# include <simgear_config.h>
#endif
-#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-#endif
-
#include <math.h>
#include <simgear/compiler.h>
const int numRings = sizeof(domeParams) / sizeof(domeParams[0]);
const int numBands = 12;
+const int halfBands = numBands/2;
}
static const float upper_radius = 0.9701; // (.6, 0.15)
geom->addPrimitiveSet(domeElements);
geode->addDrawable(geom);
// force a repaint of the sky colors with ugly defaults
- repaint(SGVec3f(1, 1, 1), SGVec3f(1, 1, 1), 0.0, 5000.0 );
+ repaint(SGVec3f(1, 1, 1), SGVec3f(1, 1, 1), SGVec3f(1, 1, 1), 0.0, 5000.0 );
dome_transform = new osg::MatrixTransform;
dome_transform->addChild(geode);
// 90 degrees = sun rise/set
// 180 degrees = darkest midnight
bool
-SGSkyDome::repaint( const SGVec3f& sky_color, const SGVec3f& fog_color,
- double sun_angle, double vis )
+SGSkyDome::repaint( const SGVec3f& sun_color, const SGVec3f& sky_color,
+ const SGVec3f& fog_color, double sun_angle, double vis )
{
SGVec3f outer_param, outer_diff;
SGVec3f middle_param, middle_diff;
const double saif = sun_angle/SG_PI;
static const SGVec3f blueShift(0.8, 1.0, 1.2);
const SGVec3f skyFogDelta = sky_color - fog_color;
+ const SGVec3f sunSkyDelta = sun_color - sky_color;
// For now the colors of the upper two rings are linearly
// interpolated between the zenith color and the first horizon
// ring color.
- for (int i = 0; i < 7; i++) {
+ for (int i = 0; i < halfBands+1; i++) {
SGVec3f diff = mult(skyFogDelta, blueShift);
- diff *= (0.8 + saif - ((6-i)/10));
+ diff *= (0.8 + saif - ((halfBands-i)/10));
colors(2, i) = (sky_color - upperVisFactor * diff).osg();
colors(3, i) = (sky_color - middleVisFactor * diff + middle_amt).osg();
colors(4, i) = (fog_color + outer_amt).osg();
- // Interpolate using distance along dome segment
colors(0, i) = simgear::math::lerp(sky_color.osg(), colors(2, i), .3942);
colors(1, i) = simgear::math::lerp(sky_color.osg(), colors(2, i), .7885);
for (int j = 0; j < numRings - 1; ++j)
middle_amt -= middle_diff;
}
- for (int i = 7; i < 12; ++i)
+ for (int i = halfBands+1; i < numBands; ++i)
for (int j = 0; j < 5; ++j)
- colors(j, i) = colors(j, 12 - i);
+ colors(j, i) = colors(j, numBands - i);
fade_to_black(&(*dome_cl)[0], asl * center_elev, 1);
for (int i = 0; i < numRings - 1; ++i)