// 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 #endif #ifdef HAVE_WINDOWS_H # include #endif #include #include // #include #include #include // Define a structure containing the global lighting parameters 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 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]; // Constructor fgLIGHT( void ); // initialize lighting tables void Init( void ); // update lighting parameters based on current sun position void Update( void); // calculate fog color adjusted for sunrise/sunset effects void UpdateAdjFog( void ); // Destructor ~fgLIGHT( void ); }; // Global shared light parameter structure extern fgLIGHT cur_light_params; #endif // _LIGHT_HXX