226 lines
6.5 KiB
C++
226 lines
6.5 KiB
C++
//
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// 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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#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 "Include/compiler.h"
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#ifdef FG_MATH_EXCEPTION_CLASH
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# define exception c_exception
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#endif
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#ifdef FG_HAVE_STD_INCLUDES
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# include <cmath>
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#else
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# include <math.h>
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#endif
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#include <string>
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FG_USING_STD(string);
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#include <Aircraft/aircraft.hxx>
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#include <Debug/logstream.hxx>
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#include <Include/fg_constants.h>
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#include <Main/options.hxx>
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#include <Main/views.hxx>
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#include <Math/fg_geodesy.hxx>
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#include <Math/interpolater.hxx>
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#include <Math/mat3.h>
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#include <Math/polar3d.hxx>
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#include <Misc/fgpath.hxx>
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#include "fg_time.hxx"
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#include "light.hxx"
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#include "sunpos.hxx"
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fgLIGHT cur_light_params;
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// Constructor
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fgLIGHT::fgLIGHT( void ) {
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}
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// initialize lighting tables
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void fgLIGHT::Init( void ) {
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FG_LOG( FG_EVENT, FG_INFO,
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"Initializing Lighting interpolation tables." );
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// build the path name to the ambient lookup table
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FGPath path( current_options.get_fg_root() );
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FGPath ambient = path;
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ambient.append( "Lighting/ambient" );
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FGPath diffuse = path;
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diffuse.append( "Lighting/diffuse" );
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FGPath sky = path;
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sky.append( "Lighting/sky" );
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// initialize ambient table
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ambient_tbl = new fgINTERPTABLE( ambient.str() );
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// initialize diffuse table
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diffuse_tbl = new fgINTERPTABLE( diffuse.str() );
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// initialize sky table
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sky_tbl = new fgINTERPTABLE( sky.str() );
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}
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// update lighting parameters based on current sun position
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void fgLIGHT::Update( void ) {
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FGInterface *f;
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FGTime *t;
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// if the 4th field is 0.0, this specifies a direction ...
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GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
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// base sky color
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GLfloat base_sky_color[4] = {0.60, 0.60, 0.90, 1.0};
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// base fog color
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GLfloat base_fog_color[4] = {0.90, 0.90, 1.00, 1.0};
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double deg, ambient, diffuse, sky_brightness;
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f = current_aircraft.fdm_state;
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t = FGTime::cur_time_params;
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FG_LOG( FG_EVENT, FG_INFO, "Updating light parameters." );
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// calculate lighting parameters based on sun's relative angle to
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// local up
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deg = sun_angle * 180.0 / FG_PI;
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FG_LOG( FG_EVENT, FG_INFO, " Sun angle = " << deg );
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ambient = ambient_tbl->interpolate( deg );
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diffuse = diffuse_tbl->interpolate( deg );
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sky_brightness = sky_tbl->interpolate( deg );
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FG_LOG( FG_EVENT, FG_INFO,
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" ambient = " << ambient << " diffuse = " << diffuse
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<< " sky = " << sky_brightness );
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// sky_brightness = 0.15; // used to force a dark sky (when testing)
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// if ( ambient < 0.02 ) { ambient = 0.02; }
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// if ( diffuse < 0.0 ) { diffuse = 0.0; }
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// if ( sky_brightness < 0.1 ) { sky_brightness = 0.1; }
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scene_ambient[0] = white[0] * ambient;
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scene_ambient[1] = white[1] * ambient;
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scene_ambient[2] = white[2] * ambient;
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scene_diffuse[0] = white[0] * diffuse;
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scene_diffuse[1] = white[1] * diffuse;
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scene_diffuse[2] = white[2] * diffuse;
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// set sky color
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sky_color[0] = base_sky_color[0] * sky_brightness;
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sky_color[1] = base_sky_color[1] * sky_brightness;
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sky_color[2] = base_sky_color[2] * sky_brightness;
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sky_color[3] = base_sky_color[3];
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// set fog color
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fog_color[0] = base_fog_color[0] * sky_brightness;
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fog_color[1] = base_fog_color[1] * sky_brightness;
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fog_color[2] = base_fog_color[2] * sky_brightness;
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fog_color[3] = base_fog_color[3];
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}
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// calculate fog color adjusted for sunrise/sunset effects
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void fgLIGHT::UpdateAdjFog( void ) {
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FGInterface *f;
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double sun_angle_deg, rotation, param1[3], param2[3];
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f = current_aircraft.fdm_state;
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FG_LOG( FG_EVENT, FG_DEBUG, "Updating adjusted fog parameters." );
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// set fog color (we'll try to match the sunset color in the
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// direction we are looking
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// first determine the difference between our view angle and local
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// direction to the sun
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rotation = -(sun_rotation + FG_PI)
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- (f->get_Psi() - current_view.get_view_offset());
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while ( rotation < 0 ) {
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rotation += FG_2PI;
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}
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while ( rotation > FG_2PI ) {
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rotation -= FG_2PI;
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}
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rotation *= RAD_TO_DEG;
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// fgPrintf( FG_EVENT, FG_INFO,
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// " View to sun difference in degrees = %.2f\n", rotation);
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// next check if we are in a sunset/sunrise situation
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sun_angle_deg = sun_angle * RAD_TO_DEG;
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if ( (sun_angle_deg > 80.0) && (sun_angle_deg < 100.0) ) {
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/* 0.0 - 0.6 */
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param1[0] = (10.0 - fabs(90.0 - sun_angle_deg)) / 20.0;
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param1[1] = (10.0 - fabs(90.0 - sun_angle_deg)) / 40.0;
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param1[2] = (10.0 - fabs(90.0 - sun_angle_deg)) / 30.0;
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// param2[2] = -(10.0 - fabs(90.0 - sun_angle)) / 30.0;
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} else {
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param1[0] = param1[1] = param1[2] = 0.0;
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}
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if ( rotation - 180.0 <= 0.0 ) {
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param2[0] = param1[0] * (180.0 - rotation) / 180.0;
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param2[1] = param1[1] * (180.0 - rotation) / 180.0;
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param2[2] = param1[2] * (180.0 - rotation) / 180.0;
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// printf("param1[0] = %.2f param2[0] = %.2f\n", param1[0], param2[0]);
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} else {
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param2[0] = param1[0] * (rotation - 180.0) / 180.0;
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param2[1] = param1[1] * (rotation - 180.0) / 180.0;
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param2[2] = param1[2] * (rotation - 180.0) / 180.0;
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// printf("param1[0] = %.2f param2[0] = %.2f\n", param1[0], param2[0]);
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}
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adj_fog_color[0] = fog_color[0] + param2[0];
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if ( adj_fog_color[0] > 1.0 ) { adj_fog_color[0] = 1.0; }
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adj_fog_color[1] = fog_color[1] + param2[1];
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if ( adj_fog_color[1] > 1.0 ) { adj_fog_color[1] = 1.0; }
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adj_fog_color[2] = fog_color[2] + param2[2];
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if ( adj_fog_color[2] > 1.0 ) { adj_fog_color[2] = 1.0; }
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adj_fog_color[3] = fog_color[3];
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}
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// Destructor
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fgLIGHT::~fgLIGHT( void ) {
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}
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