Lauri Peltonen's patch to increase the number of rings and bands of the sky dome
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@ -37,10 +37,13 @@
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#include <osg/Material>
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#include <osg/ShadeModel>
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#include <osg/PrimitiveSet>
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#include <osg/CullFace>
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#include <simgear/debug/logstream.hxx>
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#include <simgear/math/Math.hxx>
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#include <simgear/scene/util/VectorArrayAdapter.hxx>
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#include <simgear/scene/material/Effect.hxx>
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#include <simgear/scene/material/EffectGeode.hxx>
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#include "dome.hxx"
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@ -59,12 +62,26 @@ struct DomeParam
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} domeParams[] = {{.5, .8660}, // 60deg from horizon
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{.8660, .5}, // 30deg from horizon
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// Original dome horizon vertices
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{0.9701, 0.2425}, {0.9960, 0.0885},
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{1.0, 0.0}, {0.9922, -0.1240}};
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{0.9701, 0.2425},
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{0.9960, 0.0885},
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{1.0, 0.0},
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{0.9922, -0.1240}};
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const int numRings = 64; //sizeof(domeParams) / sizeof(domeParams[0]);
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const int numBands = 64; // 12
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const int halfBands = numBands / 2;
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// Make dome a bit over half sphere
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const float domeAngle = 120.0;
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const float bandDelta = 360.0 / numBands;
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const float ringDelta = domeAngle / (numRings+1);
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// Which band is at horizon
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const int halfRings = numRings * (90.0 / domeAngle);
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const int upperRings = numRings * (60.0 / domeAngle); // top half
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const int middleRings = numRings * (15.0 / domeAngle);
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const int numRings = sizeof(domeParams) / sizeof(domeParams[0]);
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const int numBands = 12;
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const int halfBands = numBands/2;
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}
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static const float upper_radius = 0.9701; // (.6, 0.15)
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@ -117,24 +134,24 @@ void SGSkyDome::makeDome(int rings, int bands, DrawElementsUShort& elements)
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std::back_insert_iterator<DrawElementsUShort> pusher
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= std::back_inserter(elements);
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GridIndex grid(*dome_vl, numBands, 1);
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for (int i = 0; i < bands; i += 2) {
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*pusher = 0; *pusher = grid(0, i); *pusher = grid(0, i + 1);
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for (int i = 0; i < bands; i++) {
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*pusher = 0; *pusher = grid(0, i+1); *pusher = grid(0, i);
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// down a band
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for (int j = 0; j < rings - 1; ++j) {
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*pusher = grid(j, i); *pusher = grid(j, i + 1);
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*pusher = grid(j + 1, i + 1);
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*pusher = grid(j, i); *pusher = grid(j + 1, i + 1);
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*pusher = grid(j, i); *pusher = grid(j, (i + 1)%bands);
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*pusher = grid(j + 1, (i + 1)%bands);
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*pusher = grid(j, i); *pusher = grid(j + 1, (i + 1)%bands);
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*pusher = grid(j + 1, i);
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}
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// and up the next one
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for (int j = rings - 1; j > 0; --j) {
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/* for (int j = rings - 1; j > 0; --j) {
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*pusher = grid(j, i + 1); *pusher = grid(j - 1, i + 1);
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*pusher = grid(j, (i + 2) % bands);
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*pusher = grid(j, (i + 2) % bands); *pusher = grid(j - 1, i + 1);
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*pusher = grid(j - 1, (i + 2) % bands);
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}
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*pusher = grid(0, i + 1); *pusher = 0;
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*pusher = grid(0, (i + 2) % bands);
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*pusher = grid(0, (i + 2) % bands);*/
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}
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}
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@ -142,7 +159,14 @@ void SGSkyDome::makeDome(int rings, int bands, DrawElementsUShort& elements)
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osg::Node*
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SGSkyDome::build( double hscale, double vscale ) {
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osg::Geode* geode = new osg::Geode;
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EffectGeode* geode = new EffectGeode;
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// Geode* geode = new Geode;
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geode->setName("Skydome");
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geode->setCullingActive(false); // Prevent skydome from being culled away
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Effect *effect = makeEffect("Effects/skydome", true);
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if(effect)
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geode->setEffect(effect);
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// set up the state
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osg::StateSet* stateSet = geode->getOrCreateStateSet();
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@ -154,9 +178,12 @@ SGSkyDome::build( double hscale, double vscale ) {
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stateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
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stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
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stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
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stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
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stateSet->setMode(GL_BLEND, osg::StateAttribute::OFF);
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stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
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stateSet->setAttribute(new osg::CullFace(osg::CullFace::BACK));
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osg::Material* material = new osg::Material;
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stateSet->setAttribute(material);
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@ -168,13 +195,13 @@ SGSkyDome::build( double hscale, double vscale ) {
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simgear::VectorArrayAdapter<Vec3Array> vertices(*dome_vl, numBands, 1);
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for ( int i = 0; i < numBands; ++i ) {
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double theta = (i * 30) * SGD_DEGREES_TO_RADIANS;
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double theta = (i * bandDelta) * SGD_DEGREES_TO_RADIANS;
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double sTheta = hscale*sin(theta);
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double cTheta = hscale*cos(theta);
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for (int j = 0; j < numRings; ++j) {
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vertices(j, i).set(cTheta * domeParams[j].radius,
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sTheta * domeParams[j].radius,
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domeParams[j].elev * vscale);
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vertices(j, i).set(cTheta * sin((j+1)*ringDelta*SGD_DEGREES_TO_RADIANS), //domeParams[j].radius,
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sTheta * sin((j+1)*ringDelta*SGD_DEGREES_TO_RADIANS),// domeParams[j].radius,
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vscale * cos((j+1)*ringDelta*SGD_DEGREES_TO_RADIANS)); //domeParams[j].elev * vscale);
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}
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}
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@ -233,8 +260,8 @@ SGSkyDome::repaint( const SGVec3f& sun_color, const SGVec3f& sky_color,
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static const SGVec3f middleConstant(1.0 / 40.0, 1.0 / 80.0, 0.0);
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outer_param = sunAngleFactor * outerConstant;
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middle_param = sunAngleFactor * middleConstant;
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outer_diff = (1.0 / 6.0) * outer_param;
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middle_diff = (1.0 / 6.0) * middle_param;
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outer_diff = (1.0 / numRings) * outer_param;
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middle_diff = (1.0 / numRings) * middle_param;
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} else {
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outer_param = SGVec3f(0, 0, 0);
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middle_param = SGVec3f(0, 0, 0);
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@ -259,41 +286,75 @@ SGSkyDome::repaint( const SGVec3f& sun_color, const SGVec3f& sky_color,
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const float upperVisFactor = 1.0 - vis_factor * (0.7 + 0.3 * cvf/45000);
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const float middleVisFactor = 1.0 - vis_factor * (0.1 + 0.85 * cvf/45000);
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// Dome top is always sky_color
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(*dome_cl)[0] = toOsg(sky_color);
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simgear::VectorArrayAdapter<Vec3Array> colors(*dome_cl, numBands, 1);
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const double saif = sun_angle/SG_PI;
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static const SGVec3f blueShift(0.8, 1.0, 1.2);
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const SGVec3f skyFogDelta = sky_color - fog_color;
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const SGVec3f sunSkyDelta = sun_color - sky_color;
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// For now the colors of the upper two rings are linearly
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// interpolated between the zenith color and the first horizon
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// ring color.
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// ring color. Means angles from top to 30 degrees
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for (int i = 0; i < halfBands+1; i++) {
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SGVec3f diff = mult(skyFogDelta, blueShift);
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diff *= (0.8 + saif - ((halfBands-i)/10));
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colors(2, i) = toOsg(sky_color - upperVisFactor * diff);
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colors(3, i) = toOsg(sky_color - middleVisFactor * diff + middle_amt);
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colors(4, i) = toOsg(fog_color + outer_amt);
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colors(0, i) = simgear::math::lerp(toOsg(sky_color), colors(2, i), .3942);
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colors(1, i) = simgear::math::lerp(toOsg(sky_color), colors(2, i), .7885);
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diff *= (0.8 + saif - ((halfBands-i)/(float)(numBands-2)));
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// Color the ~60 deg ring
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colors(upperRings, i) = toOsg(sky_color - upperVisFactor * diff);
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int j=0;
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// Color top half by linear interpolation (90...60 degrees)
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for (; j < upperRings; j++)
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colors(j, i) = simgear::math::lerp(toOsg(sky_color), colors(upperRings, i), j / (float)upperRings);
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j++; // Skip the 60 deg ring
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// From 60 to ~85 degrees
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for (int l = 0; j < upperRings + middleRings + 1; j++, l++)
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colors(j, i) = simgear::math::lerp(colors(upperRings, i),
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toOsg(sky_color - middleVisFactor * diff + middle_amt), l / (float)middleRings);
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// 85 to 90 degrees
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for (int l = 0; j < halfRings; j++, l++)
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colors(j, i) = simgear::math::lerp(colors(upperRings + middleRings, i), toOsg(fog_color + outer_amt),
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l / (float)(halfRings - upperRings - middleRings));
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// Original colors
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//colors(2, i) = toOsg(sky_color - upperVisFactor * diff);
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//colors(3, i) = toOsg(sky_color - middleVisFactor * diff + middle_amt);
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//colors(4, i) = toOsg(fog_color + outer_amt);
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//colors(0, i) = simgear::math::lerp(toOsg(sky_color), colors(2, i), .3942);
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//colors(1, i) = simgear::math::lerp(toOsg(sky_color), colors(2, i), .7885);
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for (int j = 0; j < numRings - 1; ++j)
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clampColor(colors(j, i));
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outer_amt -= outer_diff;
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middle_amt -= middle_diff;
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}
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// Other side of dome is mirror of the other
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for (int i = halfBands+1; i < numBands; ++i)
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for (int j = 0; j < 5; ++j)
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for (int j = 0; j < numRings-1; ++j)
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colors(j, i) = colors(j, numBands - i);
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// Fade colors to black when going to space
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// Center of dome is blackest and then fade decreases towards horizon
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fade_to_black(&(*dome_cl)[0], asl * center_elev, 1);
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for (int i = 0; i < numRings - 1; ++i)
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fade_to_black(&colors(i, 0), (asl+0.05f) * domeParams[i].elev,
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for (int i = 0; i < numRings - 1; ++i) {
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float fadeValue = (asl+0.05f) * cos(i*ringDelta*SGD_DEGREES_TO_RADIANS);
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if(fadeValue < 0.0) fadeValue = 0.0; // Prevent brightening up if dome is over 90 degrees
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fade_to_black(&colors(i, 0), fadeValue, //domeParams[i].elev,
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numBands);
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}
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// All rings below horizon are fog color
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for ( int i = halfRings; i < numRings; i++)
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for ( int j = 0; j < numBands; j++ )
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colors(i, j) = toOsg(fog_color);
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for ( int i = 0; i < numBands; i++ )
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colors(numRings - 1, i) = toOsg(fog_color);
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dome_cl->dirty();
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return true;
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}
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