/* Minetest Copyright (C) 2013 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "irrlichttypes_extrabloated.h" #include #include "camera.h" #ifndef SKY_HEADER #define SKY_HEADER #define SKY_MATERIAL_COUNT 5 #define SKY_STAR_COUNT 200 // Skybox, rendered with zbuffer turned off, before all other nodes. class Sky : public scene::ISceneNode { public: //! constructor Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id); virtual void OnRegisterSceneNode(); //! renders the node. virtual void render(); virtual const core::aabbox3d& getBoundingBox() const; // 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, bool sunlight_seen, CameraMode cam_mode, float yaw, float pitch); float getBrightness(){ return m_brightness; } video::SColor getBgColor(){ return m_visible ? m_bgcolor : m_fallback_bg_color; } video::SColor getSkyColor(){ return m_visible ? m_skycolor : m_fallback_bg_color; } bool getCloudsVisible(){ return m_clouds_visible && m_visible; } video::SColorf getCloudColor(){ return m_cloudcolor_f; } void setVisible(bool visible){ m_visible = visible; } void setFallbackBgColor(const video::SColor &fallback_bg_color){ m_fallback_bg_color = fallback_bg_color; } private: core::aabbox3d Box; video::SMaterial m_materials[SKY_MATERIAL_COUNT]; // How much sun & moon transition should affect horizon color float m_horizon_blend() { if (!m_sunlight_seen) return 0; float x; m_time_of_day >= 0.5 ? x = (1 - m_time_of_day) * 2 : x = m_time_of_day * 2; if (x <= 0.3) return 0; if (x <= 0.4) // when the sun and moon are aligned return (x - 0.3) * 10; if (x <= 0.5) return (0.5 - x) * 10; return 0; } // Mix two colors by a given amount video::SColor m_mix_scolor(video::SColor col1, video::SColor col2, f32 factor) { video::SColor result = video::SColor( col1.getAlpha() * (1 - factor) + col2.getAlpha() * factor, col1.getRed() * (1 - factor) + col2.getRed() * factor, col1.getGreen() * (1 - factor) + col2.getGreen() * factor, col1.getBlue() * (1 - factor) + col2.getBlue() * factor); return result; } video::SColorf m_mix_scolorf(video::SColorf col1, video::SColorf col2, f32 factor) { video::SColorf result = video::SColorf( col1.r * (1 - factor) + col2.r * factor, col1.g * (1 - factor) + col2.g * factor, col1.b * (1 - factor) + col2.b * factor, col1.a * (1 - factor) + col2.a * factor); return result; } bool m_visible; video::SColor m_fallback_bg_color; // Used when m_visible=false bool m_first_update; float m_time_of_day; float m_time_brightness; bool m_sunlight_seen; float m_brightness; float m_cloud_brightness; bool m_clouds_visible; bool m_directional_colored_fog; video::SColorf m_bgcolor_bright_f; video::SColorf m_skycolor_bright_f; video::SColorf m_cloudcolor_bright_f; video::SColor m_bgcolor; video::SColor m_skycolor; video::SColorf m_cloudcolor_f; v3f m_stars[SKY_STAR_COUNT]; video::S3DVertex m_star_vertices[SKY_STAR_COUNT*4]; video::ITexture* m_sun_texture; video::ITexture* m_moon_texture; video::ITexture* m_sun_tonemap; video::ITexture* m_moon_tonemap; }; #endif