// // light.cxx -- lighting routines // // Written by Curtis Olson, started April 1998. // // Copyright (C) 1998 Curtis L. Olson - http://www.flightgear.org/~curt // // 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. // // $Id$ #ifdef HAVE_CONFIG_H # include #endif #include #include #include #include #include #include #include #include #include #include #include
#include
#include
#include #include #include "light.hxx" #include "sunsolver.hxx" // Constructor FGLight::FGLight () : _ambient_tbl( NULL ), _diffuse_tbl( NULL ), _specular_tbl( NULL ), _sky_tbl( NULL ), _sun_lon(0), _sun_lat(0), _moon_lon(0), _moon_gc_lat(0), _sun_vec(0, 0, 0, 0), _moon_vec(0, 0, 0, 0), _sun_vec_inv(0, 0, 0, 0), _moon_vec_inv(0, 0, 0, 0), _sun_angle(0), _moon_angle(0), _prev_sun_angle(0), _sun_rotation(0), _moon_rotation(0), _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) { } // Destructor FGLight::~FGLight () { delete _ambient_tbl; delete _diffuse_tbl; delete _specular_tbl; delete _sky_tbl; } // initialize lighting tables void FGLight::init () { SG_LOG( SG_EVENT, SG_INFO, "Initializing Lighting interpolation tables." ); // build the path names of the lookup tables SGPath path( globals->get_fg_root() ); // initialize ambient, diffuse and specular tables SGPath ambient_path = path; ambient_path.append( "Lighting/ambient" ); _ambient_tbl = new SGInterpTable( ambient_path ); SGPath diffuse_path = path; diffuse_path.append( "Lighting/diffuse" ); _diffuse_tbl = new SGInterpTable( diffuse_path ); SGPath specular_path = path; specular_path.append( "Lighting/specular" ); _specular_tbl = new SGInterpTable( specular_path ); // initialize sky table SGPath sky_path = path; sky_path.append( "Lighting/sky" ); _sky_tbl = new SGInterpTable( sky_path ); globals->get_event_mgr()->addTask("updateSunPos", this, &FGLight::updateSunPos, 0.5 ); } void FGLight::reinit () { _prev_sun_angle = -9999.0; _dt_total = 0; delete _ambient_tbl; delete _diffuse_tbl; delete _specular_tbl; delete _sky_tbl; init(); updateSunPos(); update_sky_color(); update_adj_fog_color(); } void FGLight::bind () { SGPropertyNode *prop = globals->get_props(); // 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); _humidity = fgGetNode("/environment/relative-humidity", true); // 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])); // Sun vector tie(prop,"/ephemeris/sun/local/x", SGRawValuePointer(&_sun_vec[0])); tie(prop,"/ephemeris/sun/local/y", SGRawValuePointer(&_sun_vec[1])); tie(prop,"/ephemeris/sun/local/z", SGRawValuePointer(&_sun_vec[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 () { _tiedProperties.Untie(); for (int i = 0; i < 4; ++i) _chromeProps[i] = SGPropertyNode_ptr(); _sunAngleRad = SGPropertyNode_ptr(); _humidity = SGPropertyNode_ptr(); } // update lighting parameters based on current sun position void FGLight::update( double dt ) { update_adj_fog_color(); if (_prev_sun_angle != _sun_angle) { _prev_sun_angle = _sun_angle; update_sky_color(); } } void FGLight::update_sky_color () { 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 ); // calculate lighting parameters based on sun's relative angle to // local up 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; 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_log; float sky_brightness = _sky_tbl->interpolate( deg ); ambient *= _saturation; diffuse *= _saturation; specular *= _saturation; sky_brightness *= _saturation; // sky_brightness = 0.15; // used to force a dark sky (when testing) /** fog color */ float sqr_sky_brightness = sky_brightness * sky_brightness * _scattering; _fog_color = base_fog_color * sqr_sky_brightness; _fog_color[3] = base_fog_color[3]; 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; _sky_color[3] = base_sky_color[3]; gamma_correct_rgb( _sky_color.data() ); /** cloud color */ _cloud_color = base_fog_color * sky_brightness; /** adjust the cloud colors for sunrise/sunset effects (darken them) */ if (_sun_angle > 1.0) { float sun2 = 1.0 / sqrt(_sun_angle); _cloud_color *= sun2; } _cloud_color[3] = base_fog_color[3]; gamma_correct_rgb( _cloud_color.data() ); /** ambient light */ _scene_ambient = _fog_color * ambient; _scene_ambient[3] = _fog_color[3]; gamma_correct_rgb( _scene_ambient.data() ); /** diffuse light */ SGSky* thesky = globals->get_renderer()->getSky(); SGVec4f color = thesky->get_scene_color(); _scene_diffuse = color * diffuse; _scene_diffuse[3] = color[3]; 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; _scene_specular[3] = _sun_color[3]; 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() * SGD_DEGREES_TO_RADIANS; // set fog color (we'll try to match the sunset color in the // direction we are looking // 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; } if ( heading < -2.0 * SGD_2PI || heading > 2.0 * SGD_2PI ) { 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; } static float gamma = system_gamma; // first determine the difference between our view angle and local // direction to the sun //double vert_rotation = pitch + pitch_offset; // revert to unmodified values before using them. // SGSky* thesky = globals->get_renderer()->getSky(); SGVec4f color = thesky->get_scene_color(); 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. // _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 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; float avf = 0.87 - (45000 - av) / 83333.33; float sif = 0.5 - cos(_sun_angle*2)/2; if (sif < 1e-3) sif = 1e-3; // determine horizontal angle between current view direction and sun // since _sun_rotation is relative to South, and heading is in the local frame // we need to account for the 180 degrees offset and differing signs // hence the negation and SGD_PI adjustment. double hor_rotation = -_sun_rotation - SGD_PI - 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; gamma = system_gamma * (0.9 - sif*avf); _adj_fog_color = rf3 * _fog_color + rf2 * _sun_color; _adj_fog_color[3] = 0; 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 ); 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(); 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)); // 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 SGQuatd hlOr = SGQuatd::fromLonLat( globals->get_view_position() ); 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; // Get direction to the sun in the local frame. SGVec3d local_sun_vec = hlOr.transform(nsun); // Angle from South. // atan2(y,x) returns the angle between the positive X-axis // and the vector with the origin at 0, going through (x,y) // Since the local frame coordinates have x-positive pointing Nord and // y-positive pointing East we need to negate local_sun_vec.x() // _sun_rotation is positive counterclockwise from South (sun in the East) // and negative clockwise from South (sun in the West) _sun_rotation = atan2(local_sun_vec.y(), -local_sun_vec.x()); // cout << " Sky needs to rotate = " << _sun_rotation << " rads = " // << _sun_rotation * SGD_RADIANS_TO_DEGREES << " degrees." << endl; _sunAngleRad->setDoubleValue(_sun_angle); }