]> git.mxchange.org Git - flightgear.git/blobdiff - src/Objects/materialmgr.cxx
Lighting/ssgSimpleState fixes.
[flightgear.git] / src / Objects / materialmgr.cxx
index 30495b8f2a831452171fa987e1bb45887a4c5980..315b756f64dae7dcf0873ab5ae73940e080a3fd4 100644 (file)
@@ -178,12 +178,43 @@ fgMATERIAL_MGR::load_lib ( void )
            tex_file.concat( ".rgb" );
 
            ssgSimpleState *state = new ssgSimpleState;
-           state->setTexture( tex_file.c_str() );
-           state->enable( GL_TEXTURE_2D );
            state->enable( GL_LIGHTING );
-           state->setShadeModel( GL_SMOOTH );
+           if ( current_options.get_shading() == 1 ) {
+               state->setShadeModel( GL_SMOOTH );
+           } else {
+               state->setShadeModel( GL_FLAT );
+           }
            state->enable ( GL_CULL_FACE      ) ;
-           state->setMaterial ( GL_AMBIENT_AND_DIFFUSE, 1, 1, 1, 1 ) ;
+           if ( current_options.get_textures() ) {
+               state->enable( GL_TEXTURE_2D );
+               state->setTexture( (char *)tex_file.c_str() );
+               state->setMaterial ( GL_AMBIENT_AND_DIFFUSE, 1, 1, 1, 1 ) ;
+               state->setMaterial ( GL_SPECULAR, 0, 0, 0, 0 ) ;
+               state->setMaterial ( GL_EMISSION, 0, 0, 0, 0 ) ;
+           } else {
+               state->disable( GL_TEXTURE_2D );
+               state->disable( GL_COLOR_MATERIAL );
+               GLfloat *ambient, *diffuse, *specular, *emission;
+               ambient = m.get_ambient();
+               diffuse = m.get_diffuse();
+               specular = m.get_specular();
+               emission = m.get_emission();
+
+               /* cout << "ambient = " << ambient[0] << "," << ambient[1] 
+                    << "," << ambient[2] << endl; */
+               state->setMaterial ( GL_AMBIENT, 
+                                    ambient[0], ambient[1], 
+                                    ambient[2], ambient[3] ) ;
+               state->setMaterial ( GL_DIFFUSE, 
+                                    diffuse[0], diffuse[1], 
+                                    diffuse[2], diffuse[3] ) ;
+               state->setMaterial ( GL_SPECULAR, 
+                                    specular[0], specular[1], 
+                                    specular[2], specular[3] ) ;
+               state->setMaterial ( GL_EMISSION, 
+                                    emission[0], emission[1], 
+                                    emission[2], emission[3] ) ;
+    }
            m_slot.set_state( state );
 
            material_mgr.material_map[material_name] = m_slot;