1 // sky.cxx -- model sky with an upside down "bowl"
3 // Written by Curtis Olson, started December 1997.
5 // Copyright (C) 1997 Curtis L. Olson - curt@infoplane.com
7 // This program is free software; you can redistribute it and/or
8 // modify it under the terms of the GNU General Public License as
9 // published by the Free Software Foundation; either version 2 of the
10 // License, or (at your option) any later version.
12 // This program is distributed in the hope that it will be useful, but
13 // WITHOUT ANY WARRANTY; without even the implied warranty of
14 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 // General Public License for more details.
17 // You should have received a copy of the GNU General Public License
18 // along with this program; if not, write to the Free Software
19 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
37 #include <Aircraft/aircraft.hxx>
38 #include <Debug/logstream.hxx>
39 #include <FDM/flight.hxx>
40 #include <Include/fg_constants.h>
41 #include <Main/views.hxx>
42 #include <Math/fg_random.h>
43 #include <Time/event.hxx>
44 #include <Time/fg_time.hxx>
49 // in meters of course
50 #define CENTER_ELEV 25000.0
52 #define INNER_RADIUS 50000.0
53 #define INNER_ELEV 20000.0
55 #define MIDDLE_RADIUS 70000.0
56 #define MIDDLE_ELEV 8000.0
58 #define OUTER_RADIUS 80000.0
59 #define OUTER_ELEV 0.0
61 #define BOTTOM_RADIUS 50000.0
62 #define BOTTOM_ELEV -2000.0
65 static float inner_vertex[12][3];
66 static float middle_vertex[12][3];
67 static float outer_vertex[12][3];
68 static float bottom_vertex[12][3];
70 static float inner_color[12][4];
71 static float middle_color[12][4];
72 static float outer_color[12][4];
75 // Calculate the sky structure vertices
76 void fgSkyVerticesInit( void ) {
80 FG_LOG(FG_ASTRO, FG_INFO, " Generating the sky dome vertices.");
82 for ( i = 0; i < 12; i++ ) {
83 theta = (i * 30.0) * DEG_TO_RAD;
85 inner_vertex[i][0] = cos(theta) * INNER_RADIUS;
86 inner_vertex[i][1] = sin(theta) * INNER_RADIUS;
87 inner_vertex[i][2] = INNER_ELEV;
89 // printf(" %.2f %.2f\n", cos(theta) * INNER_RADIUS,
90 // sin(theta) * INNER_RADIUS);
92 middle_vertex[i][0] = cos((double)theta) * MIDDLE_RADIUS;
93 middle_vertex[i][1] = sin((double)theta) * MIDDLE_RADIUS;
94 middle_vertex[i][2] = MIDDLE_ELEV;
96 outer_vertex[i][0] = cos((double)theta) * OUTER_RADIUS;
97 outer_vertex[i][1] = sin((double)theta) * OUTER_RADIUS;
98 outer_vertex[i][2] = OUTER_ELEV;
100 bottom_vertex[i][0] = cos((double)theta) * BOTTOM_RADIUS;
101 bottom_vertex[i][1] = sin((double)theta) * BOTTOM_RADIUS;
102 bottom_vertex[i][2] = BOTTOM_ELEV;
107 // (Re)calculate the sky colors at each vertex
108 void fgSkyColorsInit( void ) {
110 double sun_angle, diff;
111 double outer_param[3], outer_amt[3], outer_diff[3];
112 double middle_param[3], middle_amt[3], middle_diff[3];
115 l = &cur_light_params;
117 FG_LOG( FG_ASTRO, FG_INFO,
118 " Generating the sky colors for each vertex." );
120 // setup for the possibility of sunset effects
121 sun_angle = l->sun_angle * RAD_TO_DEG;
122 // fgPrintf( FG_ASTRO, FG_INFO,
123 // " Sun angle in degrees = %.2f\n", sun_angle);
125 if ( (sun_angle > 80.0) && (sun_angle < 100.0) ) {
127 outer_param[0] = (10.0 - fabs(90.0 - sun_angle)) / 20.0;
128 outer_param[1] = (10.0 - fabs(90.0 - sun_angle)) / 40.0;
129 outer_param[2] = -(10.0 - fabs(90.0 - sun_angle)) / 30.0;
130 // outer_param[2] = 0.0;
132 middle_param[0] = (10.0 - fabs(90.0 - sun_angle)) / 40.0;
133 middle_param[1] = (10.0 - fabs(90.0 - sun_angle)) / 80.0;
134 middle_param[2] = 0.0;
136 outer_diff[0] = outer_param[0] / 6.0;
137 outer_diff[1] = outer_param[1] / 6.0;
138 outer_diff[2] = outer_param[2] / 6.0;
140 middle_diff[0] = middle_param[0] / 6.0;
141 middle_diff[1] = middle_param[1] / 6.0;
142 middle_diff[2] = middle_param[2] / 6.0;
144 outer_param[0] = outer_param[1] = outer_param[2] = 0.0;
145 middle_param[0] = middle_param[1] = middle_param[2] = 0.0;
147 outer_diff[0] = outer_diff[1] = outer_diff[2] = 0.0;
148 middle_diff[0] = middle_diff[1] = middle_diff[2] = 0.0;
150 // printf(" outer_red_param = %.2f outer_red_diff = %.2f\n",
151 // outer_red_param, outer_red_diff);
153 // calculate transition colors between sky and fog
154 for ( j = 0; j < 3; j++ ) {
155 outer_amt[j] = outer_param[j];
156 middle_amt[j] = middle_param[j];
159 for ( i = 0; i < 6; i++ ) {
160 for ( j = 0; j < 3; j++ ) {
161 diff = l->sky_color[j] - l->fog_color[j];
163 // printf("sky = %.2f fog = %.2f diff = %.2f\n",
164 // l->sky_color[j], l->fog_color[j], diff);
166 inner_color[i][j] = l->sky_color[j] - diff * 0.3;
167 middle_color[i][j] = l->sky_color[j] - diff * 0.9 + middle_amt[j];
168 outer_color[i][j] = l->fog_color[j] + outer_amt[j];
170 if ( inner_color[i][j] > 1.00 ) { inner_color[i][j] = 1.00; }
171 if ( inner_color[i][j] < 0.10 ) { inner_color[i][j] = 0.10; }
172 if ( middle_color[i][j] > 1.00 ) { middle_color[i][j] = 1.00; }
173 if ( middle_color[i][j] < 0.10 ) { middle_color[i][j] = 0.10; }
174 if ( outer_color[i][j] > 1.00 ) { outer_color[i][j] = 1.00; }
175 if ( outer_color[i][j] < 0.10 ) { outer_color[i][j] = 0.10; }
177 inner_color[i][3] = middle_color[i][3] = outer_color[i][3] =
180 for ( j = 0; j < 3; j++ ) {
181 outer_amt[j] -= outer_diff[j];
182 middle_amt[j] -= middle_diff[j];
186 printf("inner_color[%d] = %.2f %.2f %.2f %.2f\n", i, inner_color[i][0],
187 inner_color[i][1], inner_color[i][2], inner_color[i][3]);
188 printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
189 middle_color[i][0], middle_color[i][1], middle_color[i][2],
191 printf("outer_color[%d] = %.2f %.2f %.2f %.2f\n", i,
192 outer_color[i][0], outer_color[i][1], outer_color[i][2],
197 for ( j = 0; j < 3; j++ ) {
202 for ( i = 6; i < 12; i++ ) {
204 for ( j = 0; j < 3; j++ ) {
205 diff = l->sky_color[j] - l->fog_color[j];
207 // printf("sky = %.2f fog = %.2f diff = %.2f\n",
208 // l->sky_color[j], l->fog_color[j], diff);
210 inner_color[i][j] = l->sky_color[j] - diff * 0.3;
211 middle_color[i][j] = l->sky_color[j] - diff * 0.9 + middle_amt[j];
212 outer_color[i][j] = l->fog_color[j] + outer_amt[j];
214 if ( inner_color[i][j] > 1.00 ) { inner_color[i][j] = 1.00; }
215 if ( inner_color[i][j] < 0.10 ) { inner_color[i][j] = 0.10; }
216 if ( middle_color[i][j] > 1.00 ) { middle_color[i][j] = 1.00; }
217 if ( middle_color[i][j] < 0.10 ) { middle_color[i][j] = 0.10; }
218 if ( outer_color[i][j] > 1.00 ) { outer_color[i][j] = 1.00; }
219 if ( outer_color[i][j] < 0.15 ) { outer_color[i][j] = 0.15; }
221 inner_color[i][3] = middle_color[i][3] = outer_color[i][3] =
224 for ( j = 0; j < 3; j++ ) {
225 outer_amt[j] += outer_diff[j];
226 middle_amt[j] += middle_diff[j];
230 printf("inner_color[%d] = %.2f %.2f %.2f %.2f\n", i, inner_color[i][0],
231 inner_color[i][1], inner_color[i][2], inner_color[i][3]);
232 printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
233 middle_color[i][0], middle_color[i][1], middle_color[i][2],
235 printf("outer_color[%d] = %.2f %.2f %.2f %.2f\n", i,
236 outer_color[i][0], outer_color[i][1], outer_color[i][2],
243 // Initialize the sky structure and colors
244 void fgSkyInit( void ) {
245 FG_LOG( FG_ASTRO, FG_INFO, "Initializing the sky" );
249 // regester fgSkyColorsInit() as an event to be run periodically
250 global_events.Register( "fgSkyColorsInit()", fgSkyColorsInit,
251 fgEVENT::FG_EVENT_READY, 30000);
256 void fgSkyRender( void ) {
259 float inner_color[4];
260 float middle_color[4];
261 float outer_color[4];
265 f = current_aircraft.fdm_state;
266 l = &cur_light_params;
268 // printf("Rendering the sky.\n");
270 // calculate the proper colors
271 for ( i = 0; i < 3; i++ ) {
272 diff = l->sky_color[i] - l->adj_fog_color[i];
274 // printf("sky = %.2f fog = %.2f diff = %.2f\n",
275 // l->sky_color[j], l->adj_fog_color[j], diff);
277 inner_color[i] = l->sky_color[i] - diff * 0.3;
278 middle_color[i] = l->sky_color[i] - diff * 0.9;
279 outer_color[i] = l->adj_fog_color[i];
281 inner_color[3] = middle_color[3] = outer_color[3] = l->adj_fog_color[3];
285 // Translate to view position
286 Point3D zero_elev = current_view.get_cur_zero_elev();
287 xglTranslatef( zero_elev.x(), zero_elev.y(), zero_elev.z() );
288 // printf(" Translated to %.2f %.2f %.2f\n",
289 // zero_elev.x, zero_elev.y, zero_elev.z );
291 // Rotate to proper orientation
292 // printf(" lon = %.2f lat = %.2f\n", FG_Longitude * RAD_TO_DEG,
293 // FG_Latitude * RAD_TO_DEG);
294 xglRotatef( f->get_Longitude() * RAD_TO_DEG, 0.0, 0.0, 1.0 );
295 xglRotatef( 90.0 - f->get_Latitude() * RAD_TO_DEG, 0.0, 1.0, 0.0 );
296 xglRotatef( l->sun_rotation * RAD_TO_DEG, 0.0, 0.0, 1.0 );
298 // Draw inner/center section of sky*/
299 xglBegin( GL_TRIANGLE_FAN );
300 xglColor4fv(l->sky_color);
301 xglVertex3f(0.0, 0.0, CENTER_ELEV);
302 for ( i = 11; i >= 0; i-- ) {
303 xglColor4fv( inner_color );
304 xglVertex3fv( inner_vertex[i] );
306 xglColor4fv( inner_color );
307 xglVertex3fv( inner_vertex[11] );
310 // Draw the middle ring
311 xglBegin( GL_TRIANGLE_STRIP );
312 for ( i = 0; i < 12; i++ ) {
313 xglColor4fv( middle_color );
314 // printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
315 // middle_color[i][0], middle_color[i][1], middle_color[i][2],
316 // middle_color[i][3]);
317 // xglColor4f(1.0, 0.0, 0.0, 1.0);
318 xglVertex3fv( middle_vertex[i] );
319 xglColor4fv( inner_color );
320 // printf("inner_color[%d] = %.2f %.2f %.2f %.2f\n", i,
321 // inner_color[i][0], inner_color[i][1], inner_color[i][2],
322 // inner_color[i][3]);
323 // xglColor4f(0.0, 0.0, 1.0, 1.0);
324 xglVertex3fv( inner_vertex[i] );
326 xglColor4fv( middle_color );
327 // xglColor4f(1.0, 0.0, 0.0, 1.0);
328 xglVertex3fv( middle_vertex[0] );
329 xglColor4fv( inner_color );
330 // xglColor4f(0.0, 0.0, 1.0, 1.0);
331 xglVertex3fv( inner_vertex[0] );
334 // Draw the outer ring
335 xglBegin( GL_TRIANGLE_STRIP );
336 for ( i = 0; i < 12; i++ ) {
337 xglColor4fv( outer_color );
338 xglVertex3fv( outer_vertex[i] );
339 xglColor4fv( middle_color );
340 xglVertex3fv( middle_vertex[i] );
342 xglColor4fv( outer_color );
343 xglVertex3fv( outer_vertex[0] );
344 xglColor4fv( middle_color );
345 xglVertex3fv( middle_vertex[0] );
348 // Draw the bottom skirt
349 xglBegin( GL_TRIANGLE_STRIP );
350 xglColor4fv( outer_color );
351 for ( i = 0; i < 12; i++ ) {
352 xglVertex3fv( bottom_vertex[i] );
353 xglVertex3fv( outer_vertex[i] );
355 xglVertex3fv( bottom_vertex[0] );
356 xglVertex3fv( outer_vertex[0] );