;
57
58}
59
60
61/**
62 *  default destructor
63 */
64Skydome::~Skydome()
65{
66  PRINTF(0)("Deleting Skydome\n");
67
68  if (glIsTexture(texture))
69    glDeleteTextures(1, &texture);
70}
71
72
73void Skydome::setShader(Shader* shader)
74{
75  this->shader = shader;
76}
77
78void Skydome::setTexture(GLuint texture)
79{
80  this->texture = texture;
81}
82
83
84void Skydome::activate()
85{
86  this->activateDome = true;
87}
88
89void Skydome::deactivate()
90{
91  this->activateDome = false;
92}
93
94
95void Skydome::draw() const
96{
97  if(!activateDome)
98    return;
99
100  glPushAttrib(GL_ENABLE_BIT);
101
102  glDisable(GL_LIGHTING);
103  glDisable(GL_BLEND);
104  glDisable(GL_FOG);
105
106  glEnable(GL_TEXTURE_3D);
107  glBindTexture(GL_TEXTURE_3D, texture);
108
109  this->shader->activateShader();
110
111  glPushMatrix();
112  glTranslatef(0.0f,pRadius,0.0f);
113
114  glBegin(GL_TRIANGLES);
115  for (int i=0; i < numIndices; i++)
116  {
117    glColor3f(1.0f, 1.0f, 1.0f);
118
119    glTexCoord2f(planeVertices[indices[i]].u, planeVertices[indices[i]].v);
120    glVertex3f(planeVertices[indices[i]].x, planeVertices[indices[i]].y, planeVertices[indices[i]].z);
121  }
122  glEnd();
123
124  WorldEntity::draw();
125
126  glPopMatrix();
127
128  this->shader->deactivateShader();
129
130  glPopAttrib();
131}
132
133
134void Skydome::generateSkyPlane(int divisions, float planetRadius, float atmosphereRadius, float hTile, float vTile)
135{
136  PRINTF(0)("Generating a sky plane\n");
137
138  // Make sure our vertex array is clear
139  if (planeVertices)
140  {
141    delete planeVertices;
142    planeVertices = NULL;
143  }
144
145  // Make sure our index array is clear
146  if (indices)
147  {
148    delete indices;
149    indices = NULL;
150  }
151
152  // Set the number of divisions into a valid range
153  int divs = divisions;
154  if (divisions < 1)
155    divs = 1;
156
157  if (divisions > 256)
158    divs = 256;
159
160  pRadius = planetRadius;
161
162  // Initialize the Vertex and indices arrays
163  numPlaneVertices = (divs + 1) * (divs + 1);   // 1 division would give 4 verts
164  numIndices  = divs * divs * 2 * 3;       // 1 division would give 6 indices for 2 tris
165
166  planeVertices = new VertexInfo[numPlaneVertices];
167  memset(planeVertices, 0, sizeof(VertexInfo));
168
169  indices = new int[numIndices];
170  memset(indices, 0, sizeof(int)*numIndices);
171
172  // Calculate some values we will need
173  float plane_size = 2.0f * (float)sqrt((SQR(atmosphereRadius)-SQR(planetRadius)));
174  float delta = plane_size/(float)divs;
175  float tex_delta = 2.0f/(float)divs;
176
177  // Variables we'll use during the dome's generation
178  float x_dist   = 0.0f;
179  float z_dist   = 0.0f;
180  float x_height = 0.0f;
181  float z_height = 0.0f;
182  float height = 0.0f;
183
184  VertexInfo SV; // temporary vertex
185
186  for (int i=0;i <= divs;i++)
187  {
188    for (int j=0; j <= divs; j++)
189    {
190      x_dist = (-0.5f * plane_size) + ((float)j*delta);
191      z_dist = (-0.5f * plane_size) + ((float)i*delta);
192
193      x_height = (x_dist*x_dist) / atmosphereRadius;
194      z_height = (z_dist*z_dist) / atmosphereRadius;
195      height = x_height + z_height;
196
197      SV.x = x_dist;
198      SV.y = 0.0f - height;
199      SV.z = z_dist;
200
201      // Calculate the texture coordinates
202      SV.u = hTile*((float)j * tex_delta*0.5f);
203      SV.v = vTile*(1.0f - (float)i * tex_delta*0.5f);
204
205      planeVertices[i*(divs+1)+j] = SV;
206    }
207  }
208
209  // Calculate the indices
210  int index = 0;
211  for (int i=0; i < divs;i++)
212  {
213    for (int j=0; j < divs; j++)
214    {
215      int startvert = (i*(divs+1) + j);
216
217      // tri 1
218      indices[index++] = startvert;
219      indices[index++] = startvert+1;
220      indices[index++] = startvert+divs+1;
221
222      // tri 2
223      indices[index++] = startvert+1;
224      indices[index++] = startvert+divs+2;
225      indices[index++] = startvert+divs+1;
226    }
227  }
228}
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