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flightgear/Simulator/Time/light.hxx

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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.
//
// $Id$
#ifndef _LIGHT_HXX
#define _LIGHT_HXX
#ifndef __cplusplus
# error This library requires C++
#endif
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <GL/glut.h>
#include <XGL/xgl.h>
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// #include <Include/fg_types.h>
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#include <Math/interpolater.hxx>
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#include <Math/point3d.hxx>
// Define a structure containing the global lighting parameters
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class fgLIGHT {
// Lighting look up tables (based on sun angle with local horizon)
fgINTERPTABLE *ambient_tbl;
fgINTERPTABLE *diffuse_tbl;
fgINTERPTABLE *sky_tbl;
public:
///////////////////////////////////////////////////////////
// position of the sun in various forms
// in geocentric coordinates
double sun_lon, sun_gc_lat;
// in cartesian coordiantes
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Point3D fg_sunpos;
// (in view coordinates)
GLfloat sun_vec[4];
// inverse (in view coordinates)
GLfloat sun_vec_inv[4];
// the angle between the sun and the local horizontal (in radians)
double 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;
///////////////////////////////////////////////////////////
// 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
// in geocentric coordinates
double moon_lon, moon_gc_lat;
// in cartesian coordiantes
Point3D fg_moonpos;
// (in view coordinates)
GLfloat moon_vec[4];
// inverse (in view coordinates)
GLfloat moon_vec_inv[4];
// the angle between the moon and the local horizontal (in radians)
double moon_angle;
// 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;
///////////////////////////////////////////////////////////
// Derived lighting values
// ambient component
GLfloat scene_ambient[3];
// diffuse component
GLfloat scene_diffuse[3];
// fog color
GLfloat fog_color[4];
// fog color adjusted for sunset effects
GLfloat adj_fog_color[4];
// clear screen color
GLfloat sky_color[4];
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// Constructor
fgLIGHT( void );
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// initialize lighting tables
void Init( void );
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// update lighting parameters based on current sun position
void Update( void);
// calculate fog color adjusted for sunrise/sunset effects
void UpdateAdjFog( void );
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// Destructor
~fgLIGHT( void );
};
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// Global shared light parameter structure
extern fgLIGHT cur_light_params;
#endif // _LIGHT_HXX