// sky.cxx -- model sky with an upside down "bowl" // // Written by Curtis Olson, started December 1997. // // Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License as // published by the Free Software Foundation; either version 2 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, but // WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. // // $Id$ // (Log is kept at end of this file) #ifdef HAVE_CONFIG_H # include <config.h> #endif #ifdef HAVE_WINDOWS_H # include <windows.h> #endif #include <math.h> #include <GL/glut.h> #include <XGL/xgl.h> #include <Aircraft/aircraft.hxx> #include <Debug/logstream.hxx> #include <Flight/flight.hxx> #include <Include/fg_constants.h> #include <Main/views.hxx> #include <Math/fg_random.h> #include <Time/event.hxx> #include <Time/fg_time.hxx> #include "sky.hxx" // in meters of course #define CENTER_ELEV 25000.0 #define INNER_RADIUS 50000.0 #define INNER_ELEV 20000.0 #define MIDDLE_RADIUS 70000.0 #define MIDDLE_ELEV 8000.0 #define OUTER_RADIUS 80000.0 #define OUTER_ELEV 0.0 #define BOTTOM_RADIUS 50000.0 #define BOTTOM_ELEV -2000.0 static float inner_vertex[12][3]; static float middle_vertex[12][3]; static float outer_vertex[12][3]; static float bottom_vertex[12][3]; 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( void ) { float theta; int i; FG_LOG(FG_ASTRO, FG_INFO, " Generating the sky dome vertices."); for ( i = 0; i < 12; i++ ) { theta = (i * 30.0) * DEG_TO_RAD; 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); middle_vertex[i][0] = cos((double)theta) * MIDDLE_RADIUS; middle_vertex[i][1] = sin((double)theta) * MIDDLE_RADIUS; middle_vertex[i][2] = MIDDLE_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; bottom_vertex[i][0] = cos((double)theta) * BOTTOM_RADIUS; bottom_vertex[i][1] = sin((double)theta) * BOTTOM_RADIUS; bottom_vertex[i][2] = BOTTOM_ELEV; } } // (Re)calculate the sky colors at each vertex void fgSkyColorsInit( void ) { fgLIGHT *l; double sun_angle, diff; double outer_param[3], outer_amt[3], outer_diff[3]; double middle_param[3], middle_amt[3], middle_diff[3]; int i, j; l = &cur_light_params; FG_LOG( FG_ASTRO, FG_INFO, " Generating the sky colors for each vertex." ); // setup for the possibility of sunset effects sun_angle = l->sun_angle * RAD_TO_DEG; // fgPrintf( FG_ASTRO, FG_INFO, // " Sun angle in degrees = %.2f\n", sun_angle); if ( (sun_angle > 80.0) && (sun_angle < 100.0) ) { // 0.0 - 0.4 outer_param[0] = (10.0 - fabs(90.0 - sun_angle)) / 20.0; outer_param[1] = (10.0 - fabs(90.0 - sun_angle)) / 40.0; outer_param[2] = -(10.0 - fabs(90.0 - sun_angle)) / 30.0; // outer_param[2] = 0.0; middle_param[0] = (10.0 - fabs(90.0 - sun_angle)) / 40.0; middle_param[1] = (10.0 - fabs(90.0 - sun_angle)) / 80.0; middle_param[2] = 0.0; outer_diff[0] = outer_param[0] / 6.0; outer_diff[1] = outer_param[1] / 6.0; outer_diff[2] = outer_param[2] / 6.0; middle_diff[0] = middle_param[0] / 6.0; middle_diff[1] = middle_param[1] / 6.0; middle_diff[2] = middle_param[2] / 6.0; } else { outer_param[0] = outer_param[1] = outer_param[2] = 0.0; middle_param[0] = middle_param[1] = middle_param[2] = 0.0; outer_diff[0] = outer_diff[1] = outer_diff[2] = 0.0; middle_diff[0] = middle_diff[1] = middle_diff[2] = 0.0; } // printf(" outer_red_param = %.2f outer_red_diff = %.2f\n", // outer_red_param, outer_red_diff); // calculate transition colors between sky and fog for ( j = 0; j < 3; j++ ) { outer_amt[j] = outer_param[j]; middle_amt[j] = middle_param[j]; } for ( i = 0; i < 6; i++ ) { for ( j = 0; j < 3; j++ ) { diff = l->sky_color[j] - l->fog_color[j]; // printf("sky = %.2f fog = %.2f diff = %.2f\n", // l->sky_color[j], l->fog_color[j], diff); inner_color[i][j] = l->sky_color[j] - diff * 0.3; middle_color[i][j] = l->sky_color[j] - diff * 0.9 + middle_amt[j]; outer_color[i][j] = l->fog_color[j] + outer_amt[j]; if ( inner_color[i][j] > 1.00 ) { inner_color[i][j] = 1.00; } if ( inner_color[i][j] < 0.10 ) { inner_color[i][j] = 0.10; } if ( middle_color[i][j] > 1.00 ) { middle_color[i][j] = 1.00; } if ( middle_color[i][j] < 0.10 ) { middle_color[i][j] = 0.10; } if ( outer_color[i][j] > 1.00 ) { outer_color[i][j] = 1.00; } if ( outer_color[i][j] < 0.10 ) { outer_color[i][j] = 0.10; } } inner_color[i][3] = middle_color[i][3] = outer_color[i][3] = l->sky_color[3]; for ( j = 0; j < 3; j++ ) { outer_amt[j] -= outer_diff[j]; middle_amt[j] -= middle_diff[j]; } /* 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]); */ } for ( j = 0; j < 3; j++ ) { outer_amt[j] = 0.0; middle_amt[j] = 0.0; } for ( i = 6; i < 12; i++ ) { for ( j = 0; j < 3; j++ ) { diff = l->sky_color[j] - l->fog_color[j]; // printf("sky = %.2f fog = %.2f diff = %.2f\n", // l->sky_color[j], l->fog_color[j], diff); inner_color[i][j] = l->sky_color[j] - diff * 0.3; middle_color[i][j] = l->sky_color[j] - diff * 0.9 + middle_amt[j]; outer_color[i][j] = l->fog_color[j] + outer_amt[j]; if ( inner_color[i][j] > 1.00 ) { inner_color[i][j] = 1.00; } if ( inner_color[i][j] < 0.10 ) { inner_color[i][j] = 0.10; } if ( middle_color[i][j] > 1.00 ) { middle_color[i][j] = 1.00; } if ( middle_color[i][j] < 0.10 ) { middle_color[i][j] = 0.10; } if ( outer_color[i][j] > 1.00 ) { outer_color[i][j] = 1.00; } if ( outer_color[i][j] < 0.15 ) { outer_color[i][j] = 0.15; } } inner_color[i][3] = middle_color[i][3] = outer_color[i][3] = l->sky_color[3]; for ( j = 0; j < 3; j++ ) { outer_amt[j] += outer_diff[j]; middle_amt[j] += middle_diff[j]; } /* 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( void ) { FG_LOG( FG_ASTRO, FG_INFO, "Initializing the sky" ); fgSkyVerticesInit(); // regester fgSkyColorsInit() as an event to be run periodically global_events.Register( "fgSkyColorsInit()", fgSkyColorsInit, fgEVENT::FG_EVENT_READY, 30000); } // Draw the Sky void fgSkyRender( void ) { FGState *f; fgLIGHT *l; float inner_color[4]; float middle_color[4]; float outer_color[4]; double diff; int i; f = current_aircraft.fdm_state; l = &cur_light_params; // printf("Rendering the sky.\n"); // calculate the proper colors for ( i = 0; i < 3; i++ ) { diff = l->sky_color[i] - l->adj_fog_color[i]; // printf("sky = %.2f fog = %.2f diff = %.2f\n", // l->sky_color[j], l->adj_fog_color[j], diff); inner_color[i] = l->sky_color[i] - diff * 0.3; middle_color[i] = l->sky_color[i] - diff * 0.9; outer_color[i] = l->adj_fog_color[i]; } inner_color[3] = middle_color[3] = outer_color[3] = l->adj_fog_color[3]; xglPushMatrix(); // Translate to view position Point3D zero_elev = current_view.get_cur_zero_elev(); xglTranslatef( zero_elev.x(), zero_elev.y(), zero_elev.z() ); // printf(" Translated to %.2f %.2f %.2f\n", // zero_elev.x, zero_elev.y, zero_elev.z ); // Rotate to proper orientation // printf(" lon = %.2f lat = %.2f\n", FG_Longitude * RAD_TO_DEG, // FG_Latitude * RAD_TO_DEG); xglRotatef( f->get_Longitude() * RAD_TO_DEG, 0.0, 0.0, 1.0 ); xglRotatef( 90.0 - f->get_Latitude() * RAD_TO_DEG, 0.0, 1.0, 0.0 ); xglRotatef( l->sun_rotation * RAD_TO_DEG, 0.0, 0.0, 1.0 ); // Draw inner/center section of sky*/ xglBegin( GL_TRIANGLE_FAN ); xglColor4fv(l->sky_color); xglVertex3f(0.0, 0.0, CENTER_ELEV); for ( i = 0; i < 12; i++ ) { xglColor4fv( inner_color ); xglVertex3fv( inner_vertex[i] ); } xglColor4fv( inner_color ); xglVertex3fv( inner_vertex[0] ); xglEnd(); // Draw the middle ring xglBegin( GL_TRIANGLE_STRIP ); for ( i = 0; i < 12; i++ ) { xglColor4fv( middle_color ); // 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]); // xglColor4f(1.0, 0.0, 0.0, 1.0); xglVertex3fv( middle_vertex[i] ); xglColor4fv( inner_color ); // 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]); // xglColor4f(0.0, 0.0, 1.0, 1.0); xglVertex3fv( inner_vertex[i] ); } xglColor4fv( middle_color ); // xglColor4f(1.0, 0.0, 0.0, 1.0); xglVertex3fv( middle_vertex[0] ); xglColor4fv( inner_color ); // xglColor4f(0.0, 0.0, 1.0, 1.0); xglVertex3fv( inner_vertex[0] ); xglEnd(); // Draw the outer ring xglBegin( GL_TRIANGLE_STRIP ); for ( i = 0; i < 12; i++ ) { xglColor4fv( outer_color ); xglVertex3fv( outer_vertex[i] ); xglColor4fv( middle_color ); xglVertex3fv( middle_vertex[i] ); } xglColor4fv( outer_color ); xglVertex3fv( outer_vertex[0] ); xglColor4fv( middle_color ); xglVertex3fv( middle_vertex[0] ); xglEnd(); // Draw the bottom skirt xglBegin( GL_TRIANGLE_STRIP ); xglColor4fv( outer_color ); for ( i = 0; i < 12; i++ ) { xglVertex3fv( bottom_vertex[i] ); xglVertex3fv( outer_vertex[i] ); } xglVertex3fv( bottom_vertex[0] ); xglVertex3fv( outer_vertex[0] ); xglEnd(); xglPopMatrix(); } // $Log$ // Revision 1.17 1998/12/09 18:50:12 curt // Converted "class fgVIEW" to "class FGView" and updated to make data // members private and make required accessor functions. // // Revision 1.16 1998/12/05 15:54:03 curt // Renamed class fgFLIGHT to class FGState as per request by JSB. // // Revision 1.15 1998/12/03 01:15:36 curt // Converted fgFLIGHT to a class. // Tweaks for Sun portability. // // Revision 1.14 1998/11/06 21:17:39 curt // Converted to new logstream debugging facility. This allows release // builds with no messages at all (and no performance impact) by using // the -DFG_NDEBUG flag. // // Revision 1.13 1998/10/20 18:28:30 curt // Tweaked sunset/sunrise colors. // // Revision 1.12 1998/10/16 23:27:18 curt // C++-ifying. // // Revision 1.11 1998/10/16 00:52:19 curt // Converted to Point3D class. // // Revision 1.10 1998/08/29 13:07:16 curt // Rewrite of event manager thanks to Bernie Bright. // // Revision 1.9 1998/08/22 01:18:59 curt // Minor tweaks to avoid using unitialized memory. // // Revision 1.8 1998/08/12 21:40:44 curt // Sky now tracks adjusted fog color so it blends well with terrain. // // Revision 1.7 1998/07/22 21:39:21 curt // Lower skirt tracks adjusted fog color, not fog color. // // Revision 1.6 1998/05/23 14:07:14 curt // Use new C++ events class. // // Revision 1.5 1998/04/28 01:19:02 curt // Type-ified fgTIME and fgVIEW // // Revision 1.4 1998/04/26 05:10:01 curt // "struct fgLIGHT" -> "fgLIGHT" because fgLIGHT is typedef'd. // // Revision 1.3 1998/04/25 22:06:25 curt // Edited cvs log messages in source files ... bad bad bad! // // Revision 1.2 1998/04/24 00:45:03 curt // Wrapped "#include <config.h>" in "#ifdef HAVE_CONFIG_H" // Fixed a bug when generating sky colors. // // Revision 1.1 1998/04/22 13:21:32 curt // C++ - ifing the code a bit. // // Revision 1.9 1998/04/03 21:52:50 curt // Converting to Gnu autoconf system. // // Revision 1.8 1998/03/09 22:47:25 curt // Incorporated Durk's updates. // // Revision 1.7 1998/02/19 13:05:49 curt // Incorporated some HUD tweaks from Michelle America. // Tweaked the sky's sunset/rise colors. // Other misc. tweaks. // // Revision 1.6 1998/02/07 15:29:32 curt // Incorporated HUD changes and struct/typedef changes from Charlie Hotchkiss // <chotchkiss@namg.us.anritsu.com> // // Revision 1.5 1998/01/27 00:47:48 curt // Incorporated Paul Bleisch's <pbleisch@acm.org> new debug message // system and commandline/config file processing code. // // Revision 1.4 1998/01/26 15:54:28 curt // Added a "skirt" to try to help hide gaps between scenery and sky. This will // have to be revisited in the future. // // Revision 1.3 1998/01/19 19:26:59 curt // Merged in make system changes from Bob Kuehne <rpk@sgi.com> // This should simplify things tremendously. // // Revision 1.2 1998/01/19 18:40:17 curt // Tons of little changes to clean up the code and to remove fatal errors // when building with the c++ compiler. // // Revision 1.1 1998/01/07 03:16:19 curt // Moved from .../Src/Scenery/ to .../Src/Astro/ // // Revision 1.11 1997/12/30 22:22:38 curt // Further integration of event manager. // // Revision 1.10 1997/12/30 20:47:53 curt // Integrated new event manager with subsystem initializations. // // Revision 1.9 1997/12/30 13:06:57 curt // A couple lighting tweaks ... // // Revision 1.8 1997/12/23 04:58:38 curt // Tweaked the sky coloring a bit to build in structures to allow finer rgb // control. // // 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. // // Revision 1.4 1997/12/19 16:45:02 curt // Working on scene rendering order and options. // // Revision 1.3 1997/12/18 23:32:36 curt // First stab at sky dome actually starting to look reasonable. :-) // // Revision 1.2 1997/12/18 04:07:03 curt // Worked on properly translating and positioning the sky dome. // // Revision 1.1 1997/12/17 23:14:30 curt // Initial revision. // Begin work on rendering the sky. (Rather than just using a clear screen.) //