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fog color calculation fix
This commit is contained in:
14
World.cpp
14
World.cpp
@@ -1587,7 +1587,8 @@ TWorld::Update_UI() {
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Acc = ( vehicle->MoverParameters->Vel - VelPrev ) / 3.6;
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VelPrev = vehicle->MoverParameters->Vel;
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}
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uitextline2 += ( "; As=" ) + to_string( Acc, 2 ); // przyspieszenie wzdłużne
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uitextline2 += "; As=" + to_string( Acc, 2 ); // przyspieszenie wzdłużne
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uitextline2 += " eAngle=" + to_string( std::cos( vehicle->MoverParameters->eAngle ), 2 );
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uitextline3 =
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"cyl.ham. " + to_string( vehicle->MoverParameters->BrakePress, 2 )
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@@ -2214,17 +2215,16 @@ world_environment::update() {
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// tonal impact of skydome color is inversely proportional to how high the sun is above the horizon
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// (this is pure conjecture, aimed more to 'look right' than be accurate)
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float const ambienttone = clamp( 1.0f - ( Global.SunAngle / 90.0f ), 0.0f, 1.0f );
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Global.DayLight.ambient[ 0 ] = interpolate( skydomehsv.z, skydomecolour.x, ambienttone );
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Global.DayLight.ambient[ 1 ] = interpolate( skydomehsv.z, skydomecolour.y, ambienttone );
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Global.DayLight.ambient[ 2 ] = interpolate( skydomehsv.z, skydomecolour.z, ambienttone );
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Global.DayLight.ambient[ 0 ] = interpolate( skydomehsv.z, skydomecolour.r, ambienttone );
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Global.DayLight.ambient[ 1 ] = interpolate( skydomehsv.z, skydomecolour.g, ambienttone );
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Global.DayLight.ambient[ 2 ] = interpolate( skydomehsv.z, skydomecolour.b, ambienttone );
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Global.fLuminance = intensity;
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// update the fog. setting it to match the average colour of the sky dome is cheap
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// but quite effective way to make the distant items blend with background better
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Global.FogColor[ 0 ] = skydomecolour.x;
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Global.FogColor[ 1 ] = skydomecolour.y;
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Global.FogColor[ 2 ] = skydomecolour.z;
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// NOTE: base brightness calculation provides scaled up value, so we bring it back to 'real' one here
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Global.FogColor = m_skydome.GetAverageHorizonColor();
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}
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void
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