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Also expose the true sun color in the property tree.

This commit is contained in:
Erik Hofman 2011-12-17 10:57:08 +01:00
parent 7d1372cae0
commit e6e09a8161
2 changed files with 15 additions and 10 deletions

View file

@ -71,6 +71,7 @@ FGLight::FGLight ()
_scene_diffuse(0, 0, 0, 0),
_scene_specular(0, 0, 0, 0),
_scene_chrome(0, 0, 0, 0),
_sun_color(1, 1, 1, 0),
_sky_color(0, 0, 0, 0),
_fog_color(0, 0, 0, 0),
_cloud_color(0, 0, 0, 0),
@ -161,6 +162,9 @@ void FGLight::bind () {
prop->tie("/rendering/scene/specular/red",SGRawValuePointer<float>(&_scene_specular[0]));
prop->tie("/rendering/scene/specular/green",SGRawValuePointer<float>(&_scene_specular[1]));
prop->tie("/rendering/scene/specular/blue",SGRawValuePointer<float>(&_scene_specular[2]));
prop->tie("/rendering/dome/sun/red",SGRawValuePointer<float>(&_sun_color[0]));
prop->tie("/rendering/dome/sun/green",SGRawValuePointer<float>(&_sun_color[1]));
prop->tie("/rendering/dome/sun/blue",SGRawValuePointer<float>(&_sun_color[2]));
prop->tie("/rendering/dome/sky/red",SGRawValuePointer<float>(&_sky_color[0]));
prop->tie("/rendering/dome/sky/green",SGRawValuePointer<float>(&_sky_color[1]));
prop->tie("/rendering/dome/sky/blue",SGRawValuePointer<float>(&_sky_color[2]));
@ -315,10 +319,10 @@ void FGLight::update_sky_color () {
_chromeProps[i]->setValue(static_cast<double>(_scene_chrome[i]));
}
color = thesky->get_sun_color();
_scene_specular[0] = color[0] * specular;
_scene_specular[1] = color[1] * specular;
_scene_specular[2] = color[2] * specular;
// _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;
gamma_correct_rgb( _scene_specular.data() );
}
@ -380,9 +384,9 @@ void FGLight::update_adj_fog_color () {
// Calculate the fog color in the direction of the sun for
// sunrise/sunset effects.
//
float s_red = color[0]*color[0]*color[0];
float s_green = color[1]*color[1]*color[1];
float s_blue = color[2]*color[2];
_sun_color[0] = color[0]*color[0]*color[0];
_sun_color[1] = color[1]*color[1]*color[1];
_sun_color[2] = color[2]*color[2];
// interpolate between the sunrise/sunset color and the color
// at the opposite direction of this effect. Take in account
@ -402,9 +406,9 @@ 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 * s_red;
_adj_fog_color[1] = rf3 * _fog_color[1] + rf2 * s_green;
_adj_fog_color[2] = rf3 * _fog_color[2] + rf2 * s_blue;
_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];
gamma_correct_rgb( _adj_fog_color.data(), gamma);
// make sure the colors have their original value before they are being

View file

@ -89,6 +89,7 @@ private:
SGVec4f _scene_chrome;
// clear sky, fog and cloud color
SGVec4f _sun_color;
SGVec4f _sky_color;
SGVec4f _fog_color;
SGVec4f _cloud_color;