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flightgear/src/Time/light.cxx

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//
// light.cxx -- 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 GLUT_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/sg_path.hxx>
#include <simgear/scene/sky/sky.hxx>
#include <simgear/screen/colors.hxx>
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#include <Main/globals.hxx>
#include <Main/fg_props.hxx>
#include <Main/viewer.hxx>
#include "light.hxx"
#include "sunpos.hxx"
extern SGSky *thesky; // FIXME: from main.cxx
fgLIGHT cur_light_params;
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// Constructor
fgLIGHT::fgLIGHT( void ) {
}
// initialize lighting tables
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void fgLIGHT::Init( void ) {
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SG_LOG( SG_EVENT, SG_INFO,
"Initializing Lighting interpolation tables." );
// build the path name to the ambient lookup table
SGPath path( globals->get_fg_root() );
SGPath ambient = path;
ambient.append( "Lighting/ambient" );
SGPath diffuse = path;
diffuse.append( "Lighting/diffuse" );
SGPath specular = path;
specular.append( "Lighting/specular" );
SGPath 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 diffuse table
specular_tbl = new SGInterpTable( specular.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 ) {
// 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] = { 0.39, 0.50, 0.74, 1.0 };
// base fog color
GLfloat base_fog_color[4] = { 0.84, 0.87, 1.0, 1.0 };
float deg, ambient, diffuse, specular, sky_brightness;
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SG_LOG( SG_EVENT, SG_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 * SGD_RADIANS_TO_DEGREES;
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SG_LOG( SG_EVENT, SG_INFO, " Sun angle = " << deg );
ambient = ambient_tbl->interpolate( deg );
diffuse = diffuse_tbl->interpolate( deg );
specular = specular_tbl->interpolate( deg );
sky_brightness = sky_tbl->interpolate( deg );
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SG_LOG( SG_EVENT, SG_INFO,
" ambient = " << ambient << " diffuse = " << diffuse
<< " specular = " << specular << " 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; }
// 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];
gamma_correct_rgb( sky_color );
// 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 );
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// adjust the cloud colors for sunrise/sunset effects (darken them)
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if (sun_angle > 1.0) {
float sun2 = sqrt(sun_angle);
cloud_color[0] /= sun2;
cloud_color[1] /= sun2;
cloud_color[2] /= sun2;
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}
gamma_correct_rgb( cloud_color );
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float *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] = fog_color[0] * diffuse;
scene_diffuse[1] = fog_color[1] * diffuse;
scene_diffuse[2] = fog_color[2] * 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;
}
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// calculate fog color adjusted for sunrise/sunset effects
void fgLIGHT::UpdateAdjFog( void ) {
double heading = globals->get_current_view()->getHeading_deg()
* SGD_DEGREES_TO_RADIANS;
double heading_offset = globals->get_current_view()->getHeadingOffset_deg()
* SGD_DEGREES_TO_RADIANS;
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SG_LOG( SG_EVENT, SG_DEBUG, "Updating adjusted fog parameters." );
// set fog color (we'll try to match the sunset color in the
// direction we are looking
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// 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 );
exit(-1);
}
if ( heading < -2.0 * SGD_2PI || heading > 2.0 * SGD_2PI ) {
SG_LOG( SG_EVENT, SG_ALERT, "Heading rotation bad = " << heading );
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exit(-1);
}
if ( heading_offset < -2.0 * SGD_2PI || heading_offset > 2.0 * SGD_2PI ) {
SG_LOG( SG_EVENT, SG_ALERT, "Heading offset bad = " << heading_offset );
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exit(-1);
}
double rotation;
// 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 ) {
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rotation += SGD_2PI;
}
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while ( rotation > SGD_2PI ) {
rotation -= SGD_2PI;
}
// revert to unmodified values before usign them.
//
float *sun_color = thesky->get_sun_color();
gamma_restore_rgb( fog_color );
gamma_restore_rgb( cloud_color );
// 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;
// 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;
float avf = 0.87 - (45000 - av) / 83333.33;
float sif = 0.5 - cos(sun_angle*2)/2;
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;
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 );
// make sure the colors have their original value before they are being
// used by the rest of the program.
//
gamma_correct_rgb( fog_color );
gamma_correct_rgb( cloud_color );
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}
// Destructor
fgLIGHT::~fgLIGHT( void ) {
}