Пример #1
0
void Comet::drawComa(StelCore* core, StelProjector::ModelViewTranformP transfo)
{
	// Find rotation matrix from 0/0/1 to viewdirection! crossproduct for axis (normal vector), dotproduct for angle.
	Vec3d eclposNrm=eclipticPos - core->getObserverHeliocentricEclipticPos()  ; eclposNrm.normalize();
	Mat4d comarot=Mat4d::rotation(Vec3d(0.0, 0.0, 1.0)^(eclposNrm), std::acos(Vec3d(0.0, 0.0, 1.0).dot(eclposNrm)) );
	StelProjector::ModelViewTranformP transfo2 = transfo->clone();
	transfo2->combine(comarot);
	StelPainter* sPainter = new StelPainter(core->getProjection(transfo2));

	glEnable(GL_BLEND);
	glBlendFunc(GL_ONE, GL_ONE);
	glDisable(GL_CULL_FACE);

	// GZ: For the coma, we can use extinction via atmosphere.
	// In addition, light falloff is a bit reduced for better visibility. Power basis should be 0.4, we use 0.6.
	float minSkyMag=core->getSkyDrawer()->getLimitMagnitude();
	float mag100pct=minSkyMag-6.0f; // should be 5, but let us draw it a bit brighter.
	float magDrop=getVMagnitudeWithExtinction(core)-mag100pct;
	float magFactor=std::pow(0.6f , magDrop);
	magFactor=qMin(magFactor, 2.0f); // Limit excessively bright display.

	comaTexture->bind();
	sPainter->setColor(magFactor,magFactor,0.6f*magFactor);
	sPainter->setArrays((Vec3d*)comaVertexArr.constData(), (Vec2f*)comaTexCoordArr.constData());
	sPainter->drawFromArray(StelPainter::Triangles, comaVertexArr.size()/3);

	glDisable(GL_BLEND);

	if (sPainter)
		delete sPainter;
	sPainter=NULL;
}
Пример #2
0
// returns true if visible
// Assumes that we are in local frame
void MeteorStream::draw(const StelCore* core, StelPainter& sPainter)
{
	if(!alive)
		return;

	Vec3d spos = position;
	Vec3d epos = posTrain;

	// convert to equ
	spos.transfo4d(viewMatrix);
	epos.transfo4d(viewMatrix);

	// convert to local and correct for earth radius
	//[since equ and local coordinates in stellarium use same 0 point!]
	spos = core->j2000ToAltAz(spos);
	epos = core->j2000ToAltAz(epos);
	spos[2] -= EARTH_RADIUS;
	epos[2] -= EARTH_RADIUS;
	// 1216 is to scale down under 1 for desktop version
	spos/=1216;
	epos/=1216;

	// connect this point with last drawn point
	double tmag = mag*distMultiplier;

	QVector<Vec4f> colorArray;
	QVector<Vec3d> vertexArray;
	// last point - dark
	colorArray.push_back(Vec4f(0,0,0,0));
	vertexArray.push_back(epos);
	// compute intermediate points to curve along projection distortions
	int segments = 10;
	for (int i=1; i<segments; i++) {
		Vec3d posi = posInternal;
		posi[2] = posTrain[2] + i*(position[2] - posTrain[2])/segments;
		posi.transfo4d(viewMatrix);
		posi = core->j2000ToAltAz(posi);
		posi[2] -= EARTH_RADIUS;
		posi/=1216;

		colorArray.push_back(Vec4f(1,1,1,i*tmag/segments));
		vertexArray.push_back(posi);
	}
	// first point - light
	colorArray.push_back(Vec4f(1,1,1,tmag));
	vertexArray.push_back(spos);

	sPainter.setColorPointer(4, GL_FLOAT, colorArray.constData());
	sPainter.setVertexPointer(3, GL_DOUBLE, vertexArray.constData());
	sPainter.enableClientStates(true, false, true);
	sPainter.drawFromArray(StelPainter::LineStrip, vertexArray.size(), 0, true);
	sPainter.enableClientStates(false);
}
Пример #3
0
// returns true if visible
// Assumes that we are in local frame
void Meteor::draw(const StelCore* core, StelPainter& sPainter)
{
    if (!alive)
        return;

    const StelProjectorP proj = sPainter.getProjector();

    Vec3d spos = position;
    Vec3d epos = posTrain;

    // convert to equ
    spos.transfo4d(mmat);
    epos.transfo4d(mmat);

    // convert to local and correct for earth radius [since equ and local coordinates in stellarium use same 0 point!]
    spos = core->equinoxEquToAltAz( spos );
    epos = core->equinoxEquToAltAz( epos );
    spos[2] -= EARTH_RADIUS;
    epos[2] -= EARTH_RADIUS;
    // 1216 is to scale down under 1 for desktop version
    spos/=1216;
    epos/=1216;

    //  qDebug("[%f %f %f] (%d, %d) (%d, %d)\n", position[0], position[1], position[2], (int)start[0], (int)start[1], (int)end[0], (int)end[1]);

    if (train)
    {
        // connect this point with last drawn point
        double tmag = mag*distMultiplier;

        // compute an intermediate point so can curve slightly along projection distortions
        Vec3d posi = posInternal;
        posi[2] = position[2] + (posTrain[2] - position[2])/2;
        posi.transfo4d(mmat);
        posi = core->equinoxEquToAltAz( posi );
        posi[2] -= EARTH_RADIUS;
        posi/=1216;

        // draw dark to light
        Vec4f colorArray[3];
        colorArray[0].set(0,0,0,0);
        colorArray[1].set(1,1,1,tmag*0.5);
        colorArray[2].set(1,1,1,tmag);
        Vec3d vertexArray[3];
        vertexArray[0]=epos;
        vertexArray[1]=posi;
        vertexArray[2]=spos;
        sPainter.setColorPointer(4, GL_FLOAT, colorArray);
        sPainter.setVertexPointer(3, GL_DOUBLE, vertexArray);
        // TODO the crash doesn't appear when the last true is set to false
        sPainter.enableClientStates(true, false, true);
        sPainter.drawFromArray(StelPainter::LineStrip, 3, 0, true);
        sPainter.enableClientStates(false);
    }
    else
    {
        sPainter.setPointSize(1.f);
        Vec3d start;
        proj->project(spos, start);
        sPainter.drawPoint2d(start[0],start[1]);
    }

    train = 1;
}
Пример #4
0
void Comet::drawTail(StelCore* core, StelProjector::ModelViewTranformP transfo, bool gas)
{
	// Find rotation matrix from 0/0/1 to eclipticPosition: crossproduct for axis (normal vector), dotproduct for angle.
	Vec3d eclposNrm=eclipticPos; eclposNrm.normalize();
	Mat4d tailrot=Mat4d::rotation(Vec3d(0.0, 0.0, 1.0)^(eclposNrm), std::acos(Vec3d(0.0, 0.0, 1.0).dot(eclposNrm)) );

	StelProjector::ModelViewTranformP transfo2 = transfo->clone();
	transfo2->combine(tailrot);
	if (!gas) {
		CometOrbit* orbit=(CometOrbit*)userDataPtr;
		Vec3d velocity=orbit->getVelocity(); // [AU/d]
		// This was a try to rotate a straight parabola somewhat away from the antisolar direction.
		//Mat4d dustTailRot=Mat4d::rotation(eclposNrm^(-velocity), 0.15f*std::acos(eclposNrm.dot(-velocity))); // GZ: This scale factor of 0.15 is empirical from photos of Halley and Hale-Bopp.
		// The curved tail is curved towards positive X. We first rotate around the Z axis into a direction opposite of the motion vector, then again the antisolar rotation applies.
		Mat4d dustTailRot=Mat4d::zrotation(atan2(velocity[1], velocity[0]) + M_PI);
		transfo2->combine(dustTailRot);
		// In addition, we let the dust tail already start with a light tilt.
		Mat4d dustTailYrot=Mat4d::yrotation(5.0f*velocity.length()); // again, this is pretty ad-hoc, feel free to improve!
		transfo2->combine(dustTailYrot);
	}
	StelPainter* sPainter = new StelPainter(core->getProjection(transfo2));
	glEnable(GL_BLEND);
	glBlendFunc(GL_ONE, GL_ONE);
	glDisable(GL_CULL_FACE);

	// GZ: If we use getVMagnitudeWithExtinction(), a head extincted in the horizon mist can completely hide an otherwise frighteningly long tail.
	// we must use unextincted mag, but mix/dim with atmosphere/sky brightness.
	// In addition, light falloff is a bit reduced for better visibility. Power basis should be 0.4, we use 0.6.
	//float magfactor=std::pow(0.4f , getVMagnitudeWithExtinction(core));
	float magFactor=std::pow(0.6f , getVMagnitude(core));
	if (core->getSkyDrawer()->getFlagHasAtmosphere())
	{
		// Mix with sky brightness and light pollution: This is very ad-hoc, if someone finds a better solution, please go ahead!
		// Light pollution:
		float bortleIndexFactor=0.1f * (11 - core->getSkyDrawer()->getBortleScaleIndex());
		magFactor*= bortleIndexFactor*bortleIndexFactor; // GZ-Guesstimate for light pollution influence
		// sky brightness: This is about 10 for twilight where bright comet tails should already be visible. Dark night is close to 0.
		float avgAtmLum=GETSTELMODULE(LandscapeMgr)->getAtmosphereAverageLuminance();
		float atmLumFactor=(15.0f-avgAtmLum)/15.0f;  if (atmLumFactor<0.05f) atmLumFactor=0.05f;    //atmLumFactor=std::sqrt(atmLumFactor);
		magFactor*=atmLumFactor*atmLumFactor;
	}
	magFactor*=(gas? 0.9 : dustTailBrightnessFactor); // TBD: empirical adjustment for texture brightness.
	magFactor=qMin(magFactor, 1.05f); // Limit excessively bright display.

	gasTailTexture->bind();

	if (gas) {
		//gasTailTexture->bind();
		sPainter->setColor(0.15f*magFactor,0.15f*magFactor,0.6f*magFactor);
		sPainter->setArrays((Vec3d*)gastailVertexArr.constData(), (Vec2f*)gastailTexCoordArr.constData());
		sPainter->drawFromArray(StelPainter::Triangles, gastailIndices.size(), 0, true, gastailIndices.constData());

	} else {
		//dustTailTexture->bind();
		sPainter->setColor(magFactor, magFactor,0.6f*magFactor);
		//sPainter->setArrays((Vec3d*)dusttailVertexArr.constData(), (Vec2f*)dusttailTexCoordArr.constData());
		//sPainter->drawFromArray(StelPainter::Triangles, dusttailIndices.size(), 0, true, dusttailIndices.constData());
		sPainter->setArrays((Vec3d*)dusttailVertexArr.constData(), (Vec2f*)gastailTexCoordArr.constData());
		sPainter->drawFromArray(StelPainter::Triangles, gastailIndices.size(), 0, true, gastailIndices.constData());
	}
	glDisable(GL_BLEND);



	if (sPainter)
		delete sPainter;
	sPainter=NULL;
}