# include <config.h>
#endif
-#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-#endif
-
#include <simgear/compiler.h>
-#include SG_GL_H
-
-#ifdef SG_HAVE_STD_INCLUDES
-# include <cmath>
-#else
-# include <math.h>
-#endif
+#include <cmath>
#include <simgear/constants.h>
#include <simgear/debug/logstream.hxx>
#include <simgear/misc/sg_path.hxx>
#include <simgear/scene/sky/sky.hxx>
#include <simgear/screen/colors.hxx>
+#include <simgear/timing/sg_time.hxx>
+#include <simgear/structure/event_mgr.hxx>
#include <Main/main.hxx>
#include <Main/globals.hxx>
#include <Main/viewer.hxx>
#include "light.hxx"
-#include "tmp.hxx"
-
+#include "sunsolver.hxx"
// Constructor
FGLight::FGLight ()
_sun_lat(0),
_moon_lon(0),
_moon_gc_lat(0),
- _sunpos(0, 0, 0),
- _moonpos(0, 0, 0),
_sun_vec(0, 0, 0, 0),
_moon_vec(0, 0, 0, 0),
_sun_vec_inv(0, 0, 0, 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),
+ _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)
{
}
SGPath sky_path = path;
sky_path.append( "Lighting/sky" );
_sky_tbl = new SGInterpTable( sky_path.str() );
+
+ globals->get_event_mgr()->addTask("updateSunPos", this,
+ &FGLight::updateSunPos, 0.5 );
}
init();
- fgUpdateSunPos();
-
+ updateSunPos();
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));
+
+ // 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]));
+ // 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/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/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/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");
}
// update lighting parameters based on current sun position
-void FGLight::update( double dt ) {
-
- _dt_total += dt;
- if (_dt_total >= 0.5) {
- _dt_total -= 0.5;
- fgUpdateSunPos();
- }
-
+void FGLight::update( double dt )
+{
update_adj_fog_color();
if (_prev_sun_angle != _sun_angle) {
- _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 ...
- // 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] = { 0.84, 0.87, 1.0, 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." );
// 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_DEBUG, " Sun angle = " << deg );
- float ambient = _ambient_tbl->interpolate( 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 );
+ 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)
- // if ( ambient < 0.02 ) { ambient = 0.02; }
- // if ( diffuse < 0.0 ) { diffuse = 0.0; }
- // if ( sky_brightness < 0.1 ) { sky_brightness = 0.1; }
+ /** 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() );
- // 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.data() );
+ /** 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() );
- SGVec4f 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[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;
+ /** 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 = color * diffuse;
+ 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;
- _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 heading = globals->get_current_view()->getHeading_deg()
* SGD_DEGREES_TO_RADIANS;
double heading_offset = globals->get_current_view()->getHeadingOffset_deg()
return;
}
- double rotation;
+ static float gamma = system_gamma;
// 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;
- }
-
- // revert to unmodified values before usign them.
+ //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 using them.
//
- SGVec4f sun_color = thesky->get_sun_color();
+ SGSky* thesky = globals->get_renderer()->getSky();
+ SGVec4f color = thesky->get_scene_color();
- gamma_restore_rgb( _fog_color.data() );
+ gamma_restore_rgb( _fog_color.data(), gamma );
+ gamma_restore_rgb( _sky_color.data(), gamma );
// 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;
+ _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.
//
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;
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 * _saturation * _scattering;
+ 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.data() );
+ gamma = system_gamma * (0.9 - sif*avf);
+ _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
// used by the rest of the program.
//
- gamma_correct_rgb( _fog_color.data() );
+ gamma_correct_rgb( _fog_color.data(), gamma );
+ gamma_correct_rgb( _sky_color.data(), gamma );
}
+// update the cur_time_params structure with the current sun position
+void FGLight::updateSunPos()
+{
+ SGTime *t = globals->get_time_params();
+ FGViewer *v = globals->get_current_view();
+
+ SG_LOG( SG_EVENT, SG_DEBUG, " Updating Sun position" );
+ SG_LOG( SG_EVENT, SG_DEBUG, " Gst = " << t->getGst() );
+
+ 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 Geocentric lat = " << _sun_lat
+ << " Geodcentric lat = " << _sun_lat );
+
+ // update the sun light vector
+ sun_vec() = SGVec4f(toVec3f(normalize(sunpos)), 0);
+ sun_vec_inv() = - sun_vec();
+
+ // calculate the sun's relative angle to local up
+ SGVec3d viewPos = v->get_view_pos();
+ SGQuatd hlOr = SGQuatd::fromLonLat(SGGeod::fromCart(viewPos));
+ 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;
+
+ _sun_angle = acos( dot ( world_up, nsun ) );
+ SG_LOG( SG_EVENT, SG_DEBUG, "sun angle relative to current location = "
+ << get_sun_angle() );
+
+ // 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);
+}