# include <windows.h>
#endif
-#include GLUT_H
+#include <GL/gl.h>
#include <plib/sg.h> // plib include
+#include <simgear/structure/subsystem_mgr.hxx>
#include <simgear/math/interpolater.hxx>
#include <simgear/math/point3d.hxx>
// Define a structure containing the global lighting parameters
-class fgLIGHT {
+class FGLight : public SGSubsystem
+{
- // Lighting look up tables (based on sun angle with local horizon)
- SGInterpTable *ambient_tbl;
- SGInterpTable *diffuse_tbl;
- SGInterpTable *specular_tbl;
- SGInterpTable *sky_tbl;
+private:
-public:
+ /*
+ * Lighting look up tables (based on sun angle with local horizon)
+ */
+ SGInterpTable *_ambient_tbl, *_diffuse_tbl, *_specular_tbl;
+ SGInterpTable *_sky_tbl;
- ///////////////////////////////////////////////////////////
- // position of the sun in various forms
+ /**
+ * position of the sun and moon in various forms
+ */
// in geocentric coordinates
- double sun_lon, sun_gc_lat;
+ double _sun_lon, _sun_gc_lat;
+ double _moon_lon, _moon_gc_lat;
// in cartesian coordiantes
- Point3D fg_sunpos;
+ Point3D _sunpos, _moonpos;
// (in view coordinates)
- sgVec4 sun_vec;
+ sgVec4 _sun_vec, _moon_vec;
// inverse (in view coordinates)
- sgVec4 sun_vec_inv;
+ sgVec4 _sun_vec_inv, _moon_vec_inv;
- // the angle between the sun and the local horizontal (in radians)
- double sun_angle;
+ // the angle between the celestial object and the local horizontal
+ // (in radians)
+ double _sun_angle, _moon_angle;
+ double _prev_sun_angle;
// the rotation around our vertical axis of the sun (relative to
// due south with positive numbers going in the counter clockwise
// direction.) This is the direction we'd need to face if we
- // wanted to travel towards the sun.
- double sun_rotation;
+ // wanted to travel towards celestial object.
+ double _sun_rotation, _moon_rotation;
- ///////////////////////////////////////////////////////////
- // Have the same for the moon. Useful for having some light at night
- // and stuff. I (Durk) also want to use this for adding similar
- // coloring effects to the moon as I did to the sun.
- ///////////////////////////////////////////////////////////
- // position of the moon in various forms
+ /**
+ * Derived lighting values
+ */
- // in geocentric coordinates
- double moon_lon, moon_gc_lat;
+ // ambient, diffuse and specular component
+ GLfloat _scene_ambient[4];
+ GLfloat _scene_diffuse[4];
+ GLfloat _scene_specular[4];
- // in cartesian coordiantes
- Point3D fg_moonpos;
+ // clear sky, fog and cloud color
+ GLfloat _sky_color[4];
+ GLfloat _fog_color[4];
+ GLfloat _cloud_color[4];
- // (in view coordinates)
- GLfloat moon_vec[4];
+ // clear sky and fog color adjusted for sunset effects
+ GLfloat _adj_fog_color[4];
+ GLfloat _adj_sky_color[4];
- // inverse (in view coordinates)
- GLfloat moon_vec_inv[4];
+ double _dt_total;
- // the angle between the moon and the local horizontal (in radians)
- double moon_angle;
+ void update_sky_color ();
+ void update_adj_fog_color ();
- // the rotation around our vertical axis of the moon (relative to
- // due south with positive numbers going in the counter clockwise
- // direction.) This is the direction we'd need to face if we
- // wanted to travel towards the sun.
- double moon_rotation;
+public:
- ///////////////////////////////////////////////////////////
- // Derived lighting values
+ FGLight ();
+ virtual ~FGLight ();
- // ambient component
- GLfloat scene_ambient[4];
+ virtual void init ();
+ virtual void reinit ();
+ virtual void bind ();
+ virtual void unbind ();
+ virtual void update ( double dt );
- // diffuse component
- GLfloat scene_diffuse[4];
- // diffuse component
- GLfloat scene_specular[4];
+ // Color related functions
- // fog color
- GLfloat fog_color[4];
+ inline float *scene_ambient () const { return (float *)_scene_ambient; }
+ inline float *scene_diffuse () const { return (float *)_scene_diffuse; }
+ inline float *scene_specular () const { return (float *)_scene_specular; }
- // fog color adjusted for sunset effects
- GLfloat adj_fog_color[4];
+ inline float *sky_color () const { return (float *)_sky_color; }
+ inline float *cloud_color () const { return (float *)_cloud_color; }
+ inline float *adj_fog_color () const { return (float *)_adj_fog_color; }
- // cloud color
- GLfloat cloud_color[4];
- // clear screen color
- GLfloat sky_color[4];
+ // Sun related functions
- // Constructor
- fgLIGHT( void );
+ inline double get_sun_angle () const { return _sun_angle; }
+ inline void set_sun_angle (double a) { _sun_angle = a; }
- // initialize lighting tables
- void Init( void );
+ inline double get_sun_rotation () const { return _sun_rotation; }
+ inline void set_sun_rotation (double r) { _sun_rotation = r; }
- // update lighting parameters based on current sun position
- void Update( void);
+ inline double get_sun_lon () const { return _sun_lon; }
+ inline void set_sun_lon (double l) { _sun_lon = l; }
- // calculate fog color adjusted for sunrise/sunset effects
- void UpdateAdjFog( void );
+ inline double get_sun_gc_lat () const { return _sun_gc_lat; }
+ inline void set_sun_gc_lat (double l) { _sun_gc_lat = l; }
- // Destructor
- ~fgLIGHT( void );
-};
+ inline Point3D get_sunpos () const { return _sunpos; }
+ inline void set_sunpos (Point3D p) { _sunpos = p; }
+ inline float *sun_vec () const { return (float *)_sun_vec; }
+ inline float *sun_vec_inv () const { return (float *)_sun_vec_inv; }
-// Global shared light parameter structure
-extern fgLIGHT cur_light_params;
+ // Moon related functions
+
+ inline double get_moon_angle () const { return _moon_angle; }
+ inline void set_moon_angle (double a) { _moon_angle = a; }
+
+ inline double get_moon_rotation () const { return _moon_rotation; }
+ inline void set_moon_rotation (double r) { _moon_rotation = r; }
+
+ inline double get_moon_lon () const { return _moon_lon; }
+ inline void set_moon_lon (double l) { _moon_lon = l; }
+
+ inline double get_moon_gc_lat () const { return _moon_gc_lat; }
+ inline void set_moon_gc_lat (double l) { _moon_gc_lat = l; }
+
+ inline Point3D get_moonpos () const { return _moonpos; }
+ inline void set_moonpos (Point3D p) { _moonpos = p; }
+
+ inline float *moon_vec () const { return (float *)_moon_vec; }
+ inline float *moon_vec_inv () const { return (float *)_moon_vec_inv; }
+};
#endif // _LIGHT_HXX
+