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Remove the test property to check the difference between the old and the new behavior

This commit is contained in:
ehofman 2003-09-17 19:21:57 +00:00
parent b354f30930
commit 6fd6d7eb06

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@ -104,11 +104,11 @@ void fgLIGHT::Init( void ) {
// update lighting parameters based on current sun position // update lighting parameters based on current sun position
void fgLIGHT::Update( void ) { void fgLIGHT::Update( void ) {
// if the 4th field is 0.0, this specifies a direction ... // 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 // 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 // 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; float deg, ambient, diffuse, specular, sky_brightness;
SG_LOG( SG_EVENT, SG_INFO, "Updating light parameters." ); SG_LOG( SG_EVENT, SG_INFO, "Updating light parameters." );
@ -157,44 +157,22 @@ void fgLIGHT::Update( void ) {
} }
gamma_correct_rgb( cloud_color ); 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[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[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[2] = ((sun_color[2]*0.25 + cloud_color[2]*0.75) + ambient) / 2;
// scene_ambient[0] = white[0] * ambient; scene_ambient[3] = 1.0;
// 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[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[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[2] = (sun_color[2]*0.25 + fog_color[2]*0.75) * diffuse;
scene_diffuse[3] = 1.0; scene_diffuse[3] = 1.0;
scene_specular[0] = sun_color[0] * specular; scene_specular[0] = sun_color[0] * specular;
scene_specular[1] = sun_color[1] * specular; scene_specular[1] = sun_color[1] * specular;
scene_specular[2] = sun_color[2] * specular; scene_specular[2] = sun_color[2] * specular;
scene_specular[3] = 1.0; 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;
}
} }