Remove the test property to check the difference between the old and the new behavior
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6fd6d7eb06
1 changed files with 16 additions and 38 deletions
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@ -104,11 +104,11 @@ void fgLIGHT::Init( void ) {
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// update lighting parameters based on current sun position
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// update lighting parameters based on current sun position
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void fgLIGHT::Update( void ) {
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void fgLIGHT::Update( void ) {
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// if the 4th field is 0.0, this specifies a direction ...
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// if the 4th field is 0.0, this specifies a direction ...
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GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
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const GLfloat white[4] = { 1.0, 1.0, 1.0, 1.0 };
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// base sky color
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// base sky color
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GLfloat base_sky_color[4] = { 0.39, 0.50, 0.74, 1.0 };
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const GLfloat base_sky_color[4] = { 0.39, 0.50, 0.74, 1.0 };
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// base fog color
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// base fog color
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GLfloat base_fog_color[4] = { 0.84, 0.87, 1.0, 1.0 };
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const GLfloat base_fog_color[4] = { 0.84, 0.87, 1.0, 1.0 };
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float deg, ambient, diffuse, specular, sky_brightness;
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float deg, ambient, diffuse, specular, sky_brightness;
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SG_LOG( SG_EVENT, SG_INFO, "Updating light parameters." );
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SG_LOG( SG_EVENT, SG_INFO, "Updating light parameters." );
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@ -157,44 +157,22 @@ void fgLIGHT::Update( void ) {
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}
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}
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gamma_correct_rgb( cloud_color );
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gamma_correct_rgb( cloud_color );
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if (fgGetBool("/test/scene_lighting")) {
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float *sun_color = thesky->get_sun_color();
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float *sun_color = thesky->get_sun_color();
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scene_ambient[0] = ((sun_color[0]*0.25 + cloud_color[0]*0.75) + ambient) / 2;
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scene_ambient[0] = ((sun_color[0]*0.25 + cloud_color[0]*0.75) + ambient) / 2;
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scene_ambient[1] = ((sun_color[1]*0.25 + cloud_color[1]*0.75) + ambient) / 2;
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scene_ambient[1] = ((sun_color[1]*0.25 + cloud_color[1]*0.75) + ambient) / 2;
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scene_ambient[2] = ((sun_color[2]*0.25 + cloud_color[2]*0.75) + ambient) / 2;
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scene_ambient[2] = ((sun_color[2]*0.25 + cloud_color[2]*0.75) + ambient) / 2;
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// scene_ambient[0] = white[0] * ambient;
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scene_ambient[3] = 1.0;
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// scene_ambient[1] = white[0] * ambient;
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// scene_ambient[2] = white[0] * ambient;
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scene_ambient[3] = 1.0;
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scene_diffuse[0] = (sun_color[0]*0.25 + fog_color[0]*0.75) * diffuse;
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scene_diffuse[0] = (sun_color[0]*0.25 + fog_color[0]*0.75) * diffuse;
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scene_diffuse[1] = (sun_color[1]*0.25 + fog_color[1]*0.75) * diffuse;
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scene_diffuse[1] = (sun_color[1]*0.25 + fog_color[1]*0.75) * diffuse;
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scene_diffuse[2] = (sun_color[2]*0.25 + fog_color[2]*0.75) * diffuse;
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scene_diffuse[2] = (sun_color[2]*0.25 + fog_color[2]*0.75) * diffuse;
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scene_diffuse[3] = 1.0;
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scene_diffuse[3] = 1.0;
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scene_specular[0] = sun_color[0] * specular;
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scene_specular[0] = sun_color[0] * specular;
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scene_specular[1] = sun_color[1] * specular;
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scene_specular[1] = sun_color[1] * specular;
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scene_specular[2] = sun_color[2] * specular;
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scene_specular[2] = sun_color[2] * specular;
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scene_specular[3] = 1.0;
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scene_specular[3] = 1.0;
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} else {
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scene_ambient[0] = white[0] * ambient;
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scene_ambient[1] = white[1] * ambient;
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scene_ambient[2] = white[2] * ambient;
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scene_ambient[3] = 1.0;
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scene_diffuse[0] = white[0] * diffuse;
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scene_diffuse[1] = white[1] * diffuse;
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scene_diffuse[2] = white[2] * diffuse;
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scene_diffuse[3] = 1.0;
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scene_specular[0] = white[0] * ambient;
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scene_specular[1] = white[1] * ambient;
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scene_specular[2] = white[2] * ambient;
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scene_specular[3] = 1.0;
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}
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}
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}
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