8fcfb73a57
Jon accepted my offer to do this and thought it was a good idea.
498 lines
15 KiB
C++
498 lines
15 KiB
C++
// sky.cxx -- 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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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#ifdef HAVE_WINDOWS_H
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# include <windows.h>
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#endif
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#include <math.h>
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#include <GL/glut.h>
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#include <XGL/xgl.h>
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#include <Aircraft/aircraft.hxx>
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#include <Debug/logstream.hxx>
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#include <FDM/flight.hxx>
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#include <Include/fg_constants.h>
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#include <Main/views.hxx>
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#include <Math/fg_random.h>
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#include <Time/event.hxx>
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#include <Time/fg_time.hxx>
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#include "sky.hxx"
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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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#define BOTTOM_RADIUS 50000.0
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#define BOTTOM_ELEV -2000.0
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static float inner_vertex[12][3];
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static float middle_vertex[12][3];
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static float outer_vertex[12][3];
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static float bottom_vertex[12][3];
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static float inner_color[12][4];
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static float middle_color[12][4];
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static float outer_color[12][4];
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// Calculate the sky structure vertices
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void fgSkyVerticesInit( void ) {
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float theta;
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int i;
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FG_LOG(FG_ASTRO, FG_INFO, " Generating the sky dome vertices.");
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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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inner_vertex[i][0] = cos(theta) * INNER_RADIUS;
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inner_vertex[i][1] = sin(theta) * INNER_RADIUS;
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inner_vertex[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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middle_vertex[i][0] = cos((double)theta) * MIDDLE_RADIUS;
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middle_vertex[i][1] = sin((double)theta) * MIDDLE_RADIUS;
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middle_vertex[i][2] = MIDDLE_ELEV;
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outer_vertex[i][0] = cos((double)theta) * OUTER_RADIUS;
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outer_vertex[i][1] = sin((double)theta) * OUTER_RADIUS;
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outer_vertex[i][2] = OUTER_ELEV;
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bottom_vertex[i][0] = cos((double)theta) * BOTTOM_RADIUS;
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bottom_vertex[i][1] = sin((double)theta) * BOTTOM_RADIUS;
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bottom_vertex[i][2] = BOTTOM_ELEV;
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}
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}
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// (Re)calculate the sky colors at each vertex
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void fgSkyColorsInit( void ) {
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fgLIGHT *l;
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double sun_angle, diff;
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double outer_param[3], outer_amt[3], outer_diff[3];
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double middle_param[3], middle_amt[3], middle_diff[3];
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int i, j;
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l = &cur_light_params;
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FG_LOG( FG_ASTRO, FG_INFO,
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" Generating the sky colors for each vertex." );
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// setup for the possibility of sunset effects
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sun_angle = l->sun_angle * RAD_TO_DEG;
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// fgPrintf( FG_ASTRO, FG_INFO,
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// " Sun angle in degrees = %.2f\n", sun_angle);
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if ( (sun_angle > 80.0) && (sun_angle < 100.0) ) {
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// 0.0 - 0.4
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outer_param[0] = (10.0 - fabs(90.0 - sun_angle)) / 20.0;
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outer_param[1] = (10.0 - fabs(90.0 - sun_angle)) / 40.0;
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outer_param[2] = -(10.0 - fabs(90.0 - sun_angle)) / 30.0;
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// outer_param[2] = 0.0;
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middle_param[0] = (10.0 - fabs(90.0 - sun_angle)) / 40.0;
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middle_param[1] = (10.0 - fabs(90.0 - sun_angle)) / 80.0;
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middle_param[2] = 0.0;
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outer_diff[0] = outer_param[0] / 6.0;
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outer_diff[1] = outer_param[1] / 6.0;
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outer_diff[2] = outer_param[2] / 6.0;
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middle_diff[0] = middle_param[0] / 6.0;
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middle_diff[1] = middle_param[1] / 6.0;
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middle_diff[2] = middle_param[2] / 6.0;
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} else {
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outer_param[0] = outer_param[1] = outer_param[2] = 0.0;
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middle_param[0] = middle_param[1] = middle_param[2] = 0.0;
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outer_diff[0] = outer_diff[1] = outer_diff[2] = 0.0;
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middle_diff[0] = middle_diff[1] = middle_diff[2] = 0.0;
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}
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// printf(" outer_red_param = %.2f outer_red_diff = %.2f\n",
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// outer_red_param, outer_red_diff);
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// calculate transition colors between sky and fog
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for ( j = 0; j < 3; j++ ) {
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outer_amt[j] = outer_param[j];
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middle_amt[j] = middle_param[j];
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}
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for ( i = 0; i < 6; i++ ) {
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for ( j = 0; j < 3; j++ ) {
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diff = l->sky_color[j] - l->fog_color[j];
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// printf("sky = %.2f fog = %.2f diff = %.2f\n",
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// l->sky_color[j], l->fog_color[j], diff);
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inner_color[i][j] = l->sky_color[j] - diff * 0.3;
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middle_color[i][j] = l->sky_color[j] - diff * 0.9 + middle_amt[j];
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outer_color[i][j] = l->fog_color[j] + outer_amt[j];
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if ( inner_color[i][j] > 1.00 ) { inner_color[i][j] = 1.00; }
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if ( inner_color[i][j] < 0.10 ) { inner_color[i][j] = 0.10; }
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if ( middle_color[i][j] > 1.00 ) { middle_color[i][j] = 1.00; }
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if ( middle_color[i][j] < 0.10 ) { middle_color[i][j] = 0.10; }
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if ( outer_color[i][j] > 1.00 ) { outer_color[i][j] = 1.00; }
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if ( outer_color[i][j] < 0.10 ) { outer_color[i][j] = 0.10; }
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}
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inner_color[i][3] = middle_color[i][3] = outer_color[i][3] =
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l->sky_color[3];
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for ( j = 0; j < 3; j++ ) {
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outer_amt[j] -= outer_diff[j];
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middle_amt[j] -= middle_diff[j];
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}
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/*
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printf("inner_color[%d] = %.2f %.2f %.2f %.2f\n", i, inner_color[i][0],
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inner_color[i][1], inner_color[i][2], inner_color[i][3]);
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printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
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middle_color[i][0], middle_color[i][1], middle_color[i][2],
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middle_color[i][3]);
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printf("outer_color[%d] = %.2f %.2f %.2f %.2f\n", i,
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outer_color[i][0], outer_color[i][1], outer_color[i][2],
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outer_color[i][3]);
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*/
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}
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for ( j = 0; j < 3; j++ ) {
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outer_amt[j] = 0.0;
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middle_amt[j] = 0.0;
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}
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for ( i = 6; i < 12; i++ ) {
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for ( j = 0; j < 3; j++ ) {
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diff = l->sky_color[j] - l->fog_color[j];
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// printf("sky = %.2f fog = %.2f diff = %.2f\n",
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// l->sky_color[j], l->fog_color[j], diff);
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inner_color[i][j] = l->sky_color[j] - diff * 0.3;
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middle_color[i][j] = l->sky_color[j] - diff * 0.9 + middle_amt[j];
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outer_color[i][j] = l->fog_color[j] + outer_amt[j];
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if ( inner_color[i][j] > 1.00 ) { inner_color[i][j] = 1.00; }
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if ( inner_color[i][j] < 0.10 ) { inner_color[i][j] = 0.10; }
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if ( middle_color[i][j] > 1.00 ) { middle_color[i][j] = 1.00; }
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if ( middle_color[i][j] < 0.10 ) { middle_color[i][j] = 0.10; }
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if ( outer_color[i][j] > 1.00 ) { outer_color[i][j] = 1.00; }
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if ( outer_color[i][j] < 0.15 ) { outer_color[i][j] = 0.15; }
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}
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inner_color[i][3] = middle_color[i][3] = outer_color[i][3] =
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l->sky_color[3];
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for ( j = 0; j < 3; j++ ) {
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outer_amt[j] += outer_diff[j];
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middle_amt[j] += middle_diff[j];
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}
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/*
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printf("inner_color[%d] = %.2f %.2f %.2f %.2f\n", i, inner_color[i][0],
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inner_color[i][1], inner_color[i][2], inner_color[i][3]);
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printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
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middle_color[i][0], middle_color[i][1], middle_color[i][2],
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middle_color[i][3]);
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printf("outer_color[%d] = %.2f %.2f %.2f %.2f\n", i,
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outer_color[i][0], outer_color[i][1], outer_color[i][2],
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outer_color[i][3]);
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*/
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}
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}
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// Initialize the sky structure and colors
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void fgSkyInit( void ) {
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FG_LOG( FG_ASTRO, FG_INFO, "Initializing the sky" );
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fgSkyVerticesInit();
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// regester fgSkyColorsInit() as an event to be run periodically
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global_events.Register( "fgSkyColorsInit()", fgSkyColorsInit,
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fgEVENT::FG_EVENT_READY, 30000);
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}
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// Draw the Sky
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void fgSkyRender( void ) {
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FGState *f;
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fgLIGHT *l;
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float inner_color[4];
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float middle_color[4];
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float outer_color[4];
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double diff;
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int i;
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f = current_aircraft.fdm_state;
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l = &cur_light_params;
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// printf("Rendering the sky.\n");
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// calculate the proper colors
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for ( i = 0; i < 3; i++ ) {
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diff = l->sky_color[i] - l->adj_fog_color[i];
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// printf("sky = %.2f fog = %.2f diff = %.2f\n",
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// l->sky_color[j], l->adj_fog_color[j], diff);
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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 * 0.9;
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outer_color[i] = l->adj_fog_color[i];
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}
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inner_color[3] = middle_color[3] = outer_color[3] = l->adj_fog_color[3];
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xglPushMatrix();
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// Translate to view position
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Point3D zero_elev = current_view.get_cur_zero_elev();
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xglTranslatef( zero_elev.x(), zero_elev.y(), zero_elev.z() );
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// printf(" Translated to %.2f %.2f %.2f\n",
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// zero_elev.x, zero_elev.y, 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( f->get_Longitude() * RAD_TO_DEG, 0.0, 0.0, 1.0 );
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xglRotatef( 90.0 - f->get_Latitude() * RAD_TO_DEG, 0.0, 1.0, 0.0 );
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xglRotatef( l->sun_rotation * RAD_TO_DEG, 0.0, 0.0, 1.0 );
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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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for ( i = 11; i >= 0; i++ ) {
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xglColor4fv( inner_color );
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xglVertex3fv( inner_vertex[i] );
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}
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xglColor4fv( inner_color );
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xglVertex3fv( inner_vertex[11] );
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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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// printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
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// middle_color[i][0], middle_color[i][1], middle_color[i][2],
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// middle_color[i][3]);
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// xglColor4f(1.0, 0.0, 0.0, 1.0);
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xglVertex3fv( middle_vertex[i] );
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xglColor4fv( inner_color );
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// printf("inner_color[%d] = %.2f %.2f %.2f %.2f\n", i,
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// inner_color[i][0], inner_color[i][1], inner_color[i][2],
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// inner_color[i][3]);
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// xglColor4f(0.0, 0.0, 1.0, 1.0);
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xglVertex3fv( inner_vertex[i] );
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}
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xglColor4fv( middle_color );
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// xglColor4f(1.0, 0.0, 0.0, 1.0);
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xglVertex3fv( middle_vertex[0] );
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xglColor4fv( inner_color );
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// xglColor4f(0.0, 0.0, 1.0, 1.0);
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xglVertex3fv( inner_vertex[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( outer_color );
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xglVertex3fv( outer_vertex[i] );
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xglColor4fv( middle_color );
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xglVertex3fv( middle_vertex[i] );
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}
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xglColor4fv( outer_color );
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xglVertex3fv( outer_vertex[0] );
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xglColor4fv( middle_color );
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xglVertex3fv( middle_vertex[0] );
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xglEnd();
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// Draw the bottom skirt
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xglBegin( GL_TRIANGLE_STRIP );
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xglColor4fv( outer_color );
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for ( i = 0; i < 12; i++ ) {
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xglVertex3fv( bottom_vertex[i] );
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xglVertex3fv( outer_vertex[i] );
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}
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xglVertex3fv( bottom_vertex[0] );
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xglVertex3fv( outer_vertex[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 1.19 1999/02/01 21:33:26 curt
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// Renamed FlightGear/Simulator/Flight to FlightGear/Simulator/FDM since
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// Jon accepted my offer to do this and thought it was a good idea.
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//
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// Revision 1.18 1999/02/01 21:09:00 curt
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// Bug fix in vertex order of inner disk (fan) of the sky dome.
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//
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// Revision 1.17 1998/12/09 18:50:12 curt
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// Converted "class fgVIEW" to "class FGView" and updated to make data
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// members private and make required accessor functions.
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//
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// Revision 1.16 1998/12/05 15:54:03 curt
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// Renamed class fgFLIGHT to class FGState as per request by JSB.
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//
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// Revision 1.15 1998/12/03 01:15:36 curt
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// Converted fgFLIGHT to a class.
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// Tweaks for Sun portability.
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//
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// Revision 1.14 1998/11/06 21:17:39 curt
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// Converted to new logstream debugging facility. This allows release
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// builds with no messages at all (and no performance impact) by using
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// the -DFG_NDEBUG flag.
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//
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// Revision 1.13 1998/10/20 18:28:30 curt
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// Tweaked sunset/sunrise colors.
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//
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// Revision 1.12 1998/10/16 23:27:18 curt
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// C++-ifying.
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//
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// Revision 1.11 1998/10/16 00:52:19 curt
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// Converted to Point3D class.
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//
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// Revision 1.10 1998/08/29 13:07:16 curt
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// Rewrite of event manager thanks to Bernie Bright.
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//
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// Revision 1.9 1998/08/22 01:18:59 curt
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// Minor tweaks to avoid using unitialized memory.
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//
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// Revision 1.8 1998/08/12 21:40:44 curt
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// Sky now tracks adjusted fog color so it blends well with terrain.
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//
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// Revision 1.7 1998/07/22 21:39:21 curt
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// Lower skirt tracks adjusted fog color, not fog color.
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//
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// Revision 1.6 1998/05/23 14:07:14 curt
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// Use new C++ events class.
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//
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// Revision 1.5 1998/04/28 01:19:02 curt
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// Type-ified fgTIME and fgVIEW
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//
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// Revision 1.4 1998/04/26 05:10:01 curt
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// "struct fgLIGHT" -> "fgLIGHT" because fgLIGHT is typedef'd.
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//
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// Revision 1.3 1998/04/25 22:06:25 curt
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// Edited cvs log messages in source files ... bad bad bad!
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//
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// Revision 1.2 1998/04/24 00:45:03 curt
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// Wrapped "#include <config.h>" in "#ifdef HAVE_CONFIG_H"
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// Fixed a bug when generating sky colors.
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//
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// Revision 1.1 1998/04/22 13:21:32 curt
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// C++ - ifing the code a bit.
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//
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// Revision 1.9 1998/04/03 21:52:50 curt
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// Converting to Gnu autoconf system.
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//
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// Revision 1.8 1998/03/09 22:47:25 curt
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// Incorporated Durk's updates.
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//
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// Revision 1.7 1998/02/19 13:05:49 curt
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// Incorporated some HUD tweaks from Michelle America.
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// Tweaked the sky's sunset/rise colors.
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// Other misc. tweaks.
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//
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// Revision 1.6 1998/02/07 15:29:32 curt
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// Incorporated HUD changes and struct/typedef changes from Charlie Hotchkiss
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// <chotchkiss@namg.us.anritsu.com>
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//
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// Revision 1.5 1998/01/27 00:47:48 curt
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// Incorporated Paul Bleisch's <pbleisch@acm.org> new debug message
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// system and commandline/config file processing code.
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//
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// Revision 1.4 1998/01/26 15:54:28 curt
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// Added a "skirt" to try to help hide gaps between scenery and sky. This will
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// have to be revisited in the future.
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//
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// Revision 1.3 1998/01/19 19:26:59 curt
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// Merged in make system changes from Bob Kuehne <rpk@sgi.com>
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// This should simplify things tremendously.
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//
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// Revision 1.2 1998/01/19 18:40:17 curt
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// Tons of little changes to clean up the code and to remove fatal errors
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// when building with the c++ compiler.
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//
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// Revision 1.1 1998/01/07 03:16:19 curt
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// Moved from .../Src/Scenery/ to .../Src/Astro/
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//
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// Revision 1.11 1997/12/30 22:22:38 curt
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// Further integration of event manager.
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//
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// Revision 1.10 1997/12/30 20:47:53 curt
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// Integrated new event manager with subsystem initializations.
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//
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// Revision 1.9 1997/12/30 13:06:57 curt
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// A couple lighting tweaks ...
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//
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// Revision 1.8 1997/12/23 04:58:38 curt
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// Tweaked the sky coloring a bit to build in structures to allow finer rgb
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// control.
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//
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// Revision 1.7 1997/12/22 23:45:48 curt
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// First stab at sunset/sunrise sky glow effects.
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//
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// Revision 1.6 1997/12/22 04:14:34 curt
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// Aligned sky with sun so dusk/dawn effects can be correct relative to the sun.
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//
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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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