200 lines
5.3 KiB
C
200 lines
5.3 KiB
C
/**************************************************************************
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* sky.c -- model sky with an upside down "bowl"
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*
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* Written by Curtis Olson, started December 1997.
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*
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* Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License as
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* published by the Free Software Foundation; either version 2 of the
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* License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*
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* $Id$
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* (Log is kept at end of this file)
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**************************************************************************/
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#ifdef WIN32
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# include <windows.h>
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#endif
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#include <math.h>
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/*
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#include <stdio.h>
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#include <string.h>
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#include <time.h>
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*/
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#include <GL/glut.h>
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#include "../XGL/xgl.h"
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#include "sky.h"
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#include "../Time/fg_time.h"
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#include "../Aircraft/aircraft.h"
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#include "../Flight/flight.h"
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#include "../Include/constants.h"
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#include "../Main/views.h"
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#include "../Math/fg_random.h"
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/*
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#include "../Include/general.h"
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*/
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/* in meters of course */
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#define CENTER_ELEV 25000.0
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#define INNER_RADIUS 50000.0
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#define INNER_ELEV 20000.0
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#define MIDDLE_RADIUS 70000.0
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#define MIDDLE_ELEV 8000.0
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#define OUTER_RADIUS 80000.0
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#define OUTER_ELEV 0.0
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static float sky_inner[12][3];
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static float sky_middle[12][3];
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static float sky_outer[12][3];
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/* Calculate the sky structure verticies */
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void fgSkyInit() {
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float theta;
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int i;
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printf("Generating the sky dome vertices.\n");
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for ( i = 0; i < 12; i++ ) {
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theta = (i * 30.0) * DEG_TO_RAD;
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sky_inner[i][0] = cos(theta) * INNER_RADIUS;
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sky_inner[i][1] = sin(theta) * INNER_RADIUS;
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sky_inner[i][2] = INNER_ELEV;
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printf(" %.2f %.2f\n", cos(theta) * INNER_RADIUS,
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sin(theta) * INNER_RADIUS);
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sky_middle[i][0] = cos((double)theta) * MIDDLE_RADIUS;
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sky_middle[i][1] = sin((double)theta) * MIDDLE_RADIUS;
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sky_middle[i][2] = MIDDLE_ELEV;
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sky_outer[i][0] = cos((double)theta) * OUTER_RADIUS;
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sky_outer[i][1] = sin((double)theta) * OUTER_RADIUS;
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sky_outer[i][2] = OUTER_ELEV;
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}
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}
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/* Draw the Sky */
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void fgSkyRender() {
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struct fgFLIGHT *f;
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struct fgLIGHT *l;
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struct fgVIEW *v;
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float inner_color[4], middle_color[4], diff;
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int i;
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f = ¤t_aircraft.flight;
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l = &cur_light_params;
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v = ¤t_view;
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printf("Rendering the sky.\n");
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/*
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l->fog_color[0] = 1.0;
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l->fog_color[1] = 0.0;
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l->fog_color[2] = 0.0;
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l->fog_color[3] = 1.0;
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*/
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/* calculate transition colors between sky and fog */
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for ( i = 0; i < 3; i++ ) {
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diff = l->sky_color[i] - l->fog_color[i];
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inner_color[i] = l->sky_color[i] - diff * 0.3;
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middle_color[i] = l->sky_color[i] - diff * 1.0;
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}
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inner_color[3] = middle_color[3] = l->sky_color[3];
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xglPushMatrix();
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/* Translate to view position */
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xglTranslatef( v->cur_zero_elev.x, v->cur_zero_elev.y, v->cur_zero_elev.z );
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/* printf(" Translated to %.2f %.2f %.2f\n",
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v->cur_zero_elev.x, v->cur_zero_elev.y, v->cur_zero_elev.z ); */
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/* Rotate to proper orientation */
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printf(" lon = %.2f lat = %.2f\n", FG_Longitude * RAD_TO_DEG,
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FG_Latitude * RAD_TO_DEG);
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xglRotatef( FG_Longitude * RAD_TO_DEG, 0.0, 0.0, 1.0 );
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xglRotatef( 90.0 - FG_Latitude * RAD_TO_DEG, 0.0, 1.0, 0.0 );
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/* Draw inner/center section of sky*/
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xglBegin( GL_TRIANGLE_FAN );
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xglColor4fv(l->sky_color);
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xglVertex3f(0.0, 0.0, CENTER_ELEV);
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xglColor4fv( inner_color );
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for ( i = 0; i < 12; i++ ) {
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xglVertex3fv( sky_inner[i] );
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}
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xglVertex3fv( sky_inner[0] );
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xglEnd();
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/* Draw the middle ring */
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xglBegin( GL_TRIANGLE_STRIP );
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for ( i = 0; i < 12; i++ ) {
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xglColor4fv( middle_color );
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xglVertex3fv( sky_middle[i] );
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xglColor4fv( inner_color );
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xglVertex3fv( sky_inner[i] );
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}
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xglColor4fv( middle_color );
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xglVertex3fv( sky_middle[0] );
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xglColor4fv( inner_color );
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xglVertex3fv( sky_inner[0] );
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xglEnd();
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/* Draw the outer ring */
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xglBegin( GL_TRIANGLE_STRIP );
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for ( i = 0; i < 12; i++ ) {
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xglColor4fv( l->fog_color );
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xglVertex3fv( sky_outer[i] );
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xglColor4fv( middle_color );
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xglVertex3fv( sky_middle[i] );
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}
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xglColor4fv( l->fog_color );
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xglVertex3fv( sky_outer[0] );
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xglColor4fv( middle_color );
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xglVertex3fv( sky_middle[0] );
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xglEnd();
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xglPopMatrix();
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}
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/* $Log$
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/* Revision 1.5 1997/12/19 23:34:59 curt
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/* Lot's of tweaking with sky rendering and lighting.
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/*
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* Revision 1.4 1997/12/19 16:45:02 curt
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* Working on scene rendering order and options.
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*
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* Revision 1.3 1997/12/18 23:32:36 curt
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* First stab at sky dome actually starting to look reasonable. :-)
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*
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* Revision 1.2 1997/12/18 04:07:03 curt
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* Worked on properly translating and positioning the sky dome.
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*
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* Revision 1.1 1997/12/17 23:14:30 curt
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* Initial revision.
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* Begin work on rendering the sky. (Rather than just using a clear screen.)
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*
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*/
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