atmosphere: simulate Earth-Sun distance for solar irradiance

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Richard Zink committed 2026-10-12 15:06:13 +02:00
1 parent 185d9d2ff4
commit 629b1b6ab2
2 files changed
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@@ -1891,6 +1891,7 @@ window.weatherThemes = {
var _sunNow = sceneNow(); var _sunNow = sceneNow();
var _sunPos = SunCalc.getPosition(_sunNow, SITE_LAT, SITE_LON); var _sunPos = SunCalc.getPosition(_sunNow, SITE_LAT, SITE_LON);
window.__currentSunAlt = _sunPos.altitude; window.__currentSunAlt = _sunPos.altitude;
window.__currentSceneDate = _sunNow;
window.__flightDow = _sunNow.getDay(); window.__flightDow = _sunNow.getDay();
// Unit vector towards the sun in world space. SunCalc azimuth // Unit vector towards the sun in world space. SunCalc azimuth
// is measured from the south, positive towards the west, so the // is measured from the south, positive towards the west, so the
+14
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@@ -2484,6 +2484,18 @@ function beamLuma(altRad) {
var c = beamColor(altRad); var c = beamColor(altRad);
return 0.2126 * c[0] + 0.7152 * c[1] + 0.0722 * c[2]; return 0.2126 * c[0] + 0.7152 * c[1] + 0.0722 * c[2];
} }
// Earth-Sun distance from the simulated scene date. This is not a scene
// light source: it only scales the solar irradiance entering the top of
// the atmosphere (perihelion ~+3.4 %, aphelion ~-3.3 %).
function sunDistanceFactor(date) {
var d = date || new Date();
var year = d.getUTCFullYear();
var start = Date.UTC(year, 0, 0);
var day = Math.floor((d.getTime() - start) / 86400000);
var g = 2 * Math.PI * (day - 3) / 365.24;
var au = 1.0 - 0.0167 * Math.cos(g);
return 1.0 / (au * au);
}
// Diffuse skylight: grows with sun altitude, then decays through civil // Diffuse skylight: grows with sun altitude, then decays through civil
// twilight (-6 deg) toward the night floor (airglow + starlight). // twilight (-6 deg) toward the night floor (airglow + starlight).
function skyAmbient(altRad) { function skyAmbient(altRad) {
@@ -5418,6 +5430,8 @@ window.clouds3dRender = function(target) {
? window.__currentMoonDir[1] : 0))); ? window.__currentMoonDir[1] : 0)));
var _moonFrac = (typeof window.__currentMoonFrac === 'number') ? window.__currentMoonFrac : 0.6; var _moonFrac = (typeof window.__currentMoonFrac === 'number') ? window.__currentMoonFrac : 0.6;
var _beam = beamColor(sunAlt), _beamL = beamLuma(sunAlt); var _beam = beamColor(sunAlt), _beamL = beamLuma(sunAlt);
var _sunDist = sunDistanceFactor(window.__currentSceneDate);
_beamL *= _sunDist;
var _star = starAmbient(sunAlt); var _star = starAmbient(sunAlt);
var _mBeam = beamColor(_moonAlt), _mL = beamLuma(_moonAlt); var _mBeam = beamColor(_moonAlt), _mL = beamLuma(_moonAlt);
var _moonUp = Math.max(0, Math.sin(_moonAlt)); var _moonUp = Math.max(0, Math.sin(_moonAlt));