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flightgear/src/Time/light.cxx
2004-11-18 19:53:00 +00:00

317 lines
9.1 KiB
C++

//
// light.cxx -- 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.
//
// $Id$
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <simgear/compiler.h>
#include SG_GL_H
#ifdef SG_MATH_EXCEPTION_CLASH
# define exception c_exception
#endif
#ifdef SG_HAVE_STD_INCLUDES
# include <cmath>
#else
# include <math.h>
#endif
#include <string>
SG_USING_STD(string);
#include <simgear/constants.h>
#include <simgear/debug/logstream.hxx>
#include <simgear/math/interpolater.hxx>
#include <simgear/math/polar3d.hxx>
#include <simgear/misc/sg_path.hxx>
#include <simgear/scene/sky/sky.hxx>
#include <simgear/screen/colors.hxx>
#include <Main/main.hxx>
#include <Main/globals.hxx>
#include <Main/fg_props.hxx>
#include <Main/viewer.hxx>
#include "light.hxx"
#include "sunpos.hxx"
// Constructor
FGLight::FGLight ()
: _ambient_tbl( NULL ),
_diffuse_tbl( NULL ),
_specular_tbl( NULL ),
_sky_tbl( NULL ),
_prev_sun_angle(-9999.0),
_sun_rotation( 0.0 ),
_dt_total( 0.0 )
{
}
// 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.str() );
SGPath diffuse_path = path;
diffuse_path.append( "Lighting/diffuse" );
_diffuse_tbl = new SGInterpTable( diffuse_path.str() );
SGPath specular_path = path;
specular_path.append( "Lighting/specular" );
_specular_tbl = new SGInterpTable( specular_path.str() );
// initialize sky table
SGPath sky_path = path;
sky_path.append( "Lighting/sky" );
_sky_tbl = new SGInterpTable( sky_path.str() );
}
void FGLight::reinit () {
_prev_sun_angle = -9999.0;
_dt_total = 0;
delete _ambient_tbl;
delete _diffuse_tbl;
delete _specular_tbl;
delete _sky_tbl;
init();
fgUpdateSunPos();
fgUpdateMoonPos();
update_sky_color();
update_adj_fog_color();
}
void FGLight::bind () {
SGPropertyNode *prop = globals->get_props();
prop->tie("/sim/time/sun-angle-rad",SGRawValuePointer<double>(&_sun_angle));
}
void FGLight::unbind () {
SGPropertyNode *prop = globals->get_props();
prop->untie("/sim/time/sun-angle-rad");
}
// update lighting parameters based on current sun position
void FGLight::update( double dt ) {
_dt_total += dt;
if (_dt_total >= 0.5) {
_dt_total -= 0.5;
fgUpdateSunPos();
fgUpdateMoonPos();
}
update_adj_fog_color();
if (_prev_sun_angle != _sun_angle) {
_prev_sun_angle = _sun_angle;
update_sky_color();
}
}
void FGLight::update_sky_color () {
// if the 4th field is 0.0, this specifies a direction ...
// const GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
const GLfloat base_sky_color[4] = { 0.31, 0.43, 0.69, 1.0 };
const GLfloat base_fog_color[4] = { 0.84, 0.87, 1.0, 1.0 };
SG_LOG( SG_EVENT, SG_INFO, "Updating light parameters." );
// calculate lighting parameters based on sun's relative angle to
// local up
float deg = _sun_angle * SGD_RADIANS_TO_DEGREES;
SG_LOG( SG_EVENT, SG_INFO, " Sun angle = " << deg );
float ambient = _ambient_tbl->interpolate( deg );
float diffuse = _diffuse_tbl->interpolate( deg );
float specular = _specular_tbl->interpolate( deg );
float sky_brightness = _sky_tbl->interpolate( deg );
SG_LOG( SG_EVENT, SG_INFO,
" ambient = " << ambient << " diffuse = " << diffuse
<< " specular = " << specular << " sky = " << sky_brightness );
// sky_brightness = 0.15; // used to force a dark sky (when testing)
// if ( ambient < 0.02 ) { ambient = 0.02; }
// if ( diffuse < 0.0 ) { diffuse = 0.0; }
// if ( sky_brightness < 0.1 ) { sky_brightness = 0.1; }
// set sky color
_sky_color[0] = base_sky_color[0] * sky_brightness;
_sky_color[1] = base_sky_color[1] * sky_brightness;
_sky_color[2] = base_sky_color[2] * sky_brightness;
_sky_color[3] = base_sky_color[3];
gamma_correct_rgb( _sky_color );
// set cloud and fog color
_cloud_color[0] = _fog_color[0] = base_fog_color[0] * sky_brightness;
_cloud_color[1] = _fog_color[1] = base_fog_color[1] * sky_brightness;
_cloud_color[2] = _fog_color[2] = base_fog_color[2] * sky_brightness;
_cloud_color[3] = _fog_color[3] = base_fog_color[3];
gamma_correct_rgb( _fog_color );
// adjust the cloud colors for sunrise/sunset effects (darken them)
if (_sun_angle > 1.0) {
float sun2 = sqrt(_sun_angle);
_cloud_color[0] /= sun2;
_cloud_color[1] /= sun2;
_cloud_color[2] /= sun2;
}
gamma_correct_rgb( _cloud_color );
float *sun_color = thesky->get_sun_color();
_scene_ambient[0] = ((sun_color[0]*0.25 + _cloud_color[0]*0.75) + ambient) / 2;
_scene_ambient[1] = ((sun_color[1]*0.25 + _cloud_color[1]*0.75) + ambient) / 2;
_scene_ambient[2] = ((sun_color[2]*0.25 + _cloud_color[2]*0.75) + ambient) / 2;
_scene_ambient[3] = 1.0;
_scene_diffuse[0] = (sun_color[0]*0.25 + _fog_color[0]*0.75) * diffuse;
_scene_diffuse[1] = (sun_color[1]*0.25 + _fog_color[1]*0.75) * diffuse;
_scene_diffuse[2] = (sun_color[2]*0.25 + _fog_color[2]*0.75) * diffuse;
_scene_diffuse[3] = 1.0;
_scene_specular[0] = sun_color[0] * specular;
_scene_specular[1] = sun_color[1] * specular;
_scene_specular[2] = sun_color[2] * specular;
_scene_specular[3] = 1.0;
}
// calculate fog color adjusted for sunrise/sunset effects
void FGLight::update_adj_fog_color () {
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;
SG_LOG( SG_EVENT, SG_DEBUG, "Updating adjusted fog parameters." );
// 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;
}
double rotation;
// first determine the difference between our view angle and local
// direction to the sun
rotation = -(_sun_rotation + SGD_PI) - heading + heading_offset;
while ( rotation < 0 ) {
rotation += SGD_2PI;
}
while ( rotation > SGD_2PI ) {
rotation -= SGD_2PI;
}
// revert to unmodified values before usign them.
//
float *sun_color = thesky->get_sun_color();
gamma_restore_rgb( _fog_color );
// Calculate the fog color in the direction of the sun for
// sunrise/sunset effects.
//
float s_red = (_fog_color[0] + 2 * sun_color[0]*sun_color[0]) / 3;
float s_green = (_fog_color[1] + 2 * sun_color[1]*sun_color[1]) / 3;
float s_blue = (_fog_color[2] + 2 * sun_color[2]) / 3;
// interpolate beween 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-4)
sif = 1e-4;
float rf1 = fabs((rotation - SGD_PI) / SGD_PI); // 0.0 .. 1.0
float rf2 = avf * pow(rf1 * rf1, 1/sif);
float rf3 = 0.94 - rf2;
_adj_fog_color[0] = rf3 * _fog_color[0] + rf2 * s_red;
_adj_fog_color[1] = rf3 * _fog_color[1] + rf2 * s_green;
_adj_fog_color[2] = rf3 * _fog_color[2] + rf2 * s_blue;
gamma_correct_rgb( _adj_fog_color );
// make sure the colors have their original value before they are being
// used by the rest of the program.
//
gamma_correct_rgb( _fog_color );
}