_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),
prop->tie("/rendering/scene/overcast",SGRawValuePointer<float>(&_overcast));
_sunAngleRad = prop->getNode("/sim/time/sun-angle-rad", true);
-
+ _sunAngleRad->setDoubleValue(_sun_angle);
+
// Read Only
prop->tie("/rendering/scene/ambient/red",SGRawValuePointer<float>(&_scene_ambient[0]));
prop->tie("/rendering/scene/ambient/green",SGRawValuePointer<float>(&_scene_ambient[1]));
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]));
+ prop->tie("/rendering/dome/cloud/red",SGRawValuePointer<float>(&_cloud_color[0]));
+ prop->tie("/rendering/dome/cloud/green",SGRawValuePointer<float>(&_cloud_color[1]));
+ prop->tie("/rendering/dome/cloud/blue",SGRawValuePointer<float>(&_cloud_color[2]));
prop->tie("/rendering/dome/fog/red",SGRawValuePointer<float>(&_fog_color[0]));
prop->tie("/rendering/dome/fog/green",SGRawValuePointer<float>(&_fog_color[1]));
prop->tie("/rendering/dome/fog/blue",SGRawValuePointer<float>(&_fog_color[2]));
prop->untie("/rendering/dome/sky/red");
prop->untie("/rendering/dome/sky/green");
prop->untie("/rendering/dome/sky/blue");
+ prop->untie("/rendering/dome/cloud/red");
+ prop->untie("/rendering/dome/cloud/green");
+ prop->untie("/rendering/dome/cloud/blue");
prop->untie("/rendering/dome/fog/red");
prop->untie("/rendering/dome/fog/green");
prop->untie("/rendering/dome/fog/blue");
}
void FGLight::update_sky_color () {
- // if the 4th field is 0.0, this specifies a direction ...
- // const GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
- const GLfloat base_sky_color[4] = { 0.31, 0.43, 0.69, 1.0 };
- const GLfloat base_fog_color[4] = { 0.63, 0.72, 0.88, 1.0 };
+ const SGVec4f base_sky_color( 0.31, 0.43, 0.69, 1.0 );
+ const SGVec4f base_fog_color( 0.63, 0.72, 0.88, 1.0 );
SG_LOG( SG_EVENT, SG_DEBUG, "Updating light parameters." );
// sky_brightness = 0.15; // used to force a dark sky (when testing)
- // set fog and cloud color
- float sqrt_sky_brightness = (1.0 - sqrt(1.0 - sky_brightness))*_scattering;
- _fog_color[0] = base_fog_color[0] * sqrt_sky_brightness;
- _fog_color[1] = base_fog_color[1] * sqrt_sky_brightness;
- _fog_color[2] = base_fog_color[2] * sqrt_sky_brightness;
- _fog_color[3] = base_fog_color[3];
+ /** fog color */
+ float sqr_sky_brightness = sky_brightness * sky_brightness * _scattering;
+ _fog_color = base_fog_color * sqr_sky_brightness;
gamma_correct_rgb( _fog_color.data() );
- // set sky color
- _sky_color[0] = (base_sky_color[0] + (1.0f-base_sky_color[0]) * _overcast) * sky_brightness;
- _sky_color[1] = (base_sky_color[1] + (1.0f-base_sky_color[1]) * _overcast) * sky_brightness;
- _sky_color[2] = (base_sky_color[2] + (1.0f-base_sky_color[2]) * _overcast) * sky_brightness;
- _sky_color[3] = base_sky_color[3];
+ /** sky color */
+ static const SGVec4f one_vec( 1.0f, 1.0f, 1.0f, 1.0f);
+ SGVec4f overcast_color = (one_vec - base_sky_color) * _overcast;
+ _sky_color = (base_sky_color + overcast_color) * sky_brightness;
gamma_correct_rgb( _sky_color.data() );
- _cloud_color[0] = base_fog_color[0] * sky_brightness;
- _cloud_color[1] = base_fog_color[1] * sky_brightness;
- _cloud_color[2] = base_fog_color[2] * sky_brightness;
- _cloud_color[3] = base_fog_color[3];
+ /** cloud color */
+ _cloud_color = base_fog_color * sky_brightness;
- // adjust 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);
- _cloud_color[0] /= sun2;
- _cloud_color[1] /= sun2;
- _cloud_color[2] /= sun2;
+ float sun2 = 1.0 / sqrt(_sun_angle);
+ _cloud_color *= sun2;
}
gamma_correct_rgb( _cloud_color.data() );
- _scene_ambient[0] = _fog_color[0] * ambient;
- _scene_ambient[1] = _fog_color[1] * ambient;
- _scene_ambient[2] = _fog_color[2] * ambient;
- _scene_ambient[3] = 1.0;
+ /** ambient light */
+ _scene_ambient = _fog_color * ambient;
gamma_correct_rgb( _scene_ambient.data() );
+ /** diffuse light */
SGSky* thesky = globals->get_renderer()->getSky();
-
SGVec4f color = thesky->get_scene_color();
- _scene_diffuse[0] = color[0] * diffuse;
- _scene_diffuse[1] = color[1] * diffuse;
- _scene_diffuse[2] = color[2] * diffuse;
- _scene_diffuse[3] = 1.0;
+ _scene_diffuse = color * diffuse;
gamma_correct_rgb( _scene_diffuse.data() );
SGVec4f chrome = _scene_ambient * .4f + _scene_diffuse;
_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;
- _scene_specular[3] = 1.0;
+ /** specular light */
+ _sun_color = thesky->get_sun_color();
+ _scene_specular = _sun_color * specular;
gamma_correct_rgb( _scene_specular.data() );
}
// calculate fog color adjusted for sunrise/sunset effects
void FGLight::update_adj_fog_color () {
- double pitch = globals->get_current_view()->getPitch_deg()
- * SGD_DEGREES_TO_RADIANS;
- double pitch_offset = globals->get_current_view()-> getPitchOffset_deg()
- * SGD_DEGREES_TO_RADIANS;
+// double pitch = globals->get_current_view()->getPitch_deg()
+// * SGD_DEGREES_TO_RADIANS;
+// double pitch_offset = globals->get_current_view()-> getPitchOffset_deg()
+// * SGD_DEGREES_TO_RADIANS;
double heading = globals->get_current_view()->getHeading_deg()
* SGD_DEGREES_TO_RADIANS;
double heading_offset = globals->get_current_view()->getHeadingOffset_deg()
return;
}
- double hor_rotation, vert_rotation;
static float gamma = system_gamma;
// first determine the difference between our view angle and local
// direction to the sun
- vert_rotation = pitch + pitch_offset;
- hor_rotation = -(_sun_rotation + SGD_PI) - heading + heading_offset;
+ //double vert_rotation = pitch + pitch_offset;
+ double hor_rotation = -(_sun_rotation + SGD_PI) - heading + heading_offset;
if (hor_rotation < 0 )
hor_rotation = fmod(hor_rotation, SGD_2PI) + SGD_2PI;
else
// 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
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 = rf3 * _fog_color + rf2 * _sun_color;;
gamma_correct_rgb( _adj_fog_color.data(), gamma);
// make sure the colors have their original value before they are being