First stab at sunset/sunrise sky glow effects.
This commit is contained in:
parent
45ed7c79f8
commit
67f36724dd
3 changed files with 173 additions and 58 deletions
|
@ -209,6 +209,9 @@ static void fgUpdateViewParams() {
|
|||
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];
|
||||
|
||||
/* mental note: this should really be done every 10-30 seconds I suppose */
|
||||
fgSkyColorsInit();
|
||||
}
|
||||
|
||||
|
||||
|
@ -620,9 +623,12 @@ int main( int argc, char *argv[] ) {
|
|||
|
||||
|
||||
/* $Log$
|
||||
/* Revision 1.38 1997/12/22 04:14:28 curt
|
||||
/* Aligned sky with sun so dusk/dawn effects can be correct relative to the sun.
|
||||
/* Revision 1.39 1997/12/22 23:45:45 curt
|
||||
/* First stab at sunset/sunrise sky glow effects.
|
||||
/*
|
||||
* Revision 1.38 1997/12/22 04:14:28 curt
|
||||
* Aligned sky with sun so dusk/dawn effects can be correct relative to the sun.
|
||||
*
|
||||
* Revision 1.37 1997/12/19 23:34:03 curt
|
||||
* Lot's of tweaking with sky rendering and lighting.
|
||||
*
|
||||
|
|
209
Scenery/sky.c
209
Scenery/sky.c
|
@ -61,12 +61,17 @@
|
|||
#define OUTER_ELEV 0.0
|
||||
|
||||
|
||||
static float sky_inner[12][3];
|
||||
static float sky_middle[12][3];
|
||||
static float sky_outer[12][3];
|
||||
static float inner_vertex[12][3];
|
||||
static float middle_vertex[12][3];
|
||||
static float outer_vertex[12][3];
|
||||
|
||||
/* Calculate the sky structure verticies */
|
||||
void fgSkyInit() {
|
||||
static float inner_color[12][4];
|
||||
static float middle_color[12][4];
|
||||
static float outer_color[12][4];
|
||||
|
||||
|
||||
/* Calculate the sky structure vertices */
|
||||
void fgSkyVerticesInit() {
|
||||
float theta;
|
||||
int i;
|
||||
|
||||
|
@ -75,31 +80,140 @@ void fgSkyInit() {
|
|||
for ( i = 0; i < 12; i++ ) {
|
||||
theta = (i * 30.0) * DEG_TO_RAD;
|
||||
|
||||
sky_inner[i][0] = cos(theta) * INNER_RADIUS;
|
||||
sky_inner[i][1] = sin(theta) * INNER_RADIUS;
|
||||
sky_inner[i][2] = INNER_ELEV;
|
||||
inner_vertex[i][0] = cos(theta) * INNER_RADIUS;
|
||||
inner_vertex[i][1] = sin(theta) * INNER_RADIUS;
|
||||
inner_vertex[i][2] = INNER_ELEV;
|
||||
|
||||
printf(" %.2f %.2f\n", cos(theta) * INNER_RADIUS,
|
||||
sin(theta) * INNER_RADIUS);
|
||||
|
||||
sky_middle[i][0] = cos((double)theta) * MIDDLE_RADIUS;
|
||||
sky_middle[i][1] = sin((double)theta) * MIDDLE_RADIUS;
|
||||
sky_middle[i][2] = MIDDLE_ELEV;
|
||||
middle_vertex[i][0] = cos((double)theta) * MIDDLE_RADIUS;
|
||||
middle_vertex[i][1] = sin((double)theta) * MIDDLE_RADIUS;
|
||||
middle_vertex[i][2] = MIDDLE_ELEV;
|
||||
|
||||
sky_outer[i][0] = cos((double)theta) * OUTER_RADIUS;
|
||||
sky_outer[i][1] = sin((double)theta) * OUTER_RADIUS;
|
||||
sky_outer[i][2] = OUTER_ELEV;
|
||||
outer_vertex[i][0] = cos((double)theta) * OUTER_RADIUS;
|
||||
outer_vertex[i][1] = sin((double)theta) * OUTER_RADIUS;
|
||||
outer_vertex[i][2] = OUTER_ELEV;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/* (Re)calculate the sky colors at each vertex */
|
||||
void fgSkyColorsInit() {
|
||||
struct fgLIGHT *l;
|
||||
float sun_angle, diff;
|
||||
float outer_red_param, outer_red_amt, outer_red_diff;
|
||||
float middle_red_param, middle_red_amt, middle_red_diff;
|
||||
int i, j;
|
||||
|
||||
l = &cur_light_params;
|
||||
|
||||
printf("Generating the sky colors for each vertex.\n");
|
||||
|
||||
/* setup for the possibility of sunset effects */
|
||||
sun_angle = l->sun_angle * RAD_TO_DEG;
|
||||
printf(" Sun angle in degrees = %.2f\n", sun_angle);
|
||||
|
||||
if ( (sun_angle > 80.0) && (sun_angle < 100.0) ) {
|
||||
/* 0.0 - 0.4 */
|
||||
outer_red_param = (10.0 - fabs(90.0 - sun_angle)) / 25.0;
|
||||
outer_red_diff = outer_red_param / 6.0;
|
||||
} else {
|
||||
outer_red_param = 0.0;
|
||||
outer_red_diff = 0.0;
|
||||
}
|
||||
printf(" outer_red_param = %.2f outer_red_diff = %.2f\n",
|
||||
outer_red_param, outer_red_diff);
|
||||
|
||||
if ( (sun_angle > 85.0) && (sun_angle < 95.0) ) {
|
||||
/* 0.0 - 0.4 */
|
||||
middle_red_param = (5.0 - fabs(90.0 - sun_angle)) / 12.5;
|
||||
middle_red_diff = middle_red_param / 6.0;
|
||||
} else {
|
||||
middle_red_param = 0.0;
|
||||
middle_red_diff = 0.0;
|
||||
}
|
||||
printf(" middle_red_param = %.2f middle_red_diff = %.2f\n",
|
||||
middle_red_param, middle_red_diff);
|
||||
|
||||
/* calculate transition colors between sky and fog */
|
||||
outer_red_amt = outer_red_param;
|
||||
middle_red_amt = middle_red_param;
|
||||
|
||||
for ( i = 0; i < 6; i++ ) {
|
||||
for ( j = 0; j < 3; j++ ) {
|
||||
diff = l->sky_color[j] - l->fog_color[j];
|
||||
inner_color[i][j] = l->sky_color[j] - diff * 0.3;
|
||||
middle_color[i][j] = l->sky_color[j] - diff * 0.9;
|
||||
outer_color[i][j] = l->fog_color[j];
|
||||
}
|
||||
outer_color[i][0] += outer_red_amt;
|
||||
middle_color[i][0] += middle_red_amt;
|
||||
if ( outer_color[i][0] > 1.0 ) { outer_color[i][0] = 1.0; }
|
||||
if ( middle_color[i][0] > 1.0 ) { middle_color[i][0] = 1.0; }
|
||||
inner_color[i][3] = middle_color[i][3] = outer_color[i][3] =
|
||||
l->sky_color[3];
|
||||
|
||||
outer_red_amt -= outer_red_diff;
|
||||
middle_red_amt -= middle_red_diff;
|
||||
|
||||
printf("inner_color[%d] = %.2f %.2f %.2f %.2f\n", i, inner_color[i][0],
|
||||
inner_color[i][1], inner_color[i][2], inner_color[i][3]);
|
||||
printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
|
||||
middle_color[i][0], middle_color[i][1], middle_color[i][2],
|
||||
middle_color[i][3]);
|
||||
printf("outer_color[%d] = %.2f %.2f %.2f %.2f\n", i,
|
||||
outer_color[i][0], outer_color[i][1], outer_color[i][2],
|
||||
outer_color[i][3]);
|
||||
}
|
||||
|
||||
outer_red_amt = 0.0;
|
||||
middle_red_amt = 0.0;
|
||||
|
||||
for ( i = 6; i < 12; i++ ) {
|
||||
|
||||
for ( j = 0; j < 3; j++ ) {
|
||||
diff = l->sky_color[j] - l->fog_color[j];
|
||||
inner_color[i][j] = l->sky_color[j] - diff * 0.3;
|
||||
middle_color[i][j] = l->sky_color[j] - diff * 0.9;
|
||||
outer_color[i][j] = l->fog_color[j];
|
||||
}
|
||||
outer_color[i][0] += outer_red_amt;
|
||||
middle_color[i][0] += middle_red_amt;
|
||||
if ( outer_color[i][0] > 1.0 ) { outer_color[i][0] = 1.0; }
|
||||
if ( middle_color[i][0] > 1.0 ) { middle_color[i][0] = 1.0; }
|
||||
inner_color[i][3] = middle_color[i][3] = outer_color[i][3] =
|
||||
l->sky_color[3];
|
||||
|
||||
outer_red_amt += outer_red_diff;
|
||||
middle_red_amt += middle_red_diff;
|
||||
|
||||
printf("inner_color[%d] = %.2f %.2f %.2f %.2f\n", i, inner_color[i][0],
|
||||
inner_color[i][1], inner_color[i][2], inner_color[i][3]);
|
||||
printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
|
||||
middle_color[i][0], middle_color[i][1], middle_color[i][2],
|
||||
middle_color[i][3]);
|
||||
printf("outer_color[%d] = %.2f %.2f %.2f %.2f\n", i,
|
||||
outer_color[i][0], outer_color[i][1], outer_color[i][2],
|
||||
outer_color[i][3]);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/* Initialize the sky structure and colors */
|
||||
void fgSkyInit() {
|
||||
fgSkyVerticesInit();
|
||||
fgSkyColorsInit();
|
||||
}
|
||||
|
||||
|
||||
/* Draw the Sky */
|
||||
void fgSkyRender() {
|
||||
struct fgFLIGHT *f;
|
||||
struct fgLIGHT *l;
|
||||
struct fgVIEW *v;
|
||||
float inner_color[4], middle_color[4], diff, east_dot, dot, angle;
|
||||
float /* inner_color[4], middle_color[4], diff, */ east_dot, dot, angle;
|
||||
int i;
|
||||
|
||||
f = ¤t_aircraft.flight;
|
||||
|
@ -108,21 +222,6 @@ void fgSkyRender() {
|
|||
|
||||
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();
|
||||
|
||||
/* calculate the angle between v->surface_to_sun and
|
||||
|
@ -160,41 +259,42 @@ void fgSkyRender() {
|
|||
xglBegin( GL_TRIANGLE_FAN );
|
||||
xglColor4fv(l->sky_color);
|
||||
xglVertex3f(0.0, 0.0, CENTER_ELEV);
|
||||
xglColor4fv( inner_color );
|
||||
for ( i = 0; i < 12; i++ ) {
|
||||
xglVertex3fv( sky_inner[i] );
|
||||
xglColor4fv( inner_color[i] );
|
||||
xglVertex3fv( inner_vertex[i] );
|
||||
}
|
||||
xglVertex3fv( sky_inner[0] );
|
||||
xglColor4fv( inner_color[0] );
|
||||
xglVertex3fv( inner_vertex[0] );
|
||||
xglEnd();
|
||||
|
||||
/* Draw the middle ring */
|
||||
xglBegin( GL_TRIANGLE_STRIP );
|
||||
for ( i = 0; i < 12; i++ ) {
|
||||
xglColor4fv( middle_color );
|
||||
xglVertex3fv( sky_middle[i] );
|
||||
xglColor4fv( inner_color );
|
||||
xglVertex3fv( sky_inner[i] );
|
||||
xglColor4fv( middle_color[i] );
|
||||
xglVertex3fv( middle_vertex[i] );
|
||||
xglColor4fv( inner_color[i] );
|
||||
xglVertex3fv( inner_vertex[i] );
|
||||
}
|
||||
xglColor4fv( middle_color );
|
||||
xglColor4f(1.0, 0.0, 0.0, 1.0);
|
||||
xglVertex3fv( sky_middle[0] );
|
||||
xglColor4fv( inner_color );
|
||||
xglColor4f(1.0, 0.0, 0.0, 1.0);
|
||||
xglVertex3fv( sky_inner[0] );
|
||||
xglColor4fv( middle_color[0] );
|
||||
/* xglColor4f(1.0, 0.0, 0.0, 1.0); */
|
||||
xglVertex3fv( middle_vertex[0] );
|
||||
xglColor4fv( inner_color[0] );
|
||||
/* xglColor4f(1.0, 0.0, 0.0, 1.0); */
|
||||
xglVertex3fv( inner_vertex[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( outer_color[i] );
|
||||
xglVertex3fv( outer_vertex[i] );
|
||||
xglColor4fv( middle_color[i] );
|
||||
xglVertex3fv( middle_vertex[i] );
|
||||
}
|
||||
xglColor4fv( l->fog_color );
|
||||
xglVertex3fv( sky_outer[0] );
|
||||
xglColor4fv( middle_color );
|
||||
xglVertex3fv( sky_middle[0] );
|
||||
xglColor4fv( outer_color[0] );
|
||||
xglVertex3fv( outer_vertex[0] );
|
||||
xglColor4fv( middle_color[0] );
|
||||
xglVertex3fv( middle_vertex[0] );
|
||||
xglEnd();
|
||||
|
||||
xglPopMatrix();
|
||||
|
@ -202,9 +302,12 @@ void fgSkyRender() {
|
|||
|
||||
|
||||
/* $Log$
|
||||
/* Revision 1.6 1997/12/22 04:14:34 curt
|
||||
/* Aligned sky with sun so dusk/dawn effects can be correct relative to the sun.
|
||||
/* Revision 1.7 1997/12/22 23:45:48 curt
|
||||
/* First stab at sunset/sunrise sky glow effects.
|
||||
/*
|
||||
* Revision 1.6 1997/12/22 04:14:34 curt
|
||||
* Aligned sky with sun so dusk/dawn effects can be correct relative to the sun.
|
||||
*
|
||||
* Revision 1.5 1997/12/19 23:34:59 curt
|
||||
* Lot's of tweaking with sky rendering and lighting.
|
||||
*
|
||||
|
|
|
@ -27,13 +27,19 @@
|
|||
/* (Re)generate the display list */
|
||||
void fgSkyInit();
|
||||
|
||||
/* (Re)calculate the sky colors at each vertex */
|
||||
void fgSkyColorsInit();
|
||||
|
||||
/* Draw the Sky */
|
||||
void fgSkyRender();
|
||||
|
||||
|
||||
/* $Log$
|
||||
/* Revision 1.1 1997/12/17 23:14:31 curt
|
||||
/* Initial revision.
|
||||
/* Begin work on rendering the sky. (Rather than just using a clear screen.)
|
||||
/* Revision 1.2 1997/12/22 23:45:49 curt
|
||||
/* First stab at sunset/sunrise sky glow effects.
|
||||
/*
|
||||
* Revision 1.1 1997/12/17 23:14:31 curt
|
||||
* Initial revision.
|
||||
* Begin work on rendering the sky. (Rather than just using a clear screen.)
|
||||
*
|
||||
*/
|
||||
|
|
Loading…
Reference in a new issue