DB/LightData
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Contains information of LightIntBand.dbc and LightFloatBand.dbc
The number of lines depends on the precision of the Time Values
Column Description Notes 1 ID 2 Sky ID This is a ref to LightParams.dbc 3 Time values 4 Global diffuse light 5 Global ambient light 6 Sky color 0 (top) 7 Sky color 1 (middle) 8 Sky color 2 (middle to horizon) 9 Sky color 3 (above horizon) 10 Sky color 4 (horizon) 11 Fog color / background mountains color 12 Sun color + sun halo color 13 Sun larger halo color 14 Cloud color 15 ? This is the same value as the 11th row of LightIntBand 16 ? This is the same value as the 13th row of LightIntBand 17 ? This is the same value as the 14th row of LightIntBand 18 Water color [dark] 19 Water color [light] 20 Shadow color 21 ? This is the same value as the 8th row of LightIntBand 22 Fog distance multiplied by 36 23 Fog multiplier? 24 ? This is the same value as the 4th row of LightFloatBand
Official definitions from Blizzard (found in client 2.5 EnumeratedString table):
0 Direct Color 1 Ambient Color 2 Sky Top Color 3 Sky Middle Color 4 Sky Band 1 Color 5 Sky Band 2 Color 6 Sky Smog Color 7 Sky Fog Color 8 Sun Color 9 Cloud Sun Color 10 Cloud Emissive Color 11 Cloud Layer 1 Ambient Color 12 Cloud Layer 2 Ambient Color 13 Ocean Close Color 14 Ocean Far Color 15 River Close Color 16 River Far Color 17 Shadow Opacity 18 Fog 19 Fog (obsolete 1) 20 Cloud Density 21 Fog (obsolete 2) 22 Color Gradient 23 Horizon Ambient Color 24 Ground Ambient Color 25 Fog End Color 26 Sun Fog Color 27 Fog Height Color
6.0.1.18179
struct LightDataRec { uint32_t m_ID; uint32_t m_lightParamID; uint32_t m_time; uint32_t m_directColor; uint32_t m_ambientColor; uint32_t m_skyTopColor; uint32_t m_skyMiddleColor; uint32_t m_skyBand1Color; uint32_t m_skyBand2Color; uint32_t m_skySmogColor; uint32_t m_skyFogColor; uint32_t m_sunColor; uint32_t m_cloudSunColor; uint32_t m_cloudEmissiveColor; uint32_t m_cloudLayer1AmbientColor; uint32_t m_cloudLayer2AmbientColor; uint32_t m_oceanCloseColor; uint32_t m_oceanFarColor; uint32_t m_riverCloseColor; uint32_t m_riverFarColor; uint32_t m_shadowOpacity; float m_fogEnd; float m_fogScaler; float m_cloudDensity; float m_fogDensity; };
7.0.1.?
color grading added, new column listing colorgrading blp. falls back to fid 1140733 (identity). apparently having more than 32 color graded skies on one map will hit a hardcoded limit. apparently two entries (night, day) at least.
#version 420 layout(location = 1) in vec2 in_tc0; layout(location = 0) out vec4 out_result; uniform sampler2D pt_screenTex; // original color uniform sampler2D pt_mapping; // 1024 * 32px color mapping #define dim 32.0 void main() { vec4 original_color = texture(pt_screenTex, in_tc0); float u = original_color.r * (dim - 1.0); float v = original_color.g * (dim - 1.0); float w = original_color.b * (dim - 1.0); float leftSlice = floor(w); float rightSlice = leftSlice + 1.0; float u1 = u + leftSlice * dim; float u2 = u + rightSlice * dim; vec4 c1 = texture(pt_mapping, vec2(u1 + 0.5, v + 0.5) / vec2 (dim * dim, dim)); vec4 c2 = texture(pt_mapping, vec2(u2 + 0.5, v + 0.5) / vec2 (dim * dim, dim)); out_result = vec4(mix(c1, c2, vec4(fract(w))).rgb, original_color.a); }