Updated star rendering phases/parameters
As part of this, adjust the normalisation so the active cutoff value corresponds to 0.0 normalised intensity.
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@@ -124,49 +124,77 @@ SGStars::build( int num, const SGVec3d star_data[], double star_dist ) {
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// 0 degrees = high noon
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// 90 degrees = sun rise/set
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// 180 degrees = darkest midnight
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bool SGStars::repaint( double sun_angle, int num, const SGVec3d star_data[] ) {
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// cout << "repainting stars" << endl;
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// double min = 100;
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// double max = -100;
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bool SGStars::repaint( double sun_angle, int num, const SGVec3d star_data[] )
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{
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double mag, nmag, alpha, factor, cutoff;
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/*
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maximal magnitudes under dark sky on Earth, from Eq.(90) and (91) of astro-ph/1405.4209
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For (18 < musky < 20)
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mmax = 0.27 musky + 0.8 - 2.5 * log(F)
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For (19.5 µsky 22)
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mmax = 0.383 musky - 1.44 - 2.5 * log(F)
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Let's take F = 1.4 for healthy young pilot
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mudarksky ~ 22 mag/arcsec^2 => mmax=6.2
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muastrotwilight ~ 20 mag/arsec^2 => mmax=5.4
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mu99deg ~ 17.5 mag/arcsec^2 => mmax=4.7
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mu97.5deg ~ 16 mag/arcsec^2 => ? let's keep it rough
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*/
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double mag_nakedeye = 6.2;
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double mag_twilight_astro = 5.4;
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double mag_twilight_nautic = 4.7;
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// sirius, brightest star (not brightest object)
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double mag_min = -1.46;
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int phase;
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// determine which star structure to draw
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if ( sun_angle > (SGD_PI_2 + 10.0 * SGD_DEGREES_TO_RADIANS ) ) {
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// deep night
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if ( sun_angle > (SGD_PI_2 + 18.0 * SGD_DEGREES_TO_RADIANS ) ) {
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// deep night, atmosphere is not lighten by the sun
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factor = 1.0;
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cutoff = 4.5;
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cutoff = mag_nakedeye;
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phase = 0;
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} else if ( sun_angle > (SGD_PI_2 + 8.8 * SGD_DEGREES_TO_RADIANS ) ) {
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} else if ( sun_angle > (SGD_PI_2 + 12.0 * SGD_DEGREES_TO_RADIANS ) ) {
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// less than 18deg and more than 12deg is astronomical twilight
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factor = 1.0;
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cutoff = 3.8;
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cutoff = mag_twilight_astro;
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phase = 1;
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} else if ( sun_angle > (SGD_PI_2 + 9.0 * SGD_DEGREES_TO_RADIANS ) ) {
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// less 12deg and more than 6deg is is nautical twilight
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factor = 1.0;
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cutoff = mag_twilight_nautic;
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phase = 2;
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} else if ( sun_angle > (SGD_PI_2 + 7.5 * SGD_DEGREES_TO_RADIANS ) ) {
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factor = 0.95;
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cutoff = 3.1;
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phase = 2;
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phase = 3;
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} else if ( sun_angle > (SGD_PI_2 + 7.0 * SGD_DEGREES_TO_RADIANS ) ) {
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factor = 0.9;
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cutoff = 2.4;
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phase = 3;
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phase = 4;
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} else if ( sun_angle > (SGD_PI_2 + 6.5 * SGD_DEGREES_TO_RADIANS ) ) {
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factor = 0.85;
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cutoff = 1.8;
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phase = 4;
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phase = 5;
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} else if ( sun_angle > (SGD_PI_2 + 6.0 * SGD_DEGREES_TO_RADIANS ) ) {
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factor = 0.8;
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cutoff = 1.2;
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phase = 5;
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phase = 6;
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} else if ( sun_angle > (SGD_PI_2 + 5.5 * SGD_DEGREES_TO_RADIANS ) ) {
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factor = 0.75;
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cutoff = 0.6;
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phase = 6;
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phase = 7;
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} else {
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// early dusk or late dawn
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factor = 0.7;
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cutoff = 0.0;
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phase = 7;
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phase = 8;
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}
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if (_cutoffProperty) {
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@@ -183,17 +211,15 @@ bool SGStars::repaint( double sun_angle, int num, const SGVec3d star_data[] ) {
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// if ( star_data[i][2] < min ) { min = star_data[i][2]; }
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// if ( star_data[i][2] > max ) { max = star_data[i][2]; }
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// magnitude ranges from -1 (bright) to 4 (dim). The
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// magnitude ranges from -1 (bright) to 6 (dim). The
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// range of star and planet magnitudes can actually go
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// outside of this, but for our purpose, if it is brighter
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// that -1, we'll color it full white/alpha anyway and 4
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// is a convenient cutoff point which keeps the number of
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// stars drawn at about 500.
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// that magmin, we'll color it full white/alpha anyway
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// color (magnitude)
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mag = star_data[i][2];
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if ( mag < cutoff ) {
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nmag = ( 4.5 - mag ) / 5.5; // translate to 0 ... 1.0 scale
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nmag = ( cutoff - mag ) / (cutoff - mag_min); // translate to 0 ... 1.0 scale
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alpha = nmag * 0.85 + 0.15; // translate to a 0.15 ... 1.0 scale
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alpha *= factor; // dim when the sun is brighter
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} else {
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