]> git.mxchange.org Git - flightgear.git/blobdiff - src/Time/light.cxx
- Added ultra-light traffic is now a separate traffic class that can have its
[flightgear.git] / src / Time / light.cxx
index 46e607b168d3132a02898564f265a39a9d0fd45b..debccf586e70f4b49a145aba269f500523b24c07 100644 (file)
@@ -17,7 +17,7 @@
 //
 // 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.
 //
 // $Id$
 
@@ -47,7 +47,6 @@
 #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>
@@ -68,9 +67,30 @@ FGLight::FGLight ()
       _diffuse_tbl( NULL ),
       _specular_tbl( NULL ),
       _sky_tbl( NULL ),
-      _prev_sun_angle(-9999.0),
-      _sun_rotation( 0.0 ),
-      _dt_total( 0.0 )
+      _sun_lon(0),
+      _sun_lat(0),
+      _moon_lon(0),
+      _moon_gc_lat(0),
+      _sunpos(0, 0, 0),
+      _moonpos(0, 0, 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),
+      _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),
+      _dt_total(0)
 {
 }
 
@@ -132,11 +152,29 @@ void FGLight::reinit () {
 void FGLight::bind () {
     SGPropertyNode *prop = globals->get_props();
     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]));
+    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]));
 }
 
 void FGLight::unbind () {
     SGPropertyNode *prop = globals->get_props();
     prop->untie("/sim/time/sun-angle-rad");
+    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");
 }
 
 
@@ -191,14 +229,14 @@ void FGLight::update_sky_color () {
     _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 );
+    gamma_correct_rgb( _sky_color.data() );
 
     // 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 );
+    gamma_correct_rgb( _fog_color.data() );
 
     // adjust the cloud colors for sunrise/sunset effects (darken them)
     if (_sun_angle > 1.0) {
@@ -207,9 +245,9 @@ void FGLight::update_sky_color () {
        _cloud_color[1] /= sun2;
        _cloud_color[2] /= sun2;
     }
-    gamma_correct_rgb( _cloud_color );
+    gamma_correct_rgb( _cloud_color.data() );
 
-    float *sun_color = thesky->get_sun_color();
+    SGVec4f sun_color = thesky->get_sun_color();
 
     _scene_ambient[0] = ((sun_color[0]*0.25 + _cloud_color[0]*0.75) + ambient) / 2;
     _scene_ambient[1] = ((sun_color[1]*0.25 + _cloud_color[1]*0.75) + ambient) / 2;
@@ -271,9 +309,9 @@ void FGLight::update_adj_fog_color () {
 
     // revert to unmodified values before usign them.
     //
-    float *sun_color = thesky->get_sun_color();
+    SGVec4f sun_color = thesky->get_sun_color();
 
-    gamma_restore_rgb( _fog_color );
+    gamma_restore_rgb( _fog_color.data() );
 
     // Calculate the fog color in the direction of the sun for
     // sunrise/sunset effects.
@@ -303,11 +341,11 @@ void FGLight::update_adj_fog_color () {
     _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_correct_rgb( _adj_fog_color.data() );
 
     // make sure the colors have their original value before they are being
     // used by the rest of the program.
     //
-    gamma_correct_rgb( _fog_color );
+    gamma_correct_rgb( _fog_color.data() );
 }