#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] = { 0.392, 0.539, 0.712, 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;
-
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
// update the cloud colors for sunrise/sunset effects (darken them)
if (sun_angle > 1.0) {
- float sun2 = sqrt(sun_angle);
+ float sun2 = pow(sun_angle, 1/3);
cloud_color[0] /= sun2;
cloud_color[1] /= sun2;
cloud_color[2] /= sun2;
}
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 rf1 = fabs((rotation - SGD_PI) / SGD_PI); // 0.0 .. 1.0
float rf2 = rf1 * rf1;
float rf3 = 1.0 - rf1;
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);
+ float s_red = fog_color[0] * (1.25 - pow(sun_color[0], 1/2)/4.0);
+ float s_green = fog_color[1] * (0.48 + pow(sun_color[1], 1/1.5)/1.923);
+ float s_blue = fog_color[2] * sun_color[2];
+
+ float f_brightness = (sun_angle > 1.0) ? pow(sun_angle, 1/6) : 1.0;
+ float f_red = cloud_color[0] / f_brightness;
+ float f_green = cloud_color[1] / f_brightness;
+ float f_blue = (cloud_color[2] / f_brightness) * pow(sun_color[2], 1/6);
adj_fog_color[0] = rf3 * f_red + rf2 * s_red;
adj_fog_color[1] = rf3 * f_green + rf2 * s_green;