/usr/include/plib/ssgaSky.h is in libplib-dev 1.8.5-8.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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PLIB - A Suite of Portable Game Libraries
Copyright (C) 1998,2002 Steve Baker
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library 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
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
For further information visit http://plib.sourceforge.net
$Id: ssgaSky.h 2073 2006-03-27 08:09:54Z bram $
*/
// Written by Curtis Olson, started December 1997.
// SSG-ified by Curtis Olson, February 2000.
//
// Moved into ssgAux, July 2003.
#ifndef _INCLUDED_SSGASKY_H_
#define _INCLUDED_SSGASKY_H_
#include "ssg.h"
class ssgaCelestialBody;
class ssgaCelestialBodyList;
class ssgaCloudLayer;
class ssgaCloudLayerList;
class ssgaStars;
class ssgaSkyDome;
class ssgaSky;
class ssgaCelestialBody
{
private:
ssgTransform *transform;
ssgColourArray *cl;
// used by repaint for rise/set effects
double body_angle;
double body_rotation;
// used by reposition
double body_right_ascension;
double body_declination;
double body_dist;
public:
ssgaCelestialBody( void );
~ssgaCelestialBody( void );
ssgBranch *build( const char* body_tex_path, const char* halo_tex_path, double body_size );
ssgBranch *build( ssgSimpleState *orb_state, ssgSimpleState *halo_state, double body_size );
bool reposition( sgVec3 p, double angle ) {
return reposition ( p, angle, body_right_ascension, body_declination, body_dist ); }
bool reposition( sgVec3 p, double angle, double rightAscension, double declination, double dist );
bool repaint() { return repaint ( body_angle ); }
bool repaint( double angle );
void getPosition ( sgCoord* p )
{
sgMat4 Xform;
transform->getTransform(Xform);
sgSetCoord(p, Xform);
}
void setAngle ( double angle ) { body_angle = angle; }
double getAngle () { return body_angle; }
void setRotation ( double rotation ) { body_rotation = rotation; }
double getRotation () { return body_rotation; }
void setRightAscension ( double ra ) { body_right_ascension = ra; }
double getRightAscension () { return body_right_ascension; }
void setDeclination ( double decl ) { body_declination = decl; }
double getDeclination () { return body_declination; }
void setDist ( double dist ) { body_dist = dist; }
double getDist () { return body_dist; }
inline float *getColor() { return cl->get( 0 ); }
} ;
class ssgaCelestialBodyList : private ssgSimpleList
{
public:
ssgaCelestialBodyList ( int init = 3 )
: ssgSimpleList ( sizeof(ssgaCelestialBody*), init ) { }
~ssgaCelestialBodyList () { removeAll(); }
int getNum (void) { return total ; }
ssgaCelestialBody* get ( unsigned int n )
{
assert(n<total);
return *( (ssgaCelestialBody**) raw_get ( n ) ) ;
}
void add ( ssgaCelestialBody* item ) { raw_add ( (char *) &item ) ;}
void removeAll ()
{
for ( int i = 0; i < getNum (); i++ )
delete get (i) ;
ssgSimpleList::removeAll () ;
}
} ;
class ssgaCloudLayer
{
private:
ssgRoot *layer_root;
ssgTransform *layer_transform;
ssgLeaf *layer[4];
ssgColourArray *cl[4];
ssgVertexArray *vl[4];
ssgTexCoordArray *tl[4];
bool enabled;
float layer_span;
float layer_asl;
float layer_thickness;
float layer_transition;
float scale;
float speed;
float direction;
double last_lon, last_lat;
double last_x, last_y;
public:
ssgaCloudLayer( void );
~ssgaCloudLayer( void );
void build( const char *cloud_tex_path, float span, float elevation, float thickness, float transition );
void build( ssgSimpleState *cloud_state, float span, float elevation, float thickness, float transition );
bool repositionFlat( sgVec3 p, double dt );
bool reposition( sgVec3 p, sgVec3 up, double lon, double lat, double alt, double dt );
bool repaint( sgVec3 fog_color );
void draw();
void enable() { enabled = true; }
void disable() { enabled = false; }
bool isEnabled() { return enabled; }
float getElevation () { return layer_asl; }
void setElevation ( float elevation ) { layer_asl = elevation; }
float getThickness () { return layer_thickness; }
void setThickness ( float thickness ) { layer_thickness = thickness; }
float getTransition () { return layer_transition; }
void setTransition ( float transition ) { layer_transition = transition; }
float getSpeed () { return speed; }
void setSpeed ( float val ) { speed = val; }
float getDirection () { return direction; }
void setDirection ( float val ) { direction = val; }
};
class ssgaCloudLayerList : private ssgSimpleList
{
public:
ssgaCloudLayerList ( int init = 3 )
: ssgSimpleList ( sizeof(ssgaCloudLayer*), init ) { }
~ssgaCloudLayerList () { removeAll(); }
int getNum (void) { return total ; }
ssgaCloudLayer* get ( unsigned int n )
{
assert(n<total);
return *( (ssgaCloudLayer**) raw_get ( n ) ) ;
}
void add ( ssgaCloudLayer* item ) { raw_add ( (char *) &item ) ;}
void removeAll ()
{
for ( int i = 0; i < getNum (); i++ )
delete get (i) ;
ssgSimpleList::removeAll () ;
}
} ;
class ssgaStars
{
private:
ssgTransform *stars_transform;
ssgSimpleState *state;
ssgColourArray *cl;
ssgVertexArray *vl;
int old_phase; // data for optimization
public:
ssgaStars( void );
~ssgaStars( void );
ssgBranch *build( int num, sgdVec3 *star_data, double star_dist );
bool reposition( sgVec3 p, double angle );
bool repaint( double sol_angle, int num, sgdVec3 *star_data );
};
class ssgaSkyDome
{
private:
ssgTransform *dome_transform;
ssgSimpleState *dome_state;
ssgVertexArray *center_disk_vl;
ssgColourArray *center_disk_cl;
ssgVertexArray *upper_ring_vl;
ssgColourArray *upper_ring_cl;
ssgVertexArray *middle_ring_vl;
ssgColourArray *middle_ring_cl;
ssgVertexArray *lower_ring_vl;
ssgColourArray *lower_ring_cl;
public:
ssgaSkyDome( void );
~ssgaSkyDome( void );
ssgBranch *build( double hscale = 80000.0, double vscale = 80000.0 );
bool repositionFlat( sgVec3 p, double spin );
bool reposition( sgVec3 p, double lon, double lat, double spin );
bool repaint( sgVec3 sky_color, sgVec3 fog_color, double sol_angle, double vis );
};
class ssgaSky
{
private:
// components of the sky
ssgaSkyDome *dome;
ssgaCelestialBody* sol_ref;
ssgaCelestialBodyList bodies;
ssgaCloudLayerList clouds;
ssgaStars *planets;
ssgaStars *stars;
ssgRoot *pre_root, *post_root;
ssgSelector *pre_selector, *post_selector;
ssgTransform *pre_transform, *post_transform;
ssgTransform *bodies_transform, *stars_transform;
// visibility
float visibility;
float effective_visibility;
// near cloud visibility state variables
bool in_puff;
double puff_length; // in seconds
double puff_progression; // in seconds
double ramp_up; // in seconds
double ramp_down; // in seconds
public:
ssgaSky( void );
~ssgaSky( void );
void build( double h_radius, double v_radius,
int nplanets, sgdVec3 *planet_data,
int nstars, sgdVec3 *star_data);
ssgaCelestialBody* addBody( const char *body_tex_path, const char *halo_tex_path, double size, double dist, bool sol = false );
ssgaCelestialBody* addBody( ssgSimpleState *orb_state, ssgSimpleState *halo_state, double size, double dist, bool sol = false );
ssgaCelestialBody* getBody(int i) { return bodies.get(i); }
int getBodyCount() { return bodies.getNum(); }
ssgaCloudLayer* addCloud( const char *cloud_tex_path, float span, float elevation, float thickness, float transition );
ssgaCloudLayer* addCloud( ssgSimpleState *cloud_state, float span, float elevation, float thickness, float transition );
ssgaCloudLayer* getCloud(int i) { return clouds.get(i); }
int getCloudCount() { return clouds.getNum(); }
bool repositionFlat( sgVec3 view_pos, double spin, double dt );
bool reposition( sgVec3 view_pos, sgVec3 zero_elev, sgVec3 view_up, double lon, double lat, double alt, double spin, double gst, double dt );
bool repaint( sgVec4 sky_color, sgVec4 fog_color, sgVec4 cloud_color, double sol_angle,
int nplanets, sgdVec3 *planet_data,
int nstars, sgdVec3 *star_data );
// modify visibility based on cloud layers, thickness, transition range, and simulated "puffs".
void modifyVisibility( float alt, float time_factor );
// draw background portions of sky (do this before you draw rest of your scene).
void preDraw();
// draw translucent clouds (do this after you've drawn all oapaque elements of your scene).
void postDraw( float alt );
// enable the sky
inline void enable() {
pre_selector->select( 1 );
post_selector->select( 1 );
}
// disable the sky
inline void disable() {
pre_selector->select( 0 );
post_selector->select( 0 );
}
// current effective visibility
inline float getVisibility() const { return effective_visibility; }
inline void setVisibility( float v ) {
effective_visibility = visibility = v;
}
} ;
// return a random number between [0.0, 1.0)
inline double ssgaRandom(void)
{
return(rand() / (double)RAND_MAX);
}
//#if defined( macintosh )
//const float system_gamma = 1.4;
//#elif defined (sgi)
//const float system_gamma = 1.7;
//#else // others
const float system_gamma = 2.5;
//#endif
// simple architecture independant gamma correction function.
inline void ssgaGammaCorrectRGB(float *color, float reff = 2.5, float system = system_gamma)
{
color[0] = (float)pow(color[0], reff/system);
color[1] = (float)pow(color[1], reff/system);
color[2] = (float)pow(color[2], reff/system);
};
inline void ssgaGammaCorrectC(float *color, float reff = 2.5, float system = system_gamma)
{
*color = (float)pow(*color, reff/system);
};
inline void ssgaGammaRestoreRGB(float *color, float reff = 2.5, float system = system_gamma)
{
color[0] = (float)pow(color[0], system/reff);
color[1] = (float)pow(color[1], system/reff);
color[2] = (float)pow(color[2], system/reff);
};
inline void ssgaGammaRestoreC(float *color, float reff = 2.5, float system = system_gamma)
{
*color = (float)pow(*color, system/reff);
};
#endif
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