_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/scattering",SGRawValuePointer<float>(&_scattering));
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]));
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/scene/saturation");
prop->untie("/rendering/scene/scattering");
prop->untie("/rendering/scene/overcast");
-
- prop->untie("/sim/time/sun-angle-rad");
prop->untie("/rendering/scene/ambient/red");
prop->untie("/rendering/scene/ambient/green");
prop->untie("/rendering/scene/ambient/blue");
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");
_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;
_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;
+ // _sun_color = thesky->get_sun_color();
+ _scene_specular[0] = _sun_color[0] * specular;
+ _scene_specular[1] = _sun_color[1] * specular;
+ _scene_specular[2] = _sun_color[2] * specular;
_scene_specular[3] = 1.0;
gamma_correct_rgb( _scene_specular.data() );
}
// 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 );
// 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[0] = rf3 * _fog_color[0] + rf2 * _sun_color[0];
+ _adj_fog_color[1] = rf3 * _fog_color[1] + rf2 * _sun_color[1];
+ _adj_fog_color[2] = rf3 * _fog_color[2] + rf2 * _sun_color[2];
gamma_correct_rgb( _adj_fog_color.data(), gamma);
// make sure the colors have their original value before they are being
// cout << " Sky needs to rotate = " << _sun_rotation << " rads = "
// << _sun_rotation * SGD_RADIANS_TO_DEGREES << " degrees." << endl;
+
+ _sunAngleRad->setDoubleValue(_sun_angle);
}