_adj_sky_color(0, 0, 0, 0),
_saturation(1.0),
_scattering(0.8),
+ _overcast(0.0),
_dt_total(0)
{
}
// Write Only
prop->tie("/rendering/scene/saturation",SGRawValuePointer<float>(&_saturation));
prop->tie("/rendering/scene/scattering",SGRawValuePointer<float>(&_scattering));
+ prop->tie("/rendering/scene/overcast",SGRawValuePointer<float>(&_overcast));
// Read Only
prop->tie("/sim/time/sun-angle-rad",SGRawValuePointer<double>(&_sun_angle));
SGPropertyNode *prop = globals->get_props();
prop->untie("/rendering/scene/saturation");
prop->untie("/rendering/scene/scattering");
- prop->untie("/environment/relative-humidity");
+ prop->untie("/rendering/scene/overcast");
prop->untie("/sim/time/sun-angle-rad");
prop->untie("/rendering/scene/ambient/red");
gamma_correct_rgb( _fog_color.data() );
// 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[0] = (base_sky_color[0] + (1.0f-base_sky_color[0]) * _overcast) * sky_brightness;
+ _sky_color[1] = (base_sky_color[1] + (1.0f-base_sky_color[1]) * _overcast) * sky_brightness;
+ _sky_color[2] = (base_sky_color[2] + (1.0f-base_sky_color[2]) * _overcast) * sky_brightness;
_sky_color[3] = base_sky_color[3];
gamma_correct_rgb( _sky_color.data() );