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139 lines
2.7 KiB
139 lines
2.7 KiB
#include <windows.h>
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#include <GL/glu.h>
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#ifdef X11
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#include <GL/glx.h>
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#endif
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#ifdef WIN32
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#include "stonehen.h"
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#endif
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#define ATMOSPHERE_EXTERN
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#include "atmosphe.h"
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const Weather clear("Clear", 0.);
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const Weather foggy("Foggy", .04, .5, white, Color(.6, .6, 1), white);
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const Weather very_foggy("Very Foggy", .25, .5, white, white, white);
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const Weather rainy("Rainy", .01, 1., black, Color(.35, .35, .35), black);
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Weather weathers[nweathers] = {clear, foggy, very_foggy, rainy};
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const float root3_2 = sqrt(3.) / 2.;
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inline float clamp(float a, float min = 0, float max = 1)
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{
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if (a < min) return min;
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else if (a > max) return max;
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else return a;
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}
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Weather::Weather()
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{
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strcpy(name, "No name");
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fog_density = 0;
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fog_color = white;
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fog_spread = 1;
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sun_brightness = 1;
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light_sun = GL_LIGHT0;
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light_ambient = GL_LIGHT1;
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sky_top = blue;
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sky_bottom = white;
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}
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Weather::Weather(const char *n, GLfloat fd, GLfloat fs, Color fc,
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Color s1, Color s2, GLfloat sb,
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GLenum ls, GLenum la)
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{
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strcpy(name, n);
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fog_density = fd;
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fog_color = fc;
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fog_spread = fs;
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sun_brightness = sb;
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light_sun = ls;
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light_ambient = la;
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sky_top = s1;
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sky_bottom = s2;
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}
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Weather::~Weather()
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{
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}
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Weather Weather::operator=(Weather a)
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{
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strcpy(name, a.name);
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fog_density = a.fog_density;
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fog_color = a.fog_color;
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fog_spread = a.fog_spread;
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sun_brightness = a.sun_brightness;
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light_sun = a.light_sun;
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light_ambient = a.light_ambient;
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sky_top = a.sky_top;
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sky_bottom = a.sky_bottom;
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return *this;
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}
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void Weather::apply(Point sun)
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{
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Color c;
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if (fog_density != 0) {
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glFogf(GL_FOG_DENSITY, fog_density);
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glFogfv(GL_FOG_COLOR, fog_color.c);
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glFogi(GL_FOG_MODE, GL_EXP2);
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}
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glLightfv(light_sun, GL_AMBIENT, black.c);
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c = white;
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c *= sun_brightness;
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glLightfv(light_sun, GL_DIFFUSE, c.c);
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glLightfv(light_sun, GL_SPECULAR, white.c);
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if (sun.pt[2] >= 0.0) glEnable(light_sun);
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else glDisable(light_sun);
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c = white;
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c *= .25;
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glLightfv(light_ambient, GL_AMBIENT, c.c);
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glLightfv(light_ambient, GL_DIFFUSE, black.c);
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glLightfv(light_ambient, GL_SPECULAR, black.c);
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glEnable(light_ambient);
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}
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void Weather::draw_sky(Point sun)
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{
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Point p;
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float c;
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Color bottom, top;
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if (sun.pt[2] >= .5) c = 1.;
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else if (sun.pt[2] >= -.5)
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c = sqrt(1. - sun.pt[2]*sun.pt[2])*.5 + sun.pt[2]*root3_2;
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else c = 0;
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bottom = sky_bottom * c;
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top = sky_top * c;
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/* This is drawn as a far-away quad */
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glBegin(GL_QUADS);
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glColor3fv(bottom.c);
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glVertex3f(-1, -1, -1);
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glVertex3f(1, -1, -1);
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glColor3fv(top.c);
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glVertex3f(1, 1, -1);
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glVertex3f(-1, 1, -1);
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glEnd();
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}
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GLfloat Weather::shadow_blur()
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{
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return clamp(fog_density * 10.);
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}
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