Lot's of tweaking with sky rendering and lighting.
This commit is contained in:
parent
46e6042aab
commit
3c398c79ca
7 changed files with 139 additions and 114 deletions
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@ -63,9 +63,6 @@ struct fgGENERAL general;
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/* view parameters */
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static GLfloat win_ratio = 1.0;
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/* fog color */
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static GLfloat fgFogColor[4] = {0.65, 0.65, 0.85, 1.0};
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/* temporary hack */
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/* pointer to scenery structure */
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/* static GLint scenery, runway; */
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@ -103,18 +100,11 @@ static void fgInitVisuals() {
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xglEnable( GL_LIGHT0 );
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xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
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xglShadeModel( GL_FLAT ); /* xglShadeModel( GL_SMOOTH ); */
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xglEnable( GL_FOG );
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xglFogi (GL_FOG_MODE, GL_LINEAR);
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/* xglFogf (GL_FOG_START, 1.0); */
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xglFogf (GL_FOG_END, w->visibility);
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xglFogfv (GL_FOG_COLOR, fgFogColor);
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/* xglFogf (GL_FOG_DENSITY, w->visibility); */
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/* xglHint (GL_FOG_HINT, GL_FASTEST); */
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/* initial screen color */
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xglClearColor(0.0, 0.0, 0.0, 1.0);
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}
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@ -131,8 +121,12 @@ static void fgUpdateViewParams() {
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double x_2, x_4, x_8, x_10;
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double light, ambient, diffuse, sky_brightness;
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/* if the 4th field is 0.0, this specifies a direction ... */
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/* clear color (sky) */
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GLfloat sky_color[4] = {0.60, 0.60, 0.90, 1.0};
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/* base sky color */
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GLfloat base_sky_color[4] = {0.60, 0.60, 0.90, 1.0};
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/* base fog color */
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/* GLfloat base_fog_color[4] = {0.70, 0.70, 0.70, 1.0}; */
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GLfloat base_fog_color[4] = {1.00, 0.00, 0.00, 1.0};
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GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
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f = ¤t_aircraft.flight;
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@ -145,7 +139,7 @@ static void fgUpdateViewParams() {
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/* Tell GL we are about to modify the projection parameters */
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xglMatrixMode(GL_PROJECTION);
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xglLoadIdentity();
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gluPerspective(55.0, 1.0/win_ratio, 1.0, 200000.0);
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gluPerspective(55.0, 1.0/win_ratio, 1.0, 100000.0);
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xglMatrixMode(GL_MODELVIEW);
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xglLoadIdentity();
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@ -162,7 +156,7 @@ static void fgUpdateViewParams() {
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/* calculate lighting parameters based on sun's relative angle to
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* local up */
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/* ya kind'a have to plot this to see the magic */
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/* ya kind'a have to plot this to see how it works */
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/* x = t->sun_angle^8 */
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x_2 = l->sun_angle * l->sun_angle;
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@ -181,7 +175,7 @@ static void fgUpdateViewParams() {
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if ( ambient < 0.1 ) { ambient = 0.1; }
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if ( diffuse < 0.0 ) { diffuse = 0.0; }
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if ( sky_brightness < 0.0 ) { sky_brightness = 0.0; }
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if ( sky_brightness < 0.1 ) { sky_brightness = 0.1; }
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l->scene_ambient[0] = white[0] * ambient;
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l->scene_ambient[1] = white[1] * ambient;
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@ -191,25 +185,17 @@ static void fgUpdateViewParams() {
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l->scene_diffuse[1] = white[1] * diffuse;
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l->scene_diffuse[2] = white[2] * diffuse;
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/* set lighting parameters */
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xglLightfv(GL_LIGHT0, GL_AMBIENT, l->scene_ambient );
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xglLightfv(GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
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/* set fog color */
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l->scene_fog[0] = fgFogColor[0] * (ambient + diffuse);
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l->scene_fog[1] = fgFogColor[1] * (ambient + diffuse);
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l->scene_fog[2] = fgFogColor[2] * (ambient + diffuse);
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l->scene_fog[3] = fgFogColor[3];
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xglFogfv (GL_FOG_COLOR, l->scene_fog);
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l->fog_color[0] = base_fog_color[0] * (ambient + diffuse);
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l->fog_color[1] = base_fog_color[1] * (ambient + diffuse);
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l->fog_color[2] = base_fog_color[2] * (ambient + diffuse);
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l->fog_color[3] = base_fog_color[3];
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/* set sky color */
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l->scene_clear[0] = sky_color[0] * sky_brightness;
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l->scene_clear[1] = sky_color[1] * sky_brightness;
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l->scene_clear[2] = sky_color[2] * sky_brightness;
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l->scene_clear[3] = sky_color[3];
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xglClearColor(l->scene_clear[0], l->scene_clear[1],
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l->scene_clear[2], l->scene_clear[3]);
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l->sky_color[0] = base_sky_color[0] * sky_brightness;
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l->sky_color[1] = base_sky_color[1] * sky_brightness;
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l->sky_color[2] = base_sky_color[2] * sky_brightness;
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l->sky_color[3] = base_sky_color[3];
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}
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@ -218,11 +204,14 @@ static void fgUpdateViewParams() {
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**************************************************************************/
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static void fgUpdateVisuals( void ) {
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struct fgLIGHT *l;
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struct fgTIME *t;
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struct fgVIEW *v;
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double angle;
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static double lastAstroUpdate = 0;
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GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
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l = &cur_light_params;
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t = &cur_time_params;
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v = ¤t_view;
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@ -239,6 +228,7 @@ static void fgUpdateVisuals( void ) {
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xglDisable( GL_DEPTH_TEST );
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xglDisable( GL_LIGHTING );
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xglDisable( GL_CULL_FACE );
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xglDisable( GL_FOG );
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xglShadeModel( GL_SMOOTH );
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fgSkyRender();
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@ -259,7 +249,6 @@ static void fgUpdateVisuals( void ) {
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xglRotatef( angle, 0.0, 0.0, -1.0 );
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/* draw stars and planets */
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xglDisable( GL_FOG );
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fgStarsRender();
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/* draw the sun */
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@ -267,6 +256,9 @@ static void fgUpdateVisuals( void ) {
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/* render the moon */
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xglEnable( GL_LIGHTING );
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/* set lighting parameters */
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xglLightfv(GL_LIGHT0, GL_AMBIENT, white );
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xglLightfv(GL_LIGHT0, GL_DIFFUSE, white );
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xglEnable( GL_CULL_FACE );
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fgMoonRender();
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@ -276,6 +268,10 @@ static void fgUpdateVisuals( void ) {
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xglShadeModel( GL_FLAT );
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xglEnable( GL_DEPTH_TEST );
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xglEnable( GL_FOG );
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xglFogfv (GL_FOG_COLOR, l->fog_color);
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/* set lighting parameters */
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xglLightfv(GL_LIGHT0, GL_AMBIENT, l->scene_ambient );
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xglLightfv(GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
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fgSceneryRender();
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/* display HUD */
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@ -611,9 +607,12 @@ int main( int argc, char *argv[] ) {
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/* $Log$
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/* Revision 1.36 1997/12/19 16:44:57 curt
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/* Working on scene rendering order and options.
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/* Revision 1.37 1997/12/19 23:34:03 curt
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/* Lot's of tweaking with sky rendering and lighting.
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/*
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* Revision 1.36 1997/12/19 16:44:57 curt
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* Working on scene rendering order and options.
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*
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* Revision 1.35 1997/12/18 23:32:32 curt
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* First stab at sky dome actually starting to look reasonable. :-)
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*
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@ -185,13 +185,13 @@ void fgInitSubsystems( void ) {
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fgSolarSystemInit(*t);
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/* Initialize the Stars subsystem */
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fgStarsInit();
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fgStarsInit();
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/* Initialize the sun's position */
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fgSunInit();
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fgSunInit();
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/* Intialize the moon's position */
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fgMoonInit();
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fgMoonInit();
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/* Initialize the "sky" */
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fgSkyInit();
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@ -203,7 +203,6 @@ void fgInitSubsystems( void ) {
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* the correct scenery data */
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fgSceneryUpdate(FG_Latitude, FG_Longitude, FG_Altitude);
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/* I'm just sticking this here for now, it should probably move
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* eventually */
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cur_elev = mesh_altitude(FG_Longitude * RAD_TO_DEG * 3600.0,
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@ -235,9 +234,12 @@ void fgInitSubsystems( void ) {
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/* $Log$
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/* Revision 1.21 1997/12/19 16:45:00 curt
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/* Working on scene rendering order and options.
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/* Revision 1.22 1997/12/19 23:34:05 curt
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/* Lot's of tweaking with sky rendering and lighting.
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/*
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* Revision 1.21 1997/12/19 16:45:00 curt
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* Working on scene rendering order and options.
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*
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* Revision 1.20 1997/12/18 23:32:33 curt
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* First stab at sky dome actually starting to look reasonable. :-)
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*
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@ -268,24 +268,17 @@ void fgMoonInit() {
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/* Draw the moon */
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void fgMoonRender() {
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struct fgLIGHT *l;
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GLfloat moon_color[4] = { 1.0, 1.0, 1.0, 1.0 };
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GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
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l = &cur_light_params;
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/* set lighting parameters */
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xglLightfv(GL_LIGHT0, GL_AMBIENT, l->scene_clear );
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xglLightfv(GL_LIGHT0, GL_DIFFUSE, moon_color );
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xglMaterialfv(GL_FRONT, GL_AMBIENT, l->scene_clear );
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xglMaterialfv(GL_FRONT, GL_AMBIENT, moon_color );
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xglMaterialfv(GL_FRONT, GL_DIFFUSE, moon_color);
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xglMaterialfv(GL_FRONT, GL_AMBIENT, l->sky_color );
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xglMaterialfv(GL_FRONT, GL_DIFFUSE, white);
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xglPushMatrix();
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xglTranslatef(xMoon, yMoon, zMoon);
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xglScalef(1400, 1400, 1400);
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xglColor3fv(moon_color);
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/* glutSolidSphere(1.0, 25, 25); */
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xglCallList(moon);
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xglPopMatrix();
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@ -52,34 +52,32 @@
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*/
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/* in meters of course */
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#define CENTER_ELEV 25000.0
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#define INNER_RADIUS 50000.0
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#define INNER_ELEV 20000.0
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#define MIDDLE_RADIUS 70000.0
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#define MIDDLE_ELEV 4000.0
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#define MIDDLE_ELEV 8000.0
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#define OUTER_RADIUS 80000.0
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#define OUTER_ELEV 0.0
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static float sky_center[12][3];
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static float sky_inner[12][3];
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static float sky_middle[12][3];
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static float sky_outer[12][3];
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/* (Re)generate the display list */
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/* Calculate the sky structure verticies */
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void fgSkyInit() {
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struct fgLIGHT *l;
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float theta;
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int i;
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l = &cur_light_params;
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printf("Generating the sky dome vertices.\n");
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for ( i = 0; i < 12; i++ ) {
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theta = (i * 30.0) * DEG_TO_RAD;
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sky_center[i][0] = cos(theta) * INNER_RADIUS;
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sky_center[i][1] = sin(theta) * INNER_RADIUS;
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sky_center[i][2] = INNER_ELEV;
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sky_inner[i][0] = cos(theta) * INNER_RADIUS;
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sky_inner[i][1] = sin(theta) * INNER_RADIUS;
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sky_inner[i][2] = INNER_ELEV;
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printf(" %.2f %.2f\n", cos(theta) * INNER_RADIUS,
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sin(theta) * INNER_RADIUS);
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/* Draw the Sky */
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void fgSkyRender() {
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struct fgFLIGHT *f;
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struct fgLIGHT *l;
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struct fgVIEW *v;
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float inner_color[4], middle_color[4], diff;
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int i;
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f = ¤t_aircraft.flight;
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l = &cur_light_params;
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v = ¤t_view;
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printf("Rendering the sky.\n");
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/*
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l->fog_color[0] = 1.0;
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l->fog_color[1] = 0.0;
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l->fog_color[2] = 0.0;
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l->fog_color[3] = 1.0;
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*/
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/* calculate transition colors between sky and fog */
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for ( i = 0; i < 3; i++ ) {
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diff = l->sky_color[i] - l->fog_color[i];
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inner_color[i] = l->sky_color[i] - diff * 0.3;
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middle_color[i] = l->sky_color[i] - diff * 1.0;
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}
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inner_color[3] = middle_color[3] = l->sky_color[3];
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xglPushMatrix();
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/* Translate to view position */
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xglRotatef( FG_Longitude * RAD_TO_DEG, 0.0, 0.0, 1.0 );
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xglRotatef( 90.0 - FG_Latitude * RAD_TO_DEG, 0.0, 1.0, 0.0 );
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/* xglMaterialfv(GL_FRONT, GL_AMBIENT, l->scene_clear);
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xglMaterialfv(GL_FRONT, GL_DIFFUSE, moon_color); */
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/* Draw inner/center section of sky*/
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xglBegin( GL_TRIANGLE_FAN );
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xglColor4f(0.0, 0.0, 1.0, 1.0);
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xglVertex3f(0.0, 0.0, INNER_ELEV);
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xglColor4f(0.2, 0.2, 0.8, 1.0);
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xglColor4fv(l->sky_color);
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xglVertex3f(0.0, 0.0, CENTER_ELEV);
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xglColor4fv( inner_color );
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for ( i = 0; i < 12; i++ ) {
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xglVertex3fv( sky_center[i] );
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xglVertex3fv( sky_inner[i] );
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}
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xglVertex3fv( sky_center[0] );
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xglVertex3fv( sky_inner[0] );
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xglEnd();
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/* Draw the middle ring */
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xglBegin( GL_TRIANGLE_STRIP );
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for ( i = 0; i < 12; i++ ) {
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xglColor4fv( middle_color );
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xglVertex3fv( sky_middle[i] );
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xglVertex3fv( sky_center[i] );
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xglColor4fv( inner_color );
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xglVertex3fv( sky_inner[i] );
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}
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xglColor4fv( middle_color );
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xglVertex3fv( sky_middle[0] );
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xglVertex3fv( sky_center[0] );
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xglColor4fv( inner_color );
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xglVertex3fv( sky_inner[0] );
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xglEnd();
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/* Draw the outer ring */
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xglBegin( GL_TRIANGLE_STRIP );
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for ( i = 0; i < 12; i++ ) {
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xglColor4fv( l->fog_color );
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xglVertex3fv( sky_outer[i] );
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xglColor4fv( middle_color );
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xglVertex3fv( sky_middle[i] );
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}
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xglColor4fv( l->fog_color );
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xglVertex3fv( sky_outer[0] );
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xglColor4fv( middle_color );
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xglVertex3fv( sky_middle[0] );
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xglEnd();
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@ -159,9 +180,12 @@ void fgSkyRender() {
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/* $Log$
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/* Revision 1.4 1997/12/19 16:45:02 curt
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/* Working on scene rendering order and options.
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/* Revision 1.5 1997/12/19 23:34:59 curt
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/* Lot's of tweaking with sky rendering and lighting.
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/*
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* Revision 1.4 1997/12/19 16:45:02 curt
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* Working on scene rendering order and options.
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*
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* Revision 1.3 1997/12/18 23:32:36 curt
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* First stab at sky dome actually starting to look reasonable. :-)
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*
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@ -153,9 +153,9 @@ void fgStarsInit() {
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xglColor3f( magnitude, magnitude, magnitude );
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/*xglColor3f(0,0,0);*/
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xglVertex3f( 190000.0 * cos(right_ascension) * cos(declination),
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190000.0 * sin(right_ascension) * cos(declination),
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190000.0 * sin(declination) );
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xglVertex3f( 50000.0 * cos(right_ascension) * cos(declination),
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50000.0 * sin(right_ascension) * cos(declination),
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50000.0 * sin(declination) );
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count++;
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} /* if valid line */
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pltPos.RightAscension, pltPos.Declination);
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/* give the planets a temporary color, for testing purposes */
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xglColor3f( 1.0, 0.0, 0.0);
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xglVertex3f( 190000.0 * cos(pltPos.RightAscension) *
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xglVertex3f( 50000.0 * cos(pltPos.RightAscension) *
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cos(pltPos.Declination),
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190000.0 * sin(pltPos.RightAscension) *
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50000.0 * sin(pltPos.RightAscension) *
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cos(pltPos.Declination),
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190000.0 * sin(pltPos.Declination) );
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50000.0 * sin(pltPos.Declination) );
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}
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xglEnd();
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/*
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xglBegin(GL_LINE_LOOP);
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xglColor3f(1.0, 0.0, 0.0);
|
||||
xglVertex3f( 190000.0 * cos(ra_save-0.2) * cos(decl_save-0.2),
|
||||
190000.0 * sin(ra_save-0.2) * cos(decl_save-0.2),
|
||||
190000.0 * sin(decl_save-0.2) );
|
||||
xglVertex3f( 190000.0 * cos(ra_save+0.2) * cos(decl_save-0.2),
|
||||
190000.0 * sin(ra_save+0.2) * cos(decl_save-0.2),
|
||||
190000.0 * sin(decl_save-0.2) );
|
||||
xglVertex3f( 190000.0 * cos(ra_save+0.2) * cos(decl_save+0.2),
|
||||
190000.0 * sin(ra_save+0.2) * cos(decl_save+0.2),
|
||||
190000.0 * sin(decl_save+0.2) );
|
||||
xglVertex3f( 190000.0 * cos(ra_save-0.2) * cos(decl_save+0.2),
|
||||
190000.0 * sin(ra_save-0.2) * cos(decl_save+0.2),
|
||||
190000.0 * sin(decl_save+0.2) );
|
||||
xglVertex3f( 50000.0 * cos(ra_save-0.2) * cos(decl_save-0.2),
|
||||
50000.0 * sin(ra_save-0.2) * cos(decl_save-0.2),
|
||||
50000.0 * sin(decl_save-0.2) );
|
||||
xglVertex3f( 50000.0 * cos(ra_save+0.2) * cos(decl_save-0.2),
|
||||
50000.0 * sin(ra_save+0.2) * cos(decl_save-0.2),
|
||||
50000.0 * sin(decl_save-0.2) );
|
||||
xglVertex3f( 50000.0 * cos(ra_save+0.2) * cos(decl_save+0.2),
|
||||
50000.0 * sin(ra_save+0.2) * cos(decl_save+0.2),
|
||||
50000.0 * sin(decl_save+0.2) );
|
||||
xglVertex3f( 50000.0 * cos(ra_save-0.2) * cos(decl_save+0.2),
|
||||
50000.0 * sin(ra_save-0.2) * cos(decl_save+0.2),
|
||||
50000.0 * sin(decl_save+0.2) );
|
||||
xglEnd();
|
||||
*/
|
||||
|
||||
/*
|
||||
xglBegin(GL_LINE_LOOP);
|
||||
xglColor3f(0.0, 1.0, 0.0);
|
||||
xglVertex3f( 190000.0 * cos(ra_save1-0.2) * cos(decl_save1-0.2),
|
||||
190000.0 * sin(ra_save1-0.2) * cos(decl_save1-0.2),
|
||||
190000.0 * sin(decl_save1-0.2) );
|
||||
xglVertex3f( 190000.0 * cos(ra_save1+0.2) * cos(decl_save1-0.2),
|
||||
190000.0 * sin(ra_save1+0.2) * cos(decl_save1-0.2),
|
||||
190000.0 * sin(decl_save1-0.2) );
|
||||
xglVertex3f( 190000.0 * cos(ra_save1+0.2) * cos(decl_save1+0.2),
|
||||
190000.0 * sin(ra_save1+0.2) * cos(decl_save1+0.2),
|
||||
190000.0 * sin(decl_save1+0.2) );
|
||||
xglVertex3f( 190000.0 * cos(ra_save1-0.2) * cos(decl_save1+0.2),
|
||||
190000.0 * sin(ra_save1-0.2) * cos(decl_save1+0.2),
|
||||
190000.0 * sin(decl_save1+0.2) );
|
||||
xglVertex3f( 50000.0 * cos(ra_save1-0.2) * cos(decl_save1-0.2),
|
||||
50000.0 * sin(ra_save1-0.2) * cos(decl_save1-0.2),
|
||||
50000.0 * sin(decl_save1-0.2) );
|
||||
xglVertex3f( 50000.0 * cos(ra_save1+0.2) * cos(decl_save1-0.2),
|
||||
50000.0 * sin(ra_save1+0.2) * cos(decl_save1-0.2),
|
||||
50000.0 * sin(decl_save1-0.2) );
|
||||
xglVertex3f( 50000.0 * cos(ra_save1+0.2) * cos(decl_save1+0.2),
|
||||
50000.0 * sin(ra_save1+0.2) * cos(decl_save1+0.2),
|
||||
50000.0 * sin(decl_save1+0.2) );
|
||||
xglVertex3f( 50000.0 * cos(ra_save1-0.2) * cos(decl_save1+0.2),
|
||||
50000.0 * sin(ra_save1-0.2) * cos(decl_save1+0.2),
|
||||
50000.0 * sin(decl_save1+0.2) );
|
||||
xglEnd();
|
||||
*/
|
||||
|
||||
|
@ -265,10 +265,13 @@ void fgStarsRender() {
|
|||
|
||||
|
||||
/* $Log$
|
||||
/* Revision 1.20 1997/12/15 23:55:03 curt
|
||||
/* Add xgl wrappers for debugging.
|
||||
/* Generate terrain normals on the fly.
|
||||
/* Revision 1.21 1997/12/19 23:35:00 curt
|
||||
/* Lot's of tweaking with sky rendering and lighting.
|
||||
/*
|
||||
* Revision 1.20 1997/12/15 23:55:03 curt
|
||||
* Add xgl wrappers for debugging.
|
||||
* Generate terrain normals on the fly.
|
||||
*
|
||||
* Revision 1.19 1997/12/12 19:53:00 curt
|
||||
* Working on lightling and material properties.
|
||||
*
|
||||
|
|
|
@ -169,10 +169,8 @@ void fgSunRender() {
|
|||
xglTranslatef(xSun, ySun, zSun);
|
||||
xglScalef(1400, 1400, 1400);
|
||||
|
||||
xglColor3f(0.85, 0.65, 0.05);
|
||||
xglColor4f(0.85, 0.65, 0.05, 1.0);
|
||||
|
||||
/* xglColor3fv( color ); */
|
||||
/* xglutSolidSphere(1.0, 25, 25); */
|
||||
xglCallList(sun_obj);
|
||||
|
||||
xglPopMatrix();
|
||||
|
@ -182,9 +180,12 @@ void fgSunRender() {
|
|||
|
||||
|
||||
/* $Log$
|
||||
/* Revision 1.7 1997/12/17 23:12:16 curt
|
||||
/* Fixed so moon and sun display lists aren't recreate periodically.
|
||||
/* Revision 1.8 1997/12/19 23:35:00 curt
|
||||
/* Lot's of tweaking with sky rendering and lighting.
|
||||
/*
|
||||
* Revision 1.7 1997/12/17 23:12:16 curt
|
||||
* Fixed so moon and sun display lists aren't recreate periodically.
|
||||
*
|
||||
* Revision 1.6 1997/12/15 23:55:04 curt
|
||||
* Add xgl wrappers for debugging.
|
||||
* Generate terrain normals on the fly.
|
||||
|
|
|
@ -74,8 +74,8 @@ struct fgLIGHT {
|
|||
/* Derived lighting values */
|
||||
GLfloat scene_ambient[3]; /* ambient component */
|
||||
GLfloat scene_diffuse[3]; /* diffuse component */
|
||||
GLfloat scene_fog[4]; /* fog color */
|
||||
GLfloat scene_clear[4]; /* clear screen color */
|
||||
GLfloat fog_color[4]; /* fog color */
|
||||
GLfloat sky_color[4]; /* clear screen color */
|
||||
};
|
||||
|
||||
extern struct fgLIGHT cur_light_params;
|
||||
|
@ -92,10 +92,13 @@ void fgTimeUpdate(struct fgFLIGHT *f, struct fgTIME *t);
|
|||
|
||||
|
||||
/* $Log$
|
||||
/* Revision 1.10 1997/12/15 23:55:07 curt
|
||||
/* Add xgl wrappers for debugging.
|
||||
/* Generate terrain normals on the fly.
|
||||
/* Revision 1.11 1997/12/19 23:35:07 curt
|
||||
/* Lot's of tweaking with sky rendering and lighting.
|
||||
/*
|
||||
* Revision 1.10 1997/12/15 23:55:07 curt
|
||||
* Add xgl wrappers for debugging.
|
||||
* Generate terrain normals on the fly.
|
||||
*
|
||||
* Revision 1.9 1997/12/10 22:37:55 curt
|
||||
* Prepended "fg" on the name of all global structures that didn't have it yet.
|
||||
* i.e. "struct WEATHER {}" became "struct fgWEATHER {}"
|
||||
|
|
Loading…
Reference in a new issue