X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=src%2FTime%2Flight.cxx;h=caeff9d2ba446e1428cb032cd9f73c302b54e254;hb=ba257eeecf3ef8aadf1816dbd6d578fd69ff8ed4;hp=782418d7ea1c31d8dbbadba08e3de40809c60fb9;hpb=b7e8be8cebe089e4081ad2269fd2cde8f0339a5e;p=flightgear.git diff --git a/src/Time/light.cxx b/src/Time/light.cxx index 782418d7e..caeff9d2b 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 +70,16 @@ 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), + _sun_color(1, 1, 1, 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), + _scattering(0.8), + _overcast(0.0), _dt_total(0) { } @@ -93,7 +97,7 @@ FGLight::~FGLight () // initialize lighting tables void FGLight::init () { SG_LOG( SG_EVENT, SG_INFO, - "Initializing Lighting interpolation tables." ); + "Initializing Lighting interpolation tables." ); // build the path names of the lookup tables SGPath path( globals->get_fg_root() ); @@ -115,6 +119,9 @@ 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 ); } @@ -129,131 +136,164 @@ void FGLight::reinit () { init(); - fgUpdateSunPos(); - + updateSunPos(); update_sky_color(); update_adj_fog_color(); } void FGLight::bind () { SGPropertyNode *prop = globals->get_props(); - prop->tie("/sim/time/sun-angle-rad",SGRawValuePointer(&_sun_angle)); - 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])); - prop->tie("/rendering/scene/diffuse/red",SGRawValuePointer(&_scene_diffuse[0])); - prop->tie("/rendering/scene/diffuse/green",SGRawValuePointer(&_scene_diffuse[1])); - prop->tie("/rendering/scene/diffuse/blue",SGRawValuePointer(&_scene_diffuse[2])); - 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])); + + // Write Only + tie(prop,"/rendering/scene/saturation", SGRawValuePointer(&_saturation)); + tie(prop,"/rendering/scene/scattering", SGRawValuePointer(&_scattering)); + tie(prop,"/rendering/scene/overcast", SGRawValuePointer(&_overcast)); + + _sunAngleRad = prop->getNode("/sim/time/sun-angle-rad", true); + _sunAngleRad->setDoubleValue(_sun_angle); + + // Read Only + tie(prop,"/rendering/scene/ambient/red", SGRawValuePointer(&_scene_ambient[0])); + tie(prop,"/rendering/scene/ambient/green", SGRawValuePointer(&_scene_ambient[1])); + tie(prop,"/rendering/scene/ambient/blue", SGRawValuePointer(&_scene_ambient[2])); + tie(prop,"/rendering/scene/diffuse/red", SGRawValuePointer(&_scene_diffuse[0])); + tie(prop,"/rendering/scene/diffuse/green", SGRawValuePointer(&_scene_diffuse[1])); + tie(prop,"/rendering/scene/diffuse/blue", SGRawValuePointer(&_scene_diffuse[2])); + tie(prop,"/rendering/scene/specular/red", SGRawValuePointer(&_scene_specular[0])); + tie(prop,"/rendering/scene/specular/green", SGRawValuePointer(&_scene_specular[1])); + tie(prop,"/rendering/scene/specular/blue", SGRawValuePointer(&_scene_specular[2])); + tie(prop,"/rendering/dome/sun/red", SGRawValuePointer(&_sun_color[0])); + tie(prop,"/rendering/dome/sun/green", SGRawValuePointer(&_sun_color[1])); + tie(prop,"/rendering/dome/sun/blue", SGRawValuePointer(&_sun_color[2])); + tie(prop,"/rendering/dome/sky/red", SGRawValuePointer(&_sky_color[0])); + tie(prop,"/rendering/dome/sky/green", SGRawValuePointer(&_sky_color[1])); + tie(prop,"/rendering/dome/sky/blue", SGRawValuePointer(&_sky_color[2])); + tie(prop,"/rendering/dome/cloud/red", SGRawValuePointer(&_cloud_color[0])); + tie(prop,"/rendering/dome/cloud/green", SGRawValuePointer(&_cloud_color[1])); + tie(prop,"/rendering/dome/cloud/blue", SGRawValuePointer(&_cloud_color[2])); + tie(prop,"/rendering/dome/fog/red", SGRawValuePointer(&_fog_color[0])); + tie(prop,"/rendering/dome/fog/green", SGRawValuePointer(&_fog_color[1])); + tie(prop,"/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/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"); + _tiedProperties.Untie(); } // 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(); } } 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 SGVec4f base_sky_color( 0.31, 0.43, 0.69, 1.0 ); + const SGVec4f base_fog_color( 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; - float visibility_norm = av/45000.0; - float visibility_inv = 1.0 - visibility_norm; + 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 ); - float ambient = _ambient_tbl->interpolate( deg ) + visibility_inv/2; + if (_saturation < 0.0) _saturation = 0.0; + else if (_saturation > 1.0) _saturation = 1.0; + if (_scattering < 0.0) _scattering = 0.0; + else if (_scattering > 1.0) _scattering = 1.0; + if (_overcast < 0.0) _overcast = 0.0; + else if (_overcast > 1.0) _overcast = 1.0; + + float ambient = _ambient_tbl->interpolate( deg ) + visibility_inv/10; float diffuse = _diffuse_tbl->interpolate( deg ); - float specular = _specular_tbl->interpolate( deg ) * visibility_norm; + 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 ); + " ambient = " << ambient << " diffuse = " << diffuse + << " specular = " << specular << " sky = " << sky_brightness ); // sky_brightness = 0.15; // used to force a dark sky (when testing) - // set sky color - _sky_color[0] = base_sky_color[0] * 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]; + /** fog color */ + float sqr_sky_brightness = sky_brightness * sky_brightness * _scattering; + _fog_color = base_fog_color * sqr_sky_brightness; + gamma_correct_rgb( _fog_color.data() ); + + /** sky color */ + static const SGVec4f one_vec( 1.0f, 1.0f, 1.0f, 1.0f); + SGVec4f overcast_color = (one_vec - base_sky_color) * _overcast; + _sky_color = (base_sky_color + overcast_color) * sky_brightness; 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.data() ); + /** cloud color */ + _cloud_color = base_fog_color * sky_brightness; - // adjust the cloud colors for sunrise/sunset effects (darken them) + /** adjust the cloud colors for sunrise/sunset effects (darken them) */ if (_sun_angle > 1.0) { - float sun2 = sqrt(_sun_angle); - _cloud_color[0] /= sun2; - _cloud_color[1] /= sun2; - _cloud_color[2] /= sun2; + float sun2 = 1.0 / sqrt(_sun_angle); + _cloud_color *= sun2; } gamma_correct_rgb( _cloud_color.data() ); - SGVec4f sun_color = thesky->get_sun_color(); - _scene_ambient[0] = _fog_color[0] * ambient; - _scene_ambient[1] = _fog_color[1] * ambient; - _scene_ambient[2] = _fog_color[2] * ambient; - _scene_ambient[3] = 1.0; - - _scene_diffuse[0] = (sun_color[0]*0.4 + _fog_color[0]*0.6) * diffuse; - _scene_diffuse[1] = (sun_color[1]*0.4 + _fog_color[1]*0.6) * diffuse; - _scene_diffuse[2] = (sun_color[2]*0.4 + _fog_color[2]*0.6) * diffuse; - _scene_diffuse[3] = 1.0; - - _scene_specular[0] = sun_color[0] * specular; - _scene_specular[1] = sun_color[1] * specular; - _scene_specular[2] = sun_color[2] * specular; - _scene_specular[3] = 1.0; + /** ambient light */ + _scene_ambient = _fog_color * ambient; + gamma_correct_rgb( _scene_ambient.data() ); + + /** diffuse light */ + SGSky* thesky = globals->get_renderer()->getSky(); + SGVec4f color = thesky->get_scene_color(); + _scene_diffuse = color * diffuse; + gamma_correct_rgb( _scene_diffuse.data() ); + + 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])); + } + + /** specular light */ + _sun_color = thesky->get_sun_color(); + _scene_specular = _sun_color * specular; + gamma_correct_rgb( _scene_specular.data() ); } // calculate fog color adjusted for sunrise/sunset effects void FGLight::update_adj_fog_color () { +// double pitch = globals->get_current_view()->getPitch_deg() +// * SGD_DEGREES_TO_RADIANS; +// double pitch_offset = globals->get_current_view()-> getPitchOffset_deg() +// * SGD_DEGREES_TO_RADIANS; double heading = globals->get_current_view()->getHeading_deg() * SGD_DEGREES_TO_RADIANS; double heading_offset = globals->get_current_view()->getHeadingOffset_deg() @@ -266,52 +306,47 @@ void FGLight::update_adj_fog_color () { // 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 ); - return; + SG_LOG( SG_EVENT, SG_ALERT, "Sun rotation bad = " << _sun_rotation ); + return; } if ( heading < -2.0 * SGD_2PI || heading > 2.0 * SGD_2PI ) { - SG_LOG( SG_EVENT, SG_ALERT, "Heading rotation bad = " << heading ); - return; + SG_LOG( SG_EVENT, SG_ALERT, "Heading rotation bad = " << heading ); + 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 ); - return; + SG_LOG( SG_EVENT, SG_ALERT, "Heading offset bad = " << heading_offset ); + return; } - double rotation; + static float gamma = system_gamma; // first determine the difference between our view angle and local // direction to the sun - rotation = -(_sun_rotation + SGD_PI) - heading + heading_offset; - while ( rotation < 0 ) { - rotation += SGD_2PI; - } - while ( rotation > SGD_2PI ) { - rotation -= SGD_2PI; - } + //double vert_rotation = pitch + pitch_offset; - // revert to unmodified values before usign them. + // revert to unmodified values before using them. // - SGVec4f sun_color = thesky->get_sun_color(); + SGSky* thesky = globals->get_renderer()->getSky(); + SGVec4f color = thesky->get_scene_color(); - gamma_restore_rgb( _fog_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; + _sun_color[0] = color[0]*color[0]*color[0]; + _sun_color[1] = color[1]*color[1]*color[1]; + _sun_color[2] = color[2]*color[2]; - // interpolate beween the sunrise/sunset color and the color + // interpolate between 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; @@ -319,18 +354,81 @@ void FGLight::update_adj_fog_color () { 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; + // determine horizontal angle between current view direction and sun + double hor_rotation = -_sun_rotation - SGD_PI_2 - heading + heading_offset; + if (hor_rotation < 0 ) + hor_rotation = fmod(hor_rotation, SGD_2PI) + SGD_2PI; + else + hor_rotation = fmod(hor_rotation, SGD_2PI); + + float rf1 = fabs((hor_rotation - SGD_PI) / SGD_PI); // 0.0 .. 1.0 + float rf2 = avf * pow(rf1*rf1, 1/sif) * 1.0639 * _saturation * _scattering; + float rf3 = 1.0 - 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.data() ); + gamma = system_gamma * (0.9 - sif*avf); + _adj_fog_color = rf3 * _fog_color + rf2 * _sun_color; + 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( _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(); + SG_LOG( SG_EVENT, SG_DEBUG, " Updating Sun position" ); + SG_LOG( SG_EVENT, SG_DEBUG, " Gst = " << t->getGst() ); + + fgSunPositionGST(t->getGst(), &_sun_lon, &_sun_lat); + + // 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! + SGVec3d sunpos = SGVec3d::fromGeoc(SGGeoc::fromRadM(_sun_lon, _sun_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_lat + << " Geodcentric lat = " << _sun_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 + FGViewer *v = globals->get_current_view(); + SGQuatd hlOr = SGQuatd::fromLonLat( v->getPosition() ); + SGVec3d world_up = hlOr.backTransform( -SGVec3d::e3() ); + // cout << "nup = " << nup[0] << "," << nup[1] << "," + // << nup[2] << endl; + // cout << "nsun = " << nsun[0] << "," << nsun[1] << "," + // << nsun[2] << endl; + + SGVec3d nsun = normalize(sunpos); + SGVec3d nup = normalize(world_up); + _sun_angle = acos( dot( nup, nsun ) ); + + double signedPI = (_sun_angle < 0.0) ? -SGD_PI : SGD_PI; + _sun_angle = fmod(_sun_angle+signedPI, SGD_2PI) - signedPI; + + 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. + _sun_rotation = 2.0 * atan2(local_sun_vec.x(), -local_sun_vec.y()); + + // cout << " Sky needs to rotate = " << _sun_rotation << " rads = " + // << _sun_rotation * SGD_RADIANS_TO_DEGREES << " degrees." << endl; + + _sunAngleRad->setDoubleValue(_sun_angle); +}