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34 lines
1.1 KiB
TypeScript
34 lines
1.1 KiB
TypeScript
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/**
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* Per-object-type lighting intensity multipliers.
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*
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* These allow fine-tuning of directional and ambient light contributions
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* for each object type to match Tribes 2's original appearance.
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*
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* The Torque engine uses distinctly different lighting systems for each object type:
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* - Terrain: Pre-baked lightmaps with directional sun dot-product calculation
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* - Interiors: Vertex colors or lightmaps with animated light states
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* - DTS Shapes: OpenGL hardware lighting with per-material flags
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*
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* Values are multipliers applied to the global Sun intensity (which is set to 1.0/1.0):
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* - directional: Multiplier for directional (sun) light contribution
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* - ambient: Multiplier for ambient light contribution (affects shadow darkness)
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*/
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export const TERRAIN_LIGHTING = {
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directional: 4,
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ambient: 1.5,
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};
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export const INTERIOR_LIGHTING = {
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directional: 3,
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ambient: 1,
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};
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export const SHAPE_LIGHTING = {
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directional: 1,
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ambient: 1.5,
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};
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// Note: Water does not use lighting - Tribes 2's Phase 2 (lightmap) is disabled.
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// Water textures are rendered directly without scene lighting.
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