diff --git a/src/Time/light.cxx b/src/Time/light.cxx index 447fe6384..86c8f2f4c 100644 --- a/src/Time/light.cxx +++ b/src/Time/light.cxx @@ -104,11 +104,11 @@ void fgLIGHT::Init( void ) { // update lighting parameters based on current sun position void fgLIGHT::Update( void ) { // if the 4th field is 0.0, this specifies a direction ... - GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 }; + const GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 }; // base sky color - GLfloat base_sky_color[4] = { 0.39, 0.50, 0.74, 1.0 }; + const GLfloat base_sky_color[4] = { 0.39, 0.50, 0.74, 1.0 }; // base fog color - GLfloat base_fog_color[4] = { 0.84, 0.87, 1.0, 1.0 }; + const GLfloat base_fog_color[4] = { 0.84, 0.87, 1.0, 1.0 }; float deg, ambient, diffuse, specular, sky_brightness; SG_LOG( SG_EVENT, SG_INFO, "Updating light parameters." ); @@ -157,44 +157,22 @@ void fgLIGHT::Update( void ) { } gamma_correct_rgb( cloud_color ); - if (fgGetBool("/test/scene_lighting")) { - float *sun_color = thesky->get_sun_color(); + float *sun_color = thesky->get_sun_color(); - scene_ambient[0] = ((sun_color[0]*0.25 + cloud_color[0]*0.75) + ambient) / 2; - scene_ambient[1] = ((sun_color[1]*0.25 + cloud_color[1]*0.75) + ambient) / 2; - scene_ambient[2] = ((sun_color[2]*0.25 + cloud_color[2]*0.75) + ambient) / 2; - // scene_ambient[0] = white[0] * ambient; - // scene_ambient[1] = white[0] * ambient; - // scene_ambient[2] = white[0] * ambient; - scene_ambient[3] = 1.0; + scene_ambient[0] = ((sun_color[0]*0.25 + cloud_color[0]*0.75) + ambient) / 2; + scene_ambient[1] = ((sun_color[1]*0.25 + cloud_color[1]*0.75) + ambient) / 2; + scene_ambient[2] = ((sun_color[2]*0.25 + cloud_color[2]*0.75) + ambient) / 2; + 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] = 1.0; + 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] = 1.0; - scene_specular[0] = sun_color[0] * specular; - scene_specular[1] = sun_color[1] * specular; - scene_specular[2] = sun_color[2] * specular; - scene_specular[3] = 1.0; - - } else { - - scene_ambient[0] = white[0] * ambient; - scene_ambient[1] = white[1] * ambient; - scene_ambient[2] = white[2] * ambient; - scene_ambient[3] = 1.0; - - scene_diffuse[0] = white[0] * diffuse; - scene_diffuse[1] = white[1] * diffuse; - scene_diffuse[2] = white[2] * diffuse; - scene_diffuse[3] = 1.0; - - scene_specular[0] = white[0] * ambient; - scene_specular[1] = white[1] * ambient; - scene_specular[2] = white[2] * ambient; - scene_specular[3] = 1.0; - } + scene_specular[0] = sun_color[0] * specular; + scene_specular[1] = sun_color[1] * specular; + scene_specular[2] = sun_color[2] * specular; + scene_specular[3] = 1.0; }