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Updates for a better sunrise/sunset effect

This commit is contained in:
ehofman 2003-05-21 17:20:55 +00:00
parent 676e4c8846
commit 6be8042a01
2 changed files with 44 additions and 26 deletions

View file

@ -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
}

View file

@ -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 );