]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/client/sky.cpp
Reuse seed when updating stars
[dragonfireclient.git] / src / client / sky.cpp
index 766f08b1acc0daae361a1c897f9968b32fdda01e..cc9fb7d36f9aab3f43842c466d24f5755918bf3a 100644 (file)
@@ -1,6 +1,7 @@
 /*
 Minetest
 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
+Copyright (C) 2020 numzero, Lobachevskiy Vitaliy <numzer0@yandex.ru>
 
 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
@@ -18,33 +19,26 @@ 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
-
-
-Sky::Sky(s32 id, ITextureSource *tsrc):
-               scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
-                       RenderingEngine::get_scene_manager(), id)
-{
-       setAutomaticCulling(scene::EAC_OFF);
-       m_box.MaxEdge.set(0, 0, 0);
-       m_box.MinEdge.set(0, 0, 0);
-
-       // Create material
+#include "camera.h" // CameraModes
+#include "config.h"
+using namespace irr::core;
 
+static video::SMaterial baseMaterial() {
        video::SMaterial mat;
        mat.Lighting = false;
-#ifdef __ANDROID__
+#if ENABLE_GLES
        mat.ZBuffer = video::ECFN_DISABLED;
 #else
        mat.ZBuffer = video::ECFN_NEVER;
@@ -54,56 +48,78 @@ Sky::Sky(s32 id, ITextureSource *tsrc):
        mat.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
        mat.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
        mat.BackfaceCulling = false;
+       return mat;
+};
 
-       m_materials[0] = mat;
+Sky::Sky(s32 id, ITextureSource *tsrc) :
+               scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
+                       RenderingEngine::get_scene_manager(), id)
+{
+       setAutomaticCulling(scene::EAC_OFF);
+       m_box.MaxEdge.set(0, 0, 0);
+       m_box.MinEdge.set(0, 0, 0);
+
+       // Create materials
 
-       m_materials[1] = mat;
+       m_materials[0] = baseMaterial();
+       m_materials[0].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+       m_materials[0].Lighting = true;
+       m_materials[0].ColorMaterial = video::ECM_NONE;
+
+       m_materials[1] = baseMaterial();
        //m_materials[1].MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
        m_materials[1].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
 
-       m_materials[2] = mat;
+       m_materials[2] = baseMaterial();
        m_materials[2].setTexture(0, tsrc->getTextureForMesh("sunrisebg.png"));
        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] = baseMaterial();
                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] = baseMaterial();
                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] = baseMaterial();
+               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)
@@ -112,14 +128,10 @@ void Sky::OnRegisterSceneNode()
        scene::ISceneNode::OnRegisterSceneNode();
 }
 
-
 void Sky::render()
 {
-       if (!m_visible)
-               return;
-
-       video::IVideoDriver* driver = SceneManager->getVideoDriver();
-       scene::ICameraSceneNode* camera = SceneManager->getActiveCamera();
+       video::IVideoDriver *driver = SceneManager->getVideoDriver();
+       scene::ICameraSceneNode *camera = SceneManager->getActiveCamera();
 
        if (!camera || !driver)
                return;
@@ -204,70 +216,79 @@ 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);
+               // 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 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->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
                }
 
-               // Draw far cloudy fog thing
-               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);
+               // Draw far cloudy fog thing blended with skycolor
+               if (m_visible) {
+                       driver->setMaterial(m_materials[1]);
+                       for (u32 j = 0; j < 4; j++) {
+                               vertices[0] = video::S3DVertex(-1, -0.02, -1, 0, 0, 1, m_bgcolor, t, t);
+                               vertices[1] = video::S3DVertex( 1, -0.02, -1, 0, 0, 1, m_bgcolor, o, t);
+                               vertices[2] = video::S3DVertex( 1, 0.45, -1, 0, 0, 1, m_skycolor, o, o);
+                               vertices[3] = video::S3DVertex(-1, 0.45, -1, 0, 0, 1, m_skycolor, 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);
                        }
-                       driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
                }
 
-               // Draw bottom far cloudy fog thing
-               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);
-
-               // If sun, moon and stars are (temporarily) disabled, abort here
-               if (!m_bodies_visible)
-                       return;
-
-               driver->setMaterial(m_materials[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)
-               {
+               // 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);
                        float a_ = 1.0f - std::fabs(wicked_time_of_day - mid) * 35.0f;
@@ -291,268 +312,55 @@ void Sky::render()
                }
 
                // Draw sun
-               if (wicked_time_of_day > 0.15 && wicked_time_of_day < 0.85) {
-                       if (!m_sun_texture) {
-                               driver->setMaterial(m_materials[1]);
-                               float d = sunsize * 1.7;
-                               video::SColor c = suncolor;
-                               c.setAlpha(0.05 * 255);
-                               vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
-                               vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
-                               vertices[2] = video::S3DVertex( d,  d, -1, 0, 0, 1, c, o, o);
-                               vertices[3] = video::S3DVertex(-d,  d, -1, 0, 0, 1, c, t, o);
-                               for (video::S3DVertex &vertex : vertices) {
-                                       // Switch from -Z (south) to +X (east)
-                                       vertex.Pos.rotateXZBy(90);
-                                       vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
-                               }
-                               driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
-
-                               d = sunsize * 1.2;
-                               c = suncolor;
-                               c.setAlpha(0.15 * 255);
-                               vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
-                               vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
-                               vertices[2] = video::S3DVertex( d,  d, -1, 0, 0, 1, c, o, o);
-                               vertices[3] = video::S3DVertex(-d,  d, -1, 0, 0, 1, c, t, o);
-                               for (video::S3DVertex &vertex : vertices) {
-                                       // Switch from -Z (south) to +X (east)
-                                       vertex.Pos.rotateXZBy(90);
-                                       vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
-                               }
-                               driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
-
-                               d = sunsize;
-                               vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, suncolor, t, t);
-                               vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, suncolor, o, t);
-                               vertices[2] = video::S3DVertex( d,  d, -1, 0, 0, 1, suncolor, o, o);
-                               vertices[3] = video::S3DVertex(-d,  d, -1, 0, 0, 1, suncolor, t, o);
-                               for (video::S3DVertex &vertex : vertices) {
-                                       // Switch from -Z (south) to +X (east)
-                                       vertex.Pos.rotateXZBy(90);
-                                       vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
-                               }
-                               driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
-
-                               d = sunsize * 0.7;
-                               vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, suncolor2, t, t);
-                               vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, suncolor2, o, t);
-                               vertices[2] = video::S3DVertex( d,  d, -1, 0, 0, 1, suncolor2, o, o);
-                               vertices[3] = video::S3DVertex(-d,  d, -1, 0, 0, 1, suncolor2, t, o);
-                               for (video::S3DVertex &vertex : vertices) {
-                                       // Switch from -Z (south) to +X (east)
-                                       vertex.Pos.rotateXZBy(90);
-                                       vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
-                               }
-                               driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
-                       } else {
-                               driver->setMaterial(m_materials[3]);
-                               float d = sunsize * 1.7;
-                               video::SColor c;
-                               if (m_sun_tonemap)
-                                       c = video::SColor (0, 0, 0, 0);
-                               else
-                                       c = video::SColor (255, 255, 255, 255);
-                               vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
-                               vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
-                               vertices[2] = video::S3DVertex( d,  d, -1, 0, 0, 1, c, o, o);
-                               vertices[3] = video::S3DVertex(-d,  d, -1, 0, 0, 1, c, t, o);
-                               for (video::S3DVertex &vertex : vertices) {
-                                       // Switch from -Z (south) to +X (east)
-                                       vertex.Pos.rotateXZBy(90);
-                                       vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
-                               }
-                               driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
-                       }
-               }
-
-               // Draw stars before moon to be behind the moon
-               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 = 0.007 / 2;
-                       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;
-#ifdef __ANDROID__
-                       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;
-                       }
-                       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);
+               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_texture) {
-                               driver->setMaterial(m_materials[1]);
-                               float d = moonsize * 1.9;
-                               video::SColor c = mooncolor;
-                               c.setAlpha(0.05 * 255);
-                               vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
-                               vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
-                               vertices[2] = video::S3DVertex( d,  d, -1, 0, 0, 1, c, o, o);
-                               vertices[3] = video::S3DVertex(-d,  d, -1, 0, 0, 1, c, t, o);
-                               for (video::S3DVertex &vertex : vertices) {
-                                       // Switch from -Z (south) to -X (west)
-                                       vertex.Pos.rotateXZBy(-90);
-                                       vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
-                               }
-                               driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
+               if (m_moon_params.visible)
+                       draw_moon(driver, moonsize, mooncolor, mooncolor2, wicked_time_of_day);
 
-                               d = moonsize * 1.3;
-                               c = mooncolor;
-                               c.setAlpha(0.15 * 255);
-                               vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
-                               vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
-                               vertices[2] = video::S3DVertex( d,  d, -1, 0, 0, 1, c, o, o);
-                               vertices[3] = video::S3DVertex(-d,  d, -1, 0, 0, 1, c, t, o);
-                               for (video::S3DVertex &vertex : vertices) {
-                                       // Switch from -Z (south) to -X (west)
-                                       vertex.Pos.rotateXZBy(-90);
-                                       vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
-                               }
-                               driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
-
-                               d = moonsize;
-                               vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, mooncolor, t, t);
-                               vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, mooncolor, o, t);
-                               vertices[2] = video::S3DVertex( d,  d, -1, 0, 0, 1, mooncolor, o, o);
-                               vertices[3] = video::S3DVertex(-d,  d, -1, 0, 0, 1, mooncolor, t, o);
-                               for (video::S3DVertex &vertex : vertices) {
-                                       // Switch from -Z (south) to -X (west)
-                                       vertex.Pos.rotateXZBy(-90);
-                                       vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
-                               }
-                               driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
+               // Draw far cloudy fog thing below all horizons in front of sun, moon
+               // and stars.
+               if (m_visible) {
+                       driver->setMaterial(m_materials[1]);
 
-                               float d2 = moonsize * 0.6;
-                               vertices[0] = video::S3DVertex(-d, -d,  -1, 0, 0, 1, mooncolor2, t, t);
-                               vertices[1] = video::S3DVertex( d2,-d,  -1, 0, 0, 1, mooncolor2, o, t);
-                               vertices[2] = video::S3DVertex( d2, d2, -1, 0, 0, 1, mooncolor2, o, o);
-                               vertices[3] = video::S3DVertex(-d,  d2, -1, 0, 0, 1, mooncolor2, t, o);
-                               for (video::S3DVertex &vertex : vertices) {
-                                       // Switch from -Z (south) to -X (west)
-                                       vertex.Pos.rotateXZBy(-90);
-                                       vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
-                               }
-                               driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
-                       } else {
-                               driver->setMaterial(m_materials[4]);
-                               float d = moonsize * 1.9;
-                               video::SColor c;
-                               if (m_moon_tonemap)
-                                       c = video::SColor (0, 0, 0, 0);
-                               else
-                                       c = video::SColor (255, 255, 255, 255);
-                               vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
-                               vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
-                               vertices[2] = video::S3DVertex( d,  d, -1, 0, 0, 1, c, o, o);
-                               vertices[3] = video::S3DVertex(-d,  d, -1, 0, 0, 1, c, t, o);
+                       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) {
-                                       // Switch from -Z (south) to -X (west)
-                                       vertex.Pos.rotateXZBy(-90);
-                                       vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
+                                       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 below East and West horizons.
-               // These act as horizons that the sun and moon rise and set over.
-               driver->setMaterial(m_materials[1]);
-
-               for (u32 j = 0; j < 2; j++) {
+                       // 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, 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 (wicked_time_of_day < 0.5)
-                               if (j == 0)
-                                       // Switch from -Z (south) to +X (east)
-                                       vertex.Pos.rotateXZBy(90);
-                               else
-                                       // Switch from -Z (south) to -X (west)
-                                       vertex.Pos.rotateXZBy(-90);
-                       }
+                       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)
+       float direct_brightness, bool sunlight_seen,
+       CameraMode cam_mode, float yaw, float pitch)
 {
        // Stabilize initial brightness and color values by flooding updates
        if (m_first_update) {
@@ -563,7 +371,7 @@ 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;
        }
@@ -571,7 +379,7 @@ 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);
 
@@ -589,19 +397,17 @@ 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) {
@@ -695,13 +501,17 @@ 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.fog_sun_tint;
                        } else {
                                pointcolor_sun_f.r = pointcolor_light * 1;
                                pointcolor_sun_f.b = pointcolor_light *
@@ -710,9 +520,23 @@ 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.fog_moon_tint.getRed() / 255) * pointcolor_light,
+                                       (m_sky_params.fog_moon_tint.getGreen() / 255) * pointcolor_light,
+                                       (m_sky_params.fog_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 *
@@ -762,3 +586,342 @@ void Sky::update(float time_of_day, float time_brightness,
                        video::SColorf(pointcolor), m_horizon_blend() * 0.25);
        }
 }
+
+void Sky::draw_sun(video::IVideoDriver *driver, float sunsize, const video::SColor &suncolor,
+       const video::SColor &suncolor2, float wicked_time_of_day)
+       /* Draw sun in the sky.
+        * driver: Video driver object used to draw
+        * sunsize: the default size of the sun
+        * suncolor: main sun color
+        * suncolor2: second sun color
+        * wicked_time_of_day: current time of day, to know where should be the sun in the sky
+        */
+{
+       static const u16 indices[4] = {0, 1, 2, 3};
+       std::array<video::S3DVertex, 4> vertices;
+       if (!m_sun_texture) {
+               driver->setMaterial(m_materials[1]);
+               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);
+               c2.setAlpha(0.15 * 255);
+               const video::SColor colors[4] = {c1, c2, suncolor, suncolor2};
+               for (int i = 0; i < 4; i++) {
+                       draw_sky_body(vertices, -sunsizes[i], sunsizes[i], colors[i]);
+                       place_sky_body(vertices, 90, wicked_time_of_day * 360 - 90);
+                       driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
+               }
+       } else {
+               driver->setMaterial(m_materials[3]);
+               float d = (sunsize * 1.7) * m_sun_params.scale;
+               video::SColor c;
+               if (m_sun_tonemap)
+                       c = video::SColor(0, 0, 0, 0);
+               else
+                       c = video::SColor(255, 255, 255, 255);
+               draw_sky_body(vertices, -d, d, c);
+               place_sky_body(vertices, 90, wicked_time_of_day * 360 - 90);
+               driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
+       }
+}
+
+
+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
+       */
+{
+       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) * 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) * 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);
+               c2.setAlpha(0.15 * 255);
+               const video::SColor colors[4] = {c1, c2, mooncolor, mooncolor2};
+               for (int i = 0; i < 4; i++) {
+                       draw_sky_body(vertices, moonsizes_1[i], moonsizes_2[i], colors[i]);
+                       place_sky_body(vertices, -90, wicked_time_of_day * 360 - 90);
+                       driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
+               }
+       } else {
+               driver->setMaterial(m_materials[4]);
+               float d = (moonsize * 1.9) * m_moon_params.scale;
+               video::SColor c;
+               if (m_moon_tonemap)
+                       c = video::SColor(0, 0, 0, 0);
+               else
+                       c = video::SColor(255, 255, 255, 255);
+               draw_sky_body(vertices, -d, d, c);
+               place_sky_body(vertices, -90, wicked_time_of_day * 360 - 90);
+               driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
+       }
+}
+
+void Sky::draw_stars(video::IVideoDriver * driver, float wicked_time_of_day)
+{
+       // 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 = (0.25f - fabsf(tod)) * 20.0f;
+       int alpha = clamp<int>(starbrightness * m_star_params.starcolor.getAlpha(), 0, 255);
+       if (!alpha) // Stars are only drawn when not fully transparent
+               return;
+
+       m_materials[0].DiffuseColor = video::SColor(alpha, 0, 0, 0);
+       m_materials[0].EmissiveColor = m_star_params.starcolor;
+       auto sky_rotation = core::matrix4().setRotationAxisRadians(2.0f * M_PI * (wicked_time_of_day - 0.25f), v3f(0.0f, 0.0f, 1.0f));
+       auto world_matrix = driver->getTransform(video::ETS_WORLD);
+       driver->setTransform(video::ETS_WORLD, world_matrix * sky_rotation);
+       driver->setMaterial(m_materials[0]);
+       driver->drawMeshBuffer(m_stars.get());
+       driver->setTransform(video::ETS_WORLD, world_matrix);
+}
+
+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);
+       }
+}
+
+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] = baseMaterial();
+                       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] = baseMaterial();
+                       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)
+{
+       // Allow force updating star count at game init.
+       if (m_star_params.count != star_count || force_update) {
+               m_star_params.count = star_count;
+               m_seed = (u64)myrand() << 32 | myrand();
+               updateStars();
+       }
+}
+
+void Sky::updateStars() {
+       m_stars.reset(new scene::SMeshBuffer());
+       // Stupid IrrLicht doesn’t allow non-indexed rendering, and indexed quad
+       // rendering is slow due to lack of hardware support. So as indices are
+       // 16-bit and there are 4 vertices per star... the limit is 2^16/4 = 0x4000.
+       // That should be well enough actually.
+       if (m_star_params.count > 0x4000) {
+               warningstream << "Requested " << m_star_params.count << " stars but " << 0x4000 << " is the max\n";
+               m_star_params.count = 0x4000;
+       }
+       m_stars->Vertices.reallocate(4 * m_star_params.count);
+       m_stars->Indices.reallocate(6 * m_star_params.count);
+
+       PcgRandom rgen(m_seed);
+       float d = (0.006 / 2) * m_star_params.scale;
+       for (u16 i = 0; i < m_star_params.count; i++) {
+               v3f r = v3f(
+                       rgen.range(-10000, 10000),
+                       rgen.range(-10000, 10000),
+                       rgen.range(-10000, 10000)
+               );
+               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);
+               m_stars->Vertices.push_back(video::S3DVertex(p, {}, {}, {}));
+               m_stars->Vertices.push_back(video::S3DVertex(p1, {}, {}, {}));
+               m_stars->Vertices.push_back(video::S3DVertex(p2, {}, {}, {}));
+               m_stars->Vertices.push_back(video::S3DVertex(p3, {}, {}, {}));
+       }
+       for (u16 i = 0; i < m_star_params.count; i++) {
+               m_stars->Indices.push_back(i * 4 + 0);
+               m_stars->Indices.push_back(i * 4 + 1);
+               m_stars->Indices.push_back(i * 4 + 2);
+               m_stars->Indices.push_back(i * 4 + 2);
+               m_stars->Indices.push_back(i * 4 + 3);
+               m_stars->Indices.push_back(i * 4 + 0);
+       }
+       m_stars->setHardwareMappingHint(scene::EHM_STATIC);
+}
+
+void Sky::setSkyColors(const SkyColor &sky_color)
+{
+       m_sky_params.sky_color = 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.fog_sun_tint = sun_tint;
+       m_sky_params.fog_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] = baseMaterial();
+       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();
+}