//
// 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 <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>
_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)
{
}
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");
}
_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) {
_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;
// 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.
_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() );
}