Let the fog color transition into the sky dome to give a more natural effect
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6eec37b1f9
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30ae6e0564
3 changed files with 33 additions and 18 deletions
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@ -659,6 +659,7 @@ FGRenderer::update( bool refresh_camera_settings ) {
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SGSkyColor scolor;
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SGSkyColor scolor;
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scolor.sky_color = SGVec3f(l->sky_color().data());
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scolor.sky_color = SGVec3f(l->sky_color().data());
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scolor.adj_sky_color = SGVec3f(l->adj_sky_color().data());
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scolor.fog_color = SGVec3f(l->adj_fog_color().data());
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scolor.fog_color = SGVec3f(l->adj_fog_color().data());
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scolor.cloud_color = SGVec3f(l->cloud_color().data());
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scolor.cloud_color = SGVec3f(l->cloud_color().data());
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scolor.sun_angle = l->get_sun_angle();
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scolor.sun_angle = l->get_sun_angle();
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@ -210,6 +210,14 @@ void FGLight::update_sky_color () {
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// sky_brightness = 0.15; // used to force a dark sky (when testing)
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// sky_brightness = 0.15; // used to force a dark sky (when testing)
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// set fog and cloud color
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float sqrt_sky_brightness = 1.0 - sqrt(1.0 - sky_brightness);
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_fog_color[0] = base_fog_color[0] * sqrt_sky_brightness;
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_fog_color[1] = base_fog_color[1] * sqrt_sky_brightness;
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_fog_color[2] = base_fog_color[2] * sqrt_sky_brightness;
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_fog_color[3] = base_fog_color[3];
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gamma_correct_rgb( _fog_color.data() );
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// set sky color
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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[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[1] = base_sky_color[1] * sky_brightness;
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@ -217,13 +225,6 @@ void FGLight::update_sky_color () {
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_sky_color[3] = base_sky_color[3];
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_sky_color[3] = base_sky_color[3];
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gamma_correct_rgb( _sky_color.data() );
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gamma_correct_rgb( _sky_color.data() );
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// set fog and cloud 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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gamma_correct_rgb( _fog_color.data() );
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_cloud_color[0] = base_fog_color[0] * sky_brightness;
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_cloud_color[0] = base_fog_color[0] * sky_brightness;
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_cloud_color[1] = base_fog_color[1] * sky_brightness;
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_cloud_color[1] = base_fog_color[1] * sky_brightness;
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_cloud_color[2] = base_fog_color[2] * sky_brightness;
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_cloud_color[2] = base_fog_color[2] * sky_brightness;
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@ -264,6 +265,10 @@ void FGLight::update_sky_color () {
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// calculate fog color adjusted for sunrise/sunset effects
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// calculate fog color adjusted for sunrise/sunset effects
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void FGLight::update_adj_fog_color () {
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void FGLight::update_adj_fog_color () {
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double pitch = globals->get_current_view()->getPitch_deg()
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* SGD_DEGREES_TO_RADIANS;
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double pitch_offset = globals->get_current_view()-> getPitchOffset_deg()
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* SGD_DEGREES_TO_RADIANS;
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double heading = globals->get_current_view()->getHeading_deg()
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double heading = globals->get_current_view()->getHeading_deg()
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* SGD_DEGREES_TO_RADIANS;
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* SGD_DEGREES_TO_RADIANS;
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double heading_offset = globals->get_current_view()->getHeadingOffset_deg()
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double heading_offset = globals->get_current_view()->getHeadingOffset_deg()
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@ -290,23 +295,23 @@ void FGLight::update_adj_fog_color () {
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return;
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return;
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}
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}
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double rotation;
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double hor_rotation, vert_rotation;
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// first determine the difference between our view angle and local
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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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// direction to the sun
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rotation = -(_sun_rotation + SGD_PI) - heading + heading_offset;
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vert_rotation = pitch + pitch_offset;
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while ( rotation < 0 ) {
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hor_rotation = -(_sun_rotation + SGD_PI) - heading + heading_offset;
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rotation += SGD_2PI;
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if (hor_rotation < 0 )
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}
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hor_rotation = fmod(hor_rotation, SGD_2PI) + SGD_2PI;
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while ( rotation > SGD_2PI ) {
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else
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rotation -= SGD_2PI;
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hor_rotation = fmod(hor_rotation, SGD_2PI);
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}
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// revert to unmodified values before usign them.
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// revert to unmodified values before usign them.
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//
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//
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SGVec4f sun_color = thesky->get_sun_color();
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SGVec4f sun_color = thesky->get_sun_color();
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gamma_restore_rgb( _fog_color.data() );
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gamma_restore_rgb( _fog_color.data() );
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gamma_restore_rgb( _sky_color.data() );
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// Calculate the fog color in the direction of the sun for
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// Calculate the fog color in the direction of the sun for
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// sunrise/sunset effects.
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// sunrise/sunset effects.
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@ -329,18 +334,26 @@ void FGLight::update_adj_fog_color () {
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if (sif < 1e-4)
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if (sif < 1e-4)
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sif = 1e-4;
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sif = 1e-4;
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float rf1 = fabs((rotation - SGD_PI) / SGD_PI); // 0.0 .. 1.0
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float rf1 = fabs((hor_rotation - SGD_PI) / SGD_PI); // 0.0 .. 1.0
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float rf2 = avf * pow(rf1 * rf1, 1/sif);
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float rf2 = avf * pow(rf1 * rf1, 1/sif) * 1.0639;
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float rf3 = 0.94 - rf2;
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float rf3 = 1.0 - rf2;
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_adj_fog_color[0] = rf3 * _fog_color[0] + rf2 * s_red;
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_adj_fog_color[0] = rf3 * _fog_color[0] + rf2 * s_red;
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_adj_fog_color[1] = rf3 * _fog_color[1] + rf2 * s_green;
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_adj_fog_color[1] = rf3 * _fog_color[1] + rf2 * s_green;
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_adj_fog_color[2] = rf3 * _fog_color[2] + rf2 * s_blue;
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_adj_fog_color[2] = rf3 * _fog_color[2] + rf2 * s_blue;
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gamma_correct_rgb( _adj_fog_color.data() );
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gamma_correct_rgb( _adj_fog_color.data() );
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float hf2, hf1 = vert_rotation / SGD_PI_2;
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hf2 = 1.0 - hf1;
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_adj_sky_color[0] = hf1 * _sky_color[0] + hf2*rf2 * s_red;
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_adj_sky_color[1] = hf1 * _sky_color[1] + hf2*rf2 * s_green;
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_adj_sky_color[2] = hf1 * _sky_color[2] + hf2*rf2 * s_blue;
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gamma_correct_rgb( _adj_sky_color.data() );
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// make sure the colors have their original value before they are being
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// make sure the colors have their original value before they are being
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// used by the rest of the program.
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// used by the rest of the program.
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//
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//
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gamma_correct_rgb( _fog_color.data() );
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gamma_correct_rgb( _fog_color.data() );
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gamma_correct_rgb( _sky_color.data() );
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}
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}
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@ -124,6 +124,7 @@ public:
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inline const SGVec4f& sky_color () const { return _sky_color; }
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inline const SGVec4f& sky_color () const { return _sky_color; }
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inline const SGVec4f& cloud_color () const { return _cloud_color; }
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inline const SGVec4f& cloud_color () const { return _cloud_color; }
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inline const SGVec4f& adj_fog_color () const { return _adj_fog_color; }
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inline const SGVec4f& adj_fog_color () const { return _adj_fog_color; }
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inline const SGVec4f& adj_sky_color () const { return _adj_sky_color; }
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// Sun related functions
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// Sun related functions
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