//
// 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 <windows.h>
#endif
-#include <GL/gl.h>
-
#include <simgear/compiler.h>
+#include SG_GL_H
+
#ifdef SG_MATH_EXCEPTION_CLASH
# define exception c_exception
#endif
# include <math.h>
#endif
-#include <string>
-SG_USING_STD(string);
-
#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 <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"
+#include "tmp.hxx"
// Constructor
FGLight::FGLight ()
- : _prev_sun_angle(-9999.0),
- _dt_total( 0.0 )
+ : _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),
+ _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)
{
}
// Destructor
FGLight::~FGLight ()
{
+ delete _ambient_tbl;
+ delete _diffuse_tbl;
+ delete _specular_tbl;
+ delete _sky_tbl;
}
_prev_sun_angle = -9999.0;
_dt_total = 0;
+ delete _ambient_tbl;
+ delete _diffuse_tbl;
+ delete _specular_tbl;
+ delete _sky_tbl;
+
+ init();
+
fgUpdateSunPos();
- fgUpdateMoonPos();
update_sky_color();
update_adj_fog_color();
}
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");
}
// update lighting parameters based on current sun position
void FGLight::update( double dt ) {
- update_adj_fog_color();
-
_dt_total += dt;
- if (_dt_total > 0.5) {
+ if (_dt_total >= 0.5) {
_dt_total -= 0.5;
fgUpdateSunPos();
- fgUpdateMoonPos();
}
+ update_adj_fog_color();
+
if (_prev_sun_angle != _sun_angle) {
+ _prev_sun_angle = _sun_angle;
update_sky_color();
- _prev_sun_angle = _sun_angle;
}
}
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] = { 0.39, 0.50, 0.74, 1.0 };
+ // 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] = { 0.84, 0.87, 1.0, 1.0 };
- SG_LOG( SG_EVENT, SG_INFO, "Updating light parameters." );
+ SG_LOG( SG_EVENT, SG_DEBUG, "Updating light parameters." );
// calculate lighting parameters based on sun's relative angle to
// local up
float deg = _sun_angle * SGD_RADIANS_TO_DEGREES;
- SG_LOG( SG_EVENT, SG_INFO, " Sun angle = " << deg );
+ SG_LOG( SG_EVENT, SG_DEBUG, " Sun angle = " << deg );
float ambient = _ambient_tbl->interpolate( deg );
float diffuse = _diffuse_tbl->interpolate( deg );
float specular = _specular_tbl->interpolate( deg );
float sky_brightness = _sky_tbl->interpolate( deg );
- SG_LOG( SG_EVENT, SG_INFO,
+ SG_LOG( SG_EVENT, SG_DEBUG,
" ambient = " << ambient << " diffuse = " << diffuse
<< " specular = " << specular << " sky = " << 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 );
+ 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;
// 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);
+ 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;
// 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.
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((rotation - SGD_PI) / SGD_PI); // 0.0 .. 1.0
float rf2 = avf * pow(rf1 * rf1, 1/sif);
float rf3 = 0.94 - 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_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() );
}