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Planet.cpp
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Planet.cpp
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#include "Planet.h"
#include "Pi.h"
#include "WorldView.h"
#include "GeoSphere.h"
#include "render/Render.h"
#include "perlin.h"
struct ColRangeObj_t {
float baseCol[4]; float modCol[4]; float modAll;
void GenCol(float col[4], MTRand &rng) const {
float ma = 1 + float(rng.Double(modAll*2)-modAll);
for (int i=0; i<4; i++) col[i] = baseCol[i] + float(rng.Double(-modCol[i], modCol[i]));
for (int i=0; i<3; i++) col[i] = Clamp(ma*col[i], 0.0f, 1.0f);
}
};
ColRangeObj_t barrenBodyCol = { { .3f,.3f,.3f,1 },{0,0,0,0},.3f };
ColRangeObj_t barrenContCol = { { .2f,.2f,.2f,1 },{0,0,0,0},.3f };
ColRangeObj_t barrenEjectaCraterCol = { { .5f,.5f,.5f,1 },{0,0,0,0},.2f };
float darkblue[4] = { .05f, .05f, .2f, 1 };
float blue[4] = { .2f, .2f, 1, 1 };
float green[4] = { .2f, .8f, .2f, 1 };
float white[4] = { 1, 1, 1, 1 };
Planet::Planet(): TerrainBody()
{
}
Planet::Planet(SBody *sbody): TerrainBody(sbody)
{
m_hasDoubleFrame = true;
}
/*
* dist = distance from centre
* returns pressure in earth atmospheres
*/
void Planet::GetAtmosphericState(double dist, double *outPressure, double *outDensity)
{
Color c;
double surfaceDensity;
double atmosDist = dist/(GetSBody()->GetRadius()*ATMOSPHERE_RADIUS);
GetSBody()->GetAtmosphereFlavor(&c, &surfaceDensity);
// kg / m^3
// exp term should be the same as in AtmosLengthDensityProduct GLSL function
*outDensity = 1.15*surfaceDensity * exp(-500.0 * (atmosDist - (2.0 - ATMOSPHERE_RADIUS)));
// XXX using earth's molar mass of air...
const double GAS_MOLAR_MASS = 28.97;
const double GAS_CONSTANT = 8.314;
const double KPA_2_ATMOS = 1.0 / 101.325;
// atmospheres
*outPressure = KPA_2_ATMOS*(*outDensity/GAS_MOLAR_MASS)*GAS_CONSTANT*double(GetSBody()->averageTemp);
}
struct GasGiantDef_t {
int hoopMin, hoopMax; float hoopWobble;
int blobMin, blobMax;
float poleMin, poleMax; // size range in radians. zero for no poles.
float ringProbability;
ColRangeObj_t ringCol;
ColRangeObj_t bodyCol;
ColRangeObj_t hoopCol;
ColRangeObj_t blobCol;
ColRangeObj_t poleCol;
};
static GasGiantDef_t ggdefs[] = {
{
/* jupiter */
30, 40, 0.05f,
20, 30,
0, 0,
0.5,
{ { .61f,.48f,.384f,.4f }, {0,0,0,.2}, 0.3f },
{ { .99f,.76f,.62f,1 }, { 0,.1f,.1f,0 }, 0.3f },
{ { .99f,.76f,.62f,.5f }, { 0,.1f,.1f,0 }, 0.3f },
{ { .99f,.76f,.62f,1 }, { 0,.1f,.1f,0 }, 0.7f },
{ { 0.0f,0.0f,0.0f,0 }, { 0,0.0f,0.0f,0}, 0.0f}
}, {
/* saturnish */
10, 25, 0.05f,
8, 20, // blob range
0.2f, 0.2f, // pole size
0.5,
{ { .61f,.48f,.384f,.75f }, {0,0,0,.2}, 0.3f },
{ { .87f, .68f, .39f, 1 }, { .2,0,0,.3 }, 0.1f },
{ { .87f, .68f, .39f, 1 }, { 0,0,.2,.1 }, 0.1f },
{ { .87f, .68f, .39f, 1 }, { .1,0,0,.1 }, 0.1f },
{ { .77f, .58f, .29f, 1 }, { .1,.1,0,.2 }, 0.2f },
}, {
/* neptunish */
3, 6, 0.25f,
2, 6,
0, 0,
0.5,
{ { .71f,.68f,.684f,.4f }, {0,0,0,.2f}, 0.3f },
{ { .31f,.44f,.73f,1 }, {0,0,0,0}, .05f}, // body col
{ { .31f,.74f,.73f,0.5f }, {0,0,0,0}, .1f},// hoop col
{ { .21f,.34f,.54f,1 }, {0,0,0,0}, .05f},// blob col
{ { 0.0f,0.0f,0.0f,0 }, { 0,0.0f,0.0f,0}, 0.0f}
}, {
/* uranus-like *wink* */
2, 3, 0.1f,
1, 2,
0, 0,
0.5,
{ { .51f,.48f,.384f,.4f }, {0,0,0,.3f}, 0.3f },
{ { .60f,.85f,.86f,1 }, {.1f,.1f,.1f,0}, 0 },
{ { .60f,.85f,.86f,1 }, {.1f,.1f,.1f,0}, 0 },
{ { .60f,.85f,.86f,1 }, {.1f,.1f,.1f,0}, 0 },
{ { .60f,.85f,.86f,1 }, {.1f,.1f,.1f,0}, 0 }
}, {
/* brown dwarf-like */
0, 0, 0.05f,
10, 20,
0.2f, 0.2f,
0.5,
{ { .81f,.48f,.384f,.5f }, {0,0,0,.3f}, 0.3f },
{ { .4f,.1f,0,1 }, {0,0,0,0}, 0.1f },
{ { .4f,.1f,0,1 }, {0,0,0,0}, 0.1f },
{ { .4f,.1f,0,1 }, {0,0,0,0}, 0.1f },
{ { 0.0f,0.0f,0.0f,0 }, { 0,0.0f,0.0f,0}, 0.0f}
},
};
#define PLANET_AMBIENT 0.1f
static void DrawRing(double inner, double outer, const float color[4])
{
glColor4fv(color);
float step = 0.1f / (Pi::detail.planets + 1);
glBegin(GL_TRIANGLE_STRIP);
glNormal3f(0,1,0);
for (float ang=0; ang<2*M_PI; ang+=step) {
glVertex3f(float(inner)*sin(ang), 0, float(inner)*cos(ang));
glVertex3f(float(outer)*sin(ang), 0, float(outer)*cos(ang));
}
glVertex3f(0, 0, float(inner));
glVertex3f(0, 0, float(outer));
glEnd();
}
void Planet::DrawGasGiantRings()
{
glPushAttrib(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT |
GL_ENABLE_BIT | GL_LIGHTING_BIT | GL_POLYGON_BIT);
glDisable(GL_LIGHTING);
glEnable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glEnable(GL_NORMALIZE);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
glDisable(GL_CULL_FACE);
// MTRand rng((int)Pi::game->GetTime());
MTRand rng(GetSBody()->seed+965467);
float col[4];
double noiseOffset = 256.0*rng.Double();
float baseCol[4];
// just use a random gas giant flavour for the moment
GasGiantDef_t &ggdef = ggdefs[rng.Int32(0,4)];
ggdef.ringCol.GenCol(baseCol, rng);
const double maxRingWidth = 0.1 / double(2*(Pi::detail.planets + 1));
Render::State::UseProgram(Render::planetRingsShader[Pi::worldView->GetNumLights()-1]);
if (rng.Double(1.0) < ggdef.ringProbability) {
float rpos = float(rng.Double(1.15,1.5));
float end = rpos + float(rng.Double(0.1, 1.0));
end = std::min(end, 2.5f);
while (rpos < end) {
float size = float(rng.Double(maxRingWidth));
float n =
0.5 + 0.5*(
noise(10.0*rpos, noiseOffset, 0.0) +
0.5*noise(20.0*rpos, noiseOffset, 0.0) +
0.25*noise(40.0*rpos, noiseOffset, 0.0));
col[0] = baseCol[0] * n;
col[1] = baseCol[1] * n;
col[2] = baseCol[2] * n;
col[3] = baseCol[3] * n;
DrawRing(rpos, rpos+size, col);
rpos += size;
}
}
Render::State::UseProgram(0);
glEnable(GL_CULL_FACE);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
glDisable(GL_BLEND);
glDisable(GL_NORMALIZE);
glPopAttrib();
}
void Planet::DrawAtmosphere(const vector3d &camPos)
{
Color col;
double density;
GetSBody()->GetAtmosphereFlavor(&col, &density);
const double rad1 = 0.999;
const double rad2 = 1.05;
glPushMatrix();
// face the camera dammit
vector3d zaxis = (-camPos).Normalized();
vector3d xaxis = vector3d(0,1,0).Cross(zaxis).Normalized();
vector3d yaxis = zaxis.Cross(xaxis);
matrix4x4d rot = matrix4x4d::MakeInvRotMatrix(xaxis, yaxis, zaxis);
glMultMatrixd(&rot[0]);
matrix4x4f invViewRot;
glGetFloatv(GL_MODELVIEW_MATRIX, &invViewRot[0]);
invViewRot.ClearToRotOnly();
invViewRot = invViewRot.InverseOf();
const int numLights = Pi::worldView->GetNumLights();
assert(numLights < 4);
vector3f lightDir[4];
float lightCol[4][4];
// only
for (int i=0; i<numLights; i++) {
float temp[4];
glGetLightfv(GL_LIGHT0 + i, GL_DIFFUSE, lightCol[i]);
glGetLightfv(GL_LIGHT0 + i, GL_POSITION, temp);
lightDir[i] = (invViewRot * vector3f(temp[0], temp[1], temp[2])).Normalized();
}
const double angStep = M_PI/32;
// find angle player -> centre -> tangent point
// tangent is from player to surface of sphere
float tanAng = float(acos(rad1 / camPos.Length()));
// then we can put the fucking atmosphere on the horizon
vector3d r1(0.0, 0.0, rad1);
vector3d r2(0.0, 0.0, rad2);
rot = matrix4x4d::RotateYMatrix(tanAng);
r1 = rot * r1;
r2 = rot * r2;
rot = matrix4x4d::RotateZMatrix(angStep);
glDisable(GL_LIGHTING);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glEnable(GL_BLEND);
glDisable(GL_CULL_FACE);
glBegin(GL_TRIANGLE_STRIP);
for (float ang=0; ang<2*M_PI; ang+=float(angStep)) {
vector3d norm = r1.Normalized();
glNormal3dv(&norm.x);
float _col[4] = { 0,0,0,0 };
for (int lnum=0; lnum<numLights; lnum++) {
const float dot = norm.x*lightDir[lnum].x + norm.y*lightDir[lnum].y + norm.z*lightDir[lnum].z;
_col[0] += dot*lightCol[lnum][0];
_col[1] += dot*lightCol[lnum][1];
_col[2] += dot*lightCol[lnum][2];
}
for (int i=0; i<3; i++) _col[i] = _col[i] * col[i];
_col[3] = col[3];
glColor4fv(_col);
glVertex3dv(&r1.x);
glColor4f(0,0,0,0);
glVertex3dv(&r2.x);
r1 = rot * r1;
r2 = rot * r2;
}
glEnd();
glEnable(GL_CULL_FACE);
glDisable(GL_BLEND);
glEnable(GL_LIGHTING);
glPopMatrix();
}
void Planet::SubRender(const vector3d &camPos)
{
if (GetSBody()->GetSuperType() == SBody::SUPERTYPE_GAS_GIANT) DrawGasGiantRings();
if (!Render::AreShadersEnabled()) DrawAtmosphere(camPos);
}