Add setting to disable direction dependent fog and sky colors

This commit is contained in:
sapier 2013-12-15 15:30:02 +01:00
parent 848f80b2e5
commit c120ea57c9
4 changed files with 61 additions and 40 deletions

View File

@ -22,16 +22,15 @@
# Client and server # Client and server
# #
# Name of player; on a server this is the main admin # Name of player; on a server this is the main admin
#name = #name =
# #
# Client stuff # Client stuff
# #
# Port to connect to (UDP) # Port to connect to (UDP)
#remote_port = #remote_port =
# Key mappings # Key mappings
# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
#keymap_forward = KEY_KEY_W #keymap_forward = KEY_KEY_W
@ -83,7 +82,7 @@
#vsync = false #vsync = false
#fov = 72 #fov = 72
# Address to connect to (#blank = start local server) # Address to connect to (#blank = start local server)
#address = #address =
# Enable random user input, for testing # Enable random user input, for testing
#random_input = false #random_input = false
# Timeout for client to remove unused map data from memory # Timeout for client to remove unused map data from memory
@ -116,7 +115,7 @@
# disable for speed or for different looks. # disable for speed or for different looks.
#smooth_lighting = true #smooth_lighting = true
# Path to texture directory. All textures are first searched from here. # Path to texture directory. All textures are first searched from here.
#texture_path = #texture_path =
# Video back-end. # Video back-end.
# Possible values: null, software, burningsvideo, direct3d8, direct3d9, opengl # Possible values: null, software, burningsvideo, direct3d8, direct3d9, opengl
#video_driver = opengl #video_driver = opengl
@ -190,6 +189,8 @@
# The time in seconds it takes between repeated # The time in seconds it takes between repeated
# right clicks when holding the right mouse button # right clicks when holding the right mouse button
#repeat_rightclick_time = 0.25 #repeat_rightclick_time = 0.25
# Make fog and sky colors depend on daytime (dawn/sunset) and view direction
#directional_colored_fog = true
# Default timeout for cURL, in milliseconds # Default timeout for cURL, in milliseconds
# Only has an effect if compiled with cURL # Only has an effect if compiled with cURL
@ -228,7 +229,7 @@
# Server stuff # Server stuff
# #
# Network port to listen (UDP) # Network port to listen (UDP)
#port = #port =
# Name of server # Name of server
#server_name = Minetest server #server_name = Minetest server
# Description of server # Description of server
@ -262,7 +263,7 @@
# Gives some stuff to players at the beginning # Gives some stuff to players at the beginning
#give_initial_stuff = false #give_initial_stuff = false
# New users need to input this password # New users need to input this password
#default_password = #default_password =
# Available privileges: interact, shout, teleport, settime, privs, ... # Available privileges: interact, shout, teleport, settime, privs, ...
# See /privs in game for a full list on your server and mod configuration. # See /privs in game for a full list on your server and mod configuration.
#default_privs = interact, shout #default_privs = interact, shout
@ -278,7 +279,7 @@
#disable_anticheat = false #disable_anticheat = false
# If true, actions are recorded for rollback # If true, actions are recorded for rollback
#enable_rollback_recording = false #enable_rollback_recording = false
# If true, blocks are cached (and generated if not before) before a player is spawned. # If true, blocks are cached (and generated if not before) before a player is spawned.
#cache_block_before_spawn = true #cache_block_before_spawn = true
# Defines the maximum height a player can spawn in a map, above water level # Defines the maximum height a player can spawn in a map, above water level
#max_spawn_height = 50 #max_spawn_height = 50
@ -342,7 +343,7 @@
#emergequeue_limit_diskonly = #emergequeue_limit_diskonly =
# Maximum number of blocks to be queued that are to be generated. # Maximum number of blocks to be queued that are to be generated.
# Leave blank for an appropriate amount to be chosen automatically. # Leave blank for an appropriate amount to be chosen automatically.
#emergequeue_limit_generate = #emergequeue_limit_generate =
# Number of emerge threads to use. Make this field blank, or increase this number, to use multiple threads. # Number of emerge threads to use. Make this field blank, or increase this number, to use multiple threads.
# On multiprocessor systems, this will improve mapgen speed greatly, at the cost of slightly buggy caves. # On multiprocessor systems, this will improve mapgen speed greatly, at the cost of slightly buggy caves.
#num_emerge_threads = 1 #num_emerge_threads = 1

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@ -59,6 +59,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("aux1_descends", "false"); settings->setDefault("aux1_descends", "false");
settings->setDefault("doubletap_jump", "false"); settings->setDefault("doubletap_jump", "false");
settings->setDefault("always_fly_fast", "true"); settings->setDefault("always_fly_fast", "true");
settings->setDefault("directional_colored_fog", "true");
// Some (temporary) keys for debugging // Some (temporary) keys for debugging
settings->setDefault("keymap_print_debug_stacks", "KEY_KEY_P"); settings->setDefault("keymap_print_debug_stacks", "KEY_KEY_P");
@ -268,7 +269,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("mgv7_np_terrain_alt", "4, 25, (600, 600, 600), 5934, 5, 0.6"); settings->setDefault("mgv7_np_terrain_alt", "4, 25, (600, 600, 600), 5934, 5, 0.6");
settings->setDefault("mgv7_np_terrain_persist", "0.6, 0.1, (500, 500, 500), 539, 3, 0.6"); settings->setDefault("mgv7_np_terrain_persist", "0.6, 0.1, (500, 500, 500), 539, 3, 0.6");
settings->setDefault("mgv7_np_height_select", "-0.5, 1, (250, 250, 250), 4213, 5, 0.69"); settings->setDefault("mgv7_np_height_select", "-0.5, 1, (250, 250, 250), 4213, 5, 0.69");
settings->setDefault("mgv7_np_filler_depth", "0, 1.2, (150, 150, 150), 261, 4, 0.7"); settings->setDefault("mgv7_np_filler_depth", "0, 1.2, (150, 150, 150), 261, 4, 0.7");
settings->setDefault("mgv7_np_mount_height", "100, 30, (500, 500, 500), 72449, 4, 0.6"); settings->setDefault("mgv7_np_mount_height", "100, 30, (500, 500, 500), 72449, 4, 0.6");
settings->setDefault("mgv7_np_ridge_uwater", "0, 1, (500, 500, 500), 85039, 4, 0.6"); settings->setDefault("mgv7_np_ridge_uwater", "0, 1, (500, 500, 500), 85039, 4, 0.6");
settings->setDefault("mgv7_np_mountain", "0, 1, (250, 350, 250), 5333, 5, 0.68"); settings->setDefault("mgv7_np_mountain", "0, 1, (250, 350, 250), 5333, 5, 0.68");

View File

@ -9,6 +9,7 @@
#include "profiler.h" #include "profiler.h"
#include "util/numeric.h" // MYMIN #include "util/numeric.h" // MYMIN
#include <cmath> #include <cmath>
#include "settings.h"
//! constructor //! constructor
Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id, LocalPlayer* player): Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id, LocalPlayer* player):
@ -56,6 +57,8 @@ Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id, LocalPlay
); );
m_stars[i].normalize(); m_stars[i].normalize();
} }
m_directional_colored_fog = g_settings->getBool("directional_colored_fog");
} }
void Sky::OnRegisterSceneNode() void Sky::OnRegisterSceneNode()
@ -482,32 +485,34 @@ void Sky::update(float time_of_day, float time_brightness,
// Horizon coloring based on sun and moon direction during sunset and sunrise // Horizon coloring based on sun and moon direction during sunset and sunrise
video::SColor pointcolor = video::SColor(255, 255, 255, m_bgcolor.getAlpha()); video::SColor pointcolor = video::SColor(255, 255, 255, m_bgcolor.getAlpha());
if (m_horizon_blend() != 0) if (m_directional_colored_fog) {
{ if (m_horizon_blend() != 0)
// calculate hemisphere value from yaw {
f32 pointcolor_blend = wrapDegrees_0_360(m_player->getYaw() + 90); // calculate hemisphere value from yaw
if (pointcolor_blend > 180) f32 pointcolor_blend = wrapDegrees_0_360(m_player->getYaw() + 90);
pointcolor_blend = 360 - pointcolor_blend; if (pointcolor_blend > 180)
pointcolor_blend /= 180; pointcolor_blend = 360 - pointcolor_blend;
// bound view angle to determine where transition starts and ends pointcolor_blend /= 180;
pointcolor_blend = rangelim(1 - pointcolor_blend * 1.375, 0, 1 / 1.375) * 1.375; // bound view angle to determine where transition starts and ends
// combine the colors when looking up or down, otherwise turning looks weird pointcolor_blend = rangelim(1 - pointcolor_blend * 1.375, 0, 1 / 1.375) * 1.375;
pointcolor_blend += (0.5 - pointcolor_blend) * (1 - MYMIN((90 - std::abs(m_player->getPitch())) / 90 * 1.5, 1)); // combine the colors when looking up or down, otherwise turning looks weird
// invert direction to match where the sun and moon are rising pointcolor_blend += (0.5 - pointcolor_blend) * (1 - MYMIN((90 - std::abs(m_player->getPitch())) / 90 * 1.5, 1));
if (m_time_of_day > 0.5) // invert direction to match where the sun and moon are rising
pointcolor_blend = 1 - pointcolor_blend; if (m_time_of_day > 0.5)
pointcolor_blend = 1 - pointcolor_blend;
// horizon colors of sun and moon // horizon colors of sun and moon
f32 pointcolor_light = rangelim(m_time_brightness * 3, 0.2, 1); f32 pointcolor_light = rangelim(m_time_brightness * 3, 0.2, 1);
video::SColorf pointcolor_sun_f(1, 1, 1, 1); video::SColorf pointcolor_sun_f(1, 1, 1, 1);
pointcolor_sun_f.r = pointcolor_light * 1; pointcolor_sun_f.r = pointcolor_light * 1;
pointcolor_sun_f.b = pointcolor_light * (0.25 + (rangelim(m_time_brightness, 0.25, 0.75) - 0.25) * 2 * 0.75); pointcolor_sun_f.b = pointcolor_light * (0.25 + (rangelim(m_time_brightness, 0.25, 0.75) - 0.25) * 2 * 0.75);
pointcolor_sun_f.g = pointcolor_light * (pointcolor_sun_f.b * 0.375 + (rangelim(m_time_brightness, 0.05, 0.15) - 0.05) * 10 * 0.625); pointcolor_sun_f.g = pointcolor_light * (pointcolor_sun_f.b * 0.375 + (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); video::SColorf pointcolor_moon_f(0.5 * pointcolor_light, 0.6 * pointcolor_light, 0.8 * pointcolor_light, 1);
video::SColor pointcolor_sun = pointcolor_sun_f.toSColor(); video::SColor pointcolor_sun = pointcolor_sun_f.toSColor();
video::SColor pointcolor_moon = pointcolor_moon_f.toSColor(); video::SColor pointcolor_moon = pointcolor_moon_f.toSColor();
// calculate the blend color // calculate the blend color
pointcolor = m_mix_scolor(pointcolor_moon, pointcolor_sun, pointcolor_blend); pointcolor = m_mix_scolor(pointcolor_moon, pointcolor_sun, pointcolor_blend);
}
} }
video::SColor bgcolor_bright = m_bgcolor_bright_f.toSColor(); video::SColor bgcolor_bright = m_bgcolor_bright_f.toSColor();
@ -516,7 +521,9 @@ void Sky::update(float time_of_day, float time_brightness,
bgcolor_bright.getRed() * m_brightness, bgcolor_bright.getRed() * m_brightness,
bgcolor_bright.getGreen() * m_brightness, bgcolor_bright.getGreen() * m_brightness,
bgcolor_bright.getBlue() * m_brightness); bgcolor_bright.getBlue() * m_brightness);
m_bgcolor = m_mix_scolor(m_bgcolor, pointcolor, m_horizon_blend() * 0.5); if (m_directional_colored_fog) {
m_bgcolor = m_mix_scolor(m_bgcolor, pointcolor, m_horizon_blend() * 0.5);
}
video::SColor skycolor_bright = m_skycolor_bright_f.toSColor(); video::SColor skycolor_bright = m_skycolor_bright_f.toSColor();
m_skycolor = video::SColor( m_skycolor = video::SColor(
@ -524,11 +531,20 @@ void Sky::update(float time_of_day, float time_brightness,
skycolor_bright.getRed() * m_brightness, skycolor_bright.getRed() * m_brightness,
skycolor_bright.getGreen() * m_brightness, skycolor_bright.getGreen() * m_brightness,
skycolor_bright.getBlue() * m_brightness); skycolor_bright.getBlue() * m_brightness);
m_skycolor = m_mix_scolor(m_skycolor, pointcolor, m_horizon_blend() * 0.25); if (m_directional_colored_fog) {
m_skycolor = m_mix_scolor(m_skycolor, pointcolor, m_horizon_blend() * 0.25);
}
float cloud_direct_brightness = 0; float cloud_direct_brightness = 0;
if(sunlight_seen){ if(sunlight_seen) {
cloud_direct_brightness = MYMIN(m_horizon_blend() * 0.15 + m_time_brightness, 1); if (!m_directional_colored_fog) {
cloud_direct_brightness = time_brightness;
if(time_brightness >= 0.2 && time_brightness < 0.7)
cloud_direct_brightness *= 1.3;
}
else {
cloud_direct_brightness = MYMIN(m_horizon_blend() * 0.15 + m_time_brightness, 1);
}
} else { } else {
cloud_direct_brightness = direct_brightness; cloud_direct_brightness = direct_brightness;
} }
@ -539,7 +555,9 @@ void Sky::update(float time_of_day, float time_brightness,
m_cloudcolor_bright_f.g * m_cloud_brightness, m_cloudcolor_bright_f.g * m_cloud_brightness,
m_cloudcolor_bright_f.b * m_cloud_brightness, m_cloudcolor_bright_f.b * m_cloud_brightness,
1.0); 1.0);
m_cloudcolor_f = m_mix_scolorf(m_cloudcolor_f, video::SColorf(pointcolor), m_horizon_blend() * 0.75); if (m_directional_colored_fog) {
m_cloudcolor_f = m_mix_scolorf(m_cloudcolor_f, video::SColorf(pointcolor), m_horizon_blend() * 0.75);
}
} }

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@ -105,6 +105,7 @@ private:
float m_brightness; float m_brightness;
float m_cloud_brightness; float m_cloud_brightness;
bool m_clouds_visible; bool m_clouds_visible;
bool m_directional_colored_fog;
video::SColorf m_bgcolor_bright_f; video::SColorf m_bgcolor_bright_f;
video::SColorf m_skycolor_bright_f; video::SColorf m_skycolor_bright_f;
video::SColorf m_cloudcolor_bright_f; video::SColorf m_cloudcolor_bright_f;