Tweaks to get lights to fade in quantity-wise as well as brightness-wise.
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31b9c763df
commit
40d68c5627
2 changed files with 30 additions and 10 deletions
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@ -170,7 +170,7 @@ bool FGMaterialLib::load( const string& mpath ) {
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lights->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
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lights->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
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lights->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
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lights->disable( GL_BLEND );
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lights->enable( GL_BLEND );
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lights->disable( GL_ALPHA_TEST );
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lights->disable( GL_LIGHTING );
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@ -133,20 +133,40 @@ static void print_refs( ssgSelector *sel, ssgTransform *trans,
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#endif
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static ssgLeaf *gen_lights( ssgVertexArray *lights, float bright ) {
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static ssgLeaf *gen_lights( ssgVertexArray *lights, int inc, float bright ) {
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int size = lights->getNum() / inc;
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// Allocate ssg structure
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ssgVertexArray *vl = new ssgVertexArray( size + 1 );
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ssgNormalArray *nl = NULL;
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ssgTexCoordArray *tl = NULL;
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ssgColourArray *cl = new ssgColourArray( 1 );
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ssgColourArray *cl = new ssgColourArray( size + 1 );
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// default to slightly yellow lights for now
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sgVec4 color;
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sgSetVec4( color, 1.0 * bright, 1.0 * bright, 0.7 * bright, 1.0 );
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for ( int i = 0; i < lights->getNum(); i += inc ) {
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vl->add( lights->get(i) );
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// yellow = 1,1,0
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float zombie = sg_random();
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if ( zombie > 0.5 ) {
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// 50% chance of yellowish
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sgSetVec4( color, 0.9, 0.9, 0.3, bright );
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} else if ( zombie > 0.15 ) {
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// 35% chance of whitish
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sgSetVec4( color, 0.9, 0.9, 0.6, bright );
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} else if ( zombie > 0.05 ) {
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// 10% chance of orangish
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sgSetVec4( color, 0.9, 0.6, 0.2, bright );
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} else {
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// 5% chance of redish
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sgSetVec4( color, 0.9, 0.2, 0.2, bright );
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}
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cl->add( color );
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}
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// create ssg leaf
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ssgLeaf *leaf =
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new ssgVtxTable ( GL_POINTS, lights, nl, tl, cl );
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new ssgVtxTable ( GL_POINTS, vl, nl, tl, cl );
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// assign state
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FGNewMat *newmat = material_lib.find( "LIGHTS" );
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@ -259,13 +279,13 @@ void FGNewCache::fill_in( const FGBucket& b ) {
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e->lights_brightness = new ssgSelector;
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ssgLeaf *lights;
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lights = gen_lights( light_pts, 0.6 );
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lights = gen_lights( light_pts, 4, 0.7 );
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e->lights_brightness->addKid( lights );
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lights = gen_lights( light_pts, 0.8 );
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lights = gen_lights( light_pts, 2, 0.85 );
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e->lights_brightness->addKid( lights );
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lights = gen_lights( light_pts, 1.0 );
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lights = gen_lights( light_pts, 1, 1.0 );
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e->lights_brightness->addKid( lights );
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e->lights_range->addKid( e->lights_brightness );
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