update grbackground.cpp with full clouds coverage and prepare code for update in realtime fog distance

git-svn-id: https://svn.code.sf.net/p/speed-dreams/code/trunk@4772 30fe4595-0a0c-4342-8851-515496e4dcbd

Former-commit-id: 88be8e14d4d5c9b6881acb04714ff0123f15c850
Former-commit-id: 7b2810f4d570d39914510e514dce110ab535416b
This commit is contained in:
torcs-ng 2012-06-24 16:09:27 +00:00
parent d3c07d0945
commit d1a68f11b9

View file

@ -63,6 +63,7 @@ static const sgVec4 BaseSpecular = { 0.33f, 0.33f, 0.30f, 1.0f } ;
static int NStars = 0;
static int NPlanets = 0;
static int cloudsTextureIndex = 0;
static const int CloudsTextureIndices[TR_CLOUDS_FULL+1] = { 1, 3, 5, 7, 8 };
static const int NCloudsTextureIndices = sizeof(CloudsTextureIndices) / sizeof(int);
@ -88,7 +89,8 @@ static bool grDynamicSkyDome = false;
static int grBackgroundType = 0;
static float grSunDeclination = 0.0f;
static float grMoonDeclination = 0.0f;
static double Visibility = 0.0f;
static float grMax_Visibility = 0.0f;
static double grVisibility = 0.0f;
static ssgBranch *SunAnchor = NULL;
@ -251,7 +253,7 @@ grInitBackground()
// TODO :
// * Why does thickness and transition get greater as the sky dome distance decreases ?
// * More/different cloud layers for each rain strength value (only 2 as for now) ?
const int cloudsTextureIndex = CloudsTextureIndices[grTrack->local.clouds];
cloudsTextureIndex = CloudsTextureIndices[grTrack->local.clouds];
cGrCloudLayer *cloudLayers[NMaxCloudLayers];
snprintf(buf, sizeof(buf), "data/textures/scattered%d.rgba", cloudsTextureIndex);
@ -346,32 +348,32 @@ grInitBackground()
{
case TR_RAIN_NONE:
//visibility = 0.0f;
Visibility = Visibility;
grVisibility = grMax_Visibility;
break;
case TR_RAIN_LITTLE:
//visibility = 400.0f;
Visibility = 800.0;
grVisibility = 800.0;
break;
case TR_RAIN_MEDIUM:
//visibility = 500.0f;
Visibility = 600.0;
grVisibility = 600.0;
break;
case TR_RAIN_HEAVY:
//visibility = 550.0f;
Visibility = 400.0;
grVisibility = 400.0;
break;
default:
GfLogWarning("Unsupported rain strength value %d (assuming none)",
grTrack->local.rain);
Visibility = 15000.0;
grVisibility = 15000.0;
break;
}//switch Rain
//TheSky->modifyVisibility( visibility, 0);
TheSky->setVisibility( Visibility ); // Visibility in meters
TheSky->setVisibility( grVisibility ); // Visibility in meters
const GLfloat fog_exp_density = m_log01 / Visibility;
const GLfloat fog_exp2_density = sqrt_m_log01 / Visibility;
const GLfloat fog_exp_density = m_log01 / grVisibility;
const GLfloat fog_exp2_density = sqrt_m_log01 / grVisibility;
//Setup overall light level according to rain if any
grUpdateLight();
@ -418,7 +420,7 @@ grLoadBackgroundGraphicsOptions()
GfLogInfo("Graphic options : Number of cloud layers : %u\n", grNbCloudLayers);
Visibility =
grMax_Visibility =
(unsigned)(GfParmGetNum(grHandle, GR_SCT_GRAPHIC, GR_ATT_VISIBILITY, 0, 0));
@ -1060,7 +1062,7 @@ void grUpdateLight( void )
if (sol_angle > 1.0)
{
float sun2 = sqrt(sol_angle);
if (Visibility > 1000)
if (grVisibility > 1000 && cloudsTextureIndex < 8)
{
CloudsColor[0] = CloudsColor[0] * sun_color[0];
CloudsColor[1] = CloudsColor[1] * sun_color[1];
@ -1086,7 +1088,7 @@ void grUpdateLight( void )
ssgGetLight(0)-> setPosition(solpos.xyz);
// 3c) update scene colors.
if (Visibility > 1000)
if (grVisibility > 1000 && cloudsTextureIndex < 8)
{
SceneAmbiant[0] = (sun_color[0]*0.25f + CloudsColor[0]*0.75f) * sky_brightness;
SceneAmbiant[1] = (sun_color[1]*0.25f + CloudsColor[1]*0.75f) * sky_brightness;