From 6be8042a0178900ecd3a3363a826f04001f44da4 Mon Sep 17 00:00:00 2001 From: ehofman Date: Wed, 21 May 2003 17:20:55 +0000 Subject: [PATCH] Updates for a better sunrise/sunset effect --- src/Time/light.cxx | 67 ++++++++++++++++++++++++++++------------------ src/Time/light.hxx | 3 +++ 2 files changed, 44 insertions(+), 26 deletions(-) diff --git a/src/Time/light.cxx b/src/Time/light.cxx index 07bc669ac..ec7fb72b7 100644 --- a/src/Time/light.cxx +++ b/src/Time/light.cxx @@ -105,10 +105,10 @@ void fgLIGHT::Update( void ) { // 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, 0.712, 1.0 }; + GLfloat base_sky_color[4] = { 0.39, 0.50, 0.74, 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; + GLfloat base_fog_color[4] = { 0.84, 0.87, 1.0, 1.0 }; + float deg, ambient, diffuse, specular, sky_brightness; SG_LOG( SG_EVENT, SG_INFO, "Updating light parameters." ); @@ -133,46 +133,46 @@ void fgLIGHT::Update( void ) { // if ( diffuse < 0.0 ) { diffuse = 0.0; } // if ( sky_brightness < 0.1 ) { sky_brightness = 0.1; } + gamma_correct_c( &ambient ); scene_ambient[0] = white[0] * ambient; scene_ambient[1] = white[1] * ambient; scene_ambient[2] = white[2] * ambient; scene_ambient[3] = 1.0; - gamma_correct( (float *)&scene_ambient ); + gamma_correct_c( &diffuse ); scene_diffuse[0] = white[0] * diffuse; scene_diffuse[1] = white[1] * diffuse; scene_diffuse[2] = white[2] * diffuse; scene_diffuse[3] = 1.0; - gamma_correct( (float *)&scene_diffuse ); + gamma_correct_c( &specular ); scene_specular[0] = white[0] * specular; scene_specular[1] = white[1] * specular; scene_specular[2] = white[2] * specular; scene_specular[3] = 1.0; - gamma_correct( (float *)&scene_specular ); // 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( (float *)&sky_color ); + 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( (float *)&cloud_color ); + gamma_correct_rgb( fog_color ); - // update the cloud colors for sunrise/sunset effects (darken them) + // adjust the cloud colors for sunrise/sunset effects (darken them) if (sun_angle > 1.0) { - float sun2 = pow(sun_angle, 1/3); + float sun2 = pow(sun_angle, 0.5); cloud_color[0] /= sun2; cloud_color[1] /= sun2; cloud_color[2] /= sun2; } - gamma_correct( (float *)&cloud_color ); + gamma_correct_rgb( cloud_color ); } @@ -262,25 +262,40 @@ void fgLIGHT::UpdateAdjFog( void ) { #else - float rf1 = fabs((rotation - SGD_PI) / SGD_PI); // 0.0 .. 1.0 - float rf2 = rf1 * rf1; - float rf3 = 1.0 - rf1; - + // revert to unmodified values before usign them. + // float *sun_color = thesky->get_sun_color(); - 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) ? 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); + gamma_restore_c( sun_color ); + gamma_restore_rgb( fog_color ); + gamma_restore_rgb( cloud_color ); - adj_fog_color[0] = rf3 * f_red + rf2 * s_red; - adj_fog_color[1] = rf3 * f_green + rf2 * s_green; - adj_fog_color[2] = rf3 * f_blue + rf2 * s_blue; + // Calculate the fog color in the direction of the sun for + // sunrise/sunset effects. + // + float s_red = (fog_color[0] + 2 * pow(sun_color[0], 2)) / 3; + float s_green = (fog_color[1] + 2 * pow(sun_color[1], 2)) / 3; + float s_blue = (fog_color[2] + 2 * sun_color[2]) / 3; - gamma_correct( (float *)&adj_fog_color ); + // interpolate beween the sunrise/sunset color and the color + // at the opposite direction of this effect. + // + float sif = 0.5 - cos(sun_angle*2)/2; + float rf1 = fabs((rotation - SGD_PI) / SGD_PI); // 0.0 .. 1.0 + float rf2 = 0.87 * pow(rf1 * rf1, 1/sif); + float rf3 = 1.0 - 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_c( sun_color ); + gamma_correct_rgb( fog_color ); + gamma_correct_rgb( cloud_color ); #endif } diff --git a/src/Time/light.hxx b/src/Time/light.hxx index 582409e91..40ae8ef79 100644 --- a/src/Time/light.hxx +++ b/src/Time/light.hxx @@ -133,6 +133,9 @@ public: // clear screen color GLfloat sky_color[4]; + // screen color adjusted for sunset effects + GLfloat adj_sky_color[4]; + // Constructor fgLIGHT( void );