#include <GL/glut.h>
#include <simgear/xgl/xgl.h>
-#include <simgear/constants.h>
+#include <plib/sg.h>
+
#include <simgear/debug/logstream.hxx>
#include <simgear/math/fg_random.h>
sgSetVec3( center_vertex, 0.0, 0.0, CENTER_ELEV );
for ( i = 0; i < 12; i++ ) {
- theta = (i * 30.0) * DEG_TO_RAD;
+ theta = (i * 30.0) * SGD_DEGREES_TO_RADIANS;
sgSetVec3( upper_vertex[i],
cos(theta) * UPPER_RADIUS,
// force a repaint of the sky colors with ugly defaults
sgVec3 fog_color;
sgSetVec3( fog_color, 1.0, 1.0, 1.0 );
- repaint( color, fog_color, 0.0 );
+ repaint( color, fog_color, 0.0, 5000.0 );
// build the ssg scene graph sub tree for the sky and connected
// into the provide scene graph branch
// 0 degrees = high noon
// 90 degrees = sun rise/set
// 180 degrees = darkest midnight
-bool SGSkyDome::repaint( sgVec4 sky_color, sgVec4 fog_color, double sun_angle )
+bool SGSkyDome::repaint( sgVec4 sky_color, sgVec4 fog_color, double sun_angle,
+ double vis )
{
double diff;
sgVec3 outer_param, outer_amt, outer_diff;
// First, recalulate the basic colors
//
+ sgVec4 center_color;
sgVec4 upper_color[12];
sgVec4 middle_color[12];
sgVec4 lower_color[12];
sgVec4 bottom_color[12];
+ double vis_factor;
+
+ if ( vis < 3000.0 ) {
+ vis_factor = (vis - 1000.0) / 2000.0;
+ if ( vis_factor < 0.0 ) {
+ vis_factor = 0.0;
+ }
+ } else {
+ vis_factor = 1.0;
+ }
+
+ for ( j = 0; j < 3; j++ ) {
+ diff = sky_color[j] - fog_color[j];
+ center_color[j] = sky_color[j] - diff * ( 1.0 - vis_factor );
+ }
+
for ( i = 0; i < 6; i++ ) {
for ( j = 0; j < 3; j++ ) {
diff = sky_color[j] - fog_color[j];
// printf("sky = %.2f fog = %.2f diff = %.2f\n",
// l->sky_color[j], l->fog_color[j], diff);
- upper_color[i][j] = sky_color[j] - diff * 0.3;
- middle_color[i][j] = sky_color[j] - diff * 0.9 + middle_amt[j];
+ upper_color[i][j] = sky_color[j] - diff * ( 1.0 - vis_factor * 0.7);
+ middle_color[i][j] = sky_color[j] - diff * ( 1.0 - vis_factor * 0.1)
+ + middle_amt[j];
lower_color[i][j] = fog_color[j] + outer_amt[j];
if ( upper_color[i][j] > 1.0 ) { upper_color[i][j] = 1.0; }
// printf("sky = %.2f fog = %.2f diff = %.2f\n",
// sky_color[j], fog_color[j], diff);
- upper_color[i][j] = sky_color[j] - diff * 0.3;
- middle_color[i][j] = sky_color[j] - diff * 0.9 + middle_amt[j];
+ upper_color[i][j] = sky_color[j] - diff * ( 1.0 - vis_factor * 0.7);
+ middle_color[i][j] = sky_color[j] - diff * ( 1.0 - vis_factor * 0.1)
+ + middle_amt[j];
lower_color[i][j] = fog_color[j] + outer_amt[j];
if ( upper_color[i][j] > 1.0 ) { upper_color[i][j] = 1.0; }
slot = center_disk_cl->get( counter++ );
// sgVec4 red;
// sgSetVec4( red, 1.0, 0.0, 0.0, 1.0 );
- sgCopyVec4( slot, sky_color );
+ sgCopyVec4( slot, center_color );
for ( i = 11; i >= 0; i-- ) {
slot = center_disk_cl->get( counter++ );
sgCopyVec4( slot, upper_color[i] );
// zero_elev.x, zero_elev.y, zero_elev.z );
// Rotate to proper orientation
- // printf(" lon = %.2f lat = %.2f\n", FG_Longitude * RAD_TO_DEG,
- // FG_Latitude * RAD_TO_DEG);
- // xglRotatef( f->get_Longitude() * RAD_TO_DEG, 0.0, 0.0, 1.0 );
+ // printf(" lon = %.2f lat = %.2f\n",
+ // FG_Longitude * SGD_RADIANS_TO_DEGREES,
+ // FG_Latitude * SGD_RADIANS_TO_DEGREES);
+ // xglRotatef( f->get_Longitude() * SGD_RADIANS_TO_DEGREES, 0.0, 0.0, 1.0 );
sgSetVec3( axis, 0.0, 0.0, 1.0 );
- sgMakeRotMat4( LON, lon * RAD_TO_DEG, axis );
+ sgMakeRotMat4( LON, lon * SGD_RADIANS_TO_DEGREES, axis );
- // xglRotatef( 90.0 - f->get_Latitude() * RAD_TO_DEG, 0.0, 1.0, 0.0 );
+ // xglRotatef( 90.0 - f->get_Latitude() * SGD_RADIANS_TO_DEGREES,
+ // 0.0, 1.0, 0.0 );
sgSetVec3( axis, 0.0, 1.0, 0.0 );
- sgMakeRotMat4( LAT, 90.0 - lat * RAD_TO_DEG, axis );
+ sgMakeRotMat4( LAT, 90.0 - lat * SGD_RADIANS_TO_DEGREES, axis );
- // xglRotatef( l->sun_rotation * RAD_TO_DEG, 0.0, 0.0, 1.0 );
+ // xglRotatef( l->sun_rotation * SGD_RADIANS_TO_DEGREES, 0.0, 0.0, 1.0 );
sgSetVec3( axis, 0.0, 0.0, 1.0 );
- sgMakeRotMat4( SPIN, spin * RAD_TO_DEG, axis );
+ sgMakeRotMat4( SPIN, spin * SGD_RADIANS_TO_DEGREES, axis );
sgMat4 TRANSFORM;