blob: d5d7b67a1a673da0c06bc2ea0743a8f1353c4b7a (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
|
#pragma once
class CTimeCycle
{
static int32 m_nAmbientRed[NUMHOURS][NUMWEATHERS];
static int32 m_nAmbientGreen[NUMHOURS][NUMWEATHERS];
static int32 m_nAmbientBlue[NUMHOURS][NUMWEATHERS];
static int32 m_nDirectionalRed[NUMHOURS][NUMWEATHERS];
static int32 m_nDirectionalGreen[NUMHOURS][NUMWEATHERS];
static int32 m_nDirectionalBlue[NUMHOURS][NUMWEATHERS];
static int32 m_nSkyTopRed[NUMHOURS][NUMWEATHERS];
static int32 m_nSkyTopGreen[NUMHOURS][NUMWEATHERS];
static int32 m_nSkyTopBlue[NUMHOURS][NUMWEATHERS];
static int32 m_nSkyBottomRed[NUMHOURS][NUMWEATHERS];
static int32 m_nSkyBottomGreen[NUMHOURS][NUMWEATHERS];
static int32 m_nSkyBottomBlue[NUMHOURS][NUMWEATHERS];
static int32 m_nSunCoreRed[NUMHOURS][NUMWEATHERS];
static int32 m_nSunCoreGreen[NUMHOURS][NUMWEATHERS];
static int32 m_nSunCoreBlue[NUMHOURS][NUMWEATHERS];
static int32 m_nSunCoronaRed[NUMHOURS][NUMWEATHERS];
static int32 m_nSunCoronaGreen[NUMHOURS][NUMWEATHERS];
static int32 m_nSunCoronaBlue[NUMHOURS][NUMWEATHERS];
static float m_fSunSize[NUMHOURS][NUMWEATHERS];
static float m_fSpriteSize[NUMHOURS][NUMWEATHERS];
static float m_fSpriteBrightness[NUMHOURS][NUMWEATHERS];
static int16 m_nShadowStrength[NUMHOURS][NUMWEATHERS];
static int16 m_nLightShadowStrength[NUMHOURS][NUMWEATHERS];
static int16 m_nTreeShadowStrength[NUMHOURS][NUMWEATHERS];
static float m_fFogStart[NUMHOURS][NUMWEATHERS];
static float m_fFarClip[NUMHOURS][NUMWEATHERS];
static float m_fLightsOnGroundBrightness[NUMHOURS][NUMWEATHERS];
static int32 m_nLowCloudsRed[NUMHOURS][NUMWEATHERS];
static int32 m_nLowCloudsGreen[NUMHOURS][NUMWEATHERS];
static int32 m_nLowCloudsBlue[NUMHOURS][NUMWEATHERS];
static int32 m_nFluffyCloudsTopRed[NUMHOURS][NUMWEATHERS];
static int32 m_nFluffyCloudsTopGreen[NUMHOURS][NUMWEATHERS];
static int32 m_nFluffyCloudsTopBlue[NUMHOURS][NUMWEATHERS];
static int32 m_nFluffyCloudsBottomRed[NUMHOURS][NUMWEATHERS];
static int32 m_nFluffyCloudsBottomGreen[NUMHOURS][NUMWEATHERS];
static int32 m_nFluffyCloudsBottomBlue[NUMHOURS][NUMWEATHERS];
static float m_fBlurRed[NUMHOURS][NUMWEATHERS];
static float m_fBlurGreen[NUMHOURS][NUMWEATHERS];
static float m_fBlurBlue[NUMHOURS][NUMWEATHERS];
static float m_fBlurAlpha[NUMHOURS][NUMWEATHERS];
static float m_fCurrentAmbientRed;
static float m_fCurrentAmbientGreen;
static float m_fCurrentAmbientBlue;
static float m_fCurrentDirectionalRed;
static float m_fCurrentDirectionalGreen;
static float m_fCurrentDirectionalBlue;
static int32 m_nCurrentSkyTopRed;
static int32 m_nCurrentSkyTopGreen;
static int32 m_nCurrentSkyTopBlue;
static int32 m_nCurrentSkyBottomRed;
static int32 m_nCurrentSkyBottomGreen;
static int32 m_nCurrentSkyBottomBlue;
static int32 m_nCurrentSunCoreRed;
static int32 m_nCurrentSunCoreGreen;
static int32 m_nCurrentSunCoreBlue;
static int32 m_nCurrentSunCoronaRed;
static int32 m_nCurrentSunCoronaGreen;
static int32 m_nCurrentSunCoronaBlue;
static float m_fCurrentSunSize;
static float m_fCurrentSpriteSize;
static float m_fCurrentSpriteBrightness;
static int32 m_nCurrentShadowStrength;
static int32 m_nCurrentLightShadowStrength;
static int32 m_nCurrentTreeShadowStrength;
static float m_fCurrentFogStart;
static float m_fCurrentFarClip;
static float m_fCurrentLightsOnGroundBrightness;
static int32 m_nCurrentLowCloudsRed;
static int32 m_nCurrentLowCloudsGreen;
static int32 m_nCurrentLowCloudsBlue;
static int32 m_nCurrentFluffyCloudsTopRed;
static int32 m_nCurrentFluffyCloudsTopGreen;
static int32 m_nCurrentFluffyCloudsTopBlue;
static int32 m_nCurrentFluffyCloudsBottomRed;
static int32 m_nCurrentFluffyCloudsBottomGreen;
static int32 m_nCurrentFluffyCloudsBottomBlue;
static float m_fCurrentBlurRed;
static float m_fCurrentBlurGreen;
static float m_fCurrentBlurBlue;
static float m_fCurrentBlurAlpha;
static int32 m_nCurrentFogColourRed;
static int32 m_nCurrentFogColourGreen;
static int32 m_nCurrentFogColourBlue;
static int32 m_FogReduction;
public:
static int32 m_CurrentStoredValue;
static CVector m_VectorToSun[16];
static float m_fShadowFrontX[16];
static float m_fShadowFrontY[16];
static float m_fShadowSideX[16];
static float m_fShadowSideY[16];
static float m_fShadowDisplacementX[16];
static float m_fShadowDisplacementY[16];
static float GetAmbientRed(void) { return m_fCurrentAmbientRed; }
static float GetAmbientGreen(void) { return m_fCurrentAmbientGreen; }
static float GetAmbientBlue(void) { return m_fCurrentAmbientBlue; }
static float GetDirectionalRed(void) { return m_fCurrentDirectionalRed; }
static float GetDirectionalGreen(void) { return m_fCurrentDirectionalGreen; }
static float GetDirectionalBlue(void) { return m_fCurrentDirectionalBlue; }
static int32 GetSkyTopRed(void) { return m_nCurrentSkyTopRed; }
static int32 GetSkyTopGreen(void) { return m_nCurrentSkyTopGreen; }
static int32 GetSkyTopBlue(void) { return m_nCurrentSkyTopBlue; }
static int32 GetSkyBottomRed(void) { return m_nCurrentSkyBottomRed; }
static int32 GetSkyBottomGreen(void) { return m_nCurrentSkyBottomGreen; }
static int32 GetSkyBottomBlue(void) { return m_nCurrentSkyBottomBlue; }
static int32 GetSunCoreRed(void) { return m_nCurrentSunCoreRed; }
static int32 GetSunCoreGreen(void) { return m_nCurrentSunCoreGreen; }
static int32 GetSunCoreBlue(void) { return m_nCurrentSunCoreBlue; }
static int32 GetSunCoronaRed(void) { return m_nCurrentSunCoronaRed; }
static int32 GetSunCoronaGreen(void) { return m_nCurrentSunCoronaGreen; }
static int32 GetSunCoronaBlue(void) { return m_nCurrentSunCoronaBlue; }
static float GetSunSize(void) { return m_fCurrentSunSize; }
static float GetSpriteBrightness(void) { return m_fCurrentSpriteBrightness; }
static float GetSpriteSize(void) { return m_fCurrentSpriteSize; }
static int32 GetShadowStrength(void) { return m_nCurrentShadowStrength; }
static int32 GetLightShadowStrength(void) { return m_nCurrentLightShadowStrength; }
static float GetLightOnGroundBrightness(void) { return m_fCurrentLightsOnGroundBrightness; }
static float GetFarClip(void) { return m_fCurrentFarClip; }
static float GetFogStart(void) { return m_fCurrentFogStart; }
static int32 GetLowCloudsRed(void) { return m_nCurrentLowCloudsRed; }
static int32 GetLowCloudsGreen(void) { return m_nCurrentLowCloudsGreen; }
static int32 GetLowCloudsBlue(void) { return m_nCurrentLowCloudsBlue; }
static int32 GetFluffyCloudsTopRed(void) { return m_nCurrentFluffyCloudsTopRed; }
static int32 GetFluffyCloudsTopGreen(void) { return m_nCurrentFluffyCloudsTopGreen; }
static int32 GetFluffyCloudsTopBlue(void) { return m_nCurrentFluffyCloudsTopBlue; }
static int32 GetFluffyCloudsBottomRed(void) { return m_nCurrentFluffyCloudsBottomRed; }
static int32 GetFluffyCloudsBottomGreen(void) { return m_nCurrentFluffyCloudsBottomGreen; }
static int32 GetFluffyCloudsBottomBlue(void) { return m_nCurrentFluffyCloudsBottomBlue; }
static int32 GetFogRed(void) { return m_nCurrentFogColourRed; }
static int32 GetFogGreen(void) { return m_nCurrentFogColourGreen; }
static int32 GetFogBlue(void) { return m_nCurrentFogColourBlue; }
static int32 GetFogReduction(void) { return m_FogReduction; }
static void Initialise(void);
static void Update(void);
static CVector &GetSunDirection(void) { return m_VectorToSun[m_CurrentStoredValue]; }
static float GetShadowFrontX(void) { return m_fShadowFrontX[m_CurrentStoredValue]; }
static float GetShadowFrontY(void) { return m_fShadowFrontY[m_CurrentStoredValue]; }
static float GetShadowSideX(void) { return m_fShadowSideX[m_CurrentStoredValue]; }
static float GetShadowSideY(void) { return m_fShadowSideY[m_CurrentStoredValue]; }
static float GetShadowDisplacementX(void) { return m_fShadowDisplacementX[m_CurrentStoredValue]; }
static float GetShadowDisplacementY(void) { return m_fShadowDisplacementY[m_CurrentStoredValue]; }
};
|