Lot's of tweaking with sky rendering and lighting.
This commit is contained in:
@@ -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();
|
||||
|
||||
@@ -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 = ¤t_aircraft.flight;
|
||||
l = &cur_light_params;
|
||||
v = ¤t_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. :-)
|
||||
*
|
||||
|
||||
@@ -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.
|
||||
|
||||
Reference in New Issue
Block a user