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