[8732] | 1 | /* |
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| 2 | orxonox - the future of 3D-vertical-scrollers |
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| 3 | |
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| 4 | Copyright (C) 2006 orx |
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| 5 | |
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| 6 | This program is free software; you can redistribute it and/or modify |
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| 7 | it under the terms of the GNU General Public License as published by |
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| 8 | the Free Software Foundation; either version 2, or (at your option) |
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| 9 | any later version. |
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| 10 | |
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| 11 | ### File Specific: |
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| 12 | main-programmer: hdavid, amaechler |
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| 13 | co-programmer: ... |
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| 14 | */ |
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| 15 | |
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| 16 | #include "skydome.h" |
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| 17 | |
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| 18 | #include "util/loading/load_param.h" |
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| 19 | #include "util/loading/factory.h" |
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| 20 | #include "static_model.h" |
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| 21 | #include "shader.h" |
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| 22 | |
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| 23 | #include "network_game_manager.h" |
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| 24 | #include "converter.h" |
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| 25 | #include "util/loading/resource_manager.h" |
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| 26 | |
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| 27 | #define DTOR (PI/180.0f) |
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| 28 | #define SQR(x) (x*x) |
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| 29 | |
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| 30 | using namespace std; |
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| 31 | |
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| 32 | |
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| 33 | /** |
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| 34 | * initializes a skybox from a XmlElement |
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| 35 | */ |
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| 36 | Skydome::Skydome() |
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| 37 | { |
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| 38 | this->init(); |
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| 39 | } |
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| 40 | |
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| 41 | |
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| 42 | void Skydome::init() |
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| 43 | { |
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| 44 | PRINTF(0)("Skydome init\n"); |
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| 45 | |
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| 46 | this->setClassID(CL_SKYDOME, "Skydome"); |
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| 47 | this->toList(OM_BACKGROUND); |
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[8734] | 48 | this->toReflectionList(); |
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[8732] | 49 | |
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| 50 | } |
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| 51 | |
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| 52 | |
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| 53 | /** |
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| 54 | * default destructor |
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| 55 | */ |
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| 56 | Skydome::~Skydome() |
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| 57 | { |
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| 58 | PRINTF(0)("Deleting Skydome\n"); |
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| 59 | |
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| 60 | if (glIsTexture(texture)) |
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| 61 | glDeleteTextures(1, &texture); |
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| 62 | } |
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| 63 | |
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| 64 | |
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| 65 | void Skydome::setShader(Shader* shader) |
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| 66 | { |
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| 67 | this->shader = shader; |
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| 68 | } |
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| 69 | |
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| 70 | void Skydome::setTexture(GLuint texture) |
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| 71 | { |
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| 72 | this->texture = texture; |
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| 73 | } |
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| 74 | |
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| 75 | |
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| 76 | void Skydome::draw() const |
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| 77 | { |
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| 78 | glPushAttrib(GL_ENABLE_BIT); |
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| 79 | |
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| 80 | glDisable(GL_LIGHTING); |
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| 81 | glDisable(GL_BLEND); |
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| 82 | |
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| 83 | glEnable(GL_TEXTURE_3D); |
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| 84 | glBindTexture(GL_TEXTURE_3D, texture); |
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| 85 | |
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| 86 | this->shader->activateShader(); |
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| 87 | |
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| 88 | glPushMatrix(); |
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| 89 | glTranslatef(0.0f,pRadius,0.0f); |
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| 90 | |
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| 91 | |
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| 92 | glBegin(GL_TRIANGLES); |
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| 93 | |
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| 94 | for (int i=0; i < numIndices; i++) |
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| 95 | { |
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| 96 | glColor3f(1.0f, 1.0f, 1.0f); |
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| 97 | |
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| 98 | glTexCoord2f(planeVertices[indices[i]].u, planeVertices[indices[i]].v); |
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| 99 | glVertex3f(planeVertices[indices[i]].x, planeVertices[indices[i]].y, planeVertices[indices[i]].z); |
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| 100 | } |
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| 101 | |
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| 102 | glEnd(); |
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| 103 | |
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| 104 | glPopMatrix(); |
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| 105 | |
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| 106 | this->shader->deactivateShader(); |
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| 107 | |
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| 108 | glPopAttrib(); |
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| 109 | } |
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| 110 | |
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| 111 | |
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| 112 | void Skydome::generateSkyPlane(int divisions, float planetRadius, float atmosphereRadius, float hTile, float vTile) |
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| 113 | { |
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| 114 | PRINTF(0)("Generating a sky plane"); |
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| 115 | |
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| 116 | // Make sure our vertex array is clear |
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| 117 | if (planeVertices) |
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| 118 | { |
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| 119 | delete planeVertices; |
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| 120 | planeVertices = NULL; |
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| 121 | } |
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| 122 | |
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| 123 | // Make sure our index array is clear |
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| 124 | if (indices) |
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| 125 | { |
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| 126 | delete indices; |
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| 127 | indices = NULL; |
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| 128 | } |
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| 129 | |
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| 130 | // Set the number of divisions into a valid range |
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| 131 | int divs = divisions; |
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| 132 | if (divisions < 1) |
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| 133 | divs = 1; |
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| 134 | |
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| 135 | if (divisions > 256) |
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| 136 | divs = 256; |
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| 137 | |
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| 138 | pRadius = planetRadius; |
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| 139 | |
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| 140 | // Initialize the Vertex and indices arrays |
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| 141 | numPlaneVertices = (divs + 1) * (divs + 1); // 1 division would give 4 verts |
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| 142 | numIndices = divs * divs * 2 * 3; // 1 division would give 6 indices for 2 tris |
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| 143 | |
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| 144 | planeVertices = new VertexInfo[numPlaneVertices]; |
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| 145 | memset(planeVertices, 0, sizeof(VertexInfo)); |
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| 146 | |
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| 147 | indices = new int[numIndices]; |
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| 148 | memset(indices, 0, sizeof(int)*numIndices); |
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| 149 | |
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| 150 | // Calculate some values we will need |
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| 151 | float plane_size = 2.0f * (float)sqrt((SQR(atmosphereRadius)-SQR(planetRadius))); |
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| 152 | float delta = plane_size/(float)divs; |
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| 153 | float tex_delta = 2.0f/(float)divs; |
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| 154 | |
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| 155 | // Variables we'll use during the dome's generation |
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| 156 | float x_dist = 0.0f; |
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| 157 | float z_dist = 0.0f; |
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| 158 | float x_height = 0.0f; |
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| 159 | float z_height = 0.0f; |
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| 160 | float height = 0.0f; |
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| 161 | |
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| 162 | VertexInfo SV; // temporary vertex |
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| 163 | |
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| 164 | for (int i=0;i <= divs;i++) |
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| 165 | { |
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| 166 | for (int j=0; j <= divs; j++) |
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| 167 | { |
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| 168 | x_dist = (-0.5f * plane_size) + ((float)j*delta); |
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| 169 | z_dist = (-0.5f * plane_size) + ((float)i*delta); |
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| 170 | |
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| 171 | x_height = (x_dist*x_dist) / atmosphereRadius; |
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| 172 | z_height = (z_dist*z_dist) / atmosphereRadius; |
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| 173 | height = x_height + z_height; |
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| 174 | |
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| 175 | SV.x = x_dist; |
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| 176 | SV.y = 0.0f - height; |
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| 177 | SV.z = z_dist; |
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| 178 | |
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| 179 | // Calculate the texture coordinates |
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| 180 | SV.u = hTile*((float)j * tex_delta*0.5f); |
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| 181 | SV.v = vTile*(1.0f - (float)i * tex_delta*0.5f); |
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| 182 | |
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| 183 | planeVertices[i*(divs+1)+j] = SV; |
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| 184 | } |
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| 185 | } |
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| 186 | |
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| 187 | // Calculate the indices |
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| 188 | int index = 0; |
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| 189 | for (int i=0; i < divs;i++) |
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| 190 | { |
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| 191 | for (int j=0; j < divs; j++) |
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| 192 | { |
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| 193 | int startvert = (i*(divs+1) + j); |
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| 194 | |
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| 195 | // tri 1 |
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| 196 | indices[index++] = startvert; |
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| 197 | indices[index++] = startvert+1; |
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| 198 | indices[index++] = startvert+divs+1; |
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| 199 | |
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| 200 | // tri 2 |
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| 201 | indices[index++] = startvert+1; |
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| 202 | indices[index++] = startvert+divs+2; |
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| 203 | indices[index++] = startvert+divs+1; |
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| 204 | } |
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| 205 | } |
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| 206 | } |
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