X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=simgear%2Fsky%2Foursun.cxx;h=566bbcefc0e51b7f8b70fa90cf915a471f0d48a4;hb=1e53bedca5afda25517dabcfa298f13acab0d4bd;hp=80d12c07f739b735eca9fd99c97ca6a5e1b8d685;hpb=427f309aeab8afc80c3ced99ea03233033a1ea9e;p=simgear.git diff --git a/simgear/sky/oursun.cxx b/simgear/sky/oursun.cxx index 80d12c07..566bbcef 100644 --- a/simgear/sky/oursun.cxx +++ b/simgear/sky/oursun.cxx @@ -24,13 +24,16 @@ // $Id$ +#ifdef HAVE_CONFIG_H +# include +#endif + #include #include +#include #include -#include - #include "sphere.hxx" #include "oursun.hxx" @@ -200,10 +203,13 @@ ssgBranch * SGSun::build( FGPath path, double sun_size ) { orb_state = new ssgSimpleState(); orb_state->setShadeModel( GL_SMOOTH ); orb_state->disable( GL_LIGHTING ); + // orb_state->enable( GL_LIGHTING ); orb_state->disable( GL_CULL_FACE ); orb_state->disable( GL_TEXTURE_2D ); orb_state->enable( GL_COLOR_MATERIAL ); orb_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE ); + orb_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 ); + orb_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 ); orb_state->disable( GL_BLEND ); orb_state->disable( GL_ALPHA_TEST ); @@ -227,13 +233,15 @@ ssgBranch * SGSun::build( FGPath path, double sun_size ) { path.append( "halo.rgba" ); halo_state = new ssgSimpleState(); halo_state->setTexture( (char *)path.c_str() ); - // halo_state->setTexture( sun_texid ); halo_state->enable( GL_TEXTURE_2D ); halo_state->disable( GL_LIGHTING ); + // halo_state->enable( GL_LIGHTING ); halo_state->setShadeModel( GL_SMOOTH ); halo_state->disable( GL_CULL_FACE ); halo_state->enable( GL_COLOR_MATERIAL ); halo_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE ); + halo_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 ); + halo_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 ); halo_state->enable( GL_ALPHA_TEST ); halo_state->setAlphaClamp(0.01); halo_state->enable ( GL_BLEND ) ; @@ -270,9 +278,9 @@ ssgBranch * SGSun::build( FGPath path, double sun_size ) { // into the provide scene graph branch sun_transform = new ssgTransform; - sun_transform->addKid( halo ); halo->setCallback( SSG_CALLBACK_PREDRAW, sgSunHaloPreDraw ); halo->setCallback( SSG_CALLBACK_POSTDRAW, sgSunHaloPostDraw ); + sun_transform->addKid( halo ); sun_transform->addKid( orb ); return sun_transform; @@ -285,7 +293,7 @@ ssgBranch * SGSun::build( FGPath path, double sun_size ) { // 90 degrees = sun rise/set // 180 degrees = darkest midnight bool SGSun::repaint( double sun_angle ) { - if ( sun_angle * RAD_TO_DEG < 100 ) { + if ( sun_angle * SGD_RADIANS_TO_DEGREES < 100 ) { // else sun is well below horizon (so no point in repainting it) // x_10 = sun_angle^10 @@ -303,6 +311,9 @@ bool SGSun::repaint( double sun_angle ) { (ambient * 12.0) - 3.6, // minimum value = 0.0 1.0 ); + // temp test, forces the color to always be white + // sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 ); + if (color[0] > 1.0) color[0] = 1.0; if (color[1] > 1.0) color[1] = 1.0; if (color[2] > 1.0) color[2] = 1.0; @@ -336,16 +347,17 @@ bool SGSun::reposition( sgVec3 p, double angle, sgSetVec3( axis, 0.0, 0.0, -1.0 ); sgMakeRotMat4( GST, angle, axis ); - // xglRotatef(((RAD_TO_DEG * rightAscension)- 90.0), 0.0, 0.0, 1.0); + // xglRotatef( ((SGD_RADIANS_TO_DEGREES * rightAscension)- 90.0), + // 0.0, 0.0, 1.0); sgSetVec3( axis, 0.0, 0.0, 1.0 ); - sgMakeRotMat4( RA, (rightAscension * RAD_TO_DEG) - 90.0, axis ); + sgMakeRotMat4( RA, (rightAscension * SGD_RADIANS_TO_DEGREES) - 90.0, axis ); - // xglRotatef((RAD_TO_DEG * declination), 1.0, 0.0, 0.0); + // xglRotatef((SGD_RADIANS_TO_DEGREES * declination), 1.0, 0.0, 0.0); sgSetVec3( axis, 1.0, 0.0, 0.0 ); - sgMakeRotMat4( DEC, declination * RAD_TO_DEG, axis ); + sgMakeRotMat4( DEC, declination * SGD_RADIANS_TO_DEGREES, axis ); - // xglTranslatef(0,60000,0); - sgSetVec3( v, 0.0, 60000.0, 0.0 ); + // xglTranslatef(0,sun_dist); + sgSetVec3( v, 0.0, sun_dist, 0.0 ); sgMakeTransMat4( T2, v ); sgMat4 TRANSFORM;