Add support for additional runway light colors and intensities.
This commit is contained in:
parent
8aae366757
commit
66bd17bfa3
1 changed files with 390 additions and 4 deletions
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@ -106,6 +106,44 @@ static int gen_test_light_map() {
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}
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// generate standard colored directional light environment texture map
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static int gen_standard_dir_light_map( int r, int g, int b, int alpha ) {
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const int env_tex_res = 32;
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int half_res = env_tex_res / 2;
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unsigned char env_map[env_tex_res][env_tex_res][4];
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GLuint tex_name;
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for ( int i = 0; i < env_tex_res; ++i ) {
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for ( int j = 0; j < env_tex_res; ++j ) {
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double x = (i - half_res) / (double)half_res;
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double y = (j - half_res) / (double)half_res;
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double dist = sqrt(x*x + y*y);
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if ( dist > 1.0 ) { dist = 1.0; }
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double bright = cos( dist * SGD_PI_2 );
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if ( bright < 0.3 ) { bright = 0.3; }
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env_map[i][j][0] = r;
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env_map[i][j][1] = g;
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env_map[i][j][2] = b;
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env_map[i][j][3] = (int)(bright * alpha);
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}
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}
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glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
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glGenTextures( 1, &tex_name );
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glBindTexture( GL_TEXTURE_2D, tex_name );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, env_map);
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return tex_name;
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}
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// generate the directional white light environment texture map
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static int gen_white_light_map() {
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const int env_tex_res = 32;
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@ -121,9 +159,235 @@ static int gen_white_light_map() {
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if ( dist > 1.0 ) { dist = 1.0; }
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double bright = cos( dist * SGD_PI_2 );
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if ( bright < 0.3 ) { bright = 0.3; }
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env_map[i][j][0] = 255;
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env_map[i][j][1] = 255;
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env_map[i][j][2] = 255;
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env_map[i][j][0] = 235;
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env_map[i][j][1] = 235;
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env_map[i][j][2] = 215; // slight yellow tint
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env_map[i][j][3] = (int)(bright * 255);
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}
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}
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glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
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glGenTextures( 1, &tex_name );
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glBindTexture( GL_TEXTURE_2D, tex_name );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, env_map);
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return tex_name;
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}
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// generate the medium intensity directional white light environment
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// texture map
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static int gen_white_light_medium_map() {
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const int env_tex_res = 32;
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int half_res = env_tex_res / 2;
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unsigned char env_map[env_tex_res][env_tex_res][4];
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GLuint tex_name;
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for ( int i = 0; i < env_tex_res; ++i ) {
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for ( int j = 0; j < env_tex_res; ++j ) {
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double x = (i - half_res) / (double)half_res;
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double y = (j - half_res) / (double)half_res;
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double dist = sqrt(x*x + y*y);
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if ( dist > 1.0 ) { dist = 1.0; }
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double bright = cos( dist * SGD_PI_2 );
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if ( bright < 0.3 ) { bright = 0.3; }
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env_map[i][j][0] = 235;
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env_map[i][j][1] = 235;
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env_map[i][j][2] = 215; // slight yellow tint
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env_map[i][j][3] = (int)(bright * 205);
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}
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}
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glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
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glGenTextures( 1, &tex_name );
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glBindTexture( GL_TEXTURE_2D, tex_name );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, env_map);
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return tex_name;
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}
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// generate the low intensity directional white light environment
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// texture map
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static int gen_white_light_low_map() {
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const int env_tex_res = 32;
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int half_res = env_tex_res / 2;
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unsigned char env_map[env_tex_res][env_tex_res][4];
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GLuint tex_name;
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for ( int i = 0; i < env_tex_res; ++i ) {
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for ( int j = 0; j < env_tex_res; ++j ) {
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double x = (i - half_res) / (double)half_res;
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double y = (j - half_res) / (double)half_res;
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double dist = sqrt(x*x + y*y);
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if ( dist > 1.0 ) { dist = 1.0; }
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double bright = cos( dist * SGD_PI_2 );
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if ( bright < 0.3 ) { bright = 0.3; }
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env_map[i][j][0] = 235;
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env_map[i][j][1] = 235;
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env_map[i][j][2] = 215; // slight yellow tint
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env_map[i][j][3] = (int)(bright * 155);
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}
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}
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glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
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glGenTextures( 1, &tex_name );
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glBindTexture( GL_TEXTURE_2D, tex_name );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, env_map);
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return tex_name;
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}
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// generate the directional yellow light environment texture map
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static int gen_yellow_light_map() {
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const int env_tex_res = 32;
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int half_res = env_tex_res / 2;
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unsigned char env_map[env_tex_res][env_tex_res][4];
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GLuint tex_name;
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for ( int i = 0; i < env_tex_res; ++i ) {
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for ( int j = 0; j < env_tex_res; ++j ) {
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double x = (i - half_res) / (double)half_res;
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double y = (j - half_res) / (double)half_res;
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double dist = sqrt(x*x + y*y);
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if ( dist > 1.0 ) { dist = 1.0; }
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double bright = cos( dist * SGD_PI_2 );
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if ( bright < 0.3 ) { bright = 0.3; }
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env_map[i][j][0] = 235;
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env_map[i][j][1] = 235;
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env_map[i][j][2] = 20;
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env_map[i][j][3] = (int)(bright * 255);
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}
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}
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glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
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glGenTextures( 1, &tex_name );
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glBindTexture( GL_TEXTURE_2D, tex_name );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, env_map);
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return tex_name;
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}
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// generate the medium intensity directional yellow light environment
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// texture map
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static int gen_yellow_light_medium_map() {
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const int env_tex_res = 32;
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int half_res = env_tex_res / 2;
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unsigned char env_map[env_tex_res][env_tex_res][4];
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GLuint tex_name;
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for ( int i = 0; i < env_tex_res; ++i ) {
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for ( int j = 0; j < env_tex_res; ++j ) {
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double x = (i - half_res) / (double)half_res;
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double y = (j - half_res) / (double)half_res;
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double dist = sqrt(x*x + y*y);
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if ( dist > 1.0 ) { dist = 1.0; }
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double bright = cos( dist * SGD_PI_2 );
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if ( bright < 0.3 ) { bright = 0.3; }
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env_map[i][j][0] = 235;
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env_map[i][j][1] = 235;
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env_map[i][j][2] = 20;
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env_map[i][j][3] = (int)(bright * 205);
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}
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}
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glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
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glGenTextures( 1, &tex_name );
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glBindTexture( GL_TEXTURE_2D, tex_name );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, env_map);
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return tex_name;
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}
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// generate the low intensity directional yellow light environment
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// texture map
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static int gen_yellow_light_low_map() {
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const int env_tex_res = 32;
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int half_res = env_tex_res / 2;
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unsigned char env_map[env_tex_res][env_tex_res][4];
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GLuint tex_name;
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for ( int i = 0; i < env_tex_res; ++i ) {
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for ( int j = 0; j < env_tex_res; ++j ) {
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double x = (i - half_res) / (double)half_res;
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double y = (j - half_res) / (double)half_res;
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double dist = sqrt(x*x + y*y);
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if ( dist > 1.0 ) { dist = 1.0; }
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double bright = cos( dist * SGD_PI_2 );
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if ( bright < 0.3 ) { bright = 0.3; }
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env_map[i][j][0] = 235;
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env_map[i][j][1] = 235;
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env_map[i][j][2] = 20;
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env_map[i][j][3] = (int)(bright * 155);
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}
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}
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glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
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glGenTextures( 1, &tex_name );
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glBindTexture( GL_TEXTURE_2D, tex_name );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, env_map);
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return tex_name;
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}
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// generate the directional red light environment texture map
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static int gen_red_light_map() {
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const int env_tex_res = 32;
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int half_res = env_tex_res / 2;
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unsigned char env_map[env_tex_res][env_tex_res][4];
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GLuint tex_name;
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for ( int i = 0; i < env_tex_res; ++i ) {
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for ( int j = 0; j < env_tex_res; ++j ) {
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double x = (i - half_res) / (double)half_res;
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double y = (j - half_res) / (double)half_res;
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double dist = sqrt(x*x + y*y);
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if ( dist > 1.0 ) { dist = 1.0; }
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double bright = cos( dist * SGD_PI_2 );
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if ( bright < 0.3 ) { bright = 0.3; }
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env_map[i][j][0] = 235;
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env_map[i][j][1] = 20;
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env_map[i][j][2] = 20;
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env_map[i][j][3] = (int)(bright * 255);
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}
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}
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@ -241,7 +505,10 @@ bool FGMaterialLib::load( const string& mpath ) {
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gnd_lights->disable( GL_LIGHTING );
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matlib["GROUND_LIGHTS"] = new FGNewMat(gnd_lights);
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GLuint tex_name;
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// hard coded runway white light state
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tex_name = gen_standard_dir_light_map( 235, 235, 215, 255 );
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ssgSimpleState *rwy_white_lights = new ssgSimpleState();
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rwy_white_lights->ref();
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rwy_white_lights->disable( GL_LIGHTING );
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@ -254,13 +521,132 @@ bool FGMaterialLib::load( const string& mpath ) {
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rwy_white_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
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rwy_white_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
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rwy_white_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
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rwy_white_lights->setTexture( gen_white_light_map() );
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rwy_white_lights->setTexture( tex_name );
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matlib["RWY_WHITE_LIGHTS"] = new FGNewMat(rwy_white_lights);
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// For backwards compatibility ... remove someday
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matlib["RUNWAY_LIGHTS"] = new FGNewMat(rwy_white_lights);
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matlib["RWY_LIGHTS"] = new FGNewMat(rwy_white_lights);
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// end of backwards compatitibilty
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// hard coded runway medium intensity white light state
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tex_name = gen_standard_dir_light_map( 235, 235, 215, 205 );
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ssgSimpleState *rwy_white_medium_lights = new ssgSimpleState();
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rwy_white_medium_lights->ref();
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rwy_white_medium_lights->disable( GL_LIGHTING );
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rwy_white_medium_lights->enable ( GL_CULL_FACE ) ;
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rwy_white_medium_lights->enable( GL_TEXTURE_2D );
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rwy_white_medium_lights->enable( GL_BLEND );
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rwy_white_medium_lights->enable( GL_ALPHA_TEST );
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rwy_white_medium_lights->enable( GL_COLOR_MATERIAL );
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rwy_white_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
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rwy_white_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
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rwy_white_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
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rwy_white_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
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rwy_white_medium_lights->setTexture( tex_name );
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matlib["RWY_WHITE_MEDIUM_LIGHTS"] = new FGNewMat(rwy_white_medium_lights);
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// hard coded runway low intensity white light state
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tex_name = gen_standard_dir_light_map( 235, 235, 215, 155 );
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ssgSimpleState *rwy_white_low_lights = new ssgSimpleState();
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rwy_white_low_lights->ref();
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rwy_white_low_lights->disable( GL_LIGHTING );
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rwy_white_low_lights->enable ( GL_CULL_FACE ) ;
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rwy_white_low_lights->enable( GL_TEXTURE_2D );
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rwy_white_low_lights->enable( GL_BLEND );
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rwy_white_low_lights->enable( GL_ALPHA_TEST );
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rwy_white_low_lights->enable( GL_COLOR_MATERIAL );
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rwy_white_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
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rwy_white_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
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rwy_white_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
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rwy_white_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
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rwy_white_low_lights->setTexture( tex_name );
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matlib["RWY_WHITE_LOW_LIGHTS"] = new FGNewMat(rwy_white_low_lights);
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// hard coded runway yellow light state
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tex_name = gen_standard_dir_light_map( 235, 235, 20, 255 );
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ssgSimpleState *rwy_yellow_lights = new ssgSimpleState();
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rwy_yellow_lights->ref();
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rwy_yellow_lights->disable( GL_LIGHTING );
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rwy_yellow_lights->enable ( GL_CULL_FACE ) ;
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rwy_yellow_lights->enable( GL_TEXTURE_2D );
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rwy_yellow_lights->enable( GL_BLEND );
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rwy_yellow_lights->enable( GL_ALPHA_TEST );
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rwy_yellow_lights->enable( GL_COLOR_MATERIAL );
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rwy_yellow_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
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rwy_yellow_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
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rwy_yellow_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
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rwy_yellow_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
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rwy_yellow_lights->setTexture( tex_name );
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matlib["RWY_YELLOW_LIGHTS"] = new FGNewMat(rwy_yellow_lights);
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// hard coded runway medium intensity yellow light state
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tex_name = gen_standard_dir_light_map( 235, 235, 20, 205 );
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ssgSimpleState *rwy_yellow_medium_lights = new ssgSimpleState();
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rwy_yellow_medium_lights->ref();
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rwy_yellow_medium_lights->disable( GL_LIGHTING );
|
||||
rwy_yellow_medium_lights->enable ( GL_CULL_FACE ) ;
|
||||
rwy_yellow_medium_lights->enable( GL_TEXTURE_2D );
|
||||
rwy_yellow_medium_lights->enable( GL_BLEND );
|
||||
rwy_yellow_medium_lights->enable( GL_ALPHA_TEST );
|
||||
rwy_yellow_medium_lights->enable( GL_COLOR_MATERIAL );
|
||||
rwy_yellow_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
|
||||
rwy_yellow_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
|
||||
rwy_yellow_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
|
||||
rwy_yellow_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
|
||||
rwy_yellow_medium_lights->setTexture( tex_name );
|
||||
matlib["RWY_YELLOW_MEDIUM_LIGHTS"] = new FGNewMat(rwy_yellow_medium_lights);
|
||||
|
||||
// hard coded runway low intensity yellow light state
|
||||
tex_name = gen_standard_dir_light_map( 235, 235, 20, 155 );
|
||||
ssgSimpleState *rwy_yellow_low_lights = new ssgSimpleState();
|
||||
rwy_yellow_low_lights->ref();
|
||||
rwy_yellow_low_lights->disable( GL_LIGHTING );
|
||||
rwy_yellow_low_lights->enable ( GL_CULL_FACE ) ;
|
||||
rwy_yellow_low_lights->enable( GL_TEXTURE_2D );
|
||||
rwy_yellow_low_lights->enable( GL_BLEND );
|
||||
rwy_yellow_low_lights->enable( GL_ALPHA_TEST );
|
||||
rwy_yellow_low_lights->enable( GL_COLOR_MATERIAL );
|
||||
rwy_yellow_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
|
||||
rwy_yellow_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
|
||||
rwy_yellow_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
|
||||
rwy_yellow_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
|
||||
rwy_yellow_low_lights->setTexture( tex_name );
|
||||
matlib["RWY_YELLOW_LOW_LIGHTS"] = new FGNewMat(rwy_yellow_low_lights);
|
||||
|
||||
// hard coded runway red light state
|
||||
tex_name = gen_standard_dir_light_map( 235, 20, 20, 255 );
|
||||
ssgSimpleState *rwy_red_lights = new ssgSimpleState();
|
||||
rwy_red_lights->ref();
|
||||
rwy_red_lights->disable( GL_LIGHTING );
|
||||
rwy_red_lights->enable ( GL_CULL_FACE ) ;
|
||||
rwy_red_lights->enable( GL_TEXTURE_2D );
|
||||
rwy_red_lights->enable( GL_BLEND );
|
||||
rwy_red_lights->enable( GL_ALPHA_TEST );
|
||||
rwy_red_lights->enable( GL_COLOR_MATERIAL );
|
||||
rwy_red_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
|
||||
rwy_red_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
|
||||
rwy_red_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
|
||||
rwy_red_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
|
||||
rwy_red_lights->setTexture( tex_name );
|
||||
matlib["RWY_RED_LIGHTS"] = new FGNewMat(rwy_red_lights);
|
||||
|
||||
// hard coded mediume intensity runway red light state
|
||||
tex_name = gen_standard_dir_light_map( 235, 20, 20, 205 );
|
||||
ssgSimpleState *rwy_red_medium_lights = new ssgSimpleState();
|
||||
rwy_red_medium_lights->ref();
|
||||
rwy_red_medium_lights->disable( GL_LIGHTING );
|
||||
rwy_red_medium_lights->enable ( GL_CULL_FACE ) ;
|
||||
rwy_red_medium_lights->enable( GL_TEXTURE_2D );
|
||||
rwy_red_medium_lights->enable( GL_BLEND );
|
||||
rwy_red_medium_lights->enable( GL_ALPHA_TEST );
|
||||
rwy_red_medium_lights->enable( GL_COLOR_MATERIAL );
|
||||
rwy_red_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
|
||||
rwy_red_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
|
||||
rwy_red_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
|
||||
rwy_red_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
|
||||
rwy_red_medium_lights->setTexture( tex_name );
|
||||
matlib["RWY_RED_MEDIUM_LIGHTS"] = new FGNewMat(rwy_red_medium_lights);
|
||||
|
||||
// hard coded runway vasi light state
|
||||
ssgSimpleState *rwy_vasi_lights = new ssgSimpleState();
|
||||
rwy_vasi_lights->ref();
|
||||
|
|
Loading…
Add table
Reference in a new issue