Oops, a couple more sky tweaks.

This commit is contained in:
curt
2000-06-30 21:51:12 +00:00
parent e15ffbc856
commit 38167ed273
3 changed files with 63 additions and 31 deletions

View File

@@ -175,18 +175,36 @@ bool SGSky::reposition( sgVec3 view_pos, sgVec3 zero_elev, sgVec3 view_up,
}
// draw background portions of the sky
void SGSky::draw_background() {
// draw background portions of the sky ... do this before you draw the
// rest of your scene.
void SGSky::preDraw() {
ssgCullAndDraw( pre_root );
}
// draw scenery elements of the sky
void SGSky::draw_scene( float alt ) {
// draw translucent clouds ... do this after you've drawn all the
// oapaque elements of your scene.
void SGSky::postDraw( float alt ) {
float slop = 4.0; // if we are closer than this to a cloud layer,
// don't draw clouds
if ( effective_visibility < 4000.0 ) {
// bail and don't draw clouds
return;
int in_cloud = -1; // cloud we are in
// check where we are relative to the cloud layers
for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
float asl = cloud_layers[i]->get_asl();
float thickness = cloud_layers[i]->get_thickness();
if ( alt < asl - slop ) {
// below cloud layer
} else if ( alt < asl + thickness + slop ) {
// in cloud layer
// bail now and don't draw any clouds
in_cloud = i;
} else {
// above cloud layer
}
}
// determine rendering order
@@ -200,21 +218,29 @@ void SGSky::draw_scene( float alt ) {
if ( pos == 0 ) {
// we are below all the cloud layers, draw top to bottom
for ( int i = cloud_layers.size() - 1; i >= 0; --i ) {
cloud_layers[i]->draw();
if ( i != in_cloud ) {
cloud_layers[i]->draw();
}
}
} else if ( pos >= (int)cloud_layers.size() ) {
// we are above all the cloud layers, draw bottom to top
for ( int i = 0; i < (int)cloud_layers.size(); ++i ) {
cloud_layers[i]->draw();
if ( i != in_cloud ) {
cloud_layers[i]->draw();
}
}
} else {
// we are between cloud layers, draw lower layers bottom to
// top and upper layers top to bottom
for ( int i = 0; i < pos; ++i ) {
cloud_layers[i]->draw();
if ( i != in_cloud ) {
cloud_layers[i]->draw();
}
}
for ( int i = cloud_layers.size() - 1; i >= pos; --i ) {
cloud_layers[i]->draw();
if ( i != in_cloud ) {
cloud_layers[i]->draw();
}
}
}
}
@@ -298,25 +324,28 @@ void SGSky::modify_vis( float alt, float time_factor ) {
double chance = rnd * rnd * rnd;
if ( chance > 0.95 /* * (diff - 25) / 50.0 */ ) {
in_puff = true;
do {
puff_length = fg_random() * 2.0; // up to 2 seconds
} while ( puff_length <= 0.0 );
puff_length = fg_random() * 2.0; // up to 2 seconds
puff_progression = 0.0;
}
}
if ( in_puff ) {
// modify actual_visibility based on puff envelope
if ( puff_progression <= ramp_up ) {
double x = 2 * SGD_PI * puff_progression / ramp_up;
double x = 0.5 * SGD_PI * puff_progression / ramp_up;
double factor = 1.0 - sin( x );
// cout << "ramp up = " << puff_progression
// << " factor = " << factor << endl;
effvis = effvis * factor;
} else if ( puff_progression >= ramp_up + puff_length ) {
double x = 2 * SGD_PI *
double x = 0.5 * SGD_PI *
(puff_progression - (ramp_up + puff_length)) /
ramp_down;
double factor = sin( x );
// cout << "ramp down = "
// << puff_progression - (ramp_up + puff_length)
// << " factor = " << factor << endl;
effvis = effvis * factor;
} else {
effvis = 0.0;
@@ -333,6 +362,7 @@ void SGSky::modify_vis( float alt, float time_factor ) {
// (double)current_options.get_model_hz();
puff_progression += time_factor;
// cout << "time factor = " << time_factor << endl;
/* cout << "gml = " << global_multi_loop
<< " speed up = " << current_options.get_speed_up()
@@ -344,9 +374,9 @@ void SGSky::modify_vis( float alt, float time_factor ) {
}
}
// never let visibility drop below zero
if ( effvis <= 0 ) {
effvis = 0.1;
// never let visibility drop below 25 meters
if ( effvis <= 25.0 ) {
effvis = 25.0;
}
}
} // for

View File

@@ -126,11 +126,13 @@ public:
// transition range, and simulated "puffs".
void modify_vis( float alt, float time_factor );
// draw background portions of the sky
void draw_background();
// draw background portions of the sky ... do this before you draw
// the rest of your scene.
void preDraw();
// draw scenery elements of the sky
void draw_scene( float alt );
// draw translucent clouds ... do this after you've drawn all the
// oapaque elements of your scene.
void postDraw( float alt );
// specify the texture path (optional, defaults to current directory)
inline void texture_path( const string& path ) {

View File

@@ -147,26 +147,26 @@ bool SGStars::repaint( double sun_angle, int num, sgdVec3 *star_data ) {
float *color;
// determine which star structure to draw
if ( sun_angle > (2 * SGD_PI + 10.0 * SGD_DEGREES_TO_RADIANS ) ) {
if ( sun_angle > (0.5 * SGD_PI + 10.0 * SGD_DEGREES_TO_RADIANS ) ) {
// deep night
factor = 1.0;
cutoff = 4.5;
} else if ( sun_angle > (2 * SGD_PI + 8.8 * SGD_DEGREES_TO_RADIANS ) ) {
} else if ( sun_angle > (0.5 * SGD_PI + 8.8 * SGD_DEGREES_TO_RADIANS ) ) {
factor = 1.0;
cutoff = 3.8;
} else if ( sun_angle > (2 * SGD_PI + 7.5 * SGD_DEGREES_TO_RADIANS ) ) {
} else if ( sun_angle > (0.5 * SGD_PI + 7.5 * SGD_DEGREES_TO_RADIANS ) ) {
factor = 0.95;
cutoff = 3.1;
} else if ( sun_angle > (2 * SGD_PI + 7.0 * SGD_DEGREES_TO_RADIANS ) ) {
} else if ( sun_angle > (0.5 * SGD_PI + 7.0 * SGD_DEGREES_TO_RADIANS ) ) {
factor = 0.9;
cutoff = 2.4;
} else if ( sun_angle > (2 * SGD_PI + 6.5 * SGD_DEGREES_TO_RADIANS ) ) {
} else if ( sun_angle > (0.5 * SGD_PI + 6.5 * SGD_DEGREES_TO_RADIANS ) ) {
factor = 0.85;
cutoff = 1.8;
} else if ( sun_angle > (2 * SGD_PI + 6.0 * SGD_DEGREES_TO_RADIANS ) ) {
} else if ( sun_angle > (0.5 * SGD_PI + 6.0 * SGD_DEGREES_TO_RADIANS ) ) {
factor = 0.8;
cutoff = 1.2;
} else if ( sun_angle > (2 * SGD_PI + 5.5 * SGD_DEGREES_TO_RADIANS ) ) {
} else if ( sun_angle > (0.5 * SGD_PI + 5.5 * SGD_DEGREES_TO_RADIANS ) ) {
factor = 0.75;
cutoff = 0.6;
} else {