//
// Written by Curtis Olson, started April 1998.
//
-// Copyright (C) 1998 Curtis L. Olson - curt@me.umn.edu
+// Copyright (C) 1998 Curtis L. Olson - http://www.flightgear.org/~curt
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
-// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
# include <config.h>
#endif
-#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-#endif
-
-#include GLUT_H
-
#include <simgear/compiler.h>
-#ifdef SG_MATH_EXCEPTION_CLASH
-# define exception c_exception
-#endif
-
-#ifdef SG_HAVE_STD_INCLUDES
-# include <cmath>
-#else
-# include <math.h>
-#endif
-
-#include <string>
-SG_USING_STD(string);
+#include <cmath>
#include <simgear/constants.h>
#include <simgear/debug/logstream.hxx>
#include <simgear/math/interpolater.hxx>
-#include <simgear/math/polar3d.hxx>
#include <simgear/misc/sg_path.hxx>
+#include <simgear/scene/sky/sky.hxx>
#include <simgear/screen/colors.hxx>
-#include <simgear/sky/sky.hxx>
+#include <simgear/timing/sg_time.hxx>
+#include <simgear/structure/event_mgr.hxx>
+#include <Main/main.hxx>
#include <Main/globals.hxx>
+#include <Main/fg_props.hxx>
+#include <Main/renderer.hxx>
#include <Main/viewer.hxx>
#include "light.hxx"
-#include "sunpos.hxx"
-
-extern SGSky *thesky; // FIXME: from main.cxx
-fgLIGHT cur_light_params;
-
+#include "sunsolver.hxx"
// Constructor
-fgLIGHT::fgLIGHT( void ) {
+FGLight::FGLight ()
+ : _ambient_tbl( NULL ),
+ _diffuse_tbl( NULL ),
+ _specular_tbl( NULL ),
+ _sky_tbl( NULL ),
+ _sun_lon(0),
+ _sun_lat(0),
+ _moon_lon(0),
+ _moon_gc_lat(0),
+ _sun_vec(0, 0, 0, 0),
+ _moon_vec(0, 0, 0, 0),
+ _sun_vec_inv(0, 0, 0, 0),
+ _moon_vec_inv(0, 0, 0, 0),
+ _sun_angle(0),
+ _moon_angle(0),
+ _prev_sun_angle(0),
+ _sun_rotation(0),
+ _moon_rotation(0),
+ _scene_ambient(0, 0, 0, 0),
+ _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)
+{
+}
+
+// Destructor
+FGLight::~FGLight ()
+{
+ delete _ambient_tbl;
+ delete _diffuse_tbl;
+ delete _specular_tbl;
+ delete _sky_tbl;
}
// initialize lighting tables
-void fgLIGHT::Init( void ) {
+void FGLight::init () {
SG_LOG( SG_EVENT, SG_INFO,
"Initializing Lighting interpolation tables." );
- // build the path name to the ambient lookup table
+ // build the path names of the lookup tables
SGPath path( globals->get_fg_root() );
- SGPath ambient = path;
- ambient.append( "Lighting/ambient" );
- SGPath diffuse = path;
- diffuse.append( "Lighting/diffuse" );
- SGPath specular = path;
- specular.append( "Lighting/specular" );
- SGPath sky = path;
- sky.append( "Lighting/sky" );
-
- // initialize ambient table
- ambient_tbl = new SGInterpTable( ambient.str() );
-
- // initialize diffuse table
- diffuse_tbl = new SGInterpTable( diffuse.str() );
-
- // initialize diffuse table
- specular_tbl = new SGInterpTable( specular.str() );
+
+ // initialize ambient, diffuse and specular tables
+ SGPath ambient_path = path;
+ ambient_path.append( "Lighting/ambient" );
+ _ambient_tbl = new SGInterpTable( ambient_path.str() );
+
+ SGPath diffuse_path = path;
+ diffuse_path.append( "Lighting/diffuse" );
+ _diffuse_tbl = new SGInterpTable( diffuse_path.str() );
+
+ SGPath specular_path = path;
+ specular_path.append( "Lighting/specular" );
+ _specular_tbl = new SGInterpTable( specular_path.str() );
// initialize sky table
- sky_tbl = new SGInterpTable( sky.str() );
+ SGPath sky_path = path;
+ sky_path.append( "Lighting/sky" );
+ _sky_tbl = new SGInterpTable( sky_path.str() );
+
+ globals->get_event_mgr()->addTask("updateSunPos", this,
+ &FGLight::updateSunPos, 0.5 );
}
-// update lighting parameters based on current sun position
-void fgLIGHT::Update( void ) {
- // 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] = { 0.39, 0.50, 0.74, 1.0 };
- // base fog color
- GLfloat base_fog_color[4] = { 0.84, 0.87, 1.0, 1.0 };
- float deg, ambient, diffuse, specular, sky_brightness;
+void FGLight::reinit () {
+ _prev_sun_angle = -9999.0;
+ _dt_total = 0;
- SG_LOG( SG_EVENT, SG_INFO, "Updating light parameters." );
+ delete _ambient_tbl;
+ delete _diffuse_tbl;
+ delete _specular_tbl;
+ delete _sky_tbl;
- // calculate lighting parameters based on sun's relative angle to
- // local up
+ init();
+
+ updateSunPos();
+ update_sky_color();
+ update_adj_fog_color();
+}
- deg = sun_angle * SGD_RADIANS_TO_DEGREES;
- SG_LOG( SG_EVENT, SG_INFO, " Sun angle = " << deg );
+void FGLight::bind () {
+ SGPropertyNode *prop = globals->get_props();
- ambient = ambient_tbl->interpolate( deg );
- diffuse = diffuse_tbl->interpolate( deg );
- specular = specular_tbl->interpolate( deg );
- sky_brightness = sky_tbl->interpolate( deg );
+ // 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));
- SG_LOG( SG_EVENT, SG_INFO,
+ _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]));
+ // Properties used directly by effects
+ _chromeProps[0] = prop->getNode("/rendering/scene/chrome-light/red", true);
+ _chromeProps[1] = prop->getNode("/rendering/scene/chrome-light/green",
+ true);
+ _chromeProps[2] = prop->getNode("/rendering/scene/chrome-light/blue", true);
+ _chromeProps[3] = prop->getNode("/rendering/scene/chrome-light/alpha",
+ true);
+ for (int i = 0; i < 4; ++i)
+ _chromeProps[i]->setValue(0.0);
+}
+
+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");
+}
+
+
+// update lighting parameters based on current sun position
+void FGLight::update( double dt )
+{
+ update_adj_fog_color();
+
+ if (_prev_sun_angle != _sun_angle) {
+ _prev_sun_angle = _sun_angle;
+ update_sky_color();
+ }
+}
+
+void FGLight::update_sky_color () {
+ 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." );
+
+ // calculate lighting parameters based on sun's relative angle to
+ // local up
+ static SGConstPropertyNode_ptr humidity = fgGetNode("/environment/relative-humidity");
+ float av = humidity->getFloatValue() * 45;
+ float visibility_log = log(av)/11.0;
+ float visibility_inv = (45000.0 - av)/45000.0;
+
+ float deg = _sun_angle * SGD_RADIANS_TO_DEGREES;
+ SG_LOG( SG_EVENT, SG_DEBUG, " Sun angle = " << deg );
+
+ 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 );
+ float specular = _specular_tbl->interpolate( deg ) * visibility_log;
+ float sky_brightness = _sky_tbl->interpolate( deg );
+
+ ambient *= _saturation;
+ diffuse *= _saturation;
+ specular *= _saturation;
+ sky_brightness *= _saturation;
+
+ SG_LOG( SG_EVENT, SG_DEBUG,
" ambient = " << ambient << " diffuse = " << diffuse
<< " specular = " << specular << " sky = " << sky_brightness );
// sky_brightness = 0.15; // used to force a dark sky (when testing)
- // if ( ambient < 0.02 ) { ambient = 0.02; }
- // if ( diffuse < 0.0 ) { diffuse = 0.0; }
- // if ( sky_brightness < 0.1 ) { sky_brightness = 0.1; }
-
- gamma_correct_c( &ambient );
- scene_ambient[0] = white[0] * ambient;
- scene_ambient[1] = white[1] * ambient;
- scene_ambient[2] = white[2] * ambient;
- scene_ambient[3] = 1.0;
-
- gamma_correct_c( &diffuse );
- scene_diffuse[0] = white[0] * diffuse;
- scene_diffuse[1] = white[1] * diffuse;
- scene_diffuse[2] = white[2] * diffuse;
- scene_diffuse[3] = 1.0;
-
- gamma_correct_c( &specular );
- scene_specular[0] = white[0] * specular;
- scene_specular[1] = white[1] * specular;
- scene_specular[2] = white[2] * specular;
- scene_specular[3] = 1.0;
-
- // 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 = pow(sun_angle, 0.5);
- cloud_color[0] /= sun2;
- cloud_color[1] /= sun2;
- cloud_color[2] /= sun2;
+ /** 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() );
+
+ /** 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 */
+ _cloud_color = base_fog_color * sky_brightness;
+
+ /** adjust the cloud colors for sunrise/sunset effects (darken them) */
+ if (_sun_angle > 1.0) {
+ float sun2 = 1.0 / sqrt(_sun_angle);
+ _cloud_color *= sun2;
+ }
+ gamma_correct_rgb( _cloud_color.data() );
+
+ /** 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 = color * diffuse;
+ gamma_correct_rgb( _scene_diffuse.data() );
+
+ SGVec4f chrome = _scene_ambient * .4f + _scene_diffuse;
+ chrome[3] = 1.0f;
+ if (chrome != _scene_chrome) {
+ _scene_chrome = chrome;
+ for (int i = 0; i < 4; ++i)
+ _chromeProps[i]->setValue(static_cast<double>(_scene_chrome[i]));
}
- gamma_correct_rgb( cloud_color );
+
+ /** 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::UpdateAdjFog( void ) {
+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 heading = globals->get_current_view()->getHeading_deg()
* SGD_DEGREES_TO_RADIANS;
double heading_offset = globals->get_current_view()->getHeadingOffset_deg()
// direction we are looking
// 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 );
- exit(-1);
+ 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 ( heading < -2.0 * SGD_2PI || heading > 2.0 * SGD_2PI ) {
SG_LOG( SG_EVENT, SG_ALERT, "Heading rotation bad = " << heading );
- exit(-1);
+ 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 );
- exit(-1);
+ return;
}
- double rotation;
+ static float gamma = system_gamma;
// 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;
- }
-
-#ifdef USE_OLD_SUNSET_CODE
+ //double vert_rotation = pitch + pitch_offset;
- double sun_angle_deg, param1[3], param2[3];
+ double hor_rotation = -_sun_rotation + SGD_PI - heading + heading_offset;
- rotation *= SGD_RADIANS_TO_DEGREES;
- // fgPrintf( SG_EVENT, SG_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 * SGD_RADIANS_TO_DEGREES;
- 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;
- }
-
- 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]);
- }
-
- 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; }
-
- adj_fog_color[3] = fog_color[3];
-
-#else
-
- // revert to unmodified values before usign them.
+ // revert to unmodified values before using them.
//
- float *sun_color = thesky->get_sun_color();
+ SGSky* thesky = globals->get_renderer()->getSky();
+ SGVec4f color = thesky->get_scene_color();
- gamma_restore_c( sun_color );
- gamma_restore_rgb( fog_color );
- gamma_restore_rgb( cloud_color );
+ gamma_restore_rgb( _fog_color.data(), gamma );
+ gamma_restore_rgb( _sky_color.data(), gamma );
// Calculate the fog color in the direction of the sun for
// sunrise/sunset effects.
//
- float s_red = (fog_color[0] + 2 * pow(sun_color[0], 2)) / 3;
- float s_green = (fog_color[1] + 2 * pow(sun_color[1], 2)) / 3;
- float s_blue = (fog_color[2] + 2 * sun_color[2]) / 3;
+ _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 beween the sunrise/sunset color and the color
- // at the opposite direction of this effect.
+ // interpolate between the sunrise/sunset color and the color
+ // at the opposite direction of this effect. Take in account
+ // the current visibility.
//
- float sif = 0.5 - cos(sun_angle*2)/2;
- float rf1 = fabs((rotation - SGD_PI) / SGD_PI); // 0.0 .. 1.0
- float rf2 = 0.87 * pow(rf1 * rf1, 1/sif);
+ 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(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;
- 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 );
+ gamma = system_gamma * (0.9 - sif*avf);
+ _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
// used by the rest of the program.
//
- gamma_correct_c( sun_color );
- gamma_correct_rgb( fog_color );
- gamma_correct_rgb( cloud_color );
-#endif
+ gamma_correct_rgb( _fog_color.data(), gamma );
+ gamma_correct_rgb( _sky_color.data(), gamma );
}
-
-// Destructor
-fgLIGHT::~fgLIGHT( void ) {
+// update the cur_time_params structure with the current sun position
+void FGLight::updateSunPos()
+{
+ SGTime *t = globals->get_time_params();
+ 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));
+
+ SG_LOG( SG_EVENT, SG_DEBUG, " t->cur_time = " << t->get_cur_time() );
+ SG_LOG( SG_EVENT, SG_DEBUG,
+ " Sun Geocentric lat = " << _sun_lat
+ << " Geodcentric lat = " << _sun_lat );
+
+ // update the sun light vector
+ _sun_vec = SGVec4f(toVec3f(normalize(sunpos)), 0);
+ _sun_vec_inv = - _sun_vec;
+
+ // calculate the sun's relative angle to local up
+ 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;
+
+ 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.
+ _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;
+
+ _sunAngleRad->setDoubleValue(_sun_angle);
}
-
-