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Changed my mind, the 'scene specular' color is actually the diffuse color and the sun specular color is the scene specular color

This commit is contained in:
ehofman 2009-08-16 19:57:54 +00:00 committed by Tim Moore
parent 37e1581964
commit 83675c7216
2 changed files with 12 additions and 23 deletions

View file

@ -71,7 +71,6 @@ FGLight::FGLight ()
_scene_ambient(0, 0, 0, 0),
_scene_diffuse(0, 0, 0, 0),
_scene_specular(0, 0, 0, 0),
_sun_color(1, 1, 1, 1),
_sky_color(0, 0, 0, 0),
_fog_color(0, 0, 0, 0),
_cloud_color(0, 0, 0, 0),
@ -148,9 +147,6 @@ void FGLight::bind () {
prop->tie("/rendering/scene/specular/red",SGRawValuePointer<float>(&_scene_specular[0]));
prop->tie("/rendering/scene/specular/green",SGRawValuePointer<float>(&_scene_specular[1]));
prop->tie("/rendering/scene/specular/blue",SGRawValuePointer<float>(&_scene_specular[2]));
prop->tie("/rendering/dome/sun/red",SGRawValuePointer<float>(&_sun_color[0]));
prop->tie("/rendering/dome/sun/green",SGRawValuePointer<float>(&_sun_color[1]));
prop->tie("/rendering/dome/sun/blue",SGRawValuePointer<float>(&_sun_color[2]));
prop->tie("/rendering/dome/sky/red",SGRawValuePointer<float>(&_sky_color[0]));
prop->tie("/rendering/dome/sky/green",SGRawValuePointer<float>(&_sky_color[1]));
prop->tie("/rendering/dome/sky/blue",SGRawValuePointer<float>(&_sky_color[2]));
@ -264,27 +260,21 @@ void FGLight::update_sky_color () {
_scene_ambient[3] = 1.0;
gamma_correct_rgb( _scene_ambient.data() );
SGVec4f sun_color = thesky->get_scene_color();
SGVec4f color = thesky->get_scene_color();
float ndiff = (ambient + specular) / 2;
float idiff = 1.0 - ndiff;
_scene_diffuse[0] = (sun_color[0]*ndiff + _fog_color[0]*idiff) * diffuse;
_scene_diffuse[1] = (sun_color[1]*ndiff + _fog_color[1]*idiff) * diffuse;
_scene_diffuse[2] = (sun_color[2]*ndiff + _fog_color[2]*idiff) * diffuse;
_scene_diffuse[0] = color[0] * diffuse;
_scene_diffuse[1] = color[1] * diffuse;
_scene_diffuse[2] = color[2] * diffuse;
_scene_diffuse[3] = 1.0;
gamma_correct_rgb( _scene_diffuse.data() );
_scene_specular[0] = sun_color[0] * specular;
_scene_specular[1] = sun_color[1] * specular;
_scene_specular[2] = sun_color[2] * specular;
color = thesky->get_sun_color();
_scene_specular[0] = color[0] * specular;
_scene_specular[1] = color[1] * specular;
_scene_specular[2] = color[2] * specular;
_scene_specular[3] = 1.0;
gamma_correct_rgb( _scene_specular.data() );
sun_color = thesky->get_sun_color();
_sun_color[0] = sun_color[0];
_sun_color[1] = sun_color[1];
_sun_color[2] = sun_color[2];
_sun_color[3] = sun_color[3];
gamma_correct_rgb( _sun_color.data() );
}
@ -334,7 +324,7 @@ void FGLight::update_adj_fog_color () {
// revert to unmodified values before usign them.
//
SGVec4f sun_color = thesky->get_scene_color();
SGVec4f color = thesky->get_scene_color();
gamma_restore_rgb( _fog_color.data() );
gamma_restore_rgb( _sky_color.data() );
@ -342,9 +332,9 @@ void FGLight::update_adj_fog_color () {
// Calculate the fog color in the direction of the sun for
// sunrise/sunset effects.
//
float s_red = sun_color[0]*sun_color[0];
float s_green = sun_color[1]*sun_color[1];
float s_blue = sun_color[2];
float s_red = color[0]*color[0];
float s_green = color[1]*color[1];
float s_blue = color[2];
// interpolate beween the sunrise/sunset color and the color
// at the opposite direction of this effect. Take in account

View file

@ -90,7 +90,6 @@ private:
SGVec4f _scene_specular;
// clear sky, fog and cloud color
SGVec4f _sun_color;
SGVec4f _sky_color;
SGVec4f _fog_color;
SGVec4f _cloud_color;