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
|
@ -63,9 +63,6 @@ struct fgGENERAL general;
|
||||||
/* view parameters */
|
/* view parameters */
|
||||||
static GLfloat win_ratio = 1.0;
|
static GLfloat win_ratio = 1.0;
|
||||||
|
|
||||||
/* fog color */
|
|
||||||
static GLfloat fgFogColor[4] = {0.65, 0.65, 0.85, 1.0};
|
|
||||||
|
|
||||||
/* temporary hack */
|
/* temporary hack */
|
||||||
/* pointer to scenery structure */
|
/* pointer to scenery structure */
|
||||||
/* static GLint scenery, runway; */
|
/* static GLint scenery, runway; */
|
||||||
|
@ -103,18 +100,11 @@ static void fgInitVisuals() {
|
||||||
xglEnable( GL_LIGHT0 );
|
xglEnable( GL_LIGHT0 );
|
||||||
xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
|
xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
|
||||||
|
|
||||||
xglShadeModel( GL_FLAT ); /* xglShadeModel( GL_SMOOTH ); */
|
|
||||||
|
|
||||||
xglEnable( GL_FOG );
|
|
||||||
xglFogi (GL_FOG_MODE, GL_LINEAR);
|
xglFogi (GL_FOG_MODE, GL_LINEAR);
|
||||||
/* xglFogf (GL_FOG_START, 1.0); */
|
/* xglFogf (GL_FOG_START, 1.0); */
|
||||||
xglFogf (GL_FOG_END, w->visibility);
|
xglFogf (GL_FOG_END, w->visibility);
|
||||||
xglFogfv (GL_FOG_COLOR, fgFogColor);
|
|
||||||
/* xglFogf (GL_FOG_DENSITY, w->visibility); */
|
/* xglFogf (GL_FOG_DENSITY, w->visibility); */
|
||||||
/* xglHint (GL_FOG_HINT, GL_FASTEST); */
|
/* 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 x_2, x_4, x_8, x_10;
|
||||||
double light, ambient, diffuse, sky_brightness;
|
double light, ambient, diffuse, sky_brightness;
|
||||||
/* if the 4th field is 0.0, this specifies a direction ... */
|
/* if the 4th field is 0.0, this specifies a direction ... */
|
||||||
/* clear color (sky) */
|
/* base sky color */
|
||||||
GLfloat sky_color[4] = {0.60, 0.60, 0.90, 1.0};
|
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 };
|
GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
|
||||||
|
|
||||||
f = ¤t_aircraft.flight;
|
f = ¤t_aircraft.flight;
|
||||||
|
@ -145,7 +139,7 @@ static void fgUpdateViewParams() {
|
||||||
/* Tell GL we are about to modify the projection parameters */
|
/* Tell GL we are about to modify the projection parameters */
|
||||||
xglMatrixMode(GL_PROJECTION);
|
xglMatrixMode(GL_PROJECTION);
|
||||||
xglLoadIdentity();
|
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);
|
xglMatrixMode(GL_MODELVIEW);
|
||||||
xglLoadIdentity();
|
xglLoadIdentity();
|
||||||
|
@ -162,7 +156,7 @@ static void fgUpdateViewParams() {
|
||||||
|
|
||||||
/* calculate lighting parameters based on sun's relative angle to
|
/* calculate lighting parameters based on sun's relative angle to
|
||||||
* local up */
|
* 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 = t->sun_angle^8 */
|
||||||
x_2 = l->sun_angle * l->sun_angle;
|
x_2 = l->sun_angle * l->sun_angle;
|
||||||
|
@ -181,7 +175,7 @@ static void fgUpdateViewParams() {
|
||||||
if ( ambient < 0.1 ) { ambient = 0.1; }
|
if ( ambient < 0.1 ) { ambient = 0.1; }
|
||||||
if ( diffuse < 0.0 ) { diffuse = 0.0; }
|
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[0] = white[0] * ambient;
|
||||||
l->scene_ambient[1] = white[1] * 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[1] = white[1] * diffuse;
|
||||||
l->scene_diffuse[2] = white[2] * 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 */
|
/* set fog color */
|
||||||
l->scene_fog[0] = fgFogColor[0] * (ambient + diffuse);
|
l->fog_color[0] = base_fog_color[0] * (ambient + diffuse);
|
||||||
l->scene_fog[1] = fgFogColor[1] * (ambient + diffuse);
|
l->fog_color[1] = base_fog_color[1] * (ambient + diffuse);
|
||||||
l->scene_fog[2] = fgFogColor[2] * (ambient + diffuse);
|
l->fog_color[2] = base_fog_color[2] * (ambient + diffuse);
|
||||||
l->scene_fog[3] = fgFogColor[3];
|
l->fog_color[3] = base_fog_color[3];
|
||||||
xglFogfv (GL_FOG_COLOR, l->scene_fog);
|
|
||||||
|
|
||||||
/* set sky color */
|
/* set sky color */
|
||||||
l->scene_clear[0] = sky_color[0] * sky_brightness;
|
l->sky_color[0] = base_sky_color[0] * sky_brightness;
|
||||||
l->scene_clear[1] = sky_color[1] * sky_brightness;
|
l->sky_color[1] = base_sky_color[1] * sky_brightness;
|
||||||
l->scene_clear[2] = sky_color[2] * sky_brightness;
|
l->sky_color[2] = base_sky_color[2] * sky_brightness;
|
||||||
l->scene_clear[3] = sky_color[3];
|
l->sky_color[3] = base_sky_color[3];
|
||||||
|
|
||||||
xglClearColor(l->scene_clear[0], l->scene_clear[1],
|
|
||||||
l->scene_clear[2], l->scene_clear[3]);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -218,11 +204,14 @@ static void fgUpdateViewParams() {
|
||||||
**************************************************************************/
|
**************************************************************************/
|
||||||
|
|
||||||
static void fgUpdateVisuals( void ) {
|
static void fgUpdateVisuals( void ) {
|
||||||
|
struct fgLIGHT *l;
|
||||||
struct fgTIME *t;
|
struct fgTIME *t;
|
||||||
struct fgVIEW *v;
|
struct fgVIEW *v;
|
||||||
double angle;
|
double angle;
|
||||||
static double lastAstroUpdate = 0;
|
static double lastAstroUpdate = 0;
|
||||||
|
GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
|
||||||
|
|
||||||
|
l = &cur_light_params;
|
||||||
t = &cur_time_params;
|
t = &cur_time_params;
|
||||||
v = ¤t_view;
|
v = ¤t_view;
|
||||||
|
|
||||||
|
@ -239,6 +228,7 @@ static void fgUpdateVisuals( void ) {
|
||||||
xglDisable( GL_DEPTH_TEST );
|
xglDisable( GL_DEPTH_TEST );
|
||||||
xglDisable( GL_LIGHTING );
|
xglDisable( GL_LIGHTING );
|
||||||
xglDisable( GL_CULL_FACE );
|
xglDisable( GL_CULL_FACE );
|
||||||
|
xglDisable( GL_FOG );
|
||||||
xglShadeModel( GL_SMOOTH );
|
xglShadeModel( GL_SMOOTH );
|
||||||
fgSkyRender();
|
fgSkyRender();
|
||||||
|
|
||||||
|
@ -259,7 +249,6 @@ static void fgUpdateVisuals( void ) {
|
||||||
xglRotatef( angle, 0.0, 0.0, -1.0 );
|
xglRotatef( angle, 0.0, 0.0, -1.0 );
|
||||||
|
|
||||||
/* draw stars and planets */
|
/* draw stars and planets */
|
||||||
xglDisable( GL_FOG );
|
|
||||||
fgStarsRender();
|
fgStarsRender();
|
||||||
|
|
||||||
/* draw the sun */
|
/* draw the sun */
|
||||||
|
@ -267,6 +256,9 @@ static void fgUpdateVisuals( void ) {
|
||||||
|
|
||||||
/* render the moon */
|
/* render the moon */
|
||||||
xglEnable( GL_LIGHTING );
|
xglEnable( GL_LIGHTING );
|
||||||
|
/* set lighting parameters */
|
||||||
|
xglLightfv(GL_LIGHT0, GL_AMBIENT, white );
|
||||||
|
xglLightfv(GL_LIGHT0, GL_DIFFUSE, white );
|
||||||
xglEnable( GL_CULL_FACE );
|
xglEnable( GL_CULL_FACE );
|
||||||
fgMoonRender();
|
fgMoonRender();
|
||||||
|
|
||||||
|
@ -276,6 +268,10 @@ static void fgUpdateVisuals( void ) {
|
||||||
xglShadeModel( GL_FLAT );
|
xglShadeModel( GL_FLAT );
|
||||||
xglEnable( GL_DEPTH_TEST );
|
xglEnable( GL_DEPTH_TEST );
|
||||||
xglEnable( GL_FOG );
|
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();
|
fgSceneryRender();
|
||||||
|
|
||||||
/* display HUD */
|
/* display HUD */
|
||||||
|
@ -611,9 +607,12 @@ int main( int argc, char *argv[] ) {
|
||||||
|
|
||||||
|
|
||||||
/* $Log$
|
/* $Log$
|
||||||
/* Revision 1.36 1997/12/19 16:44:57 curt
|
/* Revision 1.37 1997/12/19 23:34:03 curt
|
||||||
/* Working on scene rendering order and options.
|
/* 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
|
* Revision 1.35 1997/12/18 23:32:32 curt
|
||||||
* First stab at sky dome actually starting to look reasonable. :-)
|
* First stab at sky dome actually starting to look reasonable. :-)
|
||||||
*
|
*
|
||||||
|
|
|
@ -185,13 +185,13 @@ void fgInitSubsystems( void ) {
|
||||||
fgSolarSystemInit(*t);
|
fgSolarSystemInit(*t);
|
||||||
|
|
||||||
/* Initialize the Stars subsystem */
|
/* Initialize the Stars subsystem */
|
||||||
fgStarsInit();
|
fgStarsInit();
|
||||||
|
|
||||||
/* Initialize the sun's position */
|
/* Initialize the sun's position */
|
||||||
fgSunInit();
|
fgSunInit();
|
||||||
|
|
||||||
/* Intialize the moon's position */
|
/* Intialize the moon's position */
|
||||||
fgMoonInit();
|
fgMoonInit();
|
||||||
|
|
||||||
/* Initialize the "sky" */
|
/* Initialize the "sky" */
|
||||||
fgSkyInit();
|
fgSkyInit();
|
||||||
|
@ -203,7 +203,6 @@ void fgInitSubsystems( void ) {
|
||||||
* the correct scenery data */
|
* the correct scenery data */
|
||||||
fgSceneryUpdate(FG_Latitude, FG_Longitude, FG_Altitude);
|
fgSceneryUpdate(FG_Latitude, FG_Longitude, FG_Altitude);
|
||||||
|
|
||||||
|
|
||||||
/* I'm just sticking this here for now, it should probably move
|
/* I'm just sticking this here for now, it should probably move
|
||||||
* eventually */
|
* eventually */
|
||||||
cur_elev = mesh_altitude(FG_Longitude * RAD_TO_DEG * 3600.0,
|
cur_elev = mesh_altitude(FG_Longitude * RAD_TO_DEG * 3600.0,
|
||||||
|
@ -235,9 +234,12 @@ void fgInitSubsystems( void ) {
|
||||||
|
|
||||||
|
|
||||||
/* $Log$
|
/* $Log$
|
||||||
/* Revision 1.21 1997/12/19 16:45:00 curt
|
/* Revision 1.22 1997/12/19 23:34:05 curt
|
||||||
/* Working on scene rendering order and options.
|
/* 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
|
* Revision 1.20 1997/12/18 23:32:33 curt
|
||||||
* First stab at sky dome actually starting to look reasonable. :-)
|
* First stab at sky dome actually starting to look reasonable. :-)
|
||||||
*
|
*
|
||||||
|
|
|
@ -268,24 +268,17 @@ void fgMoonInit() {
|
||||||
/* Draw the moon */
|
/* Draw the moon */
|
||||||
void fgMoonRender() {
|
void fgMoonRender() {
|
||||||
struct fgLIGHT *l;
|
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;
|
l = &cur_light_params;
|
||||||
|
|
||||||
/* set lighting parameters */
|
xglMaterialfv(GL_FRONT, GL_AMBIENT, l->sky_color );
|
||||||
xglLightfv(GL_LIGHT0, GL_AMBIENT, l->scene_clear );
|
xglMaterialfv(GL_FRONT, GL_DIFFUSE, white);
|
||||||
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);
|
|
||||||
|
|
||||||
xglPushMatrix();
|
xglPushMatrix();
|
||||||
xglTranslatef(xMoon, yMoon, zMoon);
|
xglTranslatef(xMoon, yMoon, zMoon);
|
||||||
xglScalef(1400, 1400, 1400);
|
xglScalef(1400, 1400, 1400);
|
||||||
|
|
||||||
xglColor3fv(moon_color);
|
|
||||||
/* glutSolidSphere(1.0, 25, 25); */
|
|
||||||
xglCallList(moon);
|
xglCallList(moon);
|
||||||
|
|
||||||
xglPopMatrix();
|
xglPopMatrix();
|
||||||
|
|
|
@ -52,34 +52,32 @@
|
||||||
*/
|
*/
|
||||||
|
|
||||||
/* in meters of course */
|
/* in meters of course */
|
||||||
|
#define CENTER_ELEV 25000.0
|
||||||
#define INNER_RADIUS 50000.0
|
#define INNER_RADIUS 50000.0
|
||||||
#define INNER_ELEV 20000.0
|
#define INNER_ELEV 20000.0
|
||||||
#define MIDDLE_RADIUS 70000.0
|
#define MIDDLE_RADIUS 70000.0
|
||||||
#define MIDDLE_ELEV 4000.0
|
#define MIDDLE_ELEV 8000.0
|
||||||
#define OUTER_RADIUS 80000.0
|
#define OUTER_RADIUS 80000.0
|
||||||
#define OUTER_ELEV 0.0
|
#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_middle[12][3];
|
||||||
static float sky_outer[12][3];
|
static float sky_outer[12][3];
|
||||||
|
|
||||||
/* (Re)generate the display list */
|
/* Calculate the sky structure verticies */
|
||||||
void fgSkyInit() {
|
void fgSkyInit() {
|
||||||
struct fgLIGHT *l;
|
|
||||||
float theta;
|
float theta;
|
||||||
int i;
|
int i;
|
||||||
|
|
||||||
l = &cur_light_params;
|
|
||||||
|
|
||||||
printf("Generating the sky dome vertices.\n");
|
printf("Generating the sky dome vertices.\n");
|
||||||
|
|
||||||
for ( i = 0; i < 12; i++ ) {
|
for ( i = 0; i < 12; i++ ) {
|
||||||
theta = (i * 30.0) * DEG_TO_RAD;
|
theta = (i * 30.0) * DEG_TO_RAD;
|
||||||
|
|
||||||
sky_center[i][0] = cos(theta) * INNER_RADIUS;
|
sky_inner[i][0] = cos(theta) * INNER_RADIUS;
|
||||||
sky_center[i][1] = sin(theta) * INNER_RADIUS;
|
sky_inner[i][1] = sin(theta) * INNER_RADIUS;
|
||||||
sky_center[i][2] = INNER_ELEV;
|
sky_inner[i][2] = INNER_ELEV;
|
||||||
|
|
||||||
printf(" %.2f %.2f\n", cos(theta) * INNER_RADIUS,
|
printf(" %.2f %.2f\n", cos(theta) * INNER_RADIUS,
|
||||||
sin(theta) * INNER_RADIUS);
|
sin(theta) * INNER_RADIUS);
|
||||||
|
@ -99,14 +97,32 @@ void fgSkyInit() {
|
||||||
/* Draw the Sky */
|
/* Draw the Sky */
|
||||||
void fgSkyRender() {
|
void fgSkyRender() {
|
||||||
struct fgFLIGHT *f;
|
struct fgFLIGHT *f;
|
||||||
|
struct fgLIGHT *l;
|
||||||
struct fgVIEW *v;
|
struct fgVIEW *v;
|
||||||
|
float inner_color[4], middle_color[4], diff;
|
||||||
int i;
|
int i;
|
||||||
|
|
||||||
f = ¤t_aircraft.flight;
|
f = ¤t_aircraft.flight;
|
||||||
|
l = &cur_light_params;
|
||||||
v = ¤t_view;
|
v = ¤t_view;
|
||||||
|
|
||||||
printf("Rendering the sky.\n");
|
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();
|
xglPushMatrix();
|
||||||
|
|
||||||
/* Translate to view position */
|
/* Translate to view position */
|
||||||
|
@ -120,37 +136,42 @@ void fgSkyRender() {
|
||||||
xglRotatef( FG_Longitude * RAD_TO_DEG, 0.0, 0.0, 1.0 );
|
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 );
|
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*/
|
/* Draw inner/center section of sky*/
|
||||||
xglBegin( GL_TRIANGLE_FAN );
|
xglBegin( GL_TRIANGLE_FAN );
|
||||||
xglColor4f(0.0, 0.0, 1.0, 1.0);
|
xglColor4fv(l->sky_color);
|
||||||
xglVertex3f(0.0, 0.0, INNER_ELEV);
|
xglVertex3f(0.0, 0.0, CENTER_ELEV);
|
||||||
xglColor4f(0.2, 0.2, 0.8, 1.0);
|
xglColor4fv( inner_color );
|
||||||
for ( i = 0; i < 12; i++ ) {
|
for ( i = 0; i < 12; i++ ) {
|
||||||
xglVertex3fv( sky_center[i] );
|
xglVertex3fv( sky_inner[i] );
|
||||||
}
|
}
|
||||||
xglVertex3fv( sky_center[0] );
|
xglVertex3fv( sky_inner[0] );
|
||||||
xglEnd();
|
xglEnd();
|
||||||
|
|
||||||
/* Draw the middle ring */
|
/* Draw the middle ring */
|
||||||
xglBegin( GL_TRIANGLE_STRIP );
|
xglBegin( GL_TRIANGLE_STRIP );
|
||||||
for ( i = 0; i < 12; i++ ) {
|
for ( i = 0; i < 12; i++ ) {
|
||||||
|
xglColor4fv( middle_color );
|
||||||
xglVertex3fv( sky_middle[i] );
|
xglVertex3fv( sky_middle[i] );
|
||||||
xglVertex3fv( sky_center[i] );
|
xglColor4fv( inner_color );
|
||||||
|
xglVertex3fv( sky_inner[i] );
|
||||||
}
|
}
|
||||||
|
xglColor4fv( middle_color );
|
||||||
xglVertex3fv( sky_middle[0] );
|
xglVertex3fv( sky_middle[0] );
|
||||||
xglVertex3fv( sky_center[0] );
|
xglColor4fv( inner_color );
|
||||||
|
xglVertex3fv( sky_inner[0] );
|
||||||
xglEnd();
|
xglEnd();
|
||||||
|
|
||||||
/* Draw the outer ring */
|
/* Draw the outer ring */
|
||||||
xglBegin( GL_TRIANGLE_STRIP );
|
xglBegin( GL_TRIANGLE_STRIP );
|
||||||
for ( i = 0; i < 12; i++ ) {
|
for ( i = 0; i < 12; i++ ) {
|
||||||
|
xglColor4fv( l->fog_color );
|
||||||
xglVertex3fv( sky_outer[i] );
|
xglVertex3fv( sky_outer[i] );
|
||||||
|
xglColor4fv( middle_color );
|
||||||
xglVertex3fv( sky_middle[i] );
|
xglVertex3fv( sky_middle[i] );
|
||||||
}
|
}
|
||||||
|
xglColor4fv( l->fog_color );
|
||||||
xglVertex3fv( sky_outer[0] );
|
xglVertex3fv( sky_outer[0] );
|
||||||
|
xglColor4fv( middle_color );
|
||||||
xglVertex3fv( sky_middle[0] );
|
xglVertex3fv( sky_middle[0] );
|
||||||
xglEnd();
|
xglEnd();
|
||||||
|
|
||||||
|
@ -159,9 +180,12 @@ void fgSkyRender() {
|
||||||
|
|
||||||
|
|
||||||
/* $Log$
|
/* $Log$
|
||||||
/* Revision 1.4 1997/12/19 16:45:02 curt
|
/* Revision 1.5 1997/12/19 23:34:59 curt
|
||||||
/* Working on scene rendering order and options.
|
/* 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
|
* Revision 1.3 1997/12/18 23:32:36 curt
|
||||||
* First stab at sky dome actually starting to look reasonable. :-)
|
* First stab at sky dome actually starting to look reasonable. :-)
|
||||||
*
|
*
|
||||||
|
|
|
@ -153,9 +153,9 @@ void fgStarsInit() {
|
||||||
|
|
||||||
xglColor3f( magnitude, magnitude, magnitude );
|
xglColor3f( magnitude, magnitude, magnitude );
|
||||||
/*xglColor3f(0,0,0);*/
|
/*xglColor3f(0,0,0);*/
|
||||||
xglVertex3f( 190000.0 * cos(right_ascension) * cos(declination),
|
xglVertex3f( 50000.0 * cos(right_ascension) * cos(declination),
|
||||||
190000.0 * sin(right_ascension) * cos(declination),
|
50000.0 * sin(right_ascension) * cos(declination),
|
||||||
190000.0 * sin(declination) );
|
50000.0 * sin(declination) );
|
||||||
|
|
||||||
count++;
|
count++;
|
||||||
} /* if valid line */
|
} /* if valid line */
|
||||||
|
@ -172,47 +172,47 @@ void fgStarsInit() {
|
||||||
pltPos.RightAscension, pltPos.Declination);
|
pltPos.RightAscension, pltPos.Declination);
|
||||||
/* give the planets a temporary color, for testing purposes */
|
/* give the planets a temporary color, for testing purposes */
|
||||||
xglColor3f( 1.0, 0.0, 0.0);
|
xglColor3f( 1.0, 0.0, 0.0);
|
||||||
xglVertex3f( 190000.0 * cos(pltPos.RightAscension) *
|
xglVertex3f( 50000.0 * cos(pltPos.RightAscension) *
|
||||||
cos(pltPos.Declination),
|
cos(pltPos.Declination),
|
||||||
190000.0 * sin(pltPos.RightAscension) *
|
50000.0 * sin(pltPos.RightAscension) *
|
||||||
cos(pltPos.Declination),
|
cos(pltPos.Declination),
|
||||||
190000.0 * sin(pltPos.Declination) );
|
50000.0 * sin(pltPos.Declination) );
|
||||||
}
|
}
|
||||||
xglEnd();
|
xglEnd();
|
||||||
|
|
||||||
/*
|
/*
|
||||||
xglBegin(GL_LINE_LOOP);
|
xglBegin(GL_LINE_LOOP);
|
||||||
xglColor3f(1.0, 0.0, 0.0);
|
xglColor3f(1.0, 0.0, 0.0);
|
||||||
xglVertex3f( 190000.0 * cos(ra_save-0.2) * cos(decl_save-0.2),
|
xglVertex3f( 50000.0 * cos(ra_save-0.2) * cos(decl_save-0.2),
|
||||||
190000.0 * sin(ra_save-0.2) * cos(decl_save-0.2),
|
50000.0 * sin(ra_save-0.2) * cos(decl_save-0.2),
|
||||||
190000.0 * sin(decl_save-0.2) );
|
50000.0 * sin(decl_save-0.2) );
|
||||||
xglVertex3f( 190000.0 * cos(ra_save+0.2) * cos(decl_save-0.2),
|
xglVertex3f( 50000.0 * cos(ra_save+0.2) * cos(decl_save-0.2),
|
||||||
190000.0 * sin(ra_save+0.2) * cos(decl_save-0.2),
|
50000.0 * sin(ra_save+0.2) * cos(decl_save-0.2),
|
||||||
190000.0 * sin(decl_save-0.2) );
|
50000.0 * sin(decl_save-0.2) );
|
||||||
xglVertex3f( 190000.0 * cos(ra_save+0.2) * cos(decl_save+0.2),
|
xglVertex3f( 50000.0 * cos(ra_save+0.2) * cos(decl_save+0.2),
|
||||||
190000.0 * sin(ra_save+0.2) * cos(decl_save+0.2),
|
50000.0 * sin(ra_save+0.2) * cos(decl_save+0.2),
|
||||||
190000.0 * sin(decl_save+0.2) );
|
50000.0 * sin(decl_save+0.2) );
|
||||||
xglVertex3f( 190000.0 * cos(ra_save-0.2) * cos(decl_save+0.2),
|
xglVertex3f( 50000.0 * cos(ra_save-0.2) * cos(decl_save+0.2),
|
||||||
190000.0 * sin(ra_save-0.2) * cos(decl_save+0.2),
|
50000.0 * sin(ra_save-0.2) * cos(decl_save+0.2),
|
||||||
190000.0 * sin(decl_save+0.2) );
|
50000.0 * sin(decl_save+0.2) );
|
||||||
xglEnd();
|
xglEnd();
|
||||||
*/
|
*/
|
||||||
|
|
||||||
/*
|
/*
|
||||||
xglBegin(GL_LINE_LOOP);
|
xglBegin(GL_LINE_LOOP);
|
||||||
xglColor3f(0.0, 1.0, 0.0);
|
xglColor3f(0.0, 1.0, 0.0);
|
||||||
xglVertex3f( 190000.0 * cos(ra_save1-0.2) * cos(decl_save1-0.2),
|
xglVertex3f( 50000.0 * cos(ra_save1-0.2) * cos(decl_save1-0.2),
|
||||||
190000.0 * sin(ra_save1-0.2) * cos(decl_save1-0.2),
|
50000.0 * sin(ra_save1-0.2) * cos(decl_save1-0.2),
|
||||||
190000.0 * sin(decl_save1-0.2) );
|
50000.0 * sin(decl_save1-0.2) );
|
||||||
xglVertex3f( 190000.0 * cos(ra_save1+0.2) * cos(decl_save1-0.2),
|
xglVertex3f( 50000.0 * cos(ra_save1+0.2) * cos(decl_save1-0.2),
|
||||||
190000.0 * sin(ra_save1+0.2) * cos(decl_save1-0.2),
|
50000.0 * sin(ra_save1+0.2) * cos(decl_save1-0.2),
|
||||||
190000.0 * sin(decl_save1-0.2) );
|
50000.0 * sin(decl_save1-0.2) );
|
||||||
xglVertex3f( 190000.0 * cos(ra_save1+0.2) * cos(decl_save1+0.2),
|
xglVertex3f( 50000.0 * cos(ra_save1+0.2) * cos(decl_save1+0.2),
|
||||||
190000.0 * sin(ra_save1+0.2) * cos(decl_save1+0.2),
|
50000.0 * sin(ra_save1+0.2) * cos(decl_save1+0.2),
|
||||||
190000.0 * sin(decl_save1+0.2) );
|
50000.0 * sin(decl_save1+0.2) );
|
||||||
xglVertex3f( 190000.0 * cos(ra_save1-0.2) * cos(decl_save1+0.2),
|
xglVertex3f( 50000.0 * cos(ra_save1-0.2) * cos(decl_save1+0.2),
|
||||||
190000.0 * sin(ra_save1-0.2) * cos(decl_save1+0.2),
|
50000.0 * sin(ra_save1-0.2) * cos(decl_save1+0.2),
|
||||||
190000.0 * sin(decl_save1+0.2) );
|
50000.0 * sin(decl_save1+0.2) );
|
||||||
xglEnd();
|
xglEnd();
|
||||||
*/
|
*/
|
||||||
|
|
||||||
|
@ -265,10 +265,13 @@ void fgStarsRender() {
|
||||||
|
|
||||||
|
|
||||||
/* $Log$
|
/* $Log$
|
||||||
/* Revision 1.20 1997/12/15 23:55:03 curt
|
/* Revision 1.21 1997/12/19 23:35:00 curt
|
||||||
/* Add xgl wrappers for debugging.
|
/* Lot's of tweaking with sky rendering and lighting.
|
||||||
/* Generate terrain normals on the fly.
|
|
||||||
/*
|
/*
|
||||||
|
* 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
|
* Revision 1.19 1997/12/12 19:53:00 curt
|
||||||
* Working on lightling and material properties.
|
* Working on lightling and material properties.
|
||||||
*
|
*
|
||||||
|
|
|
@ -169,10 +169,8 @@ void fgSunRender() {
|
||||||
xglTranslatef(xSun, ySun, zSun);
|
xglTranslatef(xSun, ySun, zSun);
|
||||||
xglScalef(1400, 1400, 1400);
|
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);
|
xglCallList(sun_obj);
|
||||||
|
|
||||||
xglPopMatrix();
|
xglPopMatrix();
|
||||||
|
@ -182,9 +180,12 @@ void fgSunRender() {
|
||||||
|
|
||||||
|
|
||||||
/* $Log$
|
/* $Log$
|
||||||
/* Revision 1.7 1997/12/17 23:12:16 curt
|
/* Revision 1.8 1997/12/19 23:35:00 curt
|
||||||
/* Fixed so moon and sun display lists aren't recreate periodically.
|
/* 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
|
* Revision 1.6 1997/12/15 23:55:04 curt
|
||||||
* Add xgl wrappers for debugging.
|
* Add xgl wrappers for debugging.
|
||||||
* Generate terrain normals on the fly.
|
* Generate terrain normals on the fly.
|
||||||
|
|
|
@ -74,8 +74,8 @@ struct fgLIGHT {
|
||||||
/* Derived lighting values */
|
/* Derived lighting values */
|
||||||
GLfloat scene_ambient[3]; /* ambient component */
|
GLfloat scene_ambient[3]; /* ambient component */
|
||||||
GLfloat scene_diffuse[3]; /* diffuse component */
|
GLfloat scene_diffuse[3]; /* diffuse component */
|
||||||
GLfloat scene_fog[4]; /* fog color */
|
GLfloat fog_color[4]; /* fog color */
|
||||||
GLfloat scene_clear[4]; /* clear screen color */
|
GLfloat sky_color[4]; /* clear screen color */
|
||||||
};
|
};
|
||||||
|
|
||||||
extern struct fgLIGHT cur_light_params;
|
extern struct fgLIGHT cur_light_params;
|
||||||
|
@ -92,10 +92,13 @@ void fgTimeUpdate(struct fgFLIGHT *f, struct fgTIME *t);
|
||||||
|
|
||||||
|
|
||||||
/* $Log$
|
/* $Log$
|
||||||
/* Revision 1.10 1997/12/15 23:55:07 curt
|
/* Revision 1.11 1997/12/19 23:35:07 curt
|
||||||
/* Add xgl wrappers for debugging.
|
/* Lot's of tweaking with sky rendering and lighting.
|
||||||
/* Generate terrain normals on the fly.
|
|
||||||
/*
|
/*
|
||||||
|
* 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
|
* 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.
|
* Prepended "fg" on the name of all global structures that didn't have it yet.
|
||||||
* i.e. "struct WEATHER {}" became "struct fgWEATHER {}"
|
* i.e. "struct WEATHER {}" became "struct fgWEATHER {}"
|
||||||
|
|
Loading…
Reference in a new issue