Lot's of tweaking with sky rendering and lighting.

This commit is contained in:
curt
1997-12-19 23:34:03 +00:00
parent 37ec7421aa
commit 4c18fbcafd
3 changed files with 54 additions and 36 deletions

View File

@@ -268,24 +268,17 @@ void fgMoonInit() {
/* Draw the moon */
void fgMoonRender() {
struct fgLIGHT *l;
GLfloat moon_color[4] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
l = &cur_light_params;
/* set lighting parameters */
xglLightfv(GL_LIGHT0, GL_AMBIENT, l->scene_clear );
xglLightfv(GL_LIGHT0, GL_DIFFUSE, moon_color );
xglMaterialfv(GL_FRONT, GL_AMBIENT, l->scene_clear );
xglMaterialfv(GL_FRONT, GL_AMBIENT, moon_color );
xglMaterialfv(GL_FRONT, GL_DIFFUSE, moon_color);
xglMaterialfv(GL_FRONT, GL_AMBIENT, l->sky_color );
xglMaterialfv(GL_FRONT, GL_DIFFUSE, white);
xglPushMatrix();
xglTranslatef(xMoon, yMoon, zMoon);
xglScalef(1400, 1400, 1400);
xglColor3fv(moon_color);
/* glutSolidSphere(1.0, 25, 25); */
xglCallList(moon);
xglPopMatrix();

View File

@@ -52,34 +52,32 @@
*/
/* 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 4000.0
#define MIDDLE_ELEV 8000.0
#define OUTER_RADIUS 80000.0
#define OUTER_ELEV 0.0
static float sky_center[12][3];
static float sky_inner[12][3];
static float sky_middle[12][3];
static float sky_outer[12][3];
/* (Re)generate the display list */
/* Calculate the sky structure verticies */
void fgSkyInit() {
struct fgLIGHT *l;
float theta;
int i;
l = &cur_light_params;
printf("Generating the sky dome vertices.\n");
for ( i = 0; i < 12; i++ ) {
theta = (i * 30.0) * DEG_TO_RAD;
sky_center[i][0] = cos(theta) * INNER_RADIUS;
sky_center[i][1] = sin(theta) * INNER_RADIUS;
sky_center[i][2] = INNER_ELEV;
sky_inner[i][0] = cos(theta) * INNER_RADIUS;
sky_inner[i][1] = sin(theta) * INNER_RADIUS;
sky_inner[i][2] = INNER_ELEV;
printf(" %.2f %.2f\n", cos(theta) * INNER_RADIUS,
sin(theta) * INNER_RADIUS);
@@ -99,14 +97,32 @@ void fgSkyInit() {
/* Draw the Sky */
void fgSkyRender() {
struct fgFLIGHT *f;
struct fgLIGHT *l;
struct fgVIEW *v;
float inner_color[4], middle_color[4], diff;
int i;
f = &current_aircraft.flight;
l = &cur_light_params;
v = &current_view;
printf("Rendering the sky.\n");
/*
l->fog_color[0] = 1.0;
l->fog_color[1] = 0.0;
l->fog_color[2] = 0.0;
l->fog_color[3] = 1.0;
*/
/* calculate transition colors between sky and fog */
for ( i = 0; i < 3; i++ ) {
diff = l->sky_color[i] - l->fog_color[i];
inner_color[i] = l->sky_color[i] - diff * 0.3;
middle_color[i] = l->sky_color[i] - diff * 1.0;
}
inner_color[3] = middle_color[3] = l->sky_color[3];
xglPushMatrix();
/* Translate to view position */
@@ -120,37 +136,42 @@ void fgSkyRender() {
xglRotatef( FG_Longitude * RAD_TO_DEG, 0.0, 0.0, 1.0 );
xglRotatef( 90.0 - FG_Latitude * RAD_TO_DEG, 0.0, 1.0, 0.0 );
/* xglMaterialfv(GL_FRONT, GL_AMBIENT, l->scene_clear);
xglMaterialfv(GL_FRONT, GL_DIFFUSE, moon_color); */
/* Draw inner/center section of sky*/
xglBegin( GL_TRIANGLE_FAN );
xglColor4f(0.0, 0.0, 1.0, 1.0);
xglVertex3f(0.0, 0.0, INNER_ELEV);
xglColor4f(0.2, 0.2, 0.8, 1.0);
xglColor4fv(l->sky_color);
xglVertex3f(0.0, 0.0, CENTER_ELEV);
xglColor4fv( inner_color );
for ( i = 0; i < 12; i++ ) {
xglVertex3fv( sky_center[i] );
xglVertex3fv( sky_inner[i] );
}
xglVertex3fv( sky_center[0] );
xglVertex3fv( sky_inner[0] );
xglEnd();
/* Draw the middle ring */
xglBegin( GL_TRIANGLE_STRIP );
for ( i = 0; i < 12; i++ ) {
xglColor4fv( middle_color );
xglVertex3fv( sky_middle[i] );
xglVertex3fv( sky_center[i] );
xglColor4fv( inner_color );
xglVertex3fv( sky_inner[i] );
}
xglColor4fv( middle_color );
xglVertex3fv( sky_middle[0] );
xglVertex3fv( sky_center[0] );
xglColor4fv( inner_color );
xglVertex3fv( sky_inner[0] );
xglEnd();
/* Draw the outer ring */
xglBegin( GL_TRIANGLE_STRIP );
for ( i = 0; i < 12; i++ ) {
xglColor4fv( l->fog_color );
xglVertex3fv( sky_outer[i] );
xglColor4fv( middle_color );
xglVertex3fv( sky_middle[i] );
}
xglColor4fv( l->fog_color );
xglVertex3fv( sky_outer[0] );
xglColor4fv( middle_color );
xglVertex3fv( sky_middle[0] );
xglEnd();
@@ -159,9 +180,12 @@ void fgSkyRender() {
/* $Log$
/* Revision 1.4 1997/12/19 16:45:02 curt
/* Working on scene rendering order and options.
/* 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. :-)
*

View File

@@ -169,10 +169,8 @@ void fgSunRender() {
xglTranslatef(xSun, ySun, zSun);
xglScalef(1400, 1400, 1400);
xglColor3f(0.85, 0.65, 0.05);
xglColor4f(0.85, 0.65, 0.05, 1.0);
/* xglColor3fv( color ); */
/* xglutSolidSphere(1.0, 25, 25); */
xglCallList(sun_obj);
xglPopMatrix();
@@ -182,9 +180,12 @@ void fgSunRender() {
/* $Log$
/* Revision 1.7 1997/12/17 23:12:16 curt
/* Fixed so moon and sun display lists aren't recreate periodically.
/* Revision 1.8 1997/12/19 23:35:00 curt
/* Lot's of tweaking with sky rendering and lighting.
/*
* Revision 1.7 1997/12/17 23:12:16 curt
* Fixed so moon and sun display lists aren't recreate periodically.
*
* Revision 1.6 1997/12/15 23:55:04 curt
* Add xgl wrappers for debugging.
* Generate terrain normals on the fly.