Made star haloes invisible during daylight from the surfaces of planets with atmospheres.
parent
f11ac677ea
commit
3829eb0ef7
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@ -91,8 +91,9 @@ Renderer::Renderer() :
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ambientLightLevel(0.1f),
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fragmentShaderEnabled(false),
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vertexShaderEnabled(false),
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saturationMag(1.0f),
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brightnessBias(0.0f),
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saturationMagNight(1.0f),
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saturationMag(1.0f),
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starVertexBuffer(NULL),
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asterisms(NULL),
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nSimultaneousTextures(1),
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@ -553,7 +554,7 @@ void Renderer::clearLabels()
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void Renderer::render(const Observer& observer,
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const StarDatabase& starDB,
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float faintestVisible,
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float faintestMagNight,
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SolarSystem* solarSystem,
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GalaxyList* galaxies,
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const Selection& sel,
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@ -603,7 +604,8 @@ void Renderer::render(const Observer& observer,
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starTex->bind();
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}
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faintestMag = faintestVisible;
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faintestMag = faintestMagNight;
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saturationMag = saturationMagNight;
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Color skyColor(0.0f, 0.0f, 0.0f);
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@ -640,7 +642,8 @@ void Renderer::render(const Observer& observer,
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atmosphere->skyColor.green() * lightness,
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atmosphere->skyColor.blue() * lightness);
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faintestMag = faintestVisible - 10.0f * lightness;
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faintestMag = faintestMagNight - 10.0f * lightness;
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saturationMag = saturationMagNight - 10.0f * lightness;
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}
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}
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}
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@ -691,7 +694,7 @@ void Renderer::render(const Observer& observer,
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// Render stars
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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if ((renderFlags & ShowStars) != 0)
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renderStars(starDB, faintestVisible, observer);
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renderStars(starDB, faintestMag, observer);
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// Render asterisms
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if ((renderFlags & ShowDiagrams) != 0 && asterisms != NULL)
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@ -2297,7 +2300,7 @@ public:
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vector<Renderer::RenderListEntry>* renderList;
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Renderer::StarVertexBuffer* starVertexBuffer;
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float faintestVisible;
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float faintestMagNight;
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float size;
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float pixelSize;
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float faintestMag;
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@ -2419,7 +2422,7 @@ void StarRenderer::process(const Star& star, float distance, float appMag)
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}
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void Renderer::renderStars(const StarDatabase& starDB,
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float faintestVisible,
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float faintestMagNight,
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const Observer& observer)
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{
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StarRenderer starRenderer;
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@ -2430,7 +2433,7 @@ void Renderer::renderStars(const StarDatabase& starDB,
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starRenderer.glareParticles = &glareParticles;
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starRenderer.renderList = &renderList;
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starRenderer.starVertexBuffer = starVertexBuffer;
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starRenderer.faintestVisible = faintestVisible;
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starRenderer.faintestMagNight = faintestMagNight;
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starRenderer.size = pixelSize * 1.5f;
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starRenderer.pixelSize = pixelSize;
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starRenderer.brightnessScale = brightnessScale;
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@ -2448,7 +2451,7 @@ void Renderer::renderStars(const StarDatabase& starDB,
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observer.getOrientation(),
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degToRad(fov),
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(float) windowWidth / (float) windowHeight,
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faintestVisible);
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faintestMagNight);
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starRenderer.starVertexBuffer->render();
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glareTex->bind();
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@ -212,11 +212,12 @@ class Renderer
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float ambientLightLevel;
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bool fragmentShaderEnabled;
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bool vertexShaderEnabled;
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float saturationMag;
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float brightnessBias;
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float brightnessScale;
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float faintestMag;
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float saturationMagNight;
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float saturationMag;
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Color ambientColor;
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