// force a repaint of the sky colors with ugly defaults
sgVec3 fog_color;
sgSetVec3( fog_color, 1.0, 1.0, 1.0 );
- repaint( color, fog_color, 0.0 );
+ repaint( color, fog_color, 0.0, 5000.0 );
// build the ssg scene graph sub tree for the sky and connected
// into the provide scene graph branch
// 0 degrees = high noon
// 90 degrees = sun rise/set
// 180 degrees = darkest midnight
-bool SGSkyDome::repaint( sgVec4 sky_color, sgVec4 fog_color, double sun_angle )
+bool SGSkyDome::repaint( sgVec4 sky_color, sgVec4 fog_color, double sun_angle,
+ double vis )
{
double diff;
sgVec3 outer_param, outer_amt, outer_diff;
// First, recalulate the basic colors
//
+ sgVec4 center_color;
sgVec4 upper_color[12];
sgVec4 middle_color[12];
sgVec4 lower_color[12];
sgVec4 bottom_color[12];
+ double vis_factor;
+
+ if ( vis < 3000.0 ) {
+ vis_factor = (vis - 1000.0) / 2000.0;
+ if ( vis_factor < 0.0 ) {
+ vis_factor = 0.0;
+ }
+ } else {
+ vis_factor = 1.0;
+ }
+
+ for ( j = 0; j < 3; j++ ) {
+ diff = sky_color[j] - fog_color[j];
+ center_color[j] = sky_color[j] - diff * ( 1.0 - vis_factor );
+ }
+
for ( i = 0; i < 6; i++ ) {
for ( j = 0; j < 3; j++ ) {
diff = sky_color[j] - fog_color[j];
// printf("sky = %.2f fog = %.2f diff = %.2f\n",
// l->sky_color[j], l->fog_color[j], diff);
- upper_color[i][j] = sky_color[j] - diff * 0.3;
- middle_color[i][j] = sky_color[j] - diff * 0.9 + middle_amt[j];
+ upper_color[i][j] = sky_color[j] - diff * ( 1.0 - vis_factor * 0.7);
+ middle_color[i][j] = sky_color[j] - diff * ( 1.0 - vis_factor * 0.1)
+ + middle_amt[j];
lower_color[i][j] = fog_color[j] + outer_amt[j];
if ( upper_color[i][j] > 1.0 ) { upper_color[i][j] = 1.0; }
// printf("sky = %.2f fog = %.2f diff = %.2f\n",
// sky_color[j], fog_color[j], diff);
- upper_color[i][j] = sky_color[j] - diff * 0.3;
- middle_color[i][j] = sky_color[j] - diff * 0.9 + middle_amt[j];
+ upper_color[i][j] = sky_color[j] - diff * ( 1.0 - vis_factor * 0.7);
+ middle_color[i][j] = sky_color[j] - diff * ( 1.0 - vis_factor * 0.1)
+ + middle_amt[j];
lower_color[i][j] = fog_color[j] + outer_amt[j];
if ( upper_color[i][j] > 1.0 ) { upper_color[i][j] = 1.0; }
slot = center_disk_cl->get( counter++ );
// sgVec4 red;
// sgSetVec4( red, 1.0, 0.0, 0.0, 1.0 );
- sgCopyVec4( slot, sky_color );
+ sgCopyVec4( slot, center_color );
for ( i = 11; i >= 0; i-- ) {
slot = center_disk_cl->get( counter++ );
sgCopyVec4( slot, upper_color[i] );
puff_progression = 0;
ramp_up = 0.15;
ramp_down = 0.15;
+ // ramp_up = 4.0;
+ // ramp_down = 4.0;
}
{
if ( effective_visibility > 1000.0 ) {
enable();
- dome->repaint( sky_color, fog_color, sun_angle );
+ dome->repaint( sky_color, fog_color, sun_angle, effective_visibility );
oursun->repaint( sun_angle );
moon->repaint( moon_angle );
planets->repaint( sun_angle, nplanets, planet_data );
// draw translucent clouds ... do this after you've drawn all the
// oapaque elements of your scene.
void SGSky::postDraw( float alt ) {
- float slop = 4.0; // if we are closer than this to a cloud layer,
+ float slop = 5.0; // if we are closer than this to a cloud layer,
// don't draw clouds
int in_cloud = -1; // cloud we are in