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Make directional fog colors respect tonemap
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src/sky.cpp
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@@ -607,14 +607,31 @@ void Sky::update(float time_of_day, float time_brightness, |
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// invert direction to match where the sun and moon are rising |
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if (m_time_of_day > 0.5) |
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pointcolor_blend = 1 - pointcolor_blend; |
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// horizon colors of sun and moon |
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f32 pointcolor_light = rangelim(m_time_brightness * 3, 0.2, 1); |
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video::SColorf pointcolor_sun_f(1, 1, 1, 1); |
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pointcolor_sun_f.r = pointcolor_light * 1; |
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pointcolor_sun_f.b = pointcolor_light * (0.25 + (rangelim(m_time_brightness, 0.25, 0.75) - 0.25) * 2 * 0.75); |
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pointcolor_sun_f.g = pointcolor_light * (pointcolor_sun_f.b * 0.375 + (rangelim(m_time_brightness, 0.05, 0.15) - 0.05) * 10 * 0.625); |
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if (m_sun_tonemap) |
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{ |
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pointcolor_sun_f.r = pointcolor_light * (float)m_materials[3].EmissiveColor.getRed() / 255; |
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pointcolor_sun_f.b = pointcolor_light * (float)m_materials[3].EmissiveColor.getBlue() / 255; |
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pointcolor_sun_f.g = pointcolor_light * (float)m_materials[3].EmissiveColor.getGreen() / 255; |
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} |
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else |
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{ |
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pointcolor_sun_f.r = pointcolor_light * 1; |
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pointcolor_sun_f.b = pointcolor_light * (0.25 + (rangelim(m_time_brightness, 0.25, 0.75) - 0.25) * 2 * 0.75); |
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pointcolor_sun_f.g = pointcolor_light * (pointcolor_sun_f.b * 0.375 + (rangelim(m_time_brightness, 0.05, 0.15) - 0.05) * 10 * 0.625); |
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} |
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video::SColorf pointcolor_moon_f(0.5 * pointcolor_light, 0.6 * pointcolor_light, 0.8 * pointcolor_light, 1); |
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if (m_moon_tonemap) |
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{ |
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pointcolor_moon_f.r = pointcolor_light * (float)m_materials[4].EmissiveColor.getRed() / 255; |
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pointcolor_moon_f.b = pointcolor_light * (float)m_materials[4].EmissiveColor.getBlue() / 255; |
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pointcolor_moon_f.g = pointcolor_light * (float)m_materials[4].EmissiveColor.getGreen() / 255; |
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} |
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video::SColor pointcolor_sun = pointcolor_sun_f.toSColor(); |
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video::SColor pointcolor_moon = pointcolor_moon_f.toSColor(); |
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// calculate the blend color |
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