/* Copyright (C) 2009 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 . */ /* * CLightEnv implementation */ #include "precompiled.h" #include "maths/MathUtil.h" #include "graphics/LightEnv.h" CLightEnv::CLightEnv() : m_Elevation(DEGTORAD(45)), m_Rotation(DEGTORAD(315)), m_TerrainShadowTransparency(0.0), m_SunColor(1.5, 1.5, 1.5), m_TerrainAmbientColor(0x50/255.f, 0x60/255.f, 0x85/255.f), m_UnitsAmbientColor(0x80/255.f, 0x80/255.f, 0x80/255.f) { CalculateSunDirection(); } void CLightEnv::SetElevation(float f) { m_Elevation = f; CalculateSunDirection(); } void CLightEnv::SetRotation(float f) { m_Rotation = f; CalculateSunDirection(); } void CLightEnv::SetTerrainShadowTransparency(float f) { m_TerrainShadowTransparency = f; } void CLightEnv::CalculateSunDirection() { m_SunDir.Y=-float(sin(m_Elevation)); float scale=1+m_SunDir.Y; m_SunDir.X=scale*float(sin(m_Rotation)); m_SunDir.Z=scale*float(cos(m_Rotation)); m_SunDir.Normalize(); }