Make directional fog colors respect tonemap

This commit is contained in:
MirceaKitsune 2014-04-30 16:38:26 +03:00 committed by RealBadAngel
parent 5c55738276
commit c5f6656f99

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