/*
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
*/
#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;
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)
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;
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;
}
// 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) {
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;
}
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);
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) {
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 *
(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 *
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();
+}