| [20400] | 1 | /**
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| 2 | * @file The environment settings govern the appearance of the Sky, Fog, Water and Post-Processing effects.
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| 3 | */
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| 4 |
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| [18862] | 5 | var g_Environment = {
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| 6 | "SkySet": "default", // textures for the skybox, subdirectory name of art/textures/skies
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| [25562] | 7 | "SunColor": { "r": 1.03162, "g": 0.99521, "b": 0.865752, "a": 0 }, // all rgb from 0 to 1
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| [26934] | 8 | "SunElevation": 0.7, // 0 to 2pi
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| 9 | "SunRotation": -0.909, // 0 to 2pi
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| [25562] | 10 | "AmbientColor": { "r": 0.364706, "g": 0.376471, "b": 0.419608, "a": 0 },
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| [18862] | 11 | "Water": {
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| 12 | "WaterBody": {
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| 13 | "Type": "ocean", // Subdirectory name of art/textures/animated/water
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| 14 | "Color": { "r": 0.3, "g": 0.35, "b": 0.7, "a": 0 },
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| 15 | "Tint": { "r": 0.28, "g": 0.3, "b": 0.59, "a": 0 },
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| [20932] | 16 | "Height": undefined, // TODO: default shouldn't be set in ExportMap
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| [18862] | 17 | "Waviness": 8, // typically from 0 to 10
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| 18 | "Murkiness": 0.45, // 0 to 1, amount of tint to blend in with the refracted color
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| 19 | "WindAngle": 0.0 // 0 to 2pi, direction of waves
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| 20 | }
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| 21 | },
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| 22 | "Fog": {
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| 23 | "FogFactor": 0.0,
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| 24 | "FogThickness": 0.5,
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| 25 | "FogColor": { "r": 0.8, "g": 0.8, "b": 0.8, "a": 0 }
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| 26 | },
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| 27 | "Postproc": {
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| 28 | "Brightness": 0.0,
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| 29 | "Contrast": 1.0,
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| 30 | "Saturation": 1.0,
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| 31 | "Bloom": 0.2,
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| 32 | "PostprocEffect": "default" // "default", "hdr" or "DOF"
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| 33 | }
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| 34 | };
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| [9099] | 35 |
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| [20932] | 36 | /**
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| 37 | * Camera location in case there are no player entities.
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| 38 | */
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| 39 | var g_Camera = {
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| 40 | "Position": { "x": 256, "y": 150, "z": 256 },
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| 41 | "Rotation": 0,
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| 42 | "Declination": 0.523599
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| 43 | };
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| 44 |
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| [9099] | 45 | ////////////////////////////////////////////////////////////////////////////
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| [18862] | 46 | // Sun, Sky and Terrain
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| [9271] | 47 | ////////////////////////////////////////////////////////////////////////////
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| [9099] | 48 |
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| 49 | function setSkySet(set)
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| 50 | {
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| 51 | g_Environment.SkySet = set;
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| 52 | }
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| 53 |
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| [16438] | 54 | function setSunColor(r, g, b)
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| [9099] | 55 | {
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| [18862] | 56 | g_Environment.SunColor = { "r" : r, "g" : g, "b" : b, "a" : 0 };
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| [9099] | 57 | }
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| 58 |
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| 59 | function setSunElevation(e)
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| 60 | {
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| 61 | g_Environment.SunElevation = e;
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| 62 | }
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| 63 |
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| 64 | function setSunRotation(r)
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| 65 | {
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| 66 | g_Environment.SunRotation = r;
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| 67 | }
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| 68 |
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| [24661] | 69 | function setAmbientColor(r, g, b)
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| [9099] | 70 | {
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| [24661] | 71 | g_Environment.AmbientColor = { "r" : r, "g" : g, "b" : b, "a" : 0 };
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| [9099] | 72 | }
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| 73 |
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| 74 | ////////////////////////////////////////////////////////////////////////////
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| [18862] | 75 | // Water
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| [9271] | 76 | ////////////////////////////////////////////////////////////////////////////
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| [18840] | 77 |
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| [16438] | 78 | function setWaterColor(r, g, b)
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| [9099] | 79 | {
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| [18862] | 80 | g_Environment.Water.WaterBody.Color = { "r" : r, "g" : g, "b" : b, "a" : 0 };
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| [9099] | 81 | }
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| 82 |
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| [15486] | 83 | function setWaterTint(r, g, b)
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| 84 | {
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| [18862] | 85 | g_Environment.Water.WaterBody.Tint = { "r" : r, "g" : g, "b" : b, "a" : 0 };
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| [15486] | 86 | }
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| 87 |
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| [9099] | 88 | function setWaterHeight(h)
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| 89 | {
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| 90 | g_Environment.Water.WaterBody.Height = h;
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| 91 | }
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| 92 |
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| 93 | function setWaterWaviness(w)
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| 94 | {
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| 95 | g_Environment.Water.WaterBody.Waviness = w;
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| 96 | }
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| 97 |
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| 98 | function setWaterMurkiness(m)
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| 99 | {
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| 100 | g_Environment.Water.WaterBody.Murkiness = m;
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| 101 | }
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| 102 |
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| [15486] | 103 | function setWaterType(m)
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| [9099] | 104 | {
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| [15486] | 105 | g_Environment.Water.WaterBody.Type = m;
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| [9099] | 106 | }
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| 107 |
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| [15486] | 108 | function setWindAngle(m)
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| [9099] | 109 | {
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| [15486] | 110 | g_Environment.Water.WaterBody.WindAngle = m;
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| [9099] | 111 | }
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| 112 |
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| [18862] | 113 | ////////////////////////////////////////////////////////////////////////////
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| 114 | // Fog (numerical arguments between 0 and 1)
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| 115 | ////////////////////////////////////////////////////////////////////////////
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| 116 |
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| [14170] | 117 | function setFogFactor(s)
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| 118 | {
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| 119 | g_Environment.Fog.FogFactor = s / 100.0;
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| 120 | }
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| 121 |
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| [18862] | 122 | function setFogThickness(thickness)
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| [14170] | 123 | {
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| [18862] | 124 | g_Environment.Fog.FogThickness = thickness;
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| [14170] | 125 | }
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| 126 |
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| 127 | function setFogColor(r, g, b)
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| 128 | {
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| [18862] | 129 | g_Environment.Fog.FogColor = { "r" : r, "g" : g, "b" : b, "a" : 0 };
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| [14170] | 130 | }
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| 131 |
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| [18862] | 132 | ////////////////////////////////////////////////////////////////////////////
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| 133 | // Post Processing (numerical arguments between 0 and 1)
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| 134 | ////////////////////////////////////////////////////////////////////////////
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| 135 |
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| [14170] | 136 | function setPPBrightness(s)
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| 137 | {
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| 138 | g_Environment.Postproc.Brightness = s - 0.5;
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| 139 | }
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| 140 |
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| 141 | function setPPContrast(s)
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| 142 | {
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| 143 | g_Environment.Postproc.Contrast = s + 0.5;
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| 144 | }
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| 145 |
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| 146 | function setPPSaturation(s)
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| 147 | {
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| 148 | g_Environment.Postproc.Saturation = s * 2;
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| 149 | }
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| 150 |
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| 151 | function setPPBloom(s)
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| 152 | {
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| 153 | g_Environment.Postproc.Bloom = (1 - s) * 0.2;
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| 154 | }
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| 155 |
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| 156 | function setPPEffect(s)
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| 157 | {
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| 158 | g_Environment.Postproc.PostprocEffect = s;
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| [18862] | 159 | }
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