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Latest cosmetic updates to the sunrise code. I still have to figure out why the colors on a PC are much nrighter in some places and much darker in others, but the color itself matches nicely now.

This commit is contained in:
ehofman 2003-05-18 11:40:57 +00:00
parent b666d71d89
commit 154ab45912

View file

@ -55,7 +55,6 @@ SG_USING_STD(string);
#include <simgear/screen/colors.hxx>
#include <simgear/sky/sky.hxx>
#include <Aircraft/aircraft.hxx>
#include <Main/globals.hxx>
#include <Main/viewer.hxx>
@ -63,7 +62,6 @@ SG_USING_STD(string);
#include "sunpos.hxx"
extern SGSky *thesky; // FIXME: from main.cxx
fgLIGHT cur_light_params;
@ -104,23 +102,16 @@ void fgLIGHT::Init( void ) {
// update lighting parameters based on current sun position
void fgLIGHT::Update( void ) {
FGInterface *f;
// if the 4th field is 0.0, this specifies a direction ...
GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
// base sky color
GLfloat base_sky_color[4] = { 0.392, 0.539, 0.752, 1.0 };
GLfloat base_sky_color[4] = { 0.392, 0.539, 0.712, 1.0 };
// base fog color
GLfloat base_fog_color[4] = { 0.90, 0.93, 1.0, 1.0 };
double deg, ambient, diffuse, specular, sky_brightness;
f = current_aircraft.fdm_state;
SG_LOG( SG_EVENT, SG_INFO, "Updating light parameters." );
// first, correct the colors for system specific gamma settings
// gamma_correct( (float *)&base_sky_color );
// gamma_correct( (float *)&base_fog_color );
// calculate lighting parameters based on sun's relative angle to
// local up
@ -176,7 +167,7 @@ void fgLIGHT::Update( void ) {
// update the cloud colors for sunrise/sunset effects (darken them)
if (sun_angle > 1.0) {
float sun2 = sqrt(sun_angle);
float sun2 = pow(sun_angle, 1/3);
cloud_color[0] /= sun2;
cloud_color[1] /= sun2;
cloud_color[2] /= sun2;
@ -205,13 +196,12 @@ void fgLIGHT::UpdateAdjFog( void ) {
}
if ( heading < -2.0 * SGD_2PI || heading > 2.0 * SGD_2PI ) {
SG_LOG( SG_EVENT, SG_ALERT, "Psi rotation bad = " << heading );
SG_LOG( SG_EVENT, SG_ALERT, "Heading rotation bad = " << heading );
exit(-1);
}
if ( heading_offset < -2.0 * SGD_2PI || heading_offset > 2.0 * SGD_2PI ) {
SG_LOG( SG_EVENT, SG_ALERT, "current view()->view offset bad = "
<< heading_offset );
SG_LOG( SG_EVENT, SG_ALERT, "Heading offset bad = " << heading_offset );
exit(-1);
}
@ -219,7 +209,7 @@ void fgLIGHT::UpdateAdjFog( void ) {
// first determine the difference between our view angle and local
// direction to the sun
rotation = -(sun_rotation + SGD_PI) - heading - heading_offset;
rotation = -(sun_rotation + SGD_PI) - heading + heading_offset;
while ( rotation < 0 ) {
rotation += SGD_2PI;
}
@ -272,19 +262,19 @@ void fgLIGHT::UpdateAdjFog( void ) {
#else
float rf1 = fabs((rotation - SG_PI) / SG_PI); // 0.0 .. 1.0
float rf1 = fabs((rotation - SGD_PI) / SGD_PI); // 0.0 .. 1.0
float rf2 = rf1 * rf1;
float rf3 = 1.0 - rf1;
float *sun_color = thesky->get_sun_color();
float s_red = fog_color[0] * (1.25 - sun_color[0]/4.0); // 100% red
float s_green = fog_color[1] * (0.48 + sun_color[1]/1.923); // 40% green
float s_blue = fog_color[2] * sun_color[2]; // 0% blue
float s_red = fog_color[0] * (1.25 - pow(sun_color[0], 1/2)/4.0);
float s_green = fog_color[1] * (0.48 + pow(sun_color[1], 1/1.5)/1.923);
float s_blue = fog_color[2] * sun_color[2];
float f_brightness = (sun_angle > 1.0) ? sqrt(sun_angle) : 1.0;
float f_red = fog_color[0] / f_brightness;
float f_green = fog_color[1] / f_brightness;
float f_blue = (fog_color[2] / f_brightness) * pow(sun_color[2], 1/3);
float f_brightness = (sun_angle > 1.0) ? pow(sun_angle, 1/6) : 1.0;
float f_red = cloud_color[0] / f_brightness;
float f_green = cloud_color[1] / f_brightness;
float f_blue = (cloud_color[2] / f_brightness) * pow(sun_color[2], 1/6);
adj_fog_color[0] = rf3 * f_red + rf2 * s_red;
adj_fog_color[1] = rf3 * f_green + rf2 * s_green;