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Rendering tweaks.

This commit is contained in:
curt 2000-03-17 06:16:15 +00:00
parent 314a1dd9dd
commit a9f48c0dac
6 changed files with 80 additions and 65 deletions

View file

@ -528,7 +528,10 @@ FGPanel::Update () const
// Draw the background
glEnable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
glColor3f(1.0, 1.0, 1.0);
glEnable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glEnable(GL_COLOR_MATERIAL);
glColor4f(1.0, 1.0, 1.0, 1.0);
glBindTexture(GL_TEXTURE_2D, _bg->getHandle());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
@ -813,6 +816,7 @@ FGCharInstrumentLayer::FGCharInstrumentLayer (text_func func,
_renderer.setFont(guiFntHandle);
_renderer.setPointSize(14);
_color[0] = _color[1] = _color[2] = 0.0;
_color[3] = 1.0;
}
FGCharInstrumentLayer::~FGCharInstrumentLayer ()
@ -823,13 +827,13 @@ void
FGCharInstrumentLayer::draw () const
{
glPushMatrix();
glColor3fv(_color);
glColor4fv(_color);
transform();
_renderer.begin();
_renderer.start3f(0, 0, 0);
_renderer.puts((*_func)(_buf));
_renderer.end();
glColor3f(1.0, 1.0, 1.0); // FIXME
glColor4f(1.0, 1.0, 1.0, 1.0); // FIXME
glPopMatrix();
}
@ -839,6 +843,7 @@ FGCharInstrumentLayer::setColor (float r, float g, float b)
_color[0] = r;
_color[1] = g;
_color[2] = b;
_color[3] = 1.0;
}
void

View file

@ -246,7 +246,7 @@ public:
private:
text_func _func;
float _color[3];
float _color[4];
// FIXME: need only one globally
mutable fntRenderer _renderer;
mutable char _buf[1024];

View file

@ -228,37 +228,37 @@ void fgInitVisuals( void ) {
// If enabled, normal vectors specified with glNormal are scaled
// to unit length after transformation. See glNormal.
// xglEnable( GL_NORMALIZE );
// glEnable( GL_NORMALIZE );
xglEnable( GL_LIGHTING );
xglEnable( GL_LIGHT0 );
xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
glEnable( GL_LIGHTING );
glEnable( GL_LIGHT0 );
glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
sgVec3 sunpos;
sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
ssgGetLight( 0 ) -> setPosition( sunpos );
// xglFogi (GL_FOG_MODE, GL_LINEAR);
xglFogi (GL_FOG_MODE, GL_EXP2);
// glFogi (GL_FOG_MODE, GL_LINEAR);
glFogi (GL_FOG_MODE, GL_EXP2);
if ( (current_options.get_fog() == 1) ||
(current_options.get_shading() == 0) ) {
// if fastest fog requested, or if flat shading force fastest
xglHint ( GL_FOG_HINT, GL_FASTEST );
glHint ( GL_FOG_HINT, GL_FASTEST );
} else if ( current_options.get_fog() == 2 ) {
xglHint ( GL_FOG_HINT, GL_NICEST );
glHint ( GL_FOG_HINT, GL_NICEST );
}
if ( current_options.get_wireframe() ) {
// draw wire frame
xglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
}
// This is the default anyways, but it can't hurt
xglFrontFace ( GL_CCW );
glFrontFace ( GL_CCW );
// Just testing ...
// xglEnable(GL_POINT_SMOOTH);
// xglEnable(GL_LINE_SMOOTH);
// xglEnable(GL_POLYGON_SMOOTH);
// glEnable(GL_POINT_SMOOTH);
// glEnable(GL_LINE_SMOOTH);
// glEnable(GL_POLYGON_SMOOTH);
}
@ -305,7 +305,7 @@ void fgRenderFrame( void ) {
current_view.UpdateViewParams(cur_view_fdm);
// set the sun position
xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
clear_mask = GL_DEPTH_BUFFER_BIT;
if ( current_options.get_wireframe() ) {
@ -325,7 +325,7 @@ void fgRenderFrame( void ) {
l->sky_color[2], l->sky_color[3]);
clear_mask |= GL_COLOR_BUFFER_BIT;
}
xglClear( clear_mask );
glClear( clear_mask );
// Tell GL we are switching to model view parameters
@ -333,8 +333,8 @@ void fgRenderFrame( void ) {
// back or something so that I can draw the sky within the
// ssgCullandDraw() function, but for now I just mimic what
// ssg does to set up the model view matrix
xglMatrixMode(GL_MODELVIEW);
xglLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
ssgSetCamera( current_view.VIEW );
/*
@ -342,7 +342,7 @@ void fgRenderFrame( void ) {
sgTransposeNegateMat4 ( vm_tmp, current_view.VIEW ) ;
sgCopyMat4( view_mat, copy_of_ssgOpenGLAxisSwapMatrix ) ;
sgPreMultMat4( view_mat, vm_tmp ) ;
xglLoadMatrixf( (float *)view_mat );
glLoadMatrixf( (float *)view_mat );
*/
// set the opengl state to known default values
@ -376,7 +376,7 @@ void fgRenderFrame( void ) {
<< " moon_angle = " << cur_light_params.moon_angle
<< endl; */
thesky->repaint( cur_light_params.sky_color,
cur_light_params.fog_color,
cur_light_params.adj_fog_color,
cur_light_params.sun_angle,
cur_light_params.moon_angle,
ephem->getNumPlanets(), ephem->getPlanets(),
@ -406,11 +406,11 @@ void fgRenderFrame( void ) {
ephem->getMoonDeclination(), 50000.0 );
}
xglEnable( GL_DEPTH_TEST );
glEnable( GL_DEPTH_TEST );
if ( current_options.get_fog() > 0 ) {
xglEnable( GL_FOG );
xglFogi( GL_FOG_MODE, GL_EXP2 );
xglFogfv( GL_FOG_COLOR, l->adj_fog_color );
glEnable( GL_FOG );
glFogi( GL_FOG_MODE, GL_EXP2 );
glFogfv( GL_FOG_COLOR, l->adj_fog_color );
}
// update fog params if visibility has changed
@ -502,30 +502,30 @@ void fgRenderFrame( void ) {
fog_exp2_density = sqrt( -log(0.01) ) / actual_visibility;
// Set correct opengl fog density
xglFogf (GL_FOG_DENSITY, fog_exp2_density);
glFogf (GL_FOG_DENSITY, fog_exp2_density);
}
// set lighting parameters
xglLightfv( GL_LIGHT0, GL_AMBIENT, l->scene_ambient );
xglLightfv( GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
// xglLightfv(GL_LIGHT0, GL_SPECULAR, white );
glLightfv( GL_LIGHT0, GL_AMBIENT, l->scene_ambient );
glLightfv( GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
// glLightfv(GL_LIGHT0, GL_SPECULAR, white );
// texture parameters
// xglEnable( GL_TEXTURE_2D );
xglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
xglHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
// glEnable( GL_TEXTURE_2D );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
// set base color (I don't think this is doing anything here)
// xglMaterialfv (GL_FRONT, GL_AMBIENT, white);
// glMaterialfv (GL_FRONT, GL_AMBIENT, white);
// (GL_FRONT, GL_DIFFUSE, white);
// xglMaterialfv (GL_FRONT, GL_SPECULAR, white);
// xglMaterialfv (GL_FRONT, GL_SHININESS, mat_shininess);
// glMaterialfv (GL_FRONT, GL_SPECULAR, white);
// glMaterialfv (GL_FRONT, GL_SHININESS, mat_shininess);
sgVec3 sunpos;
sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
ssgGetLight( 0 ) -> setPosition( sunpos );
// xglMatrixMode( GL_PROJECTION );
// xglLoadIdentity();
// glMatrixMode( GL_PROJECTION );
// glLoadIdentity();
float fov = current_options.get_fov();
ssgSetFOV(fov * current_view.get_win_ratio(), fov);
@ -617,24 +617,24 @@ void fgRenderFrame( void ) {
// display HUD && Panel
xglDisable( GL_FOG );
xglDisable( GL_DEPTH_TEST );
// xglDisable( GL_CULL_FACE );
// xglDisable( GL_TEXTURE_2D );
glDisable( GL_FOG );
glDisable( GL_DEPTH_TEST );
// glDisable( GL_CULL_FACE );
// glDisable( GL_TEXTURE_2D );
hud_and_panel->apply();
fgCockpitUpdate();
// We can do translucent menus, so why not. :-)
// xglEnable ( GL_BLEND ) ;
// glEnable ( GL_BLEND ) ;
menus->apply();
xglBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
puDisplay();
// xglDisable ( GL_BLEND ) ;
// glDisable ( GL_BLEND ) ;
// xglEnable( GL_FOG );
// glEnable( GL_FOG );
}
xglutSwapBuffers();
glutSwapBuffers();
}
@ -1123,11 +1123,11 @@ static void fgIdleFunction ( void ) {
void fgReshape( int width, int height ) {
if ( ! current_options.get_panel_status() ) {
current_view.set_win_ratio( (GLfloat) width / (GLfloat) height );
xglViewport(0, 0 , (GLint)(width), (GLint)(height) );
glViewport(0, 0 , (GLint)(width), (GLint)(height) );
} else {
current_view.set_win_ratio( (GLfloat) width /
((GLfloat) (height)*0.4232) );
xglViewport(0, (GLint)((height)*0.5768), (GLint)(width),
glViewport(0, (GLint)((height)*0.5768), (GLint)(width),
(GLint)((height)*0.4232) );
}
@ -1162,23 +1162,23 @@ int fgGlutInit( int *argc, char **argv ) {
#if !defined( MACOS )
// GLUT will extract all glut specific options so later on we only
// need wory about our own.
xglutInit(argc, argv);
glutInit(argc, argv);
#endif
// Define Display Parameters
xglutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
FG_LOG( FG_GENERAL, FG_INFO, "Opening a window: " <<
current_options.get_xsize() << "x" << current_options.get_ysize() );
// Define initial window size
xglutInitWindowSize( current_options.get_xsize(),
glutInitWindowSize( current_options.get_xsize(),
current_options.get_ysize() );
// Initialize windows
if ( current_options.get_game_mode() == 0 ) {
// Open the regular window
xglutCreateWindow("Flight Gear");
glutCreateWindow("Flight Gear");
#ifndef GLUT_WRONG_VERSION
} else {
// Open the cool new 'game mode' window
@ -1246,10 +1246,10 @@ int fgGlutInit( int *argc, char **argv ) {
// Initialize GLUT event handlers
int fgGlutInitEvents( void ) {
// call fgReshape() on window resizes
xglutReshapeFunc( fgReshape );
glutReshapeFunc( fgReshape );
// call GLUTkey() on keyboard event
xglutKeyboardFunc( GLUTkey );
glutKeyboardFunc( GLUTkey );
glutSpecialFunc( GLUTspecialkey );
// call guiMouseFunc() whenever our little rodent is used
@ -1259,10 +1259,10 @@ int fgGlutInitEvents( void ) {
// call fgMainLoop() whenever there is
// nothing else to do
xglutIdleFunc( fgIdleFunction );
glutIdleFunc( fgIdleFunction );
// draw the scene
xglutDisplayFunc( fgRenderFrame );
glutDisplayFunc( fgRenderFrame );
return(1);
}

View file

@ -202,9 +202,9 @@ fgMATERIAL_MGR::load_lib ( void )
textured->disable( GL_BLEND );
textured->disable( GL_ALPHA_TEST );
textured->setTexture( (char *)tex_file.c_str() );
textured->setMaterial ( GL_AMBIENT_AND_DIFFUSE, 1, 1, 1, 1 ) ;
textured->setMaterial ( GL_SPECULAR, 0, 0, 0, 0 ) ;
textured->setMaterial ( GL_EMISSION, 0, 0, 0, 0 ) ;
textured->enable( GL_COLOR_MATERIAL );
textured->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
textured->setMaterial( GL_SPECULAR, 0.0, 0.0, 0.0, 1.0 );
// Set up the coloured state
nontextured->enable( GL_LIGHTING );

View file

@ -229,6 +229,11 @@ ssgBranch *fgGenTile( const string& path, FGTileEntry *t) {
ssgVertexArray *vl = new ssgVertexArray( 4 );
ssgNormalArray *nl = new ssgNormalArray( 4 );
ssgTexCoordArray *tl = new ssgTexCoordArray( 4 );
ssgColourArray *cl = new ssgColourArray( 1 );
sgVec4 color;
sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
cl->add( color );
// sgVec3 *vtlist = new sgVec3 [ 4 ];
// t->vec3_ptrs.push_back( vtlist );
@ -253,7 +258,7 @@ ssgBranch *fgGenTile( const string& path, FGTileEntry *t) {
}
ssgLeaf *leaf =
new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, NULL );
new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
leaf->setState( state );
@ -756,6 +761,11 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t, const bool is_base) {
ssgVertexArray *vl = new ssgVertexArray( size );
ssgNormalArray *nl = new ssgNormalArray( size );
ssgTexCoordArray *tl = new ssgTexCoordArray( size );
ssgColourArray *cl = new ssgColourArray( 1 );
sgVec4 color;
sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
cl->add( color );
sgVec2 tmp2;
sgVec3 tmp3;
@ -774,11 +784,11 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t, const bool is_base) {
if ( token == "tf" ) {
// triangle fan
leaf =
new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, NULL );
new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
} else {
// triangle strip
leaf =
new ssgVtxTable ( GL_TRIANGLE_STRIP, vl, nl, tl, NULL );
new ssgVtxTable ( GL_TRIANGLE_STRIP, vl, nl, tl, cl );
}
// leaf->makeDList();
leaf->setState( state );

View file

@ -117,7 +117,7 @@ void fgLIGHT::Update( void ) {
// calculate lighting parameters based on sun's relative angle to
// local up
deg = sun_angle * 180.0 / FG_PI;
deg = sun_angle * RAD_TO_DEG;
FG_LOG( FG_EVENT, FG_INFO, " Sun angle = " << deg );
ambient = ambient_tbl->interpolate( deg );