#include "sunpos.h"
#include "fg_time.h"
-#include "../constants.h"
-#include "../GLUT/views.h"
+#include "../Include/constants.h"
+#include "../Main/views.h"
#include "../Math/fg_geodesy.h"
#include "../Math/mat3.h"
#include "../Math/polar.h"
/* update the cur_time_params structure with the current sun position */
void fgUpdateSunPos(struct fgCartesianPoint scenery_center) {
+ struct fgLIGHT *l;
struct fgTIME *t;
- struct VIEW *v;
+ struct fgVIEW *v;
MAT3vec nup, nsun;
double sun_gd_lat, sl_radius, temp;
static int time_warp = 0;
+ l = &cur_light_params;
t = &cur_time_params;
v = ¤t_view;
time_warp += 0; /* increase this to make the world spin real fast */
- fgSunPosition(t->cur_time + time_warp, &t->sun_lon, &sun_gd_lat);
+ fgSunPosition(t->cur_time + time_warp, &l->sun_lon, &sun_gd_lat);
- fgGeodToGeoc(sun_gd_lat, 0.0, &sl_radius, &t->sun_gc_lat);
+ fgGeodToGeoc(sun_gd_lat, 0.0, &sl_radius, &l->sun_gc_lat);
- t->fg_sunpos = fgPolarToCart(t->sun_lon, t->sun_gc_lat, sl_radius);
+ l->fg_sunpos = fgPolarToCart(l->sun_lon, l->sun_gc_lat, sl_radius);
/* printf("Geodetic lat = %.5f Geocentric lat = %.5f\n", sun_gd_lat,
t->sun_gc_lat); */
- /* the sun position has to be translated just like everything else */
- t->sun_vec[0] = t->fg_sunpos.x - scenery_center.x;
- t->sun_vec[1] = t->fg_sunpos.y - scenery_center.y;
- t->sun_vec[2] = t->fg_sunpos.z - scenery_center.z;
- /* make this a directional light source only */
- t->sun_vec[3] = 0.0;
+ /* FALSE! (?> the sun position has to be translated just like
+ * everything else */
+ /* l->sun_vec_inv[0] = l->fg_sunpos.x - scenery_center.x; */
+ /* l->sun_vec_inv[1] = l->fg_sunpos.y - scenery_center.y; */
+ /* l->sun_vec_inv[2] = l->fg_sunpos.z - scenery_center.z; */
+ /* MAT3_SCALE_VEC(l->sun_vec, l->sun_vec_inv, -1.0); */
+
+ /* I think this will work better for generating the sun light vector */
+ l->sun_vec[0] = l->fg_sunpos.x;
+ l->sun_vec[1] = l->fg_sunpos.y;
+ l->sun_vec[2] = l->fg_sunpos.z;
+ MAT3_NORMALIZE_VEC(l->sun_vec, temp);
+ MAT3_SCALE_VEC(l->sun_vec_inv, l->sun_vec, -1.0);
+
+ /* make these are directional light sources only */
+ l->sun_vec[3] = 0.0;
+ l->sun_vec_inv[3] = 0.0;
/* calculate thesun's relative angle to local up */
MAT3_COPY_VEC(nup, v->local_up);
- nsun[0] = t->fg_sunpos.x;
- nsun[1] = t->fg_sunpos.y;
- nsun[2] = t->fg_sunpos.z;
+ nsun[0] = l->fg_sunpos.x;
+ nsun[1] = l->fg_sunpos.y;
+ nsun[2] = l->fg_sunpos.z;
MAT3_NORMALIZE_VEC(nup, temp);
MAT3_NORMALIZE_VEC(nsun, temp);
- t->sun_angle = acos(MAT3_DOT_PRODUCT(nup, nsun));
+ l->sun_angle = acos(MAT3_DOT_PRODUCT(nup, nsun));
printf("SUN ANGLE relative to current location = %.3f rads.\n",
- t->sun_angle);
+ l->sun_angle);
}
/* $Log$
-/* Revision 1.10 1997/09/13 02:00:09 curt
-/* Mostly working on stars and generating sidereal time for accurate star
-/* placement.
+/* Revision 1.17 1997/12/15 23:55:08 curt
+/* Add xgl wrappers for debugging.
+/* Generate terrain normals on the fly.
/*
+ * Revision 1.16 1997/12/11 04:43:57 curt
+ * Fixed sun vector and lighting problems. I thing the moon is now lit
+ * correctly.
+ *
+ * Revision 1.15 1997/12/10 22:37:55 curt
+ * Prepended "fg" on the name of all global structures that didn't have it yet.
+ * i.e. "struct WEATHER {}" became "struct fgWEATHER {}"
+ *
+ * Revision 1.14 1997/12/09 04:25:39 curt
+ * Working on adding a global lighting params structure.
+ *
+ * Revision 1.13 1997/11/25 19:25:42 curt
+ * Changes to integrate Durk's moon/sun code updates + clean up.
+ *
+ * Revision 1.12 1997/11/15 18:15:39 curt
+ * Reverse direction of sun vector, so object normals can be more normal.
+ *
+ * Revision 1.11 1997/10/28 21:07:21 curt
+ * Changed GLUT/ -> Main/
+ *
+ * Revision 1.10 1997/09/13 02:00:09 curt
+ * Mostly working on stars and generating sidereal time for accurate star
+ * placement.
+ *
* Revision 1.9 1997/09/05 14:17:31 curt
* More tweaking with stars.
*