]> git.mxchange.org Git - simgear.git/blobdiff - simgear/scene/sky/oursun.cxx
Update the SoundSample api so we can request that a copy of the sample be
[simgear.git] / simgear / scene / sky / oursun.cxx
index d8d8a9edc9f9a48ca6698eae52506a09e9adf951..10c6129a46f02db28b4a1bf1472a372b01fc8b0c 100644 (file)
@@ -49,6 +49,7 @@
 #include "sphere.hxx"
 #include "oursun.hxx"
 
+static double sun_exp2_punch_through;
 
 // Set up sun rendering call backs
 static int sgSunOrbPreDraw( ssgEntity *e ) {
@@ -74,9 +75,6 @@ static int sgSunOrbPostDraw( ssgEntity *e ) {
     glPopAttrib();
     // cout << "pop error = " << glGetError() << endl;
 
-    // glEnable( GL_DEPTH_TEST );
-    // glEnable( GL_FOG );
-
     return true;
 }
 
@@ -105,15 +103,14 @@ static int sgSunHaloPostDraw( ssgEntity *e ) {
     glPopAttrib();
     // cout << "pop error = " << glGetError() << endl;
 
-    // glEnable( GL_DEPTH_TEST );
-    // glEnable( GL_FOG );
-
     return true;
 }
 
 
 // Constructor
 SGSun::SGSun( void ) {
+    prev_sun_angle = -9999.0;
+    visibility = -9999.0;
 }
 
 
@@ -336,28 +333,29 @@ ssgBranch * SGSun::build( SGPath path, double sun_size ) {
 // 90 degrees = sun rise/set
 // 180 degrees = darkest midnight
 bool SGSun::repaint( double sun_angle, double new_visibility ) {
-    static float prev_sun_angle = 9999.0;
-
     if ( visibility != new_visibility ) {
-        static double sqrt_m_log01 = sqrt( -log( 0.01 ) );
         visibility = new_visibility;
-        if ( visibility < 8000 ) {
-            sun_exp2_punch_through = sqrt_m_log01 / (visibility * 10);
-        } else {
-            sun_exp2_punch_through = sqrt_m_log01 / (8000 * 10);
-        }
-    }
 
-    if (prev_sun_angle != sun_angle)
-    {
+        static double sqrt_m_log01 = sqrt( -log( 0.01 ) );
+        sun_exp2_punch_through = sqrt_m_log01 / (visibility * 15);
+    }
 
+    if (prev_sun_angle != sun_angle) {
         prev_sun_angle = sun_angle;
 
-        float sun_factor = 4*cos(sun_angle);
+        double nv = (new_visibility > 5000.0) ? new_visibility : 5000.0;
+        double vis_factor = 10000.0 / (nv - 5000.0);
+        if ( vis_factor < 0.25 ) {
+            vis_factor = 0.25;
+        } else if ( vis_factor > 1.0) {
+            vis_factor = 1.0;
+        }
+
+        float sun_factor = 4 * (cos(sun_angle) + cos(sun_angle)/2) * vis_factor;
 
         if (sun_factor > 1) sun_factor = 1.0;
         if (sun_factor < -1) sun_factor = -1.0;
-        sun_factor = sun_factor/2 + 0.5;
+        sun_factor = (sun_factor/2) + 0.5;
 
         sgVec4 color;
         color[1] = sqrt(sun_factor);