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SkyDome.cpp
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//-----------------------------------------------------------------------------
//
// @doc
//
// @module SkyDome.cpp - Sky dome |
//
// This module contains the support for the sky dome.
//
// Copyright (c) 1999 - Descartes Systems Sciences, Inc.
//
// @end
//
// $History: DcComEngGenConfigurePage.h $
//
//-----------------------------------------------------------------------------
#include "stdafx.h"
#include "SkyDome.h"
#include "../_CoreLib/Matrix.h"
#include "../_CoreLib/Utility.h"
#include "Frustum.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
//
// Force all render code into own seg
//
#pragma code_seg ("renderer_segment")
//-----------------------------------------------------------------------------
//
// @mfunc <c CSkyDome> constructor.
//
// @rdesc None.
//
//-----------------------------------------------------------------------------
CSkyDome::CSkyDome ()
{
//
// Invoke the helper routine
//
Initialize ();
}
//-----------------------------------------------------------------------------
//
// @mfunc <c CSkyDome> destructor.
//
// @rdesc None.
//
//-----------------------------------------------------------------------------
CSkyDome::~CSkyDome ()
{
//
// Invoke the helper routine
//
Destroy ();
}
//-----------------------------------------------------------------------------
//
// @mfunc Initialize the sky dome
//
// @rdesc None.
//
//-----------------------------------------------------------------------------
void CSkyDome::Initialize ()
{
//
// Initialize the variables
//
m_nVertex = 0;
m_pVertex = NULL;
m_nResolution = 0;
//
// Initialize the sky light information
//
m_vBaseDayAmbient = CVector3 (1, 1, 1);
m_vBaseNightAmbient = CVector3 (0, 0, 0);
m_vBaseDayColor = CVector3 (0, 0, 1);
m_vBaseNightColor = CVector3 (0, 0, 0);
}
//-----------------------------------------------------------------------------
//
// @mfunc Destroy the sky dome
//
// @rdesc None.
//
//-----------------------------------------------------------------------------
void CSkyDome::Destroy ()
{
//
// Remove all bodies and clouds
//
m_sBodyList .RemoveAllChildren ();
m_sCloudsList .RemoveAllChildren ();
//
// Deallocate the vertex array
//
if (m_pVertex)
delete [] m_pVertex;
//
// Initialize
//
Initialize ();
}
//-----------------------------------------------------------------------------
//
// @mfunc Create a new sky dome
//
// @parm int | nResolution | Defines the number of subdivisions in a 90
// degree slice of the sky dome. This applies to the horizontal and
// vertical aspects of the dome.
//
// @parm float | fVertSweep | Vertical sweep. Must be greater than zero
// and less or equal to 90. This defines the amount of the hemisphere
// that will be included in the dome.
//
// @parm float | fRadius | Radius of the sky dome at the base
//
// @parm float | fHeightScale | Height scale of the sky dome. Used to either
// increase or decrease the height of the dome after generation.
//
// @parm const CVector3 & | vOrigin | Origin of the center of the sky dome.
// Usually, the sky dome is place slightly below the landscape.
//
// @parm const CVector3 & | vDayAmbient | Base ambient color for the sun light.
//
// @parm const CVector3 & | vNightAmbient | Base ambient color for the night light.
//
// @parm const CVector3 & | vDayColor | Base color for the day sky
//
// @parm const CVector3 & | vNightColor | Base color for the night sky
//
// @rdesc None.
//
//-----------------------------------------------------------------------------
void CSkyDome::Create (int nResolution, float fVertSweep, float fRadius,
float fHeightScale, const CVector3 &vOrigin, const CVector3 &vDayAmbient,
const CVector3 &vNightAmbient, const CVector3 &vDayColor,
const CVector3 &vNightColor)
{
//
// Validate the arguments
//
_ASSERT (nResolution > 0 && fRadius > 0);
_ASSERT (fVertSweep > 0 && fVertSweep <= 90);
//
// Destroy the old dome
//
Destroy ();
//
// Save the generation arguments
//
m_nResolution = nResolution;
m_fVertSweep = fVertSweep;
m_fRadius = fRadius;
m_fHeightScale = fHeightScale;
m_vOrigin = vOrigin;
m_vBaseDayAmbient = vDayAmbient;
m_vBaseNightAmbient = vNightAmbient;
m_vBaseDayColor = vDayColor;
m_vBaseNightColor = vNightColor;
//
// Compute the number of vertices
//
m_nVertex = 1 + 4 * nResolution * nResolution;
//
// Allocate the buffer to contain vertices
//
m_pVertex = new _Vertex [m_nVertex];
//
// Adjust the radius based on the vertical sweep
//
float fRadAngle = (90 - fVertSweep) / 180 * PI;
fRadius /= cos (fRadAngle);
//
// Compute the z adjustment
//
float fZAdj = fRadius * sin (fRadAngle);
//
// Start the vertex list with the very top of the dome
//
m_pVertex [0] .vVertex = CVector3 (0, 0,
(fRadius - fZAdj) * fHeightScale) + vOrigin;
//
// From the resolution, compute the angular sweep of one section
// of the dome
//
float fHorzSweep = 90.0 / nResolution;
//
// Adjust the vertical resolution
//
fVertSweep /= nResolution;
//
// Starting from the top, populate with nResolution number of rings
//
int nVertex = 1;
for (int i = 0; i < nResolution; i++)
{
//
// Compute the vertex that will be rotated around to make a ring
//
CVector3 vPoint (0, 0, fRadius);
CMatrix m;
m .MakeHPR (0, fVertSweep * (i + 1), 0);
m .PreMultiply (vPoint, vPoint);
_ASSERT (vPoint .m_z >= fZAdj - ON_EPSILON);
vPoint .m_z = (vPoint .m_z - fZAdj) * fHeightScale;
//
// Loop through the ring creating the points
//
for (int j = 0; j < nResolution * 4; j++)
{
//
// Map the point
//
m .SetHPR (fHorzSweep * j, 0, 0);
m .PreMultiply (vPoint, m_pVertex [nVertex] .vVertex);
m_pVertex [nVertex] .vVertex += vOrigin;
nVertex++;
}
}
//
// All done
//
return;
}
//-----------------------------------------------------------------------------
//
// @mfunc Map the vertices
//
// @parm const CMatrix & | sModelToEye | Matrix used to map the sky dome
// vertices to the eye space. The translation part of the matrix is
// not used.
//
// @rdesc None.
//
//-----------------------------------------------------------------------------
void CSkyDome::MapVertices (const CMatrix &sModelToEye)
{
//
// Loop through the vertices
//
for (int i = 0; i < m_nVertex; i++)
{
//
// Map
//
sModelToEye .PreNormalMultiply (
// sModelToEye .PreMultiply (
m_pVertex [i] .vVertex,
m_pVertex [i] .vMapVertex);
// m_pVertex [i] .vMapVertex .m_y += sModelToEye .m_m [3] [1];
}
}
//-----------------------------------------------------------------------------
//
// @mfunc Compute the position of the sky objects
//
// @parm float | fTimeInDays | The current time in days
//
// @rdesc None.
//
//-----------------------------------------------------------------------------
void CSkyDome::ComputePositions (float fTimeInDays)
{
CSkyBody *pSun = NULL;
//
// Loop through the sky bodies computing positions
//
CDoubleLink *pStart = &m_sBodyList;
for (CDoubleLink *pLink = pStart ->GetNext ();
pLink != pStart; pLink = pLink ->GetNext ())
{
//
// Get a pointer to the body
//
CSkyBody *pBody = CSkyBody::FromLink (pLink);
//
// Compute the position. If the time is -1, just compute
// a constant position in the sky
//
if (fTimeInDays == -1)
{
CVector3 vNormal (1, -1, 1);
vNormal .Normalize ();
pBody ->SetPosition (vNormal * pBody ->GetA ());
}
else
{
pBody ->ComputePosition (fTimeInDays);
}
//
// If this is a sun, save the pointer
//
if (pBody ->GetType () == CSkyBody::Type_Sun)
pSun = pBody;
}
//
// If a sun was found, then compute the sun light
//
float fDayFactor;
if (pSun)
{
//
// Get the normal
//
CVector3 vNormal (pSun ->GetNormal ());
m_vCurrentSunNormal = vNormal;
//
// Compute the angle of the sun
//
float fSunAngle = asin (vNormal .m_z) * 180.0f / PI;
bool fSunrise = vNormal .m_x >= 0.0;
//
// Compute the day factor
//
if (fTimeInDays != -1)
{
if (fSunAngle > 20.0)
{
fDayFactor = 1.0;
m_vCurrentSkyColor = m_vBaseDayColor;
}
else if (fSunAngle >= -10.0)
{
fDayFactor = (fSunAngle + 10.0f) / 30.0f;
}
else
{
fDayFactor = 0.0;
m_vCurrentSkyColor = m_vBaseNightColor;
}
}
else
{
fDayFactor = 1.0;
m_vCurrentSkyColor = m_vBaseDayColor;
}
//
// Compute the sky color
//
CVector3 vDeltaSky (m_vBaseDayColor - m_vBaseNightColor);
m_vCurrentSkyColor = m_vBaseNightColor + vDeltaSky * fDayFactor;
//
// Compute the ambient
//
CVector3 vDeltaAmbient (m_vBaseDayAmbient - m_vBaseNightAmbient);
m_vCurrentAmbient = m_vBaseNightAmbient + vDeltaAmbient * fDayFactor;
}
//
// If not, just used the default values
//
else
{
m_vCurrentSunNormal = CVector3 (1,0,1);
fDayFactor = 1.0;
m_vCurrentAmbient = m_vBaseDayAmbient;
m_vCurrentSkyColor = m_vBaseDayColor;
}
//
// Force the w value for the colors to 1
//
m_vCurrentAmbient .m_w = 1.0;
m_vCurrentSkyColor .m_w = 1.0;
//
// Compute the positions of the clouds
//
pStart = &m_sCloudsList;
for (pLink = pStart ->GetNext ();
pLink != pStart; pLink = pLink ->GetNext ())
{
//
// Get a pointer to the clouds
//
CSkyClouds *pClouds = CSkyClouds::FromLink (pLink);
//
// Compute the position.
//
pClouds ->ComputePosition (fTimeInDays, fDayFactor);
}
//
// Compute the colors of the bodies
//
pStart = &m_sBodyList;
for (pLink = pStart ->GetNext ();
pLink != pStart; pLink = pLink ->GetNext ())
{
//
// Get a pointer to the body
//
CSkyBody *pBody = CSkyBody::FromLink (pLink);
//
// Compute the color.
//
pBody ->ComputeColor (fDayFactor);
}
}
//-----------------------------------------------------------------------------
//
// @mfunc Prepare a sky dome
//
// Prepare a sky dome.
//
// @rdesc None.
//
//-----------------------------------------------------------------------------
void CSkyDome::Prep ()
{
//
// Loop through the bodies in the sky dome
//
CDoubleLink *pStart = &m_sBodyList;
for (CDoubleLink *pLink = pStart ->GetNext ();
pLink != pStart; pLink = pLink ->GetNext ())
{
CSkyBody *pBody = CSkyBody::FromLink (pLink);
pBody ->Prep ();
}
//
// Loop through the clounds in the sky dome
//
pStart = &m_sCloudsList;
for (pLink = pStart ->GetNext ();
pLink != pStart; pLink = pLink ->GetNext ())
{
CSkyClouds *pClouds = CSkyClouds::FromLink (pLink);
pClouds ->Prep ();
}
}