/* Copyright (C) 2021 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "graphics/LightEnv.h" #include "maths/MathUtil.h" CLightEnv::CLightEnv() : m_Elevation(DEGTORAD(45)), m_Rotation(DEGTORAD(315)), m_SunColor(1.5, 1.5, 1.5), m_AmbientColor(0x50/255.f, 0x60/255.f, 0x85/255.f), m_FogColor(0xCC/255.f, 0xCC/255.f, 0xE5/255.f), m_FogFactor(0.000f), m_FogMax(0.5f), m_Brightness(0.0f), m_Contrast(1.0f), m_Saturation(0.99f), m_Bloom(0.1999f) { CalculateSunDirection(); } void CLightEnv::SetElevation(float f) { m_Elevation = f; CalculateSunDirection(); } void CLightEnv::SetRotation(float f) { m_Rotation = f; CalculateSunDirection(); } void CLightEnv::CalculateSunDirection() { m_SunDir.Y = -sinf(m_Elevation); float scale = 1 + m_SunDir.Y; m_SunDir.X = scale * sinf(m_Rotation); m_SunDir.Z = scale * cosf(m_Rotation); m_SunDir.Normalize(); }