# include <windows.h>
#endif
-#include <GL/glut.h>
-#include <XGL/xgl.h>
+#include GLUT_H
-// #include <Include/fg_types.h>
-#include <Math/interpolater.hxx>
-#include <Math/point3d.hxx>
+#include <plib/sg.h> // plib include
+
+#include <simgear/math/interpolater.hxx>
+#include <simgear/math/point3d.hxx>
// Define a structure containing the global lighting parameters
class fgLIGHT {
// Lighting look up tables (based on sun angle with local horizon)
- fgINTERPTABLE *ambient_tbl;
- fgINTERPTABLE *diffuse_tbl;
- fgINTERPTABLE *sky_tbl;
+ SGInterpTable *ambient_tbl;
+ SGInterpTable *diffuse_tbl;
+ SGInterpTable *specular_tbl;
+ SGInterpTable *sky_tbl;
public:
Point3D fg_sunpos;
// (in view coordinates)
- GLfloat sun_vec[4];
+ sgVec4 sun_vec;
// inverse (in view coordinates)
- GLfloat sun_vec_inv[4];
+ sgVec4 sun_vec_inv;
// the angle between the sun and the local horizontal (in radians)
double sun_angle;
// Derived lighting values
// ambient component
- GLfloat scene_ambient[3];
+ GLfloat scene_ambient[4];
+
+ // diffuse component
+ GLfloat scene_diffuse[4];
// diffuse component
- GLfloat scene_diffuse[3];
+ GLfloat scene_specular[4];
// fog color
GLfloat fog_color[4];
// fog color adjusted for sunset effects
GLfloat adj_fog_color[4];
+ // cloud color
+ GLfloat cloud_color[4];
+
// clear screen color
GLfloat sky_color[4];
+ // screen color adjusted for sunset effects
+ GLfloat adj_sky_color[4];
+
// Constructor
fgLIGHT( void );
#endif // _LIGHT_HXX
-
-