_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),
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/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]));
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");
}
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." );
// 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;
_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;
- _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 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 hor_rotation, vert_rotation;
static float gamma = system_gamma;
// first determine the difference between our view angle and local
// direction to the sun
- vert_rotation = pitch + pitch_offset;
- 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);
+ //double vert_rotation = pitch + pitch_offset;
+
+ double hor_rotation = -_sun_rotation + SGD_PI - heading + heading_offset;
// revert to unmodified values before using them.
//
// 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
if (sif < 1e-4)
sif = 1e-4;
- float rf1 = fabs((hor_rotation - SGD_PI) / SGD_PI); // 0.0 .. 1.0
+ float rf1 = fabs(fmod(hor_rotation, SGD_2PI) - SGD_PI) / SGD_PI;
float rf2 = avf * pow(rf1*rf1, 1/sif) * 1.0639 * _saturation * _scattering;
+
+ // HACK: clamp rf2 to 1.0.
+ // Somehow, rf2 is huge at certain sun angles (around midnight), which results in
+ // rf3 being negative and hence negative fog colors and weird display issues...
+ // Something more fundamental may be wrong with the formulas here...
+ if (rf2>1.0) rf2 = 1.0;
+
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 = 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
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,
<< " 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;