X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=src%2FTime%2Flight.cxx;h=348bd524daa3c8ee399b254cc2517e0fad0bbd40;hb=cbec277ed4d453cbce6b6f7a62b5cfd9cab90329;hp=8dbe63ee13182a328134c28e85a9e134aad8bb20;hpb=30ae6e05649f750f39a6cb96e79320b1eda042d3;p=flightgear.git diff --git a/src/Time/light.cxx b/src/Time/light.cxx index 8dbe63ee1..348bd524d 100644 --- a/src/Time/light.cxx +++ b/src/Time/light.cxx @@ -36,6 +36,8 @@ #include #include #include +#include +#include #include
#include
@@ -44,8 +46,7 @@ #include
#include "light.hxx" -#include "tmp.hxx" - +#include "sunsolver.hxx" // Constructor FGLight::FGLight () @@ -57,8 +58,6 @@ FGLight::FGLight () _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), @@ -71,11 +70,13 @@ FGLight::FGLight () _scene_ambient(0, 0, 0, 0), _scene_diffuse(0, 0, 0, 0), _scene_specular(0, 0, 0, 0), + _scene_chrome(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), + _saturation(1.0), _dt_total(0) { } @@ -115,6 +116,9 @@ void FGLight::init () { SGPath sky_path = path; sky_path.append( "Lighting/sky" ); _sky_tbl = new SGInterpTable( sky_path.str() ); + + globals->get_event_mgr()->addTask("updateSunPos", this, + &FGLight::updateSunPos, 0.5 ); } @@ -129,8 +133,7 @@ void FGLight::reinit () { init(); - fgUpdateSunPos(); - + updateSunPos(); update_sky_color(); update_adj_fog_color(); } @@ -138,6 +141,7 @@ void FGLight::reinit () { void FGLight::bind () { SGPropertyNode *prop = globals->get_props(); prop->tie("/sim/time/sun-angle-rad",SGRawValuePointer(&_sun_angle)); + prop->tie("/rendering/scene/saturation",SGRawValuePointer(&_saturation)); prop->tie("/rendering/scene/ambient/red",SGRawValuePointer(&_scene_ambient[0])); prop->tie("/rendering/scene/ambient/green",SGRawValuePointer(&_scene_ambient[1])); prop->tie("/rendering/scene/ambient/blue",SGRawValuePointer(&_scene_ambient[2])); @@ -147,11 +151,27 @@ void FGLight::bind () { prop->tie("/rendering/scene/specular/red",SGRawValuePointer(&_scene_specular[0])); prop->tie("/rendering/scene/specular/green",SGRawValuePointer(&_scene_specular[1])); prop->tie("/rendering/scene/specular/blue",SGRawValuePointer(&_scene_specular[2])); + prop->tie("/rendering/dome/sky/red",SGRawValuePointer(&_sky_color[0])); + prop->tie("/rendering/dome/sky/green",SGRawValuePointer(&_sky_color[1])); + prop->tie("/rendering/dome/sky/blue",SGRawValuePointer(&_sky_color[2])); + prop->tie("/rendering/dome/fog/red",SGRawValuePointer(&_fog_color[0])); + prop->tie("/rendering/dome/fog/green",SGRawValuePointer(&_fog_color[1])); + prop->tie("/rendering/dome/fog/blue",SGRawValuePointer(&_fog_color[2])); + // Properties used directly by effects + _chromeProps[0] = prop->getNode("/rendering/scene/chrome-light/red", true); + _chromeProps[1] = prop->getNode("/rendering/scene/chrome-light/green", + true); + _chromeProps[2] = prop->getNode("/rendering/scene/chrome-light/blue", true); + _chromeProps[3] = prop->getNode("/rendering/scene/chrome-light/alpha", + true); + for (int i = 0; i < 4; ++i) + _chromeProps[i]->setValue(0.0); } void FGLight::unbind () { SGPropertyNode *prop = globals->get_props(); prop->untie("/sim/time/sun-angle-rad"); + prop->untie("/rendering/scene/saturation"); prop->untie("/rendering/scene/ambient/red"); prop->untie("/rendering/scene/ambient/green"); prop->untie("/rendering/scene/ambient/blue"); @@ -161,22 +181,25 @@ void FGLight::unbind () { prop->untie("/rendering/scene/specular/red"); prop->untie("/rendering/scene/specular/green"); prop->untie("/rendering/scene/specular/blue"); + prop->untie("/rendering/dome/sun/red"); + prop->untie("/rendering/dome/sun/green"); + prop->untie("/rendering/dome/sun/blue"); + prop->untie("/rendering/dome/sky/red"); + prop->untie("/rendering/dome/sky/green"); + prop->untie("/rendering/dome/sky/blue"); + prop->untie("/rendering/dome/fog/red"); + prop->untie("/rendering/dome/fog/green"); + prop->untie("/rendering/dome/fog/blue"); } // update lighting parameters based on current sun position -void FGLight::update( double dt ) { - - _dt_total += dt; - if (_dt_total >= 0.5) { - _dt_total -= 0.5; - fgUpdateSunPos(); - } - +void FGLight::update( double dt ) +{ update_adj_fog_color(); if (_prev_sun_angle != _sun_angle) { - _prev_sun_angle = _sun_angle; + _prev_sun_angle = _sun_angle; update_sky_color(); } } @@ -185,25 +208,33 @@ 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] = { 0.31, 0.43, 0.69, 1.0 }; - const GLfloat base_fog_color[4] = { 0.84, 0.87, 1.0, 1.0 }; + const GLfloat base_fog_color[4] = { 0.63, 0.72, 0.88, 1.0 }; SG_LOG( SG_EVENT, SG_DEBUG, "Updating light parameters." ); // calculate lighting parameters based on sun's relative angle to // local up - float av = thesky->get_visibility(); - if (av > 45000.0) av = 45000.0; + static SGConstPropertyNode_ptr humidity = fgGetNode("/environment/relative-humidity"); + float av = humidity->getFloatValue() * 45; float visibility_log = log(av)/11.0; float visibility_inv = (45000.0 - av)/45000.0; float deg = _sun_angle * SGD_RADIANS_TO_DEGREES; SG_LOG( SG_EVENT, SG_DEBUG, " Sun angle = " << deg ); + if (_saturation < 0.0) _saturation = 0.0; + else if (_saturation > 1.0) _saturation = 1.0; + float ambient = _ambient_tbl->interpolate( deg ) + visibility_inv/10; float diffuse = _diffuse_tbl->interpolate( deg ); float specular = _specular_tbl->interpolate( deg ) * visibility_log; float sky_brightness = _sky_tbl->interpolate( deg ); + ambient *= _saturation; + diffuse *= _saturation; + specular *= _saturation; + sky_brightness *= _saturation; + SG_LOG( SG_EVENT, SG_DEBUG, " ambient = " << ambient << " diffuse = " << diffuse << " specular = " << specular << " sky = " << sky_brightness ); @@ -245,18 +276,25 @@ void FGLight::update_sky_color () { _scene_ambient[3] = 1.0; gamma_correct_rgb( _scene_ambient.data() ); - SGVec4f sun_color = thesky->get_sun_color(); - float ndiff = (ambient + specular) / 2; - float idiff = 1.0 - ndiff; - _scene_diffuse[0] = (sun_color[0]*ndiff + _fog_color[0]*idiff) * diffuse; - _scene_diffuse[1] = (sun_color[1]*ndiff + _fog_color[1]*idiff) * diffuse; - _scene_diffuse[2] = (sun_color[2]*ndiff + _fog_color[2]*idiff) * diffuse; + SGVec4f color = thesky->get_scene_color(); + _scene_diffuse[0] = color[0] * diffuse; + _scene_diffuse[1] = color[1] * diffuse; + _scene_diffuse[2] = color[2] * diffuse; _scene_diffuse[3] = 1.0; gamma_correct_rgb( _scene_diffuse.data() ); - _scene_specular[0] = sun_color[0] * specular; - _scene_specular[1] = sun_color[1] * specular; - _scene_specular[2] = sun_color[2] * specular; + SGVec4f chrome = _scene_ambient * .4f + _scene_diffuse; + chrome[3] = 1.0f; + if (chrome != _scene_chrome) { + _scene_chrome = chrome; + for (int i = 0; i < 4; ++i) + _chromeProps[i]->setValue(static_cast(_scene_chrome[i])); + } + + color = thesky->get_sun_color(); + _scene_specular[0] = color[0] * specular; + _scene_specular[1] = color[1] * specular; + _scene_specular[2] = color[2] * specular; _scene_specular[3] = 1.0; gamma_correct_rgb( _scene_specular.data() ); } @@ -296,6 +334,7 @@ void FGLight::update_adj_fog_color () { } double hor_rotation, vert_rotation; + static float gamma = system_gamma; // first determine the difference between our view angle and local // direction to the sun @@ -308,25 +347,24 @@ void FGLight::update_adj_fog_color () { // revert to unmodified values before usign them. // - SGVec4f sun_color = thesky->get_sun_color(); + SGVec4f color = thesky->get_scene_color(); - gamma_restore_rgb( _fog_color.data() ); - gamma_restore_rgb( _sky_color.data() ); + gamma_restore_rgb( _fog_color.data(), gamma ); + gamma_restore_rgb( _sky_color.data(), gamma ); // Calculate the fog color in the direction of the sun for // sunrise/sunset effects. // - float s_red = (_fog_color[0] + 2 * sun_color[0]*sun_color[0]) / 3; - float s_green = (_fog_color[1] + 2 * sun_color[1]*sun_color[1]) / 3; - float s_blue = (_fog_color[2] + 2 * sun_color[2]) / 3; + float s_red = color[0]*color[0]*color[0]; + float s_green = color[1]*color[1]*color[1]; + float s_blue = color[2]*color[2]; // interpolate beween the sunrise/sunset color and the color // at the opposite direction of this effect. Take in account // the current visibility. // float av = thesky->get_visibility(); - if (av > 45000) - av = 45000; + if (av > 45000) av = 45000; float avf = 0.87 - (45000 - av) / 83333.33; float sif = 0.5 - cos(_sun_angle*2)/2; @@ -335,25 +373,73 @@ void FGLight::update_adj_fog_color () { sif = 1e-4; float rf1 = fabs((hor_rotation - SGD_PI) / SGD_PI); // 0.0 .. 1.0 - float rf2 = avf * pow(rf1 * rf1, 1/sif) * 1.0639; + float rf2 = avf * pow(rf1*rf1, 1/sif) * 1.0639 * _saturation; float rf3 = 1.0 - rf2; + gamma = system_gamma * (0.9 - sif*avf); + _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.data() ); - - float hf2, hf1 = vert_rotation / SGD_PI_2; - hf2 = 1.0 - hf1; - _adj_sky_color[0] = hf1 * _sky_color[0] + hf2*rf2 * s_red; - _adj_sky_color[1] = hf1 * _sky_color[1] + hf2*rf2 * s_green; - _adj_sky_color[2] = hf1 * _sky_color[2] + hf2*rf2 * s_blue; - gamma_correct_rgb( _adj_sky_color.data() ); + gamma_correct_rgb( _adj_fog_color.data(), gamma); // make sure the colors have their original value before they are being // used by the rest of the program. // - gamma_correct_rgb( _fog_color.data() ); - gamma_correct_rgb( _sky_color.data() ); + gamma_correct_rgb( _fog_color.data(), gamma ); + gamma_correct_rgb( _sky_color.data(), gamma ); } +// update the cur_time_params structure with the current sun position +void FGLight::updateSunPos() +{ + SGTime *t = globals->get_time_params(); + FGViewer *v = globals->get_current_view(); + + SG_LOG( SG_EVENT, SG_DEBUG, " Updating Sun position" ); + SG_LOG( SG_EVENT, SG_DEBUG, " Gst = " << t->getGst() ); + + double sun_l; + double sun_gc_lat; + fgSunPositionGST(t->getGst(), &sun_l, &sun_gc_lat); + set_sun_lon(sun_l); + // It might seem that sun_gc_lat needs to be converted to geodetic + // latitude here, but it doesn't. The sun latitude is the latitude + // of the point on the earth where the up vector has the same + // angle from geocentric Z as the sun direction. But geodetic + // latitude is defined as 90 - angle of up vector from Z! + set_sun_lat(sun_gc_lat); + SGVec3d sunpos(SGVec3d::fromGeoc(SGGeoc::fromRadM(sun_l, sun_gc_lat, + SGGeodesy::EQURAD))); + + SG_LOG( SG_EVENT, SG_DEBUG, " t->cur_time = " << t->get_cur_time() ); + SG_LOG( SG_EVENT, SG_DEBUG, + " Sun Geocentric lat = " << sun_gc_lat + << " Geodcentric lat = " << sun_gc_lat ); + + // update the sun light vector + sun_vec() = SGVec4f(toVec3f(normalize(sunpos)), 0); + sun_vec_inv() = - sun_vec(); + + // calculate the sun's relative angle to local up + SGVec3d viewPos = v->get_view_pos(); + SGQuatd hlOr = SGQuatd::fromLonLat(SGGeod::fromCart(viewPos)); + SGVec3d world_up = hlOr.backTransform(-SGVec3d::e3()); + SGVec3d nsun = normalize(sunpos); + // cout << "nup = " << nup[0] << "," << nup[1] << "," + // << nup[2] << endl; + // cout << "nsun = " << nsun[0] << "," << nsun[1] << "," + // << nsun[2] << endl; + + set_sun_angle( acos( dot ( world_up, nsun ) ) ); + SG_LOG( SG_EVENT, SG_DEBUG, "sun angle relative to current location = " + << get_sun_angle() ); + + // Get direction to the sun in the local frame. + SGVec3d local_sun_vec = hlOr.transform(nsun); + // Angle from south. XXX Is this correct in the southern hemisphere? + double angle = atan2(local_sun_vec.x(), -local_sun_vec.y()); + set_sun_rotation(angle); + // cout << " Sky needs to rotate = " << angle << " rads = " + // << angle * SGD_RADIANS_TO_DEGREES << " degrees." << endl; +}