#include <simgear/math/interpolater.hxx>
#include <simgear/math/polar3d.hxx>
#include <simgear/misc/sg_path.hxx>
+#include <simgear/screen/colors.hxx>
#include <simgear/sky/sky.hxx>
#include <Aircraft/aircraft.hxx>
// 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
-#if defined (sgi) || defined( macintosh )
- GLfloat base_sky_color[4] = { 0.252, 0.403, 0.657, 1.0 };
-#else // default
- GLfloat base_sky_color[4] = { 0.336, 0.406, 0.574, 1.0 };
-#endif
- GLfloat base_fog_color[4] = { 0.80, 0.83, 1.0, 1.0 };
+ GLfloat base_sky_color[4] = { 0.392, 0.539, 0.752, 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
scene_ambient[1] = white[1] * ambient;
scene_ambient[2] = white[2] * ambient;
scene_ambient[3] = 1.0;
+ gamma_correct( (float *)&scene_ambient );
scene_diffuse[0] = white[0] * diffuse;
scene_diffuse[1] = white[1] * diffuse;
scene_diffuse[2] = white[2] * diffuse;
scene_diffuse[3] = 1.0;
+ gamma_correct( (float *)&scene_diffuse );
scene_specular[0] = white[0] * specular;
scene_specular[1] = white[1] * specular;
scene_specular[2] = white[2] * specular;
scene_specular[3] = 1.0;
+ gamma_correct( (float *)&scene_specular );
// 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[3] = base_sky_color[3];
+ gamma_correct( (float *)&sky_color );
// set cloud and fog color
cloud_color[0] = fog_color[0] = base_fog_color[0] * sky_brightness;
cloud_color[1] = fog_color[1] = base_fog_color[1] * sky_brightness;
cloud_color[2] = fog_color[2] = base_fog_color[2] * sky_brightness;
cloud_color[3] = fog_color[3] = base_fog_color[3];
+ gamma_correct( (float *)&cloud_color );
// update the cloud colors for sunrise/sunset effects (darken them)
if (sun_angle > 1.0) {
cloud_color[1] /= sun2;
cloud_color[2] /= sun2;
}
+ gamma_correct( (float *)&cloud_color );
}
adj_fog_color[1] = rf3 * f_green + rf2 * s_green;
adj_fog_color[2] = rf3 * f_blue + rf2 * s_blue;
+ gamma_correct( (float *)&adj_fog_color );
#endif
}