//
-// 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 <simgear/compiler.h>
-#ifdef FG_MATH_EXCEPTION_CLASH
+#include SG_GL_H
+
+#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/misc/sg_path.hxx>
+#include <simgear/scene/sky/sky.hxx>
+#include <simgear/screen/colors.hxx>
-#include <Aircraft/aircraft.hxx>
-#include <Main/options.hxx>
-#include <Main/views.hxx>
+#include <Main/main.hxx>
+#include <Main/globals.hxx>
+#include <Main/fg_props.hxx>
+#include <Main/viewer.hxx>
-#include "fg_time.hxx"
#include "light.hxx"
#include "sunpos.hxx"
-fgLIGHT cur_light_params;
-
-
// Constructor
-fgLIGHT::fgLIGHT( void ) {
+FGLight::FGLight ()
+ : _ambient_tbl( NULL ),
+ _diffuse_tbl( NULL ),
+ _specular_tbl( NULL ),
+ _sky_tbl( NULL ),
+ _prev_sun_angle(-9999.0),
+ _sun_rotation( 0.0 ),
+ _dt_total( 0.0 )
+{
+}
+
+// Destructor
+FGLight::~FGLight ()
+{
+ delete _ambient_tbl;
+ delete _diffuse_tbl;
+ delete _specular_tbl;
+ delete _sky_tbl;
}
// initialize lighting tables
-void fgLIGHT::Init( void ) {
- FG_LOG( FG_EVENT, FG_INFO,
+void FGLight::init () {
+ 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;
- ambient.append( "Lighting/ambient" );
- FGPath diffuse = path;
- diffuse.append( "Lighting/diffuse" );
- FGPath sky = path;
- sky.append( "Lighting/sky" );
+ // build the path names of the lookup tables
+ SGPath path( globals->get_fg_root() );
+
+ // initialize ambient, diffuse and specular tables
+ SGPath ambient_path = path;
+ ambient_path.append( "Lighting/ambient" );
+ _ambient_tbl = new SGInterpTable( ambient_path.str() );
- // initialize ambient table
- ambient_tbl = new fgINTERPTABLE( ambient.str() );
+ SGPath diffuse_path = path;
+ diffuse_path.append( "Lighting/diffuse" );
+ _diffuse_tbl = new SGInterpTable( diffuse_path.str() );
- // initialize diffuse table
- diffuse_tbl = new fgINTERPTABLE( diffuse.str() );
+ SGPath specular_path = path;
+ specular_path.append( "Lighting/specular" );
+ _specular_tbl = new SGInterpTable( specular_path.str() );
// initialize sky table
- sky_tbl = new fgINTERPTABLE( 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();
+ 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));
+}
+
+void FGLight::unbind () {
+ SGPropertyNode *prop = globals->get_props();
+ prop->untie("/sim/time/sun-angle-rad");
}
// 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};
- // base fog color
- GLfloat base_fog_color[4] = {0.90, 0.90, 1.00, 1.0};
- double deg, ambient, diffuse, sky_brightness;
+void FGLight::update( double dt ) {
+
+ _dt_total += dt;
+ if (_dt_total >= 0.5) {
+ _dt_total -= 0.5;
+ fgUpdateSunPos();
+ fgUpdateMoonPos();
+ }
+
+ update_adj_fog_color();
+
+ if (_prev_sun_angle != _sun_angle) {
+ _prev_sun_angle = _sun_angle;
+ update_sky_color();
+ }
+}
- f = current_aircraft.fdm_state;
- t = FGTime::cur_time_params;
+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 };
- 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 * 180.0 / FG_PI;
- FG_LOG( FG_EVENT, FG_INFO, " Sun angle = " << deg );
+ float 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 );
- sky_brightness = sky_tbl->interpolate( deg );
+ float ambient = _ambient_tbl->interpolate( deg );
+ float diffuse = _diffuse_tbl->interpolate( deg );
+ float specular = _specular_tbl->interpolate( deg );
+ float 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)
// if ( diffuse < 0.0 ) { diffuse = 0.0; }
// if ( sky_brightness < 0.1 ) { sky_brightness = 0.1; }
- scene_ambient[0] = white[0] * ambient;
- scene_ambient[1] = white[1] * ambient;
- scene_ambient[2] = white[2] * ambient;
+ // 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 );
+
+ // 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;
+ }
+ gamma_correct_rgb( _cloud_color );
- scene_diffuse[0] = white[0] * diffuse;
- scene_diffuse[1] = white[1] * diffuse;
- scene_diffuse[2] = white[2] * diffuse;
+ float *sun_color = thesky->get_sun_color();
- // 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];
+ _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;
+
+ _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;
}
// calculate fog color adjusted for sunrise/sunset effects
-void fgLIGHT::UpdateAdjFog( void ) {
- FGInterface *f;
- double sun_angle_deg, rotation, param1[3], param2[3];
+void FGLight::update_adj_fog_color () {
- 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
- // 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());
- while ( rotation < 0 ) {
- rotation += FG_2PI;
- }
- while ( rotation > FG_2PI ) {
- rotation -= FG_2PI;
- }
- rotation *= RAD_TO_DEG;
- // fgPrintf( FG_EVENT, FG_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;
- 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;
- param1[1] = (10.0 - fabs(90.0 - sun_angle_deg)) / 40.0;
- param1[2] = (10.0 - fabs(90.0 - sun_angle_deg)) / 30.0;
- // param2[2] = -(10.0 - fabs(90.0 - sun_angle)) / 30.0;
- } else {
- param1[0] = param1[1] = param1[2] = 0.0;
+ // 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 );
+ return;
}
- if ( rotation - 180.0 <= 0.0 ) {
- param2[0] = param1[0] * (180.0 - rotation) / 180.0;
- param2[1] = param1[1] * (180.0 - rotation) / 180.0;
- param2[2] = param1[2] * (180.0 - rotation) / 180.0;
- // printf("param1[0] = %.2f param2[0] = %.2f\n", param1[0], param2[0]);
- } else {
- param2[0] = param1[0] * (rotation - 180.0) / 180.0;
- param2[1] = param1[1] * (rotation - 180.0) / 180.0;
- param2[2] = param1[2] * (rotation - 180.0) / 180.0;
- // printf("param1[0] = %.2f param2[0] = %.2f\n", param1[0], param2[0]);
+ if ( heading < -2.0 * SGD_2PI || heading > 2.0 * SGD_2PI ) {
+ SG_LOG( SG_EVENT, SG_ALERT, "Heading rotation bad = " << heading );
+ return;
}
- adj_fog_color[0] = fog_color[0] + param2[0];
- if ( adj_fog_color[0] > 1.0 ) { adj_fog_color[0] = 1.0; }
-
- adj_fog_color[1] = fog_color[1] + param2[1];
- if ( adj_fog_color[1] > 1.0 ) { adj_fog_color[1] = 1.0; }
-
- adj_fog_color[2] = fog_color[2] + param2[2];
- if ( adj_fog_color[2] > 1.0 ) { adj_fog_color[2] = 1.0; }
+ if ( heading_offset < -2.0 * SGD_2PI || heading_offset > 2.0 * SGD_2PI ) {
+ SG_LOG( SG_EVENT, SG_ALERT, "Heading offset bad = " << heading_offset );
+ return;
+ }
- adj_fog_color[3] = fog_color[3];
-}
+ double 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;
+ }
-// Destructor
-fgLIGHT::~fgLIGHT( void ) {
+ // revert to unmodified values before usign them.
+ //
+ float *sun_color = thesky->get_sun_color();
+
+ gamma_restore_rgb( _fog_color );
+
+ // 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;
+
+ // 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;
+
+ 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;
+
+ _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 );
}
-