1
0
Fork 0

Lot's of tweaking with sky rendering and lighting.

This commit is contained in:
curt 1997-12-19 23:34:03 +00:00
parent 46e6042aab
commit 3c398c79ca
7 changed files with 139 additions and 114 deletions

View file

@ -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 = &current_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 = &current_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. :-)
*

View file

@ -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. :-)
*

View file

@ -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();

View file

@ -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 = &current_aircraft.flight;
l = &cur_light_params;
v = &current_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. :-)
*

View file

@ -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.
*

View file

@ -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.

View file

@ -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 {}"