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 );
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" );
// 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() );
}
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;
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)
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;