]> git.mxchange.org Git - flightgear.git/blobdiff - src/Time/light.cxx
properly add librt when clock_gettime is used
[flightgear.git] / src / Time / light.cxx
index 79259c03c18da886bfdeffd56dab34009e1c6f37..d12d6704935375aaf73bd98bb866c13d6f256535 100644 (file)
@@ -71,12 +71,15 @@ FGLight::FGLight ()
       _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)
 {
 }
@@ -140,8 +143,16 @@ void FGLight::reinit () {
 
 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]));
@@ -151,9 +162,15 @@ void FGLight::bind () {
     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]));
@@ -170,8 +187,9 @@ void FGLight::bind () {
 
 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");
@@ -187,6 +205,9 @@ void FGLight::unbind () {
     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");
@@ -224,6 +245,10 @@ void FGLight::update_sky_color () {
 
     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 );
@@ -242,7 +267,7 @@ void FGLight::update_sky_color () {
     // 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);
+    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;
@@ -250,9 +275,9 @@ void FGLight::update_sky_color () {
     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[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];
     gamma_correct_rgb( _sky_color.data() );
 
@@ -276,6 +301,8 @@ void FGLight::update_sky_color () {
     _scene_ambient[3] = 1.0;
     gamma_correct_rgb( _scene_ambient.data() );
 
+    SGSky* thesky = globals->get_renderer()->getSky();
+    
     SGVec4f color = thesky->get_scene_color();
     _scene_diffuse[0] = color[0] * diffuse;
     _scene_diffuse[1] = color[1] * diffuse;
@@ -291,10 +318,10 @@ void FGLight::update_sky_color () {
             _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;
+    // _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;
     gamma_correct_rgb( _scene_specular.data() );
 }
@@ -347,6 +374,7 @@ void FGLight::update_adj_fog_color () {
 
     // 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 );
@@ -355,9 +383,9 @@ void FGLight::update_adj_fog_color () {
     // 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 between the sunrise/sunset color and the color
     // at the opposite direction of this effect. Take in account
@@ -373,14 +401,13 @@ void FGLight::update_adj_fog_color () {
        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 * _saturation;
+    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[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];
     gamma_correct_rgb( _adj_fog_color.data(), gamma);
 
     // make sure the colors have their original value before they are being
@@ -399,23 +426,19 @@ void FGLight::updateSunPos()
     SG_LOG( SG_EVENT, SG_DEBUG, "  Updating Sun position" );
     SG_LOG( SG_EVENT, SG_DEBUG, "  Gst = " << t->getGst() );
 
-    double sun_l;
-    double sun_gc_lat;
-    fgSunPositionGST(t->getGst(), &sun_l, &sun_gc_lat);
-    set_sun_lon(sun_l);
+    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!
-    set_sun_lat(sun_gc_lat);
-    SGVec3d sunpos(SGVec3d::fromGeoc(SGGeoc::fromRadM(sun_l, sun_gc_lat,
+    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_gc_lat
-            << " Geodcentric lat = " << sun_gc_lat );
+            "    Sun Geocentric lat = " << _sun_lat
+            << " Geodcentric lat = " << _sun_lat );
 
     // update the sun light vector
     sun_vec() = SGVec4f(toVec3f(normalize(sunpos)), 0);
@@ -431,15 +454,18 @@ void FGLight::updateSunPos()
     // 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() );
 
     // 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?
-    double angle = atan2(local_sun_vec.x(), -local_sun_vec.y());
-    set_sun_rotation(angle);
-    // cout << "  Sky needs to rotate = " << angle << " rads = "
-    //      << angle * SGD_RADIANS_TO_DEGREES << " degrees." << endl;
+    _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);
 }