#include <simgear/screen/colors.hxx>
#include <simgear/sky/sky.hxx>
-#include <Aircraft/aircraft.hxx>
#include <Main/globals.hxx>
#include <Main/viewer.hxx>
#include "sunpos.hxx"
extern SGSky *thesky; // FIXME: from main.cxx
-
fgLIGHT cur_light_params;
// update lighting parameters based on current sun position
void fgLIGHT::Update( void ) {
- FGInterface *f;
// if the 4th field is 0.0, this specifies a direction ...
GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
// base sky color
- GLfloat base_sky_color[4] = { 0.392, 0.539, 0.752, 1.0 };
+ GLfloat base_sky_color[4] = { 0.39, 0.50, 0.74, 1.0 };
// base fog color
- GLfloat base_fog_color[4] = { 0.90, 0.93, 1.0, 1.0 };
- double deg, ambient, diffuse, specular, sky_brightness;
-
- f = current_aircraft.fdm_state;
+ GLfloat base_fog_color[4] = { 0.84, 0.87, 1.0, 1.0 };
+ float deg, ambient, diffuse, specular, sky_brightness;
SG_LOG( SG_EVENT, SG_INFO, "Updating light parameters." );
- // first, correct the colors for system specific gamma settings
- // gamma_correct( (float *)&base_sky_color );
- // gamma_correct( (float *)&base_fog_color );
-
// calculate lighting parameters based on sun's relative angle to
// local up
scene_ambient[1] = white[1] * ambient;
scene_ambient[2] = white[2] * ambient;
scene_ambient[3] = 1.0;
- gamma_correct( (float *)&scene_ambient );
scene_diffuse[0] = white[0] * diffuse;
scene_diffuse[1] = white[1] * diffuse;
scene_diffuse[2] = white[2] * diffuse;
scene_diffuse[3] = 1.0;
- gamma_correct( (float *)&scene_diffuse );
scene_specular[0] = white[0] * specular;
scene_specular[1] = white[1] * specular;
scene_specular[2] = white[2] * specular;
scene_specular[3] = 1.0;
- gamma_correct( (float *)&scene_specular );
// set sky color
sky_color[0] = base_sky_color[0] * sky_brightness;
sky_color[1] = base_sky_color[1] * sky_brightness;
sky_color[2] = base_sky_color[2] * sky_brightness;
sky_color[3] = base_sky_color[3];
- gamma_correct( (float *)&sky_color );
+ gamma_correct_rgb( sky_color );
// set cloud and fog color
cloud_color[0] = fog_color[0] = base_fog_color[0] * sky_brightness;
cloud_color[1] = fog_color[1] = base_fog_color[1] * sky_brightness;
cloud_color[2] = fog_color[2] = base_fog_color[2] * sky_brightness;
cloud_color[3] = fog_color[3] = base_fog_color[3];
- gamma_correct( (float *)&cloud_color );
+ gamma_correct_rgb( fog_color );
- // update the cloud colors for sunrise/sunset effects (darken them)
+ // adjust the cloud colors for sunrise/sunset effects (darken them)
if (sun_angle > 1.0) {
- float sun2 = sqrt(sun_angle);
+ float sun2 = pow(sun_angle, 0.5);
cloud_color[0] /= sun2;
cloud_color[1] /= sun2;
cloud_color[2] /= sun2;
}
- gamma_correct( (float *)&cloud_color );
+ gamma_correct_rgb( cloud_color );
}
}
if ( heading < -2.0 * SGD_2PI || heading > 2.0 * SGD_2PI ) {
- SG_LOG( SG_EVENT, SG_ALERT, "Psi rotation bad = " << heading );
+ SG_LOG( SG_EVENT, SG_ALERT, "Heading rotation bad = " << heading );
exit(-1);
}
if ( heading_offset < -2.0 * SGD_2PI || heading_offset > 2.0 * SGD_2PI ) {
- SG_LOG( SG_EVENT, SG_ALERT, "current view()->view offset bad = "
- << heading_offset );
+ SG_LOG( SG_EVENT, SG_ALERT, "Heading offset bad = " << heading_offset );
exit(-1);
}
// first determine the difference between our view angle and local
// direction to the sun
- rotation = -(sun_rotation + SGD_PI) - heading - heading_offset;
+ rotation = -(sun_rotation + SGD_PI) - heading + heading_offset;
while ( rotation < 0 ) {
rotation += SGD_2PI;
}
#else
- float rf1 = fabs((rotation - SG_PI) / SG_PI); // 0.0 .. 1.0
- float rf2 = rf1 * rf1;
- float rf3 = 1.0 - rf1;
-
+ // revert to unmodified values before usign them.
+ //
float *sun_color = thesky->get_sun_color();
- float s_red = fog_color[0] * (1.25 - sun_color[0]/4.0); // 100% red
- float s_green = fog_color[1] * (0.48 + sun_color[1]/1.923); // 40% green
- float s_blue = fog_color[2] * sun_color[2]; // 0% blue
-
- float f_brightness = (sun_angle > 1.0) ? sqrt(sun_angle) : 1.0;
- float f_red = fog_color[0] / f_brightness;
- float f_green = fog_color[1] / f_brightness;
- float f_blue = (fog_color[2] / f_brightness) * pow(sun_color[2], 1/3);
-
- adj_fog_color[0] = rf3 * f_red + rf2 * s_red;
- adj_fog_color[1] = rf3 * f_green + rf2 * s_green;
- adj_fog_color[2] = rf3 * f_blue + rf2 * s_blue;
- gamma_correct( (float *)&adj_fog_color );
+ gamma_restore_rgb( fog_color );
+ gamma_restore_rgb( cloud_color );
+
+ // Calculate the fog color in the direction of the sun for
+ // sunrise/sunset effects.
+ //
+ float s_red = (fog_color[0] + 2 * pow(sun_color[0], 2)) / 3;
+ float s_green = (fog_color[1] + 2 * pow(sun_color[1], 2)) / 3;
+ float s_blue = (fog_color[2] + 2 * sun_color[2]) / 3;
+
+ // interpolate beween the sunrise/sunset color and the color
+ // at the opposite direction of this effect.
+ //
+ float sif = 0.5 - cos(sun_angle*2)/2;
+ float rf1 = fabs((rotation - SGD_PI) / SGD_PI); // 0.0 .. 1.0
+ float rf2 = 0.87 * pow(rf1 * rf1, 1/sif);
+ float rf3 = 1.0 - rf2;
+
+ 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;
+ gamma_correct_rgb( adj_fog_color );
+
+ // make sure the colors have their original value before they are being
+ // used by the rest of the program.
+ //
+ gamma_correct_rgb( fog_color );
+ gamma_correct_rgb( cloud_color );
#endif
}