forked from 0ad/0ad
94 lines
2.0 KiB
JavaScript
94 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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WATER_LEVEL_CHANGED = true;
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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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