]> git.mxchange.org Git - flightgear.git/blobdiff - src/Time/light.cxx
More spring-cleaning fun.
[flightgear.git] / src / Time / light.cxx
index 2dfbbbc3c3a74c063b9d5ea016ab13d0e96674dc..caeff9d2ba446e1428cb032cd9f73c302b54e254 100644 (file)
@@ -97,7 +97,7 @@ FGLight::~FGLight ()
 // initialize lighting tables
 void FGLight::init () {
     SG_LOG( SG_EVENT, SG_INFO, 
-           "Initializing Lighting interpolation tables." );
+            "Initializing Lighting interpolation tables." );
 
     // build the path names of the lookup tables
     SGPath path( globals->get_fg_root() );
@@ -145,35 +145,36 @@ void FGLight::bind () {
     SGPropertyNode *prop = globals->get_props();
 
     // 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));
+    tie(prop,"/rendering/scene/saturation",     SGRawValuePointer<float>(&_saturation));
+    tie(prop,"/rendering/scene/scattering",     SGRawValuePointer<float>(&_scattering));
+    tie(prop,"/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/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/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]));
+    tie(prop,"/rendering/scene/ambient/red",    SGRawValuePointer<float>(&_scene_ambient[0]));
+    tie(prop,"/rendering/scene/ambient/green",  SGRawValuePointer<float>(&_scene_ambient[1]));
+    tie(prop,"/rendering/scene/ambient/blue",   SGRawValuePointer<float>(&_scene_ambient[2]));
+    tie(prop,"/rendering/scene/diffuse/red",    SGRawValuePointer<float>(&_scene_diffuse[0]));
+    tie(prop,"/rendering/scene/diffuse/green",  SGRawValuePointer<float>(&_scene_diffuse[1]));
+    tie(prop,"/rendering/scene/diffuse/blue",   SGRawValuePointer<float>(&_scene_diffuse[2]));
+    tie(prop,"/rendering/scene/specular/red",   SGRawValuePointer<float>(&_scene_specular[0]));
+    tie(prop,"/rendering/scene/specular/green", SGRawValuePointer<float>(&_scene_specular[1]));
+    tie(prop,"/rendering/scene/specular/blue",  SGRawValuePointer<float>(&_scene_specular[2]));
+    tie(prop,"/rendering/dome/sun/red",         SGRawValuePointer<float>(&_sun_color[0]));
+    tie(prop,"/rendering/dome/sun/green",       SGRawValuePointer<float>(&_sun_color[1]));
+    tie(prop,"/rendering/dome/sun/blue",        SGRawValuePointer<float>(&_sun_color[2]));
+    tie(prop,"/rendering/dome/sky/red",         SGRawValuePointer<float>(&_sky_color[0]));
+    tie(prop,"/rendering/dome/sky/green",       SGRawValuePointer<float>(&_sky_color[1]));
+    tie(prop,"/rendering/dome/sky/blue",        SGRawValuePointer<float>(&_sky_color[2]));
+    tie(prop,"/rendering/dome/cloud/red",       SGRawValuePointer<float>(&_cloud_color[0]));
+    tie(prop,"/rendering/dome/cloud/green",     SGRawValuePointer<float>(&_cloud_color[1]));
+    tie(prop,"/rendering/dome/cloud/blue",      SGRawValuePointer<float>(&_cloud_color[2]));
+    tie(prop,"/rendering/dome/fog/red",         SGRawValuePointer<float>(&_fog_color[0]));
+    tie(prop,"/rendering/dome/fog/green",       SGRawValuePointer<float>(&_fog_color[1]));
+    tie(prop,"/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",
@@ -186,31 +187,7 @@ void FGLight::bind () {
 }
 
 void FGLight::unbind () {
-    SGPropertyNode *prop = globals->get_props();
-    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/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/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");
+    _tiedProperties.Untie();
 }
 
 
@@ -226,10 +203,8 @@ void FGLight::update( double dt )
 }
 
 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." );
 
@@ -261,53 +236,40 @@ void FGLight::update_sky_color () {
     sky_brightness *= _saturation;
 
     SG_LOG( SG_EVENT, SG_DEBUG,
-           "  ambient = " << ambient << "  diffuse = " << diffuse 
-           << "  specular = " << specular << "  sky = " << sky_brightness );
+            "  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))*_scattering;
-    _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] + (1.0f-base_sky_color[0]) * _overcast) * sky_brightness;
-    _sky_color[1] = (base_sky_color[1] + (1.0f-base_sky_color[1]) * _overcast)  * sky_brightness;
-    _sky_color[2] = (base_sky_color[2] + (1.0f-base_sky_color[2]) * _overcast)  * 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;
@@ -318,11 +280,9 @@ void FGLight::update_sky_color () {
             _chromeProps[i]->setValue(static_cast<double>(_scene_chrome[i]));
     }
 
-    // _sun_color = thesky->get_sun_color();
-    _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() );
 }
 
@@ -346,18 +306,18 @@ void FGLight::update_adj_fog_color () {
 
     // 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;
+        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 );
-       return;
+        SG_LOG( SG_EVENT, SG_ALERT, "Heading rotation bad = " << heading );
+        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 );
-       return;
+        SG_LOG( SG_EVENT, SG_ALERT, "Heading offset bad = " << heading_offset );
+        return;
     }
 
     static float gamma = system_gamma;
@@ -365,11 +325,6 @@ void FGLight::update_adj_fog_color () {
     // first determine the difference between our view angle and local
     // direction to the sun
     //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.
     //
@@ -399,14 +354,19 @@ void FGLight::update_adj_fog_color () {
     if (sif < 1e-4)
        sif = 1e-4;
 
-    float rf1 = fabs((hor_rotation - SGD_PI) / SGD_PI);                // 0.0 .. 1.0
+    // determine horizontal angle between current view direction and sun
+    double hor_rotation = -_sun_rotation - SGD_PI_2 - heading + heading_offset;
+    if (hor_rotation < 0 )
+        hor_rotation = fmod(hor_rotation, SGD_2PI) + SGD_2PI;
+    else
+        hor_rotation = fmod(hor_rotation, SGD_2PI);
+
+    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;
 
     gamma = system_gamma * (0.9 - sif*avf);
-    _adj_fog_color[0] = rf3 * _fog_color[0] + rf2 * _sun_color[0];
-    _adj_fog_color[1] = rf3 * _fog_color[1] + rf2 * _sun_color[1];
-    _adj_fog_color[2] = rf3 * _fog_color[2] + rf2 * _sun_color[2];
+    _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
@@ -420,19 +380,18 @@ void FGLight::update_adj_fog_color () {
 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)));
+    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,
@@ -440,28 +399,33 @@ void FGLight::updateSunPos()
             << " Geodcentric lat = " << _sun_lat );
 
     // update the sun light vector
-    sun_vec() = SGVec4f(toVec3f(normalize(sunpos)), 0);
-    sun_vec_inv() = - sun_vec();
+    _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);
+    FGViewer *v = globals->get_current_view();
+    SGQuatd hlOr =  SGQuatd::fromLonLat( v->getPosition() );
+    SGVec3d world_up = hlOr.backTransform( -SGVec3d::e3() );
     // 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 ) );
+    SGVec3d nsun = normalize(sunpos);
+    SGVec3d nup = normalize(world_up);
+    _sun_angle = acos( dot( nup, nsun ) );
+
+    double signedPI = (_sun_angle < 0.0) ? -SGD_PI : SGD_PI;
+    _sun_angle = fmod(_sun_angle+signedPI, SGD_2PI) - signedPI;
+
     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());
+    // Angle from south. 
+    _sun_rotation = 2.0 * 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;