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source: orxonox.OLD/branches/terrain.old/src/world_entities/skydome.cc @ 10642

Last change on this file since 10642 was 9406, checked in by bensch, 18 years ago

orxonox/trunk: merged the proxy back

merged with commandsvn merge -r9346:HEAD https://svn.orxonox.net/orxonox/branches/proxy .

no conflicts

File size: 4.5 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
30
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  this->indices = NULL;
50  this->vertices = NULL;
51  this->planeVertices = NULL;
52  this->shader = NULL;
53  activateDome = false;
54
55}
56
57
58/**
59 *  default destructor
60 */
61Skydome::~Skydome()
62{
63  PRINTF(0)("Deleting Skydome\n");
64
65  if (glIsTexture(texture))
66    glDeleteTextures(1, &texture);
67}
68
69
70void Skydome::setShader(Shader* shader)
71{
72  this->shader = shader;
73}
74
75void Skydome::setTexture(GLuint texture)
76{
77  this->texture = texture;
78}
79
80
81void Skydome::activate()
82{
83  this->activateDome = true;
84}
85
86void Skydome::deactivate()
87{
88  this->activateDome = false;
89}
90
91
92void Skydome::draw() const
93{
94  if(!activateDome)
95    return;
96
97  glPushAttrib(GL_ENABLE_BIT);
98
99  glDisable(GL_LIGHTING);
100  glDisable(GL_BLEND);
101  glDisable(GL_FOG);
102
103  glEnable(GL_TEXTURE_3D);
104  glBindTexture(GL_TEXTURE_3D, texture);
105
106  this->shader->activateShader();
107
108  glPushMatrix();
109  glTranslatef(0.0f,pRadius,0.0f);
110
111  glBegin(GL_TRIANGLES);
112  for (int i=0; i < numIndices; i++)
113  {
114    glColor3f(1.0f, 1.0f, 1.0f);
115
116    glTexCoord2f(planeVertices[indices[i]].u, planeVertices[indices[i]].v);
117    glVertex3f(planeVertices[indices[i]].x, planeVertices[indices[i]].y, planeVertices[indices[i]].z);
118  }
119  glEnd();
120
121  WorldEntity::draw(); 
122
123  glPopMatrix();
124
125  this->shader->deactivateShader();
126
127  glPopAttrib();
128}
129
130
131void Skydome::generateSkyPlane(int divisions, float planetRadius, float atmosphereRadius, float hTile, float vTile)
132{
133  PRINTF(0)("Generating a sky plane\n");
134
135  // Make sure our vertex array is clear
136  if (planeVertices)
137  {
138    delete planeVertices;
139    planeVertices = NULL;
140  }
141
142  // Make sure our index array is clear
143  if (indices)
144  {
145    delete indices;
146    indices = NULL;
147  }
148
149  // Set the number of divisions into a valid range
150  int divs = divisions;
151  if (divisions < 1)
152    divs = 1;
153
154  if (divisions > 256)
155    divs = 256;
156
157  pRadius = planetRadius;
158
159  // Initialize the Vertex and indices arrays
160  numPlaneVertices = (divs + 1) * (divs + 1);   // 1 division would give 4 verts
161  numIndices  = divs * divs * 2 * 3;       // 1 division would give 6 indices for 2 tris
162
163  planeVertices = new VertexInfo[numPlaneVertices];
164  memset(planeVertices, 0, sizeof(VertexInfo));
165
166  indices = new int[numIndices];
167  memset(indices, 0, sizeof(int)*numIndices);
168
169  // Calculate some values we will need
170  float plane_size = 2.0f * (float)sqrt((SQR(atmosphereRadius)-SQR(planetRadius)));
171  float delta = plane_size/(float)divs;
172  float tex_delta = 2.0f/(float)divs;
173
174  // Variables we'll use during the dome's generation
175  float x_dist   = 0.0f;
176  float z_dist   = 0.0f;
177  float x_height = 0.0f;
178  float z_height = 0.0f;
179  float height = 0.0f;
180
181  VertexInfo SV; // temporary vertex
182
183  for (int i=0;i <= divs;i++)
184  {
185    for (int j=0; j <= divs; j++)
186    {
187      x_dist = (-0.5f * plane_size) + ((float)j*delta);
188      z_dist = (-0.5f * plane_size) + ((float)i*delta);
189
190      x_height = (x_dist*x_dist) / atmosphereRadius;
191      z_height = (z_dist*z_dist) / atmosphereRadius;
192      height = x_height + z_height;
193
194      SV.x = x_dist;
195      SV.y = 0.0f - height;
196      SV.z = z_dist;
197
198      // Calculate the texture coordinates
199      SV.u = hTile*((float)j * tex_delta*0.5f);
200      SV.v = vTile*(1.0f - (float)i * tex_delta*0.5f);
201
202      planeVertices[i*(divs+1)+j] = SV;
203    }
204  }
205
206  // Calculate the indices
207  int index = 0;
208  for (int i=0; i < divs;i++)
209  {
210    for (int j=0; j < divs; j++)
211    {
212      int startvert = (i*(divs+1) + j);
213
214      // tri 1
215      indices[index++] = startvert;
216      indices[index++] = startvert+1;
217      indices[index++] = startvert+divs+1;
218
219      // tri 2
220      indices[index++] = startvert+1;
221      indices[index++] = startvert+divs+2;
222      indices[index++] = startvert+divs+1;
223    }
224  }
225}
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