#include "light.hxx"
#include "sunsolver.hxx"
-/**
- * Map i.e. project a vector onto a plane.
- * @param normal (in) normal vector for the plane
- * @param v0 (in) a point on the plane
- * @param vec (in) the vector to map onto the plane
- */
-static SGVec3f map_vec_onto_cur_surface_plane(const SGVec3f& normal,
- const SGVec3f& v0,
- const SGVec3f& vec)
-{
- // calculate a vector "u1" representing the shortest distance from
- // the plane specified by normal and v0 to a point specified by
- // "vec". "u1" represents both the direction and magnitude of
- // this desired distance.
-
- // u1 = ( (normal <dot> vec) / (normal <dot> normal) ) * normal
- SGVec3f u1 = (dot(normal, vec) / dot(normal, normal)) * normal;
-
- // calculate the vector "v" which is the vector "vec" mapped onto
- // the plane specified by "normal" and "v0".
-
- // v = v0 + vec - u1
- SGVec3f v = v0 + vec - u1;
-
- // Calculate the vector "result" which is "v" - "v0" which is a
- // directional vector pointing from v0 towards v
-
- // result = v - v0
- return v - v0;
-}
-
-
// Constructor
FGLight::FGLight ()
: _ambient_tbl( NULL ),
_scene_diffuse(0, 0, 0, 0),
_scene_specular(0, 0, 0, 0),
_scene_chrome(0, 0, 0, 0),
+ _sun_color(1, 1, 1, 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),
+ _saturation(1.0),
+ _scattering(0.8),
+ _overcast(0.0),
_dt_total(0)
{
}
void FGLight::bind () {
SGPropertyNode *prop = globals->get_props();
- prop->tie("/sim/time/sun-angle-rad",SGRawValuePointer<double>(&_sun_angle));
+
+ // Write Only
+ prop->tie("/rendering/scene/saturation",SGRawValuePointer<float>(&_saturation));
+ prop->tie("/rendering/scene/scattering",SGRawValuePointer<float>(&_scattering));
+ prop->tie("/rendering/scene/overcast",SGRawValuePointer<float>(&_overcast));
+
+ _sunAngleRad = prop->getNode("/sim/time/sun-angle-rad", true);
+ _sunAngleRad->setDoubleValue(_sun_angle);
+
+ // Read Only
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/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/sun/red",SGRawValuePointer<float>(&_sun_color[0]));
+ prop->tie("/rendering/dome/sun/green",SGRawValuePointer<float>(&_sun_color[1]));
+ prop->tie("/rendering/dome/sun/blue",SGRawValuePointer<float>(&_sun_color[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/cloud/red",SGRawValuePointer<float>(&_cloud_color[0]));
+ prop->tie("/rendering/dome/cloud/green",SGRawValuePointer<float>(&_cloud_color[1]));
+ prop->tie("/rendering/dome/cloud/blue",SGRawValuePointer<float>(&_cloud_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]));
void FGLight::unbind () {
SGPropertyNode *prop = globals->get_props();
- prop->untie("/sim/time/sun-angle-rad");
+ prop->untie("/rendering/scene/saturation");
+ prop->untie("/rendering/scene/scattering");
+ prop->untie("/rendering/scene/overcast");
prop->untie("/rendering/scene/ambient/red");
prop->untie("/rendering/scene/ambient/green");
prop->untie("/rendering/scene/ambient/blue");
prop->untie("/rendering/dome/sky/red");
prop->untie("/rendering/dome/sky/green");
prop->untie("/rendering/dome/sky/blue");
+ prop->untie("/rendering/dome/cloud/red");
+ prop->untie("/rendering/dome/cloud/green");
+ prop->untie("/rendering/dome/cloud/blue");
prop->untie("/rendering/dome/fog/red");
prop->untie("/rendering/dome/fog/green");
prop->untie("/rendering/dome/fog/blue");
}
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] = { 0.31, 0.43, 0.69, 1.0 };
- const GLfloat base_fog_color[4] = { 0.63, 0.72, 0.88, 1.0 };
+ const SGVec4f base_sky_color( 0.31, 0.43, 0.69, 1.0 );
+ const SGVec4f base_fog_color( 0.63, 0.72, 0.88, 1.0 );
SG_LOG( SG_EVENT, SG_DEBUG, "Updating light parameters." );
float deg = _sun_angle * SGD_RADIANS_TO_DEGREES;
SG_LOG( SG_EVENT, SG_DEBUG, " Sun angle = " << deg );
+ if (_saturation < 0.0) _saturation = 0.0;
+ else if (_saturation > 1.0) _saturation = 1.0;
+ if (_scattering < 0.0) _scattering = 0.0;
+ else if (_scattering > 1.0) _scattering = 1.0;
+ if (_overcast < 0.0) _overcast = 0.0;
+ else if (_overcast > 1.0) _overcast = 1.0;
+
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 );
+ ambient *= _saturation;
+ diffuse *= _saturation;
+ specular *= _saturation;
+ sky_brightness *= _saturation;
+
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)
- // 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];
+ /** fog color */
+ float sqr_sky_brightness = sky_brightness * sky_brightness * _scattering;
+ _fog_color = base_fog_color * sqr_sky_brightness;
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];
+ /** sky color */
+ static const SGVec4f one_vec( 1.0f, 1.0f, 1.0f, 1.0f);
+ SGVec4f overcast_color = (one_vec - base_sky_color) * _overcast;
+ _sky_color = (base_sky_color + overcast_color) * sky_brightness;
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];
+ /** cloud color */
+ _cloud_color = base_fog_color * sky_brightness;
- // adjust the cloud colors for sunrise/sunset effects (darken them)
+ /** 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;
+ float sun2 = 1.0 / sqrt(_sun_angle);
+ _cloud_color *= sun2;
}
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;
+ /** ambient light */
+ _scene_ambient = _fog_color * ambient;
gamma_correct_rgb( _scene_ambient.data() );
+ /** diffuse light */
+ SGSky* thesky = globals->get_renderer()->getSky();
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;
+ _scene_diffuse = color * diffuse;
gamma_correct_rgb( _scene_diffuse.data() );
SGVec4f chrome = _scene_ambient * .4f + _scene_diffuse;
_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;
+ /** specular light */
+ _sun_color = thesky->get_sun_color();
+ _scene_specular = _sun_color * specular;
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 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 hor_rotation, vert_rotation;
static float gamma = system_gamma;
// first determine the difference between our view angle and local
// direction to the sun
- vert_rotation = pitch + pitch_offset;
- hor_rotation = -(_sun_rotation + SGD_PI) - heading + heading_offset;
+ //double vert_rotation = pitch + pitch_offset;
+ double 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.
+ // revert to unmodified values before using them.
//
+ SGSky* thesky = globals->get_renderer()->getSky();
SGVec4f color = thesky->get_scene_color();
gamma_restore_rgb( _fog_color.data(), gamma );
// Calculate the fog color in the direction of the sun for
// sunrise/sunset effects.
//
- 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];
+ _sun_color[0] = color[0]*color[0]*color[0];
+ _sun_color[1] = color[1]*color[1]*color[1];
+ _sun_color[2] = color[2]*color[2];
- // interpolate beween the sunrise/sunset color and the color
+ // interpolate between the sunrise/sunset color and the color
// at the opposite direction of this effect. Take in account
// the current visibility.
//
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 rf2 = avf * pow(rf1*rf1, 1/sif) * 1.0639 * _saturation * _scattering;
float rf3 = 1.0 - rf2;
gamma = system_gamma * (0.9 - sif*avf);
-
- _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;
+ _adj_fog_color = rf3 * _fog_color + rf2 * _sun_color;;
gamma_correct_rgb( _adj_fog_color.data(), gamma);
// make sure the colors have their original value before they are being
SG_LOG( SG_EVENT, SG_DEBUG, " Updating Sun position" );
SG_LOG( SG_EVENT, SG_DEBUG, " Gst = " << t->getGst() );
- double sun_l;
- double sun_gd_lat;
- fgSunPositionGST(t->getGst(), &sun_l, &sun_gd_lat);
- set_sun_lon(sun_l);
- set_sun_lat(sun_gd_lat);
- SGVec3d sunpos(SGVec3d::fromGeod(SGGeod::fromRad(sun_l, sun_gd_lat)));
+ fgSunPositionGST(t->getGst(), &_sun_lon, &_sun_lat);
+ // It might seem that sun_gc_lat needs to be converted to geodetic
+ // latitude here, but it doesn't. The sun latitude is the latitude
+ // of the point on the earth where the up vector has the same
+ // angle from geocentric Z as the sun direction. But geodetic
+ // latitude is defined as 90 - angle of up vector from Z!
+ SGVec3d sunpos(SGVec3d::fromGeoc(SGGeoc::fromRadM(_sun_lon, _sun_lat,
+ SGGeodesy::EQURAD)));
SG_LOG( SG_EVENT, SG_DEBUG, " t->cur_time = " << t->get_cur_time() );
SG_LOG( SG_EVENT, SG_DEBUG,
- " Sun Geodetic lat = " << sun_gd_lat
- << " Geodetic lat = " << sun_gd_lat );
+ " Sun Geocentric lat = " << _sun_lat
+ << " Geodcentric lat = " << _sun_lat );
// update the sun light vector
sun_vec() = SGVec4f(toVec3f(normalize(sunpos)), 0);
// calculate the sun's relative angle to local up
SGVec3d viewPos = v->get_view_pos();
SGQuatd hlOr = SGQuatd::fromLonLat(SGGeod::fromCart(viewPos));
- SGVec3f world_up = toVec3f(hlOr.backTransform(-SGVec3d::e3()));
- SGVec3f nsun = toVec3f(normalize(sunpos));
+ SGVec3d world_up = hlOr.backTransform(-SGVec3d::e3());
+ SGVec3d nsun = normalize(sunpos);
// cout << "nup = " << nup[0] << "," << nup[1] << ","
// << nup[2] << endl;
// cout << "nsun = " << nsun[0] << "," << nsun[1] << ","
// << nsun[2] << endl;
- set_sun_angle( acos( dot ( world_up, nsun ) ) );
+ _sun_angle = acos( dot ( world_up, nsun ) );
SG_LOG( SG_EVENT, SG_DEBUG, "sun angle relative to current location = "
<< get_sun_angle() );
- // calculate vector to sun's position on the earth's surface
- SGVec3d rel_sunpos = sunpos - v->get_view_pos();
- // vector in cartesian coordinates from current position to the
- // postion on the earth's surface the sun is directly over
- SGVec3f to_sun = toVec3f(rel_sunpos);
- // printf( "Vector to sun = %.2f %.2f %.2f\n",
- // v->to_sun[0], v->to_sun[1], v->to_sun[2]);
-
- // Given a vector from the view position to the point on the
- // earth's surface the sun is directly over, map into onto the
- // local plane representing "horizontal".
-
- // surface direction to go to head towards sun
- SGVec3f surface_to_sun;
- SGVec3f view_pos = toVec3f(v->get_view_pos());
- surface_to_sun = map_vec_onto_cur_surface_plane(world_up, view_pos, to_sun);
- surface_to_sun = normalize(surface_to_sun);
- // cout << "(sg) Surface direction to sun is "
- // << surface_to_sun[0] << ","
- // << surface_to_sun[1] << ","
- // << surface_to_sun[2] << endl;
- // cout << "Should be close to zero = "
- // << sgScalarProductVec3(nup, surface_to_sun) << endl;
-
- // calculate the angle between surface_to_sun and
- // v->get_surface_east(). We do this so we can sort out the
- // acos() ambiguity. I wish I could think of a more efficient
- // way. :-(
- SGVec3f surface_east(toVec3f(hlOr.backTransform(SGVec3d::e2())));
- float east_dot = dot( surface_to_sun, surface_east );
- // cout << " East dot product = " << east_dot << endl;
-
- // calculate the angle between v->surface_to_sun and
- // v->surface_south. this is how much we have to rotate the sky
- // for it to align with the sun
- SGVec3f surface_south(toVec3f(hlOr.backTransform(-SGVec3d::e1())));
- float dot_ = dot( surface_to_sun, surface_south );
- // cout << " Dot product = " << dot << endl;
-
- if (dot_ > 1.0) {
- SG_LOG( SG_ASTRO, SG_INFO,
- "Dot product = " << dot_ << " is greater than 1.0" );
- dot_ = 1.0;
- }
- else if (dot_ < -1.0) {
- SG_LOG( SG_ASTRO, SG_INFO,
- "Dot product = " << dot_ << " is less than -1.0" );
- dot_ = -1.0;
- }
-
- if ( east_dot >= 0 ) {
- set_sun_rotation( acos(dot_) );
- } else {
- set_sun_rotation( -acos(dot_) );
- }
- // cout << " Sky needs to rotate = " << angle << " rads = "
- // << angle * SGD_RADIANS_TO_DEGREES << " degrees." << endl;
+ // Get direction to the sun in the local frame.
+ SGVec3d local_sun_vec = hlOr.transform(nsun);
+
+ // Angle from south. XXX Is this correct in the southern hemisphere?
+ _sun_rotation = atan2(local_sun_vec.x(), -local_sun_vec.y());
+ // cout << " Sky needs to rotate = " << _sun_rotation << " rads = "
+ // << _sun_rotation * SGD_RADIANS_TO_DEGREES << " degrees." << endl;
+
+ _sunAngleRad->setDoubleValue(_sun_angle);
}