//
// 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
# 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 <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
_diffuse_tbl( NULL ),
_specular_tbl( NULL ),
_sky_tbl( NULL ),
- _sun_rotation( 0.0 ),
_prev_sun_angle(-9999.0),
+ _sun_rotation( 0.0 ),
_dt_total( 0.0 )
{
}
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");
}
if (_dt_total >= 0.5) {
_dt_total -= 0.5;
fgUpdateSunPos();
- fgUpdateMoonPos();
}
update_adj_fog_color();
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 );
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;