#endif
-static ssgLeaf *gen_lights( ssgVertexArray *lights ) {
+static ssgLeaf *gen_lights( ssgVertexArray *lights, int inc, float bright ) {
+ // generate a repeatable random seed
+ float *p1 = lights->get( 0 );
+ unsigned int *seed = (unsigned int *)p1;
+ sg_srandom( *seed );
+
+ int size = lights->getNum() / inc;
+
// Allocate ssg structure
+ ssgVertexArray *vl = new ssgVertexArray( size + 1 );
ssgNormalArray *nl = NULL;
ssgTexCoordArray *tl = NULL;
- ssgColourArray *cl = new ssgColourArray( 1 );
+ ssgColourArray *cl = new ssgColourArray( size + 1 );
- // default to slightly yellow lights for now
sgVec4 color;
- sgSetVec4( color, 1.0, 1.0, 0.7, 1.0 );
- cl->add( color );
+ for ( int i = 0; i < lights->getNum(); ++i ) {
+ // this loop is slightly less efficient than it otherwise
+ // could be, but we want a red light to always be red, and a
+ // yellow light to always be yellow, etc. so we are trying to
+ // preserve the random sequence.
+ float zombie = sg_random();
+ if ( i % inc == 0 ) {
+ vl->add( lights->get(i) );
+
+ // yellow = 1,1,0
+ if ( zombie > 0.5 ) {
+ // 50% chance of yellowish
+ sgSetVec4( color, 0.9, 0.9, 0.3, bright );
+ } else if ( zombie > 0.15 ) {
+ // 35% chance of whitish
+ sgSetVec4( color, 0.9, 0.9, 0.8, bright );
+ } else if ( zombie > 0.05 ) {
+ // 10% chance of orangish
+ sgSetVec4( color, 0.9, 0.6, 0.2, bright );
+ } else {
+ // 5% chance of redish
+ sgSetVec4( color, 0.9, 0.2, 0.2, bright );
+ }
+ cl->add( color );
+ }
+ }
// create ssg leaf
ssgLeaf *leaf =
- new ssgVtxTable ( GL_POINTS, lights, nl, tl, cl );
+ new ssgVtxTable ( GL_POINTS, vl, nl, tl, cl );
// assign state
FGNewMat *newmat = material_lib.find( "LIGHTS" );
terrain->addKid( e->terra_transform );
e->lights_transform = NULL;
+ e->lights_range = NULL;
/* uncomment this section for testing ground lights */
- ssgLeaf *lights = gen_lights( light_pts );
- if ( lights ) {
+ if ( light_pts->getNum() ) {
+ cout << "generating lights" << endl;
e->lights_transform = new ssgTransform;
e->lights_range = new ssgRangeSelector;
- e->lights_range->addKid( lights );
+ e->lights_brightness = new ssgSelector;
+ ssgLeaf *lights;
+
+ lights = gen_lights( light_pts, 4, 0.7 );
+ e->lights_brightness->addKid( lights );
+
+ lights = gen_lights( light_pts, 2, 0.85 );
+ e->lights_brightness->addKid( lights );
+
+ lights = gen_lights( light_pts, 1, 1.0 );
+ e->lights_brightness->addKid( lights );
+
+ e->lights_range->addKid( e->lights_brightness );
e->lights_transform->addKid( e->lights_range );
e->lights_transform->setTransform( &sgcoord );
ground->addKid( e->lights_transform );