]> 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 861c496e99c1e0f9a9862ad7e412fb2d78989276..d12d6704935375aaf73bd98bb866c13d6f256535 100644 (file)
@@ -71,6 +71,7 @@ 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),
@@ -78,6 +79,7 @@ FGLight::FGLight ()
       _adj_sky_color(0, 0, 0, 0),
       _saturation(1.0),
       _scattering(0.8),
+      _overcast(0.0),
       _dt_total(0)
 {
 }
@@ -145,9 +147,12 @@ void FGLight::bind () {
     // 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("/sim/time/sun-angle-rad",SGRawValuePointer<double>(&_sun_angle));
     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]));
@@ -157,9 +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]));
@@ -178,9 +189,7 @@ void FGLight::unbind () {
     SGPropertyNode *prop = globals->get_props();
     prop->untie("/rendering/scene/saturation");
     prop->untie("/rendering/scene/scattering");
-    prop->untie("/environment/relative-humidity");
-
-    prop->untie("/sim/time/sun-angle-rad");
+    prop->untie("/rendering/scene/overcast");
     prop->untie("/rendering/scene/ambient/red");
     prop->untie("/rendering/scene/ambient/green");
     prop->untie("/rendering/scene/ambient/blue");
@@ -196,6 +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");
@@ -235,6 +247,8 @@ void FGLight::update_sky_color () {
     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 );
@@ -261,9 +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() );
 
@@ -287,6 +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;
@@ -302,10 +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() );
 }
@@ -358,6 +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 );
@@ -366,9 +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
@@ -388,9 +405,9 @@ void FGLight::update_adj_fog_color () {
     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
@@ -449,4 +466,6 @@ void FGLight::updateSunPos()
 
     // cout << "  Sky needs to rotate = " << _sun_rotation << " rads = "
     //      << _sun_rotation * SGD_RADIANS_TO_DEGREES << " degrees." << endl;
+  
+    _sunAngleRad->setDoubleValue(_sun_angle);
 }