#define OUTER_ELEV 0.0
-static float sky_inner[12][3];
-static float sky_middle[12][3];
-static float sky_outer[12][3];
+static float inner_vertex[12][3];
+static float middle_vertex[12][3];
+static float outer_vertex[12][3];
-/* Calculate the sky structure verticies */
-void fgSkyInit() {
+static float inner_color[12][4];
+static float middle_color[12][4];
+static float outer_color[12][4];
+
+
+/* Calculate the sky structure vertices */
+void fgSkyVerticesInit() {
float theta;
int i;
for ( i = 0; i < 12; i++ ) {
theta = (i * 30.0) * DEG_TO_RAD;
- sky_inner[i][0] = cos(theta) * INNER_RADIUS;
- sky_inner[i][1] = sin(theta) * INNER_RADIUS;
- sky_inner[i][2] = INNER_ELEV;
+ inner_vertex[i][0] = cos(theta) * INNER_RADIUS;
+ inner_vertex[i][1] = sin(theta) * INNER_RADIUS;
+ inner_vertex[i][2] = INNER_ELEV;
printf(" %.2f %.2f\n", cos(theta) * INNER_RADIUS,
sin(theta) * INNER_RADIUS);
- sky_middle[i][0] = cos((double)theta) * MIDDLE_RADIUS;
- sky_middle[i][1] = sin((double)theta) * MIDDLE_RADIUS;
- sky_middle[i][2] = MIDDLE_ELEV;
+ middle_vertex[i][0] = cos((double)theta) * MIDDLE_RADIUS;
+ middle_vertex[i][1] = sin((double)theta) * MIDDLE_RADIUS;
+ middle_vertex[i][2] = MIDDLE_ELEV;
- sky_outer[i][0] = cos((double)theta) * OUTER_RADIUS;
- sky_outer[i][1] = sin((double)theta) * OUTER_RADIUS;
- sky_outer[i][2] = OUTER_ELEV;
+ outer_vertex[i][0] = cos((double)theta) * OUTER_RADIUS;
+ outer_vertex[i][1] = sin((double)theta) * OUTER_RADIUS;
+ outer_vertex[i][2] = OUTER_ELEV;
}
}
+/* (Re)calculate the sky colors at each vertex */
+void fgSkyColorsInit() {
+ struct fgLIGHT *l;
+ float sun_angle, diff;
+ float outer_red_param, outer_red_amt, outer_red_diff;
+ float middle_red_param, middle_red_amt, middle_red_diff;
+ int i, j;
+
+ l = &cur_light_params;
+
+ printf("Generating the sky colors for each vertex.\n");
+
+ /* setup for the possibility of sunset effects */
+ sun_angle = l->sun_angle * RAD_TO_DEG;
+ printf(" Sun angle in degrees = %.2f\n", sun_angle);
+
+ if ( (sun_angle > 80.0) && (sun_angle < 100.0) ) {
+ /* 0.0 - 0.4 */
+ outer_red_param = (10.0 - fabs(90.0 - sun_angle)) / 25.0;
+ outer_red_diff = outer_red_param / 6.0;
+ } else {
+ outer_red_param = 0.0;
+ outer_red_diff = 0.0;
+ }
+ printf(" outer_red_param = %.2f outer_red_diff = %.2f\n",
+ outer_red_param, outer_red_diff);
+
+ if ( (sun_angle > 85.0) && (sun_angle < 95.0) ) {
+ /* 0.0 - 0.4 */
+ middle_red_param = (5.0 - fabs(90.0 - sun_angle)) / 12.5;
+ middle_red_diff = middle_red_param / 6.0;
+ } else {
+ middle_red_param = 0.0;
+ middle_red_diff = 0.0;
+ }
+ printf(" middle_red_param = %.2f middle_red_diff = %.2f\n",
+ middle_red_param, middle_red_diff);
+
+ /* calculate transition colors between sky and fog */
+ outer_red_amt = outer_red_param;
+ middle_red_amt = middle_red_param;
+
+ for ( i = 0; i < 6; i++ ) {
+ for ( j = 0; j < 3; j++ ) {
+ diff = l->sky_color[j] - l->fog_color[j];
+ inner_color[i][j] = l->sky_color[j] - diff * 0.3;
+ middle_color[i][j] = l->sky_color[j] - diff * 0.9;
+ outer_color[i][j] = l->fog_color[j];
+ }
+ outer_color[i][0] += outer_red_amt;
+ middle_color[i][0] += middle_red_amt;
+ if ( outer_color[i][0] > 1.0 ) { outer_color[i][0] = 1.0; }
+ if ( middle_color[i][0] > 1.0 ) { middle_color[i][0] = 1.0; }
+ inner_color[i][3] = middle_color[i][3] = outer_color[i][3] =
+ l->sky_color[3];
+
+ outer_red_amt -= outer_red_diff;
+ middle_red_amt -= middle_red_diff;
+
+ printf("inner_color[%d] = %.2f %.2f %.2f %.2f\n", i, inner_color[i][0],
+ inner_color[i][1], inner_color[i][2], inner_color[i][3]);
+ printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
+ middle_color[i][0], middle_color[i][1], middle_color[i][2],
+ middle_color[i][3]);
+ printf("outer_color[%d] = %.2f %.2f %.2f %.2f\n", i,
+ outer_color[i][0], outer_color[i][1], outer_color[i][2],
+ outer_color[i][3]);
+ }
+
+ outer_red_amt = 0.0;
+ middle_red_amt = 0.0;
+
+ for ( i = 6; i < 12; i++ ) {
+
+ for ( j = 0; j < 3; j++ ) {
+ diff = l->sky_color[j] - l->fog_color[j];
+ inner_color[i][j] = l->sky_color[j] - diff * 0.3;
+ middle_color[i][j] = l->sky_color[j] - diff * 0.9;
+ outer_color[i][j] = l->fog_color[j];
+ }
+ outer_color[i][0] += outer_red_amt;
+ middle_color[i][0] += middle_red_amt;
+ if ( outer_color[i][0] > 1.0 ) { outer_color[i][0] = 1.0; }
+ if ( middle_color[i][0] > 1.0 ) { middle_color[i][0] = 1.0; }
+ inner_color[i][3] = middle_color[i][3] = outer_color[i][3] =
+ l->sky_color[3];
+
+ outer_red_amt += outer_red_diff;
+ middle_red_amt += middle_red_diff;
+
+ printf("inner_color[%d] = %.2f %.2f %.2f %.2f\n", i, inner_color[i][0],
+ inner_color[i][1], inner_color[i][2], inner_color[i][3]);
+ printf("middle_color[%d] = %.2f %.2f %.2f %.2f\n", i,
+ middle_color[i][0], middle_color[i][1], middle_color[i][2],
+ middle_color[i][3]);
+ printf("outer_color[%d] = %.2f %.2f %.2f %.2f\n", i,
+ outer_color[i][0], outer_color[i][1], outer_color[i][2],
+ outer_color[i][3]);
+ }
+}
+
+
+/* Initialize the sky structure and colors */
+void fgSkyInit() {
+ fgSkyVerticesInit();
+ fgSkyColorsInit();
+}
+
+
/* Draw the Sky */
void fgSkyRender() {
struct fgFLIGHT *f;
struct fgLIGHT *l;
struct fgVIEW *v;
- float inner_color[4], middle_color[4], diff, east_dot, dot, angle;
+ float /* inner_color[4], middle_color[4], diff, */ east_dot, dot, angle;
int i;
f = ¤t_aircraft.flight;
printf("Rendering the sky.\n");
- /*
- l->fog_color[0] = 1.0;
- l->fog_color[1] = 0.0;
- l->fog_color[2] = 0.0;
- l->fog_color[3] = 1.0;
- */
-
- /* calculate transition colors between sky and fog */
- for ( i = 0; i < 3; i++ ) {
- diff = l->sky_color[i] - l->fog_color[i];
- inner_color[i] = l->sky_color[i] - diff * 0.3;
- middle_color[i] = l->sky_color[i] - diff * 1.0;
- }
- inner_color[3] = middle_color[3] = l->sky_color[3];
-
xglPushMatrix();
/* calculate the angle between v->surface_to_sun and
xglBegin( GL_TRIANGLE_FAN );
xglColor4fv(l->sky_color);
xglVertex3f(0.0, 0.0, CENTER_ELEV);
- xglColor4fv( inner_color );
for ( i = 0; i < 12; i++ ) {
- xglVertex3fv( sky_inner[i] );
+ xglColor4fv( inner_color[i] );
+ xglVertex3fv( inner_vertex[i] );
}
- xglVertex3fv( sky_inner[0] );
+ xglColor4fv( inner_color[0] );
+ xglVertex3fv( inner_vertex[0] );
xglEnd();
/* Draw the middle ring */
xglBegin( GL_TRIANGLE_STRIP );
for ( i = 0; i < 12; i++ ) {
- xglColor4fv( middle_color );
- xglVertex3fv( sky_middle[i] );
- xglColor4fv( inner_color );
- xglVertex3fv( sky_inner[i] );
+ xglColor4fv( middle_color[i] );
+ xglVertex3fv( middle_vertex[i] );
+ xglColor4fv( inner_color[i] );
+ xglVertex3fv( inner_vertex[i] );
}
- xglColor4fv( middle_color );
- xglColor4f(1.0, 0.0, 0.0, 1.0);
- xglVertex3fv( sky_middle[0] );
- xglColor4fv( inner_color );
- xglColor4f(1.0, 0.0, 0.0, 1.0);
- xglVertex3fv( sky_inner[0] );
+ xglColor4fv( middle_color[0] );
+ /* xglColor4f(1.0, 0.0, 0.0, 1.0); */
+ xglVertex3fv( middle_vertex[0] );
+ xglColor4fv( inner_color[0] );
+ /* xglColor4f(1.0, 0.0, 0.0, 1.0); */
+ xglVertex3fv( inner_vertex[0] );
xglEnd();
/* Draw the outer ring */
xglBegin( GL_TRIANGLE_STRIP );
for ( i = 0; i < 12; i++ ) {
- xglColor4fv( l->fog_color );
- xglVertex3fv( sky_outer[i] );
- xglColor4fv( middle_color );
- xglVertex3fv( sky_middle[i] );
+ xglColor4fv( outer_color[i] );
+ xglVertex3fv( outer_vertex[i] );
+ xglColor4fv( middle_color[i] );
+ xglVertex3fv( middle_vertex[i] );
}
- xglColor4fv( l->fog_color );
- xglVertex3fv( sky_outer[0] );
- xglColor4fv( middle_color );
- xglVertex3fv( sky_middle[0] );
+ xglColor4fv( outer_color[0] );
+ xglVertex3fv( outer_vertex[0] );
+ xglColor4fv( middle_color[0] );
+ xglVertex3fv( middle_vertex[0] );
xglEnd();
xglPopMatrix();
/* $Log$
-/* Revision 1.6 1997/12/22 04:14:34 curt
-/* Aligned sky with sun so dusk/dawn effects can be correct relative to the sun.
+/* Revision 1.7 1997/12/22 23:45:48 curt
+/* First stab at sunset/sunrise sky glow effects.
/*
+ * Revision 1.6 1997/12/22 04:14:34 curt
+ * Aligned sky with sun so dusk/dawn effects can be correct relative to the sun.
+ *
* Revision 1.5 1997/12/19 23:34:59 curt
* Lot's of tweaking with sky rendering and lighting.
*