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Tweaks to get lights to fade in quantity-wise as well as brightness-wise.

This commit is contained in:
curt 2000-12-06 13:57:29 +00:00
parent 31b9c763df
commit 40d68c5627
2 changed files with 30 additions and 10 deletions

View file

@ -170,7 +170,7 @@ bool FGMaterialLib::load( const string& mpath ) {
lights->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
lights->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
lights->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
lights->disable( GL_BLEND );
lights->enable( GL_BLEND );
lights->disable( GL_ALPHA_TEST );
lights->disable( GL_LIGHTING );

View file

@ -133,20 +133,40 @@ static void print_refs( ssgSelector *sel, ssgTransform *trans,
#endif
static ssgLeaf *gen_lights( ssgVertexArray *lights, float bright ) {
static ssgLeaf *gen_lights( ssgVertexArray *lights, int inc, float bright ) {
int size = lights->getNum() / inc;
// Allocate ssg structure
ssgVertexArray *vl = new ssgVertexArray( size + 1 );
ssgNormalArray *nl = NULL;
ssgTexCoordArray *tl = NULL;
ssgColourArray *cl = new ssgColourArray( 1 );
ssgColourArray *cl = new ssgColourArray( size + 1 );
// default to slightly yellow lights for now
sgVec4 color;
sgSetVec4( color, 1.0 * bright, 1.0 * bright, 0.7 * bright, 1.0 );
for ( int i = 0; i < lights->getNum(); i += inc ) {
vl->add( lights->get(i) );
// yellow = 1,1,0
float zombie = sg_random();
if ( zombie > 0.5 ) {
// 50% chance of yellowish
sgSetVec4( color, 0.9, 0.9, 0.3, bright );
} else if ( zombie > 0.15 ) {
// 35% chance of whitish
sgSetVec4( color, 0.9, 0.9, 0.6, bright );
} else if ( zombie > 0.05 ) {
// 10% chance of orangish
sgSetVec4( color, 0.9, 0.6, 0.2, bright );
} else {
// 5% chance of redish
sgSetVec4( color, 0.9, 0.2, 0.2, bright );
}
cl->add( color );
}
// create ssg leaf
ssgLeaf *leaf =
new ssgVtxTable ( GL_POINTS, lights, nl, tl, cl );
new ssgVtxTable ( GL_POINTS, vl, nl, tl, cl );
// assign state
FGNewMat *newmat = material_lib.find( "LIGHTS" );
@ -259,13 +279,13 @@ void FGNewCache::fill_in( const FGBucket& b ) {
e->lights_brightness = new ssgSelector;
ssgLeaf *lights;
lights = gen_lights( light_pts, 0.6 );
lights = gen_lights( light_pts, 4, 0.7 );
e->lights_brightness->addKid( lights );
lights = gen_lights( light_pts, 0.8 );
lights = gen_lights( light_pts, 2, 0.85 );
e->lights_brightness->addKid( lights );
lights = gen_lights( light_pts, 1.0 );
lights = gen_lights( light_pts, 1, 1.0 );
e->lights_brightness->addKid( lights );
e->lights_range->addKid( e->lights_brightness );