Rendering tweaks.
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314a1dd9dd
commit
a9f48c0dac
6 changed files with 80 additions and 65 deletions
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@ -528,7 +528,10 @@ FGPanel::Update () const
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// Draw the background
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_LIGHTING);
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glColor3f(1.0, 1.0, 1.0);
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glEnable(GL_BLEND);
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glEnable(GL_ALPHA_TEST);
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glEnable(GL_COLOR_MATERIAL);
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glColor4f(1.0, 1.0, 1.0, 1.0);
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glBindTexture(GL_TEXTURE_2D, _bg->getHandle());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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@ -813,6 +816,7 @@ FGCharInstrumentLayer::FGCharInstrumentLayer (text_func func,
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_renderer.setFont(guiFntHandle);
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_renderer.setPointSize(14);
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_color[0] = _color[1] = _color[2] = 0.0;
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_color[3] = 1.0;
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}
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FGCharInstrumentLayer::~FGCharInstrumentLayer ()
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@ -823,13 +827,13 @@ void
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FGCharInstrumentLayer::draw () const
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{
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glPushMatrix();
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glColor3fv(_color);
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glColor4fv(_color);
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transform();
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_renderer.begin();
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_renderer.start3f(0, 0, 0);
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_renderer.puts((*_func)(_buf));
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_renderer.end();
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glColor3f(1.0, 1.0, 1.0); // FIXME
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glColor4f(1.0, 1.0, 1.0, 1.0); // FIXME
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glPopMatrix();
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}
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@ -839,6 +843,7 @@ FGCharInstrumentLayer::setColor (float r, float g, float b)
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_color[0] = r;
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_color[1] = g;
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_color[2] = b;
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_color[3] = 1.0;
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}
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void
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@ -246,7 +246,7 @@ public:
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private:
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text_func _func;
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float _color[3];
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float _color[4];
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// FIXME: need only one globally
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mutable fntRenderer _renderer;
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mutable char _buf[1024];
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@ -228,37 +228,37 @@ void fgInitVisuals( void ) {
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// If enabled, normal vectors specified with glNormal are scaled
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// to unit length after transformation. See glNormal.
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// xglEnable( GL_NORMALIZE );
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// glEnable( GL_NORMALIZE );
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xglEnable( GL_LIGHTING );
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xglEnable( GL_LIGHT0 );
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xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
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glEnable( GL_LIGHTING );
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glEnable( GL_LIGHT0 );
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glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
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sgVec3 sunpos;
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sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
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ssgGetLight( 0 ) -> setPosition( sunpos );
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// xglFogi (GL_FOG_MODE, GL_LINEAR);
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xglFogi (GL_FOG_MODE, GL_EXP2);
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// glFogi (GL_FOG_MODE, GL_LINEAR);
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glFogi (GL_FOG_MODE, GL_EXP2);
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if ( (current_options.get_fog() == 1) ||
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(current_options.get_shading() == 0) ) {
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// if fastest fog requested, or if flat shading force fastest
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xglHint ( GL_FOG_HINT, GL_FASTEST );
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glHint ( GL_FOG_HINT, GL_FASTEST );
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} else if ( current_options.get_fog() == 2 ) {
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xglHint ( GL_FOG_HINT, GL_NICEST );
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glHint ( GL_FOG_HINT, GL_NICEST );
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}
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if ( current_options.get_wireframe() ) {
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// draw wire frame
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xglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
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glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
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}
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// This is the default anyways, but it can't hurt
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xglFrontFace ( GL_CCW );
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glFrontFace ( GL_CCW );
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// Just testing ...
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// xglEnable(GL_POINT_SMOOTH);
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// xglEnable(GL_LINE_SMOOTH);
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// xglEnable(GL_POLYGON_SMOOTH);
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// glEnable(GL_POINT_SMOOTH);
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// glEnable(GL_LINE_SMOOTH);
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// glEnable(GL_POLYGON_SMOOTH);
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}
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@ -305,7 +305,7 @@ void fgRenderFrame( void ) {
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current_view.UpdateViewParams(cur_view_fdm);
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// set the sun position
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xglLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
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glLightfv( GL_LIGHT0, GL_POSITION, l->sun_vec );
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clear_mask = GL_DEPTH_BUFFER_BIT;
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if ( current_options.get_wireframe() ) {
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@ -325,7 +325,7 @@ void fgRenderFrame( void ) {
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l->sky_color[2], l->sky_color[3]);
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clear_mask |= GL_COLOR_BUFFER_BIT;
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}
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xglClear( clear_mask );
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glClear( clear_mask );
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// Tell GL we are switching to model view parameters
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@ -333,8 +333,8 @@ void fgRenderFrame( void ) {
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// back or something so that I can draw the sky within the
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// ssgCullandDraw() function, but for now I just mimic what
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// ssg does to set up the model view matrix
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xglMatrixMode(GL_MODELVIEW);
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xglLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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ssgSetCamera( current_view.VIEW );
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/*
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@ -342,7 +342,7 @@ void fgRenderFrame( void ) {
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sgTransposeNegateMat4 ( vm_tmp, current_view.VIEW ) ;
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sgCopyMat4( view_mat, copy_of_ssgOpenGLAxisSwapMatrix ) ;
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sgPreMultMat4( view_mat, vm_tmp ) ;
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xglLoadMatrixf( (float *)view_mat );
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glLoadMatrixf( (float *)view_mat );
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*/
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// set the opengl state to known default values
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@ -376,7 +376,7 @@ void fgRenderFrame( void ) {
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<< " moon_angle = " << cur_light_params.moon_angle
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<< endl; */
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thesky->repaint( cur_light_params.sky_color,
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cur_light_params.fog_color,
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cur_light_params.adj_fog_color,
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cur_light_params.sun_angle,
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cur_light_params.moon_angle,
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ephem->getNumPlanets(), ephem->getPlanets(),
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@ -406,11 +406,11 @@ void fgRenderFrame( void ) {
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ephem->getMoonDeclination(), 50000.0 );
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}
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xglEnable( GL_DEPTH_TEST );
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glEnable( GL_DEPTH_TEST );
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if ( current_options.get_fog() > 0 ) {
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xglEnable( GL_FOG );
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xglFogi( GL_FOG_MODE, GL_EXP2 );
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xglFogfv( GL_FOG_COLOR, l->adj_fog_color );
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glEnable( GL_FOG );
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glFogi( GL_FOG_MODE, GL_EXP2 );
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glFogfv( GL_FOG_COLOR, l->adj_fog_color );
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}
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// update fog params if visibility has changed
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@ -502,30 +502,30 @@ void fgRenderFrame( void ) {
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fog_exp2_density = sqrt( -log(0.01) ) / actual_visibility;
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// Set correct opengl fog density
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xglFogf (GL_FOG_DENSITY, fog_exp2_density);
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glFogf (GL_FOG_DENSITY, fog_exp2_density);
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}
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// set lighting parameters
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xglLightfv( GL_LIGHT0, GL_AMBIENT, l->scene_ambient );
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xglLightfv( GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
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// xglLightfv(GL_LIGHT0, GL_SPECULAR, white );
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glLightfv( GL_LIGHT0, GL_AMBIENT, l->scene_ambient );
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glLightfv( GL_LIGHT0, GL_DIFFUSE, l->scene_diffuse );
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// glLightfv(GL_LIGHT0, GL_SPECULAR, white );
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// texture parameters
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// xglEnable( GL_TEXTURE_2D );
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xglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
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xglHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
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// glEnable( GL_TEXTURE_2D );
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
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glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
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// set base color (I don't think this is doing anything here)
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// xglMaterialfv (GL_FRONT, GL_AMBIENT, white);
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// glMaterialfv (GL_FRONT, GL_AMBIENT, white);
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// (GL_FRONT, GL_DIFFUSE, white);
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// xglMaterialfv (GL_FRONT, GL_SPECULAR, white);
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// xglMaterialfv (GL_FRONT, GL_SHININESS, mat_shininess);
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// glMaterialfv (GL_FRONT, GL_SPECULAR, white);
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// glMaterialfv (GL_FRONT, GL_SHININESS, mat_shininess);
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sgVec3 sunpos;
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sgSetVec3( sunpos, l->sun_vec[0], l->sun_vec[1], l->sun_vec[2] );
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ssgGetLight( 0 ) -> setPosition( sunpos );
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// xglMatrixMode( GL_PROJECTION );
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// xglLoadIdentity();
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// glMatrixMode( GL_PROJECTION );
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// glLoadIdentity();
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float fov = current_options.get_fov();
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ssgSetFOV(fov * current_view.get_win_ratio(), fov);
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@ -617,24 +617,24 @@ void fgRenderFrame( void ) {
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// display HUD && Panel
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xglDisable( GL_FOG );
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xglDisable( GL_DEPTH_TEST );
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// xglDisable( GL_CULL_FACE );
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// xglDisable( GL_TEXTURE_2D );
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glDisable( GL_FOG );
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glDisable( GL_DEPTH_TEST );
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// glDisable( GL_CULL_FACE );
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// glDisable( GL_TEXTURE_2D );
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hud_and_panel->apply();
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fgCockpitUpdate();
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// We can do translucent menus, so why not. :-)
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// xglEnable ( GL_BLEND ) ;
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// glEnable ( GL_BLEND ) ;
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menus->apply();
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xglBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
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glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
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puDisplay();
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// xglDisable ( GL_BLEND ) ;
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// glDisable ( GL_BLEND ) ;
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// xglEnable( GL_FOG );
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// glEnable( GL_FOG );
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}
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xglutSwapBuffers();
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glutSwapBuffers();
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}
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@ -1123,11 +1123,11 @@ static void fgIdleFunction ( void ) {
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void fgReshape( int width, int height ) {
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if ( ! current_options.get_panel_status() ) {
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current_view.set_win_ratio( (GLfloat) width / (GLfloat) height );
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xglViewport(0, 0 , (GLint)(width), (GLint)(height) );
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glViewport(0, 0 , (GLint)(width), (GLint)(height) );
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} else {
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current_view.set_win_ratio( (GLfloat) width /
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((GLfloat) (height)*0.4232) );
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xglViewport(0, (GLint)((height)*0.5768), (GLint)(width),
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glViewport(0, (GLint)((height)*0.5768), (GLint)(width),
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(GLint)((height)*0.4232) );
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}
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@ -1162,23 +1162,23 @@ int fgGlutInit( int *argc, char **argv ) {
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#if !defined( MACOS )
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// GLUT will extract all glut specific options so later on we only
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// need wory about our own.
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xglutInit(argc, argv);
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glutInit(argc, argv);
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#endif
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// Define Display Parameters
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xglutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
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glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
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FG_LOG( FG_GENERAL, FG_INFO, "Opening a window: " <<
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current_options.get_xsize() << "x" << current_options.get_ysize() );
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// Define initial window size
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xglutInitWindowSize( current_options.get_xsize(),
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glutInitWindowSize( current_options.get_xsize(),
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current_options.get_ysize() );
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// Initialize windows
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if ( current_options.get_game_mode() == 0 ) {
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// Open the regular window
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xglutCreateWindow("Flight Gear");
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glutCreateWindow("Flight Gear");
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#ifndef GLUT_WRONG_VERSION
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} else {
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// Open the cool new 'game mode' window
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@ -1246,10 +1246,10 @@ int fgGlutInit( int *argc, char **argv ) {
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// Initialize GLUT event handlers
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int fgGlutInitEvents( void ) {
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// call fgReshape() on window resizes
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xglutReshapeFunc( fgReshape );
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glutReshapeFunc( fgReshape );
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// call GLUTkey() on keyboard event
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xglutKeyboardFunc( GLUTkey );
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glutKeyboardFunc( GLUTkey );
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glutSpecialFunc( GLUTspecialkey );
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// call guiMouseFunc() whenever our little rodent is used
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@ -1259,10 +1259,10 @@ int fgGlutInitEvents( void ) {
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// call fgMainLoop() whenever there is
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// nothing else to do
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xglutIdleFunc( fgIdleFunction );
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glutIdleFunc( fgIdleFunction );
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// draw the scene
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xglutDisplayFunc( fgRenderFrame );
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glutDisplayFunc( fgRenderFrame );
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return(1);
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}
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@ -202,9 +202,9 @@ fgMATERIAL_MGR::load_lib ( void )
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textured->disable( GL_BLEND );
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textured->disable( GL_ALPHA_TEST );
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textured->setTexture( (char *)tex_file.c_str() );
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textured->setMaterial ( GL_AMBIENT_AND_DIFFUSE, 1, 1, 1, 1 ) ;
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textured->setMaterial ( GL_SPECULAR, 0, 0, 0, 0 ) ;
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textured->setMaterial ( GL_EMISSION, 0, 0, 0, 0 ) ;
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textured->enable( GL_COLOR_MATERIAL );
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textured->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
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textured->setMaterial( GL_SPECULAR, 0.0, 0.0, 0.0, 1.0 );
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// Set up the coloured state
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nontextured->enable( GL_LIGHTING );
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@ -229,6 +229,11 @@ ssgBranch *fgGenTile( const string& path, FGTileEntry *t) {
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ssgVertexArray *vl = new ssgVertexArray( 4 );
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ssgNormalArray *nl = new ssgNormalArray( 4 );
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ssgTexCoordArray *tl = new ssgTexCoordArray( 4 );
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ssgColourArray *cl = new ssgColourArray( 1 );
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sgVec4 color;
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sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
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cl->add( color );
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// sgVec3 *vtlist = new sgVec3 [ 4 ];
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// t->vec3_ptrs.push_back( vtlist );
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@ -253,7 +258,7 @@ ssgBranch *fgGenTile( const string& path, FGTileEntry *t) {
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}
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ssgLeaf *leaf =
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new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, NULL );
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new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
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leaf->setState( state );
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@ -756,6 +761,11 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t, const bool is_base) {
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ssgVertexArray *vl = new ssgVertexArray( size );
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ssgNormalArray *nl = new ssgNormalArray( size );
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ssgTexCoordArray *tl = new ssgTexCoordArray( size );
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ssgColourArray *cl = new ssgColourArray( 1 );
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sgVec4 color;
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sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
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cl->add( color );
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sgVec2 tmp2;
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sgVec3 tmp3;
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@ -774,11 +784,11 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t, const bool is_base) {
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if ( token == "tf" ) {
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// triangle fan
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leaf =
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new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, NULL );
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new ssgVtxTable ( GL_TRIANGLE_FAN, vl, nl, tl, cl );
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} else {
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// triangle strip
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leaf =
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new ssgVtxTable ( GL_TRIANGLE_STRIP, vl, nl, tl, NULL );
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new ssgVtxTable ( GL_TRIANGLE_STRIP, vl, nl, tl, cl );
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}
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// leaf->makeDList();
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leaf->setState( state );
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@ -117,7 +117,7 @@ void fgLIGHT::Update( void ) {
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// calculate lighting parameters based on sun's relative angle to
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// local up
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deg = sun_angle * 180.0 / FG_PI;
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deg = sun_angle * RAD_TO_DEG;
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FG_LOG( FG_EVENT, FG_INFO, " Sun angle = " << deg );
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ambient = ambient_tbl->interpolate( deg );
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