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NodeBackground.cpp

/*
 * NodeBackground.cpp
 *
 * Copyright (C) 1999 Stephen F. White
 * 
 * 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.
 *
 * 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 General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program (see the file "COPYING" for details); if 
 * not, write to the Free Software Foundation, Inc., 675 Mass Ave, 
 * Cambridge, MA 02139, USA.
 */

// setColor(), drawQuad(), drawSky() and drawGround() based on 
// render_Background() in Bindable.c of FreeWRL (ported by wu qingwei)
/*******************************************************************
 Copyright (C) 1998 Tuomas J. Lukka
 Copyright (C) 2002 John Stewart, CRC Canada.
 DISTRIBUTED WITH NO WARRANTY, EXPRESS OR IMPLIED.
 See the GNU Library General Public License (file COPYING in the distribution)
 for conditions of use and redistribution.
*********************************************************************/

#include <stdio.h>
#include "stdafx.h"

#include "NodeBackground.h"
#include "Proto.h"
#include "FieldValue.h"
#include "MFColor.h"
#include "MFFloat.h"
#include "MFString.h"
#include "SFColor.h"
#include "SFRotation.h"
#include "NodeImageTexture.h"
#include "NodeViewpoint.h"
#include "Scene.h"
#include "Util.h"
#include "Field.h"          // for FF_URL
#include "Node.h"

ProtoBackground::ProtoBackground(Scene *scene)
  : Proto(scene, "Background")
{
    addEventIn(SFBOOL, "set_bind");

    groundAngle.set(
          addExposedField(MFFLOAT, "groundAngle", new MFFloat(), 
                          new SFFloat(0.0f), new SFFloat(PI / 2.0f)));
    groundColor.set(
         addExposedField(MFCOLOR, "groundColor", new MFColor()));
    backUrl.set(
         addExposedField(MFSTRING, "backUrl", new MFString(), FF_URL, NULL));
    rightUrl.set(
         addExposedField(MFSTRING, "rightUrl", new MFString(), FF_URL, NULL));
    frontUrl.set(
         addExposedField(MFSTRING, "frontUrl", new MFString(), FF_URL, NULL));
    leftUrl.set(
         addExposedField(MFSTRING, "leftUrl", new MFString(), FF_URL, NULL));
    topUrl.set(
         addExposedField(MFSTRING, "topUrl", new MFString(), FF_URL, NULL));
    bottomUrl.set(
         addExposedField(MFSTRING, "bottomUrl", new MFString(), FF_URL, NULL));

    skyAngle.set(
         addExposedField(MFFLOAT, "skyAngle", new MFFloat(), new SFFloat(0.0f),
                     new SFFloat(PI)));

    float          *colors = new float[3];
    colors[0] = colors[1] = colors[2] = 0.0f;
    skyColor.set(
          addExposedField(MFCOLOR, "skyColor", new MFColor(colors, 3)));
    addEventOut(SFBOOL, "isBound");
}

Node *
ProtoBackground::create(Scene *scene)
{ 
    return new NodeBackground(scene, this); 
}

NodeBackground::NodeBackground(Scene *scene, Proto *def)
  : Node(scene, def)
{
    for (int i = 0; i < 6; i++) {
      imageTextures[i] = (NodeImageTexture *) scene->createNode("ImageTexture");
      imageTextures[i]->ref();
    }
}

NodeBackground::~NodeBackground()
{
    for (int i = 0; i < 6; i++) {
      imageTextures[i]->unref();
    }
}

void
NodeBackground::setField(int field, FieldValue *value)
{
    if (field >= 2 && field <= 7) {
      imageTextures[field - 2]->url((MFString *)value);
    }

    Node::setField(field, value);
}

void
NodeBackground::apply()
{
    glPushAttrib(GL_ENABLE_BIT|GL_TEXTURE_BIT);
    glPushMatrix();

    glDisable(GL_DEPTH_TEST);
    glDisable(GL_LIGHTING);
    glDisable(GL_FOG);
    glLoadIdentity();
    const float      *r = _scene->getCamera()->orientation()->getValue();
    glRotatef(-RAD2DEG(r[3]), r[0], r[1], r[2]);
    drawBackgroundSphere();
    drawBackgroundTextures();

    glPopMatrix();
    glPopAttrib();
}

void
NodeBackground::setColor(const float *newColor)
{
    float bk_emis[4] = { newColor[0], newColor[1], newColor[2], 0.0f };
    Util::myGlMaterialfv(GL_FRONT, GL_EMISSION, newColor);
    Util::myGlColor3f(newColor[0], newColor[1], newColor[2]);
}

void
NodeBackground::drawQuad(float r, float va1, float va2, float h1, float h2, 
                         const float *newColor)
{
    float ha1 = h1 * 2.0 * PI;
    float ha2 = h2 * 2.0 * PI;
    glVertex3d(r * sin(va2) * cos(ha1), r * cos(va2), r * sin(va2) * sin(ha1));
    glVertex3d(r * sin(va2) * cos(ha2), r * cos(va2), r * sin(va2) * sin(ha2));
    if (newColor)
        setColor(newColor);
    glVertex3d(r * sin(va1) * cos(ha2), r * cos(va1), r * sin(va1) * sin(ha2));
    glVertex3d(r * sin(va1) * cos(ha1), r * cos(va1), r * sin(va1) * sin(ha1));
}

#define NUMBER_HORIZONTAL_POLYGONS 20

void
NodeBackground::drawSky()
{
    float sc = TheApp->GetFarClippingPlaneDist() - 2;
    int hdiv = NUMBER_HORIZONTAL_POLYGONS;      
    glBegin(GL_QUADS);
    if (skyColor()->getSFSize() == 1) {
        float va1 = 0;
      float va2 = PI / 2.0; 
        setColor(skyColor()->getValue(0));      
      for (int v = 0; v < 2; v++) {
          for (float h = 0; h < hdiv; h++)
                drawQuad(sc, va1, va2, h / hdiv, (h + 1) / hdiv, NULL);
          va1 = va2;
          va2 = PI;
      }
    } else {
      float va1 = 0;
        float va2 = 0;
            
      const float* colors1 = skyColor()->getValue(0);
      
        if (skyAngle()->getSFSize() != 0) {           
          va2 = skyAngle()->getValue(0);
            const float black[] = { 0, 0, 0 };
            const float* colors2 = black;

            for(int v = 0; v < skyColor()->getSFSize() - 1; v++) {
                if (v >= skyAngle()->getSFSize())
                    break;
            va2 = skyAngle()->getValue(v);
            const float* colors1 = skyColor()->getValue(v);
            colors2 = skyColor()->getValue(v + 1);                

            for (float h = 0; h < hdiv; h++) {
                    setColor(colors2);
                    drawQuad(sc, va1, va2, h / hdiv, (h + 1) / hdiv, colors1);
            }
            va1 = va2;
          }
      
                  
          if (va2 < PI) {     
                setColor(colors2);
            for (float h = 0; h < hdiv; h++)
                    drawQuad(sc, PI, va2, h / hdiv, (h + 1) / hdiv, NULL);
          }
        }
    }
    glEnd();      
}

void
NodeBackground::drawGround()
{
    int hdiv = NUMBER_HORIZONTAL_POLYGONS;
    // where to put the ground quads 
    float sc = TheApp->GetFarClippingPlaneDist() - 4; 

    glBegin(GL_QUADS);
    if (groundColor()->getSFSize() == 1) {
      const float* gcolors1=groundColor()->getValue(0);
        setColor(gcolors1);
      for (float h = 0; h < hdiv; h++)
            drawQuad(sc, PI / 2.0, PI , h / hdiv, (h + 1) / hdiv, NULL);
    } else {
      float va1 = PI;
      for (int v = 0; v < groundColor()->getSFSize() - 1; v++) {
          const float* gcolors1 = groundColor()->getValue(v);
          const float* gcolors2 = groundColor()->getValue(v+1);
            
          float va2;
            if (v >= groundAngle()->getSFSize())
                break;
            va2 = PI - groundAngle()->getValue(v);
            
          for (float h = 0; h < hdiv; h++) {
                setColor(gcolors1);
                drawQuad(sc, va2, va1 , h / hdiv, (h + 1) / hdiv, gcolors2);
          }
          va1 = va2;
      }
    }
    glEnd();            
}

void
NodeBackground::drawBackgroundSphere()
{
    glShadeModel(GL_SMOOTH);
    glDisable(GL_LIGHTING);

    if (skyColor())
        if (skyColor()->getSFSize() > 0)
            drawSky();

    if (groundColor())
        if (groundColor()->getSFSize()>0)
          drawGround(); 
}

void
NodeBackground::drawBackgroundTextures()
{
    glEnable(GL_LIGHTING);
    static float white[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
    Util::myGlMaterialfv(GL_FRONT, GL_EMISSION, white);

    for (int j = 0; j < 6; j++) {
      if (!imageTextures[j]->isLoaded())
          imageTextures[j]->load();
    }
    glScalef(40.0f, 40.0f, 40.0f);

    for (int i = 0; i < 6; i++) {
      if (imageTextures[i]->isLoaded())
      {
          imageTextures[i]->bind();
          glBegin(GL_POLYGON);
            if (i < 4)
              for (int j = 0; j < 4; j++) {
                glTexCoord2fv( boxTexCoords[j] );
                glVertex3fv( boxCorners[boxIndices[i*4+j]] );
              }
            else
              for (int j = 0; j < 4; j++) {
                glTexCoord2fv( boxTexCoords[(j+2)%4] );
                glVertex3fv( boxCorners[boxIndices[i*4+j]] );
              }
          glEnd();
          imageTextures[i]->unbind();
      }
    }
}

void
NodeBackground::preDraw()
{
    _scene->addBackground(this);
}

int
NodeBackground::countPolygons(void)
{
    int ret = 0;
    if (skyColor())
        ret += NUMBER_HORIZONTAL_POLYGONS * skyColor()->getSFSize();
    if (groundColor())
        ret += NUMBER_HORIZONTAL_POLYGONS * groundColor()->getSFSize();
    for (int j = 0; j < 6; j++) {
      if (!imageTextures[j]->isLoaded())
          imageTextures[j]->load();
    }
    for (int i = 0; i < 6; i++)
      if (imageTextures[i]->isLoaded())
            ret++;
    return ret;
}


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