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flightgear/src/Time/light.hxx
Edward d'Auvergne 74622d9a04 Time: Calculation and exposure of the moon vector from the local position.
The new FGLight::updateObjects() function is now being passed into the global
events manager as a task rather than FGLight::updateSunPos().  The
updateSunPos() function has been renamed to updateBodyPos() and generalised for
any solar system body and is called twice by updateObjects(), once for the sun
and once for the moon.  The local position of the moon is then exposed at
"/ephemeris/moon/local/".
2016-11-08 11:16:24 +01:00

201 lines
6.1 KiB
C++

// light.hxx -- 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.
//
// $Id$
#ifndef _LIGHT_HXX
#define _LIGHT_HXX
#ifndef __cplusplus
# error This library requires C++
#endif
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <simgear/compiler.h>
#include <simgear/props/props.hxx>
#include <simgear/structure/subsystem_mgr.hxx>
#include <simgear/props/tiedpropertylist.hxx>
#include <simgear/math/interpolater.hxx>
// Define a structure containing the global lighting parameters
class FGLight : public SGSubsystem
{
private:
/*
* Lighting look up tables (based on sun angle with local horizon)
*/
SGInterpTable *_ambient_tbl, *_diffuse_tbl, *_specular_tbl;
SGInterpTable *_sky_tbl;
/**
* position of the sun and moon in various forms
*/
// in geocentric coordinates
double _sun_lon, _sun_lat;
double _moon_lon, _moon_gc_lat;
// (in view coordinates)
SGVec4f _sun_vec, _moon_vec;
// inverse (in view coordinates)
SGVec4f _sun_vec_inv, _moon_vec_inv;
// the angle between the celestial object and the local horizontal
// (in radians)
double _sun_angle, _moon_angle;
double _prev_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 celestial object.
double _sun_rotation, _moon_rotation;
/**
* Derived lighting values
*/
// ambient, diffuse and specular component
SGVec4f _scene_ambient;
SGVec4f _scene_diffuse;
SGVec4f _scene_specular;
SGVec4f _scene_chrome;
// clear sky, fog and cloud color
SGVec4f _sun_color;
SGVec4f _sky_color;
SGVec4f _fog_color;
SGVec4f _cloud_color;
// clear sky and fog color adjusted for sunset effects
SGVec4f _adj_fog_color;
SGVec4f _adj_sky_color;
// input parameters affected by the weather system
float _saturation;
float _scattering;
float _overcast;
double _dt_total;
void update_sky_color ();
void update_adj_fog_color ();
// update all solar system bodies of interest
void updateObjects();
// update the position of one solar system body
void updateBodyPos(const char *body, double *lon, double *lat,
SGVec4f *vec, SGVec4f *vec_inv, double *angle, SGPropertyNode_ptr AngleRad,
double *rotation);
// properties for chrome light; not a tie because I want to fire
// property listeners when the values change.
SGPropertyNode_ptr _chromeProps[4];
SGPropertyNode_ptr _sunAngleRad;
SGPropertyNode_ptr _moonAngleRad;
SGPropertyNode_ptr _humidity;
simgear::TiedPropertyList _tiedProperties;
/**
* Tied-properties helper, record nodes which are tied for easy un-tie-ing
*/
template <typename T>
void tie(SGPropertyNode* aNode, const char* aRelPath, const SGRawValue<T>& aRawValue)
{
_tiedProperties.Tie(aNode->getNode(aRelPath, true), aRawValue);
}
public:
FGLight ();
virtual ~FGLight ();
virtual void init ();
virtual void reinit ();
virtual void bind ();
virtual void unbind ();
virtual void update ( double dt );
// Color related functions
inline const SGVec4f& scene_ambient () const { return _scene_ambient; }
inline const SGVec4f& scene_diffuse () const { return _scene_diffuse; }
inline const SGVec4f& scene_specular () const { return _scene_specular; }
inline const SGVec4f& scene_chrome () const { return _scene_chrome; }
inline const SGVec4f& sky_color () const { return _sky_color; }
inline const SGVec4f& cloud_color () const { return _cloud_color; }
inline const SGVec4f& adj_fog_color () const { return _adj_fog_color; }
inline const SGVec4f& adj_sky_color () const { return _adj_sky_color; }
// Sun related functions
inline double get_sun_angle () const { return _sun_angle; }
inline void set_sun_angle (double a) { _sun_angle = a; }
inline double get_sun_rotation () const { return _sun_rotation; }
inline void set_sun_rotation (double r) { _sun_rotation = r; }
inline double get_sun_lon () const { return _sun_lon; }
inline void set_sun_lon (double l) { _sun_lon = l; }
inline double get_sun_lat () const { return _sun_lat; }
inline void set_sun_lat (double l) { _sun_lat = l; }
inline SGVec4f& sun_vec () { return _sun_vec; }
inline SGVec4f& sun_vec_inv () { return _sun_vec_inv; }
// Moon related functions
inline double get_moon_angle () const { return _moon_angle; }
inline void set_moon_angle (double a) { _moon_angle = a; }
inline double get_moon_rotation () const { return _moon_rotation; }
inline void set_moon_rotation (double r) { _moon_rotation = r; }
inline double get_moon_lon () const { return _moon_lon; }
inline void set_moon_lon (double l) { _moon_lon = l; }
inline double get_moon_gc_lat () const { return _moon_gc_lat; }
inline void set_moon_gc_lat (double l) { _moon_gc_lat = l; }
inline const SGVec4f& moon_vec () const { return _moon_vec; }
inline const SGVec4f& moon_vec_inv () const { return _moon_vec_inv; }
};
#endif // _LIGHT_HXX