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	Sky: Refactor of moon and sun drawing (#8683)
Split sun and moon render parts from the main render function.
This commit is contained in:
		@@ -118,8 +118,8 @@ void Sky::render()
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	if (!m_visible)
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		return;
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	video::IVideoDriver* driver = SceneManager->getVideoDriver();
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	scene::ICameraSceneNode* camera = SceneManager->getActiveCamera();
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	video::IVideoDriver *driver = SceneManager->getVideoDriver();
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	scene::ICameraSceneNode *camera = SceneManager->getActiveCamera();
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	if (!camera || !driver)
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		return;
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@@ -337,7 +337,7 @@ void Sky::render()
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				indices, SKY_STAR_COUNT, video::EVT_STANDARD,
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				scene::EPT_QUADS, video::EIT_16BIT);
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#endif
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		} while(false);
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		} while (false);
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		// Draw sunrise/sunset horizon glow texture (textures/base/pack/sunrisebg.png)
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		{
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@@ -366,154 +366,12 @@ void Sky::render()
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		// Draw sun
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		if (wicked_time_of_day > 0.15 && wicked_time_of_day < 0.85) {
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			if (!m_sun_texture) {
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				driver->setMaterial(m_materials[1]);
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				float d = sunsize * 1.7;
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				video::SColor c = suncolor;
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				c.setAlpha(0.05 * 255);
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				vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
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				vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
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				vertices[2] = video::S3DVertex( d,  d, -1, 0, 0, 1, c, o, o);
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				vertices[3] = video::S3DVertex(-d,  d, -1, 0, 0, 1, c, t, o);
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				for (video::S3DVertex &vertex : vertices) {
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					// Switch from -Z (south) to +X (east)
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					vertex.Pos.rotateXZBy(90);
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					vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
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				}
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				driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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				d = sunsize * 1.2;
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				c = suncolor;
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				c.setAlpha(0.15 * 255);
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				vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
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				vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
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				vertices[2] = video::S3DVertex( d,  d, -1, 0, 0, 1, c, o, o);
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				vertices[3] = video::S3DVertex(-d,  d, -1, 0, 0, 1, c, t, o);
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				for (video::S3DVertex &vertex : vertices) {
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					// Switch from -Z (south) to +X (east)
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					vertex.Pos.rotateXZBy(90);
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					vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
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				}
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				driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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				d = sunsize;
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				vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, suncolor, t, t);
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				vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, suncolor, o, t);
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				vertices[2] = video::S3DVertex( d,  d, -1, 0, 0, 1, suncolor, o, o);
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				vertices[3] = video::S3DVertex(-d,  d, -1, 0, 0, 1, suncolor, t, o);
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				for (video::S3DVertex &vertex : vertices) {
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					// Switch from -Z (south) to +X (east)
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					vertex.Pos.rotateXZBy(90);
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					vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
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				}
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				driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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				d = sunsize * 0.7;
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				vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, suncolor2, t, t);
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				vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, suncolor2, o, t);
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				vertices[2] = video::S3DVertex( d,  d, -1, 0, 0, 1, suncolor2, o, o);
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				vertices[3] = video::S3DVertex(-d,  d, -1, 0, 0, 1, suncolor2, t, o);
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				for (video::S3DVertex &vertex : vertices) {
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					// Switch from -Z (south) to +X (east)
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					vertex.Pos.rotateXZBy(90);
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					vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
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				}
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				driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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			} else {
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				driver->setMaterial(m_materials[3]);
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				float d = sunsize * 1.7;
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				video::SColor c;
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				if (m_sun_tonemap)
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					c = video::SColor (0, 0, 0, 0);
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				else
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					c = video::SColor (255, 255, 255, 255);
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				vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
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				vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
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				vertices[2] = video::S3DVertex( d,  d, -1, 0, 0, 1, c, o, o);
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				vertices[3] = video::S3DVertex(-d,  d, -1, 0, 0, 1, c, t, o);
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				for (video::S3DVertex &vertex : vertices) {
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					// Switch from -Z (south) to +X (east)
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					vertex.Pos.rotateXZBy(90);
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					vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
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				}
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				driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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			}
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			draw_sun(driver, sunsize, suncolor, suncolor2, wicked_time_of_day);
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		}
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		// Draw moon
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		if (wicked_time_of_day < 0.3 || wicked_time_of_day > 0.7) {
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			if (!m_moon_texture) {
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				driver->setMaterial(m_materials[1]);
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				float d = moonsize * 1.9;
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				video::SColor c = mooncolor;
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				c.setAlpha(0.05 * 255);
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				vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
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				vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
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				vertices[2] = video::S3DVertex( d,  d, -1, 0, 0, 1, c, o, o);
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				vertices[3] = video::S3DVertex(-d,  d, -1, 0, 0, 1, c, t, o);
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				for (video::S3DVertex &vertex : vertices) {
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					// Switch from -Z (south) to -X (west)
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					vertex.Pos.rotateXZBy(-90);
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					vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
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				}
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				driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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				d = moonsize * 1.3;
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				c = mooncolor;
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				c.setAlpha(0.15 * 255);
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				vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
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				vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
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				vertices[2] = video::S3DVertex( d,  d, -1, 0, 0, 1, c, o, o);
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				vertices[3] = video::S3DVertex(-d,  d, -1, 0, 0, 1, c, t, o);
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				for (video::S3DVertex &vertex : vertices) {
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					// Switch from -Z (south) to -X (west)
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					vertex.Pos.rotateXZBy(-90);
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					vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
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				}
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				driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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				d = moonsize;
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				vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, mooncolor, t, t);
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				vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, mooncolor, o, t);
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				vertices[2] = video::S3DVertex( d,  d, -1, 0, 0, 1, mooncolor, o, o);
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				vertices[3] = video::S3DVertex(-d,  d, -1, 0, 0, 1, mooncolor, t, o);
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				for (video::S3DVertex &vertex : vertices) {
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					// Switch from -Z (south) to -X (west)
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					vertex.Pos.rotateXZBy(-90);
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					vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
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				}
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				driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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				float d2 = moonsize * 0.6;
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				vertices[0] = video::S3DVertex(-d, -d,  -1, 0, 0, 1, mooncolor2, t, t);
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				vertices[1] = video::S3DVertex( d2,-d,  -1, 0, 0, 1, mooncolor2, o, t);
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				vertices[2] = video::S3DVertex( d2, d2, -1, 0, 0, 1, mooncolor2, o, o);
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				vertices[3] = video::S3DVertex(-d,  d2, -1, 0, 0, 1, mooncolor2, t, o);
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				for (video::S3DVertex &vertex : vertices) {
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					// Switch from -Z (south) to -X (west)
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					vertex.Pos.rotateXZBy(-90);
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					vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
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				}
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				driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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			} else {
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				driver->setMaterial(m_materials[4]);
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				float d = moonsize * 1.9;
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				video::SColor c;
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				if (m_moon_tonemap)
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					c = video::SColor (0, 0, 0, 0);
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				else
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					c = video::SColor (255, 255, 255, 255);
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				vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
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				vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
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				vertices[2] = video::S3DVertex( d,  d, -1, 0, 0, 1, c, o, o);
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				vertices[3] = video::S3DVertex(-d,  d, -1, 0, 0, 1, c, t, o);
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				for (video::S3DVertex &vertex : vertices) {
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					// Switch from -Z (south) to -X (west)
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					vertex.Pos.rotateXZBy(-90);
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					vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
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				}
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				driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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			}
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			draw_moon(driver, moonsize, mooncolor, mooncolor2, wicked_time_of_day);
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		}
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		// Draw far cloudy fog thing below all horizons in front of sun, moon
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@@ -555,8 +413,8 @@ void Sky::render()
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void Sky::update(float time_of_day, float time_brightness,
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		float direct_brightness, bool sunlight_seen,
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		CameraMode cam_mode, float yaw, float pitch)
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	float direct_brightness, bool sunlight_seen,
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	CameraMode cam_mode, float yaw, float pitch)
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{
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	// Stabilize initial brightness and color values by flooding updates
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	if (m_first_update) {
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@@ -766,3 +624,128 @@ void Sky::update(float time_of_day, float time_brightness,
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			video::SColorf(pointcolor), m_horizon_blend() * 0.25);
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	}
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}
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void Sky::draw_sun(video::IVideoDriver *driver, float sunsize, const video::SColor &suncolor,
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	const video::SColor &suncolor2, float wicked_time_of_day)
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	/* Draw sun in the sky.
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	 * driver: Video driver object used to draw
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	 * sunsize: the default size of the sun
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	 * suncolor: main sun color
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	 * suncolor2: second sun color
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	 * wicked_time_of_day: current time of day, to know where should be the sun in the sky
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	 */
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{
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	static const u16 indices[4] = {0, 1, 2, 3};
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	std::array<video::S3DVertex, 4> vertices;
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	if (!m_sun_texture) {
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		driver->setMaterial(m_materials[1]);
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		const float sunsizes[4] = {sunsize * 1.7f, sunsize * 1.2f, sunsize, sunsize * 0.7f};
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		video::SColor c1 = suncolor;
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		video::SColor c2 = suncolor;
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		c1.setAlpha(0.05 * 255);
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		c2.setAlpha(0.15 * 255);
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		const video::SColor colors[4] = {c1, c2, suncolor, suncolor2};
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		for (int i = 0; i < 4; i++) {
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			draw_sky_body(vertices, -sunsizes[i], sunsizes[i], colors[i]);
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			place_sky_body(vertices, 90, wicked_time_of_day * 360 - 90);
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			driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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		}
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	} else {
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		driver->setMaterial(m_materials[3]);
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		float d = sunsize * 1.7;
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		video::SColor c;
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		if (m_sun_tonemap)
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			c = video::SColor(0, 0, 0, 0);
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		else
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			c = video::SColor(255, 255, 255, 255);
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		draw_sky_body(vertices, -d, d, c);
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		place_sky_body(vertices, 90, wicked_time_of_day * 360 - 90);
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		driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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	}
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}
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void Sky::draw_moon(video::IVideoDriver *driver, float moonsize, const video::SColor &mooncolor,
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	const video::SColor &mooncolor2, float wicked_time_of_day)
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	/*
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	 * Draw moon in the sky.
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	 * driver: Video driver object used to draw
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	 * moonsize: the default size of the moon
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	 * mooncolor: main moon color
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	 * mooncolor2: second moon color
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	 * wicked_time_of_day: current time of day, to know where should be the moon in the sky
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	 */
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{
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	static const u16 indices[4] = {0, 1, 2, 3};
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	std::array<video::S3DVertex, 4> vertices;
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	if (!m_moon_texture) {
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		driver->setMaterial(m_materials[1]);
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		const float moonsizes_1[4] = {
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				-moonsize * 1.9f,
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				-moonsize * 1.3f,
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				-moonsize,
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				-moonsize
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			};
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		const float moonsizes_2[4] = {
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				moonsize * 1.9f,
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				moonsize * 1.3f,
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				moonsize,
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				moonsize * 0.6f
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			};
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		video::SColor c1 = mooncolor;
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		video::SColor c2 = mooncolor;
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		c1.setAlpha(0.05 * 255);
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		c2.setAlpha(0.15 * 255);
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		const video::SColor colors[4] = {c1, c2, mooncolor, mooncolor2};
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		for (int i = 0; i < 4; i++) {
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			draw_sky_body(vertices, moonsizes_1[i], moonsizes_2[i], colors[i]);
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			place_sky_body(vertices, -90, wicked_time_of_day * 360 - 90);
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			driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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		}
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	} else {
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		driver->setMaterial(m_materials[4]);
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		float d = moonsize * 1.9;
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		video::SColor c;
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		if (m_moon_tonemap)
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			c = video::SColor(0, 0, 0, 0);
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		else
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			c = video::SColor(255, 255, 255, 255);
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		draw_sky_body(vertices, -d, d, c);
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		place_sky_body(vertices, -90, wicked_time_of_day * 360 - 90);
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		driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
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
 | 
			
		||||
	 */
 | 
			
		||||
 | 
			
		||||
	const f32 t = 1.0f;
 | 
			
		||||
	const f32 o = 0.0f;
 | 
			
		||||
	vertices[0] = video::S3DVertex(pos_1, pos_1, -1, 0, 0, 1, c, t, t);
 | 
			
		||||
	vertices[1] = video::S3DVertex(pos_2, pos_1, -1, 0, 0, 1, c, o, t);
 | 
			
		||||
	vertices[2] = video::S3DVertex(pos_2, pos_2, -1, 0, 0, 1, c, o, o);
 | 
			
		||||
	vertices[3] = video::S3DVertex(pos_1, pos_2, -1, 0, 0, 1, c, t, o);
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
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
 | 
			
		||||
	 */
 | 
			
		||||
{
 | 
			
		||||
	for (video::S3DVertex &vertex : vertices) {
 | 
			
		||||
		// Body is directed to -Z (south) by default
 | 
			
		||||
		vertex.Pos.rotateXZBy(horizon_position);
 | 
			
		||||
		vertex.Pos.rotateXYBy(day_position);
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 
 | 
			
		||||
@@ -18,6 +18,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 | 
			
		||||
*/
 | 
			
		||||
 | 
			
		||||
#include <ISceneNode.h>
 | 
			
		||||
#include <array>
 | 
			
		||||
#include "camera.h"
 | 
			
		||||
#include "irrlichttypes_extrabloated.h"
 | 
			
		||||
 | 
			
		||||
@@ -145,4 +146,13 @@ private:
 | 
			
		||||
	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);
 | 
			
		||||
	void draw_moon(video::IVideoDriver *driver, float moonsize, const video::SColor &mooncolor,
 | 
			
		||||
			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);
 | 
			
		||||
};
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user