2 // light.cxx -- lighting routines
4 // Written by Curtis Olson, started April 1998.
6 // Copyright (C) 1998 Curtis L. Olson - http://www.flightgear.org/~curt
8 // This program is free software; you can redistribute it and/or
9 // modify it under the terms of the GNU General Public License as
10 // published by the Free Software Foundation; either version 2 of the
11 // License, or (at your option) any later version.
13 // This program is distributed in the hope that it will be useful, but
14 // WITHOUT ANY WARRANTY; without even the implied warranty of
15 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 // General Public License for more details.
18 // You should have received a copy of the GNU General Public License
19 // along with this program; if not, write to the Free Software
20 // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
29 #include <simgear/compiler.h>
33 #include <simgear/constants.h>
34 #include <simgear/debug/logstream.hxx>
35 #include <simgear/math/interpolater.hxx>
36 #include <simgear/misc/sg_path.hxx>
37 #include <simgear/scene/sky/sky.hxx>
38 #include <simgear/screen/colors.hxx>
39 #include <simgear/timing/sg_time.hxx>
40 #include <simgear/structure/event_mgr.hxx>
42 #include <Main/main.hxx>
43 #include <Main/globals.hxx>
44 #include <Main/fg_props.hxx>
45 #include <Main/renderer.hxx>
46 #include <Main/viewer.hxx>
49 #include "sunsolver.hxx"
53 : _ambient_tbl( NULL ),
55 _specular_tbl( NULL ),
62 _moon_vec(0, 0, 0, 0),
63 _sun_vec_inv(0, 0, 0, 0),
64 _moon_vec_inv(0, 0, 0, 0),
70 _scene_ambient(0, 0, 0, 0),
71 _scene_diffuse(0, 0, 0, 0),
72 _scene_specular(0, 0, 0, 0),
73 _scene_chrome(0, 0, 0, 0),
74 _sky_color(0, 0, 0, 0),
75 _fog_color(0, 0, 0, 0),
76 _cloud_color(0, 0, 0, 0),
77 _adj_fog_color(0, 0, 0, 0),
78 _adj_sky_color(0, 0, 0, 0),
94 // initialize lighting tables
95 void FGLight::init () {
96 SG_LOG( SG_EVENT, SG_INFO,
97 "Initializing Lighting interpolation tables." );
99 // build the path names of the lookup tables
100 SGPath path( globals->get_fg_root() );
102 // initialize ambient, diffuse and specular tables
103 SGPath ambient_path = path;
104 ambient_path.append( "Lighting/ambient" );
105 _ambient_tbl = new SGInterpTable( ambient_path.str() );
107 SGPath diffuse_path = path;
108 diffuse_path.append( "Lighting/diffuse" );
109 _diffuse_tbl = new SGInterpTable( diffuse_path.str() );
111 SGPath specular_path = path;
112 specular_path.append( "Lighting/specular" );
113 _specular_tbl = new SGInterpTable( specular_path.str() );
115 // initialize sky table
116 SGPath sky_path = path;
117 sky_path.append( "Lighting/sky" );
118 _sky_tbl = new SGInterpTable( sky_path.str() );
120 globals->get_event_mgr()->addTask("updateSunPos", this,
121 &FGLight::updateSunPos, 0.5 );
125 void FGLight::reinit () {
126 _prev_sun_angle = -9999.0;
131 delete _specular_tbl;
138 update_adj_fog_color();
141 void FGLight::bind () {
142 SGPropertyNode *prop = globals->get_props();
143 prop->tie("/sim/time/sun-angle-rad",SGRawValuePointer<double>(&_sun_angle));
144 prop->tie("/rendering/scene/saturation",SGRawValuePointer<float>(&_saturation));
145 prop->tie("/rendering/scene/ambient/red",SGRawValuePointer<float>(&_scene_ambient[0]));
146 prop->tie("/rendering/scene/ambient/green",SGRawValuePointer<float>(&_scene_ambient[1]));
147 prop->tie("/rendering/scene/ambient/blue",SGRawValuePointer<float>(&_scene_ambient[2]));
148 prop->tie("/rendering/scene/diffuse/red",SGRawValuePointer<float>(&_scene_diffuse[0]));
149 prop->tie("/rendering/scene/diffuse/green",SGRawValuePointer<float>(&_scene_diffuse[1]));
150 prop->tie("/rendering/scene/diffuse/blue",SGRawValuePointer<float>(&_scene_diffuse[2]));
151 prop->tie("/rendering/scene/specular/red",SGRawValuePointer<float>(&_scene_specular[0]));
152 prop->tie("/rendering/scene/specular/green",SGRawValuePointer<float>(&_scene_specular[1]));
153 prop->tie("/rendering/scene/specular/blue",SGRawValuePointer<float>(&_scene_specular[2]));
154 prop->tie("/rendering/dome/sky/red",SGRawValuePointer<float>(&_sky_color[0]));
155 prop->tie("/rendering/dome/sky/green",SGRawValuePointer<float>(&_sky_color[1]));
156 prop->tie("/rendering/dome/sky/blue",SGRawValuePointer<float>(&_sky_color[2]));
157 prop->tie("/rendering/dome/fog/red",SGRawValuePointer<float>(&_fog_color[0]));
158 prop->tie("/rendering/dome/fog/green",SGRawValuePointer<float>(&_fog_color[1]));
159 prop->tie("/rendering/dome/fog/blue",SGRawValuePointer<float>(&_fog_color[2]));
160 // Properties used directly by effects
161 _chromeProps[0] = prop->getNode("/rendering/scene/chrome-light/red", true);
162 _chromeProps[1] = prop->getNode("/rendering/scene/chrome-light/green",
164 _chromeProps[2] = prop->getNode("/rendering/scene/chrome-light/blue", true);
165 _chromeProps[3] = prop->getNode("/rendering/scene/chrome-light/alpha",
167 for (int i = 0; i < 4; ++i)
168 _chromeProps[i]->setValue(0.0);
171 void FGLight::unbind () {
172 SGPropertyNode *prop = globals->get_props();
173 prop->untie("/sim/time/sun-angle-rad");
174 prop->untie("/rendering/scene/saturation");
175 prop->untie("/rendering/scene/ambient/red");
176 prop->untie("/rendering/scene/ambient/green");
177 prop->untie("/rendering/scene/ambient/blue");
178 prop->untie("/rendering/scene/diffuse/red");
179 prop->untie("/rendering/scene/diffuse/green");
180 prop->untie("/rendering/scene/diffuse/blue");
181 prop->untie("/rendering/scene/specular/red");
182 prop->untie("/rendering/scene/specular/green");
183 prop->untie("/rendering/scene/specular/blue");
184 prop->untie("/rendering/dome/sun/red");
185 prop->untie("/rendering/dome/sun/green");
186 prop->untie("/rendering/dome/sun/blue");
187 prop->untie("/rendering/dome/sky/red");
188 prop->untie("/rendering/dome/sky/green");
189 prop->untie("/rendering/dome/sky/blue");
190 prop->untie("/rendering/dome/fog/red");
191 prop->untie("/rendering/dome/fog/green");
192 prop->untie("/rendering/dome/fog/blue");
196 // update lighting parameters based on current sun position
197 void FGLight::update( double dt )
199 update_adj_fog_color();
201 if (_prev_sun_angle != _sun_angle) {
202 _prev_sun_angle = _sun_angle;
207 void FGLight::update_sky_color () {
208 // if the 4th field is 0.0, this specifies a direction ...
209 // const GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
210 const GLfloat base_sky_color[4] = { 0.31, 0.43, 0.69, 1.0 };
211 const GLfloat base_fog_color[4] = { 0.63, 0.72, 0.88, 1.0 };
213 SG_LOG( SG_EVENT, SG_DEBUG, "Updating light parameters." );
215 // calculate lighting parameters based on sun's relative angle to
217 static SGConstPropertyNode_ptr humidity = fgGetNode("/environment/relative-humidity");
218 float av = humidity->getFloatValue() * 45;
219 float visibility_log = log(av)/11.0;
220 float visibility_inv = (45000.0 - av)/45000.0;
222 float deg = _sun_angle * SGD_RADIANS_TO_DEGREES;
223 SG_LOG( SG_EVENT, SG_DEBUG, " Sun angle = " << deg );
225 if (_saturation < 0.0) _saturation = 0.0;
226 else if (_saturation > 1.0) _saturation = 1.0;
228 float ambient = _ambient_tbl->interpolate( deg ) + visibility_inv/10;
229 float diffuse = _diffuse_tbl->interpolate( deg );
230 float specular = _specular_tbl->interpolate( deg ) * visibility_log;
231 float sky_brightness = _sky_tbl->interpolate( deg );
233 ambient *= _saturation;
234 diffuse *= _saturation;
235 specular *= _saturation;
236 sky_brightness *= _saturation;
238 SG_LOG( SG_EVENT, SG_DEBUG,
239 " ambient = " << ambient << " diffuse = " << diffuse
240 << " specular = " << specular << " sky = " << sky_brightness );
242 // sky_brightness = 0.15; // used to force a dark sky (when testing)
244 // set fog and cloud color
245 float sqrt_sky_brightness = 1.0 - sqrt(1.0 - sky_brightness);
246 _fog_color[0] = base_fog_color[0] * sqrt_sky_brightness;
247 _fog_color[1] = base_fog_color[1] * sqrt_sky_brightness;
248 _fog_color[2] = base_fog_color[2] * sqrt_sky_brightness;
249 _fog_color[3] = base_fog_color[3];
250 gamma_correct_rgb( _fog_color.data() );
253 _sky_color[0] = base_sky_color[0] * sky_brightness;
254 _sky_color[1] = base_sky_color[1] * sky_brightness;
255 _sky_color[2] = base_sky_color[2] * sky_brightness;
256 _sky_color[3] = base_sky_color[3];
257 gamma_correct_rgb( _sky_color.data() );
259 _cloud_color[0] = base_fog_color[0] * sky_brightness;
260 _cloud_color[1] = base_fog_color[1] * sky_brightness;
261 _cloud_color[2] = base_fog_color[2] * sky_brightness;
262 _cloud_color[3] = base_fog_color[3];
264 // adjust the cloud colors for sunrise/sunset effects (darken them)
265 if (_sun_angle > 1.0) {
266 float sun2 = sqrt(_sun_angle);
267 _cloud_color[0] /= sun2;
268 _cloud_color[1] /= sun2;
269 _cloud_color[2] /= sun2;
271 gamma_correct_rgb( _cloud_color.data() );
273 _scene_ambient[0] = _fog_color[0] * ambient;
274 _scene_ambient[1] = _fog_color[1] * ambient;
275 _scene_ambient[2] = _fog_color[2] * ambient;
276 _scene_ambient[3] = 1.0;
277 gamma_correct_rgb( _scene_ambient.data() );
279 SGVec4f color = thesky->get_scene_color();
280 _scene_diffuse[0] = color[0] * diffuse;
281 _scene_diffuse[1] = color[1] * diffuse;
282 _scene_diffuse[2] = color[2] * diffuse;
283 _scene_diffuse[3] = 1.0;
284 gamma_correct_rgb( _scene_diffuse.data() );
286 SGVec4f chrome = _scene_ambient * .4f + _scene_diffuse;
288 if (chrome != _scene_chrome) {
289 _scene_chrome = chrome;
290 for (int i = 0; i < 4; ++i)
291 _chromeProps[i]->setValue(static_cast<double>(_scene_chrome[i]));
294 color = thesky->get_sun_color();
295 _scene_specular[0] = color[0] * specular;
296 _scene_specular[1] = color[1] * specular;
297 _scene_specular[2] = color[2] * specular;
298 _scene_specular[3] = 1.0;
299 gamma_correct_rgb( _scene_specular.data() );
303 // calculate fog color adjusted for sunrise/sunset effects
304 void FGLight::update_adj_fog_color () {
306 double pitch = globals->get_current_view()->getPitch_deg()
307 * SGD_DEGREES_TO_RADIANS;
308 double pitch_offset = globals->get_current_view()-> getPitchOffset_deg()
309 * SGD_DEGREES_TO_RADIANS;
310 double heading = globals->get_current_view()->getHeading_deg()
311 * SGD_DEGREES_TO_RADIANS;
312 double heading_offset = globals->get_current_view()->getHeadingOffset_deg()
313 * SGD_DEGREES_TO_RADIANS;
315 SG_LOG( SG_EVENT, SG_DEBUG, "Updating adjusted fog parameters." );
317 // set fog color (we'll try to match the sunset color in the
318 // direction we are looking
320 // Do some sanity checking ...
321 if ( _sun_rotation < -2.0 * SGD_2PI || _sun_rotation > 2.0 * SGD_2PI ) {
322 SG_LOG( SG_EVENT, SG_ALERT, "Sun rotation bad = " << _sun_rotation );
326 if ( heading < -2.0 * SGD_2PI || heading > 2.0 * SGD_2PI ) {
327 SG_LOG( SG_EVENT, SG_ALERT, "Heading rotation bad = " << heading );
331 if ( heading_offset < -2.0 * SGD_2PI || heading_offset > 2.0 * SGD_2PI ) {
332 SG_LOG( SG_EVENT, SG_ALERT, "Heading offset bad = " << heading_offset );
336 double hor_rotation, vert_rotation;
337 static float gamma = system_gamma;
339 // first determine the difference between our view angle and local
340 // direction to the sun
341 vert_rotation = pitch + pitch_offset;
342 hor_rotation = -(_sun_rotation + SGD_PI) - heading + heading_offset;
343 if (hor_rotation < 0 )
344 hor_rotation = fmod(hor_rotation, SGD_2PI) + SGD_2PI;
346 hor_rotation = fmod(hor_rotation, SGD_2PI);
348 // revert to unmodified values before usign them.
350 SGVec4f color = thesky->get_scene_color();
352 gamma_restore_rgb( _fog_color.data(), gamma );
353 gamma_restore_rgb( _sky_color.data(), gamma );
355 // Calculate the fog color in the direction of the sun for
356 // sunrise/sunset effects.
358 float s_red = color[0]*color[0]*color[0];
359 float s_green = color[1]*color[1]*color[1];
360 float s_blue = color[2]*color[2];
362 // interpolate beween the sunrise/sunset color and the color
363 // at the opposite direction of this effect. Take in account
364 // the current visibility.
366 float av = thesky->get_visibility();
367 if (av > 45000) av = 45000;
369 float avf = 0.87 - (45000 - av) / 83333.33;
370 float sif = 0.5 - cos(_sun_angle*2)/2;
375 float rf1 = fabs((hor_rotation - SGD_PI) / SGD_PI); // 0.0 .. 1.0
376 float rf2 = avf * pow(rf1*rf1, 1/sif) * 1.0639 * _saturation;
377 float rf3 = 1.0 - rf2;
379 gamma = system_gamma * (0.9 - sif*avf);
381 _adj_fog_color[0] = rf3 * _fog_color[0] + rf2 * s_red;
382 _adj_fog_color[1] = rf3 * _fog_color[1] + rf2 * s_green;
383 _adj_fog_color[2] = rf3 * _fog_color[2] + rf2 * s_blue;
384 gamma_correct_rgb( _adj_fog_color.data(), gamma);
386 // make sure the colors have their original value before they are being
387 // used by the rest of the program.
389 gamma_correct_rgb( _fog_color.data(), gamma );
390 gamma_correct_rgb( _sky_color.data(), gamma );
393 // update the cur_time_params structure with the current sun position
394 void FGLight::updateSunPos()
396 SGTime *t = globals->get_time_params();
397 FGViewer *v = globals->get_current_view();
399 SG_LOG( SG_EVENT, SG_DEBUG, " Updating Sun position" );
400 SG_LOG( SG_EVENT, SG_DEBUG, " Gst = " << t->getGst() );
404 fgSunPositionGST(t->getGst(), &sun_l, &sun_gc_lat);
406 // It might seem that sun_gc_lat needs to be converted to geodetic
407 // latitude here, but it doesn't. The sun latitude is the latitude
408 // of the point on the earth where the up vector has the same
409 // angle from geocentric Z as the sun direction. But geodetic
410 // latitude is defined as 90 - angle of up vector from Z!
411 set_sun_lat(sun_gc_lat);
412 SGVec3d sunpos(SGVec3d::fromGeoc(SGGeoc::fromRadM(sun_l, sun_gc_lat,
413 SGGeodesy::EQURAD)));
415 SG_LOG( SG_EVENT, SG_DEBUG, " t->cur_time = " << t->get_cur_time() );
416 SG_LOG( SG_EVENT, SG_DEBUG,
417 " Sun Geocentric lat = " << sun_gc_lat
418 << " Geodcentric lat = " << sun_gc_lat );
420 // update the sun light vector
421 sun_vec() = SGVec4f(toVec3f(normalize(sunpos)), 0);
422 sun_vec_inv() = - sun_vec();
424 // calculate the sun's relative angle to local up
425 SGVec3d viewPos = v->get_view_pos();
426 SGQuatd hlOr = SGQuatd::fromLonLat(SGGeod::fromCart(viewPos));
427 SGVec3d world_up = hlOr.backTransform(-SGVec3d::e3());
428 SGVec3d nsun = normalize(sunpos);
429 // cout << "nup = " << nup[0] << "," << nup[1] << ","
430 // << nup[2] << endl;
431 // cout << "nsun = " << nsun[0] << "," << nsun[1] << ","
432 // << nsun[2] << endl;
434 set_sun_angle( acos( dot ( world_up, nsun ) ) );
435 SG_LOG( SG_EVENT, SG_DEBUG, "sun angle relative to current location = "
436 << get_sun_angle() );
438 // Get direction to the sun in the local frame.
439 SGVec3d local_sun_vec = hlOr.transform(nsun);
440 // Angle from south. XXX Is this correct in the southern hemisphere?
441 double angle = atan2(local_sun_vec.x(), -local_sun_vec.y());
442 set_sun_rotation(angle);
443 // cout << " Sky needs to rotate = " << angle << " rads = "
444 // << angle * SGD_RADIANS_TO_DEGREES << " degrees." << endl;