Also expose the true sun color in the property tree.
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e6e09a8161
2 changed files with 15 additions and 10 deletions
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@ -71,6 +71,7 @@ FGLight::FGLight ()
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_scene_diffuse(0, 0, 0, 0),
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_scene_specular(0, 0, 0, 0),
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_scene_chrome(0, 0, 0, 0),
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_sun_color(1, 1, 1, 0),
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_sky_color(0, 0, 0, 0),
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_fog_color(0, 0, 0, 0),
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_cloud_color(0, 0, 0, 0),
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@ -161,6 +162,9 @@ void FGLight::bind () {
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prop->tie("/rendering/scene/specular/red",SGRawValuePointer<float>(&_scene_specular[0]));
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prop->tie("/rendering/scene/specular/green",SGRawValuePointer<float>(&_scene_specular[1]));
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prop->tie("/rendering/scene/specular/blue",SGRawValuePointer<float>(&_scene_specular[2]));
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prop->tie("/rendering/dome/sun/red",SGRawValuePointer<float>(&_sun_color[0]));
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prop->tie("/rendering/dome/sun/green",SGRawValuePointer<float>(&_sun_color[1]));
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prop->tie("/rendering/dome/sun/blue",SGRawValuePointer<float>(&_sun_color[2]));
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prop->tie("/rendering/dome/sky/red",SGRawValuePointer<float>(&_sky_color[0]));
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prop->tie("/rendering/dome/sky/green",SGRawValuePointer<float>(&_sky_color[1]));
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prop->tie("/rendering/dome/sky/blue",SGRawValuePointer<float>(&_sky_color[2]));
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@ -315,10 +319,10 @@ void FGLight::update_sky_color () {
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_chromeProps[i]->setValue(static_cast<double>(_scene_chrome[i]));
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}
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color = thesky->get_sun_color();
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_scene_specular[0] = color[0] * specular;
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_scene_specular[1] = color[1] * specular;
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_scene_specular[2] = color[2] * specular;
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// _sun_color = thesky->get_sun_color();
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_scene_specular[0] = _sun_color[0] * specular;
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_scene_specular[1] = _sun_color[1] * specular;
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_scene_specular[2] = _sun_color[2] * specular;
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_scene_specular[3] = 1.0;
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gamma_correct_rgb( _scene_specular.data() );
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}
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@ -380,9 +384,9 @@ void FGLight::update_adj_fog_color () {
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// Calculate the fog color in the direction of the sun for
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// sunrise/sunset effects.
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//
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float s_red = color[0]*color[0]*color[0];
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float s_green = color[1]*color[1]*color[1];
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float s_blue = color[2]*color[2];
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_sun_color[0] = color[0]*color[0]*color[0];
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_sun_color[1] = color[1]*color[1]*color[1];
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_sun_color[2] = color[2]*color[2];
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// interpolate between the sunrise/sunset color and the color
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// at the opposite direction of this effect. Take in account
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@ -402,9 +406,9 @@ void FGLight::update_adj_fog_color () {
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float rf3 = 1.0 - rf2;
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gamma = system_gamma * (0.9 - sif*avf);
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_adj_fog_color[0] = rf3 * _fog_color[0] + rf2 * s_red;
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_adj_fog_color[1] = rf3 * _fog_color[1] + rf2 * s_green;
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_adj_fog_color[2] = rf3 * _fog_color[2] + rf2 * s_blue;
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_adj_fog_color[0] = rf3 * _fog_color[0] + rf2 * _sun_color[0];
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_adj_fog_color[1] = rf3 * _fog_color[1] + rf2 * _sun_color[1];
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_adj_fog_color[2] = rf3 * _fog_color[2] + rf2 * _sun_color[2];
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gamma_correct_rgb( _adj_fog_color.data(), gamma);
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// make sure the colors have their original value before they are being
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@ -89,6 +89,7 @@ private:
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SGVec4f _scene_chrome;
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// clear sky, fog and cloud color
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SGVec4f _sun_color;
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SGVec4f _sky_color;
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SGVec4f _fog_color;
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SGVec4f _cloud_color;
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