Mark's dynamic sun color changes.

This commit is contained in:
durk
2006-07-27 05:15:20 +00:00
parent 5127990a43
commit 9315210fbe
4 changed files with 342 additions and 118 deletions

View File

@@ -30,9 +30,6 @@
#include <simgear/compiler.h>
#include <stdio.h>
#include STL_IOSTREAM
#include <plib/sg.h>
#include <plib/ssg.h>
@@ -44,30 +41,29 @@
#endif
#include <simgear/screen/colors.hxx>
#include "sphere.hxx"
#include "oursun.hxx"
static double sun_exp2_punch_through;
// Set up sun rendering call backs
static int sgSunOrbPreDraw( ssgEntity *e ) {
static int sgSunPreDraw( ssgEntity *e ) {
/* cout << endl << "Sun orb pre draw" << endl << "----------------"
<< endl << endl; */
ssgLeaf *f = (ssgLeaf *)e;
if ( f -> hasState () ) f->getState()->apply() ;
glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_FOG_BIT );
glPushAttrib( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_FOG_BIT );
// cout << "push error = " << glGetError() << endl;
glDisable( GL_DEPTH_TEST );
glDisable( GL_FOG );
glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) ;
return true;
}
static int sgSunOrbPostDraw( ssgEntity *e ) {
static int sgSunPostDraw( ssgEntity *e ) {
/* cout << endl << "Sun orb post draw" << endl << "----------------"
<< endl << endl; */
@@ -229,93 +225,190 @@ void my_glWritePPMFile(const char *filename, GLubyte *buffer, int win_width, int
}
#endif
// initialize the sun object and connect it into our scene graph root
ssgBranch * SGSun::build( SGPath path, double sun_size ) {
ssgBranch * SGSun::build( SGPath path, double sun_size, SGPropertyNode *property_tree_Node ) {
// set up the orb state
orb_state = new ssgSimpleState();
orb_state->setShadeModel( GL_SMOOTH );
orb_state->disable( GL_LIGHTING );
// orb_state->enable( GL_LIGHTING );
orb_state->disable( GL_CULL_FACE );
orb_state->disable( GL_TEXTURE_2D );
orb_state->enable( GL_COLOR_MATERIAL );
orb_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
orb_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
orb_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
orb_state->disable( GL_BLEND );
orb_state->disable( GL_ALPHA_TEST );
env_node = property_tree_Node;
SGPath ihalopath = path, ohalopath = path;
cl = new ssgColourArray( 1 );
sgVec4 color;
sgSetVec4( color, 1.0, 1.0, 1.0, 1.0 );
cl->add( color );
ssgBranch *orb = ssgMakeSphere( orb_state, cl, sun_size, 10, 10,
sgSunOrbPreDraw, sgSunOrbPostDraw );
sun_cl = new ssgColourArray( 1 );
sun_cl->add( color );
ihalo_cl = new ssgColourArray( 1 );
ihalo_cl->add( color );
ohalo_cl = new ssgColourArray( 1 );
ohalo_cl->add( color );
// force a repaint of the sun colors with arbitrary defaults
repaint( 0.0, 1.0 );
// set up the sun-state
path.append( "sun.rgba" );
sun_state = new ssgSimpleState();
sun_state->setShadeModel( GL_SMOOTH );
sun_state->disable( GL_LIGHTING );
sun_state->disable( GL_CULL_FACE );
sun_state->setTexture( (char *)path.c_str() );
sun_state->enable( GL_TEXTURE_2D );
sun_state->enable( GL_COLOR_MATERIAL );
sun_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
sun_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
sun_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
sun_state->enable( GL_BLEND );
sun_state->setAlphaClamp( 0.01 );
sun_state->enable( GL_ALPHA_TEST );
// Build ssg structure
sgVec3 va;
sun_vl = new ssgVertexArray;
sgSetVec3( va, -sun_size, 0.0, -sun_size );
sun_vl->add( va );
sgSetVec3( va, sun_size, 0.0, -sun_size );
sun_vl->add( va );
sgSetVec3( va, -sun_size, 0.0, sun_size );
sun_vl->add( va );
sgSetVec3( va, sun_size, 0.0, sun_size );
sun_vl->add( va );
sgVec2 vb;
sun_tl = new ssgTexCoordArray;
sgSetVec2( vb, 0.0f, 0.0f );
sun_tl->add( vb );
sgSetVec2( vb, 1.0, 0.0 );
sun_tl->add( vb );
sgSetVec2( vb, 0.0, 1.0 );
sun_tl->add( vb );
sgSetVec2( vb, 1.0, 1.0 );
sun_tl->add( vb );
ssgLeaf *sun =
new ssgVtxTable ( GL_TRIANGLE_STRIP, sun_vl, NULL, sun_tl, sun_cl );
sun->setState( sun_state );
sun->setCallback( SSG_CALLBACK_PREDRAW, sgSunPreDraw );
sun->setCallback( SSG_CALLBACK_POSTDRAW, sgSunPostDraw );
// build the halo
// sun_texbuf = new GLubyte[64*64*3];
// sun_texid = makeHalo( sun_texbuf, 64 );
// my_glWritePPMFile("sunhalo.ppm", sun_texbuf, 64, 64, RGB);
// set up the halo state
path.append( "halo.rgba" );
halo_state = new ssgSimpleState();
halo_state->setTexture( (char *)path.c_str() );
halo_state->enable( GL_TEXTURE_2D );
halo_state->disable( GL_LIGHTING );
// halo_state->enable( GL_LIGHTING );
halo_state->setShadeModel( GL_SMOOTH );
halo_state->disable( GL_CULL_FACE );
halo_state->enable( GL_COLOR_MATERIAL );
halo_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
halo_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
halo_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
halo_state->enable( GL_ALPHA_TEST );
halo_state->setAlphaClamp(0.01);
halo_state->enable ( GL_BLEND ) ;
// set up the inner-halo state
ihalopath.append( "inner_halo.rgba" );
ihalo_state = new ssgSimpleState();
ihalo_state->setTexture( (char *)ihalopath.c_str() );
ihalo_state->enable( GL_TEXTURE_2D );
ihalo_state->disable( GL_LIGHTING );
ihalo_state->setShadeModel( GL_SMOOTH );
ihalo_state->disable( GL_CULL_FACE );
ihalo_state->enable( GL_COLOR_MATERIAL );
ihalo_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
ihalo_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
ihalo_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
ihalo_state->enable( GL_ALPHA_TEST );
ihalo_state->setAlphaClamp(0.01);
ihalo_state->enable ( GL_BLEND ) ;
// Build ssg structure
double size = sun_size * 10.0;
sgVec3 v3;
halo_vl = new ssgVertexArray;
sgSetVec3( v3, -size, 0.0, -size );
halo_vl->add( v3 );
sgSetVec3( v3, size, 0.0, -size );
halo_vl->add( v3 );
sgSetVec3( v3, -size, 0.0, size );
halo_vl->add( v3 );
sgSetVec3( v3, size, 0.0, size );
halo_vl->add( v3 );
double ihalo_size = sun_size * 2.0;
sgVec3 vc;
ihalo_vl = new ssgVertexArray;
sgSetVec3( vc, -ihalo_size, 0.0, -ihalo_size );
ihalo_vl->add( vc );
sgSetVec3( vc, ihalo_size, 0.0, -ihalo_size );
ihalo_vl->add( vc );
sgSetVec3( vc, -ihalo_size, 0.0, ihalo_size );
ihalo_vl->add( vc );
sgSetVec3( vc, ihalo_size, 0.0, ihalo_size );
ihalo_vl->add( vc );
sgVec2 v2;
halo_tl = new ssgTexCoordArray;
sgSetVec2( v2, 0.0f, 0.0f );
halo_tl->add( v2 );
sgSetVec2( v2, 1.0, 0.0 );
halo_tl->add( v2 );
sgSetVec2( v2, 0.0, 1.0 );
halo_tl->add( v2 );
sgSetVec2( v2, 1.0, 1.0 );
halo_tl->add( v2 );
sgVec2 vd;
ihalo_tl = new ssgTexCoordArray;
sgSetVec2( vd, 0.0f, 0.0f );
ihalo_tl->add( vd );
sgSetVec2( vd, 1.0, 0.0 );
ihalo_tl->add( vd );
sgSetVec2( vd, 0.0, 1.0 );
ihalo_tl->add( vd );
sgSetVec2( vd, 1.0, 1.0 );
ihalo_tl->add( vd );
ssgLeaf *ihalo =
new ssgVtxTable ( GL_TRIANGLE_STRIP, ihalo_vl, NULL, ihalo_tl, ihalo_cl );
ihalo->setState( ihalo_state );
// set up the outer halo state
ohalopath.append( "outer_halo.rgba" );
ohalo_state = new ssgSimpleState();
ohalo_state->setTexture( (char *)ohalopath.c_str() );
ohalo_state->enable( GL_TEXTURE_2D );
ohalo_state->disable( GL_LIGHTING );
ohalo_state->setShadeModel( GL_SMOOTH );
ohalo_state->disable( GL_CULL_FACE );
ohalo_state->enable( GL_COLOR_MATERIAL );
ohalo_state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
ohalo_state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
ohalo_state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
ohalo_state->enable( GL_ALPHA_TEST );
ohalo_state->setAlphaClamp(0.01);
ohalo_state->enable ( GL_BLEND ) ;
// Build ssg structure
double ohalo_size = sun_size * 7.0;
sgVec3 ve;
ohalo_vl = new ssgVertexArray;
sgSetVec3( ve, -ohalo_size, 0.0, -ohalo_size );
ohalo_vl->add( ve );
sgSetVec3( ve, ohalo_size, 0.0, -ohalo_size );
ohalo_vl->add( ve );
sgSetVec3( ve, -ohalo_size, 0.0, ohalo_size );
ohalo_vl->add( ve );
sgSetVec3( ve, ohalo_size, 0.0, ohalo_size );
ohalo_vl->add( ve );
sgVec2 vf;
ohalo_tl = new ssgTexCoordArray;
sgSetVec2( vf, 0.0f, 0.0f );
ohalo_tl->add( vf );
sgSetVec2( vf, 1.0, 0.0 );
ohalo_tl->add( vf );
sgSetVec2( vf, 0.0, 1.0 );
ohalo_tl->add( vf );
sgSetVec2( vf, 1.0, 1.0 );
ohalo_tl->add( vf );
ssgLeaf *ohalo =
new ssgVtxTable ( GL_TRIANGLE_STRIP, ohalo_vl, NULL, ohalo_tl, ohalo_cl );
ohalo->setState( ohalo_state );
ssgLeaf *halo =
new ssgVtxTable ( GL_TRIANGLE_STRIP, halo_vl, NULL, halo_tl, cl );
halo->setState( halo_state );
// build the ssg scene graph sub tree for the sky and connected
// into the provide scene graph branch
sun_transform = new ssgTransform;
halo->setCallback( SSG_CALLBACK_PREDRAW, sgSunHaloPreDraw );
halo->setCallback( SSG_CALLBACK_POSTDRAW, sgSunHaloPostDraw );
sun_transform->addKid( halo );
sun_transform->addKid( orb );
ihalo->setCallback( SSG_CALLBACK_PREDRAW, sgSunHaloPreDraw );
ihalo->setCallback( SSG_CALLBACK_POSTDRAW, sgSunHaloPostDraw );
ohalo->setCallback( SSG_CALLBACK_PREDRAW, sgSunHaloPreDraw );
ohalo->setCallback( SSG_CALLBACK_POSTDRAW, sgSunHaloPostDraw );
sun_transform->addKid( ohalo );
sun_transform->addKid( ihalo );
sun_transform->addKid( sun );
#ifdef FG_TEST_CHEESY_LENS_FLARE
// cheesy lens flair
@@ -332,45 +425,129 @@ ssgBranch * SGSun::build( SGPath path, double sun_size ) {
// 90 degrees = sun rise/set
// 180 degrees = darkest midnight
bool SGSun::repaint( double sun_angle, double new_visibility ) {
if ( visibility != new_visibility ) {
visibility = new_visibility;
if ( visibility != new_visibility ) {
visibility = new_visibility;
static double sqrt_m_log01 = sqrt( -log( 0.01 ) );
sun_exp2_punch_through = sqrt_m_log01 / (visibility * 15);
}
static const double sqrt_m_log01 = sqrt( -log( 0.01 ) );
sun_exp2_punch_through = sqrt_m_log01 / ( visibility * 15 );
}
if (prev_sun_angle != sun_angle) {
prev_sun_angle = sun_angle;
if ( prev_sun_angle != sun_angle ) {
prev_sun_angle = sun_angle;
double nv = (new_visibility > 5000.0) ? new_visibility : 5000.0;
double vis_factor = 10000.0 / (nv - 5000.0);
if ( vis_factor < 0.25 ) {
vis_factor = 0.25;
} else if ( vis_factor > 1.0) {
vis_factor = 1.0;
}
// determine how much aerosols are in the air (rough guess)
double aerosol_factor;
if ( visibility < 100 ){
aerosol_factor = 8000;
}
else {
aerosol_factor = 80.5 / log( visibility / 100 );
}
float sun_factor = 4 * (cos(sun_angle) + cos(sun_angle)/2) * vis_factor;
// get environmental data from property tree or use defaults
double rel_humidity, density_avg;
if (sun_factor > 1) sun_factor = 1.0;
if (sun_factor < -1) sun_factor = -1.0;
sun_factor = (sun_factor/2) + 0.5;
if ( !env_node )
{
rel_humidity = 0.5;
density_avg = 0.7;
}
else
{
rel_humidity = env_node->getFloatValue( "relative-humidity" );
density_avg = env_node->getFloatValue( "atmosphere/density-tropo-avg" );
}
sgVec4 color;
color[1] = sqrt(sun_factor);
color[0] = sqrt(color[1]);
color[2] = sun_factor * sun_factor;
color[2] *= color[2];
color[3] = 1.0;
// ok, now let's go and generate the sun color
sgVec4 i_halo_color, o_halo_color, sun_color;
gamma_correct_rgb( color );
// Some comments:
// When the sunangle changes, light has to travel a longer distance through the atmosphere.
// So it's scattered more due to raleigh scattering, which affects blue more than green light.
// Red is almost not scattered and effectively only get's touched when the sun is near the horizon.
// Visability also affects suncolor inasmuch as more particles are in the air that cause more scattering.
// We base our calculation on the halo's color, which is most scattered.
// Red - is almost not scattered
// Lambda is 700 nm
double red_scat_f = ( aerosol_factor * path_distance * density_avg ) / 5E+07;
sun_color[0] = 1 - red_scat_f;
i_halo_color[0] = 1 - ( 1.1 * red_scat_f );
o_halo_color[0] = 1 - ( 1.4 * red_scat_f );
// cout << "color = " << color[0] << " " << color[1] << " "
// << color[2] << endl;
// Green - 546.1 nm
double green_scat_f = ( aerosol_factor * path_distance * density_avg ) / 8.8938E+06;
sun_color[1] = 1 - green_scat_f;
i_halo_color[1] = 1 - ( 1.1 * green_scat_f );
o_halo_color[1] = 1 - ( 1.4 * green_scat_f );
// Blue - 435.8 nm
double blue_scat_f = ( aerosol_factor * path_distance * density_avg ) / 3.607E+06;
sun_color[2] = 1 - blue_scat_f;
i_halo_color[2] = 1 - ( 1.1 * blue_scat_f );
o_halo_color[2] = 1 - ( 1.4 * blue_scat_f );
float *ptr;
ptr = cl->get( 0 );
sgCopyVec4( ptr, color );
// Alpha
sun_color[3] = 1;
i_halo_color[3] = 1;
o_halo_color[3] = blue_scat_f;
if ( ( new_visibility < 10000 ) && ( blue_scat_f > 1 )){
o_halo_color[3] = 2 - blue_scat_f;
}
// Now that we have the color calculated
// let's consider the saturation which is produced by mie scattering
double saturation = 1 - ( rel_humidity / 200 );
sun_color[1] += (( 1 - saturation ) * ( 1 - sun_color[1] ));
sun_color[2] += (( 1 - saturation ) * ( 1 - sun_color[2] ));
i_halo_color[1] += (( 1 - saturation ) * ( 1 - i_halo_color[1] ));
i_halo_color[2] += (( 1 - saturation ) * ( 1 - i_halo_color[2] ));
o_halo_color[1] += (( 1 - saturation ) * ( 1 - o_halo_color[1] ));
o_halo_color[2] += (( 1 - saturation ) * ( 1 - o_halo_color[2] ));
// just to make sure we're in the limits
if ( sun_color[0] < 0 ) sun_color[0] = 0;
else if ( sun_color[0] > 1) sun_color[0] = 1;
if ( i_halo_color[0] < 0 ) i_halo_color[0] = 0;
else if ( i_halo_color[0] > 1) i_halo_color[0] = 1;
if ( o_halo_color[0] < 0 ) o_halo_color[0] = 0;
else if ( o_halo_color[0] > 1) o_halo_color[0] = 1;
if ( sun_color[1] < 0 ) sun_color[1] = 0;
else if ( sun_color[1] > 1) sun_color[1] = 1;
if ( i_halo_color[1] < 0 ) i_halo_color[1] = 0;
else if ( i_halo_color[1] > 1) i_halo_color[1] = 1;
if ( o_halo_color[1] < 0 ) o_halo_color[1] = 0;
else if ( o_halo_color[1] > 1) o_halo_color[1] = 1;
if ( sun_color[2] < 0 ) sun_color[2] = 0;
else if ( sun_color[2] > 1) sun_color[2] = 1;
if ( i_halo_color[2] < 0 ) i_halo_color[2] = 0;
else if ( i_halo_color[2] > 1) i_halo_color[2] = 1;
if ( o_halo_color[2] < 0 ) o_halo_color[2] = 0;
else if ( o_halo_color[2] > 1) o_halo_color[2] = 1;
if ( o_halo_color[3] < 0 ) o_halo_color[2] = 0;
else if ( o_halo_color[3] > 1) o_halo_color[3] = 1;
gamma_correct_rgb( i_halo_color );
gamma_correct_rgb( o_halo_color );
gamma_correct_rgb( sun_color );
float *ptr;
ptr = sun_cl->get( 0 );
sgCopyVec4( ptr, sun_color );
ptr = ihalo_cl->get( 0 );
sgCopyVec4( ptr, i_halo_color );
ptr = ohalo_cl->get( 0 );
sgCopyVec4( ptr, o_halo_color );
}
return true;
@@ -381,16 +558,17 @@ bool SGSun::repaint( double sun_angle, double new_visibility ) {
// declination, offset by our current position (p) so that it appears
// fixed at a great distance from the viewer. Also add in an optional
// rotation (i.e. for the current time of day.)
// Then calculate stuff needed for the sun-coloring
bool SGSun::reposition( sgVec3 p, double angle,
double rightAscension, double declination,
double sun_dist )
double sun_dist, double lat, double alt_asl, double sun_angle)
{
// GST - GMT sidereal time
sgMat4 T1, T2, GST, RA, DEC;
sgVec3 axis;
sgVec3 v;
sgMakeTransMat4( T1, p );
sgSetVec3( axis, 0.0, 0.0, -1.0 );
sgMakeRotMat4( GST, angle, axis );
@@ -419,5 +597,37 @@ bool SGSun::reposition( sgVec3 p, double angle,
sun_transform->setTransform( &skypos );
// Suncolor related things:
if ( prev_sun_angle != sun_angle ) {
if ( sun_angle == 0 ) sun_angle = 0.1;
const double r_earth_pole = 6356752.314;
const double r_tropo_pole = 6356752.314 + 8000;
const double epsilon_earth2 = 6.694380066E-3;
const double epsilon_tropo2 = 9.170014946E-3;
double r_tropo = r_tropo_pole / sqrt ( 1 - ( epsilon_tropo2 * pow ( cos( lat ), 2 )));
double r_earth = r_earth_pole / sqrt ( 1 - ( epsilon_earth2 * pow ( cos( lat ), 2 )));
double position_radius = r_earth + alt_asl;
double gamma = SG_PI - sun_angle;
double sin_beta = ( position_radius * sin ( gamma ) ) / r_tropo;
double alpha = SG_PI - gamma - asin( sin_beta );
// OK, now let's calculate the distance the light travels
path_distance = sqrt( pow( position_radius, 2 ) + pow( r_tropo, 2 )
- ( 2 * position_radius * r_tropo * cos( alpha ) ));
double alt_half = sqrt( pow ( r_tropo, 2 ) + pow( path_distance / 2, 2 ) - r_tropo * path_distance * cos( asin( sin_beta )) ) - r_earth;
if ( alt_half < 0.0 ) alt_half = 0.0;
// Push the data to the property tree, so it can be used in the enviromental code
if ( env_node ){
env_node->setDoubleValue( "atmosphere/altitude-troposphere-top", r_tropo - r_earth );
env_node->setDoubleValue( "atmosphere/altitude-half-to-sun", alt_half );
}
}
return true;
}

View File

@@ -32,23 +32,36 @@
#include <plib/ssg.h>
#include <simgear/misc/sg_path.hxx>
#include <simgear/props/props.hxx>
class SGSun {
ssgTransform *sun_transform;
ssgSimpleState *orb_state;
ssgSimpleState *halo_state;
ssgSimpleState *sun_state;
ssgSimpleState *ihalo_state;
ssgSimpleState *ohalo_state;
ssgColourArray *cl;
ssgColourArray *sun_cl;
ssgColourArray *ihalo_cl;
ssgColourArray *ohalo_cl;
ssgVertexArray *halo_vl;
ssgTexCoordArray *halo_tl;
ssgVertexArray *sun_vl;
ssgVertexArray *ihalo_vl;
ssgVertexArray *ohalo_vl;
ssgTexCoordArray *sun_tl;
ssgTexCoordArray *ihalo_tl;
ssgTexCoordArray *ohalo_tl;
GLuint sun_texid;
GLubyte *sun_texbuf;
double visibility;
double prev_sun_angle;
// distance of light traveling through the atmosphere
double path_distance;
SGPropertyNode *env_node;
public:
@@ -59,7 +72,7 @@ public:
~SGSun( void );
// return the sun object
ssgBranch *build( SGPath path, double sun_size );
ssgBranch *build( SGPath path, double sun_size, SGPropertyNode *property_tree_Node );
// repaint the sun colors based on current value of sun_anglein
// degrees relative to verticle
@@ -74,13 +87,13 @@ public:
// an optional rotation (i.e. for the current time of day.)
bool reposition( sgVec3 p, double angle,
double rightAscension, double declination,
double sun_dist );
double sun_dist, double lat, double alt_asl, double sun_angle );
// retrun the current color of the sun
inline float *get_color() { return cl->get( 0 ); }
inline float *get_color() { return ohalo_cl->get( 0 ); }
// return the texture id of the sun halo texture
inline GLuint get_texture_id() { return halo_state->getTextureHandle(); }
inline GLuint get_texture_id() { return ohalo_state->getTextureHandle(); }
};

View File

@@ -63,7 +63,7 @@ SGSky::~SGSky( void )
void SGSky::build( double h_radius_m, double v_radius_m,
double sun_size, double moon_size,
int nplanets, sgdVec3 *planet_data,
int nstars, sgdVec3 *star_data )
int nstars, sgdVec3 *star_data, SGPropertyNode *property_tree_node )
{
pre_root = new ssgRoot;
post_root = new ssgRoot;
@@ -87,7 +87,7 @@ void SGSky::build( double h_radius_m, double v_radius_m,
pre_transform -> addKid( moon->build(tex_path, moon_size) );
oursun = new SGSun;
pre_transform -> addKid( oursun->build(tex_path, sun_size) );
pre_transform -> addKid( oursun->build(tex_path, sun_size, property_tree_node ) );
pre_selector->addKid( pre_transform );
pre_selector->clrTraversalMaskBits( SSGTRAV_HOT );
@@ -116,7 +116,6 @@ bool SGSky::repaint( const SGSkyColor &sc )
stars->repaint( sc.sun_angle, sc.nstars, sc.star_data );
planets->repaint( sc.sun_angle, sc.nplanets, sc.planet_data );
oursun->repaint( sc.sun_angle, effective_visibility );
moon->repaint( sc.moon_angle );
@@ -152,7 +151,7 @@ bool SGSky::reposition( SGSkyState &st, double dt )
planets->reposition( st.view_pos, angle );
oursun->reposition( st.view_pos, angle,
st.sun_ra, st.sun_dec, st.sun_dist );
st.sun_ra, st.sun_dec, st.sun_dist, st.lat, st.alt, st.sun_angle );
moon->reposition( st.view_pos, angle,
st.moon_ra, st.moon_dec, st.moon_dist );

View File

@@ -38,6 +38,7 @@
#include <simgear/compiler.h>
#include <simgear/misc/sg_path.hxx>
#include <simgear/props/props.hxx>
#include <vector>
@@ -60,6 +61,7 @@ typedef struct {
double gst;
double sun_ra, sun_dec, sun_dist;
double moon_ra, moon_dec, moon_dist;
double sun_angle;
} SGSkyState;
typedef struct {
@@ -259,7 +261,7 @@ public:
void build( double h_radius_m, double v_radius_m,
double sun_size, double moon_size,
int nplanets, sgdVec3 *planet_data,
int nstars, sgdVec3 *star_data );
int nstars, sgdVec3 *star_data, SGPropertyNode *property_tree_node );
/**
* Repaint the sky components based on current value of sun_angle,