Add a /rendering/scene/overcast option to color the skydome gray in case of overcast
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2 changed files with 7 additions and 4 deletions
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@ -78,6 +78,7 @@ FGLight::FGLight ()
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_adj_sky_color(0, 0, 0, 0),
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_saturation(1.0),
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_scattering(0.8),
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_overcast(0.0),
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_dt_total(0)
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{
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}
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@ -145,6 +146,7 @@ void FGLight::bind () {
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// Write Only
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prop->tie("/rendering/scene/saturation",SGRawValuePointer<float>(&_saturation));
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prop->tie("/rendering/scene/scattering",SGRawValuePointer<float>(&_scattering));
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prop->tie("/rendering/scene/overcast",SGRawValuePointer<float>(&_overcast));
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// Read Only
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prop->tie("/sim/time/sun-angle-rad",SGRawValuePointer<double>(&_sun_angle));
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@ -178,7 +180,7 @@ void FGLight::unbind () {
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SGPropertyNode *prop = globals->get_props();
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prop->untie("/rendering/scene/saturation");
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prop->untie("/rendering/scene/scattering");
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prop->untie("/environment/relative-humidity");
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prop->untie("/rendering/scene/overcast");
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prop->untie("/sim/time/sun-angle-rad");
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prop->untie("/rendering/scene/ambient/red");
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@ -261,9 +263,9 @@ void FGLight::update_sky_color () {
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gamma_correct_rgb( _fog_color.data() );
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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[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[0] = (base_sky_color[0] + (1.0f-base_sky_color[0]) * _overcast) * sky_brightness;
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_sky_color[1] = (base_sky_color[1] + (1.0f-base_sky_color[1]) * _overcast) * sky_brightness;
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_sky_color[2] = (base_sky_color[2] + (1.0f-base_sky_color[2]) * _overcast) * sky_brightness;
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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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@ -100,6 +100,7 @@ private:
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// input parameters affected by the weather system
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float _saturation;
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float _scattering;
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float _overcast;
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double _dt_total;
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