153 lines
4 KiB
C++
153 lines
4 KiB
C++
// light.hxx -- lighting routines
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//
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// Written by Curtis Olson, started April 1998.
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//
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// Copyright (C) 1998 Curtis L. Olson - curt@me.umn.edu
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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#ifndef _LIGHT_HXX
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#define _LIGHT_HXX
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#ifndef __cplusplus
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# error This library requires C++
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#endif
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#ifdef HAVE_WINDOWS_H
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# include <windows.h>
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#endif
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#include <GL/glut.h>
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#include <XGL/xgl.h>
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#include <plib/sg.h> // plib include
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#include <Math/interpolater.hxx>
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#include <Math/point3d.hxx>
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// Define a structure containing the global lighting parameters
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class fgLIGHT {
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// Lighting look up tables (based on sun angle with local horizon)
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fgINTERPTABLE *ambient_tbl;
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fgINTERPTABLE *diffuse_tbl;
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fgINTERPTABLE *sky_tbl;
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public:
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///////////////////////////////////////////////////////////
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// position of the sun in various forms
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// in geocentric coordinates
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double sun_lon, sun_gc_lat;
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// in cartesian coordiantes
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Point3D fg_sunpos;
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// (in view coordinates)
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sgVec4 sun_vec;
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// inverse (in view coordinates)
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sgVec4 sun_vec_inv;
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// the angle between the sun and the local horizontal (in radians)
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double sun_angle;
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// the rotation around our vertical axis of the sun (relative to
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// due south with positive numbers going in the counter clockwise
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// direction.) This is the direction we'd need to face if we
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// wanted to travel towards the sun.
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double sun_rotation;
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///////////////////////////////////////////////////////////
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// Have the same for the moon. Useful for having some light at night
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// and stuff. I (Durk) also want to use this for adding similar
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// coloring effects to the moon as I did to the sun.
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///////////////////////////////////////////////////////////
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// position of the moon in various forms
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// in geocentric coordinates
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double moon_lon, moon_gc_lat;
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// in cartesian coordiantes
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Point3D fg_moonpos;
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// (in view coordinates)
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GLfloat moon_vec[4];
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// inverse (in view coordinates)
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GLfloat moon_vec_inv[4];
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// the angle between the moon and the local horizontal (in radians)
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double moon_angle;
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// the rotation around our vertical axis of the moon (relative to
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// due south with positive numbers going in the counter clockwise
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// direction.) This is the direction we'd need to face if we
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// wanted to travel towards the sun.
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double moon_rotation;
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///////////////////////////////////////////////////////////
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// Derived lighting values
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// ambient component
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GLfloat scene_ambient[3];
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// diffuse component
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GLfloat scene_diffuse[3];
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// fog color
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GLfloat fog_color[4];
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// fog color adjusted for sunset effects
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GLfloat adj_fog_color[4];
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// clear screen color
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GLfloat sky_color[4];
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// Constructor
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fgLIGHT( void );
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// initialize lighting tables
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void Init( void );
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// update lighting parameters based on current sun position
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void Update( void);
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// calculate fog color adjusted for sunrise/sunset effects
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void UpdateAdjFog( void );
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// Destructor
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~fgLIGHT( void );
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};
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// Global shared light parameter structure
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extern fgLIGHT cur_light_params;
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#endif // _LIGHT_HXX
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