#include "../Flight/flight.h"
#include "../Include/constants.h"
#include "../Main/views.h"
+#include "../Math/fg_random.h"
/*
#include "../Include/general.h"
*/
/* in meters of course */
#define INNER_RADIUS 50000.0
-#define INNER_ELEV 8000.0 /* was 20000 */
+#define INNER_ELEV 20000.0
#define MIDDLE_RADIUS 70000.0
-#define MIDDLE_ELEV 10000.0
+#define MIDDLE_ELEV 4000.0
#define OUTER_RADIUS 80000.0
#define OUTER_ELEV 0.0
-static GLint sky; /* sky display list */
static float sky_center[12][3];
static float sky_middle[12][3];
static float sky_outer[12][3];
/* (Re)generate the display list */
void fgSkyInit() {
struct fgLIGHT *l;
- static int dl_exists = 0;
float theta;
int i;
l = &cur_light_params;
- if ( dl_exists ) {
- xglDeleteLists(sky, 1);
- } else {
- dl_exists = 1;
+ printf("Generating the sky dome vertices.\n");
- /* first time through, calculate sky vertices */
- for ( i = 0; i < 12; i++ ) {
- theta = (i * 30.0) * DEG_TO_RAD;
-
- sky_center[i][0] = cos(theta) * INNER_RADIUS;
- sky_center[i][1] = sin(theta) * INNER_RADIUS;
- sky_center[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;
+ for ( i = 0; i < 12; i++ ) {
+ theta = (i * 30.0) * DEG_TO_RAD;
+
+ sky_center[i][0] = cos(theta) * INNER_RADIUS;
+ sky_center[i][1] = sin(theta) * INNER_RADIUS;
+ sky_center[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;
- sky_outer[i][0] = cos((double)theta) * OUTER_RADIUS;
- sky_outer[i][1] = sin((double)theta) * OUTER_RADIUS;
- sky_outer[i][2] = OUTER_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;
- }
}
-
- printf("Creating the sky\n");
-
- sky = xglGenLists(1);
- xglNewList(sky, GL_COMPILE );
-
- /* xglMaterialfv(GL_FRONT, GL_AMBIENT, l->scene_clear);
- xglMaterialfv(GL_FRONT, GL_DIFFUSE, moon_color); */
-
- /* Draw inner section */
- xglBegin( GL_TRIANGLE_FAN );
-
- xglColor3f(0.0, 0.0, 1.0);
- xglVertex3f(0.0, 0.0, INNER_ELEV);
-
- xglColor3f(0.2, 0.2, 1.0);
- for ( i = 0; i < 12; i++ ) {
- xglVertex3fv( sky_center[i] );
- }
- xglVertex3fv( sky_center[0] );
-
- xglEnd();
-
- xglEndList();
}
void fgSkyRender() {
struct fgFLIGHT *f;
struct fgVIEW *v;
- /*
- struct fgLIGHT *l;
- struct fgTIME *t;
int i;
- */
f = ¤t_aircraft.flight;
v = ¤t_view;
- /*
- l = &cur_light_params;
- t = &cur_time_params;
- */
-
- /* FG_PI_2 + 0.1 is about 6 degrees after sundown and before sunrise */
-
- /* t->sun_angle = 3.0; */ /* to force stars to be drawn (for testing) */
printf("Rendering the sky.\n");
xglDisable( GL_LIGHTING );
+ xglDisable( GL_CULL_FACE );
+ xglShadeModel( GL_SMOOTH );
xglPushMatrix();
/* printf(" Translated to %.2f %.2f %.2f\n",
v->cur_zero_elev.x, v->cur_zero_elev.y, v->cur_zero_elev.z ); */
+ /* Rotate to proper orientation */
printf(" lon = %.2f lat = %.2f\n", FG_Longitude * RAD_TO_DEG,
FG_Latitude * RAD_TO_DEG);
xglRotatef( FG_Longitude * RAD_TO_DEG, 0.0, 0.0, 1.0 );
xglRotatef( 90.0 - FG_Latitude * RAD_TO_DEG, 0.0, 1.0, 0.0 );
- xglCallList( sky );
+ /* xglMaterialfv(GL_FRONT, GL_AMBIENT, l->scene_clear);
+ xglMaterialfv(GL_FRONT, GL_DIFFUSE, moon_color); */
+
+ /* Draw inner/center section of sky*/
+ xglBegin( GL_TRIANGLE_FAN );
+ xglColor4f(0.0, 0.0, 1.0, 1.0);
+ xglVertex3f(0.0, 0.0, INNER_ELEV);
+ xglColor4f(0.2, 0.2, 0.8, 1.0);
+ for ( i = 0; i < 12; i++ ) {
+ xglVertex3fv( sky_center[i] );
+ }
+ xglVertex3fv( sky_center[0] );
+ xglEnd();
+
+ /* Draw the middle ring */
+ xglBegin( GL_TRIANGLE_STRIP );
+ for ( i = 0; i < 12; i++ ) {
+ xglVertex3fv( sky_middle[i] );
+ xglVertex3fv( sky_center[i] );
+ }
+ xglVertex3fv( sky_middle[0] );
+ xglVertex3fv( sky_center[0] );
+ xglEnd();
+
+ /* Draw the outer ring */
+ xglBegin( GL_TRIANGLE_STRIP );
+ for ( i = 0; i < 12; i++ ) {
+ xglVertex3fv( sky_outer[i] );
+ xglVertex3fv( sky_middle[i] );
+ }
+ xglVertex3fv( sky_outer[0] );
+ xglVertex3fv( sky_middle[0] );
+ xglEnd();
xglPopMatrix();
+ xglShadeModel( GL_FLAT );
+ xglEnable( GL_CULL_FACE );
xglEnable( GL_LIGHTING );
}
/* $Log$
-/* Revision 1.2 1997/12/18 04:07:03 curt
-/* Worked on properly translating and positioning the sky dome.
+/* Revision 1.3 1997/12/18 23:32:36 curt
+/* First stab at sky dome actually starting to look reasonable. :-)
/*
+ * Revision 1.2 1997/12/18 04:07:03 curt
+ * Worked on properly translating and positioning the sky dome.
+ *
* Revision 1.1 1997/12/17 23:14:30 curt
* Initial revision.
* Begin work on rendering the sky. (Rather than just using a clear screen.)