Example #1
0
void CMapInfo::ReadSplats()
{
	const LuaTable splatsTable = parser->GetRoot().SubTable("splats");

	splats.texScales = splatsTable.GetFloat4("texScales", float4(0.02f, 0.02f, 0.02f, 0.02f));
	splats.texMults = splatsTable.GetFloat4("texMults", float4(1.0f, 1.0f, 1.0f, 1.0f));
}
Example #2
0
void CMapInfo::ReadLight()
{
	const LuaTable lightTable = parser->GetRoot().SubTable("lighting");

	light.sunStartAngle = lightTable.GetFloat("sunStartAngle", 0.0f);
	light.sunOrbitTime = lightTable.GetFloat("sunOrbitTime", 1440.0f);
	light.sunDir = lightTable.GetFloat4("sunDir", float4(0.0f, 1.0f, 2.0f, FLT_MAX));
	if (light.sunDir.w == FLT_MAX) { // if four params are not specified for sundir, fallback to the old three param format
		light.sunDir = lightTable.GetFloat3("sunDir", float3(0.0f, 1.0f, 2.0f));
		light.sunDir.w = FLT_MAX;
	}
	light.sunDir.ANormalize();

	light.groundAmbientColor  = lightTable.GetFloat3("groundAmbientColor", float3(0.5f, 0.5f, 0.5f));
	light.groundSunColor      = lightTable.GetFloat3("groundDiffuseColor", float3(0.5f, 0.5f, 0.5f));
	light.groundSpecularColor = lightTable.GetFloat3("groundSpecularColor", float3(0.1f, 0.1f, 0.1f));
	light.groundShadowDensity = lightTable.GetFloat("groundShadowDensity", 0.8f);

	light.unitAmbientColor  = lightTable.GetFloat3("unitAmbientColor", float3(0.4f, 0.4f, 0.4f));
	light.unitSunColor      = lightTable.GetFloat3("unitDiffuseColor", float3(0.7f, 0.7f, 0.7f));
	light.unitSpecularColor  = lightTable.GetFloat3("unitSpecularColor", light.unitSunColor);
	light.unitShadowDensity = lightTable.GetFloat("unitShadowDensity", 0.8f);
}