private static LightSettings ToLightSettings(this GlobalLightingConfiguration mapLightingConfiguration) { return(new LightSettings { TerrainLights = new Lights { Light0 = ToLight(mapLightingConfiguration.TerrainSun), Light1 = ToLight(mapLightingConfiguration.TerrainAccent1), Light2 = ToLight(mapLightingConfiguration.TerrainAccent2), }, ObjectLights = new Lights { Light0 = ToLight(mapLightingConfiguration.ObjectSun), Light1 = ToLight(mapLightingConfiguration.ObjectAccent1), Light2 = ToLight(mapLightingConfiguration.ObjectAccent2), } }); }
private static LightSettings ToLightSettings(this GlobalLightingConfiguration mapLightingConfiguration) { return(new LightSettings( new GlobalShaderResources.LightingConstantsPS { Light0 = ToLight(mapLightingConfiguration.TerrainSun), Light1 = ToLight(mapLightingConfiguration.TerrainAccent1), Light2 = ToLight(mapLightingConfiguration.TerrainAccent2), }, new GlobalShaderResources.LightingConstantsPS { // RA3 and later only had one light defined per time of day. Light0 = ToLight(mapLightingConfiguration.ObjectSun ?? mapLightingConfiguration.TerrainSun), Light1 = ToLight(mapLightingConfiguration.ObjectAccent1 ?? mapLightingConfiguration.TerrainAccent1), Light2 = ToLight(mapLightingConfiguration.ObjectAccent2 ?? mapLightingConfiguration.TerrainAccent2), } // TODO: Infantry lights )); }