#include <osg/Texture2D>
#include <osgDB/ReadFile>
+#include <simgear/math/SGMath.hxx>
#include <simgear/misc/PathOptions.hxx>
#include <simgear/screen/colors.hxx>
#include <simgear/scene/model/model.hxx>
osg::Material* material = new osg::Material;
material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
- material->setEmission(osg::Material::FRONT_AND_BACK,
- osg::Vec4(0, 0, 0, 1));
- material->setSpecular(osg::Material::FRONT_AND_BACK,
- osg::Vec4(0, 0, 0, 1));
+ material->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4(0,0,0,1));
+ material->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(0,0,0,1));
stateSet->setAttribute(material);
osg::ShadeModel* shadeModel = new osg::ShadeModel;
stateSet->setRenderBinDetails(-6, "RenderBin");
// set up the sun-state
- osg::Texture2D* texture = SGLoadTexture2D("sun.rgba", options.get());
+ osg::Texture2D* texture = SGLoadTexture2D("sun.png", options.get());
stateSet->setTextureAttributeAndModes(0, texture);
// Build scenegraph
sun_cl = new osg::Vec4Array;
sun_cl->push_back(osg::Vec4(1, 1, 1, 1));
+ scene_cl = new osg::Vec4Array;
+ scene_cl->push_back(osg::Vec4(1, 1, 1, 1));
+
osg::Vec3Array* sun_vl = new osg::Vec3Array;
sun_vl->push_back(osg::Vec3(-sun_size, 0, -sun_size));
sun_vl->push_back(osg::Vec3(sun_size, 0, -sun_size));
stateSet = geode->getOrCreateStateSet();
stateSet->setRenderBinDetails(-7, "RenderBin");
- texture = SGLoadTexture2D("inner_halo.rgba", options.get());
+ texture = SGLoadTexture2D("inner_halo.png", options.get());
stateSet->setTextureAttributeAndModes(0, texture);
// Build ssg structure
stateSet = geode->getOrCreateStateSet();
stateSet->setRenderBinDetails(-8, "RenderBin");
- texture = SGLoadTexture2D("outer_halo.rgba", options.get());
+ texture = SGLoadTexture2D("outer_halo.png", options.get());
stateSet->setTextureAttributeAndModes(0, texture);
// Build ssg structure
sun_transform->addChild( geode );
-
// force a repaint of the sun colors with arbitrary defaults
repaint( 0.0, 1.0 );
// 90 degrees = sun rise/set
// 180 degrees = darkest midnight
bool SGSun::repaint( double sun_angle, double new_visibility ) {
-
- if ( visibility != new_visibility ) {
- visibility = new_visibility;
-
- static const double sqrt_m_log01 = sqrt( -log( 0.01 ) );
- sun_exp2_punch_through = sqrt_m_log01 / ( visibility * 15 );
- }
-
- if ( prev_sun_angle != sun_angle ) {
- prev_sun_angle = sun_angle;
-
- // determine how much aerosols are in the air (rough guess)
- double aerosol_factor;
- if ( visibility < 100 ){
- aerosol_factor = 8000;
- }
- else {
- aerosol_factor = 80.5 / log( visibility / 100 );
- }
-
- // get environmental data from property tree or use defaults
- double rel_humidity, density_avg;
-
- if ( !env_node )
- {
- rel_humidity = 0.5;
- density_avg = 0.7;
- }
- else
- {
- rel_humidity = env_node->getFloatValue( "relative-humidity" );
- density_avg = env_node->getFloatValue( "atmosphere/density-tropo-avg" );
- }
-
- // ok, now let's go and generate the sun color
- osg::Vec4 i_halo_color, o_halo_color, sun_color;
-
- // Some comments:
- // When the sunangle changes, light has to travel a longer distance through the atmosphere.
- // So it's scattered more due to raleigh scattering, which affects blue more than green light.
- // Red is almost not scattered and effectively only get's touched when the sun is near the horizon.
- // Visability also affects suncolor inasmuch as more particles are in the air that cause more scattering.
- // We base our calculation on the halo's color, which is most scattered.
-
- // Red - is almost not scattered
- // Lambda is 700 nm
-
- double red_scat_f = ( aerosol_factor * path_distance * density_avg ) / 5E+07;
- sun_color[0] = 1 - red_scat_f;
- i_halo_color[0] = 1 - ( 1.1 * red_scat_f );
- o_halo_color[0] = 1 - ( 1.4 * red_scat_f );
-
- // Green - 546.1 nm
- double green_scat_f = ( aerosol_factor * path_distance * density_avg ) / 8.8938E+06;
- sun_color[1] = 1 - green_scat_f;
- i_halo_color[1] = 1 - ( 1.1 * green_scat_f );
- o_halo_color[1] = 1 - ( 1.4 * green_scat_f );
-
- // Blue - 435.8 nm
- double blue_scat_f = ( aerosol_factor * path_distance * density_avg ) / 3.607E+06;
- sun_color[2] = 1 - blue_scat_f;
- i_halo_color[2] = 1 - ( 1.1 * blue_scat_f );
- o_halo_color[2] = 1 - ( 1.4 * blue_scat_f );
-
- // Alpha
- sun_color[3] = 1;
- i_halo_color[3] = 1;
-
- o_halo_color[3] = blue_scat_f;
- if ( ( new_visibility < 10000 ) && ( blue_scat_f > 1 )){
- o_halo_color[3] = 2 - blue_scat_f;
- }
-
-
- // Now that we have the color calculated
- // let's consider the saturation which is produced by mie scattering
- double saturation = 1 - ( rel_humidity / 200 );
- sun_color[1] += (( 1 - saturation ) * ( 1 - sun_color[1] ));
- sun_color[2] += (( 1 - saturation ) * ( 1 - sun_color[2] ));
-
- i_halo_color[1] += (( 1 - saturation ) * ( 1 - i_halo_color[1] ));
- i_halo_color[2] += (( 1 - saturation ) * ( 1 - i_halo_color[2] ));
-
- o_halo_color[1] += (( 1 - saturation ) * ( 1 - o_halo_color[1] ));
- o_halo_color[2] += (( 1 - saturation ) * ( 1 - o_halo_color[2] ));
-
- // just to make sure we're in the limits
- if ( sun_color[0] < 0 ) sun_color[0] = 0;
- else if ( sun_color[0] > 1) sun_color[0] = 1;
- if ( i_halo_color[0] < 0 ) i_halo_color[0] = 0;
- else if ( i_halo_color[0] > 1) i_halo_color[0] = 1;
- if ( o_halo_color[0] < 0 ) o_halo_color[0] = 0;
- else if ( o_halo_color[0] > 1) o_halo_color[0] = 1;
-
- if ( sun_color[1] < 0 ) sun_color[1] = 0;
- else if ( sun_color[1] > 1) sun_color[1] = 1;
- if ( i_halo_color[1] < 0 ) i_halo_color[1] = 0;
- else if ( i_halo_color[1] > 1) i_halo_color[1] = 1;
- if ( o_halo_color[1] < 0 ) o_halo_color[1] = 0;
- else if ( o_halo_color[1] > 1) o_halo_color[1] = 1;
-
- if ( sun_color[2] < 0 ) sun_color[2] = 0;
- else if ( sun_color[2] > 1) sun_color[2] = 1;
- if ( i_halo_color[2] < 0 ) i_halo_color[2] = 0;
- else if ( i_halo_color[2] > 1) i_halo_color[2] = 1;
- if ( o_halo_color[2] < 0 ) o_halo_color[2] = 0;
- else if ( o_halo_color[2] > 1) o_halo_color[2] = 1;
- if ( o_halo_color[3] < 0 ) o_halo_color[3] = 0;
- else if ( o_halo_color[3] > 1) o_halo_color[3] = 1;
+ if ( visibility != new_visibility ) {
+ if (new_visibility < 100.0) new_visibility = 100.0;
+ else if (new_visibility > 45000.0) new_visibility = 45000.0;
+ visibility = new_visibility;
+ sun_exp2_punch_through = 2.0/log(visibility);
+ }
+
+ if ( prev_sun_angle != sun_angle ) {
+ prev_sun_angle = sun_angle;
+
+ // determine how much aerosols are in the air (rough guess)
+ double aerosol_factor;
+ if ( visibility < 100 ) {
+ aerosol_factor = 8000;
+ }
+ else {
+ aerosol_factor = 80.5 / log( visibility / 99.9 );
+ }
+
+ // get environmental data from property tree or use defaults
+ double rel_humidity, density_avg;
+
+ if ( !env_node ) {
+ rel_humidity = 0.5;
+ density_avg = 0.7;
+ }
+ else {
+ rel_humidity = env_node->getFloatValue( "relative-humidity" );
+ density_avg = env_node->getFloatValue( "atmosphere/density-tropo-avg" );
+ }
+
+ // ok, now let's go and generate the sun and scene color
+ osg::Vec4 i_halo_color, o_halo_color, scene_color, sun_color;
+
+ // Some comments:
+ // * When the sunangle changes, light has to travel a longer
+ // distance through the atmosphere. So it's scattered more due
+ // to raleigh scattering, which affects blue more than green
+ // light.
+ // * Red is almost not scattered and effectively only get's
+ // touched when the sun is near the horizon.
+ // * Visability also affects suncolor inasmuch as more particles
+ // are in the air that cause more scattering.
+ // * We base our calculation on the halo's color, which is most
+ // scattered.
+ double red_scat_f, red_scat_corr_f, green_scat_f, blue_scat_f;
+
+ // Red - is almost not scattered
+ // Lambda is 700 nm
- gamma_correct_rgb( i_halo_color._v );
- gamma_correct_rgb( o_halo_color._v );
- gamma_correct_rgb( sun_color._v );
-
- (*sun_cl)[0] = sun_color;
- sun_cl->dirty();
- (*ihalo_cl)[0] = i_halo_color;
- ihalo_cl->dirty();
- (*ohalo_cl)[0] = o_halo_color;
- ohalo_cl->dirty();
+ red_scat_f = (aerosol_factor * path_distance * density_avg)/5E+07;
+ red_scat_corr_f = sun_exp2_punch_through / (1 - red_scat_f);
+ sun_color[0] = 1;
+ scene_color[0] = 1 - red_scat_f;
+
+ // Green - 546.1 nm
+ green_scat_f = (aerosol_factor * path_distance * density_avg)/8.8938E+06;
+ sun_color[1] = 1 - green_scat_f * red_scat_corr_f;
+ scene_color[1] = 1 - green_scat_f;
+
+ // Blue - 435.8 nm
+ blue_scat_f = (aerosol_factor * path_distance * density_avg)/3.607E+06;
+ sun_color[2] = 1 - blue_scat_f * red_scat_corr_f;
+ scene_color[2] = 1 - blue_scat_f;
+
+ // Alpha
+ sun_color[3] = 1;
+ scene_color[3] = 1;
+
+ // Now that we have the color calculated
+ // let's consider the saturation which is produced by mie scattering
+ double saturation = 1 - ( rel_humidity / 200 );
+ scene_color[1] += (( 1 - saturation ) * ( 1 - scene_color[1] ));
+ scene_color[2] += (( 1 - saturation ) * ( 1 - scene_color[2] ));
+
+ if (sun_color[0] > 1.0) sun_color[0] = 1.0;
+ if (sun_color[0] < 0.0) sun_color[0] = 0.0;
+ if (sun_color[1] > 1.0) sun_color[1] = 1.0;
+ if (sun_color[1] < 0.0) sun_color[1] = 0.0;
+ if (sun_color[2] > 1.0) sun_color[2] = 1.0;
+ if (sun_color[2] < 0.0) sun_color[2] = 0.0;
+
+ if (scene_color[0] > 1.0) scene_color[0] = 1.0;
+ if (scene_color[0] < 0.0) scene_color[0] = 0.0;
+ if (scene_color[1] > 1.0) scene_color[1] = 1.0;
+ if (scene_color[1] < 0.0) scene_color[1] = 0.0;
+ if (scene_color[2] > 1.0) scene_color[2] = 1.0;
+ if (scene_color[2] < 0.0) scene_color[2] = 0.0;
+
+ double scene_f = 0.5 * (1 / (1 - red_scat_f));
+ double sun_f = 1.0 - scene_f;
+ i_halo_color[0] = sun_f * sun_color[0] + scene_f * scene_color[0];
+ i_halo_color[1] = sun_f * sun_color[1] + scene_f * scene_color[1];
+ i_halo_color[2] = sun_f * sun_color[2] + scene_f * scene_color[2];
+ i_halo_color[3] = 1;
+
+ o_halo_color[0] = 0.2 * sun_color[0] + 0.8 * scene_color[0];
+ o_halo_color[1] = 0.2 * sun_color[1] + 0.8 * scene_color[1];
+ o_halo_color[2] = 0.2 * sun_color[2] + 0.8 * scene_color[2];
+ o_halo_color[3] = blue_scat_f;
+ if ((visibility < 10000) && (blue_scat_f > 1)) {
+ o_halo_color[3] = 2 - blue_scat_f;
+ }
+ if (o_halo_color[3] > 1) o_halo_color[3] = 1;
+ if (o_halo_color[3] < 0) o_halo_color[3] = 0;
+
+ gamma_correct_rgb( i_halo_color._v );
+ gamma_correct_rgb( o_halo_color._v );
+ gamma_correct_rgb( scene_color._v );
+ gamma_correct_rgb( sun_color._v );
+
+ (*sun_cl)[0] = sun_color;
+ sun_cl->dirty();
+ (*scene_cl)[0] = scene_color;
+ scene_cl->dirty();
+ (*ihalo_cl)[0] = i_halo_color;
+ ihalo_cl->dirty();
+ (*ohalo_cl)[0] = o_halo_color;
+ ohalo_cl->dirty();
}
return true;
// fixed at a great distance from the viewer. Also add in an optional
// rotation (i.e. for the current time of day.)
// Then calculate stuff needed for the sun-coloring
-bool SGSun::reposition( const SGVec3f& p, double angle,
- double rightAscension, double declination,
- double sun_dist, double lat, double alt_asl, double sun_angle)
+bool SGSun::reposition( double rightAscension, double declination,
+ double sun_dist, double lat, double alt_asl, double sun_angle)
{
// GST - GMT sidereal time
- osg::Matrix T1, T2, GST, RA, DEC;
-
- T1.makeTranslate(p.osg());
- GST.makeRotate(SGD_DEGREES_TO_RADIANS*angle, osg::Vec3(0, 0, -1));
+ osg::Matrix T2, RA, DEC;
// xglRotatef( ((SGD_RADIANS_TO_DEGREES * rightAscension)- 90.0),
// 0.0, 0.0, 1.0);
// xglTranslatef(0,sun_dist);
T2.makeTranslate(osg::Vec3(0, sun_dist, 0));
- sun_transform->setMatrix(T2*DEC*RA*GST*T1);
+ sun_transform->setMatrix(T2*DEC*RA);
// Suncolor related things:
if ( prev_sun_angle != sun_angle ) {
double gamma = SG_PI - sun_angle;
double sin_beta = ( position_radius * sin ( gamma ) ) / r_tropo;
+ if (sin_beta > 1.0) sin_beta = 1.0;
double alpha = SG_PI - gamma - asin( sin_beta );
// OK, now let's calculate the distance the light travels
{
return SGVec4f((*sun_cl)[0][0], (*sun_cl)[0][1], (*sun_cl)[0][2], (*sun_cl)[0][3]);
}
+
+SGVec4f
+SGSun::get_scene_color()
+{
+ return SGVec4f((*scene_cl)[0][0], (*scene_cl)[0][1], (*scene_cl)[0][2], (*scene_cl)[0][3]);
+}