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

Last change on this file since 10642 was 9869, checked in by bensch, 18 years ago

orxonox/trunk: merged the new_class_id branche back to the trunk.
merged with command:
svn merge https://svn.orxonox.net/orxonox/branches/new_class_id trunk -r9683:HEAD
no conflicts… puh..

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
26#include "debug.h"
27
28#define DTOR (PI/180.0f)
29#define SQR(x) (x*x)
30
31
32
33ObjectListDefinition(Skydome);
34
35/**
36 *  initializes a skybox from a XmlElement
37 */
38Skydome::Skydome()
39{
40  this->init();
41}
42
43
44void Skydome::init()
45{
46  PRINTF(4)("Skydome init\n");
47
48  this->registerObject(this, Skydome::_objectList);
49  this->toList(OM_BACKGROUND);
50  this->toReflectionList();
51  this->indices = NULL;
52  this->vertices = NULL;
53  this->planeVertices = NULL;
54  this->shader = NULL;
55  activateDome = false;
56
57}
58
59
60/**
61 *  default destructor
62 */
63Skydome::~Skydome()
64{
65  PRINTF(4)("Deleting Skydome\n");
66
67  if (glIsTexture(texture))
68    glDeleteTextures(1, &texture);
69}
70
71
72void Skydome::setShader(Shader* shader)
73{
74  this->shader = shader;
75}
76
77void Skydome::setTexture(GLuint texture)
78{
79  this->texture = texture;
80}
81
82
83void Skydome::activate()
84{
85  this->activateDome = true;
86}
87
88void Skydome::deactivate()
89{
90  this->activateDome = false;
91}
92
93
94void Skydome::draw() const
95{
96  if(!activateDome)
97    return;
98
99  glPushAttrib(GL_ENABLE_BIT);
100
101  glDisable(GL_LIGHTING);
102  glDisable(GL_BLEND);
103  glDisable(GL_FOG);
104
105  glEnable(GL_TEXTURE_3D);
106  glBindTexture(GL_TEXTURE_3D, texture);
107
108  this->shader->activateShader();
109
110  glPushMatrix();
111  glTranslatef(0.0f,pRadius,0.0f);
112
113  glBegin(GL_TRIANGLES);
114  for (int i=0; i < numIndices; i++)
115  {
116    glColor3f(1.0f, 1.0f, 1.0f);
117
118    glTexCoord2f(planeVertices[indices[i]].u, planeVertices[indices[i]].v);
119    glVertex3f(planeVertices[indices[i]].x, planeVertices[indices[i]].y, planeVertices[indices[i]].z);
120  }
121  glEnd();
122
123  WorldEntity::draw();
124
125  glPopMatrix();
126
127  this->shader->deactivateShader();
128
129  glPopAttrib();
130}
131
132
133void Skydome::generateSkyPlane(int divisions, float planetRadius, float atmosphereRadius, float hTile, float vTile)
134{
135  PRINTF(0)("Generating a sky plane\n");
136
137  // Make sure our vertex array is clear
138  if (planeVertices)
139  {
140    delete planeVertices;
141    planeVertices = NULL;
142  }
143
144  // Make sure our index array is clear
145  if (indices)
146  {
147    delete indices;
148    indices = NULL;
149  }
150
151  // Set the number of divisions into a valid range
152  int divs = divisions;
153  if (divisions < 1)
154    divs = 1;
155
156  if (divisions > 256)
157    divs = 256;
158
159  pRadius = planetRadius;
160
161  // Initialize the Vertex and indices arrays
162  numPlaneVertices = (divs + 1) * (divs + 1);   // 1 division would give 4 verts
163  numIndices  = divs * divs * 2 * 3;       // 1 division would give 6 indices for 2 tris
164
165  planeVertices = new VertexInfo[numPlaneVertices];
166  memset(planeVertices, 0, sizeof(VertexInfo));
167
168  indices = new int[numIndices];
169  memset(indices, 0, sizeof(int)*numIndices);
170
171  // Calculate some values we will need
172  float plane_size = 2.0f * (float)sqrt((SQR(atmosphereRadius)-SQR(planetRadius)));
173  float delta = plane_size/(float)divs;
174  float tex_delta = 2.0f/(float)divs;
175
176  // Variables we'll use during the dome's generation
177  float x_dist   = 0.0f;
178  float z_dist   = 0.0f;
179  float x_height = 0.0f;
180  float z_height = 0.0f;
181  float height = 0.0f;
182
183  VertexInfo SV; // temporary vertex
184
185  for (int i=0;i <= divs;i++)
186  {
187    for (int j=0; j <= divs; j++)
188    {
189      x_dist = (-0.5f * plane_size) + ((float)j*delta);
190      z_dist = (-0.5f * plane_size) + ((float)i*delta);
191
192      x_height = (x_dist*x_dist) / atmosphereRadius;
193      z_height = (z_dist*z_dist) / atmosphereRadius;
194      height = x_height + z_height;
195
196      SV.x = x_dist;
197      SV.y = 0.0f - height;
198      SV.z = z_dist;
199
200      // Calculate the texture coordinates
201      SV.u = hTile*((float)j * tex_delta*0.5f);
202      SV.v = vTile*(1.0f - (float)i * tex_delta*0.5f);
203
204      planeVertices[i*(divs+1)+j] = SV;
205    }
206  }
207
208  // Calculate the indices
209  int index = 0;
210  for (int i=0; i < divs;i++)
211  {
212    for (int j=0; j < divs; j++)
213    {
214      int startvert = (i*(divs+1) + j);
215
216      // tri 1
217      indices[index++] = startvert;
218      indices[index++] = startvert+1;
219      indices[index++] = startvert+divs+1;
220
221      // tri 2
222      indices[index++] = startvert+1;
223      indices[index++] = startvert+divs+2;
224      indices[index++] = startvert+divs+1;
225    }
226  }
227}
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