From 66bd17bfa318e216fb2e1887ae55a70d37ec6ad6 Mon Sep 17 00:00:00 2001 From: curt Date: Wed, 16 Oct 2002 22:39:08 +0000 Subject: [PATCH] Add support for additional runway light colors and intensities. --- src/Objects/matlib.cxx | 394 ++++++++++++++++++++++++++++++++++++++++- 1 file changed, 390 insertions(+), 4 deletions(-) diff --git a/src/Objects/matlib.cxx b/src/Objects/matlib.cxx index 73103bd08..202a4cd1e 100644 --- a/src/Objects/matlib.cxx +++ b/src/Objects/matlib.cxx @@ -106,6 +106,44 @@ static int gen_test_light_map() { } +// generate standard colored directional light environment texture map +static int gen_standard_dir_light_map( int r, int g, int b, int alpha ) { + const int env_tex_res = 32; + int half_res = env_tex_res / 2; + unsigned char env_map[env_tex_res][env_tex_res][4]; + GLuint tex_name; + + for ( int i = 0; i < env_tex_res; ++i ) { + for ( int j = 0; j < env_tex_res; ++j ) { + double x = (i - half_res) / (double)half_res; + double y = (j - half_res) / (double)half_res; + double dist = sqrt(x*x + y*y); + if ( dist > 1.0 ) { dist = 1.0; } + double bright = cos( dist * SGD_PI_2 ); + if ( bright < 0.3 ) { bright = 0.3; } + env_map[i][j][0] = r; + env_map[i][j][1] = g; + env_map[i][j][2] = b; + env_map[i][j][3] = (int)(bright * alpha); + } + } + + glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); + glGenTextures( 1, &tex_name ); + glBindTexture( GL_TEXTURE_2D, tex_name ); + + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0, + GL_RGBA, GL_UNSIGNED_BYTE, env_map); + + return tex_name; +} + + + // generate the directional white light environment texture map static int gen_white_light_map() { const int env_tex_res = 32; @@ -121,9 +159,235 @@ static int gen_white_light_map() { if ( dist > 1.0 ) { dist = 1.0; } double bright = cos( dist * SGD_PI_2 ); if ( bright < 0.3 ) { bright = 0.3; } - env_map[i][j][0] = 255; - env_map[i][j][1] = 255; - env_map[i][j][2] = 255; + env_map[i][j][0] = 235; + env_map[i][j][1] = 235; + env_map[i][j][2] = 215; // slight yellow tint + env_map[i][j][3] = (int)(bright * 255); + } + } + + glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); + glGenTextures( 1, &tex_name ); + glBindTexture( GL_TEXTURE_2D, tex_name ); + + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0, + GL_RGBA, GL_UNSIGNED_BYTE, env_map); + + return tex_name; +} + + +// generate the medium intensity directional white light environment +// texture map +static int gen_white_light_medium_map() { + const int env_tex_res = 32; + int half_res = env_tex_res / 2; + unsigned char env_map[env_tex_res][env_tex_res][4]; + GLuint tex_name; + + for ( int i = 0; i < env_tex_res; ++i ) { + for ( int j = 0; j < env_tex_res; ++j ) { + double x = (i - half_res) / (double)half_res; + double y = (j - half_res) / (double)half_res; + double dist = sqrt(x*x + y*y); + if ( dist > 1.0 ) { dist = 1.0; } + double bright = cos( dist * SGD_PI_2 ); + if ( bright < 0.3 ) { bright = 0.3; } + env_map[i][j][0] = 235; + env_map[i][j][1] = 235; + env_map[i][j][2] = 215; // slight yellow tint + env_map[i][j][3] = (int)(bright * 205); + } + } + + glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); + glGenTextures( 1, &tex_name ); + glBindTexture( GL_TEXTURE_2D, tex_name ); + + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0, + GL_RGBA, GL_UNSIGNED_BYTE, env_map); + + return tex_name; +} + + +// generate the low intensity directional white light environment +// texture map +static int gen_white_light_low_map() { + const int env_tex_res = 32; + int half_res = env_tex_res / 2; + unsigned char env_map[env_tex_res][env_tex_res][4]; + GLuint tex_name; + + for ( int i = 0; i < env_tex_res; ++i ) { + for ( int j = 0; j < env_tex_res; ++j ) { + double x = (i - half_res) / (double)half_res; + double y = (j - half_res) / (double)half_res; + double dist = sqrt(x*x + y*y); + if ( dist > 1.0 ) { dist = 1.0; } + double bright = cos( dist * SGD_PI_2 ); + if ( bright < 0.3 ) { bright = 0.3; } + env_map[i][j][0] = 235; + env_map[i][j][1] = 235; + env_map[i][j][2] = 215; // slight yellow tint + env_map[i][j][3] = (int)(bright * 155); + } + } + + glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); + glGenTextures( 1, &tex_name ); + glBindTexture( GL_TEXTURE_2D, tex_name ); + + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0, + GL_RGBA, GL_UNSIGNED_BYTE, env_map); + + return tex_name; +} + + +// generate the directional yellow light environment texture map +static int gen_yellow_light_map() { + const int env_tex_res = 32; + int half_res = env_tex_res / 2; + unsigned char env_map[env_tex_res][env_tex_res][4]; + GLuint tex_name; + + for ( int i = 0; i < env_tex_res; ++i ) { + for ( int j = 0; j < env_tex_res; ++j ) { + double x = (i - half_res) / (double)half_res; + double y = (j - half_res) / (double)half_res; + double dist = sqrt(x*x + y*y); + if ( dist > 1.0 ) { dist = 1.0; } + double bright = cos( dist * SGD_PI_2 ); + if ( bright < 0.3 ) { bright = 0.3; } + env_map[i][j][0] = 235; + env_map[i][j][1] = 235; + env_map[i][j][2] = 20; + env_map[i][j][3] = (int)(bright * 255); + } + } + + glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); + glGenTextures( 1, &tex_name ); + glBindTexture( GL_TEXTURE_2D, tex_name ); + + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0, + GL_RGBA, GL_UNSIGNED_BYTE, env_map); + + return tex_name; +} + + +// generate the medium intensity directional yellow light environment +// texture map +static int gen_yellow_light_medium_map() { + const int env_tex_res = 32; + int half_res = env_tex_res / 2; + unsigned char env_map[env_tex_res][env_tex_res][4]; + GLuint tex_name; + + for ( int i = 0; i < env_tex_res; ++i ) { + for ( int j = 0; j < env_tex_res; ++j ) { + double x = (i - half_res) / (double)half_res; + double y = (j - half_res) / (double)half_res; + double dist = sqrt(x*x + y*y); + if ( dist > 1.0 ) { dist = 1.0; } + double bright = cos( dist * SGD_PI_2 ); + if ( bright < 0.3 ) { bright = 0.3; } + env_map[i][j][0] = 235; + env_map[i][j][1] = 235; + env_map[i][j][2] = 20; + env_map[i][j][3] = (int)(bright * 205); + } + } + + glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); + glGenTextures( 1, &tex_name ); + glBindTexture( GL_TEXTURE_2D, tex_name ); + + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0, + GL_RGBA, GL_UNSIGNED_BYTE, env_map); + + return tex_name; +} + + +// generate the low intensity directional yellow light environment +// texture map +static int gen_yellow_light_low_map() { + const int env_tex_res = 32; + int half_res = env_tex_res / 2; + unsigned char env_map[env_tex_res][env_tex_res][4]; + GLuint tex_name; + + for ( int i = 0; i < env_tex_res; ++i ) { + for ( int j = 0; j < env_tex_res; ++j ) { + double x = (i - half_res) / (double)half_res; + double y = (j - half_res) / (double)half_res; + double dist = sqrt(x*x + y*y); + if ( dist > 1.0 ) { dist = 1.0; } + double bright = cos( dist * SGD_PI_2 ); + if ( bright < 0.3 ) { bright = 0.3; } + env_map[i][j][0] = 235; + env_map[i][j][1] = 235; + env_map[i][j][2] = 20; + env_map[i][j][3] = (int)(bright * 155); + } + } + + glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); + glGenTextures( 1, &tex_name ); + glBindTexture( GL_TEXTURE_2D, tex_name ); + + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0, + GL_RGBA, GL_UNSIGNED_BYTE, env_map); + + return tex_name; +} + + +// generate the directional red light environment texture map +static int gen_red_light_map() { + const int env_tex_res = 32; + int half_res = env_tex_res / 2; + unsigned char env_map[env_tex_res][env_tex_res][4]; + GLuint tex_name; + + for ( int i = 0; i < env_tex_res; ++i ) { + for ( int j = 0; j < env_tex_res; ++j ) { + double x = (i - half_res) / (double)half_res; + double y = (j - half_res) / (double)half_res; + double dist = sqrt(x*x + y*y); + if ( dist > 1.0 ) { dist = 1.0; } + double bright = cos( dist * SGD_PI_2 ); + if ( bright < 0.3 ) { bright = 0.3; } + env_map[i][j][0] = 235; + env_map[i][j][1] = 20; + env_map[i][j][2] = 20; env_map[i][j][3] = (int)(bright * 255); } } @@ -241,7 +505,10 @@ bool FGMaterialLib::load( const string& mpath ) { gnd_lights->disable( GL_LIGHTING ); matlib["GROUND_LIGHTS"] = new FGNewMat(gnd_lights); + GLuint tex_name; + // hard coded runway white light state + tex_name = gen_standard_dir_light_map( 235, 235, 215, 255 ); ssgSimpleState *rwy_white_lights = new ssgSimpleState(); rwy_white_lights->ref(); rwy_white_lights->disable( GL_LIGHTING ); @@ -254,13 +521,132 @@ bool FGMaterialLib::load( const string& mpath ) { rwy_white_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 ); rwy_white_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 ); rwy_white_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 ); - rwy_white_lights->setTexture( gen_white_light_map() ); + rwy_white_lights->setTexture( tex_name ); matlib["RWY_WHITE_LIGHTS"] = new FGNewMat(rwy_white_lights); // For backwards compatibility ... remove someday matlib["RUNWAY_LIGHTS"] = new FGNewMat(rwy_white_lights); matlib["RWY_LIGHTS"] = new FGNewMat(rwy_white_lights); // end of backwards compatitibilty + // hard coded runway medium intensity white light state + tex_name = gen_standard_dir_light_map( 235, 235, 215, 205 ); + ssgSimpleState *rwy_white_medium_lights = new ssgSimpleState(); + rwy_white_medium_lights->ref(); + rwy_white_medium_lights->disable( GL_LIGHTING ); + rwy_white_medium_lights->enable ( GL_CULL_FACE ) ; + rwy_white_medium_lights->enable( GL_TEXTURE_2D ); + rwy_white_medium_lights->enable( GL_BLEND ); + rwy_white_medium_lights->enable( GL_ALPHA_TEST ); + rwy_white_medium_lights->enable( GL_COLOR_MATERIAL ); + rwy_white_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 ); + rwy_white_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 ); + rwy_white_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 ); + rwy_white_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 ); + rwy_white_medium_lights->setTexture( tex_name ); + matlib["RWY_WHITE_MEDIUM_LIGHTS"] = new FGNewMat(rwy_white_medium_lights); + + // hard coded runway low intensity white light state + tex_name = gen_standard_dir_light_map( 235, 235, 215, 155 ); + ssgSimpleState *rwy_white_low_lights = new ssgSimpleState(); + rwy_white_low_lights->ref(); + rwy_white_low_lights->disable( GL_LIGHTING ); + rwy_white_low_lights->enable ( GL_CULL_FACE ) ; + rwy_white_low_lights->enable( GL_TEXTURE_2D ); + rwy_white_low_lights->enable( GL_BLEND ); + rwy_white_low_lights->enable( GL_ALPHA_TEST ); + rwy_white_low_lights->enable( GL_COLOR_MATERIAL ); + rwy_white_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 ); + rwy_white_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 ); + rwy_white_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 ); + rwy_white_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 ); + rwy_white_low_lights->setTexture( tex_name ); + matlib["RWY_WHITE_LOW_LIGHTS"] = new FGNewMat(rwy_white_low_lights); + + // hard coded runway yellow light state + tex_name = gen_standard_dir_light_map( 235, 235, 20, 255 ); + ssgSimpleState *rwy_yellow_lights = new ssgSimpleState(); + rwy_yellow_lights->ref(); + rwy_yellow_lights->disable( GL_LIGHTING ); + rwy_yellow_lights->enable ( GL_CULL_FACE ) ; + rwy_yellow_lights->enable( GL_TEXTURE_2D ); + rwy_yellow_lights->enable( GL_BLEND ); + rwy_yellow_lights->enable( GL_ALPHA_TEST ); + rwy_yellow_lights->enable( GL_COLOR_MATERIAL ); + rwy_yellow_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 ); + rwy_yellow_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 ); + rwy_yellow_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 ); + rwy_yellow_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 ); + rwy_yellow_lights->setTexture( tex_name ); + matlib["RWY_YELLOW_LIGHTS"] = new FGNewMat(rwy_yellow_lights); + + // hard coded runway medium intensity yellow light state + tex_name = gen_standard_dir_light_map( 235, 235, 20, 205 ); + ssgSimpleState *rwy_yellow_medium_lights = new ssgSimpleState(); + rwy_yellow_medium_lights->ref(); + rwy_yellow_medium_lights->disable( GL_LIGHTING ); + rwy_yellow_medium_lights->enable ( GL_CULL_FACE ) ; + rwy_yellow_medium_lights->enable( GL_TEXTURE_2D ); + rwy_yellow_medium_lights->enable( GL_BLEND ); + rwy_yellow_medium_lights->enable( GL_ALPHA_TEST ); + rwy_yellow_medium_lights->enable( GL_COLOR_MATERIAL ); + rwy_yellow_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 ); + rwy_yellow_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 ); + rwy_yellow_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 ); + rwy_yellow_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 ); + rwy_yellow_medium_lights->setTexture( tex_name ); + matlib["RWY_YELLOW_MEDIUM_LIGHTS"] = new FGNewMat(rwy_yellow_medium_lights); + + // hard coded runway low intensity yellow light state + tex_name = gen_standard_dir_light_map( 235, 235, 20, 155 ); + ssgSimpleState *rwy_yellow_low_lights = new ssgSimpleState(); + rwy_yellow_low_lights->ref(); + rwy_yellow_low_lights->disable( GL_LIGHTING ); + rwy_yellow_low_lights->enable ( GL_CULL_FACE ) ; + rwy_yellow_low_lights->enable( GL_TEXTURE_2D ); + rwy_yellow_low_lights->enable( GL_BLEND ); + rwy_yellow_low_lights->enable( GL_ALPHA_TEST ); + rwy_yellow_low_lights->enable( GL_COLOR_MATERIAL ); + rwy_yellow_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 ); + rwy_yellow_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 ); + rwy_yellow_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 ); + rwy_yellow_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 ); + rwy_yellow_low_lights->setTexture( tex_name ); + matlib["RWY_YELLOW_LOW_LIGHTS"] = new FGNewMat(rwy_yellow_low_lights); + + // hard coded runway red light state + tex_name = gen_standard_dir_light_map( 235, 20, 20, 255 ); + ssgSimpleState *rwy_red_lights = new ssgSimpleState(); + rwy_red_lights->ref(); + rwy_red_lights->disable( GL_LIGHTING ); + rwy_red_lights->enable ( GL_CULL_FACE ) ; + rwy_red_lights->enable( GL_TEXTURE_2D ); + rwy_red_lights->enable( GL_BLEND ); + rwy_red_lights->enable( GL_ALPHA_TEST ); + rwy_red_lights->enable( GL_COLOR_MATERIAL ); + rwy_red_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 ); + rwy_red_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 ); + rwy_red_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 ); + rwy_red_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 ); + rwy_red_lights->setTexture( tex_name ); + matlib["RWY_RED_LIGHTS"] = new FGNewMat(rwy_red_lights); + + // hard coded mediume intensity runway red light state + tex_name = gen_standard_dir_light_map( 235, 20, 20, 205 ); + ssgSimpleState *rwy_red_medium_lights = new ssgSimpleState(); + rwy_red_medium_lights->ref(); + rwy_red_medium_lights->disable( GL_LIGHTING ); + rwy_red_medium_lights->enable ( GL_CULL_FACE ) ; + rwy_red_medium_lights->enable( GL_TEXTURE_2D ); + rwy_red_medium_lights->enable( GL_BLEND ); + rwy_red_medium_lights->enable( GL_ALPHA_TEST ); + rwy_red_medium_lights->enable( GL_COLOR_MATERIAL ); + rwy_red_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 ); + rwy_red_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 ); + rwy_red_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 ); + rwy_red_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 ); + rwy_red_medium_lights->setTexture( tex_name ); + matlib["RWY_RED_MEDIUM_LIGHTS"] = new FGNewMat(rwy_red_medium_lights); + // hard coded runway vasi light state ssgSimpleState *rwy_vasi_lights = new ssgSimpleState(); rwy_vasi_lights->ref(); -- 2.39.5