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

≥ Mists


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

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);
}