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Switched back to per vertex normals and smooth shading for terrain.

This commit is contained in:
curt 1997-12-30 01:38:37 +00:00
parent feabb5024a
commit 09b8076bca
3 changed files with 74 additions and 77 deletions

View file

@ -104,7 +104,7 @@ static void fgInitVisuals() {
/* xglFogf (GL_FOG_START, 1.0); */
xglFogf (GL_FOG_END, w->visibility);
/* xglFogf (GL_FOG_DENSITY, w->visibility); */
/* xglHint (GL_FOG_HINT, GL_FASTEST); */
xglHint (GL_FOG_HINT, GL_NICEST /* GL_FASTEST */ );
}
@ -178,7 +178,7 @@ static void fgUpdateViewParams() {
x_10 = x_8 * x_2;
light = pow(1.1, -x_10 / 30.0);
ambient = 0.3 * light;
ambient = 0.2 * light;
diffuse = 0.9 * light;
sky_brightness = 0.85 * pow(1.2, -x_8 / 20.0) + 0.15;
@ -281,7 +281,7 @@ static void fgRenderFrame( void ) {
xglPopMatrix();
/* draw scenery */
xglShadeModel( GL_FLAT );
xglShadeModel( GL_SMOOTH );
xglEnable( GL_DEPTH_TEST );
xglEnable( GL_FOG );
xglFogfv (GL_FOG_COLOR, l->fog_color);
@ -623,9 +623,12 @@ int main( int argc, char *argv[] ) {
/* $Log$
/* Revision 1.39 1997/12/22 23:45:45 curt
/* First stab at sunset/sunrise sky glow effects.
/* Revision 1.40 1997/12/30 01:38:37 curt
/* Switched back to per vertex normals and smooth shading for terrain.
/*
* Revision 1.39 1997/12/22 23:45:45 curt
* First stab at sunset/sunrise sky glow effects.
*
* Revision 1.38 1997/12/22 04:14:28 curt
* Aligned sky with sun so dusk/dawn effects can be correct relative to the sun.
*

View file

@ -70,6 +70,7 @@ GLint fgObjLoad(char *path) {
GLint area;
FILE *f;
int first, ncount, vncount, n1, n2, n3, n4;
static int use_vertex_norms = 1;
int i, winding;
int last1, last2, odd;
@ -150,30 +151,6 @@ GLint fgObjLoad(char *path) {
/* printf("(t) = "); */
/* try to get the proper rotation by calculating an
* approximate normal and seeing if it is close to the
* precalculated normal */
/* v1[0] = nodes[n2][0] - nodes[n1][0];
v1[1] = nodes[n2][1] - nodes[n1][1];
v1[2] = nodes[n2][2] - nodes[n1][2];
v2[0] = nodes[n3][0] - nodes[n1][0];
v2[1] = nodes[n3][1] - nodes[n1][1];
v2[2] = nodes[n3][2] - nodes[n1][2];
MAT3cross_product(approx_normal, v1, v2);
MAT3_NORMALIZE_VEC(approx_normal,temp);
printf("Approx normal = %.2f %.2f %.2f\n", approx_normal[0],
approx_normal[1], approx_normal[2]);
dot_prod = MAT3_DOT_PRODUCT(normals[n1], approx_normal);
printf("Dot product = %.4f\n", dot_prod); */
/* angle = acos(dot_prod); */
/* printf("Normal ANGLE = %.3f rads.\n", angle); */
/* if ( dot_prod < -0.5 ) {
xglFrontFace( GL_CW );
} else {
xglFrontFace( GL_CCW );
} */
xglBegin(GL_TRIANGLE_STRIP);
if ( winding ) {
@ -182,41 +159,45 @@ GLint fgObjLoad(char *path) {
odd = 0;
}
if ( odd ) {
calc_normal(nodes[n1], nodes[n2], nodes[n3], approx_normal);
if ( use_vertex_norms ) {
xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]);
xglVertex3d(nodes[n1][0] - ref.x, nodes[n1][1] - ref.y,
nodes[n1][2] - ref.z);
xglNormal3d(normals[n2][0], normals[n2][1], normals[n2][2]);
xglVertex3d(nodes[n2][0] - ref.x, nodes[n2][1] - ref.y,
nodes[n2][2] - ref.z);
xglNormal3d(normals[n3][0], normals[n3][1], normals[n3][2]);
xglVertex3d(nodes[n3][0] - ref.x, nodes[n3][1] - ref.y,
nodes[n3][2] - ref.z);
} else {
calc_normal(nodes[n2], nodes[n1], nodes[n3], approx_normal);
if ( odd ) {
calc_normal(nodes[n1], nodes[n2], nodes[n3], approx_normal);
} else {
calc_normal(nodes[n2], nodes[n1], nodes[n3], approx_normal);
}
xglNormal3dv(approx_normal);
xglVertex3d(nodes[n1][0] - ref.x, nodes[n1][1] - ref.y,
nodes[n1][2] - ref.z);
xglVertex3d(nodes[n2][0] - ref.x, nodes[n2][1] - ref.y,
nodes[n2][2] - ref.z);
xglVertex3d(nodes[n3][0] - ref.x, nodes[n3][1] - ref.y,
nodes[n3][2] - ref.z);
}
xglNormal3dv(approx_normal);
/* xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]); */
xglVertex3d(nodes[n1][0] - ref.x, nodes[n1][1] - ref.y,
nodes[n1][2] - ref.z);
/* xglNormal3d(normals[n2][0], normals[n2][1], normals[n2][2]); */
xglVertex3d(nodes[n2][0] - ref.x, nodes[n2][1] - ref.y,
nodes[n2][2] - ref.z);
/* xglNormal3d(normals[n3][0], normals[n3][1], normals[n3][2]); */
xglVertex3d(nodes[n3][0] - ref.x, nodes[n3][1] - ref.y,
nodes[n3][2] - ref.z);
odd = 1 - odd;
last1 = n2;
last2 = n3;
if ( n4 > 0 ) {
if ( odd ) {
calc_normal(nodes[last1], nodes[last2], nodes[n4],
approx_normal);
if ( use_vertex_norms ) {
xglNormal3d(normals[n4][0], normals[n4][1], normals[n4][2]);
} else {
calc_normal(nodes[last2], nodes[last1], nodes[n4],
approx_normal);
calc_normal(nodes[n3], nodes[n2], nodes[n4], approx_normal);
xglNormal3dv(approx_normal);
}
calc_normal(nodes[n3], nodes[n2], nodes[n4], approx_normal);
xglNormal3dv(approx_normal);
/*xglNormal3d(normals[n4][0], normals[n4][1], normals[n4][2]);*/
xglVertex3d(nodes[n4][0] - ref.x, nodes[n4][1] - ref.y,
nodes[n4][2] - ref.z);
@ -258,16 +239,19 @@ GLint fgObjLoad(char *path) {
sscanf(line, "q %d %d\n", &n1, &n2);
/* printf("read %d %d\n", n1, n2); */
if ( odd ) {
calc_normal(nodes[last1], nodes[last2], nodes[n1],
approx_normal);
if ( use_vertex_norms ) {
xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]);
} else {
calc_normal(nodes[last2], nodes[last1], nodes[n1],
approx_normal);
if ( odd ) {
calc_normal(nodes[last1], nodes[last2], nodes[n1],
approx_normal);
} else {
calc_normal(nodes[last2], nodes[last1], nodes[n1],
approx_normal);
}
xglNormal3dv(approx_normal);
}
xglNormal3dv(approx_normal);
/* xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]); */
xglVertex3d(nodes[n1][0] - ref.x, nodes[n1][1] - ref.y,
nodes[n1][2] - ref.z);
@ -277,16 +261,20 @@ GLint fgObjLoad(char *path) {
if ( n2 > 0 ) {
/* printf(" (cont)\n"); */
if ( odd ) {
calc_normal(nodes[last1], nodes[last2], nodes[n2],
approx_normal);
} else {
calc_normal(nodes[last2], nodes[last1], nodes[n2],
approx_normal);
}
xglNormal3dv(approx_normal);
/*xglNormal3d(normals[n2][0], normals[n2][1], normals[n2][2]);*/
if ( use_vertex_norms ) {
xglNormal3d(normals[n2][0], normals[n2][1], normals[n2][2]);
} else {
if ( odd ) {
calc_normal(nodes[last1], nodes[last2], nodes[n2],
approx_normal);
} else {
calc_normal(nodes[last2], nodes[last1], nodes[n2],
approx_normal);
}
xglNormal3dv(approx_normal);
}
xglVertex3d(nodes[n2][0] - ref.x, nodes[n2][1] - ref.y,
nodes[n2][2] - ref.z);
@ -327,9 +315,12 @@ GLint fgObjLoad(char *path) {
/* $Log$
/* Revision 1.13 1997/12/18 23:32:36 curt
/* First stab at sky dome actually starting to look reasonable. :-)
/* Revision 1.14 1997/12/30 01:38:46 curt
/* Switched back to per vertex normals and smooth shading for terrain.
/*
* Revision 1.13 1997/12/18 23:32:36 curt
* First stab at sky dome actually starting to look reasonable. :-)
*
* Revision 1.12 1997/12/17 23:13:47 curt
* Began working on rendering the sky.
*

View file

@ -232,8 +232,8 @@ void fgTimeUpdate(struct fgFLIGHT *f, struct fgTIME *t) {
/* get current Unix calendar time (in seconds) */
/* warp = 60; */
warp += 100;
t->cur_time = time(NULL) + (-3.5) * 60 * 60;
warp += 0;
t->cur_time = time(NULL) + (0) * 60 * 60;
t->cur_time += warp;
printf("Current Unix calendar time = %ld warp = %ld\n", t->cur_time, warp);
@ -285,10 +285,13 @@ void fgTimeUpdate(struct fgFLIGHT *f, struct fgTIME *t) {
/* $Log$
/* Revision 1.21 1997/12/23 04:58:39 curt
/* Tweaked the sky coloring a bit to build in structures to allow finer rgb
/* control.
/* Revision 1.22 1997/12/30 01:38:47 curt
/* Switched back to per vertex normals and smooth shading for terrain.
/*
* Revision 1.21 1997/12/23 04:58:39 curt
* Tweaked the sky coloring a bit to build in structures to allow finer rgb
* control.
*
* Revision 1.20 1997/12/15 23:55:06 curt
* Add xgl wrappers for debugging.
* Generate terrain normals on the fly.