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Patch to explicitely control the specular lighting component.

This commit is contained in:
curt 2002-07-21 15:40:51 +00:00
parent 750fcc7a86
commit f330ae1234
3 changed files with 18 additions and 3 deletions

View file

@ -572,7 +572,7 @@ void fgRenderFrame() {
ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient ); ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient );
ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse ); 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 // texture parameters
// glEnable( GL_TEXTURE_2D ); // glEnable( GL_TEXTURE_2D );

View file

@ -81,6 +81,8 @@ void fgLIGHT::Init( void ) {
ambient.append( "Lighting/ambient" ); ambient.append( "Lighting/ambient" );
SGPath diffuse = path; SGPath diffuse = path;
diffuse.append( "Lighting/diffuse" ); diffuse.append( "Lighting/diffuse" );
SGPath specular = path;
specular.append( "Lighting/specular" );
SGPath sky = path; SGPath sky = path;
sky.append( "Lighting/sky" ); sky.append( "Lighting/sky" );
@ -90,6 +92,9 @@ void fgLIGHT::Init( void ) {
// initialize diffuse table // initialize diffuse table
diffuse_tbl = new SGInterpTable( diffuse.str() ); diffuse_tbl = new SGInterpTable( diffuse.str() );
// initialize diffuse table
specular_tbl = new SGInterpTable( specular.str() );
// initialize sky table // initialize sky table
sky_tbl = new SGInterpTable( sky.str() ); 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 }; GLfloat base_sky_color[4] = { 0.60, 0.60, 0.90, 1.0 };
// base fog color // base fog color
GLfloat base_fog_color[4] = { 0.90, 0.90, 1.00, 1.0 }; 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; f = current_aircraft.fdm_state;
@ -118,11 +123,12 @@ void fgLIGHT::Update( void ) {
ambient = ambient_tbl->interpolate( deg ); ambient = ambient_tbl->interpolate( deg );
diffuse = diffuse_tbl->interpolate( deg ); diffuse = diffuse_tbl->interpolate( deg );
specular = specular_tbl->interpolate( deg );
sky_brightness = sky_tbl->interpolate( deg ); sky_brightness = sky_tbl->interpolate( deg );
SG_LOG( SG_EVENT, SG_INFO, SG_LOG( SG_EVENT, SG_INFO,
" ambient = " << ambient << " diffuse = " << diffuse " ambient = " << ambient << " diffuse = " << diffuse
<< " sky = " << sky_brightness ); << " specular = " << specular << " sky = " << sky_brightness );
// sky_brightness = 0.15; // used to force a dark sky (when testing) // 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[2] = white[2] * diffuse;
scene_diffuse[3] = 1.0; 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 // set sky color
sky_color[0] = base_sky_color[0] * sky_brightness; sky_color[0] = base_sky_color[0] * sky_brightness;
sky_color[1] = base_sky_color[1] * sky_brightness; sky_color[1] = base_sky_color[1] * sky_brightness;

View file

@ -53,6 +53,7 @@ class fgLIGHT {
// Lighting look up tables (based on sun angle with local horizon) // Lighting look up tables (based on sun angle with local horizon)
SGInterpTable *ambient_tbl; SGInterpTable *ambient_tbl;
SGInterpTable *diffuse_tbl; SGInterpTable *diffuse_tbl;
SGInterpTable *specular_tbl;
SGInterpTable *sky_tbl; SGInterpTable *sky_tbl;
public: public:
@ -118,6 +119,9 @@ public:
// diffuse component // diffuse component
GLfloat scene_diffuse[4]; GLfloat scene_diffuse[4];
// diffuse component
GLfloat scene_specular[4];
// fog color // fog color
GLfloat fog_color[4]; GLfloat fog_color[4];