]> git.lizzy.rs Git - minetest.git/blobdiff - src/sky.cpp
Change screenshot colorformat properly
[minetest.git] / src / sky.cpp
index 04bb3ab42e033d4444409c59ad9d9e79f1a392f2..17d8d46ce4dc788acdb6bc63b064ceadff25f5b8 100644 (file)
 #include "util/numeric.h" // MYMIN
 #include <cmath>
 #include "settings.h"
+#include "camera.h" // CameraModes
 
 //! constructor
-Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id, LocalPlayer* player):
+Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id):
                scene::ISceneNode(parent, mgr, id),
                m_visible(true),
                m_fallback_bg_color(255,255,255,255),
@@ -21,8 +22,7 @@ Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id, LocalPlay
                m_cloud_brightness(0.5),
                m_bgcolor_bright_f(1,1,1,1),
                m_skycolor_bright_f(1,1,1,1),
-               m_cloudcolor_bright_f(1,1,1,1),
-               m_player(player)
+               m_cloudcolor_bright_f(1,1,1,1)
 {
        setAutomaticCulling(scene::EAC_OFF);
        Box.MaxEdge.set(0,0,0);
@@ -65,14 +65,14 @@ Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id, LocalPlay
                m_materials[3].setTexture(0, m_sun_texture);
                m_materials[3].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
                if (m_sun_tonemap)
-                       m_materials[3].Lighting = true;         
+                       m_materials[3].Lighting = true;
        }
        if (m_moon_texture){
                m_materials[4] = mat;
                m_materials[4].setTexture(0, m_moon_texture);
                m_materials[4].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
                if (m_moon_tonemap)
-                       m_materials[4].Lighting = true;         
+                       m_materials[4].Lighting = true;
        }
 
        for(u32 i=0; i<SKY_STAR_COUNT; i++){
@@ -160,20 +160,20 @@ void Sky::render()
                video::SColor mooncolor2 = mooncolor2_f.toSColor();
 
                // Calculate offset normalized to the X dimension of a 512x1 px tonemap
-               float offset=(1.0-fabs(sin((m_time_of_day - 0.5)*irr::core::PI)))*511;       
+               float offset=(1.0-fabs(sin((m_time_of_day - 0.5)*irr::core::PI)))*511;
 
                if (m_sun_tonemap){
                        u8 * texels = (u8 *)m_sun_tonemap->lock();
                        video::SColor* texel = (video::SColor *)(texels + (u32)offset * 4);
                        video::SColor texel_color (255,texel->getRed(),texel->getGreen(), texel->getBlue());
-                       m_sun_tonemap->unlock();                                
+                       m_sun_tonemap->unlock();
                        m_materials[3].EmissiveColor = texel_color;
                }
                if (m_moon_tonemap){
                        u8 * texels = (u8 *)m_moon_tonemap->lock();
                        video::SColor* texel = (video::SColor *)(texels + (u32)offset * 4);
                        video::SColor texel_color (255,texel->getRed(),texel->getGreen(), texel->getBlue());
-                       m_moon_tonemap->unlock();                               
+                       m_moon_tonemap->unlock();
                        m_materials[4].EmissiveColor = texel_color;
                }
 
@@ -262,7 +262,7 @@ void Sky::render()
                }
 
                // Draw sun
-               if(wicked_time_of_day > 0.15 && wicked_time_of_day < 0.85){     
+               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;
@@ -410,7 +410,7 @@ void Sky::render()
                                        vertices[i].Pos.rotateXZBy(-90);
                                        vertices[i].Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
                                }
-                               driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);            
+                               driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
                        }
                }
 
@@ -484,7 +484,8 @@ void Sky::render()
 }
 
 void Sky::update(float time_of_day, float time_brightness,
-               float direct_brightness, bool sunlight_seen)
+               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){
@@ -495,7 +496,7 @@ 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);
+                                       sunlight_seen, cam_mode, yaw, pitch);
                }
                return;
        }
@@ -577,15 +578,18 @@ void Sky::update(float time_of_day, float time_brightness,
        if (m_directional_colored_fog) {
                if (m_horizon_blend() != 0)
                {
-                       // calculate hemisphere value from yaw
-                       f32 pointcolor_blend = wrapDegrees_0_360(m_player->getYaw() + 90);
+                       // calculate hemisphere value from yaw, (inverted in third person front view)
+                       s8 dir_factor = 1;
+                       if (cam_mode > CAMERA_MODE_THIRD)
+                               dir_factor = -1;
+                       f32 pointcolor_blend = wrapDegrees_0_360( yaw*dir_factor + 90);
                        if (pointcolor_blend > 180)
                                pointcolor_blend = 360 - pointcolor_blend;
                        pointcolor_blend /= 180;
                        // bound view angle to determine where transition starts and ends
                        pointcolor_blend = rangelim(1 - pointcolor_blend * 1.375, 0, 1 / 1.375) * 1.375;
                        // combine the colors when looking up or down, otherwise turning looks weird
-                       pointcolor_blend += (0.5 - pointcolor_blend) * (1 - MYMIN((90 - std::abs(m_player->getPitch())) / 90 * 1.5, 1));
+                       pointcolor_blend += (0.5 - pointcolor_blend) * (1 - MYMIN((90 - std::abs(pitch)) / 90 * 1.5, 1));
                        // invert direction to match where the sun and moon are rising
                        if (m_time_of_day > 0.5)
                                pointcolor_blend = 1 - pointcolor_blend;