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flightgear/src/Time/light.cxx

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//
// light.hxx -- lighting routines
//
// Written by Curtis Olson, started April 1998.
//
// Copyright (C) 1998 Curtis L. Olson - curt@me.umn.edu
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// 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.
//
// $Id$
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <GL/glut.h>
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#include <simgear/xgl/xgl.h>
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#include <simgear/compiler.h>
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#ifdef SG_MATH_EXCEPTION_CLASH
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# define exception c_exception
#endif
#ifdef SG_HAVE_STD_INCLUDES
# include <cmath>
#else
# include <math.h>
#endif
#include <string>
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SG_USING_STD(string);
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#include <simgear/constants.h>
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#include <simgear/debug/logstream.hxx>
#include <simgear/math/interpolater.hxx>
#include <simgear/math/polar3d.hxx>
#include <simgear/misc/fgpath.hxx>
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#include <Aircraft/aircraft.hxx>
#include <Main/globals.hxx>
#include "light.hxx"
#include "sunpos.hxx"
fgLIGHT cur_light_params;
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// Constructor
fgLIGHT::fgLIGHT( void ) {
}
// initialize lighting tables
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void fgLIGHT::Init( void ) {
FG_LOG( FG_EVENT, FG_INFO,
"Initializing Lighting interpolation tables." );
// build the path name to the ambient lookup table
FGPath path( globals->get_fg_root() );
FGPath ambient = path;
ambient.append( "Lighting/ambient" );
FGPath diffuse = path;
diffuse.append( "Lighting/diffuse" );
FGPath sky = path;
sky.append( "Lighting/sky" );
// initialize ambient table
ambient_tbl = new SGInterpTable( ambient.str() );
// initialize diffuse table
diffuse_tbl = new SGInterpTable( diffuse.str() );
// initialize sky table
sky_tbl = new SGInterpTable( sky.str() );
}
// update lighting parameters based on current sun position
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void fgLIGHT::Update( void ) {
FGInterface *f;
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// if the 4th field is 0.0, this specifies a direction ...
GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
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// base sky color
GLfloat base_sky_color[4] = {0.60, 0.60, 0.90, 1.0};
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// base fog color
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GLfloat base_fog_color[4] = {0.90, 0.90, 1.00, 1.0};
double deg, ambient, diffuse, sky_brightness;
f = current_aircraft.fdm_state;
FG_LOG( FG_EVENT, FG_INFO, "Updating light parameters." );
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// calculate lighting parameters based on sun's relative angle to
// local up
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deg = sun_angle * RAD_TO_DEG;
FG_LOG( FG_EVENT, FG_INFO, " Sun angle = " << deg );
ambient = ambient_tbl->interpolate( deg );
diffuse = diffuse_tbl->interpolate( deg );
sky_brightness = sky_tbl->interpolate( deg );
FG_LOG( FG_EVENT, FG_INFO,
" ambient = " << ambient << " diffuse = " << diffuse
<< " sky = " << sky_brightness );
// sky_brightness = 0.15; // used to force a dark sky (when testing)
// if ( ambient < 0.02 ) { ambient = 0.02; }
// if ( diffuse < 0.0 ) { diffuse = 0.0; }
// if ( sky_brightness < 0.1 ) { sky_brightness = 0.1; }
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scene_ambient[0] = white[0] * ambient;
scene_ambient[1] = white[1] * ambient;
scene_ambient[2] = white[2] * ambient;
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scene_ambient[3] = 1.0;
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scene_diffuse[0] = white[0] * diffuse;
scene_diffuse[1] = white[1] * diffuse;
scene_diffuse[2] = white[2] * diffuse;
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scene_diffuse[3] = 1.0;
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// 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];
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// set fog color
fog_color[0] = base_fog_color[0] * sky_brightness;
fog_color[1] = base_fog_color[1] * sky_brightness;
fog_color[2] = base_fog_color[2] * sky_brightness;
fog_color[3] = base_fog_color[3];
}
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// calculate fog color adjusted for sunrise/sunset effects
void fgLIGHT::UpdateAdjFog( void ) {
FGInterface *f;
double sun_angle_deg, rotation, param1[3], param2[3];
f = current_aircraft.fdm_state;
FG_LOG( FG_EVENT, FG_DEBUG, "Updating adjusted fog parameters." );
// set fog color (we'll try to match the sunset color in the
// direction we are looking
// first determine the difference between our view angle and local
// direction to the sun
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rotation = -(sun_rotation + SGD_PI)
- (f->get_Psi() - globals->get_current_view()->get_view_offset());
if ( globals->get_current_view()->get_reverse_view_offset() ) {
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rotation += SGD_PI;
}
while ( rotation < 0 ) {
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rotation += SG_2PI;
}
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while ( rotation > SG_2PI ) {
rotation -= SG_2PI;
}
rotation *= RAD_TO_DEG;
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// fgPrintf( FG_EVENT, FG_INFO,
// " View to sun difference in degrees = %.2f\n", rotation);
// next check if we are in a sunset/sunrise situation
sun_angle_deg = sun_angle * RAD_TO_DEG;
if ( (sun_angle_deg > 80.0) && (sun_angle_deg < 100.0) ) {
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/* 0.0 - 0.6 */
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param1[0] = (10.0 - fabs(90.0 - sun_angle_deg)) / 20.0;
param1[1] = (10.0 - fabs(90.0 - sun_angle_deg)) / 40.0;
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param1[2] = (10.0 - fabs(90.0 - sun_angle_deg)) / 30.0;
// param2[2] = -(10.0 - fabs(90.0 - sun_angle)) / 30.0;
} else {
param1[0] = param1[1] = param1[2] = 0.0;
}
if ( rotation - 180.0 <= 0.0 ) {
param2[0] = param1[0] * (180.0 - rotation) / 180.0;
param2[1] = param1[1] * (180.0 - rotation) / 180.0;
param2[2] = param1[2] * (180.0 - rotation) / 180.0;
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// printf("param1[0] = %.2f param2[0] = %.2f\n", param1[0], param2[0]);
} else {
param2[0] = param1[0] * (rotation - 180.0) / 180.0;
param2[1] = param1[1] * (rotation - 180.0) / 180.0;
param2[2] = param1[2] * (rotation - 180.0) / 180.0;
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// printf("param1[0] = %.2f param2[0] = %.2f\n", param1[0], param2[0]);
}
adj_fog_color[0] = fog_color[0] + param2[0];
if ( adj_fog_color[0] > 1.0 ) { adj_fog_color[0] = 1.0; }
adj_fog_color[1] = fog_color[1] + param2[1];
if ( adj_fog_color[1] > 1.0 ) { adj_fog_color[1] = 1.0; }
adj_fog_color[2] = fog_color[2] + param2[2];
if ( adj_fog_color[2] > 1.0 ) { adj_fog_color[2] = 1.0; }
adj_fog_color[3] = fog_color[3];
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}
// Destructor
fgLIGHT::~fgLIGHT( void ) {
}