diff --git a/Main/GLUTmain.c b/Main/GLUTmain.c index 6556ca983..dce600f3e 100644 --- a/Main/GLUTmain.c +++ b/Main/GLUTmain.c @@ -63,9 +63,6 @@ struct fgGENERAL general; /* view parameters */ static GLfloat win_ratio = 1.0; -/* fog color */ -static GLfloat fgFogColor[4] = {0.65, 0.65, 0.85, 1.0}; - /* temporary hack */ /* pointer to scenery structure */ /* static GLint scenery, runway; */ @@ -103,18 +100,11 @@ static void fgInitVisuals() { xglEnable( GL_LIGHT0 ); xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec ); - xglShadeModel( GL_FLAT ); /* xglShadeModel( GL_SMOOTH ); */ - - xglEnable( GL_FOG ); xglFogi (GL_FOG_MODE, GL_LINEAR); /* xglFogf (GL_FOG_START, 1.0); */ xglFogf (GL_FOG_END, w->visibility); - xglFogfv (GL_FOG_COLOR, fgFogColor); /* xglFogf (GL_FOG_DENSITY, w->visibility); */ /* xglHint (GL_FOG_HINT, GL_FASTEST); */ - - /* initial screen color */ - xglClearColor(0.0, 0.0, 0.0, 1.0); } @@ -131,8 +121,12 @@ static void fgUpdateViewParams() { double x_2, x_4, x_8, x_10; double light, ambient, diffuse, sky_brightness; /* if the 4th field is 0.0, this specifies a direction ... */ - /* clear color (sky) */ - GLfloat sky_color[4] = {0.60, 0.60, 0.90, 1.0}; + /* base sky color */ + GLfloat base_sky_color[4] = {0.60, 0.60, 0.90, 1.0}; + /* base fog color */ + /* GLfloat base_fog_color[4] = {0.70, 0.70, 0.70, 1.0}; */ + GLfloat base_fog_color[4] = {1.00, 0.00, 0.00, 1.0}; + GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 }; f = ¤t_aircraft.flight; @@ -145,7 +139,7 @@ static void fgUpdateViewParams() { /* Tell GL we are about to modify the projection parameters */ xglMatrixMode(GL_PROJECTION); xglLoadIdentity(); - gluPerspective(55.0, 1.0/win_ratio, 1.0, 200000.0); + gluPerspective(55.0, 1.0/win_ratio, 1.0, 100000.0); xglMatrixMode(GL_MODELVIEW); xglLoadIdentity(); @@ -162,7 +156,7 @@ static void fgUpdateViewParams() { /* calculate lighting parameters based on sun's relative angle to * local up */ - /* ya kind'a have to plot this to see the magic */ + /* ya kind'a have to plot this to see how it works */ /* x = t->sun_angle^8 */ x_2 = l->sun_angle * l->sun_angle; @@ -181,7 +175,7 @@ static void fgUpdateViewParams() { if ( ambient < 0.1 ) { ambient = 0.1; } if ( diffuse < 0.0 ) { diffuse = 0.0; } - if ( sky_brightness < 0.0 ) { sky_brightness = 0.0; } + if ( sky_brightness < 0.1 ) { sky_brightness = 0.1; } l->scene_ambient[0] = white[0] * ambient; l->scene_ambient[1] = white[1] * ambient; @@ -191,25 +185,17 @@ static void fgUpdateViewParams() { l->scene_diffuse[1] = white[1] * diffuse; l->scene_diffuse[2] = white[2] * diffuse; - /* set lighting parameters */ - xglLightfv(GL_LIGHT0, GL_AMBIENT, l->scene_ambient ); - xglLightfv(GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse ); - /* set fog color */ - l->scene_fog[0] = fgFogColor[0] * (ambient + diffuse); - l->scene_fog[1] = fgFogColor[1] * (ambient + diffuse); - l->scene_fog[2] = fgFogColor[2] * (ambient + diffuse); - l->scene_fog[3] = fgFogColor[3]; - xglFogfv (GL_FOG_COLOR, l->scene_fog); + l->fog_color[0] = base_fog_color[0] * (ambient + diffuse); + l->fog_color[1] = base_fog_color[1] * (ambient + diffuse); + l->fog_color[2] = base_fog_color[2] * (ambient + diffuse); + l->fog_color[3] = base_fog_color[3]; /* set sky color */ - l->scene_clear[0] = sky_color[0] * sky_brightness; - l->scene_clear[1] = sky_color[1] * sky_brightness; - l->scene_clear[2] = sky_color[2] * sky_brightness; - l->scene_clear[3] = sky_color[3]; - - xglClearColor(l->scene_clear[0], l->scene_clear[1], - l->scene_clear[2], l->scene_clear[3]); + l->sky_color[0] = base_sky_color[0] * sky_brightness; + l->sky_color[1] = base_sky_color[1] * sky_brightness; + l->sky_color[2] = base_sky_color[2] * sky_brightness; + l->sky_color[3] = base_sky_color[3]; } @@ -218,11 +204,14 @@ static void fgUpdateViewParams() { **************************************************************************/ static void fgUpdateVisuals( void ) { + struct fgLIGHT *l; struct fgTIME *t; struct fgVIEW *v; double angle; static double lastAstroUpdate = 0; + GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 }; + l = &cur_light_params; t = &cur_time_params; v = ¤t_view; @@ -239,6 +228,7 @@ static void fgUpdateVisuals( void ) { xglDisable( GL_DEPTH_TEST ); xglDisable( GL_LIGHTING ); xglDisable( GL_CULL_FACE ); + xglDisable( GL_FOG ); xglShadeModel( GL_SMOOTH ); fgSkyRender(); @@ -259,7 +249,6 @@ static void fgUpdateVisuals( void ) { xglRotatef( angle, 0.0, 0.0, -1.0 ); /* draw stars and planets */ - xglDisable( GL_FOG ); fgStarsRender(); /* draw the sun */ @@ -267,6 +256,9 @@ static void fgUpdateVisuals( void ) { /* render the moon */ xglEnable( GL_LIGHTING ); + /* set lighting parameters */ + xglLightfv(GL_LIGHT0, GL_AMBIENT, white ); + xglLightfv(GL_LIGHT0, GL_DIFFUSE, white ); xglEnable( GL_CULL_FACE ); fgMoonRender(); @@ -276,6 +268,10 @@ static void fgUpdateVisuals( void ) { xglShadeModel( GL_FLAT ); xglEnable( GL_DEPTH_TEST ); xglEnable( GL_FOG ); + xglFogfv (GL_FOG_COLOR, l->fog_color); + /* set lighting parameters */ + xglLightfv(GL_LIGHT0, GL_AMBIENT, l->scene_ambient ); + xglLightfv(GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse ); fgSceneryRender(); /* display HUD */ @@ -611,9 +607,12 @@ int main( int argc, char *argv[] ) { /* $Log$ -/* Revision 1.36 1997/12/19 16:44:57 curt -/* Working on scene rendering order and options. +/* Revision 1.37 1997/12/19 23:34:03 curt +/* Lot's of tweaking with sky rendering and lighting. /* + * Revision 1.36 1997/12/19 16:44:57 curt + * Working on scene rendering order and options. + * * Revision 1.35 1997/12/18 23:32:32 curt * First stab at sky dome actually starting to look reasonable. :-) * diff --git a/Main/fg_init.c b/Main/fg_init.c index d7e9991c4..5cac2000b 100644 --- a/Main/fg_init.c +++ b/Main/fg_init.c @@ -185,13 +185,13 @@ void fgInitSubsystems( void ) { fgSolarSystemInit(*t); /* Initialize the Stars subsystem */ - fgStarsInit(); + fgStarsInit(); /* Initialize the sun's position */ - fgSunInit(); + fgSunInit(); /* Intialize the moon's position */ - fgMoonInit(); + fgMoonInit(); /* Initialize the "sky" */ fgSkyInit(); @@ -203,7 +203,6 @@ void fgInitSubsystems( void ) { * the correct scenery data */ fgSceneryUpdate(FG_Latitude, FG_Longitude, FG_Altitude); - /* I'm just sticking this here for now, it should probably move * eventually */ cur_elev = mesh_altitude(FG_Longitude * RAD_TO_DEG * 3600.0, @@ -235,9 +234,12 @@ void fgInitSubsystems( void ) { /* $Log$ -/* Revision 1.21 1997/12/19 16:45:00 curt -/* Working on scene rendering order and options. +/* Revision 1.22 1997/12/19 23:34:05 curt +/* Lot's of tweaking with sky rendering and lighting. /* + * Revision 1.21 1997/12/19 16:45:00 curt + * Working on scene rendering order and options. + * * Revision 1.20 1997/12/18 23:32:33 curt * First stab at sky dome actually starting to look reasonable. :-) * diff --git a/Scenery/moon.c b/Scenery/moon.c index 17446e300..22461d606 100644 --- a/Scenery/moon.c +++ b/Scenery/moon.c @@ -268,24 +268,17 @@ void fgMoonInit() { /* Draw the moon */ void fgMoonRender() { struct fgLIGHT *l; - GLfloat moon_color[4] = { 1.0, 1.0, 1.0, 1.0 }; + GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 }; l = &cur_light_params; - /* set lighting parameters */ - xglLightfv(GL_LIGHT0, GL_AMBIENT, l->scene_clear ); - xglLightfv(GL_LIGHT0, GL_DIFFUSE, moon_color ); - - xglMaterialfv(GL_FRONT, GL_AMBIENT, l->scene_clear ); - xglMaterialfv(GL_FRONT, GL_AMBIENT, moon_color ); - xglMaterialfv(GL_FRONT, GL_DIFFUSE, moon_color); + xglMaterialfv(GL_FRONT, GL_AMBIENT, l->sky_color ); + xglMaterialfv(GL_FRONT, GL_DIFFUSE, white); xglPushMatrix(); xglTranslatef(xMoon, yMoon, zMoon); xglScalef(1400, 1400, 1400); - xglColor3fv(moon_color); - /* glutSolidSphere(1.0, 25, 25); */ xglCallList(moon); xglPopMatrix(); diff --git a/Scenery/sky.c b/Scenery/sky.c index dc2628379..a3844c0b7 100644 --- a/Scenery/sky.c +++ b/Scenery/sky.c @@ -52,34 +52,32 @@ */ /* in meters of course */ +#define CENTER_ELEV 25000.0 #define INNER_RADIUS 50000.0 #define INNER_ELEV 20000.0 #define MIDDLE_RADIUS 70000.0 -#define MIDDLE_ELEV 4000.0 +#define MIDDLE_ELEV 8000.0 #define OUTER_RADIUS 80000.0 #define OUTER_ELEV 0.0 -static float sky_center[12][3]; +static float sky_inner[12][3]; static float sky_middle[12][3]; static float sky_outer[12][3]; -/* (Re)generate the display list */ +/* Calculate the sky structure verticies */ void fgSkyInit() { - struct fgLIGHT *l; float theta; int i; - l = &cur_light_params; - printf("Generating the sky dome vertices.\n"); for ( i = 0; i < 12; i++ ) { theta = (i * 30.0) * DEG_TO_RAD; - sky_center[i][0] = cos(theta) * INNER_RADIUS; - sky_center[i][1] = sin(theta) * INNER_RADIUS; - sky_center[i][2] = INNER_ELEV; + sky_inner[i][0] = cos(theta) * INNER_RADIUS; + sky_inner[i][1] = sin(theta) * INNER_RADIUS; + sky_inner[i][2] = INNER_ELEV; printf(" %.2f %.2f\n", cos(theta) * INNER_RADIUS, sin(theta) * INNER_RADIUS); @@ -99,14 +97,32 @@ void fgSkyInit() { /* Draw the Sky */ void fgSkyRender() { struct fgFLIGHT *f; + struct fgLIGHT *l; struct fgVIEW *v; + float inner_color[4], middle_color[4], diff; int i; f = ¤t_aircraft.flight; + l = &cur_light_params; v = ¤t_view; printf("Rendering the sky.\n"); + /* + l->fog_color[0] = 1.0; + l->fog_color[1] = 0.0; + l->fog_color[2] = 0.0; + l->fog_color[3] = 1.0; + */ + + /* calculate transition colors between sky and fog */ + for ( i = 0; i < 3; i++ ) { + diff = l->sky_color[i] - l->fog_color[i]; + inner_color[i] = l->sky_color[i] - diff * 0.3; + middle_color[i] = l->sky_color[i] - diff * 1.0; + } + inner_color[3] = middle_color[3] = l->sky_color[3]; + xglPushMatrix(); /* Translate to view position */ @@ -120,37 +136,42 @@ void fgSkyRender() { xglRotatef( FG_Longitude * RAD_TO_DEG, 0.0, 0.0, 1.0 ); xglRotatef( 90.0 - FG_Latitude * RAD_TO_DEG, 0.0, 1.0, 0.0 ); - /* xglMaterialfv(GL_FRONT, GL_AMBIENT, l->scene_clear); - xglMaterialfv(GL_FRONT, GL_DIFFUSE, moon_color); */ - /* Draw inner/center section of sky*/ xglBegin( GL_TRIANGLE_FAN ); - xglColor4f(0.0, 0.0, 1.0, 1.0); - xglVertex3f(0.0, 0.0, INNER_ELEV); - xglColor4f(0.2, 0.2, 0.8, 1.0); + xglColor4fv(l->sky_color); + xglVertex3f(0.0, 0.0, CENTER_ELEV); + xglColor4fv( inner_color ); for ( i = 0; i < 12; i++ ) { - xglVertex3fv( sky_center[i] ); + xglVertex3fv( sky_inner[i] ); } - xglVertex3fv( sky_center[0] ); + xglVertex3fv( sky_inner[0] ); xglEnd(); /* Draw the middle ring */ xglBegin( GL_TRIANGLE_STRIP ); for ( i = 0; i < 12; i++ ) { + xglColor4fv( middle_color ); xglVertex3fv( sky_middle[i] ); - xglVertex3fv( sky_center[i] ); + xglColor4fv( inner_color ); + xglVertex3fv( sky_inner[i] ); } + xglColor4fv( middle_color ); xglVertex3fv( sky_middle[0] ); - xglVertex3fv( sky_center[0] ); + xglColor4fv( inner_color ); + xglVertex3fv( sky_inner[0] ); xglEnd(); /* Draw the outer ring */ xglBegin( GL_TRIANGLE_STRIP ); for ( i = 0; i < 12; i++ ) { + xglColor4fv( l->fog_color ); xglVertex3fv( sky_outer[i] ); + xglColor4fv( middle_color ); xglVertex3fv( sky_middle[i] ); } + xglColor4fv( l->fog_color ); xglVertex3fv( sky_outer[0] ); + xglColor4fv( middle_color ); xglVertex3fv( sky_middle[0] ); xglEnd(); @@ -159,9 +180,12 @@ void fgSkyRender() { /* $Log$ -/* Revision 1.4 1997/12/19 16:45:02 curt -/* Working on scene rendering order and options. +/* Revision 1.5 1997/12/19 23:34:59 curt +/* Lot's of tweaking with sky rendering and lighting. /* + * Revision 1.4 1997/12/19 16:45:02 curt + * Working on scene rendering order and options. + * * Revision 1.3 1997/12/18 23:32:36 curt * First stab at sky dome actually starting to look reasonable. :-) * diff --git a/Scenery/stars.c b/Scenery/stars.c index d3c671055..e74fcbcb6 100644 --- a/Scenery/stars.c +++ b/Scenery/stars.c @@ -153,9 +153,9 @@ void fgStarsInit() { xglColor3f( magnitude, magnitude, magnitude ); /*xglColor3f(0,0,0);*/ - xglVertex3f( 190000.0 * cos(right_ascension) * cos(declination), - 190000.0 * sin(right_ascension) * cos(declination), - 190000.0 * sin(declination) ); + xglVertex3f( 50000.0 * cos(right_ascension) * cos(declination), + 50000.0 * sin(right_ascension) * cos(declination), + 50000.0 * sin(declination) ); count++; } /* if valid line */ @@ -172,47 +172,47 @@ void fgStarsInit() { pltPos.RightAscension, pltPos.Declination); /* give the planets a temporary color, for testing purposes */ xglColor3f( 1.0, 0.0, 0.0); - xglVertex3f( 190000.0 * cos(pltPos.RightAscension) * + xglVertex3f( 50000.0 * cos(pltPos.RightAscension) * cos(pltPos.Declination), - 190000.0 * sin(pltPos.RightAscension) * + 50000.0 * sin(pltPos.RightAscension) * cos(pltPos.Declination), - 190000.0 * sin(pltPos.Declination) ); + 50000.0 * sin(pltPos.Declination) ); } xglEnd(); /* xglBegin(GL_LINE_LOOP); 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. * diff --git a/Scenery/sun.c b/Scenery/sun.c index 8b012c3e8..08768e6af 100644 --- a/Scenery/sun.c +++ b/Scenery/sun.c @@ -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. diff --git a/Time/fg_time.h b/Time/fg_time.h index 155335fe4..a1743f90f 100644 --- a/Time/fg_time.h +++ b/Time/fg_time.h @@ -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 {}"