//
// 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
//
// 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>
#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"
+#include "tmp.hxx"
// Constructor
_diffuse_tbl( NULL ),
_specular_tbl( NULL ),
_sky_tbl( NULL ),
- _sun_rotation( 0.0 ),
- _prev_sun_angle(-9999.0),
- _dt_total( 0.0 )
+ _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)
{
}
init();
fgUpdateSunPos();
- fgUpdateMoonPos();
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");
}
if (_dt_total >= 0.5) {
_dt_total -= 0.5;
fgUpdateSunPos();
- fgUpdateMoonPos();
}
update_adj_fog_color();
void FGLight::update_sky_color () {
// if the 4th field is 0.0, this specifies a direction ...
- const GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
- const GLfloat base_sky_color[4] = { 0.39, 0.50, 0.74, 1.0 };
- const GLfloat base_fog_color[4] = { 0.84, 0.87, 1.0, 1.0 };
+ // 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;
float deg = _sun_angle * SGD_RADIANS_TO_DEGREES;
- SG_LOG( SG_EVENT, SG_INFO, " Sun angle = " << deg );
+ SG_LOG( SG_EVENT, SG_DEBUG, " Sun angle = " << deg );
- float ambient = _ambient_tbl->interpolate( deg );
+ float ambient = _ambient_tbl->interpolate( deg ) + visibility_inv/10;
float diffuse = _diffuse_tbl->interpolate( deg );
- float specular = _specular_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 );
+ gamma_correct_rgb( _sky_color.data() );
- // 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 );
+ _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) {
_cloud_color[1] /= sun2;
_cloud_color[2] /= sun2;
}
- gamma_correct_rgb( _cloud_color );
+ gamma_correct_rgb( _cloud_color.data() );
- 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] = _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() );
- _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;
+ 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]));
+ }
- _scene_specular[0] = sun_color[0] * specular;
- _scene_specular[1] = sun_color[1] * specular;
- _scene_specular[2] = sun_color[2] * specular;
+ 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::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()
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 rf1 = fabs((rotation - SGD_PI) / SGD_PI); // 0.0 .. 1.0
- float rf2 = avf * pow(rf1 * rf1, 1/sif);
- float rf3 = 0.94 - rf2;
+ if (sif < 1e-4)
+ sif = 1e-4;
+
+ 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 );
+ 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() );
}