vecotry color calculations
This commit is contained in:
parent
cf86d37514
commit
d91a617423
1 changed files with 22 additions and 41 deletions
|
@ -226,10 +226,8 @@ void FGLight::update( double dt )
|
||||||
}
|
}
|
||||||
|
|
||||||
void FGLight::update_sky_color () {
|
void FGLight::update_sky_color () {
|
||||||
// if the 4th field is 0.0, this specifies a direction ...
|
const SGVec4f base_sky_color( 0.31, 0.43, 0.69, 1.0 );
|
||||||
// const GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
|
const SGVec4f base_fog_color( 0.63, 0.72, 0.88, 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 };
|
|
||||||
|
|
||||||
SG_LOG( SG_EVENT, SG_DEBUG, "Updating light parameters." );
|
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)
|
// sky_brightness = 0.15; // used to force a dark sky (when testing)
|
||||||
|
|
||||||
// set fog and cloud color
|
/** fog color */
|
||||||
float sqrt_sky_brightness = (1.0 - sqrt(1.0 - sky_brightness))*_scattering;
|
float sqr_sky_brightness = sky_brightness * sky_brightness * _scattering;
|
||||||
_fog_color[0] = base_fog_color[0] * sqrt_sky_brightness;
|
_fog_color = base_fog_color * sqr_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];
|
|
||||||
gamma_correct_rgb( _fog_color.data() );
|
gamma_correct_rgb( _fog_color.data() );
|
||||||
|
|
||||||
// set sky color
|
/** sky color */
|
||||||
_sky_color[0] = (base_sky_color[0] + (1.0f-base_sky_color[0]) * _overcast) * sky_brightness;
|
static const SGVec4f one_vec( 1.0f, 1.0f, 1.0f, 1.0f);
|
||||||
_sky_color[1] = (base_sky_color[1] + (1.0f-base_sky_color[1]) * _overcast) * sky_brightness;
|
SGVec4f overcast_color = (one_vec - base_sky_color) * _overcast;
|
||||||
_sky_color[2] = (base_sky_color[2] + (1.0f-base_sky_color[2]) * _overcast) * sky_brightness;
|
_sky_color = (base_sky_color + overcast_color) * sky_brightness;
|
||||||
_sky_color[3] = base_sky_color[3];
|
|
||||||
gamma_correct_rgb( _sky_color.data() );
|
gamma_correct_rgb( _sky_color.data() );
|
||||||
|
|
||||||
_cloud_color[0] = base_fog_color[0] * sky_brightness;
|
/** cloud color */
|
||||||
_cloud_color[1] = base_fog_color[1] * sky_brightness;
|
_cloud_color = base_fog_color * sky_brightness;
|
||||||
_cloud_color[2] = base_fog_color[2] * sky_brightness;
|
|
||||||
_cloud_color[3] = base_fog_color[3];
|
|
||||||
|
|
||||||
// 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) {
|
if (_sun_angle > 1.0) {
|
||||||
float sun2 = sqrt(_sun_angle);
|
float sun2 = 1.0 / sqrt(_sun_angle);
|
||||||
_cloud_color[0] /= sun2;
|
_cloud_color *= sun2;
|
||||||
_cloud_color[1] /= sun2;
|
|
||||||
_cloud_color[2] /= sun2;
|
|
||||||
}
|
}
|
||||||
gamma_correct_rgb( _cloud_color.data() );
|
gamma_correct_rgb( _cloud_color.data() );
|
||||||
|
|
||||||
_scene_ambient[0] = _fog_color[0] * ambient;
|
/** ambient light */
|
||||||
_scene_ambient[1] = _fog_color[1] * ambient;
|
_scene_ambient = _fog_color * ambient;
|
||||||
_scene_ambient[2] = _fog_color[2] * ambient;
|
|
||||||
_scene_ambient[3] = 1.0;
|
|
||||||
gamma_correct_rgb( _scene_ambient.data() );
|
gamma_correct_rgb( _scene_ambient.data() );
|
||||||
|
|
||||||
|
/** diffuse light */
|
||||||
SGSky* thesky = globals->get_renderer()->getSky();
|
SGSky* thesky = globals->get_renderer()->getSky();
|
||||||
|
|
||||||
SGVec4f color = thesky->get_scene_color();
|
SGVec4f color = thesky->get_scene_color();
|
||||||
_scene_diffuse[0] = color[0] * diffuse;
|
_scene_diffuse = color * diffuse;
|
||||||
_scene_diffuse[1] = color[1] * diffuse;
|
|
||||||
_scene_diffuse[2] = color[2] * diffuse;
|
|
||||||
_scene_diffuse[3] = 1.0;
|
|
||||||
gamma_correct_rgb( _scene_diffuse.data() );
|
gamma_correct_rgb( _scene_diffuse.data() );
|
||||||
|
|
||||||
SGVec4f chrome = _scene_ambient * .4f + _scene_diffuse;
|
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]));
|
_chromeProps[i]->setValue(static_cast<double>(_scene_chrome[i]));
|
||||||
}
|
}
|
||||||
|
|
||||||
// _sun_color = thesky->get_sun_color();
|
/** specular light */
|
||||||
_scene_specular[0] = _sun_color[0] * specular;
|
_sun_color = thesky->get_sun_color();
|
||||||
_scene_specular[1] = _sun_color[1] * specular;
|
_scene_specular = _sun_color * specular;
|
||||||
_scene_specular[2] = _sun_color[2] * specular;
|
|
||||||
_scene_specular[3] = 1.0;
|
|
||||||
gamma_correct_rgb( _scene_specular.data() );
|
gamma_correct_rgb( _scene_specular.data() );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -404,9 +387,7 @@ void FGLight::update_adj_fog_color () {
|
||||||
float rf3 = 1.0 - rf2;
|
float rf3 = 1.0 - rf2;
|
||||||
|
|
||||||
gamma = system_gamma * (0.9 - sif*avf);
|
gamma = system_gamma * (0.9 - sif*avf);
|
||||||
_adj_fog_color[0] = rf3 * _fog_color[0] + rf2 * _sun_color[0];
|
_adj_fog_color = rf3 * _fog_color + rf2 * _sun_color;;
|
||||||
_adj_fog_color[1] = rf3 * _fog_color[1] + rf2 * _sun_color[1];
|
|
||||||
_adj_fog_color[2] = rf3 * _fog_color[2] + rf2 * _sun_color[2];
|
|
||||||
gamma_correct_rgb( _adj_fog_color.data(), gamma);
|
gamma_correct_rgb( _adj_fog_color.data(), gamma);
|
||||||
|
|
||||||
// make sure the colors have their original value before they are being
|
// make sure the colors have their original value before they are being
|
||||||
|
|
Loading…
Add table
Reference in a new issue