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0ad/binaries/data/mods/public/maps/random/rmgen/environment.js
historic_bruno b4503bb61e Simplifies random map output, see #782.
Changes random maps to XZ coordinates, matching the engine.
More documentation for rmgen library.

This was SVN commit r9271.
2011-04-16 04:04:06 +00:00

93 lines
2.0 KiB
JavaScript

////////////////////////////////////////////////////////////////////////////
// Sky + lighting
////////////////////////////////////////////////////////////////////////////
// Set skyset
function setSkySet(set)
{
g_Environment.SkySet = set;
}
// Set sun colour RGB
function setSunColour(r, g, b)
{
g_Environment.SunColour = { "r" : r, "g" : g, "b" : b, "a" : 0};
}
// Set sun elevation
function setSunElevation(e)
{
g_Environment.SunElevation = e;
}
// Set sun rotation
function setSunRotation(r)
{
g_Environment.SunRotation = r;
}
// Set terrain ambient colour RGB (0-1)
function setTerrainAmbientColour(r, g, b)
{
g_Environment.TerrainAmbientColour = { "r" : r, "g" : g, "b" : b, "a" : 0};
}
// Set terrain ambient colour RGB (0-1)
function setUnitsAmbientColour(r, g, b)
{
g_Environment.UnitsAmbientColour = { "r" : r, "g" : g, "b" : b, "a" : 0};
}
////////////////////////////////////////////////////////////////////////////
// Water
////////////////////////////////////////////////////////////////////////////
// Set water colour RGB (0,1)
function setWaterColour(r, g, b)
{
g_Environment.Water.WaterBody.Colour = { "r" : r, "g" : g, "b" : b, "a" : 0};
}
// Set water height
function setWaterHeight(h)
{
g_Environment.Water.WaterBody.Height = h;
}
// Set water shininess
function setWaterShininess(s)
{
g_Environment.Water.WaterBody.Shininess = s;
}
// Set water waviness
function setWaterWaviness(w)
{
g_Environment.Water.WaterBody.Waviness = w;
}
// Set water murkiness
function setWaterMurkiness(m)
{
g_Environment.Water.WaterBody.Murkiness = m;
}
// Set water tint RGB (0,1)
function setWaterTint(r, g, b)
{
g_Environment.Water.WaterBody.Tint = { "r" : r, "g" : g, "b" : b, "a" : 0};
}
// Set water reflection tint RGB (0,1)
function setWaterReflectionTint(r, g, b)
{
g_Environment.Water.WaterBody.WaterReflectionTint = { "r" : r, "g" : g, "b" : b, "a" : 0};
}
// Set water reflection tint strength (0,1)
function setWaterReflectionTintStrength(s)
{
g_Environment.Water.WaterBody.WaterReflectionTintStrength = s;
}