_scene_ambient(0, 0, 0, 0),
_scene_diffuse(0, 0, 0, 0),
_scene_specular(0, 0, 0, 0),
- _sun_color(1, 1, 1, 1),
_sky_color(0, 0, 0, 0),
_fog_color(0, 0, 0, 0),
_cloud_color(0, 0, 0, 0),
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]));
_scene_ambient[3] = 1.0;
gamma_correct_rgb( _scene_ambient.data() );
- SGVec4f sun_color = thesky->get_scene_color();
+ SGVec4f color = thesky->get_scene_color();
float ndiff = (ambient + specular) / 2;
float idiff = 1.0 - ndiff;
- _scene_diffuse[0] = (sun_color[0]*ndiff + _fog_color[0]*idiff) * diffuse;
- _scene_diffuse[1] = (sun_color[1]*ndiff + _fog_color[1]*idiff) * diffuse;
- _scene_diffuse[2] = (sun_color[2]*ndiff + _fog_color[2]*idiff) * diffuse;
+ _scene_diffuse[0] = color[0] * diffuse;
+ _scene_diffuse[1] = color[1] * diffuse;
+ _scene_diffuse[2] = color[2] * diffuse;
_scene_diffuse[3] = 1.0;
gamma_correct_rgb( _scene_diffuse.data() );
- _scene_specular[0] = sun_color[0] * specular;
- _scene_specular[1] = sun_color[1] * specular;
- _scene_specular[2] = sun_color[2] * specular;
+ color = thesky->get_sun_color();
+ _scene_specular[0] = color[0] * specular;
+ _scene_specular[1] = color[1] * specular;
+ _scene_specular[2] = color[2] * specular;
_scene_specular[3] = 1.0;
gamma_correct_rgb( _scene_specular.data() );
-
- sun_color = thesky->get_sun_color();
- _sun_color[0] = sun_color[0];
- _sun_color[1] = sun_color[1];
- _sun_color[2] = sun_color[2];
- _sun_color[3] = sun_color[3];
- gamma_correct_rgb( _sun_color.data() );
}
// revert to unmodified values before usign them.
//
- SGVec4f sun_color = thesky->get_scene_color();
+ SGVec4f color = thesky->get_scene_color();
gamma_restore_rgb( _fog_color.data() );
gamma_restore_rgb( _sky_color.data() );
// Calculate the fog color in the direction of the sun for
// sunrise/sunset effects.
//
- float s_red = sun_color[0]*sun_color[0];
- float s_green = sun_color[1]*sun_color[1];
- float s_blue = sun_color[2];
+ float s_red = color[0]*color[0];
+ float s_green = color[1]*color[1];
+ float s_blue = color[2];
// interpolate beween the sunrise/sunset color and the color
// at the opposite direction of this effect. Take in account