Ykkrosh
d295dacb9b
Change lighting model for new maps to allow better overbrightness. Cache player colours instead of loading from scripts every time the renderer wants them. This was SVN commit r9123.
66 lines
1.6 KiB
C++
66 lines
1.6 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* CLightEnv implementation
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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_LightingModel("standard"),
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m_SunColor(1.5, 1.5, 1.5),
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m_TerrainAmbientColor(0x50/255.f, 0x60/255.f, 0x85/255.f),
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m_UnitsAmbientColor(0x80/255.f, 0x80/255.f, 0x80/255.f)
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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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