Patch to explicitely control the specular lighting component.
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750fcc7a86
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f330ae1234
3 changed files with 18 additions and 3 deletions
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@ -572,7 +572,7 @@ void fgRenderFrame() {
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ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient );
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ssgGetLight( 0 ) -> setColour( GL_AMBIENT, l->scene_ambient );
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ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse );
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ssgGetLight( 0 ) -> setColour( GL_DIFFUSE, l->scene_diffuse );
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// ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_white );
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ssgGetLight( 0 ) -> setColour( GL_SPECULAR, l->scene_specular );
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// texture parameters
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// texture parameters
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// glEnable( GL_TEXTURE_2D );
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// glEnable( GL_TEXTURE_2D );
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@ -81,6 +81,8 @@ void fgLIGHT::Init( void ) {
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ambient.append( "Lighting/ambient" );
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ambient.append( "Lighting/ambient" );
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SGPath diffuse = path;
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SGPath diffuse = path;
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diffuse.append( "Lighting/diffuse" );
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diffuse.append( "Lighting/diffuse" );
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SGPath specular = path;
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specular.append( "Lighting/specular" );
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SGPath sky = path;
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SGPath sky = path;
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sky.append( "Lighting/sky" );
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sky.append( "Lighting/sky" );
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@ -90,6 +92,9 @@ void fgLIGHT::Init( void ) {
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// initialize diffuse table
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// initialize diffuse table
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diffuse_tbl = new SGInterpTable( diffuse.str() );
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diffuse_tbl = new SGInterpTable( diffuse.str() );
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// initialize diffuse table
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specular_tbl = new SGInterpTable( specular.str() );
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// initialize sky table
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// initialize sky table
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sky_tbl = new SGInterpTable( sky.str() );
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sky_tbl = new SGInterpTable( sky.str() );
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}
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}
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@ -104,7 +109,7 @@ void fgLIGHT::Update( void ) {
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GLfloat base_sky_color[4] = { 0.60, 0.60, 0.90, 1.0 };
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GLfloat base_sky_color[4] = { 0.60, 0.60, 0.90, 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] = { 0.90, 0.90, 1.00, 1.0 };
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GLfloat base_fog_color[4] = { 0.90, 0.90, 1.00, 1.0 };
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double deg, ambient, diffuse, sky_brightness;
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double deg, ambient, diffuse, specular, sky_brightness;
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f = current_aircraft.fdm_state;
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f = current_aircraft.fdm_state;
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@ -118,11 +123,12 @@ void fgLIGHT::Update( void ) {
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ambient = ambient_tbl->interpolate( deg );
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ambient = ambient_tbl->interpolate( deg );
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diffuse = diffuse_tbl->interpolate( deg );
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diffuse = diffuse_tbl->interpolate( deg );
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specular = specular_tbl->interpolate( deg );
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sky_brightness = sky_tbl->interpolate( deg );
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sky_brightness = sky_tbl->interpolate( deg );
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SG_LOG( SG_EVENT, SG_INFO,
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SG_LOG( SG_EVENT, SG_INFO,
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" ambient = " << ambient << " diffuse = " << diffuse
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" ambient = " << ambient << " diffuse = " << diffuse
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<< " sky = " << sky_brightness );
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<< " specular = " << specular << " sky = " << sky_brightness );
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// sky_brightness = 0.15; // used to force a dark sky (when testing)
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// sky_brightness = 0.15; // used to force a dark sky (when testing)
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@ -140,6 +146,11 @@ void fgLIGHT::Update( void ) {
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scene_diffuse[2] = white[2] * 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_diffuse[3] = 1.0;
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scene_specular[0] = white[0] * specular;
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scene_specular[1] = white[1] * specular;
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scene_specular[2] = white[2] * specular;
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scene_specular[3] = 1.0;
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// set sky color
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// set sky color
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sky_color[0] = base_sky_color[0] * sky_brightness;
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sky_color[0] = base_sky_color[0] * sky_brightness;
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sky_color[1] = base_sky_color[1] * sky_brightness;
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sky_color[1] = base_sky_color[1] * sky_brightness;
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@ -53,6 +53,7 @@ class fgLIGHT {
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// Lighting look up tables (based on sun angle with local horizon)
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// Lighting look up tables (based on sun angle with local horizon)
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SGInterpTable *ambient_tbl;
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SGInterpTable *ambient_tbl;
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SGInterpTable *diffuse_tbl;
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SGInterpTable *diffuse_tbl;
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SGInterpTable *specular_tbl;
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SGInterpTable *sky_tbl;
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SGInterpTable *sky_tbl;
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public:
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public:
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@ -118,6 +119,9 @@ public:
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// diffuse component
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// diffuse component
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GLfloat scene_diffuse[4];
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GLfloat scene_diffuse[4];
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// diffuse component
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GLfloat scene_specular[4];
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// fog color
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// fog color
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GLfloat fog_color[4];
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GLfloat fog_color[4];
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