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vecotry color calculations

This commit is contained in:
Erik Hofman 2012-01-08 12:09:46 +01:00
parent cf86d37514
commit d91a617423

View file

@ -226,10 +226,8 @@ void FGLight::update( double dt )
}
void FGLight::update_sky_color () {
// if the 4th field is 0.0, this specifies a direction ...
// const GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
const GLfloat base_sky_color[4] = { 0.31, 0.43, 0.69, 1.0 };
const GLfloat base_fog_color[4] = { 0.63, 0.72, 0.88, 1.0 };
const SGVec4f base_sky_color( 0.31, 0.43, 0.69, 1.0 );
const SGVec4f base_fog_color( 0.63, 0.72, 0.88, 1.0 );
SG_LOG( SG_EVENT, SG_DEBUG, "Updating light parameters." );
@ -266,48 +264,35 @@ void FGLight::update_sky_color () {
// sky_brightness = 0.15; // used to force a dark sky (when testing)
// set fog and cloud color
float sqrt_sky_brightness = (1.0 - sqrt(1.0 - sky_brightness))*_scattering;
_fog_color[0] = base_fog_color[0] * sqrt_sky_brightness;
_fog_color[1] = base_fog_color[1] * sqrt_sky_brightness;
_fog_color[2] = base_fog_color[2] * sqrt_sky_brightness;
_fog_color[3] = base_fog_color[3];
/** fog color */
float sqr_sky_brightness = sky_brightness * sky_brightness * _scattering;
_fog_color = base_fog_color * sqr_sky_brightness;
gamma_correct_rgb( _fog_color.data() );
// set sky color
_sky_color[0] = (base_sky_color[0] + (1.0f-base_sky_color[0]) * _overcast) * sky_brightness;
_sky_color[1] = (base_sky_color[1] + (1.0f-base_sky_color[1]) * _overcast) * sky_brightness;
_sky_color[2] = (base_sky_color[2] + (1.0f-base_sky_color[2]) * _overcast) * sky_brightness;
_sky_color[3] = base_sky_color[3];
/** sky color */
static const SGVec4f one_vec( 1.0f, 1.0f, 1.0f, 1.0f);
SGVec4f overcast_color = (one_vec - base_sky_color) * _overcast;
_sky_color = (base_sky_color + overcast_color) * sky_brightness;
gamma_correct_rgb( _sky_color.data() );
_cloud_color[0] = base_fog_color[0] * sky_brightness;
_cloud_color[1] = base_fog_color[1] * sky_brightness;
_cloud_color[2] = base_fog_color[2] * sky_brightness;
_cloud_color[3] = base_fog_color[3];
/** cloud color */
_cloud_color = base_fog_color * sky_brightness;
// adjust 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 = sqrt(_sun_angle);
_cloud_color[0] /= sun2;
_cloud_color[1] /= sun2;
_cloud_color[2] /= sun2;
float sun2 = 1.0 / sqrt(_sun_angle);
_cloud_color *= sun2;
}
gamma_correct_rgb( _cloud_color.data() );
_scene_ambient[0] = _fog_color[0] * ambient;
_scene_ambient[1] = _fog_color[1] * ambient;
_scene_ambient[2] = _fog_color[2] * ambient;
_scene_ambient[3] = 1.0;
/** ambient light */
_scene_ambient = _fog_color * ambient;
gamma_correct_rgb( _scene_ambient.data() );
/** diffuse light */
SGSky* thesky = globals->get_renderer()->getSky();
SGVec4f color = thesky->get_scene_color();
_scene_diffuse[0] = color[0] * diffuse;
_scene_diffuse[1] = color[1] * diffuse;
_scene_diffuse[2] = color[2] * diffuse;
_scene_diffuse[3] = 1.0;
_scene_diffuse = color * diffuse;
gamma_correct_rgb( _scene_diffuse.data() );
SGVec4f chrome = _scene_ambient * .4f + _scene_diffuse;
@ -318,11 +303,9 @@ void FGLight::update_sky_color () {
_chromeProps[i]->setValue(static_cast<double>(_scene_chrome[i]));
}
// _sun_color = thesky->get_sun_color();
_scene_specular[0] = _sun_color[0] * specular;
_scene_specular[1] = _sun_color[1] * specular;
_scene_specular[2] = _sun_color[2] * specular;
_scene_specular[3] = 1.0;
/** specular light */
_sun_color = thesky->get_sun_color();
_scene_specular = _sun_color * specular;
gamma_correct_rgb( _scene_specular.data() );
}
@ -404,9 +387,7 @@ void FGLight::update_adj_fog_color () {
float rf3 = 1.0 - rf2;
gamma = system_gamma * (0.9 - sif*avf);
_adj_fog_color[0] = rf3 * _fog_color[0] + rf2 * _sun_color[0];
_adj_fog_color[1] = rf3 * _fog_color[1] + rf2 * _sun_color[1];
_adj_fog_color[2] = rf3 * _fog_color[2] + rf2 * _sun_color[2];
_adj_fog_color = rf3 * _fog_color + rf2 * _sun_color;;
gamma_correct_rgb( _adj_fog_color.data(), gamma);
// make sure the colors have their original value before they are being