celestia/src/render.cpp

2101 lines
69 KiB
C++

// render.cpp
//
// Copyright (C) 2001, Chris Laurel <claurel@shatters.net>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
#include <algorithm>
#include "gl.h"
#include "astro.h"
#include "glext.h"
#include "vecgl.h"
#include "perlin.h"
#include "spheremesh.h"
#include "texfont.h"
#include "console.h"
#include "gui.h"
#include "regcombine.h"
#include "render.h"
using namespace std;
#define FOV 45.0f
#define NEAR_DIST 0.5f
#define FAR_DIST 10000000.0f
#define RENDER_DISTANCE 50.0f
#define FAINTEST_MAGNITUDE 5.5f
static const float PixelOffset = 0.375f;
// Static meshes and textures used by all instances of Simulation
static bool commonDataInitialized = false;
#define SPHERE_LODS 5
static SphereMesh* sphereMesh[SPHERE_LODS];
static SphereMesh* asteroidMesh = NULL;
static CTexture* normalizationTex = NULL;
static CTexture* diffuseLightTex = NULL;
static CTexture* starTex = NULL;
static CTexture* glareTex = NULL;
static CTexture* galaxyTex = NULL;
static CTexture* shadowTex = NULL;
static CTexture* veilTex = NULL;
static TexFont* font = NULL;
Renderer::Renderer() :
windowWidth(0),
windowHeight(0),
fov(FOV),
renderMode(GL_FILL),
asterisms(NULL),
renderFlags(ShowStars | ShowPlanets),
labelMode(NoLabels),
ambientLightLevel(0.1f),
brightnessScale(1.0f / 6.0f),
brightnessBias(0.0f),
perPixelLightingEnabled(false),
console(NULL),
nSimultaneousTextures(1),
useRegisterCombiners(false),
useCubeMaps(false)
{
textureManager = new TextureManager("textures");
meshManager = new MeshManager("models");
console = new Console(30, 100);
}
Renderer::~Renderer()
{
}
static void BlueTextureEval(float u, float v, float w,
unsigned char *pixel)
{
pixel[0] = 128;
pixel[1] = 128;
pixel[2] = 255;
}
static void StarTextureEval(float u, float v, float w,
unsigned char *pixel)
{
float r = 1 - (float) sqrt(u * u + v * v);
if (r < 0)
{
r = 0;
}
else if (r < 0.25f)
{
r = 4.0f * r;
}
else
{
r = 1;
}
int pixVal = (int) (r * 255.99f);
pixel[0] = pixVal;
pixel[1] = pixVal;
pixel[2] = pixVal;
}
static void GlareTextureEval(float u, float v, float w,
unsigned char *pixel)
{
float r = 0.9f - (float) sqrt(u * u + v * v);
if (r < 0)
r = 0;
int pixVal = (int) (r * 255.99f);
pixel[0] = 65;
pixel[1] = 64;
pixel[2] = 65;
pixel[3] = pixVal;
}
static void ShadowTextureEval(float u, float v, float w,
unsigned char *pixel)
{
float r = (float) sqrt(u * u + v * v);
int pixVal = r < 0.95f ? 0 : 255;
pixel[0] = pixVal;
pixel[1] = pixVal;
pixel[2] = pixVal;
}
static void VeilTextureEval(float u, float v, float w,
unsigned char* pixel)
{
float t = 0.0f;
if (w > 0)
{
t = 1.0f - clamp(abs(w - 0.04f) * 25);
}
pixel[0] = 0;
pixel[1] = 0;
pixel[2] = 255;
pixel[3] = (int) (128.99f * t);
// pixel[3] = (int) (128.99f * (1 - (float) pow(abs(w), 0.5f)));
}
static void BoxTextureEval(float u, float v, float w,
unsigned char* pixel)
{
int r = 0, g = 0, b = 0;
if (abs(u) > abs(v))
{
if (abs(u) > abs(w))
r = 255;
else
b = 255;
}
else
{
if (abs(v) > abs(w))
g = 255;
else
b = 255;
}
pixel[0] = r;
pixel[1] = g;
pixel[2] = b;
pixel[3] = 80;
}
static float AsteroidDisplacementFunc(float u, float v, void* info)
{
float theta = u * (float) PI * 2;
float phi = (v - 0.5f) * (float) PI;
float x = (float) (cos(phi) * cos(theta));
float y = (float) sin(phi);
float z = (float) (cos(phi) * sin(theta));
// return 0.5f;
return fractalsum(Point3f(x + 10, y + 10, z + 10), 1) * 0.75f;
}
static float calcPixelSize(float fovY, float windowHeight)
{
return 2 * NEAR_DIST * (float) tan(degToRad(fovY / 2.0)) / (float) windowHeight;
}
bool Renderer::init(int winWidth, int winHeight)
{
// Initialize static meshes and textures common to all instances of Renderer
if (!commonDataInitialized)
{
sphereMesh[0] = new SphereMesh(1.0f, 11, 10);
sphereMesh[1] = new SphereMesh(1.0f, 21, 40);
sphereMesh[2] = new SphereMesh(1.0f, 31, 60);
sphereMesh[3] = new SphereMesh(1.0f, 41, 80);
sphereMesh[4] = new SphereMesh(1.0f, 61, 120);
asteroidMesh = new SphereMesh(Vec3f(0.7f, 1.1f, 1.0f),
21, 20,
AsteroidDisplacementFunc,
NULL);
starTex = CreateProceduralTexture(64, 64, GL_RGB, StarTextureEval);
starTex->bindName();
galaxyTex = CreateProceduralTexture(128, 128, GL_RGBA, GlareTextureEval);
galaxyTex->bindName();
glareTex = CreateJPEGTexture("textures/flare.jpg");
if (glareTex == NULL)
glareTex = CreateProceduralTexture(64, 64, GL_RGB, GlareTextureEval);
glareTex->bindName();
shadowTex = CreateProceduralTexture(256, 256, GL_RGB, ShadowTextureEval);
shadowTex->bindName();
// font = txfLoadFont("fonts\\helvetica_14b.txf");
font = txfLoadFont("fonts/default.txf");
if (font != NULL)
txfEstablishTexture(font, 0, GL_FALSE);
// Initialize GL extensions
if (ExtensionSupported("GL_ARB_multitexture"))
InitExtMultiTexture();
if (ExtensionSupported("GL_NV_register_combiners"))
InitExtRegisterCombiners();
if (ExtensionSupported("GL_EXT_texture_cube_map"))
{
normalizationTex = CreateNormalizationCubeMap(64);
// diffuseLightTex = CreateDiffuseLightCubeMap(64);
}
commonDataInitialized = true;
}
#if 0
{
Galaxy* g = new Galaxy();
g->setName("Milky Way");
g->setPosition(Point3d(28000, 20, 0));
Quatf q(1);
q.setAxisAngle(Vec3f(1, 0, 0), degToRad(50.0f));
g->setOrientation(q);
g->setRadius(50000.0f);
g->setType(Galaxy::SBa);
galaxies.insert(galaxies.end(), g);
g = new Galaxy();
g->setName("Andromeda");
g->setPosition(Point3d(2000000, 1000000, 2000000));
g->setRadius(95000.0f);
g->setType(Galaxy::Sb);
galaxies.insert(galaxies.end(), g);
g = new Galaxy();
g->setName("LMC");
g->setPosition(Point3d(100000, -100000, 100000));
g->setRadius(15000.0f);
g->setType(Galaxy::Irr);
galaxies.insert(galaxies.end(), g);
g = new Galaxy();
g->setName("SMC");
g->setPosition(Point3d(50000, -150000, 80000));
g->setRadius(12500.0f);
g->setType(Galaxy::Irr);
galaxies.insert(galaxies.end(), g);
}
#endif
cout << "GL extensions supported:\n";
cout << glGetString(GL_EXTENSIONS) << '\n';
// Get GL extension information
if (ExtensionSupported("GL_ARB_multitexture"))
{
DPRINTF("Renderer: multi-texture supported.\n");
glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &nSimultaneousTextures);
}
if (ExtensionSupported("GL_NV_register_combiners"))
{
DPRINTF("Renderer: nVidia register combiners supported.\n");
useRegisterCombiners = true;
}
if (ExtensionSupported("GL_EXT_texture_cube_map"))
{
DPRINTF("Renderer: cube texture maps supported.\n");
useCubeMaps = true;
}
cout << "Simultaneous textures supported: " << nSimultaneousTextures << '\n';
if (useCubeMaps)
{
// Initialize texture use for rendering atmospheric veils
veilTex = CreateProceduralCubeMap(128, GL_RGBA, VeilTextureEval);
veilTex->bindName();
}
glLoadIdentity();
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
// LEQUAL rather than LESS required for multipass rendering
glDepthFunc(GL_LEQUAL);
// We need this enabled because we use glScale, but only
// with uniform scale factors
// TODO: Do a proper check for this extension before enabling
glEnable(GL_RESCALE_NORMAL_EXT);
console->setFont(font);
resize(winWidth, winHeight);
return true;
}
void Renderer::resize(int width, int height)
{
windowWidth = width;
windowHeight = height;
// glViewport(windowWidth, windowHeight);
}
float Renderer::getFieldOfView()
{
return fov;
}
void Renderer::setFieldOfView(float _fov)
{
fov = _fov;
}
void Renderer::setRenderMode(int _renderMode)
{
renderMode = _renderMode;
}
Vec3f Renderer::getPickRay(int winX, int winY)
{
float aspectRatio = (float) windowWidth / (float) windowHeight;
float nearPlaneHeight = 2 * NEAR_DIST * (float) tan(degToRad(fov / 2.0));
float nearPlaneWidth = nearPlaneHeight * aspectRatio;
float x = nearPlaneWidth * ((float) winX / (float) windowWidth - 0.5f);
float y = nearPlaneHeight * (0.5f - (float) winY / (float) windowHeight);
Vec3f pickDirection = Vec3f(x, y, -NEAR_DIST);
pickDirection.normalize();
return pickDirection;
}
Console* Renderer::getConsole() const
{
return console;
}
int Renderer::getRenderFlags() const
{
return renderFlags;
}
void Renderer::setRenderFlags(int _renderFlags)
{
renderFlags = _renderFlags;
}
int Renderer::getLabelMode() const
{
return labelMode;
}
void Renderer::setLabelMode(int _labelMode)
{
labelMode = _labelMode;
}
void Renderer::addLabelledStar(Star* star)
{
labelledStars.insert(labelledStars.end(), star);
}
void Renderer::clearLabelledStars()
{
labelledStars.clear();
}
void Renderer::showAsterisms(AsterismList* a)
{
asterisms = a;
}
float Renderer::getAmbientLightLevel() const
{
return ambientLightLevel;
}
void Renderer::setAmbientLightLevel(float level)
{
ambientLightLevel = level;
}
bool Renderer::getPerPixelLighting() const
{
return perPixelLightingEnabled;
}
void Renderer::setPerPixelLighting(bool enable)
{
perPixelLightingEnabled = enable && perPixelLightingSupported();
}
bool Renderer::perPixelLightingSupported() const
{
return useCubeMaps && useRegisterCombiners;
}
void Renderer::addLabel(string text, Color color, Point3f pos)
{
double winX, winY, winZ;
int view[4] = { 0, 0, 0, 0 };
view[0] = -windowWidth / 2;
view[1] = -windowHeight / 2;
view[2] = windowWidth;
view[3] = windowHeight;
if (gluProject(pos.x, pos.y, pos.z,
modelMatrix,
projMatrix,
view,
&winX, &winY, &winZ) != GL_FALSE)
{
Label l;
l.text = text;
l.color = color;
l.position = Point3f((float) winX, (float) winY, (float) winZ);
labels.insert(labels.end(), l);
}
}
void Renderer::clearLabels()
{
labels.clear();
}
void Renderer::render(const Observer& observer,
const StarDatabase& starDB,
const VisibleStarSet& visset,
SolarSystem* solarSystem,
GalaxyList* galaxies,
const Selection& sel,
double now)
{
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// Compute the size of a pixel
pixelSize = calcPixelSize(fov, windowHeight);
// Set up the projection we'll use for rendering stars.
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(fov,
(float) windowWidth / (float) windowHeight,
NEAR_DIST, FAR_DIST);
// Set the modelview matrix
glMatrixMode(GL_MODELVIEW);
// Create the ambient light source. For realistic space rendering
// this should be black.
{
float ambientColor[4];
ambientColor[0] = ambientColor[1] = ambientColor[2] = ambientLightLevel;
ambientColor[3] = 1.0f;
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientColor);
}
// Set up the camera
Point3f observerPos = (Point3f) observer.getPosition();
glPushMatrix();
glRotate(~observer.getOrientation());
// Get the model matrix *before* translation. We'll use this for positioning
// star and planet labels.
glGetDoublev(GL_MODELVIEW_MATRIX, modelMatrix);
glGetDoublev(GL_PROJECTION_MATRIX, projMatrix);
glDisable(GL_LIGHTING);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
clearLabels();
renderList.clear();
if ((renderFlags & ShowGalaxies) != 0 && galaxies != NULL)
renderGalaxies(*galaxies, observer);
// Translate the camera before rendering the stars
glPushMatrix();
glTranslatef(-observerPos.x, -observerPos.y, -observerPos.z);
// Render stars
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
if ((renderFlags & ShowStars) != 0)
renderStars(starDB, visset, observer);
// Render asterisms
if ((renderFlags & ShowDiagrams) != 0 && asterisms != NULL)
{
glColor4f(0.5f, 0.0, 1.0f, 0.5f);
glDisable(GL_TEXTURE_2D);
for (AsterismList::const_iterator iter = asterisms->begin();
iter != asterisms->end(); iter++)
{
Asterism* ast = *iter;
for (int i = 0; i < ast->getChainCount(); i++)
{
const Asterism::Chain& chain = ast->getChain(i);
glBegin(GL_LINE_STRIP);
for (Asterism::Chain::const_iterator iter = chain.begin();
iter != chain.end(); iter++)
glVertex(*iter);
glEnd();
}
}
}
if ((labelMode & StarLabels) != 0)
labelStars(labelledStars, starDB, observer);
if ((labelMode & ConstellationLabels) != 0 && asterisms != NULL)
labelConstellations(*asterisms, observer);
glPopMatrix();
glPolygonMode(GL_FRONT, renderMode);
glPolygonMode(GL_BACK, renderMode);
// Render planets, moons, asteroids, etc. Stars close and large enough
// to have discernible surface detail are also placed in renderList.
// planetParticles.clear();
Star* sun = NULL;
if (solarSystem != NULL)
sun = starDB.find(solarSystem->getStarNumber());
if (sun != NULL)
{
// Change the projection matrix for rendering planets and moons. Since
// planets are all rendered at a fixed distance of RENDER_DISTANCE from
// the viewer, we'll set up the near and far planes to just enclose that
// range and make the most of our depth buffer resolution
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(fov,
(float) windowWidth / (float) windowHeight,
NEAR_DIST, RENDER_DISTANCE * 2.0f);
glMatrixMode(GL_MODELVIEW);
renderPlanetarySystem(*sun,
*solarSystem->getPlanets(),
observer,
Mat4d::identity(), now,
(labelMode & (MinorPlanetLabels | MajorPlanetLabels)) != 0);
glBindTexture(GL_TEXTURE_2D, starTex->getName());
// renderParticles(planetParticles, observer.getOrientation());
// The call to renderSolarSystem filled renderList with visible
// planetary bodies. Sort it by distance, then render each entry.
sort(renderList.begin(), renderList.end());
int nEntries = renderList.size();
// Determine how to split up the depth buffer. Each body with an
// apparent size greater than one pixel is allocated its own
// depth buffer range. This means that overlapping objects
// may not be handled correctly, but such an occurrence would be
// extremely rare, unless we expand the simulation to include
// docking spaceships etc. In that case, this technique would have
// to be modified to let overlapping objects share a depth buffer
// range.
int nDepthBuckets = 1;
int i;
for (i = 0; i < nEntries; i++)
{
if (renderList[i].discSizeInPixels > 1)
nDepthBuckets++;
}
float depthRange = 1.0f / (float) nDepthBuckets;
int depthBucket = nDepthBuckets - 1;
i = nEntries - 1;
// Set up the depth bucket.
glDepthRange(depthBucket * depthRange, (depthBucket + 1) * depthRange);
// Render all the bodies in the render list.
for (i = nEntries - 1; i >= 0; i--)
{
if (renderList[i].body != NULL)
{
renderPlanet(*renderList[i].body,
renderList[i].position,
renderList[i].sun,
renderList[i].distance,
renderList[i].appMag,
now,
observer.getOrientation());
}
else if (renderList[i].star != NULL)
{
renderStar(*renderList[i].star,
renderList[i].position,
renderList[i].distance,
renderList[i].appMag,
observer.getOrientation(),
now);
}
// If this body is larger than a pixel, we rendered it as a mesh
// instead of just a particle. We move to the next depth buffer
// bucket before proceeding with further rendering.
if (renderList[i].discSizeInPixels > 1)
{
depthBucket--;
glDepthRange(depthBucket * depthRange, (depthBucket + 1) * depthRange);
}
}
// reset the depth range
glDepthRange(0, 1);
if ((renderFlags & ShowOrbits) != 0)
{
// At this point, we're not rendering into the depth buffer
// so we'll set the far plane to be way out there. If we don't
// do this, the orbits either suffer from clipping by the far
// plane, or else get clipped to close to the viewer.
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(fov,
(float) windowWidth / (float) windowHeight,
NEAR_DIST, 1000000);
// Set the modelview matrix
glMatrixMode(GL_MODELVIEW);
Star* sun = starDB.find(solarSystem->getStarNumber());
Point3f starPos = sun->getPosition();
// Compute the position of the observer relative to the star
Vec3d opos = observer.getPosition() - Point3d((double) starPos.x,
(double) starPos.y,
(double) starPos.z);
// At the solar system scale, we'll handle all calculations in
// AU instead of light years.
opos = Vec3d(astro::lightYearsToAU(opos.x) * 100,
astro::lightYearsToAU(opos.y) * 100,
astro::lightYearsToAU(opos.z) * 100);
glPushMatrix();
glTranslated(-opos.x, -opos.y, -opos.z);
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
// Render orbits
PlanetarySystem* planets = solarSystem->getPlanets();
int nBodies = planets->getSystemSize();
for (i = 0; i < nBodies; i++)
{
Body* body = planets->getBody(i);
// Only show orbits for major bodies or selected objects
if (body->getRadius() > 1000 || body == sel.body)
{
if (body == sel.body)
glColor4f(1, 0, 0, 1);
else
glColor4f(0, 0, 1, 1);
glBegin(GL_LINE_LOOP);
int nSteps = 100;
double dt = body->getOrbit()->getPeriod() / (double) nSteps;
for (int j = 0; j < nSteps; j++)
{
Point3d p = body->getOrbit()->positionAtTime(j * dt);
glVertex3f(astro::kilometersToAU((float) p.x * 100),
astro::kilometersToAU((float) p.y * 100),
astro::kilometersToAU((float) p.z * 100));
}
glEnd();
}
}
#if 0
// Render axes in orbital plane for debugging
glBegin(GL_LINES);
glColor4f(1, 0, 0, 1);
glVertex3f(3000, 0, 0);
glVertex3f(-3000, 0, 0);
glVertex3f(2800, 0, 200);
glVertex3f(3000, 0, 0);
glVertex3f(2800, 0, -200);
glVertex3f(3000, 0, 0);
glColor4f(0, 1, 0, 1);
glVertex3f(0, 0, 3000);
glVertex3f(0, 0, -3000);
glVertex3f(200, 0, 2800);
glVertex3f(0, 0, 3000);
glVertex3f(-200, 0, 2800);
glVertex3f(0, 0, 3000);
glEnd();
#endif
glPopMatrix();
}
}
glPopMatrix();
// #define DISPLAY_AXES
#ifdef DISPLAY_AXES
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
{
Point3f orig(-0.5f, -0.5f, -2);
Mat3f m = conjugate(observer.getOrientation()).toMatrix3();
glBegin(GL_LINES);
glColor4f(1, 0, 0, 1);
glVertex(orig);
glVertex(orig + Vec3f(0.2f, 0, 0) * m);
glColor4f(0, 1, 0, 1);
glVertex(orig);
glVertex(orig + Vec3f(0, 0.2f, 0) * m);
glColor4f(0, 0, 1, 1);
glVertex(orig);
glVertex(orig + Vec3f(0, 0, 0.2f) * m);
glEnd();
}
#endif
glEnable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glPolygonMode(GL_FRONT, GL_FILL);
glPolygonMode(GL_BACK, GL_FILL);
renderLabels();
glColor4f(0.8f, 0.8f, 1.0f, 1);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0, windowWidth, 0, windowHeight);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTranslatef(PixelOffset, windowHeight - 20 + PixelOffset, 0);
console->render();
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
glEnable(GL_LIGHTING);
}
static void renderParticle(Point3f& center,
Vec3f& v0,
Vec3f& v1,
Vec3f& v2,
Vec3f& v3,
float size)
{
glTexCoord2f(0, 0);
glVertex(center + (v0 * size));
glTexCoord2f(1, 0);
glVertex(center + (v1 * size));
glTexCoord2f(1, 1);
glVertex(center + (v2 * size));
glTexCoord2f(0, 1);
glVertex(center + (v3 * size));
}
static void renderRingSystem(float innerRadius,
float outerRadius,
float beginAngle,
float endAngle,
int nSections)
{
float angle = endAngle - beginAngle;
glBegin(GL_QUAD_STRIP);
for (int i = 0; i <= nSections; i++)
{
float t = (float) i / (float) nSections;
float theta = beginAngle + t * angle;
float s = (float) sin(theta);
float c = (float) cos(theta);
glTexCoord2f(0, 0);
glVertex3f(c * innerRadius, 0, s * innerRadius);
glTexCoord2f(1, 0);
glVertex3f(c * outerRadius, 0, s * outerRadius);
}
glEnd();
}
// If the an object occupies a pixel or less of screen space, we don't
// render its mesh at all and just display a starlike point instead.
// Switching between the particle and mesh renderings of an object is
// jarring, however . . . so we'll blend in the particle view of the
// object to smooth things out, making it dimmer as the disc size approaches
// 4 pixels.
void Renderer::renderBodyAsParticle(Point3f position,
float appMag,
float discSizeInPixels,
Color color,
const Quatf& orientation,
bool useHaloes)
{
if (discSizeInPixels < 4 || useHaloes)
{
float r = 1, g = 1, b = 1;
float a = 1;
if (discSizeInPixels > 1)
{
a = 0.5f * (4 - discSizeInPixels);
if (a > 1)
a = 1;
}
else
{
a = clamp(1.0f - appMag * brightnessScale + brightnessBias);
}
// We scale up the particle by a factor of 3 so that it's more visible--the
// texture we use has fuzzy edges, and if we render it in just one pixel,
// it's likely to disappear. Also, the render distance is scaled by a factor
// of 0.1 so that we're rendering in front of any mesh that happens to be
// sharing this depth bucket. What we really want is to render the particle
// with the frontmost z value in this depth bucket, and scaling the render
// distance is just hack to accomplish this. There are cases where it will
// fail and a more robust method should be implemented.
float size = pixelSize * 3.0f * RENDER_DISTANCE * 0.1f;
Point3f center(position.x * 0.1f, position.y * 0.1f, position.z * 0.1f);
Mat3f m = orientation.toMatrix3();
Vec3f v0 = Vec3f(-1, -1, 0) * m;
Vec3f v1 = Vec3f( 1, -1, 0) * m;
Vec3f v2 = Vec3f( 1, 1, 0) * m;
Vec3f v3 = Vec3f(-1, 1, 0) * m;
glBindTexture(GL_TEXTURE_2D, starTex->getName());
glColor(color, a);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex(center + (v0 * size));
glTexCoord2f(1, 0);
glVertex(center + (v1 * size));
glTexCoord2f(1, 1);
glVertex(center + (v2 * size));
glTexCoord2f(0, 1);
glVertex(center + (v3 * size));
glEnd();
// If the object is brighter than magnitude 1, add a halo around it to
// make it appear more brilliant. This is a hack to compensate for the
// limited dynamic range of monitors.
//
// TODO: Currently, this is extremely broken. Stars look fine, but planets
// look ridiculous with bright haloes.
if (useHaloes && appMag < 1.0f)
{
a = 0.4f * clamp((appMag - 1) * -0.8f);
// size *= (3 - (appMag - 1)) * 2;
// size = RENDER_DISTANCE * 0.001f * (3 - (appMag - 1)) * 1;
// size = discSizeInPixels * 3 * pixelSize;
// size *= 30.0f;
float s = RENDER_DISTANCE * 0.0001f * (3 - (appMag - 1)) * 2;
if (s > size * 3)
size = s;
else
size = size * 3;
float realSize = discSizeInPixels * (pixelSize / NEAR_DIST) * RENDER_DISTANCE * 0.1f;
if (size < realSize * 10)
size = realSize * 10;
glBindTexture(GL_TEXTURE_2D, glareTex->getName());
glColor(color, a);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex(center + (v0 * size));
glTexCoord2f(1, 0);
glVertex(center + (v1 * size));
glTexCoord2f(1, 1);
glVertex(center + (v2 * size));
glTexCoord2f(0, 1);
glVertex(center + (v3 * size));
glEnd();
}
}
}
static void renderBumpMappedMesh(Mesh& mesh,
CTexture& bumpTexture,
Vec3f lightDirection,
Quatf orientation,
Color ambientColor)
{
// We're doing our own per-pixel lighting, so disable GL's lighting
glDisable(GL_LIGHTING);
// Render the base texture on the first pass . . . The base
// texture and color should have been set up already by the
// caller.
mesh.render();
// The 'default' light vector for the bump map is (0, 0, 1). Determine
// a rotation transformation that will move the sun direction to
// this vector.
Quatf lightOrientation;
{
Vec3f zeroLightDirection(0, 0, 1);
Vec3f axis = lightDirection ^ zeroLightDirection;
float cosAngle = zeroLightDirection * lightDirection;
float angle = 0.0f;
float epsilon = 1e-5f;
if (cosAngle + 1 < epsilon)
{
axis = Vec3f(0, 1, 0);
angle = (float) PI;
}
else if (cosAngle - 1 > -epsilon)
{
axis = Vec3f(0, 1, 0);
angle = 0.0f;
}
else
{
axis.normalize();
angle = (float) acos(cosAngle);
}
lightOrientation.setAxisAngle(axis, angle);
}
glEnable(GL_BLEND);
glBlendFunc(GL_DST_COLOR, GL_ZERO);
// Set up the bump map with one directional light source
SetupCombinersBumpMap(bumpTexture, *normalizationTex, ambientColor);
// The second set texture coordinates will contain the light
// direction in tangent space. We'll generate the texture coordinates
// from the surface normals using GL_NORMAL_MAP_EXT and then
// use the texture matrix to rotate them into tangent space.
// This method of generating tangent space light direction vectors
// isn't as general as transforming the light direction by an
// orthonormal basis for each mesh vertex, but it works well enough
// for spheres illuminated by directional light sources.
glActiveTextureARB(GL_TEXTURE1_ARB);
// Set up GL_NORMAL_MAP_EXT texture coordinate generation. This
// mode is part of the cube map extension.
glEnable(GL_TEXTURE_GEN_R);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_EXT);
glEnable(GL_TEXTURE_GEN_S);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_EXT);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_EXT);
// Set up the texture transformation--the light direction and the
// viewer orientation both need to be considered.
glMatrixMode(GL_TEXTURE);
glRotate(lightOrientation * orientation);
glMatrixMode(GL_MODELVIEW);
glActiveTextureARB(GL_TEXTURE0_ARB);
mesh.render();
// Reset the second texture unit
glActiveTextureARB(GL_TEXTURE1_ARB);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
DisableCombiners();
glDisable(GL_BLEND);
}
static void renderSmoothMesh(Mesh& mesh,
CTexture& baseTexture,
Vec3f lightDirection,
Quatf orientation,
Color ambientColor)
{
// We're doing our own per-pixel lighting, so disable GL's lighting
glDisable(GL_LIGHTING);
// The 'default' light vector for the bump map is (0, 0, 1). Determine
// a rotation transformation that will move the sun direction to
// this vector.
Quatf lightOrientation;
{
Vec3f zeroLightDirection(0, 0, 1);
Vec3f axis = lightDirection ^ zeroLightDirection;
float cosAngle = zeroLightDirection * lightDirection;
float angle = 0.0f;
float epsilon = 1e-5f;
if (cosAngle + 1 < epsilon)
{
axis = Vec3f(0, 1, 0);
angle = (float) PI;
}
else if (cosAngle - 1 > -epsilon)
{
axis = Vec3f(0, 1, 0);
angle = 0.0f;
}
else
{
axis.normalize();
angle = (float) acos(cosAngle);
}
lightOrientation.setAxisAngle(axis, angle);
}
SetupCombinersSmooth(baseTexture, *normalizationTex, ambientColor);
// The second set texture coordinates will contain the light
// direction in tangent space. We'll generate the texture coordinates
// from the surface normals using GL_NORMAL_MAP_EXT and then
// use the texture matrix to rotate them into tangent space.
// This method of generating tangent space light direction vectors
// isn't as general as transforming the light direction by an
// orthonormal basis for each mesh vertex, but it works well enough
// for spheres illuminated by directional light sources.
glActiveTextureARB(GL_TEXTURE1_ARB);
// Set up GL_NORMAL_MAP_EXT texture coordinate generation. This
// mode is part of the cube map extension.
glEnable(GL_TEXTURE_GEN_R);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_EXT);
glEnable(GL_TEXTURE_GEN_S);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_EXT);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_EXT);
// Set up the texture transformation--the light direction and the
// viewer orientation both need to be considered.
glMatrixMode(GL_TEXTURE);
glRotate(lightOrientation * orientation);
glMatrixMode(GL_MODELVIEW);
glActiveTextureARB(GL_TEXTURE0_ARB);
mesh.render();
// Reset the second texture unit
glActiveTextureARB(GL_TEXTURE1_ARB);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
DisableCombiners();
}
void Renderer::renderPlanet(const Body& body,
Point3f pos,
Vec3f sunDirection,
float distance,
float appMag,
double now,
Quatf orientation)
{
float discSizeInPixels = body.getRadius() / distance / (pixelSize / NEAR_DIST);
if (discSizeInPixels > 1)
{
// Enable depth buffering
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
sunDirection.normalize();
// Set up the light source for the sun
glLightDirection(GL_LIGHT0, sunDirection);
glLightColor(GL_LIGHT0, GL_DIFFUSE, Vec3f(1.0f, 1.0f, 1.0f));
glEnable(GL_LIGHT0);
const Surface& surface = body.getSurface();
// Get the texture . . .
CTexture* tex = NULL;
CTexture* bumpTex = NULL;
CTexture* cloudTex = NULL;
if (surface.baseTexture != "")
{
if (!textureManager->find(surface.baseTexture, &tex))
{
bool compress = ((surface.appearanceFlags & Surface::CompressBaseTexture) != 0);
tex = textureManager->load(surface.baseTexture, compress);
}
}
// If this renderer can support bump mapping then get the bump texture
if ((surface.appearanceFlags & Surface::ApplyBumpMap) != 0 &&
(perPixelLightingEnabled && useRegisterCombiners && useCubeMaps) &&
surface.bumpTexture != "")
{
if (!textureManager->find(surface.bumpTexture, &bumpTex))
bumpTex = textureManager->loadBumpMap(surface.bumpTexture,
surface.bumpHeight);
}
if ((surface.appearanceFlags & Surface::ApplyCloudMap) != 0 &&
(renderFlags & ShowCloudMaps) != 0)
{
if (!textureManager->find(surface.cloudTexture, &cloudTex))
cloudTex = textureManager->load(surface.cloudTexture, false);
}
if (tex == NULL)
{
glDisable(GL_TEXTURE_2D);
}
else
{
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, tex->getName());
}
if (tex == NULL || (surface.appearanceFlags & Surface::BlendTexture) != 0)
glColor(surface.color);
else
glColor4f(1, 1, 1, 1);
glDisable(GL_BLEND);
glEnable(GL_LIGHTING);
glPushMatrix();
glTranslate(pos);
glRotatef(radToDeg(body.getObliquity()), 1, 0, 0);
double planetRotation = 0.0;
// Watch out for the precision limits of floats when computing planet
// rotation . . .
{
double rotations = now / (double) body.getRotationPeriod();
int wholeRotations = (int) rotations;
double remainder = rotations - wholeRotations;
planetRotation = -remainder * 2 * PI;
glRotatef((float) (-remainder * 360.0), 0, 1, 0);
}
float discSize = body.getRadius() / distance * RENDER_DISTANCE;
// Apply a scale factor which depends on the apparent size of the
// planet and its oblateness. Since the oblateness is usually quite
// small, the potentially nonuniform scale factor shouldn't mess up
// the lighting calculations enough to cause a problem.
// TODO: Figure out a better way to render ellipsoids than applying
// a nonunifom scale factor to a sphere . . . it makes me nervous.
glScalef(discSize, discSize * (1.0f - body.getOblateness()), discSize);
Mesh* mesh = NULL;
if (body.getMesh() == "")
{
int lod = 0;
if (discSizeInPixels < 10)
lod = 0;
else if (discSizeInPixels < 50)
lod = 1;
else if (discSizeInPixels < 200)
lod = 2;
else if (discSizeInPixels < 400)
lod = 3;
else
lod = 4;
if (body.getRadius() < 50)
mesh = asteroidMesh;
else
mesh = sphereMesh[lod];
}
else
{
if (!meshManager->find(body.getMesh(), &mesh))
mesh = meshManager->load(body.getMesh());
}
if (mesh != NULL)
{
if (perPixelLightingEnabled)
{
Color ambientColor(ambientLightLevel, ambientLightLevel, ambientLightLevel);
if (bumpTex != NULL)
{
renderBumpMappedMesh(*mesh,
*bumpTex,
sunDirection, orientation,
ambientColor);
}
else if (tex != NULL)
{
renderSmoothMesh(*mesh,
*tex,
sunDirection, orientation,
ambientColor);
}
else
{
mesh->render();
}
if (cloudTex != NULL)
{
glBindTexture(GL_TEXTURE_2D, cloudTex->getName());
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
#if 0
// TODO: Enable per-pixel lighting for cloud maps
renderSmoothMesh(*mesh, *cloudTex, sunDirection, orientation,
ambientColor);
#else
glEnable(GL_LIGHTING);
mesh->render();
#endif
#if 0
// Attempt rendering an atmospheric veil . . . this needs
// several adjustments before it will work.
glEnable(GL_TEXTURE_CUBE_MAP_EXT);
glBindTexture(GL_TEXTURE_CUBE_MAP_EXT, veilTex->getName());
glPushMatrix();
glScalef(1.02f, 1.02f, 1.02f);
// Set up GL_NORMAL_MAP_EXT texture coordinate generation. This
// mode is part of the cube map extension.
glEnable(GL_TEXTURE_GEN_R);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_EXT);
glEnable(GL_TEXTURE_GEN_S);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_EXT);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_EXT);
mesh->render();
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_CUBE_MAP_EXT);
glPopMatrix();
#if 0
// Render an atmospheric halo. Broken.
{
int nSections = 400;
glDisable(GL_LIGHTING);
glPushMatrix();
glRotate(~orientation);
glBegin(GL_QUAD_STRIP);
for (int i = 0; i <= nSections; i++)
{
float theta = (float) i / (float) nSections * 2 * PI;
float c = (float) cos(theta);
float s = (float) sin(theta);
glColor4f(0, 0, 1, 0);
glVertex3f(c * 1.01f, s * 1.01f, 0);
glColor4f(0, 0, 1, 1);
glVertex3f(c, s, 0);
}
glEnd();
glPopMatrix();
}
#endif
#endif
}
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
}
else
{
mesh->render();
if (cloudTex != NULL)
{
glBindTexture(GL_TEXTURE_2D, cloudTex->getName());
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
mesh->render();
}
}
}
// If the planet has a ring system, render it.
if (body.getRings() != NULL)
{
RingSystem* rings = body.getRings();
float inner = rings->innerRadius / body.getRadius();
float outer = rings->outerRadius / body.getRadius();
int nSections = 100;
// Convert the sun direction to the planet's coordinate system
Mat4f planetMat = Mat4f::xrotation((float) body.getObliquity()) *
Mat4f::yrotation((float) planetRotation);
Vec3f localSunDir = sunDirection * planetMat;
// Ring Illumination
// Since a ring system is composed of millions of individual particles,
// it's not at all realistic to model it as a flat Lambertian surface.
// We'll approximate the llumination function by assuming that the ring
// system contains Lambertian particles, and that the brightness at some
// point in the ring system is proportional to the illuminated fraction
// of a particle there. In fact, we'll simplify things further and set
// the illumination of the entire ring system to the same value, computing
// the illuminated fraction of a hypothetical particle located at the center
// of the planet. This approximation breaks down when you get close to the
// planet . . .
float ringIllumination = 0.0f;
{
// Compute the direction from the viewer to the planet in the
// planet's coordinate system
Vec3f viewVec = (Point3f(0, 0, 0) - pos) * planetMat;
viewVec.normalize();
float illumFraction = (1.0f + viewVec * localSunDir) / 2.0f;
// Just use the illuminated fraction for now . . .
ringIllumination = illumFraction;
}
// If we have multi-texture support, we'll use the second texture unit
// to render the shadow of the planet on the rings. This is a bit of
// a hack, and assumes that the planet is nearly spherical in shape, and
// only works for a planet illuminated by a single sun where the distance
// to the sun is very large relative to its diameter.
if (nSimultaneousTextures > 1)
{
glActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, shadowTex->getName());
float sPlane[4] = { 0, 0, 0, 0.5f };
float tPlane[4] = { 0, 0, 0, 0.5f };
// Compute the projection vectors based on the sun direction.
// I'm being a little careless here--if the sun direction lies
// along the y-axis, this will fail. It's unlikely that a planet
// would ever orbit underneath its sun (an orbital inclination of
// 90 degrees), but this should be made more robust anyway.
Vec3f axis = Vec3f(0, 1, 0) ^ localSunDir;
float angle = (float) acos(Vec3f(0, 1, 0) * localSunDir);
Mat4f mat = Mat4f::rotation(axis, -angle);
Vec3f sAxis = Vec3f(0.5f, 0, 0) * mat;
Vec3f tAxis = Vec3f(0, 0, 0.5f) * mat;
sPlane[0] = sAxis.x; sPlane[1] = sAxis.y; sPlane[2] = sAxis.z;
tPlane[0] = tAxis.x; tPlane[1] = tAxis.y; tPlane[2] = tAxis.z;
glEnable(GL_TEXTURE_GEN_S);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_S, GL_EYE_PLANE, sPlane);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_T, GL_EYE_PLANE, tPlane);
glActiveTextureARB(GL_TEXTURE0_ARB);
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
CTexture* ringsTex = NULL;
if (rings->texture != "")
{
if (!textureManager->find(rings->texture, &ringsTex))
ringsTex = textureManager->load(rings->texture);
}
if (ringsTex != NULL)
glBindTexture(GL_TEXTURE_2D, ringsTex->getName());
else
glDisable(GL_TEXTURE_2D);
// Perform our own lighting for the rings.
// TODO: Don't forget about light source color (required when we start paying
// attention to star color.)
glDisable(GL_LIGHTING);
{
Vec3f litColor(rings->color.red(), rings->color.green(), rings->color.blue());
litColor = litColor * ringIllumination + Vec3f(1, 1, 1) * ambientLightLevel;
glColor4f(litColor.x, litColor.y, litColor.z, 1.0f);
}
// This gets tricky . . . we render the rings in two parts. One part
// is potentially shadowed by the planet, and we need to render that part
// with the projected shadow texture enabled. The other part isn't shadowed,
// but will appear so if we don't first disable the shadow texture. The problem
// is that the shadow texture will affect anything along the line between the
// sun and the planet, regardless of whether it's in front or behing the planet.
// Compute the angle of the sun projected on the ring plane
float sunAngle = (float) atan2(localSunDir.z, localSunDir.x);
// Render the potentially shadowed side
// glNormal3f(0, 1, 0);
renderRingSystem(inner, outer,
(float) (sunAngle + PI / 2), (float) (sunAngle + 3 * PI / 2),
nSections / 2);
// glNormal3f(0, -1, 0);
renderRingSystem(inner, outer,
(float) (sunAngle + 3 * PI / 2), (float) (sunAngle + PI / 2),
nSections / 2);
// Disable the second texture unit if it was used
if (nSimultaneousTextures > 1)
{
glActiveTextureARB(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glActiveTextureARB(GL_TEXTURE0_ARB);
}
// Render the unshadowed side
// glNormal3f(0, 1, 0);
renderRingSystem(inner, outer,
(float) (sunAngle - PI / 2), (float) (sunAngle + PI / 2),
nSections / 2);
// glNormal3f(0, -1, 0);
renderRingSystem(inner, outer,
(float) (sunAngle + PI / 2), (float) (sunAngle - PI / 2),
nSections / 2);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
}
glPopMatrix();
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glDisable(GL_LIGHTING);
glEnable(GL_BLEND);
}
renderBodyAsParticle(pos,
appMag,
discSizeInPixels,
body.getSurface().color,
orientation,
false);
#if 0
// If the size of the planetary disc is under a pixel, we don't
// render the mesh for the planet and just display a starlike point instead.
// Switching between the particle and mesh renderings of a body is
// jarring, however . . . so we'll blend in the particle view of the
// body to smooth things out, making it dimmer as the disc size approaches
// 4 pixels.
if (discSizeInPixels < 4)
{
float r = 1, g = 1, b = 1;
float a = 1;
if (discSizeInPixels > 1)
{
a = 0.5f * (4 - discSizeInPixels);
if (a > 1)
a = 1;
}
else
{
a = clamp(1.0f - appMag * brightnessScale + brightnessBias);
}
// We scale up the particle by a factor of 3 so that it's more visible--the
// texture we use has fuzzy edges, and if we render it in just one pixel,
// it's likely to disappear. Also, the render distance is scaled by a factor
// of 0.1 so that we're rendering in front of any mesh that happens to be
// sharing this depth bucket. What we really want is to render the particle
// with the frontmost z value in this depth bucket, and scaling the render
// distance is just hack to accomplish this. There are cases where it will
// fail and a more robust method should be implemented.
float size = pixelSize * 3.0f * RENDER_DISTANCE * 0.1f;
Point3f center(pos.x * 0.1f, pos.y * 0.1f, pos.z * 0.1f);
Mat3f m = orientation.toMatrix3();
Vec3f v0 = Vec3f(-1, -1, 0) * m;
Vec3f v1 = Vec3f( 1, -1, 0) * m;
Vec3f v2 = Vec3f( 1, 1, 0) * m;
Vec3f v3 = Vec3f(-1, 1, 0) * m;
glBindTexture(GL_TEXTURE_2D, starTex->getName());
glColor(body.getColor(), a);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex(center + (v0 * size));
glTexCoord2f(1, 0);
glVertex(center + (v1 * size));
glTexCoord2f(1, 1);
glVertex(center + (v2 * size));
glTexCoord2f(0, 1);
glVertex(center + (v3 * size));
glEnd();
}
#endif
}
#if 1
void Renderer::renderStar(const Star& star,
Point3f pos,
float distance,
float appMag,
Quatf orientation,
double now)
{
Color color = star.getStellarClass().getApparentColor();
float radius = star.getRadius();
float discSizeInPixels = radius / distance / (pixelSize / NEAR_DIST);
float discSize = radius / distance * RENDER_DISTANCE;
if (discSizeInPixels > 1)
{
// Enable depth buffering
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
glPushMatrix();
glTranslate(pos);
glColor(color);
glScalef(discSize, discSize, discSize);
char* textureName = NULL;
switch (star.getStellarClass().getSpectralClass())
{
case StellarClass::Spectral_O:
case StellarClass::Spectral_B:
textureName = "bstar.jpg";
break;
case StellarClass::Spectral_A:
case StellarClass::Spectral_F:
textureName = "astar.jpg";
break;
case StellarClass::Spectral_G:
case StellarClass::Spectral_K:
textureName = "gstar.jpg";
break;
case StellarClass::Spectral_M:
case StellarClass::Spectral_R:
case StellarClass::Spectral_S:
case StellarClass::Spectral_N:
textureName = "mstar.jpg";
break;
default:
textureName = "astar.jpg";
break;
}
CTexture* tex = NULL;
if (!textureManager->find(textureName, &tex))
tex = textureManager->load(textureName);
if (tex == NULL)
{
glDisable(GL_TEXTURE_2D);
}
else
{
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, tex->getName());
}
int lod = 0;
if (discSizeInPixels < 10)
lod = 0;
else if (discSizeInPixels < 50)
lod = 1;
else if (discSizeInPixels < 200)
lod = 2;
else
lod = 3;
// Rotate the star
{
// Use doubles to avoid precision problems here . . .
double rotations = now / (double) star.getRotationPeriod();
int wholeRotations = (int) rotations;
double remainder = rotations - wholeRotations;
glRotatef((float) (-remainder * 360.0), 0, 1, 0);
}
sphereMesh[lod]->render();;
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glPopMatrix();
}
renderBodyAsParticle(pos,
appMag,
discSizeInPixels,
color,
orientation,
true);
}
#endif
void Renderer::renderPlanetarySystem(const Star& sun,
const PlanetarySystem& solSystem,
const Observer& observer,
const Mat4d& frame,
double now,
bool showLabels)
{
float size = pixelSize * 3.0f;
Point3f starPos = sun.getPosition();
Point3d observerPos = astro::heliocentricPosition(observer.getPosition(), starPos);
int nBodies = solSystem.getSystemSize();
for (int i = 0; i < nBodies; i++)
{
Body* body = solSystem.getBody(i);
Point3d localPos = body->getOrbit()->positionAtTime(now);
Mat4d newFrame = Mat4d::xrotation(-body->getObliquity()) * Mat4d::translation(localPos) * frame;
Point3d bodyPos = Point3d(0, 0, 0) * newFrame;
bodyPos = body->getHeliocentricPosition(now);
double distanceFromSun = bodyPos.distanceFromOrigin();
// We now have the positions of the observer and the planet relative
// to the sun. From these, compute the position of the planet
// relative to the observer.
Vec3d posd = bodyPos - observerPos;
double distanceFromObserver = posd.length();
float appMag = body->getApparentMagnitude(sun,
bodyPos - Point3d(0, 0, 0),
posd);
// Scale the position of the body so that it lies at RENDER_DISTANCE units
// from the observer.
if (distanceFromObserver > 0.0)
posd *= (RENDER_DISTANCE / distanceFromObserver);
Vec3f pos((float) posd.x, (float) posd.y, (float) posd.z);
float s = (float) RENDER_DISTANCE * size;
// Compute the size of the planet/moon disc in pixels
float discSize = (body->getRadius() / (float) distanceFromObserver) / (pixelSize / NEAR_DIST);
if (discSize > 1 || appMag < 1.0f / brightnessScale)
{
RenderListEntry rle;
rle.body = body;
rle.star = NULL;
rle.position = Point3f(pos.x, pos.y, pos.z);
rle.sun = Vec3f((float) -bodyPos.x, (float) -bodyPos.y, (float) -bodyPos.z);
rle.distance = distanceFromObserver;
rle.discSizeInPixels = discSize;
rle.appMag = appMag;
renderList.insert(renderList.end(), rle);
}
if (showLabels && (pos * conjugate(observer.getOrientation()).toMatrix3()).z < 0)
{
if (body->getRadius() >= 500.0 && (labelMode & MajorPlanetLabels) != 0)
{
addLabel(body->getName(),
Color(0.0f, 1.0f, 0.0f),
Point3f(pos.x, pos.y, pos.z));
}
else if (body->getRadius() < 500.0 && (labelMode & MinorPlanetLabels) != 0)
{
addLabel(body->getName(),
Color(0.0f, 0.6f, 0.0f),
Point3f(pos.x, pos.y, pos.z));
}
}
if (appMag < 5.0f)
{
const PlanetarySystem* satellites = body->getSatellites();
if (satellites != NULL)
{
// Only show labels for satellites if the planet is nearby.
bool showSatelliteLabels = showLabels && (distanceFromObserver < 25000000);
renderPlanetarySystem(sun, *satellites, observer, newFrame, now,
showSatelliteLabels);
}
}
}
}
void Renderer::renderStars(const StarDatabase& starDB,
const VisibleStarSet& visset,
const Observer& observer)
{
vector<uint32>* vis = visset.getVisibleSet();
int nStars = vis->size();
Point3f observerPos = (Point3f) observer.getPosition();
Vec3f viewNormal = Vec3f(0, 0, -1) * observer.getOrientation().toMatrix3();
float size = pixelSize * 3.0f;
starParticles.clear();
glareParticles.clear();
for (int i = 0; i < nStars; i++)
{
Star* star = starDB.getStar((*vis)[i]);
Point3f pos = star->getPosition();
Vec3f relPos = pos - observerPos;
if (relPos * viewNormal > 0 || relPos.x * relPos.x < 0.1f)
{
float distance = relPos.length();
Color starColor = star->getStellarClass().getApparentColor();
float alpha = 0.0f;
float renderDistance = distance;
float s = renderDistance * size;
float discSizeInPixels = 0.0f;
// Special handling for stars less than one light year away . . .
// We can't just go ahead and render a nearby star in the usual way
// for two reasons:
// * It may be clipped by the near plane
// * It may be large enough that we should render it as a mesh instead
// of a particle
// It's possible that the second condition might apply for stars further
// than one light year away if the star is huge, the fov is very small,
// and the resolution is high. We'll ignore this for now and use the
// most inexpensive test possible . . .
if (distance < 1.0f)
{
// Compute the position of the observer relative to the star.
// This is a much more accurate (and expensive) distance
// calculation than the previous one which used the observer's
// position rounded off to floats.
relPos = pos - observer.getPosition();
distance = relPos.length();
float f = RENDER_DISTANCE / distance;
renderDistance = RENDER_DISTANCE;
pos = observerPos + relPos * f;
float radius = star->getRadius();
// s = renderDistance * size + astro::kilometersToLightYears(radius * f);
discSizeInPixels = radius / astro::lightYearsToKilometers(distance) /
(pixelSize / NEAR_DIST);
}
float appMag = astro::lumToAppMag(star->getLuminosity(), distance);
alpha = clamp(1.0f - appMag * brightnessScale + brightnessBias);
if (discSizeInPixels <= 1)
{
Particle p;
p.center = pos;
p.size = renderDistance * size;
p.color = Color(starColor, alpha);
starParticles.insert(starParticles.end(), p);
// If the star is brighter than magnitude 1, add a halo around it to
// make it appear more brilliant. This is a hack to compensate for the
// limited dynamic range of monitors.
if (appMag < 1.0f)
{
alpha = 0.4f * clamp((appMag - 1) * -0.8f);
s = renderDistance * 0.001f * (3 - (appMag - 1)) * 2;
if (s > p.size * 3)
p.size = s;
else
p.size = p.size * 3;
p.color = Color(starColor, alpha);
glareParticles.insert(glareParticles.end(), p);
}
}
else
{
RenderListEntry rle;
rle.star = star;
rle.body = NULL;
// Objects in the render list are always rendered relative to a viewer
// at the origin--this is different than for distance stars.
float scale = RENDER_DISTANCE / distance;
rle.position = Point3f(relPos.x * scale, relPos.y * scale, relPos.z * scale);
rle.distance = astro::lightYearsToKilometers(distance);
rle.discSizeInPixels = discSizeInPixels;
rle.appMag = appMag;
renderList.insert(renderList.end(), rle);
}
}
}
glBindTexture(GL_TEXTURE_2D, starTex->getName());
renderParticles(starParticles, observer.getOrientation());
glBindTexture(GL_TEXTURE_2D, glareTex->getName());
renderParticles(glareParticles, observer.getOrientation());
}
void Renderer::renderGalaxies(const GalaxyList& galaxies,
const Observer& observer)
{
Vec3f viewNormal = Vec3f(0, 0, -1) * observer.getOrientation().toMatrix3();
Point3d observerPos = (Point3d) observer.getPosition();
Mat3f viewMat = observer.getOrientation().toMatrix3();
Vec3f v0 = Vec3f(-1, -1, 0) * viewMat;
Vec3f v1 = Vec3f( 1, -1, 0) * viewMat;
Vec3f v2 = Vec3f( 1, 1, 0) * viewMat;
Vec3f v3 = Vec3f(-1, 1, 0) * viewMat;
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, galaxyTex->getName());
for (GalaxyList::const_iterator iter = galaxies.begin();
iter != galaxies.end(); iter++)
{
Galaxy* galaxy = *iter;
Point3d pos = galaxy->getPosition();
float radius = galaxy->getRadius();
Point3f offset = Point3f((float) (observerPos.x - pos.x),
(float) (observerPos.y - pos.y),
(float) (observerPos.z - pos.z));
float distanceToGalaxy = offset.distanceFromOrigin() - radius;
if (distanceToGalaxy < 0)
distanceToGalaxy = 0;
float minimumFeatureSize = pixelSize * distanceToGalaxy;
GalacticForm* form = galaxy->getForm();
if (form != NULL)
{
glPushMatrix();
glTranslate(Point3f(0, 0, 0) - offset);
Mat4f m = (galaxy->getOrientation().toMatrix4() *
Mat4f::scaling(form->scale) *
Mat4f::scaling(radius));
float size = radius;
int pow2 = 1;
vector<Point3f>* points = form->points;
int nPoints = (int) (points->size() * clamp(galaxy->getDetail()));
glBegin(GL_QUADS);
for (int i = 0; i < nPoints; i++)
{
Point3f p = (*points)[i] * m;
Vec3f relPos = p - offset;
if ((i & pow2) != 0)
{
pow2 <<= 1;
size /= 1.5f;
if (size < minimumFeatureSize)
{
// cout << galaxy->getName() << ": Quitting after " << i << " particles.\n";
break;
}
}
// if (relPos * viewNormal > 0)
{
float distance = relPos.length();
float screenFrac = size / distance;
if (screenFrac < 0.05f)
{
float a = 8 * (0.05f - screenFrac);
glColor4f(1, 1, 1, a);
glTexCoord2f(0, 0);
glVertex(p + (v0 * size));
glTexCoord2f(1, 0);
glVertex(p + (v1 * size));
glTexCoord2f(1, 1);
glVertex(p + (v2 * size));
glTexCoord2f(0, 1);
glVertex(p + (v3 * size));
}
}
}
glEnd();
glPopMatrix();
}
}
}
void Renderer::labelStars(const vector<Star*>& stars,
const StarDatabase& starDB,
const Observer& observer)
{
Point3f observerPos = (Point3f) observer.getPosition();
for (vector<Star*>::const_iterator iter = stars.begin(); iter != stars.end(); iter++)
{
Star* star = *iter;
Point3f pos = star->getPosition();
float distance = pos.distanceTo(observerPos);
float appMag = astro::lumToAppMag(star->getLuminosity(), distance);
if (appMag < 6.0f)
{
Vec3f rpos = pos - observerPos;
if ((rpos * conjugate(observer.getOrientation()).toMatrix3()).z < 0)
{
addLabel(starDB.getStarName(star->getCatalogNumber()),
Color(0.3f, 0.3f, 1.0f),
Point3f(rpos.x, rpos.y, rpos.z));
}
}
}
}
void Renderer::labelConstellations(const AsterismList& asterisms,
const Observer& observer)
{
Point3f observerPos = (Point3f) observer.getPosition();
for (AsterismList::const_iterator iter = asterisms.begin();
iter != asterisms.end(); iter++)
{
Asterism* ast = *iter;
if (ast->getChainCount() > 0)
{
const Asterism::Chain& chain = ast->getChain(0);
if (chain.size() > 0)
{
// The constellation label is positioned at the average
// position of all stars in the first chain. This usually
// gives reasonable results.
Vec3f avg(0, 0, 0);
for (Asterism::Chain::const_iterator iter = chain.begin();
iter != chain.end(); iter++)
avg += (*iter - Point3f(0, 0, 0));
avg = avg / (float) chain.size();
Vec3f rpos = Point3f(avg.x, avg.y, avg.z) - observerPos;
if ((rpos * conjugate(observer.getOrientation()).toMatrix3()).z < 0) {
addLabel(ast->getName(),
Color(0.5f, 0.0f, 1.0f, 1.0f),
Point3f(rpos.x, rpos.y, rpos.z));
}
}
}
}
}
void Renderer::renderParticles(const vector<Particle>& particles,
Quatf orientation)
{
int nParticles = particles.size();
Mat3f m = orientation.toMatrix3();
Vec3f v0 = Vec3f(-1, -1, 0) * m;
Vec3f v1 = Vec3f( 1, -1, 0) * m;
Vec3f v2 = Vec3f( 1, 1, 0) * m;
Vec3f v3 = Vec3f(-1, 1, 0) * m;
glBegin(GL_QUADS);
for (int i = 0; i < nParticles; i++)
{
Point3f center = particles[i].center;
float size = particles[i].size;
glColor(particles[i].color);
glTexCoord2f(0, 0);
glVertex(center + (v0 * size));
glTexCoord2f(1, 0);
glVertex(center + (v1 * size));
glTexCoord2f(1, 1);
glVertex(center + (v2 * size));
glTexCoord2f(0, 1);
glVertex(center + (v3 * size));
}
glEnd();
}
void Renderer::renderLabels()
{
float xscale = 2.0f / (float) windowWidth;
float yscale = 2.0f / (float) windowHeight;
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, font->texobj);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0, windowWidth, 0, windowHeight);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTranslatef((int) (windowWidth / 2), (int) (windowHeight / 2), 0);
for (int i = 0; i < labels.size(); i++)
{
glColor(labels[i].color);
glPushMatrix();
glTranslatef((int) labels[i].position.x + PixelOffset,
(int) labels[i].position.y + PixelOffset,
0);
txfRenderString(font, labels[i].text);
glPopMatrix();
}
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
float Renderer::getBrightnessScale() const
{
return brightnessScale;
}
void Renderer::setBrightnessScale(float scale)
{
brightnessScale = scale;
}
float Renderer::getBrightnessBias() const
{
return brightnessBias;
}
void Renderer::setBrightnessBias(float bias)
{
brightnessBias = bias;
}