First quick hack at panel shading.
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6 changed files with 25 additions and 7 deletions
4
Thanks
4
Thanks
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@ -107,6 +107,10 @@ Oscar Everitt <bigoc@premier.net>
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them to our little project.
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Bruce Finney <bfinney@gte.net>
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MSVC5 compatibility.
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Jean-loup Gailly and Mark Adler <zlib@gzip.org>
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Authors of the zlib library. Used for on-the-fly compression and
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decompression routines.
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@ -56,7 +56,10 @@ FGAirports::FGAirports( const string& file ) {
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// open the specified database readonly
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storage = new c4_Storage( file.c_str(), false );
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// need to do something about error handling here!
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if ( !storage->Strategy().IsValid() ) {
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FG_LOG( FG_GENERAL, FG_ALERT, "Cannot open file: " << file );
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exit(-1);
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}
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vAirport = new c4_View;
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*vAirport =
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@ -132,7 +132,12 @@ FGPanel::update () const
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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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// glColor4f(1.0, 1.0, 1.0, 1.0);
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if ( cur_light_params.sun_angle * RAD_TO_DEG < 95.0 ) {
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glColor4fv( cur_light_params.scene_diffuse );
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} else {
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glColor4f(0.7, 0.2, 0.2, 1.0);
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}
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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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@ -558,7 +563,11 @@ FGTexturedLayer::draw () const
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transform();
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glBindTexture(GL_TEXTURE_2D, _texture->getHandle());
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glBegin(GL_POLYGON);
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if ( cur_light_params.sun_angle * RAD_TO_DEG < 95.0 ) {
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glColor4fv( cur_light_params.scene_diffuse );
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} else {
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glColor4f(0.7, 0.2, 0.2, 1.0);
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}
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glTexCoord2f(_texX1, _texY1); glVertex2f(-w2, -h2);
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glTexCoord2f(_texX2, _texY1); glVertex2f(w2, -h2);
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glTexCoord2f(_texX2, _texY2); glVertex2f(w2, h2);
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@ -70,8 +70,8 @@
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typedef struct
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{
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string aircraft_dir;
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#define aircraft_dir aircraftdir_->aircraft_dir
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string real_aircraft_dir;
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#define aircraft_dir aircraftdir_->real_aircraft_dir
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} AIRCRAFTDIR;
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@ -137,10 +137,12 @@ void fgLIGHT::Update( void ) {
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scene_ambient[0] = white[0] * ambient;
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scene_ambient[1] = white[1] * ambient;
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scene_ambient[2] = white[2] * ambient;
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scene_ambient[3] = 1.0;
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scene_diffuse[0] = white[0] * diffuse;
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scene_diffuse[1] = white[1] * diffuse;
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scene_diffuse[2] = white[2] * diffuse;
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scene_diffuse[3] = 1.0;
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// set sky color
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sky_color[0] = base_sky_color[0] * sky_brightness;
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@ -113,10 +113,10 @@ public:
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// Derived lighting values
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// ambient component
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GLfloat scene_ambient[3];
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GLfloat scene_ambient[4];
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// diffuse component
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GLfloat scene_diffuse[3];
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GLfloat scene_diffuse[4];
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// fog color
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GLfloat fog_color[4];
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