16
0
mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-23 00:29:19 +02:00

light wrapper object

This commit is contained in:
tmj-fstate
2017-02-15 22:57:48 +01:00
parent cf48989f39
commit 013a6f0559
13 changed files with 682 additions and 109 deletions

View File

@@ -3771,6 +3771,8 @@ void TDynamicObject::Render()
glTranslated(vPosition.x, vPosition.y,
vPosition.z); // standardowe przesunięcie względem początku scenerii
glMultMatrixd(mMatrix.getArray());
#ifdef EU07_USE_OLD_LIGHTING_MODEL
// TODO: re-implement this
if (fShade > 0.0)
{ // Ra: zmiana oswietlenia w tunelu, wykopie
GLfloat ambientLight[4] = {0.5f, 0.5f, 0.5f, 1.0f};
@@ -3787,6 +3789,7 @@ void TDynamicObject::Render()
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
glLightfv(GL_LIGHT0, GL_SPECULAR, specularLight);
}
#endif
if (Global::bUseVBO)
{ // wersja VBO
if (mdLowPolyInt)
@@ -3819,6 +3822,8 @@ void TDynamicObject::Render()
// ma byc wyswietlana
// ABu: tylko w trybie FreeFly, zwykly tryb w world.cpp
// Ra: świetła są ustawione dla zewnętrza danego pojazdu
#ifdef EU07_USE_OLD_LIGHTING_MODEL
// TODO: re-mplement this
// oswietlenie kabiny
GLfloat ambientCabLight[4] = {0.5f, 0.5f, 0.5f, 1.0f};
GLfloat diffuseCabLight[4] = {0.5f, 0.5f, 0.5f, 1.0f};
@@ -3854,20 +3859,25 @@ void TDynamicObject::Render()
glLightfv(GL_LIGHT0, GL_AMBIENT, ambientCabLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseCabLight);
glLightfv(GL_LIGHT0, GL_SPECULAR, specularCabLight);
#endif
if (Global::bUseVBO)
mdKabina->RaRender(ObjSqrDist, 0);
else
mdKabina->Render(ObjSqrDist, 0);
#ifdef EU07_USE_OLD_LIGHTING_MODEL
glLightfv(GL_LIGHT0, GL_AMBIENT, Global::ambientDayLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, Global::diffuseDayLight);
glLightfv(GL_LIGHT0, GL_SPECULAR, Global::specularDayLight);
#endif
}
if (fShade != 0.0) // tylko jeśli było zmieniane
#ifdef EU07_USE_OLD_LIGHTING_MODEL
if( fShade != 0.0 ) // tylko jeśli było zmieniane
{ // przywrócenie standardowego oświetlenia
glLightfv(GL_LIGHT0, GL_AMBIENT, Global::ambientDayLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, Global::diffuseDayLight);
glLightfv(GL_LIGHT0, GL_SPECULAR, Global::specularDayLight);
}
#endif
glPopMatrix();
if (btnOn)
TurnOff(); // przywrócenie domyślnych pozycji submodeli
@@ -4265,6 +4275,8 @@ void TDynamicObject::RenderAlpha()
glTranslated(vPosition.x, vPosition.y,
vPosition.z); // standardowe przesunięcie względem początku scenerii
glMultMatrixd(mMatrix.getArray());
#ifdef EU07_USE_OLD_LIGHTING_MODEL
// TODO: re-implement this
if (fShade > 0.0)
{ // Ra: zmiana oswietlenia w tunelu, wykopie
GLfloat ambientLight[4] = {0.5f, 0.5f, 0.5f, 1.0f};
@@ -4281,6 +4293,7 @@ void TDynamicObject::RenderAlpha()
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
glLightfv(GL_LIGHT0, GL_SPECULAR, specularLight);
}
#endif
if (Global::bUseVBO)
{ // wersja VBO
if (mdLowPolyInt)
@@ -4303,63 +4316,15 @@ void TDynamicObject::RenderAlpha()
// if (mdPrzedsionek) //Ra: przedsionków tu wcześniej nie było - włączyć?
// mdPrzedsionek->RenderAlpha(ObjSqrDist,ReplacableSkinID,iAlpha);
}
/* skoro false to można wyciąc
//ABu: Tylko w trybie freefly
if (false)//((mdKabina!=mdModel) && bDisplayCab && FreeFlyModeFlag)
{
//oswietlenie kabiny
GLfloat ambientCabLight[4]= { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat diffuseCabLight[4]= { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat specularCabLight[4]= { 0.5f, 0.5f, 0.5f, 1.0f };
for (int li=0; li<3; li++)
{
ambientCabLight[li]= Global::ambientDayLight[li]*0.9;
diffuseCabLight[li]= Global::diffuseDayLight[li]*0.5;
specularCabLight[li]= Global::specularDayLight[li]*0.5;
}
switch (MyTrack->eEnvironment)
{
case e_canyon:
{
for (int li=0; li<3; li++)
{
diffuseCabLight[li]*= 0.6;
specularCabLight[li]*= 0.8;
}
}
break;
case e_tunnel:
{
for (int li=0; li<3; li++)
{
ambientCabLight[li]*= 0.3;
diffuseCabLight[li]*= 0.1;
specularCabLight[li]*= 0.2;
}
}
break;
}
// dorobic swiatlo od drugiej strony szyby
glLightfv(GL_LIGHT0,GL_AMBIENT,ambientCabLight);
glLightfv(GL_LIGHT0,GL_DIFFUSE,diffuseCabLight);
glLightfv(GL_LIGHT0,GL_SPECULAR,specularCabLight);
mdKabina->RenderAlpha(ObjSqrDist,0);
//smierdzi
// mdModel->RenderAlpha(SquareMagnitude(Global::pCameraPosition-pos),0);
glLightfv(GL_LIGHT0,GL_AMBIENT,Global::ambientDayLight);
glLightfv(GL_LIGHT0,GL_DIFFUSE,Global::diffuseDayLight);
glLightfv(GL_LIGHT0,GL_SPECULAR,Global::specularDayLight);
}
*/
#ifdef EU07_USE_OLD_LIGHTING_MODEL
// TODO: re-implement this
if (fShade != 0.0) // tylko jeśli było zmieniane
{ // przywrócenie standardowego oświetlenia
glLightfv(GL_LIGHT0, GL_AMBIENT, Global::ambientDayLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, Global::diffuseDayLight);
glLightfv(GL_LIGHT0, GL_SPECULAR, Global::specularDayLight);
}
#endif
glPopMatrix();
if (btnOn)
TurnOff(); // przywrócenie domyślnych pozycji submodeli

View File

@@ -90,12 +90,16 @@ double Global::fFogEnd = 2000;
float Global::Background[3] = {0.2, 0.4, 0.33};
GLfloat Global::AtmoColor[] = {0.423f, 0.702f, 1.0f};
GLfloat Global::FogColor[] = {0.6f, 0.7f, 0.8f};
#ifdef EU07_USE_OLD_LIGHTING_MODEL
GLfloat Global::ambientDayLight[] = {0.40f, 0.40f, 0.45f, 1.0f}; // robocze
GLfloat Global::diffuseDayLight[] = {0.55f, 0.54f, 0.50f, 1.0f};
GLfloat Global::specularDayLight[] = {0.95f, 0.94f, 0.90f, 1.0f};
GLfloat Global::ambientLight[] = {0.80f, 0.80f, 0.85f, 1.0f}; // stałe
GLfloat Global::diffuseLight[] = {0.85f, 0.85f, 0.80f, 1.0f};
GLfloat Global::specularLight[] = {0.95f, 0.94f, 0.90f, 1.0f};
#else
opengl_light Global::DayLight;
#endif
GLfloat Global::whiteLight[] = {1.00f, 1.00f, 1.00f, 1.0f};
GLfloat Global::noLight[] = {0.00f, 0.00f, 0.00f, 1.0f};
GLfloat Global::darkLight[] = {0.03f, 0.03f, 0.03f, 1.0f}; //śladowe

View File

@@ -120,6 +120,53 @@ class cParser; // nowy (powolny!) parser
class TEvent;
class TTextSound;
// bare-bones render controller, in lack of anything better yet
struct opengl_renderer {
GLenum static const sunlight{ GL_LIGHT0 };
GLenum static const ambientlight{ GL_LIGHT1 };
enum class rendermode {
color
};
rendermode renderpass{ rendermode::color };
};
struct opengl_light {
GLuint id{ -1 };
Math3D::vector3 direction;
GLfloat position[ 4 ]; // 4th parameter specifies directional(0) or omni-directional(1) light source
GLfloat ambient[ 4 ];
GLfloat diffuse[ 4 ];
GLfloat specular[ 4 ];
opengl_light() {
position[ 0 ] = position[ 1 ] = position[ 2 ] = 0.0f; position[ 3 ] = 1.0f;
ambient[ 0 ] = ambient[ 1 ] = ambient[ 2 ] = ambient[ 3 ] = 1.0f;
diffuse[ 0 ] = diffuse[ 1 ] = diffuse[ 2 ] = diffuse[ 3 ] = 1.0f;
specular[ 0 ] = specular[ 1 ] = specular[ 2 ] = specular[ 3 ] = 1.0f;
}
inline
void apply_intensity() {
glLightfv( id, GL_AMBIENT, ambient );
glLightfv( id, GL_DIFFUSE, diffuse );
glLightfv( id, GL_SPECULAR, specular );
}
inline
void apply_angle() {
glLightfv( id, GL_POSITION, position );
if( position[ 3 ] == 1.0f ) {
GLfloat directionarray[] = { direction.x, direction.y, direction.z };
glLightfv( id, GL_SPOT_DIRECTION, directionarray );
}
}
};
class TTranscript
{ // klasa obsługująca linijkę napisu do dźwięku
public:
@@ -220,12 +267,18 @@ class Global
static GLfloat AtmoColor[];
static GLfloat FogColor[];
// static bool bTimeChange;
#ifdef EU07_USE_OLD_LIGHTING_MODEL
static opengl_light AmbientLight;
static GLfloat ambientDayLight[];
static GLfloat diffuseDayLight[];
static GLfloat specularDayLight[];
static GLfloat ambientLight[];
static GLfloat diffuseLight[];
static GLfloat specularLight[];
#else
static opengl_light DayLight;
#endif
static GLfloat whiteLight[];
static GLfloat noLight[];
static GLfloat darkLight[];

View File

@@ -327,9 +327,15 @@ void TGroundNode::RenderVBO()
if (linealpha > 255)
linealpha = 255;
float r, g, b;
r = floor(Diffuse[0] * Global::ambientDayLight[0]); // w zaleznosci od koloru swiatla
g = floor(Diffuse[1] * Global::ambientDayLight[1]);
b = floor(Diffuse[2] * Global::ambientDayLight[2]);
#ifdef EU07_USE_OLD_LIGHTING_MODEL
r = floor( Diffuse[ 0 ] * Global::ambientDayLight[ 0 ] ); // w zaleznosci od koloru swiatla
g = floor( Diffuse[ 1 ] * Global::ambientDayLight[ 1 ] );
b = floor( Diffuse[ 2 ] * Global::ambientDayLight[ 2 ] );
#else
r = floor( Diffuse[ 0 ] * Global::DayLight.ambient[ 0 ] ); // w zaleznosci od koloru swiatla
g = floor( Diffuse[ 1 ] * Global::DayLight.ambient[ 1 ] );
b = floor( Diffuse[ 2 ] * Global::DayLight.ambient[ 2 ] );
#endif
glColor4ub(r, g, b, linealpha); // przezroczystosc dalekiej linii
// glDisable(GL_LIGHTING); //nie powinny świecić
glDrawArrays(iType, iVboPtr, iNumPts); // rysowanie linii
@@ -388,9 +394,15 @@ void TGroundNode::RenderAlphaVBO()
float linealpha = 255000 * fLineThickness / (mgn + 1.0);
if (linealpha > 255)
linealpha = 255;
r = Diffuse[0] * Global::ambientDayLight[0]; // w zaleznosci od koloru swiatla
g = Diffuse[1] * Global::ambientDayLight[1];
b = Diffuse[2] * Global::ambientDayLight[2];
#ifdef EU07_USE_OLD_LIGHTING_MODEL
r = Diffuse[ 0 ] * Global::ambientDayLight[ 0 ]; // w zaleznosci od koloru swiatla
g = Diffuse[ 1 ] * Global::ambientDayLight[ 1 ];
b = Diffuse[ 2 ] * Global::ambientDayLight[ 2 ];
#else
r = Diffuse[ 0 ] * Global::DayLight.ambient[ 0 ]; // w zaleznosci od koloru swiatla
g = Diffuse[ 1 ] * Global::DayLight.ambient[ 1 ];
b = Diffuse[ 2 ] * Global::DayLight.ambient[ 2 ];
#endif
glColor4ub(r, g, b, linealpha); // przezroczystosc dalekiej linii
// glDisable(GL_LIGHTING); //nie powinny świecić
glDrawArrays(iType, iVboPtr, iNumPts); // rysowanie linii
@@ -583,9 +595,15 @@ void TGroundNode::RenderDL()
// if (iNumPts)
{ // wszelkie linie są rysowane na samym końcu
float r, g, b;
r = Diffuse[0] * Global::ambientDayLight[0]; // w zaleznosci od koloru swiatla
g = Diffuse[1] * Global::ambientDayLight[1];
b = Diffuse[2] * Global::ambientDayLight[2];
#ifdef EU07_USE_OLD_LIGHTING_MODEL
r = Diffuse[ 0 ] * Global::ambientDayLight[ 0 ]; // w zaleznosci od koloru swiatla
g = Diffuse[ 1 ] * Global::ambientDayLight[ 1 ];
b = Diffuse[ 2 ] * Global::ambientDayLight[ 2 ];
#else
r = Diffuse[ 0 ] * Global::DayLight.ambient[ 0 ]; // w zaleznosci od koloru swiatla
g = Diffuse[ 1 ] * Global::DayLight.ambient[ 1 ];
b = Diffuse[ 2 ] * Global::DayLight.ambient[ 2 ];
#endif
glColor4ub(r, g, b, 1.0);
glCallList(DisplayListID);
// glColor4fv(Diffuse); //przywrócenie koloru
@@ -659,9 +677,15 @@ void TGroundNode::RenderAlphaDL()
float linealpha = 255000 * fLineThickness / (mgn + 1.0);
if (linealpha > 255)
linealpha = 255;
r = Diffuse[0] * Global::ambientDayLight[0]; // w zaleznosci od koloru swiatla
g = Diffuse[1] * Global::ambientDayLight[1];
b = Diffuse[2] * Global::ambientDayLight[2];
#ifdef EU07_USE_OLD_LIGHTING_MODEL
r = Diffuse[ 0 ] * Global::ambientDayLight[ 0 ]; // w zaleznosci od koloru swiatla
g = Diffuse[ 1 ] * Global::ambientDayLight[ 1 ];
b = Diffuse[ 2 ] * Global::ambientDayLight[ 2 ];
#else
r = Diffuse[ 0 ] * Global::DayLight.ambient[ 0 ]; // w zaleznosci od koloru swiatla
g = Diffuse[ 1 ] * Global::DayLight.ambient[ 1 ];
b = Diffuse[ 2 ] * Global::DayLight.ambient[ 2 ];
#endif
glColor4ub(r, g, b, linealpha); // przezroczystosc dalekiej linii
glCallList(DisplayListID);
}
@@ -2454,15 +2478,20 @@ void TGround::FirstInit()
else
glDisable(GL_FOG);
glDisable(GL_LIGHTING);
#ifdef EU07_USE_OLD_LIGHTING_MODEL
// TODO, TBD: re-implement this
glLightfv(GL_LIGHT0, GL_POSITION, Global::lightPos); // daylight position
glLightfv(GL_LIGHT0, GL_AMBIENT, Global::ambientDayLight); // kolor wszechobceny
glLightfv(GL_LIGHT0, GL_DIFFUSE, Global::diffuseDayLight); // kolor padający
glLightfv(GL_LIGHT0, GL_SPECULAR, Global::specularDayLight); // kolor odbity
// musi być tutaj, bo wcześniej nie mieliśmy wartości światła
#endif
/*
if (Global::fMoveLight >= 0.0) // albo tak, albo niech ustala minimum ciemności w nocy
{
*/
#ifdef EU07_USE_OLD_LIGHTING_MODEL
// TODO, TBD: re-implement this
Global::fLuminance = // obliczenie luminacji "światła w ciemności"
+0.150 * Global::ambientDayLight[0] // R
+ 0.295 * Global::ambientDayLight[1] // G
@@ -2472,6 +2501,7 @@ void TGround::FirstInit()
Global::ambientDayLight[i] *=
0.1 / Global::fLuminance; // ograniczenie jasności w nocy
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, Global::ambientDayLight);
#endif
/*
}
else if (Global::bDoubleAmbient) // Ra: wcześniej było ambient dawane na obydwa światła
@@ -2837,6 +2867,7 @@ bool TGround::Init(std::string asFile, HDC hDC)
else if (str == "light")
{ // Ra: ustawianie światła przeniesione do FirstInit
WriteLog("Scenery light definition");
#ifdef EU07_USE_OLD_LIGHTING_MODEL
vector3 lp;
parser.getTokens();
parser >> lp.x;
@@ -2848,27 +2879,44 @@ bool TGround::Init(std::string asFile, HDC hDC)
Global::lightPos[0] = lp.x; // daylight position
Global::lightPos[1] = lp.y;
Global::lightPos[2] = lp.z;
parser.getTokens();
parser >> Global::ambientDayLight[0]; // kolor wszechobceny
parser.getTokens();
parser >> Global::ambientDayLight[1];
parser.getTokens();
parser >> Global::ambientDayLight[2];
parser.getTokens();
parser >> Global::diffuseDayLight[0]; // kolor padający
parser.getTokens();
parser >> Global::diffuseDayLight[1];
parser.getTokens();
parser >> Global::diffuseDayLight[2];
parser.getTokens();
parser >> Global::specularDayLight[0]; // kolor odbity
parser.getTokens();
parser >> Global::specularDayLight[1];
parser.getTokens();
parser >> Global::specularDayLight[2];
#else
parser.getTokens(3, false);
parser
>> Global::DayLight.direction.x
>> Global::DayLight.direction.y
>> Global::DayLight.direction.z;;
Global::DayLight.direction.Normalize();
#endif
parser.getTokens(9, false);
#ifdef EU07_USE_OLD_LIGHTING_MODEL
parser
>> Global::ambientDayLight[ 0 ]
>> Global::ambientDayLight[ 1 ]
>> Global::ambientDayLight[ 2 ]
>> Global::diffuseDayLight[ 0 ]
>> Global::diffuseDayLight[ 1 ]
>> Global::diffuseDayLight[ 2 ]
>> Global::specularDayLight[ 0 ]
>> Global::specularDayLight[ 1 ]
>> Global::specularDayLight[ 2 ];
#else
/*
parser
// kolor wszechobceny
>> Global::DayLight.ambient[0]
>> Global::DayLight.ambient[1]
>> Global::DayLight.ambient[2]
// kolor padający
>> Global::DayLight.diffuse[0]
>> Global::DayLight.diffuse[1]
>> Global::DayLight.diffuse[2]
// kolor odbity
>> Global::DayLight.specular[0]
>> Global::DayLight.specular[1]
>> Global::DayLight.specular[2];
*/
#endif
do
{
parser.getTokens();

View File

@@ -2583,6 +2583,8 @@ void TTrack::RaRenderVBO(int iPtr)
void TTrack::EnvironmentSet()
{ // ustawienie zmienionego światła
glColor3f(1.0f, 1.0f, 1.0f); // Ra: potrzebne to?
#ifdef EU07_USE_OLD_LIGHTING_MODEL
// TODO: re-implement this
if (eEnvironment)
{ // McZapkie-310702: zmiana oswietlenia w tunelu, wykopie
GLfloat ambientLight[4] = {0.5f, 0.5f, 0.5f, 1.0f};
@@ -2614,10 +2616,13 @@ void TTrack::EnvironmentSet()
break;
}
}
#endif
};
void TTrack::EnvironmentReset()
{ // przywrócenie domyślnego światła
#ifdef EU07_USE_OLD_LIGHTING_MODEL
// TODO: re-implement this
switch (eEnvironment)
{ // przywrócenie globalnych ustawień światła, o ile było zmienione
case e_canyon: // wykop
@@ -2626,6 +2631,7 @@ void TTrack::EnvironmentReset()
glLightfv(GL_LIGHT0, GL_DIFFUSE, Global::diffuseDayLight);
glLightfv(GL_LIGHT0, GL_SPECULAR, Global::specularDayLight);
}
#endif
};
void TTrack::RenderDyn()

View File

@@ -323,9 +323,15 @@ void TTraction::RenderDL(float mgn) // McZapkie: mgn to odleglosc od obserwatora
g *= 0.6;
b *= 0.6;
}
r *= Global::ambientDayLight[0]; // w zaleźności od koloru swiatła
g *= Global::ambientDayLight[1];
b *= Global::ambientDayLight[2];
#ifdef EU07_USE_OLD_LIGHTING_MODEL
r *= Global::ambientDayLight[ 0 ]; // w zaleźności od koloru swiatła
g *= Global::ambientDayLight[ 1 ];
b *= Global::ambientDayLight[ 2 ];
#else
r *= Global::DayLight.ambient[ 0 ]; // w zaleźności od koloru swiatła
g *= Global::DayLight.ambient[ 1 ];
b *= Global::DayLight.ambient[2];
#endif
if (linealpha > 1.0)
linealpha = 1.0; // trzeba ograniczyć do <=1
glColor4f(r, g, b, linealpha);
@@ -527,9 +533,15 @@ void TTraction::RenderVBO(float mgn, int iPtr)
b = 0.0;
break; //żółte z podłączonym zasilaniem z obu stron
}
r = r * Global::ambientDayLight[0]; // w zaleznosci od koloru swiatla
g = g * Global::ambientDayLight[1];
b = b * Global::ambientDayLight[2];
#ifdef EU07_USE_OLD_LIGHTING_MODEL
r *= Global::ambientDayLight[ 0 ]; // w zaleźności od koloru swiatła
g *= Global::ambientDayLight[ 1 ];
b *= Global::ambientDayLight[ 2 ];
#else
r *= Global::DayLight.ambient[ 0 ]; // w zaleźności od koloru swiatła
g *= Global::DayLight.ambient[ 1 ];
b *= Global::DayLight.ambient[ 2 ];
#endif
if (linealpha > 1.0)
linealpha = 1.0; // trzeba ograniczyć do <=1
glColor4f(r, g, b, linealpha);

View File

@@ -347,7 +347,7 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
// glLineWidth(2.0f);
WriteLog("glPointSize(2.0f);");
glPointSize(2.0f);
#ifdef EU07_USE_OLD_LIGHTING_MODEL
// ----------- LIGHTING SETUP -----------
// Light values and coordinates
@@ -359,7 +359,7 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
Global::lightPos[3] = 0.0f;
// Ra: światła by sensowniej było ustawiać po wczytaniu scenerii
// TODO: re-implement this
// Ra: szczątkowe światło rozproszone - żeby było cokolwiek widać w ciemności
WriteLog("glLightModelfv(GL_LIGHT_MODEL_AMBIENT,darkLight);");
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, Global::darkLight);
@@ -375,7 +375,7 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
glLightfv(GL_LIGHT0, GL_POSITION, Global::lightPos);
WriteLog("glEnable(GL_LIGHT0);");
glEnable(GL_LIGHT0);
#endif
// glColor() ma zmieniać kolor wybrany w glColorMaterial()
WriteLog("glEnable(GL_COLOR_MATERIAL);");
glEnable(GL_COLOR_MATERIAL);
@@ -470,13 +470,22 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
SetForegroundWindow(hWnd);
WriteLog("Sound Init");
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glDisable( GL_DEPTH_TEST ); // Disables depth testing
#ifndef EU07_USE_OLD_LIGHTING_MODEL
glEnable( GL_LIGHTING );
glEnable( GL_LIGHT0 );
#endif
glLoadIdentity();
// glColor4f(0.3f,0.0f,0.0f,0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glTranslatef(0.0f, 0.0f, -0.50f);
// glRasterPos2f(-0.25f, -0.10f);
glDisable(GL_DEPTH_TEST); // Disables depth testing
glColor3f(3.0f, 3.0f, 3.0f);
#ifdef EU07_USE_OLD_LIGHTING_MODEL
glColor3f( 3.0f, 3.0f, 3.0f );
#else
glColor3f( 1.0f, 1.0f, 1.0f );
#endif
auto logo = TextureManager.GetTextureId( "logo", szTexturePath, 6 );
TextureManager.Bind(logo); // Select our texture
@@ -492,7 +501,7 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
glVertex3f(-0.28f, 0.22f, 0.0f); // top left of the texture and quad
glEnd();
//~logo; Ra: to jest bez sensu zapis
glColor3f(0.0f, 0.0f, 100.0f);
glColor3f(0.0f, 0.0f, 1.0f);
if (Global::detonatoryOK)
{
glRasterPos2f(-0.25f, -0.09f);
@@ -502,7 +511,6 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
}
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
glEnable(GL_LIGHTING);
/*-----------------------Sound Initialization-----------------------*/
TSoundsManager::Init(hWnd);
// TSoundsManager::LoadSounds( "" );
@@ -562,8 +570,26 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
}
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
#ifndef EU07_USE_OLD_LIGHTING_MODEL
// setup lighting
// GLfloat ambient[] = { 0.65f, 0.65f, 0.65f, 0.5f };
GLfloat ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, ambient );
Global::DayLight.id = opengl_renderer::sunlight;
// directional light
// TODO, TBD: test omni-directional variant
Global::DayLight.position[ 3 ] = 1.0f;
::glLightf( opengl_renderer::sunlight, GL_SPOT_CUTOFF, 90.0 );
// rgb value for 5780 kelvin
Global::DayLight.diffuse[ 0 ] = 255.0 / 255.0;
Global::DayLight.diffuse[ 1 ] = 242.0 / 255.0;
Global::DayLight.diffuse[ 2 ] = 231.0 / 255.0;
#endif
Ground.Init(Global::SceneryFile, hDC);
// Global::tSinceStart= 0;
Sun.init();
Clouds.Init();
WriteLog("Ground init OK");
if (Global::detonatoryOK)
@@ -1401,6 +1427,7 @@ void TWorld::Update_Lights() {
return;
}
#ifdef EU07_USE_OLD_LIGHTING_MODEL
// double a=Global::fTimeAngleDeg/180.0*M_PI-M_PI; //kąt godzinny w radianach
double a = fmod( Global::fTimeAngleDeg, 360.0 ) / 180.0 * M_PI -
M_PI; // kąt godzinny w radianach
@@ -1478,7 +1505,32 @@ void TWorld::Update_Lights() {
+0.150 * ( Global::diffuseDayLight[ 0 ] + Global::ambientDayLight[ 0 ] ) // R
+ 0.295 * ( Global::diffuseDayLight[ 1 ] + Global::ambientDayLight[ 1 ] ) // G
+ 0.055 * ( Global::diffuseDayLight[ 2 ] + Global::ambientDayLight[ 2 ] ); // B
#else
Sun.update();
auto const position = Sun.getPosition();
Global::DayLight.position[0] = position.x;
Global::DayLight.position[1] = position.y;
Global::DayLight.position[2] = position.z;
auto const direction = -1.0 * Sun.getDirection();
Global::DayLight.direction = direction;
auto const intensity = std::min( 2.0f * Sun.getIntensity(), 1.0f );
Global::DayLight.diffuse[ 0 ] = 255.0 / 255.0 * intensity;
Global::DayLight.diffuse[ 1 ] = 242.0 / 255.0 * intensity;
Global::DayLight.diffuse[ 2 ] = 231.0 / 255.0 * intensity;
// Global::DayLight.diffuse[ 3 ] = 1.0f;// std::min( 0.15f + intensity, 1.0f );
Global::DayLight.ambient[ 0 ] = 205.0 / 255.0 * intensity * 0.75f;
Global::DayLight.ambient[ 1 ] = 217.0 / 255.0 * intensity * 0.75f;
Global::DayLight.ambient[ 2 ] = 231.0 / 255.0 * intensity * 0.75f;
// Global::DayLight.ambient[ 3 ] = 1.0f;
/*
// Global::DayLight.ambient[ 3 ] = intensity;
GLfloat ambient[] = { 0.1f + 0.5f * intensity, 0.1f + 0.5f * intensity, 0.1f + 0.5f * intensity, 0.5f };
::glLightModelfv( GL_LIGHT_MODEL_AMBIENT, ambient );
*/
Global::fLuminance = intensity;
#endif
vector3 sky = vector3( Global::AtmoColor[ 0 ], Global::AtmoColor[ 1 ], Global::AtmoColor[ 2 ] );
if( Global::fLuminance < 0.25 ) { // przyspieszenie zachodu/wschodu
sky *= 4.0 * Global::fLuminance; // nocny kolor nieba
@@ -1503,14 +1555,20 @@ bool TWorld::Render()
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity();
Camera.SetMatrix(); // ustawienie macierzy kamery względem początku scenerii
glLightfv(GL_LIGHT0, GL_POSITION, Global::lightPos);
if (!Global::bWireFrame)
{ // bez nieba w trybie rysowania linii
glDisable(GL_FOG);
if( !Global::bWireFrame ) { // bez nieba w trybie rysowania linii
glDisable( GL_FOG );
Clouds.Render();
glEnable(GL_FOG);
glEnable( GL_FOG );
}
#ifdef EU07_USE_OLD_LIGHTING_MODEL
glLightfv(GL_LIGHT0, GL_POSITION, Global::lightPos);
#else
Sun.render( Camera.Pos );
Global::DayLight.apply_angle();
Global::DayLight.apply_intensity();
#endif
if (Global::bUseVBO)
{ // renderowanie przez VBO
if (!Ground.RenderVBO(Camera.Pos))
@@ -1693,7 +1751,10 @@ TWorld::Render_Cab() {
glEnable( GL_LIGHTING ); // po renderowaniu drutów może być to wyłączone
if( dynamic->mdKabina ) // bo mogła zniknąć przy przechodzeniu do innego pojazdu
{ // oswietlenie kabiny
{
#ifdef EU07_USE_OLD_LIGHTING_MODEL
// TODO: re-implement this
// oswietlenie kabiny
GLfloat ambientCabLight[ 4 ] = { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat diffuseCabLight[ 4 ] = { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat specularCabLight[ 4 ] = { 0.5f, 0.5f, 0.5f, 1.0f };
@@ -1773,6 +1834,7 @@ TWorld::Render_Cab() {
glLightfv( GL_LIGHT0, GL_AMBIENT, ambientCabLight );
glLightfv( GL_LIGHT0, GL_DIFFUSE, diffuseCabLight );
glLightfv( GL_LIGHT0, GL_SPECULAR, specularCabLight );
#endif
if( Global::bUseVBO ) { // renderowanie z użyciem VBO
dynamic->mdKabina->RaRender( 0.0, dynamic->ReplacableSkinID, dynamic->iAlpha );
dynamic->mdKabina->RaRenderAlpha( 0.0, dynamic->ReplacableSkinID, dynamic->iAlpha );
@@ -1781,10 +1843,13 @@ TWorld::Render_Cab() {
dynamic->mdKabina->Render( 0.0, dynamic->ReplacableSkinID, dynamic->iAlpha );
dynamic->mdKabina->RenderAlpha( 0.0, dynamic->ReplacableSkinID, dynamic->iAlpha );
}
#ifdef EU07_USE_OLD_LIGHTING_MODEL
// TODO: re-implement this
// przywrócenie standardowych, bo zawsze są zmieniane
glLightfv( GL_LIGHT0, GL_AMBIENT, Global::ambientDayLight );
glLightfv( GL_LIGHT0, GL_DIFFUSE, Global::diffuseDayLight );
glLightfv( GL_LIGHT0, GL_SPECULAR, Global::specularDayLight );
#endif
}
glPopMatrix();
}

View File

@@ -13,6 +13,7 @@ http://mozilla.org/MPL/2.0/.
#include "Camera.h"
#include "Ground.h"
#include "sky.h"
#include "sun.h"
#include "mczapkie/mover.h"
class TWorld
@@ -53,6 +54,7 @@ class TWorld
GLuint base; // numer DL dla znaków w napisach
texture_manager::size_type light; // numer tekstury dla smugi
TSky Clouds;
cSun Sun;
TEvent *KeyEvents[10]; // eventy wyzwalane z klawiaury
TMoverParameters *mvControlled; // wskaźnik na człon silnikowy, do wyświetlania jego parametrów
int iCheckFPS; // kiedy znów sprawdzić FPS, żeby wyłączać optymalizacji od razu do zera

View File

@@ -128,6 +128,7 @@
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Create</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Create</PrecompiledHeader>
</ClCompile>
<ClCompile Include="sun.cpp" />
<ClCompile Include="Texture.cpp" />
<ClCompile Include="TextureDDS.cpp" />
<ClCompile Include="Timer.cpp" />
@@ -186,6 +187,7 @@
<ClInclude Include="Sound.h" />
<ClInclude Include="Spring.h" />
<ClInclude Include="stdafx.h" />
<ClInclude Include="sun.h" />
<ClInclude Include="targetver.h" />
<ClInclude Include="Texture.h" />
<ClInclude Include="TextureDDS.h" />

View File

@@ -189,6 +189,9 @@
<ClCompile Include="Names.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="sun.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="opengl\glew.h">
@@ -365,6 +368,9 @@
<ClInclude Include="Console\MWD.h">
<Filter>Header Files\console</Filter>
</ClInclude>
<ClInclude Include="sun.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="maszyna.rc">

21
sky.cpp
View File

@@ -32,13 +32,22 @@ void TSky::Init()
void TSky::Render()
{
#ifndef EU07_USE_OLD_LIGHTING_MODEL
return;
#endif
if (mdCloud)
{ // jeśli jest model nieba
glDisable(GL_DEPTH_TEST);
glDepthMask( GL_FALSE );
glPushMatrix();
// glDisable(GL_DEPTH_TEST);
glTranslatef(Global::pCameraPosition.x, Global::pCameraPosition.y,
Global::pCameraPosition.z);
#ifdef EU07_USE_OLD_LIGHTING_MODEL
// TODO: re-implement this
glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
#else
glDisable( GL_LIGHTING );
#endif
if (Global::bUseVBO)
{ // renderowanie z VBO
mdCloud->RaRender(100, 0);
@@ -49,11 +58,15 @@ void TSky::Render()
mdCloud->Render(100, 0);
mdCloud->RenderAlpha(100, 0);
}
// glEnable(GL_DEPTH_TEST);
glClear(GL_DEPTH_BUFFER_BIT);
// glEnable(GL_LIGHTING);
glPopMatrix();
#ifdef EU07_USE_OLD_LIGHTING_MODEL
// TODO: re-implement this
glLightfv(GL_LIGHT0, GL_POSITION, Global::lightPos);
#else
glEnable( GL_LIGHTING );
#endif
glDepthMask( GL_TRUE );
glEnable( GL_DEPTH_TEST );
}
};

298
sun.cpp Normal file
View File

@@ -0,0 +1,298 @@
#include "stdafx.h"
#include "sun.h"
#include "globals.h"
#include "mtable.h"
//////////////////////////////////////////////////////////////////////////////////////////
// cSun -- class responsible for dynamic calculation of position and intensity of the Sun,
cSun::cSun() {
setLocation( 19.00f, 52.00f ); // default location roughly in centre of Poland
m_observer.press = 1013.0; // surface pressure, millibars
m_observer.temp = 15.0; // ambient dry-bulb temperature, degrees C
TIME_ZONE_INFORMATION timezoneinfo; // TODO: timezone dependant on geographic location
::GetTimeZoneInformation( &timezoneinfo );
m_observer.timezone = -timezoneinfo.Bias / 60.0f;
}
cSun::~cSun() { gluDeleteQuadric( sunsphere ); }
void
cSun::init() {
sunsphere = gluNewQuadric();
gluQuadricNormals( sunsphere, GLU_SMOOTH );
}
void
cSun::update() {
move();
Math3D::vector3 position( 0.0f, 0.0f, -2000.0f );
position.RotateX( (float)( m_body.elevref * ( M_PI / 180.0 ) ) );
position.RotateY( (float)( ( 90.0 - m_body.hrang ) * ( M_PI / 180.0 ) ) );
m_position = position;
}
void
cSun::render( Math3D::vector3 const &Origin ) {
/*
glLightfv(GL_LIGHT0, GL_POSITION, position.getVector() ); // sun
GLfloat LightPosition[]= { 10.0f, 50.0f, -5.0f, 1.0f }; // ambient
glLightfv(GL_LIGHT1, GL_POSITION, LightPosition );
*/
glDisable(GL_LIGHTING);
glDisable(GL_FOG);
glColor4f( 255.0f/255.0f, 242.0f/255.0f, 231.0f/255.0f, 1.f );
// debug line to locate the sun easier
Math3D::vector3 position = m_position + Origin;
glBegin( GL_LINES );
glVertex3f( position.x, position.y, position.z );
glVertex3f( position.x, 0.0f, position.z );
glEnd();
glPushMatrix();
glTranslatef( position.x, position.y, position.z );
// radius is a result of scaling true distance down to 2km -- it's scaled by equal ratio
gluSphere( sunsphere, (float)(m_body.distance * 9.359157), 12, 12 );
glPopMatrix();
glEnable(GL_FOG);
glEnable(GL_LIGHTING);
}
Math3D::vector3
cSun::getDirection() {
Math3D::vector3 position( 0.f, 0.f, -1.f );
position.RotateX( (float)(m_body.elevref * (M_PI/180.0)) );
position.RotateY( (float)((90.0 - m_body.hrang) * (M_PI/180.0)) );
position.Normalize();
return position;
}
float
cSun::getAngle() {
return (float)m_body.elevref;
}
float cSun::getIntensity() {
irradiance();
return (float)( m_body.etr/ 1399.0 ); // arbitrary scaling factor taken from etrn value
}
void cSun::setLocation( float const Longitude, float const Latitude ) {
// convert fraction from geographical base of 6o minutes
m_observer.longitude = (int)Longitude + (Longitude - (int)(Longitude)) * 100.0 / 60.0;
m_observer.latitude = (int)Latitude + (Latitude - (int)(Latitude)) * 100.0 / 60.0 ;
}
void cSun::setTemperature( float const Temperature ) {
m_observer.temp = Temperature;
}
void cSun::setPressure( float const Pressure ) {
m_observer.press = Pressure;
}
void cSun::move() {
static double degrad = 57.295779513; // converts from radians to degrees
static double raddeg = 0.0174532925; // converts from degrees to radians
SYSTEMTIME localtime; // time for the calculation
time( &localtime );
double ut = localtime.wHour
+ localtime.wMinute / 60.0 // too low resolution, noticeable skips
+ localtime.wSecond / 3600.0; // good enough in normal circumstances
/*
+ localtime.wMilliseconds / 3600000.0; // for really smooth movement
*/
double daynumber = 367 * localtime.wYear
- 7 * ( localtime.wYear + ( localtime.wMonth + 9 ) /12 ) / 4
+ 275 * localtime.wMonth / 9
+ localtime.wDay
- 730530
+ (ut / 24.0);
// Universal Coordinated (Greenwich standard) time
m_observer.utime = ut * 3600.0;
m_observer.utime = m_observer.utime / 3600.0 - m_observer.timezone;
// mean longitude
m_body.mnlong = 280.460 + 0.9856474 * daynumber;
m_body.mnlong -= 360.0 * (int) ( m_body.mnlong / 360.0 ); // clamp the range to 0-360
if( m_body.mnlong < 0.0 ) m_body.mnlong += 360.0;
// mean anomaly
m_body.mnanom = 357.528 + 0.9856003 * daynumber;
m_body.mnanom -= 360.0 * (int) ( m_body.mnanom / 360.0 ); // clamp the range to 0-360
if( m_body.mnanom < 0.0 ) m_body.mnanom += 360.0;
// ecliptic longitude
m_body.eclong = m_body.mnlong
+ 1.915 * sin( m_body.mnanom * raddeg )
+ 0.020 * sin ( 2.0 * m_body.mnanom * raddeg );
m_body.eclong -= 360.0 * (int)( m_body.eclong / 360.0 );
if( m_body.eclong < 0.0 ) m_body.eclong += 360.0; // clamp the range to 0-360
// obliquity of the ecliptic
m_body.ecobli = 23.439 - 4.0e-07 * daynumber;
// declination
m_body.declin = degrad * asin( sin (m_body.ecobli * raddeg) * sin (m_body.eclong * raddeg) );
// right ascension
double top = cos ( raddeg * m_body.ecobli ) * sin ( raddeg * m_body.eclong );
double bottom = cos ( raddeg * m_body.eclong );
m_body.rascen = degrad * atan2( top, bottom );
if( m_body.rascen < 0.0 ) m_body.rascen += 360.0; // (make it a positive angle)
// Greenwich mean sidereal time
m_observer.gmst = 6.697375 + 0.0657098242 * daynumber + m_observer.utime;
m_observer.gmst -= 24.0 * (int)( m_observer.gmst / 24.0 );
if( m_observer.gmst < 0.0 ) m_observer.gmst += 24.0;
// local mean sidereal time
m_observer.lmst = m_observer.gmst * 15.0 + m_observer.longitude;
m_observer.lmst -= 360.0 * (int)( m_observer.lmst / 360.0 );
if( m_observer.lmst < 0.0 ) m_observer.lmst += 360.0;
// hour angle
m_body.hrang = m_observer.lmst - m_body.rascen;
if( m_body.hrang < -180.0 ) m_body.hrang += 360.0; // (force it between -180 and 180 degrees)
else if( m_body.hrang > 180.0 ) m_body.hrang -= 360.0;
double cz; // cosine of the solar zenith angle
double tdatcd = cos( raddeg * m_body.declin );
double tdatch = cos( raddeg * m_body.hrang );
double tdatcl = cos( raddeg * m_observer.latitude );
double tdatsd = sin( raddeg * m_body.declin );
double tdatsl = sin( raddeg * m_observer.latitude );
cz = tdatsd * tdatsl + tdatcd * tdatcl * tdatch;
// (watch out for the roundoff errors)
if( fabs (cz) > 1.0 ) { cz >= 0.0 ? cz = 1.0 : cz = -1.0; }
m_body.zenetr = acos( cz ) * degrad;
m_body.elevetr = 90.0 - m_body.zenetr;
refract();
// additional calculations for proper object sizing.
// orbit eccentricity
double e = 0.016709 - 1.151e-9 * daynumber;
// eccentric anomaly
double E = m_body.mnanom + e * degrad * sin(m_body.mnanom) * ( 1.0 + e * cos(m_body.mnanom) );
double xv = cos(E) - e;
double yv = sqrt(1.0 - e*e) * sin(E);
m_body.distance = sqrt( xv*xv + yv*yv );
}
void cSun::refract() {
static double raddeg = 0.0174532925; // converts from degrees to radians
double prestemp; // temporary pressure/temperature correction
double refcor; // temporary refraction correction
double tanelev; // tangent of the solar elevation angle
// if the sun is near zenith, the algorithm bombs; refraction near 0.
if( m_body.elevetr > 85.0 )
refcor = 0.0;
else {
tanelev = tan( raddeg * m_body.elevetr );
if( m_body.elevetr >= 5.0 )
refcor = 58.1 / tanelev
- 0.07 / pow( tanelev, 3 )
+ 0.000086 / pow( tanelev, 5 );
else if( m_body.elevetr >= -0.575 )
refcor = 1735.0
+ m_body.elevetr * ( -518.2 + m_body.elevetr *
( 103.4 + m_body.elevetr * ( -12.79 + m_body.elevetr * 0.711 ) ) );
else
refcor = -20.774 / tanelev;
prestemp = ( m_observer.press * 283.0 ) / ( 1013.0 * ( 273.0 + m_observer.temp ) );
refcor *= prestemp / 3600.0;
}
// refracted solar elevation angle
m_body.elevref = m_body.elevetr + refcor;
// refracted solar zenith angle
m_body.zenref = 90.0 - m_body.elevref;
}
void cSun::irradiance() {
static double degrad = 57.295779513; // converts from radians to degrees
static double raddeg = 0.0174532925; // converts from degrees to radians
SYSTEMTIME localtime; // time for the calculation
time( &localtime );
m_body.dayang = ( yearday( localtime.wDay, localtime.wMonth, localtime.wYear ) - 1 ) * 360.0 / 365.0;
double sd = sin( raddeg * m_body.dayang ); // sine of the day angle
double cd = cos( raddeg * m_body.dayang ); // cosine of the day angle or delination
m_body.erv = 1.000110 + 0.034221*cd + 0.001280*sd;
double d2 = 2.0 * m_body.dayang;
double c2 = cos( raddeg * d2 );
double s2 = sin( raddeg * d2 );
m_body.erv += 0.000719*c2 + 0.000077*s2;
double solcon = 1367.0; // Solar constant, 1367 W/sq m
m_body.coszen = cos( raddeg * m_body.zenref );
if( m_body.coszen > 0.0 ) {
m_body.etrn = solcon * m_body.erv;
m_body.etr = m_body.etrn * m_body.coszen;
}
else {
m_body.etrn = 0.0;
m_body.etr = 0.0;
}
}
int cSun::yearday( int Day, const int Month, const int Year ) {
char daytab[ 2 ][ 13 ] = {
{ 0, 31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31 },
{ 0, 31, 29, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31 }
};
int i, leap;
leap = ( Year%4 == 0 ) && ( Year%100 != 0 ) || ( Year%400 == 0 );
for( i = 1; i < Month; ++i )
Day += daytab[ leap ][ i ];
return Day;
}
// obtains current time for calculations
void
cSun::time( SYSTEMTIME *Time ) {
::GetLocalTime( Time );
// NOTE: we're currently using local time to determine day/month/year
// TODO: enter scenario-defined day/month/year instead.
Time->wHour = GlobalTime->hh;
Time->wMinute = GlobalTime->mm;
Time->wSecond = std::floor( GlobalTime->mr );
}

99
sun.h Normal file
View File

@@ -0,0 +1,99 @@
#pragma once
#include "windows.h"
#include "opengl/glew.h"
#include "opengl/wglew.h"
#include "dumb3d.h"
//////////////////////////////////////////////////////////////////////////////////////////
// cSun -- class responsible for dynamic calculation of position and intensity of the Sun,
// given current weather, time and geographic location.
class cSun {
public:
// types:
// methods:
void init();
void update();
void render( Math3D::vector3 const &Origin );
// returns location of the sun in the 3d scene
Math3D::vector3 getPosition() { return m_position; }
// returns vector pointing at the sun
Math3D::vector3 getDirection();
// returns current elevation above horizon
float getAngle();
// returns current intensity of the sun
float getIntensity();
// sets current geographic location
void setLocation( float const Longitude, float const Latitude );
// sets ambient temperature in degrees C.
void setTemperature( float const Temperature );
// sets surface pressure in milibars
void setPressure( float const Pressure );
// constructors:
cSun();
// deconstructor:
~cSun();
// members:
protected:
// types:
// methods:
// calculates sun position on the sky given specified time and location
void move();
// calculates position adjustment due to refraction
void refract();
// calculates light intensity at current moment
void irradiance();
// calculates day of year from given date
int yearday( int Day, int const Month, int const Year );
// obtains current time for calculations
void time( SYSTEMTIME *Time );
// members:
GLUquadricObj *sunsphere; // temporary handler for sun positioning test
struct celestialbody { // main planet parameters
double dayang; // day angle (daynum*360/year-length) degrees
double mnlong; // mean longitude, degrees
double mnanom; // mean anomaly, degrees
double eclong; // ecliptic longitude, degrees.
double ecobli; // obliquity of ecliptic.
double declin; // declination--zenith angle of solar noon at equator, degrees NORTH.
double rascen; // right ascension, degrees
double hrang; // hour angle--hour of sun from solar noon, degrees WEST
double zenetr; // solar zenith angle, no atmospheric correction (= ETR)
double zenref; // solar zenith angle, deg. from zenith, refracted
double coszen; // cosine of refraction corrected solar zenith angle
double elevetr; // solar elevation, no atmospheric correction (= ETR)
double elevref; // solar elevation angle, deg. from horizon, refracted.
double distance; // distance from earth in AUs
double erv; // earth radius vector (multiplied to solar constant)
double etr; // extraterrestrial (top-of-atmosphere) W/sq m global horizontal solar irradiance
double etrn; // extraterrestrial (top-of-atmosphere) W/sq m direct normal solar irradiance
};
struct observer { // weather, time and position data in observer's location
double latitude; // latitude, degrees north (south negative)
double longitude; // longitude, degrees east (west negative)
double utime; // universal (Greenwich) standard time
double timezone; // time zone, east (west negative). USA: Mountain = -7, Central = -6, etc.
double gmst; // Greenwich mean sidereal time, hours
double lmst; // local mean sidereal time, degrees
double temp; // ambient dry-bulb temperature, degrees C, used for refraction correction
double press; // surface pressure, millibars, used for refraction correction and ampress
};
celestialbody m_body;
observer m_observer;
Math3D::vector3 m_position;
};