_cloud_color(0, 0, 0, 0),
_adj_fog_color(0, 0, 0, 0),
_adj_sky_color(0, 0, 0, 0),
- _humidity(69.5),
_saturation(1.0),
_scattering(0.8),
+ _overcast(0.0),
_dt_total(0)
{
}
// Write Only
prop->tie("/rendering/scene/saturation",SGRawValuePointer<float>(&_saturation));
prop->tie("/rendering/scene/scattering",SGRawValuePointer<float>(&_scattering));
- prop->tie("/environment/relative-humidity",SGRawValuePointer<float>(&_humidity));
+ 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("/sim/time/sun-angle-rad",SGRawValuePointer<double>(&_sun_angle));
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/ambient/blue",SGRawValuePointer<float>(&_scene_ambient[2]));
SGPropertyNode *prop = globals->get_props();
prop->untie("/rendering/scene/saturation");
prop->untie("/rendering/scene/scattering");
- prop->untie("/environment/relative-humidity");
-
- prop->untie("/sim/time/sun-angle-rad");
+ prop->untie("/rendering/scene/overcast");
prop->untie("/rendering/scene/ambient/red");
prop->untie("/rendering/scene/ambient/green");
prop->untie("/rendering/scene/ambient/blue");
// calculate lighting parameters based on sun's relative angle to
// local up
- float av = _humidity * 45;
+ static SGConstPropertyNode_ptr humidity = fgGetNode("/environment/relative-humidity");
+ float av = humidity->getFloatValue() * 45;
float visibility_log = log(av)/11.0;
float visibility_inv = (45000.0 - av)/45000.0;
else if (_saturation > 1.0) _saturation = 1.0;
if (_scattering < 0.0) _scattering = 0.0;
else if (_scattering > 1.0) _scattering = 1.0;
+ if (_overcast < 0.0) _overcast = 0.0;
+ else if (_overcast > 1.0) _overcast = 1.0;
float ambient = _ambient_tbl->interpolate( deg ) + visibility_inv/10;
float diffuse = _diffuse_tbl->interpolate( deg );
gamma_correct_rgb( _fog_color.data() );
// 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[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];
gamma_correct_rgb( _sky_color.data() );
_scene_ambient[3] = 1.0;
gamma_correct_rgb( _scene_ambient.data() );
+ SGSky* thesky = globals->get_renderer()->getSky();
+
SGVec4f color = thesky->get_scene_color();
_scene_diffuse[0] = color[0] * diffuse;
_scene_diffuse[1] = color[1] * diffuse;
// revert to unmodified values before using them.
//
+ SGSky* thesky = globals->get_renderer()->getSky();
SGVec4f color = thesky->get_scene_color();
gamma_restore_rgb( _fog_color.data(), gamma );
// cout << " Sky needs to rotate = " << _sun_rotation << " rads = "
// << _sun_rotation * SGD_RADIANS_TO_DEGREES << " degrees." << endl;
+
+ _sunAngleRad->setDoubleValue(_sun_angle);
}