Started laying out infrastructure for ground lighting.
Renamed fg_random -> sg_random.
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2 changed files with 38 additions and 11 deletions
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@ -64,7 +64,7 @@
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#include <simgear/constants.h> // for VERSION
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#include <simgear/debug/logstream.hxx>
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#include <simgear/math/polar3d.hxx>
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#include <simgear/math/fg_random.h>
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#include <simgear/math/sg_random.h>
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#include <simgear/misc/fgpath.hxx>
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#include <simgear/sky/sky.hxx>
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#include <simgear/timing/sg_time.hxx>
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@ -162,6 +162,10 @@ ssgBranch *terrain = NULL;
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ssgSelector *penguin_sel = NULL;
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ssgTransform *penguin_pos = NULL;
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ssgRoot *lighting = NULL;
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ssgBranch *ground = NULL;
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ssgBranch *airport = NULL;
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#ifdef FG_NETWORK_OLK
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ssgSelector *fgd_sel = NULL;
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ssgTransform *fgd_pos = NULL;
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@ -293,6 +297,10 @@ void fgRenderFrame( void ) {
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fgLIGHT *l = &cur_light_params;
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static double last_visibility = -9999;
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static GLfloat fog_exp_density;
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static GLfloat fog_exp2_density;
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static GLfloat fog_exp2_punch_through;
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// double angle;
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// GLfloat black[4] = { 0.0, 0.0, 0.0, 1.0 };
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// GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
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@ -465,19 +473,18 @@ void fgRenderFrame( void ) {
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// cout << "----> updating fog params" << endl;
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GLfloat fog_exp_density;
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GLfloat fog_exp2_density;
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// for GL_FOG_EXP
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fog_exp_density = -log(0.01 / actual_visibility);
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// for GL_FOG_EXP2
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fog_exp2_density = sqrt( -log(0.01) ) / actual_visibility;
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// Set correct opengl fog density
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glFogf (GL_FOG_DENSITY, fog_exp2_density);
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fog_exp2_punch_through = sqrt( -log(0.01) ) /
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( actual_visibility * 1.5 );
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}
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// Set correct opengl fog density
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glFogf (GL_FOG_DENSITY, fog_exp2_density);
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// update the sky dome
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if ( globals->get_options()->get_skyblend() ) {
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/* cout << "thesky->repaint() sky_color = "
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@ -646,6 +653,14 @@ void fgRenderFrame( void ) {
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glEnable( GL_DEPTH_TEST );
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ssgCullAndDraw( scene );
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// change state for lighting here
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// draw lighting
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// Set punch through fog density
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glFogf (GL_FOG_DENSITY, fog_exp2_density);
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ssgCullAndDraw( lighting );
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// draw the sky cloud layers
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thesky->postDraw( cur_fdm_state->get_Altitude() * FEET_TO_METER );
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@ -1344,7 +1359,7 @@ int main( int argc, char **argv ) {
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<< FLIGHTGEAR_VERSION << endl );
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// seed the random number generater
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fg_srandom();
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sg_srandom();
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// Allocate global data structures. This needs to happen before
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// we parse command line options
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@ -1508,6 +1523,9 @@ int main( int argc, char **argv ) {
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scene = new ssgRoot;
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scene->setName( "Scene" );
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lighting = new ssgRoot;
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lighting->setName( "Lighting" );
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// Initialize the sky
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FGPath ephem_data_path( globals->get_options()->get_fg_root() );
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ephem_data_path.append( "Astro" );
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@ -1549,6 +1567,15 @@ int main( int argc, char **argv ) {
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terrain->setName( "Terrain" );
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scene->addKid( terrain );
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// Lighting
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ground = new ssgBranch;
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ground->setName( "Ground Lighting" );
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lighting->addKid( ground );
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airport = new ssgBranch;
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airport->setName( "Airport Lighting" );
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lighting->addKid( airport );
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// temporary visible aircraft "own ship"
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penguin_sel = new ssgSelector;
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penguin_pos = new ssgTransform;
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@ -40,7 +40,7 @@
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#include <string.h>
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#include <simgear/debug/logstream.hxx>
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#include <simgear/math/fg_random.h>
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#include <simgear/math/sg_random.h>
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#include <simgear/misc/fgpath.hxx>
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#include <Objects/texload.h>
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@ -74,7 +74,7 @@ void fgSplashInit ( void ) {
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xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// load in the texture data
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int num = (int)(fg_random() * 4.0 + 1.0);
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int num = (int)(sg_random() * 4.0 + 1.0);
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char num_str[256];
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sprintf(num_str, "%d", num);
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