//
-// light.hxx -- lighting routines
+// light.cxx -- lighting routines
//
// Written by Curtis Olson, started April 1998.
//
# include <windows.h>
#endif
-#include <GL/glut.h>
-#include <simgear/xgl/xgl.h>
+#include GLUT_H
#include <simgear/compiler.h>
-#ifdef FG_MATH_EXCEPTION_CLASH
+#ifdef SG_MATH_EXCEPTION_CLASH
# define exception c_exception
#endif
-#ifdef FG_HAVE_STD_INCLUDES
+#ifdef SG_HAVE_STD_INCLUDES
# include <cmath>
#else
# include <math.h>
#endif
#include <string>
-FG_USING_STD(string);
+SG_USING_STD(string);
#include <simgear/constants.h>
#include <simgear/debug/logstream.hxx>
-#include <simgear/math/fg_geodesy.hxx>
#include <simgear/math/interpolater.hxx>
#include <simgear/math/polar3d.hxx>
-#include <simgear/misc/fgpath.hxx>
-#include <simgear/timing/fg_time.hxx>
+#include <simgear/misc/sg_path.hxx>
+#include <simgear/screen/colors.hxx>
+#include <simgear/sky/sky.hxx>
-#include <Aircraft/aircraft.hxx>
-#include <Main/options.hxx>
-#include <Main/views.hxx>
+#include <Main/globals.hxx>
+#include <Main/viewer.hxx>
#include "light.hxx"
#include "sunpos.hxx"
-
+extern SGSky *thesky; // FIXME: from main.cxx
fgLIGHT cur_light_params;
// initialize lighting tables
void fgLIGHT::Init( void ) {
- FG_LOG( FG_EVENT, FG_INFO,
+ SG_LOG( SG_EVENT, SG_INFO,
"Initializing Lighting interpolation tables." );
// build the path name to the ambient lookup table
- FGPath path( current_options.get_fg_root() );
- FGPath ambient = path;
+ SGPath path( globals->get_fg_root() );
+ SGPath ambient = path;
ambient.append( "Lighting/ambient" );
- FGPath diffuse = path;
+ SGPath diffuse = path;
diffuse.append( "Lighting/diffuse" );
- FGPath sky = path;
+ SGPath specular = path;
+ specular.append( "Lighting/specular" );
+ SGPath sky = path;
sky.append( "Lighting/sky" );
// initialize ambient table
- ambient_tbl = new fgINTERPTABLE( ambient.str() );
+ ambient_tbl = new SGInterpTable( ambient.str() );
// initialize diffuse table
- diffuse_tbl = new fgINTERPTABLE( diffuse.str() );
+ diffuse_tbl = new SGInterpTable( diffuse.str() );
+
+ // initialize diffuse table
+ specular_tbl = new SGInterpTable( specular.str() );
// initialize sky table
- sky_tbl = new fgINTERPTABLE( sky.str() );
+ sky_tbl = new SGInterpTable( sky.str() );
}
// update lighting parameters based on current sun position
void fgLIGHT::Update( void ) {
- FGInterface *f;
- FGTime *t;
// if the 4th field is 0.0, this specifies a direction ...
GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
// base sky color
- GLfloat base_sky_color[4] = {0.60, 0.60, 0.90, 1.0};
+ GLfloat base_sky_color[4] = { 0.39, 0.50, 0.74, 1.0 };
// base fog color
- GLfloat base_fog_color[4] = {0.90, 0.90, 1.00, 1.0};
- double deg, ambient, diffuse, sky_brightness;
+ GLfloat base_fog_color[4] = { 0.84, 0.87, 1.0, 1.0 };
+ float deg, ambient, diffuse, specular, sky_brightness;
- f = current_aircraft.fdm_state;
- t = FGTime::cur_time_params;
-
- FG_LOG( FG_EVENT, FG_INFO, "Updating light parameters." );
+ SG_LOG( SG_EVENT, SG_INFO, "Updating light parameters." );
// calculate lighting parameters based on sun's relative angle to
// local up
- deg = sun_angle * RAD_TO_DEG;
- FG_LOG( FG_EVENT, FG_INFO, " Sun angle = " << deg );
+ deg = sun_angle * SGD_RADIANS_TO_DEGREES;
+ SG_LOG( SG_EVENT, SG_INFO, " Sun angle = " << deg );
ambient = ambient_tbl->interpolate( deg );
diffuse = diffuse_tbl->interpolate( deg );
+ specular = specular_tbl->interpolate( deg );
sky_brightness = sky_tbl->interpolate( deg );
- FG_LOG( FG_EVENT, FG_INFO,
+ SG_LOG( SG_EVENT, SG_INFO,
" ambient = " << ambient << " diffuse = " << diffuse
- << " sky = " << sky_brightness );
+ << " specular = " << specular << " sky = " << sky_brightness );
// sky_brightness = 0.15; // used to force a dark sky (when testing)
scene_diffuse[2] = white[2] * diffuse;
scene_diffuse[3] = 1.0;
+ scene_specular[0] = white[0] * specular;
+ scene_specular[1] = white[1] * specular;
+ scene_specular[2] = white[2] * specular;
+ scene_specular[3] = 1.0;
+
// set sky color
sky_color[0] = base_sky_color[0] * sky_brightness;
sky_color[1] = base_sky_color[1] * sky_brightness;
sky_color[2] = base_sky_color[2] * sky_brightness;
sky_color[3] = base_sky_color[3];
-
- // set fog color
- fog_color[0] = base_fog_color[0] * sky_brightness;
- fog_color[1] = base_fog_color[1] * sky_brightness;
- fog_color[2] = base_fog_color[2] * sky_brightness;
- fog_color[3] = base_fog_color[3];
+ gamma_correct_rgb( sky_color );
+
+ // set cloud and fog color
+ cloud_color[0] = fog_color[0] = base_fog_color[0] * sky_brightness;
+ cloud_color[1] = fog_color[1] = base_fog_color[1] * sky_brightness;
+ cloud_color[2] = fog_color[2] = base_fog_color[2] * sky_brightness;
+ cloud_color[3] = fog_color[3] = base_fog_color[3];
+ gamma_correct_rgb( fog_color );
+
+ // adjust the cloud colors for sunrise/sunset effects (darken them)
+ if (sun_angle > 1.0) {
+ float sun2 = pow(sun_angle, 0.5);
+ cloud_color[0] /= sun2;
+ cloud_color[1] /= sun2;
+ cloud_color[2] /= sun2;
+ }
+ gamma_correct_rgb( cloud_color );
}
// calculate fog color adjusted for sunrise/sunset effects
void fgLIGHT::UpdateAdjFog( void ) {
- FGInterface *f;
- double sun_angle_deg, rotation, param1[3], param2[3];
- f = current_aircraft.fdm_state;
+ double heading = globals->get_current_view()->getHeading_deg()
+ * SGD_DEGREES_TO_RADIANS;
+ double heading_offset = globals->get_current_view()->getHeadingOffset_deg()
+ * SGD_DEGREES_TO_RADIANS;
- FG_LOG( FG_EVENT, FG_DEBUG, "Updating adjusted fog parameters." );
+ SG_LOG( SG_EVENT, SG_DEBUG, "Updating adjusted fog parameters." );
// set fog color (we'll try to match the sunset color in the
// direction we are looking
+ // Do some sanity checking ...
+ if ( sun_rotation < -2.0 * SGD_2PI || sun_rotation > 2.0 * SGD_2PI ) {
+ SG_LOG( SG_EVENT, SG_ALERT, "Sun rotation bad = " << sun_rotation );
+ exit(-1);
+ }
+
+ if ( heading < -2.0 * SGD_2PI || heading > 2.0 * SGD_2PI ) {
+ SG_LOG( SG_EVENT, SG_ALERT, "Heading rotation bad = " << heading );
+ exit(-1);
+ }
+
+ if ( heading_offset < -2.0 * SGD_2PI || heading_offset > 2.0 * SGD_2PI ) {
+ SG_LOG( SG_EVENT, SG_ALERT, "Heading offset bad = " << heading_offset );
+ exit(-1);
+ }
+
+ double rotation;
+
// first determine the difference between our view angle and local
// direction to the sun
- rotation = -(sun_rotation + FG_PI)
- - (f->get_Psi() - current_view.get_view_offset());
+ rotation = -(sun_rotation + SGD_PI) - heading + heading_offset;
while ( rotation < 0 ) {
- rotation += FG_2PI;
+ rotation += SGD_2PI;
}
- while ( rotation > FG_2PI ) {
- rotation -= FG_2PI;
+ while ( rotation > SGD_2PI ) {
+ rotation -= SGD_2PI;
}
- rotation *= RAD_TO_DEG;
- // fgPrintf( FG_EVENT, FG_INFO,
+
+#ifdef USE_OLD_SUNSET_CODE
+
+ double sun_angle_deg, param1[3], param2[3];
+
+ rotation *= SGD_RADIANS_TO_DEGREES;
+ // fgPrintf( SG_EVENT, SG_INFO,
// " View to sun difference in degrees = %.2f\n", rotation);
// next check if we are in a sunset/sunrise situation
- sun_angle_deg = sun_angle * RAD_TO_DEG;
+ sun_angle_deg = sun_angle * SGD_RADIANS_TO_DEGREES;
if ( (sun_angle_deg > 80.0) && (sun_angle_deg < 100.0) ) {
/* 0.0 - 0.6 */
param1[0] = (10.0 - fabs(90.0 - sun_angle_deg)) / 20.0;
if ( adj_fog_color[2] > 1.0 ) { adj_fog_color[2] = 1.0; }
adj_fog_color[3] = fog_color[3];
+
+#else
+
+ // revert to unmodified values before usign them.
+ //
+ float *sun_color = thesky->get_sun_color();
+
+ gamma_restore_rgb( fog_color );
+ gamma_restore_rgb( cloud_color );
+
+ // Calculate the fog color in the direction of the sun for
+ // sunrise/sunset effects.
+ //
+ float s_red = (fog_color[0] + 2 * pow(sun_color[0], 2)) / 3;
+ float s_green = (fog_color[1] + 2 * pow(sun_color[1], 2)) / 3;
+ float s_blue = (fog_color[2] + 2 * sun_color[2]) / 3;
+
+ // interpolate beween the sunrise/sunset color and the color
+ // at the opposite direction of this effect.
+ //
+ float sif = 0.5 - cos(sun_angle*2)/2;
+ float rf1 = fabs((rotation - SGD_PI) / SGD_PI); // 0.0 .. 1.0
+ float rf2 = 0.87 * pow(rf1 * rf1, 1/sif);
+ float rf3 = 1.0 - rf2;
+
+ adj_fog_color[0] = rf3 * fog_color[0] + rf2 * s_red;
+ adj_fog_color[1] = rf3 * fog_color[1] + rf2 * s_green;
+ adj_fog_color[2] = rf3 * fog_color[2] + rf2 * s_blue;
+ gamma_correct_rgb( adj_fog_color );
+
+ // make sure the colors have their original value before they are being
+ // used by the rest of the program.
+ //
+ gamma_correct_rgb( fog_color );
+ gamma_correct_rgb( cloud_color );
+#endif
}