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wire up sunlocation from keylight direction
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2 changed files with 10 additions and 4 deletions
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@ -429,7 +429,12 @@ void EntityTreeRenderer::render(RenderArgs::RenderMode renderMode,
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scene->setStageYearTime(_bestZone->getStageDay());
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if (_bestZone->getSkyboxMode() == SKYBOX_MODE_ATMOSPHERE) {
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_viewState->overrideEnvironmentData(_bestZone->getEnvironmentData());
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EnvironmentData data = _bestZone->getEnvironmentData();
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glm::vec3 keyLightDirection = scene->getKeyLightDirection();
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glm::vec3 inverseKeyLightDirection = keyLightDirection * -1.0f;
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glm::vec3 keyLightLocation = _viewState->getAvatarPosition() + (inverseKeyLightDirection * data.getAtmosphereOuterRadius());
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data.setSunLocation(keyLightLocation);
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_viewState->overrideEnvironmentData(data);
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}
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} else {
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if (_hasPreviousZone) {
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@ -78,9 +78,10 @@ EnvironmentData ZoneEntityItem::getEnvironmentData() const {
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result.setScatteringWavelengths(_atmospherePropeties.getScatteringWavelengths());
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result.setHasStars(_atmospherePropeties.getHasStars());
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// defaults for now...
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result.setSunLocation(glm::vec3(1000, 900, 1000));
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result.setSunBrightness(20.0f);
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// NOTE: The sunLocation and SunBrightness will be overwritten in the EntityTreeRenderer to use the
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// keyLight details from the scene interface
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//result.setSunLocation(1000, 900, 1000));
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//result.setSunBrightness(20.0f);
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return result;
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}
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