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source: orxonox.OLD/branches/terrain.old/src/world_entities/skydome.cc @ 9611

Last change on this file since 9611 was 9006, checked in by bensch, 18 years ago

orxonox/trunk: merged the mountain_lake branche back to the trunk
merged with command:
svn merge -r8799:HEAD https://svn.orxonox.net/orxonox/branches/mountain_lake .

conflicts in script taken from the branche, since they are indentation-problems.

also fixed the delete-bug for the lightning-effect

File size: 4.4 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  activateDome = false;
51
52}
53
54
55/**
56 *  default destructor
57 */
58Skydome::~Skydome()
59{
60  PRINTF(0)("Deleting Skydome\n");
61
62  if (glIsTexture(texture))
63    glDeleteTextures(1, &texture);
64}
65
66
67void Skydome::setShader(Shader* shader)
68{
69  this->shader = shader;
70}
71
72void Skydome::setTexture(GLuint texture)
73{
74  this->texture = texture;
75}
76
77
78void Skydome::activate()
79{
80  this->activateDome = true;
81}
82
83void Skydome::deactivate()
84{
85  this->activateDome = false;
86}
87
88
89void Skydome::draw() const
90{
91  if(!activateDome)
92    return;
93 
94  glPushAttrib(GL_ENABLE_BIT);
95
96  glDisable(GL_LIGHTING);
97  glDisable(GL_BLEND);
98
99  glEnable(GL_TEXTURE_3D);
100  glBindTexture(GL_TEXTURE_3D, texture);
101
102  this->shader->activateShader();
103
104  glPushMatrix();
105  glTranslatef(0.0f,pRadius,0.0f);
106
107
108  glBegin(GL_TRIANGLES);
109
110  for (int i=0; i < numIndices; i++)
111  {
112    glColor3f(1.0f, 1.0f, 1.0f);
113
114    glTexCoord2f(planeVertices[indices[i]].u, planeVertices[indices[i]].v);
115    glVertex3f(planeVertices[indices[i]].x, planeVertices[indices[i]].y, planeVertices[indices[i]].z);
116  }
117
118  glEnd();
119
120  glPopMatrix();
121
122  this->shader->deactivateShader();
123
124  glPopAttrib();
125}
126
127
128void Skydome::generateSkyPlane(int divisions, float planetRadius, float atmosphereRadius, float hTile, float vTile)
129{
130  PRINTF(0)("Generating a sky plane");
131
132  // Make sure our vertex array is clear
133  if (planeVertices)
134  {
135    delete planeVertices;
136    planeVertices = NULL;
137  }
138
139  // Make sure our index array is clear
140  if (indices)
141  {
142    delete indices;
143    indices = NULL;
144  }
145
146  // Set the number of divisions into a valid range
147  int divs = divisions;
148  if (divisions < 1)
149    divs = 1;
150
151  if (divisions > 256)
152    divs = 256;
153
154  pRadius = planetRadius;
155
156  // Initialize the Vertex and indices arrays
157  numPlaneVertices = (divs + 1) * (divs + 1);   // 1 division would give 4 verts
158  numIndices  = divs * divs * 2 * 3;       // 1 division would give 6 indices for 2 tris
159
160  planeVertices = new VertexInfo[numPlaneVertices];
161  memset(planeVertices, 0, sizeof(VertexInfo));
162
163  indices = new int[numIndices];
164  memset(indices, 0, sizeof(int)*numIndices);
165
166  // Calculate some values we will need
167  float plane_size = 2.0f * (float)sqrt((SQR(atmosphereRadius)-SQR(planetRadius)));
168  float delta = plane_size/(float)divs;
169  float tex_delta = 2.0f/(float)divs;
170
171  // Variables we'll use during the dome's generation
172  float x_dist   = 0.0f;
173  float z_dist   = 0.0f;
174  float x_height = 0.0f;
175  float z_height = 0.0f;
176  float height = 0.0f;
177
178  VertexInfo SV; // temporary vertex
179
180  for (int i=0;i <= divs;i++)
181  {
182    for (int j=0; j <= divs; j++)
183    {
184      x_dist = (-0.5f * plane_size) + ((float)j*delta);
185      z_dist = (-0.5f * plane_size) + ((float)i*delta);
186
187      x_height = (x_dist*x_dist) / atmosphereRadius;
188      z_height = (z_dist*z_dist) / atmosphereRadius;
189      height = x_height + z_height;
190
191      SV.x = x_dist;
192      SV.y = 0.0f - height;
193      SV.z = z_dist;
194
195      // Calculate the texture coordinates
196      SV.u = hTile*((float)j * tex_delta*0.5f);
197      SV.v = vTile*(1.0f - (float)i * tex_delta*0.5f);
198
199      planeVertices[i*(divs+1)+j] = SV;
200    }
201  }
202
203  // Calculate the indices
204  int index = 0;
205  for (int i=0; i < divs;i++)
206  {
207    for (int j=0; j < divs; j++)
208    {
209      int startvert = (i*(divs+1) + j);
210
211      // tri 1
212      indices[index++] = startvert;
213      indices[index++] = startvert+1;
214      indices[index++] = startvert+divs+1;
215
216      // tri 2
217      indices[index++] = startvert+1;
218      indices[index++] = startvert+divs+2;
219      indices[index++] = startvert+divs+1;
220    }
221  }
222}
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