forked from mirrors/0ad
* clean up CLightEnv a bit
* add CLightEnv::m_TerrainShadowTransparency * shadows will let a fraction of diffuse light through * added JS LightEnv objects, so the lighting environment can be changed from the console * new element TerrainShadowTransparency supported in the scenario .xml format, changed cantabrian_generated with an example This was SVN commit r3513.
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@@ -62,6 +62,7 @@
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#include "scripting/JSInterface_Camera.h"
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#include "scripting/JSInterface_Selection.h"
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#include "scripting/JSInterface_Console.h"
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#include "graphics/scripting/JSInterface_LightEnv.h"
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#include "scripting/JSCollection.h"
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#include "scripting/DOMEvent.h"
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#ifndef NO_GUI
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@@ -522,6 +523,7 @@ static void InitScripting()
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JSI_Camera::init();
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JSI_Console::init();
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JSI_LightEnv::init();
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new CGameEvents;
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}
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@@ -660,14 +662,9 @@ static void InitRenderer()
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MICROLOG(L"init renderer");
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g_Renderer.Open(g_xres,g_yres,g_bpp);
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// Setup default lighting environment. Since the Renderer accesses the
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// Setup lighting environment. Since the Renderer accesses the
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// lighting environment through a pointer, this has to be done before
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// the first Frame.
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g_LightEnv.m_SunColor=RGBColor(1,1,1);
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g_LightEnv.SetRotation(DEGTORAD(270));
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g_LightEnv.SetElevation(DEGTORAD(45));
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g_LightEnv.m_TerrainAmbientColor=RGBColor(0.4f,0.4f,0.4f);
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g_LightEnv.m_UnitsAmbientColor=RGBColor(0.4f,0.4f,0.4f);
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g_Renderer.SetLightEnv(&g_LightEnv);
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// I haven't seen the camera affecting GUI rendering and such, but the
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