]> git.mxchange.org Git - flightgear.git/blobdiff - src/Time/light.cxx
Merge branch 'next' of gitorious.org:fg/flightgear into next
[flightgear.git] / src / Time / light.cxx
index 447fe63847c705beb42389e0efb1177925f47657..1f24bef4e3f28fb108eff00d95fdf56b66683413 100644 (file)
@@ -3,7 +3,7 @@
 //
 // Written by Curtis Olson, started April 1998.
 //
-// Copyright (C) 1998  Curtis L. Olson  - curt@me.umn.edu
+// Copyright (C) 1998  Curtis L. Olson  - http://www.flightgear.org/~curt
 //
 // This program is free software; you can redistribute it and/or
 // modify it under the terms of the GNU General Public License as
@@ -17,7 +17,7 @@
 //
 // You should have received a copy of the GNU General Public License
 // along with this program; if not, write to the Free Software
-// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
 //
 // $Id$
 
 #  include <config.h>
 #endif
 
-#ifdef HAVE_WINDOWS_H
-#  include <windows.h>
-#endif
-
-#include <GL/gl.h>
-
 #include <simgear/compiler.h>
 
-#ifdef SG_MATH_EXCEPTION_CLASH
-#  define exception c_exception
-#endif
-
-#ifdef SG_HAVE_STD_INCLUDES
-#  include <cmath>
-#else
-#  include <math.h>
-#endif
-
-#include <string>
-SG_USING_STD(string);
+#include <cmath>
 
 #include <simgear/constants.h>
 #include <simgear/debug/logstream.hxx>
 #include <simgear/math/interpolater.hxx>
-#include <simgear/math/polar3d.hxx>
 #include <simgear/misc/sg_path.hxx>
 #include <simgear/scene/sky/sky.hxx>
 #include <simgear/screen/colors.hxx>
@@ -58,149 +40,265 @@ SG_USING_STD(string);
 #include <Main/main.hxx>
 #include <Main/globals.hxx>
 #include <Main/fg_props.hxx>
+#include <Main/renderer.hxx>
 #include <Main/viewer.hxx>
 
 #include "light.hxx"
-#include "sunpos.hxx"
-
-fgLIGHT cur_light_params;
+#include "tmp.hxx"
 
 
 // Constructor
-fgLIGHT::fgLIGHT( void ) {
+FGLight::FGLight ()
+    : _ambient_tbl( NULL ),
+      _diffuse_tbl( NULL ),
+      _specular_tbl( NULL ),
+      _sky_tbl( NULL ),
+      _sun_lon(0),
+      _sun_lat(0),
+      _moon_lon(0),
+      _moon_gc_lat(0),
+      _sun_vec(0, 0, 0, 0),
+      _moon_vec(0, 0, 0, 0),
+      _sun_vec_inv(0, 0, 0, 0),
+      _moon_vec_inv(0, 0, 0, 0),
+      _sun_angle(0),
+      _moon_angle(0),
+      _prev_sun_angle(0),
+      _sun_rotation(0),
+      _moon_rotation(0),
+      _scene_ambient(0, 0, 0, 0),
+      _scene_diffuse(0, 0, 0, 0),
+      _scene_specular(0, 0, 0, 0),
+      _scene_chrome(0, 0, 0, 0),
+      _sky_color(0, 0, 0, 0),
+      _fog_color(0, 0, 0, 0),
+      _cloud_color(0, 0, 0, 0),
+      _adj_fog_color(0, 0, 0, 0),
+      _adj_sky_color(0, 0, 0, 0),
+      _dt_total(0)
+{
+}
+
+// Destructor
+FGLight::~FGLight ()
+{
+    delete _ambient_tbl;
+    delete _diffuse_tbl;
+    delete _specular_tbl;
+    delete _sky_tbl;
 }
 
 
 // initialize lighting tables
-void fgLIGHT::Init( void ) {
+void FGLight::init () {
     SG_LOG( SG_EVENT, SG_INFO, 
            "Initializing Lighting interpolation tables." );
 
-    // build the path name to the ambient lookup table
+    // build the path names of the lookup tables
     SGPath path( globals->get_fg_root() );
-    SGPath ambient = path;
-    ambient.append( "Lighting/ambient" );
-    SGPath diffuse = path;
-    diffuse.append( "Lighting/diffuse" );
-    SGPath specular = path;
-    specular.append( "Lighting/specular" );
-    SGPath sky = path;
-    sky.append( "Lighting/sky" );
-
-    // initialize ambient table
-    ambient_tbl = new SGInterpTable( ambient.str() );
-
-    // initialize diffuse table
-    diffuse_tbl = new SGInterpTable( diffuse.str() );
-    
-    // initialize diffuse table
-    specular_tbl = new SGInterpTable( specular.str() );
+
+    // initialize ambient, diffuse and specular tables
+    SGPath ambient_path = path;
+    ambient_path.append( "Lighting/ambient" );
+    _ambient_tbl = new SGInterpTable( ambient_path.str() );
+
+    SGPath diffuse_path = path;
+    diffuse_path.append( "Lighting/diffuse" );
+    _diffuse_tbl = new SGInterpTable( diffuse_path.str() );
+
+    SGPath specular_path = path;
+    specular_path.append( "Lighting/specular" );
+    _specular_tbl = new SGInterpTable( specular_path.str() );
     
     // initialize sky table
-    sky_tbl = new SGInterpTable( sky.str() );
+    SGPath sky_path = path;
+    sky_path.append( "Lighting/sky" );
+    _sky_tbl = new SGInterpTable( sky_path.str() );
+}
+
+
+void FGLight::reinit () {
+    _prev_sun_angle = -9999.0;
+    _dt_total = 0;
+
+    delete _ambient_tbl;
+    delete _diffuse_tbl;
+    delete _specular_tbl;
+    delete _sky_tbl;
+
+    init();
+
+    fgUpdateSunPos();
+
+    update_sky_color();
+    update_adj_fog_color();
+}
+
+void FGLight::bind () {
+    SGPropertyNode *prop = globals->get_props();
+    prop->tie("/sim/time/sun-angle-rad",SGRawValuePointer<double>(&_sun_angle));
+    prop->tie("/rendering/scene/ambient/red",SGRawValuePointer<float>(&_scene_ambient[0]));
+    prop->tie("/rendering/scene/ambient/green",SGRawValuePointer<float>(&_scene_ambient[1]));
+    prop->tie("/rendering/scene/ambient/blue",SGRawValuePointer<float>(&_scene_ambient[2]));
+    prop->tie("/rendering/scene/diffuse/red",SGRawValuePointer<float>(&_scene_diffuse[0]));
+    prop->tie("/rendering/scene/diffuse/green",SGRawValuePointer<float>(&_scene_diffuse[1]));
+    prop->tie("/rendering/scene/diffuse/blue",SGRawValuePointer<float>(&_scene_diffuse[2]));
+    prop->tie("/rendering/scene/specular/red",SGRawValuePointer<float>(&_scene_specular[0]));
+    prop->tie("/rendering/scene/specular/green",SGRawValuePointer<float>(&_scene_specular[1]));
+    prop->tie("/rendering/scene/specular/blue",SGRawValuePointer<float>(&_scene_specular[2]));
+    prop->tie("/rendering/dome/sky/red",SGRawValuePointer<float>(&_sky_color[0]));
+    prop->tie("/rendering/dome/sky/green",SGRawValuePointer<float>(&_sky_color[1]));
+    prop->tie("/rendering/dome/sky/blue",SGRawValuePointer<float>(&_sky_color[2]));
+    prop->tie("/rendering/dome/fog/red",SGRawValuePointer<float>(&_fog_color[0]));
+    prop->tie("/rendering/dome/fog/green",SGRawValuePointer<float>(&_fog_color[1]));
+    prop->tie("/rendering/dome/fog/blue",SGRawValuePointer<float>(&_fog_color[2]));
+    // Properties used directly by effects
+    _chromeProps[0] = prop->getNode("/rendering/scene/chrome-light/red", true);
+    _chromeProps[1] = prop->getNode("/rendering/scene/chrome-light/green",
+                                    true);
+    _chromeProps[2] = prop->getNode("/rendering/scene/chrome-light/blue", true);
+    _chromeProps[3] = prop->getNode("/rendering/scene/chrome-light/alpha",
+                                    true);
+    for (int i = 0; i < 4; ++i)
+        _chromeProps[i]->setValue(0.0);
+}
+
+void FGLight::unbind () {
+    SGPropertyNode *prop = globals->get_props();
+    prop->untie("/sim/time/sun-angle-rad");
+    prop->untie("/rendering/scene/ambient/red");
+    prop->untie("/rendering/scene/ambient/green");
+    prop->untie("/rendering/scene/ambient/blue");
+    prop->untie("/rendering/scene/diffuse/red");
+    prop->untie("/rendering/scene/diffuse/green");
+    prop->untie("/rendering/scene/diffuse/blue");
+    prop->untie("/rendering/scene/specular/red");
+    prop->untie("/rendering/scene/specular/green");
+    prop->untie("/rendering/scene/specular/blue");
+    prop->untie("/rendering/dome/sun/red");
+    prop->untie("/rendering/dome/sun/green");
+    prop->untie("/rendering/dome/sun/blue");
+    prop->untie("/rendering/dome/sky/red");
+    prop->untie("/rendering/dome/sky/green");
+    prop->untie("/rendering/dome/sky/blue");
+    prop->untie("/rendering/dome/fog/red");
+    prop->untie("/rendering/dome/fog/green");
+    prop->untie("/rendering/dome/fog/blue");
 }
 
 
 // update lighting parameters based on current sun position
-void fgLIGHT::Update( void ) {
+void FGLight::update( double dt ) {
+
+    _dt_total += dt;
+    if (_dt_total >= 0.5) {
+        _dt_total -= 0.5;
+        fgUpdateSunPos();
+    }
+
+    update_adj_fog_color();
+
+    if (_prev_sun_angle != _sun_angle) {
+       _prev_sun_angle = _sun_angle;
+        update_sky_color();
+    }
+}
+
+void FGLight::update_sky_color () {
     // 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] = { 0.39, 0.50, 0.74, 1.0 };
-    // base fog color
-    GLfloat base_fog_color[4] = { 0.84, 0.87, 1.0, 1.0 };
-    float deg, ambient, diffuse, specular, sky_brightness;
+    // const GLfloat white[4]          = { 1.0,  1.0,  1.0,  1.0 };
+    const GLfloat base_sky_color[4] = { 0.31, 0.43, 0.69, 1.0 };
+    const GLfloat base_fog_color[4] = { 0.63, 0.72, 0.88,  1.0 };
 
-    SG_LOG( SG_EVENT, SG_INFO, "Updating light parameters." );
+    SG_LOG( SG_EVENT, SG_DEBUG, "Updating light parameters." );
 
     // calculate lighting parameters based on sun's relative angle to
     // local up
+    static SGConstPropertyNode_ptr humidity = fgGetNode("/environment/relative-humidity");
+    float av = humidity->getFloatValue() * 45;
+    float visibility_log = log(av)/11.0;
+    float visibility_inv = (45000.0 - av)/45000.0;
 
-    deg = sun_angle * SGD_RADIANS_TO_DEGREES;
-    SG_LOG( SG_EVENT, SG_INFO, "  Sun angle = " << deg );
+    float deg = _sun_angle * SGD_RADIANS_TO_DEGREES;
+    SG_LOG( SG_EVENT, SG_DEBUG, "  Sun angle = " << deg );
 
-    ambient = ambient_tbl->interpolate( deg );
-    diffuse = diffuse_tbl->interpolate( deg );
-    specular = specular_tbl->interpolate( deg );
-    sky_brightness = sky_tbl->interpolate( deg );
+    float ambient = _ambient_tbl->interpolate( deg ) + visibility_inv/10;
+    float diffuse = _diffuse_tbl->interpolate( deg );
+    float specular = _specular_tbl->interpolate( deg ) * visibility_log;
+    float sky_brightness = _sky_tbl->interpolate( deg );
 
-    SG_LOG( SG_EVENT, SG_INFO, 
+    SG_LOG( SG_EVENT, SG_DEBUG,
            "  ambient = " << ambient << "  diffuse = " << diffuse 
            << "  specular = " << specular << "  sky = " << sky_brightness );
 
     // sky_brightness = 0.15;  // used to force a dark sky (when testing)
 
-    // if ( ambient < 0.02 ) { ambient = 0.02; }
-    // if ( diffuse < 0.0 ) { diffuse = 0.0; }
-    // if ( sky_brightness < 0.1 ) { sky_brightness = 0.1; }
+    // set fog and cloud color
+    float sqrt_sky_brightness = 1.0 - sqrt(1.0 - sky_brightness);
+    _fog_color[0] = base_fog_color[0] * sqrt_sky_brightness;
+    _fog_color[1] = base_fog_color[1] * sqrt_sky_brightness;
+    _fog_color[2] = base_fog_color[2] * sqrt_sky_brightness;
+    _fog_color[3] = base_fog_color[3];
+    gamma_correct_rgb( _fog_color.data() );
 
     // 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];
-    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 );
+    _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];
+    gamma_correct_rgb( _sky_color.data() );
+
+    _cloud_color[0] = base_fog_color[0] * sky_brightness;
+    _cloud_color[1] = base_fog_color[1] * sky_brightness;
+    _cloud_color[2] = base_fog_color[2] * sky_brightness;
+    _cloud_color[3] = base_fog_color[3];
 
     // adjust the cloud colors for sunrise/sunset effects (darken them)
-    if (sun_angle > 1.0) {
-       float sun2 = sqrt(sun_angle);
-       cloud_color[0] /= sun2;
-       cloud_color[1] /= sun2;
-       cloud_color[2] /= sun2;
+    if (_sun_angle > 1.0) {
+       float sun2 = sqrt(_sun_angle);
+       _cloud_color[0] /= sun2;
+       _cloud_color[1] /= sun2;
+       _cloud_color[2] /= sun2;
     }
-    gamma_correct_rgb( cloud_color );
-
-    if (fgGetBool("/test/scene_lighting")) {
-        float *sun_color = thesky->get_sun_color();
-
-        scene_ambient[0] = ((sun_color[0]*0.25 + cloud_color[0]*0.75) + ambient) / 2;
-        scene_ambient[1] = ((sun_color[1]*0.25 + cloud_color[1]*0.75) + ambient) / 2;
-        scene_ambient[2] = ((sun_color[2]*0.25 + cloud_color[2]*0.75) + ambient) / 2;
-        // scene_ambient[0] = white[0] * ambient;
-        // scene_ambient[1] = white[0] * ambient;
-        // scene_ambient[2] = white[0] * ambient;
-        scene_ambient[3] = 1.0;
-
-        scene_diffuse[0] = (sun_color[0]*0.25 + fog_color[0]*0.75) * diffuse;
-        scene_diffuse[1] = (sun_color[1]*0.25 + fog_color[1]*0.75) * diffuse;
-        scene_diffuse[2] = (sun_color[2]*0.25 + fog_color[2]*0.75) * diffuse;
-        scene_diffuse[3] = 1.0;
-
-        scene_specular[0] = sun_color[0] * specular;
-        scene_specular[1] = sun_color[1] * specular;
-        scene_specular[2] = sun_color[2] * specular;
-        scene_specular[3] = 1.0;
-
-    } else {
-
-        scene_ambient[0] = white[0] * ambient;
-        scene_ambient[1] = white[1] * ambient;
-        scene_ambient[2] = white[2] * ambient;
-        scene_ambient[3] = 1.0;
-
-        scene_diffuse[0] = white[0] * diffuse;
-        scene_diffuse[1] = white[1] * diffuse;
-        scene_diffuse[2] = white[2] * diffuse;
-        scene_diffuse[3] = 1.0;
-        
-        scene_specular[0] = white[0] * ambient;
-        scene_specular[1] = white[1] * ambient;
-        scene_specular[2] = white[2] * ambient;
-        scene_specular[3] = 1.0;
+    gamma_correct_rgb( _cloud_color.data() );
+
+    _scene_ambient[0] = _fog_color[0] * ambient;
+    _scene_ambient[1] = _fog_color[1] * ambient;
+    _scene_ambient[2] = _fog_color[2] * ambient;
+    _scene_ambient[3] = 1.0;
+    gamma_correct_rgb( _scene_ambient.data() );
+
+    SGVec4f color = thesky->get_scene_color();
+    _scene_diffuse[0] = color[0] * diffuse;
+    _scene_diffuse[1] = color[1] * diffuse;
+    _scene_diffuse[2] = color[2] * diffuse;
+    _scene_diffuse[3] = 1.0;
+    gamma_correct_rgb( _scene_diffuse.data() );
+
+    SGVec4f chrome = _scene_ambient * .4f + _scene_diffuse;
+    chrome[3] = 1.0f;
+    if (chrome != _scene_chrome) {
+        _scene_chrome = chrome;
+        for (int i = 0; i < 4; ++i)
+            _chromeProps[i]->setValue(static_cast<double>(_scene_chrome[i]));
     }
+
+    color = thesky->get_sun_color();
+    _scene_specular[0] = color[0] * specular;
+    _scene_specular[1] = color[1] * specular;
+    _scene_specular[2] = color[2] * specular;
+    _scene_specular[3] = 1.0;
+    gamma_correct_rgb( _scene_specular.data() );
 }
 
 
 // calculate fog color adjusted for sunrise/sunset effects
-void fgLIGHT::UpdateAdjFog( void ) {
+void FGLight::update_adj_fog_color () {
 
+    double pitch = globals->get_current_view()->getPitch_deg()
+                     * SGD_DEGREES_TO_RADIANS;
+    double pitch_offset = globals->get_current_view()-> getPitchOffset_deg()
+                     * SGD_DEGREES_TO_RADIANS;
     double heading = globals->get_current_view()->getHeading_deg()
                      * SGD_DEGREES_TO_RADIANS;
     double heading_offset = globals->get_current_view()->getHeadingOffset_deg()
@@ -212,75 +310,72 @@ void fgLIGHT::UpdateAdjFog( void ) {
     // 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 ( _sun_rotation < -2.0 * SGD_2PI || _sun_rotation > 2.0 * SGD_2PI ) {
+       SG_LOG( SG_EVENT, SG_ALERT, "Sun rotation bad = " << _sun_rotation );
+       return;
     }
 
     if ( heading < -2.0 * SGD_2PI || heading > 2.0 * SGD_2PI ) {
        SG_LOG( SG_EVENT, SG_ALERT, "Heading rotation bad = " << heading );
-       exit(-1);
+       return;
     }
 
     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);
+       return;
     }
 
-    double rotation;
+    double hor_rotation, vert_rotation;
 
     // first determine the difference between our view angle and local
     // direction to the sun
-    rotation = -(sun_rotation + SGD_PI) - heading + heading_offset;
-    while ( rotation < 0 ) {
-       rotation += SGD_2PI;
-    }
-    while ( rotation > SGD_2PI ) {
-       rotation -= SGD_2PI;
-    }
+    vert_rotation = pitch + pitch_offset;
+    hor_rotation = -(_sun_rotation + SGD_PI) - heading + heading_offset;
+    if (hor_rotation < 0 )
+       hor_rotation = fmod(hor_rotation, SGD_2PI) + SGD_2PI;
+    else
+       hor_rotation = fmod(hor_rotation, SGD_2PI);
 
     // revert to unmodified values before usign them.
     //
-    float *sun_color = thesky->get_sun_color();
+    SGVec4f color = thesky->get_scene_color();
 
-    gamma_restore_rgb( fog_color );
+    gamma_restore_rgb( _fog_color.data() );
+    gamma_restore_rgb( _sky_color.data() );
 
     // Calculate the fog color in the direction of the sun for
     // sunrise/sunset effects.
     //
-    float s_red =   (fog_color[0] + 2 * sun_color[0]*sun_color[0]) / 3;
-    float s_green = (fog_color[1] + 2 * sun_color[1]*sun_color[1]) / 3;
-    float s_blue =  (fog_color[2] + 2 * sun_color[2]) / 3;
+    float s_red =   color[0]*color[0]*color[0];
+    float s_green = color[1]*color[1]*color[1];
+    float s_blue =  color[2]*color[2];
 
     // interpolate beween the sunrise/sunset color and the color
     // at the opposite direction of this effect. Take in account
     // the current visibility.
     //
     float av = thesky->get_visibility();
-    if (av > 45000)
-       av = 45000;
+    if (av > 45000) av = 45000;
 
     float avf = 0.87 - (45000 - av) / 83333.33;
-    float sif = 0.5 - cos(sun_angle*2)/2;
+    float sif = 0.5 - cos(_sun_angle*2)/2;
+
+    if (sif < 1e-4)
+       sif = 1e-4;
 
-    float rf1 = fabs((rotation - SGD_PI) / SGD_PI);             // 0.0 .. 1.0
-    float rf2 = avf * pow(rf1 * rf1, 1/sif);
-    float rf3 = 0.94 - rf2;
+    float rf1 = fabs((hor_rotation - SGD_PI) / SGD_PI);                // 0.0 .. 1.0
+    float rf2 = avf * pow(rf1*rf1, 1/sif) * 1.0639;
+    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 );
+    _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.data() );
 
     // 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( _fog_color.data() );
+    gamma_correct_rgb( _sky_color.data() );
 }
 
-
-// Destructor
-fgLIGHT::~fgLIGHT( void ) {
-}
-
-