/* * The Simple Earth Project * Copyright (C) 2016 HueSoft LLC * Author: Hector Mendoza, hector.mendoza@huesoftllc.com * * This file is part of the Simple Earth Project. * * The Simple Earth Project is free software: you can redistribute it * and/or modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation, either version * 3 of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this program. If not, see * . */ #include #include "Atmosphere.h" #include "Camera.h" #include "Constants.h" #include "Utilities.h" static Camera* camera = NULL; //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ /** * Constructor. Initializes attributes. */ Atmosphere::Atmosphere() //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ { camera = Camera::getInstance(); mTextureHandle = 0; } //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ /** * Destructor. */ Atmosphere::~Atmosphere() //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ { } //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ /** * Sets the atmosphere texture. * * @param handle OpenGL handle to texture */ void Atmosphere::setTexture(unsigned int handle) //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ { mTextureHandle = handle; } //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ /** * Builds the geometry and renders the atmosphere. The way we render the * atmosphere could not be more simple. It is just a semi-transparent texture * that gets drawn in front of the Earth and that provides the visual effect of * atmospheric scattering. */ void Atmosphere::render() //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ { glPushMatrix(); GeodeticPosition cameraPosition = camera->getGeodeticPosition(); SimpleVector cameraXYZPosition = Utilities::geodeticToXYZ(cameraPosition); float cameraRadius = cameraPosition.altitude + Constants::EARTH_MEAN_RADIUS; //calculate image position so that it is always in front of the earth float x = (cameraXYZPosition.x/cameraRadius) * 7000.0f; float y = (cameraXYZPosition.y/cameraRadius) * 7000.0f; float z = (cameraXYZPosition.z/cameraRadius) * 7000.0f; glTranslatef(x, y, z); //rotate image so that it always faces the camera glRotatef(cameraPosition.longitude, 0.0f, 0.0f, 1.0f); glRotatef(-cameraPosition.latitude, 0.0f, 1.0f, 0.0f); //calculate image radius based on camera distance from //center of the earth (camera radius) float theta = atan(Constants::EARTH_MEAN_RADIUS/cameraRadius); float adjacent = cameraRadius - Constants::EARTH_MEAN_RADIUS + 330.0f; float textureSize = adjacent * tan(theta);//texture size is equal to the opposite side in a right triangle textureSize *= 1.21f;//increment a little to account for image size //enable texture transparency glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_TEXTURE_2D); //get texture object id glBindTexture(GL_TEXTURE_2D, mTextureHandle); glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex3f(0.0f, -textureSize, -textureSize); glTexCoord2f(1.0f, 0.0f); glVertex3f(0.0f, textureSize, -textureSize); glTexCoord2f(1.0f, 1.0f); glVertex3f(0.0f, textureSize, textureSize); glTexCoord2f(0.0f, 1.0f); glVertex3f(0.0f, -textureSize, textureSize); glEnd(); glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glPopMatrix(); }