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First stab at sunset/sunrise sky glow effects.

This commit is contained in:
curt 1997-12-22 23:45:45 +00:00
parent 45ed7c79f8
commit 67f36724dd
3 changed files with 173 additions and 58 deletions

View file

@ -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.
*

View file

@ -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 = &current_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.
*

View file

@ -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.)
*
*/