Updates for a better sunrise/sunset effect
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676e4c8846
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2 changed files with 44 additions and 26 deletions
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@ -105,10 +105,10 @@ void fgLIGHT::Update( void ) {
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// if the 4th field is 0.0, this specifies a direction ...
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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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GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
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// base sky color
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// base sky color
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GLfloat base_sky_color[4] = { 0.392, 0.539, 0.712, 1.0 };
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GLfloat base_sky_color[4] = { 0.39, 0.50, 0.74, 1.0 };
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// base fog color
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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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GLfloat base_fog_color[4] = { 0.84, 0.87, 1.0, 1.0 };
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double deg, ambient, diffuse, specular, sky_brightness;
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float deg, ambient, diffuse, specular, sky_brightness;
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SG_LOG( SG_EVENT, SG_INFO, "Updating light parameters." );
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SG_LOG( SG_EVENT, SG_INFO, "Updating light parameters." );
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@ -133,46 +133,46 @@ void fgLIGHT::Update( void ) {
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// if ( diffuse < 0.0 ) { diffuse = 0.0; }
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// if ( diffuse < 0.0 ) { diffuse = 0.0; }
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// if ( sky_brightness < 0.1 ) { sky_brightness = 0.1; }
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// if ( sky_brightness < 0.1 ) { sky_brightness = 0.1; }
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gamma_correct_c( &ambient );
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scene_ambient[0] = white[0] * ambient;
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scene_ambient[0] = white[0] * ambient;
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scene_ambient[1] = white[1] * ambient;
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scene_ambient[1] = white[1] * ambient;
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scene_ambient[2] = white[2] * ambient;
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scene_ambient[2] = white[2] * ambient;
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scene_ambient[3] = 1.0;
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scene_ambient[3] = 1.0;
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gamma_correct( (float *)&scene_ambient );
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gamma_correct_c( &diffuse );
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scene_diffuse[0] = white[0] * diffuse;
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scene_diffuse[0] = white[0] * diffuse;
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scene_diffuse[1] = white[1] * diffuse;
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scene_diffuse[1] = white[1] * diffuse;
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scene_diffuse[2] = white[2] * diffuse;
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scene_diffuse[2] = white[2] * diffuse;
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scene_diffuse[3] = 1.0;
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scene_diffuse[3] = 1.0;
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gamma_correct( (float *)&scene_diffuse );
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gamma_correct_c( &specular );
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scene_specular[0] = white[0] * specular;
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scene_specular[0] = white[0] * specular;
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scene_specular[1] = white[1] * specular;
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scene_specular[1] = white[1] * specular;
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scene_specular[2] = white[2] * specular;
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scene_specular[2] = white[2] * specular;
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scene_specular[3] = 1.0;
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scene_specular[3] = 1.0;
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gamma_correct( (float *)&scene_specular );
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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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sky_color[2] = base_sky_color[2] * sky_brightness;
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sky_color[2] = base_sky_color[2] * sky_brightness;
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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( (float *)&sky_color );
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gamma_correct_rgb( sky_color );
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// set cloud and fog color
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// set cloud and fog color
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cloud_color[0] = fog_color[0] = base_fog_color[0] * sky_brightness;
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cloud_color[0] = fog_color[0] = base_fog_color[0] * sky_brightness;
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cloud_color[1] = fog_color[1] = base_fog_color[1] * sky_brightness;
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cloud_color[1] = fog_color[1] = base_fog_color[1] * sky_brightness;
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cloud_color[2] = fog_color[2] = base_fog_color[2] * sky_brightness;
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cloud_color[2] = fog_color[2] = base_fog_color[2] * sky_brightness;
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cloud_color[3] = fog_color[3] = base_fog_color[3];
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cloud_color[3] = fog_color[3] = base_fog_color[3];
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gamma_correct( (float *)&cloud_color );
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gamma_correct_rgb( fog_color );
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// update the cloud colors for sunrise/sunset effects (darken them)
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// adjust the cloud colors for sunrise/sunset effects (darken them)
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if (sun_angle > 1.0) {
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if (sun_angle > 1.0) {
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float sun2 = pow(sun_angle, 1/3);
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float sun2 = pow(sun_angle, 0.5);
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cloud_color[0] /= sun2;
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cloud_color[0] /= sun2;
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cloud_color[1] /= sun2;
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cloud_color[1] /= sun2;
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cloud_color[2] /= sun2;
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cloud_color[2] /= sun2;
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}
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}
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gamma_correct( (float *)&cloud_color );
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gamma_correct_rgb( cloud_color );
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}
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}
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@ -262,25 +262,40 @@ void fgLIGHT::UpdateAdjFog( void ) {
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#else
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#else
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float rf1 = fabs((rotation - SGD_PI) / SGD_PI); // 0.0 .. 1.0
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// revert to unmodified values before usign them.
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float rf2 = rf1 * rf1;
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//
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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 *sun_color = thesky->get_sun_color();
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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) ? pow(sun_angle, 1/6) : 1.0;
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gamma_restore_c( sun_color );
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float f_red = cloud_color[0] / f_brightness;
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gamma_restore_rgb( fog_color );
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float f_green = cloud_color[1] / f_brightness;
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gamma_restore_rgb( cloud_color );
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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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// Calculate the fog color in the direction of the sun for
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adj_fog_color[1] = rf3 * f_green + rf2 * s_green;
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// sunrise/sunset effects.
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adj_fog_color[2] = rf3 * f_blue + rf2 * s_blue;
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//
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float s_red = (fog_color[0] + 2 * pow(sun_color[0], 2)) / 3;
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float s_green = (fog_color[1] + 2 * pow(sun_color[1], 2)) / 3;
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float s_blue = (fog_color[2] + 2 * sun_color[2]) / 3;
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gamma_correct( (float *)&adj_fog_color );
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// interpolate beween the sunrise/sunset color and the color
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// at the opposite direction of this effect.
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//
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float sif = 0.5 - cos(sun_angle*2)/2;
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float rf1 = fabs((rotation - SGD_PI) / SGD_PI); // 0.0 .. 1.0
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float rf2 = 0.87 * pow(rf1 * rf1, 1/sif);
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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[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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gamma_correct_rgb( adj_fog_color );
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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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//
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gamma_correct_c( sun_color );
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gamma_correct_rgb( fog_color );
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gamma_correct_rgb( cloud_color );
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#endif
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#endif
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}
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}
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@ -133,6 +133,9 @@ public:
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// clear screen color
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// clear screen color
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GLfloat sky_color[4];
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GLfloat sky_color[4];
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// screen color adjusted for sunset effects
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GLfloat adj_sky_color[4];
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// Constructor
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// Constructor
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fgLIGHT( void );
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fgLIGHT( void );
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