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- The latest volley in the FlightGear lighting wars.

- Ambient is based off the lookup table only.
- Diffuse is based off of the lookup table, but multiplied by a combination
  of sun/fog colors.

The result is a bit more ambient light at dusk and night since the world is
never 100% dark.  And we still get nice sunset/sunrise colored illumination
of surfaces that are directly illuminated by the sun.
This commit is contained in:
curt 2003-08-29 21:24:13 +00:00
parent 1cbcd89e5e
commit 27a36e6059

View file

@ -160,15 +160,19 @@ void fgLIGHT::Update( void ) {
if (fgGetBool("/test/scene_lighting")) {
float *sun_color = thesky->get_sun_color();
scene_ambient[0] = (sun_color[0]*0.1 + cloud_color[0]*0.9) * ambient;
scene_ambient[1] = (sun_color[1]*0.1 + cloud_color[1]*0.9) * ambient;
scene_ambient[2] = (sun_color[2]*0.1 + cloud_color[2]*0.9) * ambient;
scene_ambient[3] = 1.5;
// scene_ambient[0] = (sun_color[0]*0.1 + cloud_color[0]*0.9) * ambient;
// scene_ambient[1] = (sun_color[1]*0.1 + cloud_color[1]*0.9) * ambient;
// scene_ambient[2] = (sun_color[2]*0.1 + cloud_color[2]*0.9) * ambient;
// scene_ambient[3] = 1.5;
scene_ambient[0] = white[0] * ambient;
scene_ambient[1] = white[0] * ambient;
scene_ambient[2] = white[0] * ambient;
scene_ambient[3] = 1.0;
scene_diffuse[0] = (sun_color[0]*0.25 + fog_color[0]*0.75) * diffuse;
scene_diffuse[1] = (sun_color[1]*0.25 + fog_color[1]*0.75) * diffuse;
scene_diffuse[2] = (sun_color[2]*0.25 + fog_color[2]*0.75) * diffuse;
scene_diffuse[3] = 1.5;
scene_diffuse[3] = 1.0;
scene_specular[0] = sun_color[0] * specular;
scene_specular[1] = sun_color[1] * specular;