- if(daynight_ratio != m_last_daynight_ratio)
- {
- for(std::map<u32, std::map<u32, std::pair<u8, u8> > >::iterator
- i = m_daynight_diffs.begin();
- i != m_daynight_diffs.end(); i++)
- {
- scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
- video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
- for(std::map<u32, std::pair<u8, u8 > >::iterator
- j = i->second.begin();
- j != i->second.end(); j++)
- {
- u32 vertexIndex = j->first;
- u8 day = j->second.first;
- u8 night = j->second.second;
- finalColorBlend(vertices[vertexIndex].Color,
- day, night, daynight_ratio);
- // Make sides and bottom darker than the top
- video::SColor &vc = vertices[vertexIndex].Color;
- if(vertices[vertexIndex].Normal.Y > 0.5) {
- vc.setRed (srgb_linear_multiply(vc.getRed(), 1.2, 255.0));
- vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.2, 255.0));
- vc.setBlue (srgb_linear_multiply(vc.getBlue(), 1.2, 255.0));
- } else if (vertices[vertexIndex].Normal.Y < -0.5) {
- vc.setRed (srgb_linear_multiply(vc.getRed(), 0.3, 255.0));
- vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.3, 255.0));
- vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.3, 255.0));
- } else if (vertices[vertexIndex].Normal.X > 0.5) {
- vc.setRed (srgb_linear_multiply(vc.getRed(), 0.8, 255.0));
- vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.8, 255.0));
- vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.8, 255.0));
- } else if (vertices[vertexIndex].Normal.X < -0.5) {
- vc.setRed (srgb_linear_multiply(vc.getRed(), 0.8, 255.0));
- vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.8, 255.0));
- vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.8, 255.0));
- } else if (vertices[vertexIndex].Normal.Z > 0.5) {
- vc.setRed (srgb_linear_multiply(vc.getRed(), 0.5, 255.0));
- vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.5, 255.0));
- vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.5, 255.0));
- } else if (vertices[vertexIndex].Normal.Z < -0.5) {
- vc.setRed (srgb_linear_multiply(vc.getRed(), 0.5, 255.0));
- vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.5, 255.0));
- vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.5, 255.0));
- }
- }
+ if (!m_enable_shaders && (daynight_ratio != m_last_daynight_ratio)) {
+ // Force reload mesh to VBO
+ if (m_enable_vbo)
+ for (scene::IMesh *m : m_mesh)
+ m->setDirty();
+ video::SColorf day_color;
+ get_sunlight_color(&day_color, daynight_ratio);
+
+ for (auto &daynight_diff : m_daynight_diffs) {
+ scene::IMeshBuffer *buf = m_mesh[daynight_diff.first.first]->
+ getMeshBuffer(daynight_diff.first.second);
+ video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
+ for (const auto &j : daynight_diff.second)
+ final_color_blend(&(vertices[j.first].Color), j.second,
+ day_color);