historic_bruno
b4503bb61e
Changes random maps to XZ coordinates, matching the engine. More documentation for rmgen library. This was SVN commit r9271.
93 lines
2.0 KiB
JavaScript
93 lines
2.0 KiB
JavaScript
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////////////////////////////////////////////////////////////////////////////
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// Sky + lighting
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////////////////////////////////////////////////////////////////////////////
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// Set skyset
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function setSkySet(set)
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{
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g_Environment.SkySet = set;
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}
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// Set sun colour RGB
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function setSunColour(r, g, b)
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{
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g_Environment.SunColour = { "r" : r, "g" : g, "b" : b, "a" : 0};
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}
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// Set sun elevation
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function setSunElevation(e)
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{
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g_Environment.SunElevation = e;
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}
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// Set sun rotation
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function setSunRotation(r)
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{
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g_Environment.SunRotation = r;
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}
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// Set terrain ambient colour RGB (0-1)
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function setTerrainAmbientColour(r, g, b)
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{
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g_Environment.TerrainAmbientColour = { "r" : r, "g" : g, "b" : b, "a" : 0};
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}
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// Set terrain ambient colour RGB (0-1)
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function setUnitsAmbientColour(r, g, b)
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{
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g_Environment.UnitsAmbientColour = { "r" : r, "g" : g, "b" : b, "a" : 0};
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}
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////////////////////////////////////////////////////////////////////////////
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// Water
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////////////////////////////////////////////////////////////////////////////
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// Set water colour RGB (0,1)
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function setWaterColour(r, g, b)
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{
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g_Environment.Water.WaterBody.Colour = { "r" : r, "g" : g, "b" : b, "a" : 0};
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}
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// Set water height
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function setWaterHeight(h)
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{
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g_Environment.Water.WaterBody.Height = h;
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}
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// Set water shininess
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function setWaterShininess(s)
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{
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g_Environment.Water.WaterBody.Shininess = s;
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}
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// Set water waviness
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function setWaterWaviness(w)
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{
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g_Environment.Water.WaterBody.Waviness = w;
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}
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// Set water murkiness
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function setWaterMurkiness(m)
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{
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g_Environment.Water.WaterBody.Murkiness = m;
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}
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// Set water tint RGB (0,1)
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function setWaterTint(r, g, b)
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{
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g_Environment.Water.WaterBody.Tint = { "r" : r, "g" : g, "b" : b, "a" : 0};
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}
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// Set water reflection tint RGB (0,1)
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function setWaterReflectionTint(r, g, b)
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{
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g_Environment.Water.WaterBody.WaterReflectionTint = { "r" : r, "g" : g, "b" : b, "a" : 0};
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}
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// Set water reflection tint strength (0,1)
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function setWaterReflectionTintStrength(s)
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{
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g_Environment.Water.WaterBody.WaterReflectionTintStrength = s;
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}
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