forked from 0ad/0ad
Ykkrosh
f45c44ca09
Map XML: Store camera position. Stopped using DTDs (because they make it too hard to change the XML structure without breaking all the old XML files). Game.h: Include fewer files, to make compilation sometimes faster. World: Changed some things to not be singletons, since they were (ab)used as CWorld members. This was SVN commit r3670.
54 lines
1.1 KiB
C++
54 lines
1.1 KiB
C++
/**
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* =========================================================================
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* File : LightEnv.cpp
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* Project : Pyrogenesis
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* Description : CLightEnv implementation
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*
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* @author Nicolai Hähnle <nicolai@wildfiregames.com>
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* =========================================================================
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*/
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#include "precompiled.h"
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#include "maths/MathUtil.h"
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#include "graphics/LightEnv.h"
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CLightEnv::CLightEnv()
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: m_Elevation(DEGTORAD(45)),
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m_Rotation(DEGTORAD(315)),
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m_TerrainShadowTransparency(0.0),
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m_SunColor(1,1,1),
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m_TerrainAmbientColor(0.4f,0.4f,0.4f),
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m_UnitsAmbientColor(0.4f,0.4f,0.4f)
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{
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CalculateSunDirection();
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}
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void CLightEnv::SetElevation(float f)
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{
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m_Elevation = f;
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CalculateSunDirection();
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}
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void CLightEnv::SetRotation(float f)
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{
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m_Rotation = f;
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CalculateSunDirection();
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}
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void CLightEnv::SetTerrainShadowTransparency(float f)
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{
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m_TerrainShadowTransparency = f;
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}
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void CLightEnv::CalculateSunDirection()
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{
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m_SunDir.Y=-float(sin(m_Elevation));
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float scale=1+m_SunDir.Y;
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m_SunDir.X=scale*float(sin(m_Rotation));
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m_SunDir.Z=scale*float(cos(m_Rotation));
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m_SunDir.Normalize();
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}
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