diff --git a/src/Main/main.cxx b/src/Main/main.cxx index 8afb24b01..52fe7417f 100644 --- a/src/Main/main.cxx +++ b/src/Main/main.cxx @@ -572,7 +572,7 @@ void fgRenderFrame() { ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient ); ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse ); - // ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_white ); + ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular ); // texture parameters // glEnable( GL_TEXTURE_2D ); diff --git a/src/Time/light.cxx b/src/Time/light.cxx index 7cb0dd4f1..01d6af025 100644 --- a/src/Time/light.cxx +++ b/src/Time/light.cxx @@ -81,6 +81,8 @@ void fgLIGHT::Init( void ) { ambient.append( "Lighting/ambient" ); SGPath diffuse = path; diffuse.append( "Lighting/diffuse" ); + SGPath specular = path; + specular.append( "Lighting/specular" ); SGPath sky = path; sky.append( "Lighting/sky" ); @@ -90,6 +92,9 @@ void fgLIGHT::Init( void ) { // initialize diffuse table diffuse_tbl = new SGInterpTable( diffuse.str() ); + // initialize diffuse table + specular_tbl = new SGInterpTable( specular.str() ); + // initialize sky table sky_tbl = new SGInterpTable( sky.str() ); } @@ -104,7 +109,7 @@ void fgLIGHT::Update( void ) { GLfloat base_sky_color[4] = { 0.60, 0.60, 0.90, 1.0 }; // base fog color GLfloat base_fog_color[4] = { 0.90, 0.90, 1.00, 1.0 }; - double deg, ambient, diffuse, sky_brightness; + double deg, ambient, diffuse, specular, sky_brightness; f = current_aircraft.fdm_state; @@ -118,11 +123,12 @@ void fgLIGHT::Update( void ) { ambient = ambient_tbl->interpolate( deg ); diffuse = diffuse_tbl->interpolate( deg ); + specular = specular_tbl->interpolate( deg ); sky_brightness = sky_tbl->interpolate( deg ); SG_LOG( SG_EVENT, SG_INFO, " ambient = " << ambient << " diffuse = " << diffuse - << " sky = " << sky_brightness ); + << " specular = " << specular << " sky = " << sky_brightness ); // sky_brightness = 0.15; // used to force a dark sky (when testing) @@ -140,6 +146,11 @@ void fgLIGHT::Update( void ) { scene_diffuse[2] = white[2] * diffuse; scene_diffuse[3] = 1.0; + scene_specular[0] = white[0] * specular; + scene_specular[1] = white[1] * specular; + scene_specular[2] = white[2] * specular; + scene_specular[3] = 1.0; + // set sky color sky_color[0] = base_sky_color[0] * sky_brightness; sky_color[1] = base_sky_color[1] * sky_brightness; diff --git a/src/Time/light.hxx b/src/Time/light.hxx index b1dd41ab8..648042aac 100644 --- a/src/Time/light.hxx +++ b/src/Time/light.hxx @@ -53,6 +53,7 @@ class fgLIGHT { // Lighting look up tables (based on sun angle with local horizon) SGInterpTable *ambient_tbl; SGInterpTable *diffuse_tbl; + SGInterpTable *specular_tbl; SGInterpTable *sky_tbl; public: @@ -118,6 +119,9 @@ public: // diffuse component GLfloat scene_diffuse[4]; + // diffuse component + GLfloat scene_specular[4]; + // fog color GLfloat fog_color[4];