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mirror of https://github.com/luanti-org/luanti.git synced 2025-10-12 16:15:20 +02:00

set_sky improvements, set_sun, set_moon and set_stars

This commit is contained in:
Jordach
2019-08-21 21:47:45 +01:00
committed by sfan5
parent 580e7e8eb9
commit 946c03c69b
19 changed files with 1525 additions and 400 deletions

View File

@@ -218,6 +218,9 @@ public:
void handleCommand_HudSetFlags(NetworkPacket* pkt);
void handleCommand_HudSetParam(NetworkPacket* pkt);
void handleCommand_HudSetSky(NetworkPacket* pkt);
void handleCommand_HudSetSun(NetworkPacket* pkt);
void handleCommand_HudSetMoon(NetworkPacket* pkt);
void handleCommand_HudSetStars(NetworkPacket* pkt);
void handleCommand_CloudParams(NetworkPacket* pkt);
void handleCommand_OverrideDayNightRatio(NetworkPacket* pkt);
void handleCommand_LocalPlayerAnimations(NetworkPacket* pkt);

View File

@@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <string>
#include "irrlichttypes_bloated.h"
#include "hud.h"
#include "skyparams.h"
enum ClientEventType : u8
{
@@ -38,6 +39,9 @@ enum ClientEventType : u8
CE_HUDRM,
CE_HUDCHANGE,
CE_SET_SKY,
CE_SET_SUN,
CE_SET_MOON,
CE_SET_STARS,
CE_OVERRIDE_DAY_NIGHT_RATIO,
CE_CLOUD_PARAMS,
CLIENTEVENT_MAX,
@@ -147,13 +151,7 @@ struct ClientEvent
v3f *v3fdata;
v2s32 *v2s32data;
} hudchange;
struct
{
video::SColor *bgcolor;
std::string *type;
std::vector<std::string> *params;
bool clouds;
} set_sky;
SkyboxParams *set_sky;
struct
{
bool do_override;
@@ -169,5 +167,8 @@ struct ClientEvent
f32 speed_x;
f32 speed_y;
} cloud_params;
SunParams *sun_params;
MoonParams *moon_params;
StarParams *star_params;
};
};

View File

@@ -811,6 +811,9 @@ private:
void handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
CameraOrientation *cam);
void handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam);
@@ -2523,6 +2526,9 @@ const ClientEventHandler Game::clientEventHandler[CLIENTEVENT_MAX] = {
{&Game::handleClientEvent_HudRemove},
{&Game::handleClientEvent_HudChange},
{&Game::handleClientEvent_SetSky},
{&Game::handleClientEvent_SetSun},
{&Game::handleClientEvent_SetMoon},
{&Game::handleClientEvent_SetStars},
{&Game::handleClientEvent_OverrideDayNigthRatio},
{&Game::handleClientEvent_CloudParams},
};
@@ -2744,41 +2750,85 @@ void Game::handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *ca
void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
{
sky->setVisible(false);
// Whether clouds are visible in front of a custom skybox
sky->setCloudsEnabled(event->set_sky.clouds);
// Whether clouds are visible in front of a custom skybox.
sky->setCloudsEnabled(event->set_sky->clouds);
if (skybox) {
skybox->remove();
skybox = NULL;
}
// Clear the old textures out in case we switch rendering type.
sky->clearSkyboxTextures();
// Handle according to type
if (*event->set_sky.type == "regular") {
if (event->set_sky->type == "regular") {
// Shows the mesh skybox
sky->setVisible(true);
sky->setCloudsEnabled(true);
} else if (*event->set_sky.type == "skybox" &&
event->set_sky.params->size() == 6) {
sky->setFallbackBgColor(*event->set_sky.bgcolor);
skybox = RenderingEngine::get_scene_manager()->addSkyBoxSceneNode(
texture_src->getTextureForMesh((*event->set_sky.params)[0]),
texture_src->getTextureForMesh((*event->set_sky.params)[1]),
texture_src->getTextureForMesh((*event->set_sky.params)[2]),
texture_src->getTextureForMesh((*event->set_sky.params)[3]),
texture_src->getTextureForMesh((*event->set_sky.params)[4]),
texture_src->getTextureForMesh((*event->set_sky.params)[5]));
}
// Handle everything else as plain color
else {
if (*event->set_sky.type != "plain")
// Update mesh based skybox colours if applicable.
sky->setSkyColors(*event->set_sky);
sky->setHorizonTint(
event->set_sky->sun_tint,
event->set_sky->moon_tint,
event->set_sky->tint_type
);
} else if (event->set_sky->type == "skybox" &&
event->set_sky->textures.size() == 6) {
// Disable the dyanmic mesh skybox:
sky->setVisible(false);
// Set fog colors:
sky->setFallbackBgColor(event->set_sky->bgcolor);
// Set sunrise and sunset fog tinting:
sky->setHorizonTint(
event->set_sky->sun_tint,
event->set_sky->moon_tint,
event->set_sky->tint_type
);
// Add textures to skybox.
for (int i = 0; i < 6; i++)
sky->addTextureToSkybox(event->set_sky->textures[i], i, texture_src);
} else {
// Handle everything else as plain color.
if (event->set_sky->type != "plain")
infostream << "Unknown sky type: "
<< (*event->set_sky.type) << std::endl;
sky->setFallbackBgColor(*event->set_sky.bgcolor);
<< (event->set_sky->type) << std::endl;
sky->setVisible(false);
sky->setFallbackBgColor(event->set_sky->bgcolor);
// Disable directional sun/moon tinting on plain or invalid skyboxes.
sky->setHorizonTint(
event->set_sky->bgcolor,
event->set_sky->bgcolor,
"custom"
);
}
delete event->set_sky;
}
delete event->set_sky.bgcolor;
delete event->set_sky.type;
delete event->set_sky.params;
void Game::handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam)
{
sky->setSunVisible(event->sun_params->visible);
sky->setSunTexture(event->sun_params->texture,
event->sun_params->tonemap, texture_src);
sky->setSunScale(event->sun_params->scale);
sky->setSunriseVisible(event->sun_params->sunrise_visible);
sky->setSunriseTexture(event->sun_params->sunrise, texture_src);
delete event->sun_params;
}
void Game::handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam)
{
sky->setMoonVisible(event->moon_params->visible);
sky->setMoonTexture(event->moon_params->texture,
event->moon_params->tonemap, texture_src);
sky->setMoonScale(event->moon_params->scale);
delete event->moon_params;
}
void Game::handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam)
{
sky->setStarsVisible(event->star_params->visible);
sky->setStarCount(event->star_params->count, false);
sky->setStarColor(event->star_params->starcolor);
sky->setStarScale(event->star_params->scale);
delete event->star_params;
}
void Game::handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
@@ -3706,7 +3756,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
video::SColor clouds_dark = clouds->getColor()
.getInterpolated(video::SColor(255, 0, 0, 0), 0.9);
sky->overrideColors(clouds_dark, clouds->getColor());
sky->setBodiesVisible(false);
sky->setInClouds(true);
runData.fog_range = std::fmin(runData.fog_range * 0.5f, 32.0f * BS);
// do not draw clouds after all
clouds->setVisible(false);

View File

@@ -18,22 +18,23 @@ with this program; if not, write to the Free Software Foundation, Inc.,
*/
#include "sky.h"
#include "ITexture.h"
#include "IVideoDriver.h"
#include "ISceneManager.h"
#include "ICameraSceneNode.h"
#include "S3DVertex.h"
#include "client/tile.h"
#include "noise.h" // easeCurve
#include "noise.h" // easeCurve
#include "profiler.h"
#include "util/numeric.h"
#include <cmath>
#include "client/renderingengine.h"
#include "settings.h"
#include "camera.h" // CameraModes
#include "camera.h" // CameraModes
#include "config.h"
using namespace irr::core;
Sky::Sky(s32 id, ITextureSource *tsrc):
Sky::Sky(s32 id, ITextureSource *tsrc) :
scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
RenderingEngine::get_scene_manager(), id)
{
@@ -67,44 +68,51 @@ Sky::Sky(s32 id, ITextureSource *tsrc):
m_materials[2].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
//m_materials[2].MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
m_sun_texture = tsrc->isKnownSourceImage("sun.png") ?
tsrc->getTextureForMesh("sun.png") : NULL;
m_moon_texture = tsrc->isKnownSourceImage("moon.png") ?
tsrc->getTextureForMesh("moon.png") : NULL;
m_sun_tonemap = tsrc->isKnownSourceImage("sun_tonemap.png") ?
tsrc->getTexture("sun_tonemap.png") : NULL;
m_moon_tonemap = tsrc->isKnownSourceImage("moon_tonemap.png") ?
tsrc->getTexture("moon_tonemap.png") : NULL;
// Ensures that sun and moon textures and tonemaps are correct.
setSkyDefaults();
m_sun_texture = tsrc->isKnownSourceImage(m_sun_params.texture) ?
tsrc->getTextureForMesh(m_sun_params.texture) : NULL;
m_moon_texture = tsrc->isKnownSourceImage(m_moon_params.texture) ?
tsrc->getTextureForMesh(m_moon_params.texture) : NULL;
m_sun_tonemap = tsrc->isKnownSourceImage(m_sun_params.tonemap) ?
tsrc->getTexture(m_sun_params.tonemap) : NULL;
m_moon_tonemap = tsrc->isKnownSourceImage(m_moon_params.tonemap) ?
tsrc->getTexture(m_moon_params.tonemap) : NULL;
if (m_sun_texture) {
m_materials[3] = mat;
m_materials[3].setTexture(0, m_sun_texture);
m_materials[3].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
// Disables texture filtering
m_materials[3].setFlag(video::E_MATERIAL_FLAG::EMF_BILINEAR_FILTER, false);
m_materials[3].setFlag(video::E_MATERIAL_FLAG::EMF_TRILINEAR_FILTER, false);
m_materials[3].setFlag(video::E_MATERIAL_FLAG::EMF_ANISOTROPIC_FILTER, false);
// Use tonemaps if available
if (m_sun_tonemap)
m_materials[3].Lighting = true;
}
if (m_moon_texture) {
m_materials[4] = mat;
m_materials[4].setTexture(0, m_moon_texture);
m_materials[4].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
// Disables texture filtering
m_materials[4].setFlag(video::E_MATERIAL_FLAG::EMF_BILINEAR_FILTER, false);
m_materials[4].setFlag(video::E_MATERIAL_FLAG::EMF_TRILINEAR_FILTER, false);
m_materials[4].setFlag(video::E_MATERIAL_FLAG::EMF_ANISOTROPIC_FILTER, false);
// Use tonemaps if available
if (m_moon_tonemap)
m_materials[4].Lighting = true;
}
for (v3f &star : m_stars) {
star = v3f(
myrand_range(-10000, 10000),
myrand_range(-10000, 10000),
myrand_range(-10000, 10000)
);
star.normalize();
for (int i = 5; i < 11; i++) {
m_materials[i] = mat;
m_materials[i].Lighting = true;
m_materials[i].MaterialType = video::EMT_SOLID;
}
m_directional_colored_fog = g_settings->getBool("directional_colored_fog");
setStarCount(1000, true);
}
void Sky::OnRegisterSceneNode()
{
if (IsVisible)
@@ -113,12 +121,8 @@ void Sky::OnRegisterSceneNode()
scene::ISceneNode::OnRegisterSceneNode();
}
void Sky::render()
{
if (!m_visible)
return;
video::IVideoDriver *driver = SceneManager->getVideoDriver();
scene::ICameraSceneNode *camera = SceneManager->getActiveCamera();
@@ -205,143 +209,103 @@ void Sky::render()
video::SColor cloudyfogcolor = m_bgcolor;
// Draw far cloudy fog thing blended with skycolor
for (u32 j = 0; j < 4; j++) {
video::SColor c = cloudyfogcolor.getInterpolated(m_skycolor, 0.45);
vertices[0] = video::S3DVertex(-1, 0.08, -1, 0, 0, 1, c, t, t);
vertices[1] = video::S3DVertex( 1, 0.08, -1, 0, 0, 1, c, o, t);
vertices[2] = video::S3DVertex( 1, 0.12, -1, 0, 0, 1, c, o, o);
vertices[3] = video::S3DVertex(-1, 0.12, -1, 0, 0, 1, c, t, o);
for (video::S3DVertex &vertex : vertices) {
if (j == 0)
// Don't switch
{}
else if (j == 1)
// Switch from -Z (south) to +X (east)
vertex.Pos.rotateXZBy(90);
else if (j == 2)
// Switch from -Z (south) to -X (west)
vertex.Pos.rotateXZBy(-90);
else
// Switch from -Z (south) to +Z (north)
vertex.Pos.rotateXZBy(-180);
}
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
}
// Draw far cloudy fog thing at and below all horizons
for (u32 j = 0; j < 4; j++) {
video::SColor c = cloudyfogcolor;
vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 0, 1, c, t, t);
vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 0, 1, c, o, t);
vertices[2] = video::S3DVertex( 1, 0.08, -1, 0, 0, 1, c, o, o);
vertices[3] = video::S3DVertex(-1, 0.08, -1, 0, 0, 1, c, t, o);
for (video::S3DVertex &vertex : vertices) {
if (j == 0)
// Don't switch
{}
else if (j == 1)
// Switch from -Z (south) to +X (east)
vertex.Pos.rotateXZBy(90);
else if (j == 2)
// Switch from -Z (south) to -X (west)
vertex.Pos.rotateXZBy(-90);
else
// Switch from -Z (south) to +Z (north)
vertex.Pos.rotateXZBy(-180);
}
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
}
// If sun, moon and stars are (temporarily) disabled, abort here
if (!m_bodies_visible)
// Abort rendering if we're in the clouds.
// Stops rendering a pure white hole in the bottom of the skybox.
if (m_in_clouds)
return;
// Draw stars before sun and moon to be behind them
do {
driver->setMaterial(m_materials[1]);
// Tune values so that stars first appear just after the sun
// disappears over the horizon, and disappear just before the sun
// appears over the horizon.
// Also tune so that stars are at full brightness from time 20000 to
// time 4000.
float starbrightness = MYMAX(0, MYMIN(1,
(0.25 - fabs(wicked_time_of_day < 0.5 ?
wicked_time_of_day : (1.0 - wicked_time_of_day))) * 20));
float f = starbrightness;
float d = 0.006f / 2.0f;
video::SColor starcolor(255, f * 90, f * 90, f * 90);
// Stars are only drawn when brighter than skycolor
if (starcolor.getBlue() < m_skycolor.getBlue())
break;
#if ENABLE_GLES
u16 indices[SKY_STAR_COUNT * 3];
video::S3DVertex vertices[SKY_STAR_COUNT * 3];
for (u32 i = 0; i < SKY_STAR_COUNT; i++) {
indices[i * 3 + 0] = i * 3 + 0;
indices[i * 3 + 1] = i * 3 + 1;
indices[i * 3 + 2] = i * 3 + 2;
v3f r = m_stars[i];
core::CMatrix4<f32> a;
a.buildRotateFromTo(v3f(0, 1, 0), r);
v3f p = v3f(-d, 1, -d);
v3f p1 = v3f(d, 1, 0);
v3f p2 = v3f(-d, 1, d);
a.rotateVect(p);
a.rotateVect(p1);
a.rotateVect(p2);
p.rotateXYBy(wicked_time_of_day * 360 - 90);
p1.rotateXYBy(wicked_time_of_day * 360 - 90);
p2.rotateXYBy(wicked_time_of_day * 360 - 90);
vertices[i * 3 + 0].Pos = p;
vertices[i * 3 + 0].Color = starcolor;
vertices[i * 3 + 1].Pos = p1;
vertices[i * 3 + 1].Color = starcolor;
vertices[i * 3 + 2].Pos = p2;
vertices[i * 3 + 2].Color = starcolor;
// Draw the six sided skybox,
if (m_sky_params.textures.size() == 6) {
for (u32 j = 5; j < 11; j++) {
video::SColor c(255, 255, 255, 255);
driver->setMaterial(m_materials[j]);
// Use 1.05 rather than 1.0 to avoid colliding with the
// sun, moon and stars, as this is a background skybox.
vertices[0] = video::S3DVertex(-1.05, -1.05, -1.05, 0, 0, 1, c, t, t);
vertices[1] = video::S3DVertex( 1.05, -1.05, -1.05, 0, 0, 1, c, o, t);
vertices[2] = video::S3DVertex( 1.05, 1.05, -1.05, 0, 0, 1, c, o, o);
vertices[3] = video::S3DVertex(-1.05, 1.05, -1.05, 0, 0, 1, c, t, o);
for (video::S3DVertex &vertex : vertices) {
if (j == 5) { // Top texture
vertex.Pos.rotateYZBy(90);
vertex.Pos.rotateXZBy(90);
} else if (j == 6) { // Bottom texture
vertex.Pos.rotateYZBy(-90);
vertex.Pos.rotateXZBy(90);
} else if (j == 7) { // Left texture
vertex.Pos.rotateXZBy(90);
} else if (j == 8) { // Right texture
vertex.Pos.rotateXZBy(-90);
} else if (j == 9) { // Front texture, do nothing
// Irrlicht doesn't like it when vertexes are left
// alone and not rotated for some reason.
vertex.Pos.rotateXZBy(0);
} else {// Back texture
vertex.Pos.rotateXZBy(180);
}
}
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
}
driver->drawIndexedTriangleList(vertices, SKY_STAR_COUNT * 3,
indices, SKY_STAR_COUNT);
#else
u16 indices[SKY_STAR_COUNT * 4];
video::S3DVertex vertices[SKY_STAR_COUNT * 4];
for (u32 i = 0; i < SKY_STAR_COUNT; i++) {
indices[i * 4 + 0] = i * 4 + 0;
indices[i * 4 + 1] = i * 4 + 1;
indices[i * 4 + 2] = i * 4 + 2;
indices[i * 4 + 3] = i * 4 + 3;
v3f r = m_stars[i];
core::CMatrix4<f32> a;
a.buildRotateFromTo(v3f(0, 1, 0), r);
v3f p = v3f(-d, 1, -d);
v3f p1 = v3f( d, 1, -d);
v3f p2 = v3f( d, 1, d);
v3f p3 = v3f(-d, 1, d);
a.rotateVect(p);
a.rotateVect(p1);
a.rotateVect(p2);
a.rotateVect(p3);
p.rotateXYBy(wicked_time_of_day * 360 - 90);
p1.rotateXYBy(wicked_time_of_day * 360 - 90);
p2.rotateXYBy(wicked_time_of_day * 360 - 90);
p3.rotateXYBy(wicked_time_of_day * 360 - 90);
vertices[i * 4 + 0].Pos = p;
vertices[i * 4 + 0].Color = starcolor;
vertices[i * 4 + 1].Pos = p1;
vertices[i * 4 + 1].Color = starcolor;
vertices[i * 4 + 2].Pos = p2;
vertices[i * 4 + 2].Color = starcolor;
vertices[i * 4 + 3].Pos = p3;
vertices[i * 4 + 3].Color = starcolor;
}
driver->drawVertexPrimitiveList(vertices, SKY_STAR_COUNT * 4,
indices, SKY_STAR_COUNT, video::EVT_STANDARD,
scene::EPT_QUADS, video::EIT_16BIT);
#endif
} while (false);
}
// Draw sunrise/sunset horizon glow texture (textures/base/pack/sunrisebg.png)
{
// Draw far cloudy fog thing blended with skycolor
if (m_visible) {
driver->setMaterial(m_materials[1]);
for (u32 j = 0; j < 4; j++) {
video::SColor c = cloudyfogcolor.getInterpolated(m_skycolor, 0.45);
vertices[0] = video::S3DVertex(-1, 0.08, -1, 0, 0, 1, c, t, t);
vertices[1] = video::S3DVertex( 1, 0.08, -1, 0, 0, 1, c, o, t);
vertices[2] = video::S3DVertex( 1, 0.12, -1, 0, 0, 1, c, o, o);
vertices[3] = video::S3DVertex(-1, 0.12, -1, 0, 0, 1, c, t, o);
for (video::S3DVertex &vertex : vertices) {
if (j == 0)
// Don't switch
{}
else if (j == 1)
// Switch from -Z (south) to +X (east)
vertex.Pos.rotateXZBy(90);
else if (j == 2)
// Switch from -Z (south) to -X (west)
vertex.Pos.rotateXZBy(-90);
else
// Switch from -Z (south) to +Z (north)
vertex.Pos.rotateXZBy(-180);
}
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
}
// Draw far cloudy fog thing at and below all horizons
for (u32 j = 0; j < 4; j++) {
video::SColor c = cloudyfogcolor;
vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 0, 1, c, t, t);
vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 0, 1, c, o, t);
vertices[2] = video::S3DVertex( 1, 0.08, -1, 0, 0, 1, c, o, o);
vertices[3] = video::S3DVertex(-1, 0.08, -1, 0, 0, 1, c, t, o);
for (video::S3DVertex &vertex : vertices) {
if (j == 0)
// Don't switch
{}
else if (j == 1)
// Switch from -Z (south) to +X (east)
vertex.Pos.rotateXZBy(90);
else if (j == 2)
// Switch from -Z (south) to -X (west)
vertex.Pos.rotateXZBy(-90);
else
// Switch from -Z (south) to +Z (north)
vertex.Pos.rotateXZBy(-180);
}
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
}
}
// Draw stars before sun and moon to be behind them
if (m_star_params.visible)
draw_stars(driver, wicked_time_of_day);
// Draw sunrise/sunset horizon glow texture
// (textures/base/pack/sunrisebg.png)
if (m_sun_params.sunrise_visible) {
driver->setMaterial(m_materials[2]);
float mid1 = 0.25;
float mid = wicked_time_of_day < 0.5 ? mid1 : (1.0 - mid1);
@@ -366,53 +330,52 @@ void Sky::render()
}
// Draw sun
if (wicked_time_of_day > 0.15 && wicked_time_of_day < 0.85) {
if (m_sun_params.visible)
draw_sun(driver, sunsize, suncolor, suncolor2, wicked_time_of_day);
}
// Draw moon
if (wicked_time_of_day < 0.3 || wicked_time_of_day > 0.7) {
if (m_moon_params.visible)
draw_moon(driver, moonsize, mooncolor, mooncolor2, wicked_time_of_day);
}
// Draw far cloudy fog thing below all horizons in front of sun, moon
// and stars.
driver->setMaterial(m_materials[1]);
if (m_visible) {
driver->setMaterial(m_materials[1]);
for (u32 j = 0; j < 4; j++) {
video::SColor c = cloudyfogcolor;
vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 0, 1, c, t, t);
vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 0, 1, c, o, t);
vertices[2] = video::S3DVertex( 1, -0.02, -1, 0, 0, 1, c, o, o);
vertices[3] = video::S3DVertex(-1, -0.02, -1, 0, 0, 1, c, t, o);
for (video::S3DVertex &vertex : vertices) {
if (j == 0)
// Don't switch
{}
else if (j == 1)
// Switch from -Z (south) to +X (east)
vertex.Pos.rotateXZBy(90);
else if (j == 2)
// Switch from -Z (south) to -X (west)
vertex.Pos.rotateXZBy(-90);
else
// Switch from -Z (south) to +Z (north)
vertex.Pos.rotateXZBy(-180);
for (u32 j = 0; j < 4; j++) {
video::SColor c = cloudyfogcolor;
vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 0, 1, c, t, t);
vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 0, 1, c, o, t);
vertices[2] = video::S3DVertex( 1, -0.02, -1, 0, 0, 1, c, o, o);
vertices[3] = video::S3DVertex(-1, -0.02, -1, 0, 0, 1, c, t, o);
for (video::S3DVertex &vertex : vertices) {
if (j == 0)
// Don't switch
{}
else if (j == 1)
// Switch from -Z (south) to +X (east)
vertex.Pos.rotateXZBy(90);
else if (j == 2)
// Switch from -Z (south) to -X (west)
vertex.Pos.rotateXZBy(-90);
else
// Switch from -Z (south) to +Z (north)
vertex.Pos.rotateXZBy(-180);
}
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
}
// Draw bottom far cloudy fog thing in front of sun, moon and stars
video::SColor c = cloudyfogcolor;
vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 1, 0, c, t, t);
vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 1, 0, c, o, t);
vertices[2] = video::S3DVertex( 1, -1.0, 1, 0, 1, 0, c, o, o);
vertices[3] = video::S3DVertex(-1, -1.0, 1, 0, 1, 0, c, t, o);
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
}
// Draw bottom far cloudy fog thing in front of sun, moon and stars
video::SColor c = cloudyfogcolor;
vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 1, 0, c, t, t);
vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 1, 0, c, o, t);
vertices[2] = video::S3DVertex( 1, -1.0, 1, 0, 1, 0, c, o, o);
vertices[3] = video::S3DVertex(-1, -1.0, 1, 0, 1, 0, c, t, o);
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
}
}
void Sky::update(float time_of_day, float time_brightness,
float direct_brightness, bool sunlight_seen,
CameraMode cam_mode, float yaw, float pitch)
@@ -426,7 +389,7 @@ void Sky::update(float time_of_day, float time_brightness,
m_first_update = false;
for (u32 i = 0; i < 100; i++) {
update(time_of_day, time_brightness, direct_brightness,
sunlight_seen, cam_mode, yaw, pitch);
sunlight_seen, cam_mode, yaw, pitch);
}
return;
}
@@ -434,7 +397,7 @@ void Sky::update(float time_of_day, float time_brightness,
m_time_of_day = time_of_day;
m_time_brightness = time_brightness;
m_sunlight_seen = sunlight_seen;
m_bodies_visible = true;
m_in_clouds = false;
bool is_dawn = (time_brightness >= 0.20 && time_brightness < 0.35);
@@ -452,19 +415,17 @@ void Sky::update(float time_of_day, float time_brightness,
video::SColorf cloudcolor_bright_dawn_f(1.0, 0.7, 0.5);
*/
video::SColorf bgcolor_bright_normal_f = video::SColor(255, 155, 193, 240);
video::SColorf bgcolor_bright_indoor_f = video::SColor(255, 100, 100, 100);
video::SColorf bgcolor_bright_dawn_f = video::SColor(255, 186, 193, 240);
video::SColorf bgcolor_bright_night_f = video::SColor(255, 64, 144, 255);
video::SColorf bgcolor_bright_normal_f = m_sky_params.sky_color.day_horizon;
video::SColorf bgcolor_bright_indoor_f = m_sky_params.sky_color.indoors;
video::SColorf bgcolor_bright_dawn_f = m_sky_params.sky_color.dawn_horizon;
video::SColorf bgcolor_bright_night_f = m_sky_params.sky_color.night_horizon;
video::SColorf skycolor_bright_normal_f = video::SColor(255, 140, 186, 250);
video::SColorf skycolor_bright_dawn_f = video::SColor(255, 180, 186, 250);
video::SColorf skycolor_bright_night_f = video::SColor(255, 0, 107, 255);
video::SColorf skycolor_bright_normal_f = m_sky_params.sky_color.day_sky;
video::SColorf skycolor_bright_dawn_f = m_sky_params.sky_color.dawn_sky;
video::SColorf skycolor_bright_night_f = m_sky_params.sky_color.night_sky;
// pure white: becomes "diffuse light component" for clouds
video::SColorf cloudcolor_bright_normal_f = video::SColor(255, 255, 255, 255);
// dawn-factoring version of pure white (note: R is above 1.0)
video::SColorf cloudcolor_bright_dawn_f(255.0f/240.0f, 223.0f/240.0f, 191.0f/255.0f);
video::SColorf cloudcolor_bright_normal_f = m_cloudcolor_day_f;
video::SColorf cloudcolor_bright_dawn_f = m_cloudcolor_dawn_f;
float cloud_color_change_fraction = 0.95;
if (sunlight_seen) {
@@ -558,13 +519,17 @@ void Sky::update(float time_of_day, float time_brightness,
f32 pointcolor_light = rangelim(m_time_brightness * 3, 0.2, 1);
video::SColorf pointcolor_sun_f(1, 1, 1, 1);
if (m_sun_tonemap) {
// Use tonemap only if default sun/moon tinting is used
// which keeps previous behaviour.
if (m_sun_tonemap && m_default_tint) {
pointcolor_sun_f.r = pointcolor_light *
(float)m_materials[3].EmissiveColor.getRed() / 255;
pointcolor_sun_f.b = pointcolor_light *
(float)m_materials[3].EmissiveColor.getBlue() / 255;
pointcolor_sun_f.g = pointcolor_light *
(float)m_materials[3].EmissiveColor.getGreen() / 255;
} else if (!m_default_tint) {
pointcolor_sun_f = m_sky_params.sun_tint;
} else {
pointcolor_sun_f.r = pointcolor_light * 1;
pointcolor_sun_f.b = pointcolor_light *
@@ -573,9 +538,23 @@ void Sky::update(float time_of_day, float time_brightness,
(rangelim(m_time_brightness, 0.05, 0.15) - 0.05) * 10 * 0.625);
}
video::SColorf pointcolor_moon_f(0.5 * pointcolor_light,
0.6 * pointcolor_light, 0.8 * pointcolor_light, 1);
if (m_moon_tonemap) {
video::SColorf pointcolor_moon_f;
if (m_default_tint) {
pointcolor_moon_f = video::SColorf(
0.5 * pointcolor_light,
0.6 * pointcolor_light,
0.8 * pointcolor_light,
1
);
} else {
pointcolor_moon_f = video::SColorf(
(m_sky_params.moon_tint.getRed() / 255) * pointcolor_light,
(m_sky_params.moon_tint.getGreen() / 255) * pointcolor_light,
(m_sky_params.moon_tint.getBlue() / 255) * pointcolor_light,
1
);
}
if (m_moon_tonemap && m_default_tint) {
pointcolor_moon_f.r = pointcolor_light *
(float)m_materials[4].EmissiveColor.getRed() / 255;
pointcolor_moon_f.b = pointcolor_light *
@@ -640,7 +619,12 @@ void Sky::draw_sun(video::IVideoDriver *driver, float sunsize, const video::SCol
std::array<video::S3DVertex, 4> vertices;
if (!m_sun_texture) {
driver->setMaterial(m_materials[1]);
const float sunsizes[4] = {sunsize * 1.7f, sunsize * 1.2f, sunsize, sunsize * 0.7f};
const float sunsizes[4] = {
(sunsize * 1.7f) * m_sun_params.scale,
(sunsize * 1.2f) * m_sun_params.scale,
(sunsize) * m_sun_params.scale,
(sunsize * 0.7f) * m_sun_params.scale
};
video::SColor c1 = suncolor;
video::SColor c2 = suncolor;
c1.setAlpha(0.05 * 255);
@@ -653,7 +637,7 @@ void Sky::draw_sun(video::IVideoDriver *driver, float sunsize, const video::SCol
}
} else {
driver->setMaterial(m_materials[3]);
float d = sunsize * 1.7;
float d = (sunsize * 1.7) * m_sun_params.scale;
video::SColor c;
if (m_sun_tonemap)
c = video::SColor(0, 0, 0, 0);
@@ -668,31 +652,32 @@ void Sky::draw_sun(video::IVideoDriver *driver, float sunsize, const video::SCol
void Sky::draw_moon(video::IVideoDriver *driver, float moonsize, const video::SColor &mooncolor,
const video::SColor &mooncolor2, float wicked_time_of_day)
/*
* Draw moon in the sky.
* driver: Video driver object used to draw
* moonsize: the default size of the moon
* mooncolor: main moon color
* mooncolor2: second moon color
* wicked_time_of_day: current time of day, to know where should be the moon in the sky
*/
/*
* Draw moon in the sky.
* driver: Video driver object used to draw
* moonsize: the default size of the moon
* mooncolor: main moon color
* mooncolor2: second moon color
* wicked_time_of_day: current time of day, to know where should be the moon in
* the sky
*/
{
static const u16 indices[4] = {0, 1, 2, 3};
std::array<video::S3DVertex, 4> vertices;
if (!m_moon_texture) {
driver->setMaterial(m_materials[1]);
const float moonsizes_1[4] = {
-moonsize * 1.9f,
-moonsize * 1.3f,
-moonsize,
-moonsize
};
(-moonsize * 1.9f) * m_moon_params.scale,
(-moonsize * 1.3f) * m_moon_params.scale,
(-moonsize) * m_moon_params.scale,
(-moonsize) * m_moon_params.scale
};
const float moonsizes_2[4] = {
moonsize * 1.9f,
moonsize * 1.3f,
moonsize,
moonsize * 0.6f
};
(moonsize * 1.9f) * m_moon_params.scale,
(moonsize * 1.3f) * m_moon_params.scale,
(moonsize) *m_moon_params.scale,
(moonsize * 0.6f) * m_moon_params.scale
};
video::SColor c1 = mooncolor;
video::SColor c2 = mooncolor;
c1.setAlpha(0.05 * 255);
@@ -705,7 +690,7 @@ void Sky::draw_moon(video::IVideoDriver *driver, float moonsize, const video::SC
}
} else {
driver->setMaterial(m_materials[4]);
float d = moonsize * 1.9;
float d = (moonsize * 1.9) * m_moon_params.scale;
video::SColor c;
if (m_moon_tonemap)
c = video::SColor(0, 0, 0, 0);
@@ -717,14 +702,106 @@ void Sky::draw_moon(video::IVideoDriver *driver, float moonsize, const video::SC
}
}
void Sky::draw_stars(video::IVideoDriver * driver, float wicked_time_of_day)
{
driver->setMaterial(m_materials[1]);
// Tune values so that stars first appear just after the sun
// disappears over the horizon, and disappear just before the sun
// appears over the horizon.
// Also tune so that stars are at full brightness from time 20000
// to time 4000.
float tod = wicked_time_of_day < 0.5f ? wicked_time_of_day : (1.0f - wicked_time_of_day);
float starbrightness = clamp((0.25f - fabsf(tod)) * 20.0f, 0.0f, 1.0f);
float f = starbrightness;
float d = (0.006 / 2) * m_star_params.scale;
video::SColor starcolor = m_star_params.starcolor;
starcolor.setAlpha(f * m_star_params.starcolor.getAlpha());
// Stars are only drawn when not fully transparent
if (m_star_params.starcolor.getAlpha() < 1)
return;
#if ENABLE_GLES
u16 *indices = new u16[m_star_count * 3];
video::S3DVertex *vertices =
new video::S3DVertex[m_star_count * 3];
for (u32 i = 0; i < m_star_count; i++) {
indices[i * 3 + 0] = i * 3 + 0;
indices[i * 3 + 1] = i * 3 + 1;
indices[i * 3 + 2] = i * 3 + 2;
v3f r = m_stars[i];
core::CMatrix4<f32> a;
a.buildRotateFromTo(v3f(0, 1, 0), r);
v3f p = v3f(-d, 1, -d);
v3f p1 = v3f(d, 1, 0);
v3f p2 = v3f(-d, 1, d);
a.rotateVect(p);
a.rotateVect(p1);
a.rotateVect(p2);
p.rotateXYBy(wicked_time_of_day * 360 - 90);
p1.rotateXYBy(wicked_time_of_day * 360 - 90);
p2.rotateXYBy(wicked_time_of_day * 360 - 90);
vertices[i * 3 + 0].Pos = p;
vertices[i * 3 + 0].Color = starcolor;
vertices[i * 3 + 1].Pos = p1;
vertices[i * 3 + 1].Color = starcolor;
vertices[i * 3 + 2].Pos = p2;
vertices[i * 3 + 2].Color = starcolor;
}
driver->drawIndexedTriangleList(vertices.data(), m_star_count * 3,
indices.data(), m_star_count);
delete[] indices;
delete[] vertices;
#else
u16 *indices = new u16[m_star_params.count * 4];
video::S3DVertex *vertices =
new video::S3DVertex[m_star_params.count * 4];
for (u32 i = 0; i < m_star_params.count; i++) {
indices[i * 4 + 0] = i * 4 + 0;
indices[i * 4 + 1] = i * 4 + 1;
indices[i * 4 + 2] = i * 4 + 2;
indices[i * 4 + 3] = i * 4 + 3;
v3f r = m_stars[i];
core::CMatrix4<f32> a;
a.buildRotateFromTo(v3f(0, 1, 0), r);
v3f p = v3f(-d, 1, -d);
v3f p1 = v3f(d, 1, -d);
v3f p2 = v3f(d, 1, d);
v3f p3 = v3f(-d, 1, d);
a.rotateVect(p);
a.rotateVect(p1);
a.rotateVect(p2);
a.rotateVect(p3);
p.rotateXYBy(wicked_time_of_day * 360 - 90);
p1.rotateXYBy(wicked_time_of_day * 360 - 90);
p2.rotateXYBy(wicked_time_of_day * 360 - 90);
p3.rotateXYBy(wicked_time_of_day * 360 - 90);
vertices[i * 4 + 0].Pos = p;
vertices[i * 4 + 0].Color = starcolor;
vertices[i * 4 + 1].Pos = p1;
vertices[i * 4 + 1].Color = starcolor;
vertices[i * 4 + 2].Pos = p2;
vertices[i * 4 + 2].Color = starcolor;
vertices[i * 4 + 3].Pos = p3;
vertices[i * 4 + 3].Color = starcolor;
}
driver->drawVertexPrimitiveList(vertices, m_star_params.count * 4,
indices, m_star_params.count, video::EVT_STANDARD,
scene::EPT_QUADS, video::EIT_16BIT);
delete[] indices;
delete[] vertices;
#endif
}
void Sky::draw_sky_body(std::array<video::S3DVertex, 4> &vertices, float pos_1, float pos_2, const video::SColor &c)
{
/*
* Create an array of vertices with the dimensions specified.
* pos_1, pos_2: position of the body's vertices
* c: color of the body
*/
* Create an array of vertices with the dimensions specified.
* pos_1, pos_2: position of the body's vertices
* c: color of the body
*/
const f32 t = 1.0f;
const f32 o = 0.0f;
@@ -738,11 +815,11 @@ void Sky::draw_sky_body(std::array<video::S3DVertex, 4> &vertices, float pos_1,
void Sky::place_sky_body(
std::array<video::S3DVertex, 4> &vertices, float horizon_position, float day_position)
/*
* Place body in the sky.
* vertices: The body as a rectangle of 4 vertices
* horizon_position: turn the body around the Y axis
* day_position: turn the body around the Z axis, to place it depending of the time of the day
*/
* Place body in the sky.
* vertices: The body as a rectangle of 4 vertices
* horizon_position: turn the body around the Y axis
* day_position: turn the body around the Z axis, to place it depending of the time of the day
*/
{
for (video::S3DVertex &vertex : vertices) {
// Body is directed to -Z (south) by default
@@ -750,3 +827,168 @@ void Sky::place_sky_body(
vertex.Pos.rotateXYBy(day_position);
}
}
void Sky::setSunTexture(std::string sun_texture,
std::string sun_tonemap, ITextureSource *tsrc)
{
// Ignore matching textures (with modifiers) entirely,
// but lets at least update the tonemap before hand.
m_sun_params.tonemap = sun_tonemap;
m_sun_tonemap = tsrc->isKnownSourceImage(m_sun_params.tonemap) ?
tsrc->getTexture(m_sun_params.tonemap) : NULL;
m_materials[3].Lighting = !!m_sun_tonemap;
if (m_sun_params.texture == sun_texture)
return;
m_sun_params.texture = sun_texture;
if (sun_texture != "") {
// We want to ensure the texture exists first.
m_sun_texture = tsrc->getTextureForMesh(m_sun_params.texture);
if (m_sun_texture) {
m_materials[3] = m_materials[0];
m_materials[3].setTexture(0, m_sun_texture);
m_materials[3].MaterialType = video::
EMT_TRANSPARENT_ALPHA_CHANNEL;
// Disables texture filtering
m_materials[3].setFlag(
video::E_MATERIAL_FLAG::EMF_BILINEAR_FILTER, false);
m_materials[3].setFlag(
video::E_MATERIAL_FLAG::EMF_TRILINEAR_FILTER, false);
m_materials[3].setFlag(
video::E_MATERIAL_FLAG::EMF_ANISOTROPIC_FILTER, false);
}
} else {
m_sun_texture = nullptr;
}
}
void Sky::setSunriseTexture(std::string sunglow_texture,
ITextureSource* tsrc)
{
// Ignore matching textures (with modifiers) entirely.
if (m_sun_params.sunrise == sunglow_texture)
return;
m_sun_params.sunrise = sunglow_texture;
m_materials[2].setTexture(0, tsrc->getTextureForMesh(
sunglow_texture.empty() ? "sunrisebg.png" : sunglow_texture)
);
}
void Sky::setMoonTexture(std::string moon_texture,
std::string moon_tonemap, ITextureSource *tsrc)
{
// Ignore matching textures (with modifiers) entirely,
// but lets at least update the tonemap before hand.
m_moon_params.tonemap = moon_tonemap;
m_moon_tonemap = tsrc->isKnownSourceImage(m_moon_params.tonemap) ?
tsrc->getTexture(m_moon_params.tonemap) : NULL;
m_materials[4].Lighting = !!m_moon_tonemap;
if (m_moon_params.texture == moon_texture)
return;
m_moon_params.texture = moon_texture;
if (moon_texture != "") {
// We want to ensure the texture exists first.
m_moon_texture = tsrc->getTextureForMesh(m_moon_params.texture);
if (m_moon_texture) {
m_materials[4] = m_materials[0];
m_materials[4].setTexture(0, m_moon_texture);
m_materials[4].MaterialType = video::
EMT_TRANSPARENT_ALPHA_CHANNEL;
// Disables texture filtering
m_materials[4].setFlag(
video::E_MATERIAL_FLAG::EMF_BILINEAR_FILTER, false);
m_materials[4].setFlag(
video::E_MATERIAL_FLAG::EMF_TRILINEAR_FILTER, false);
m_materials[4].setFlag(
video::E_MATERIAL_FLAG::EMF_ANISOTROPIC_FILTER, false);
}
} else {
m_moon_texture = nullptr;
}
}
void Sky::setStarCount(u16 star_count, bool force_update)
{
// Force updating star count at game init.
if (force_update) {
m_star_params.count = star_count;
m_stars.clear();
// Rebuild the stars surrounding the camera
for (u16 i = 0; i < star_count; i++) {
v3f star = v3f(
myrand_range(-10000, 10000),
myrand_range(-10000, 10000),
myrand_range(-10000, 10000)
);
star.normalize();
m_stars.emplace_back(star);
}
// Ignore changing star count if the new value is identical
} else if (m_star_params.count == star_count)
return;
else {
m_star_params.count = star_count;
m_stars.clear();
// Rebuild the stars surrounding the camera
for (u16 i = 0; i < star_count; i++) {
v3f star = v3f(
myrand_range(-10000, 10000),
myrand_range(-10000, 10000),
myrand_range(-10000, 10000)
);
star.normalize();
m_stars.emplace_back(star);
}
}
}
void Sky::setSkyColors(const SkyboxParams sky)
{
m_sky_params.sky_color = sky.sky_color;
}
void Sky::setHorizonTint(video::SColor sun_tint, video::SColor moon_tint,
std::string use_sun_tint)
{
// Change sun and moon tinting:
m_sky_params.sun_tint = sun_tint;
m_sky_params.moon_tint = moon_tint;
// Faster than comparing strings every rendering frame
if (use_sun_tint == "default")
m_default_tint = true;
else if (use_sun_tint == "custom")
m_default_tint = false;
else
m_default_tint = true;
}
void Sky::addTextureToSkybox(std::string texture, int material_id,
ITextureSource *tsrc)
{
// Sanity check for more than six textures.
if (material_id + 5 >= SKY_MATERIAL_COUNT)
return;
// Keep a list of texture names handy.
m_sky_params.textures.emplace_back(texture);
video::ITexture *result = tsrc->getTextureForMesh(texture);
m_materials[material_id+5] = m_materials[0];
m_materials[material_id+5].setTexture(0, result);
m_materials[material_id+5].MaterialType = video::EMT_SOLID;
}
// To be called once at game init to setup default values.
void Sky::setSkyDefaults()
{
SkyboxDefaults sky_defaults;
m_sky_params.sky_color = sky_defaults.getSkyColorDefaults();
m_sun_params = sky_defaults.getSunDefaults();
m_moon_params = sky_defaults.getMoonDefaults();
m_star_params = sky_defaults.getStarDefaults();
}

View File

@@ -21,11 +21,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <array>
#include "camera.h"
#include "irrlichttypes_extrabloated.h"
#include "skyparams.h"
#pragma once
#define SKY_MATERIAL_COUNT 5
#define SKY_STAR_COUNT 1000
#define SKY_MATERIAL_COUNT 12
class ITextureSource;
@@ -45,8 +45,6 @@ public:
// Used by Irrlicht for optimizing rendering
virtual video::SMaterial &getMaterial(u32 i) { return m_materials[i]; }
// Used by Irrlicht for optimizing rendering
virtual u32 getMaterialCount() const { return SKY_MATERIAL_COUNT; }
void update(float m_time_of_day, float time_brightness, float direct_brightness,
@@ -64,6 +62,23 @@ public:
return m_visible ? m_skycolor : m_fallback_bg_color;
}
void setSunVisible(bool sun_visible) { m_sun_params.visible = sun_visible; }
void setSunTexture(std::string sun_texture,
std::string sun_tonemap, ITextureSource *tsrc);
void setSunScale(f32 sun_scale) { m_sun_params.scale = sun_scale; }
void setSunriseVisible(bool glow_visible) { m_sun_params.sunrise_visible = glow_visible; }
void setSunriseTexture(std::string sunglow_texture, ITextureSource* tsrc);
void setMoonVisible(bool moon_visible) { m_moon_params.visible = moon_visible; }
void setMoonTexture(std::string moon_texture,
std::string moon_tonemap, ITextureSource *tsrc);
void setMoonScale(f32 moon_scale) { m_moon_params.scale = moon_scale; }
void setStarsVisible(bool stars_visible) { m_star_params.visible = stars_visible; }
void setStarCount(u16 star_count, bool force_update);
void setStarColor(video::SColor star_color) { m_star_params.starcolor = star_color; }
void setStarScale(f32 star_scale) { m_star_params.scale = star_scale; }
bool getCloudsVisible() const { return m_clouds_visible && m_clouds_enabled; }
const video::SColorf &getCloudColor() const { return m_cloudcolor_f; }
@@ -79,12 +94,16 @@ public:
m_bgcolor = bgcolor;
m_skycolor = skycolor;
}
void setBodiesVisible(bool visible) { m_bodies_visible = visible; }
void setSkyColors(const SkyboxParams sky);
void setHorizonTint(video::SColor sun_tint, video::SColor moon_tint,
std::string use_sun_tint);
void setInClouds(bool clouds) { m_in_clouds = clouds; }
void clearSkyboxTextures() { m_sky_params.textures.clear(); }
void addTextureToSkybox(std::string texture, int material_id,
ITextureSource *tsrc);
private:
aabb3f m_box;
video::SMaterial m_materials[SKY_MATERIAL_COUNT];
// How much sun & moon transition should affect horizon color
float m_horizon_blend()
{
@@ -134,25 +153,46 @@ private:
bool m_clouds_visible; // Whether clouds are disabled due to player underground
bool m_clouds_enabled = true; // Initialised to true, reset only by set_sky API
bool m_directional_colored_fog;
bool m_bodies_visible = true; // sun, moon, stars
bool m_in_clouds = true; // Prevent duplicating bools to remember old values
video::SColorf m_bgcolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
video::SColorf m_skycolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
video::SColorf m_cloudcolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
video::SColor m_bgcolor;
video::SColor m_skycolor;
video::SColorf m_cloudcolor_f;
v3f m_stars[SKY_STAR_COUNT];
// pure white: becomes "diffuse light component" for clouds
video::SColorf m_cloudcolor_day_f = video::SColorf(1, 1, 1, 1);
// dawn-factoring version of pure white (note: R is above 1.0)
video::SColorf m_cloudcolor_dawn_f = video::SColorf(
255.0f/240.0f,
223.0f/240.0f,
191.0f/255.0f
);
SkyboxParams m_sky_params;
SunParams m_sun_params;
MoonParams m_moon_params;
StarParams m_star_params;
bool m_default_tint = true;
std::vector<v3f> m_stars;
video::ITexture *m_sun_texture;
video::ITexture *m_moon_texture;
video::ITexture *m_sun_tonemap;
video::ITexture *m_moon_tonemap;
void draw_sun(video::IVideoDriver *driver, float sunsize, const video::SColor &suncolor,
const video::SColor &suncolor2, float wicked_time_of_day);
const video::SColor &suncolor2, float wicked_time_of_day);
void draw_moon(video::IVideoDriver *driver, float moonsize, const video::SColor &mooncolor,
const video::SColor &mooncolor2, float wicked_time_of_day);
const video::SColor &mooncolor2, float wicked_time_of_day);
void draw_sky_body(std::array<video::S3DVertex, 4> &vertices,
float pos_1, float pos_2, const video::SColor &c);
void place_sky_body(
std::array<video::S3DVertex, 4> &vertices, float horizon_position,
float day_position);
float pos_1, float pos_2, const video::SColor &c);
void draw_stars(video::IVideoDriver *driver, float wicked_time_of_day);
void place_sky_body(std::array<video::S3DVertex, 4> &vertices,
float horizon_position, float day_position);
void setSkyDefaults();
};