#include "profiler.h"
#include "util/numeric.h" // MYMIN
#include <cmath>
+#include "settings.h"
//! constructor
Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id, LocalPlayer* player):
scene::ISceneNode(parent, mgr, id),
+ m_visible(true),
+ m_fallback_bg_color(255,255,255,255),
m_first_update(true),
m_brightness(0.5),
m_cloud_brightness(0.5),
);
m_stars[i].normalize();
}
+
+ m_directional_colored_fog = g_settings->getBool("directional_colored_fog");
}
void Sky::OnRegisterSceneNode()
//! renders the node.
void Sky::render()
{
+ if(!m_visible)
+ return;
+
video::IVideoDriver* driver = SceneManager->getVideoDriver();
scene::ICameraSceneNode* camera = SceneManager->getActiveCamera();
// Horizon coloring based on sun and moon direction during sunset and sunrise
video::SColor pointcolor = video::SColor(255, 255, 255, m_bgcolor.getAlpha());
- if (m_horizon_blend() != 0)
- {
- // calculate hemisphere value from yaw
- f32 pointcolor_blend = wrapDegrees_0_360(m_player->getYaw() + 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));
- // invert direction to match where the sun and moon are rising
- if (m_time_of_day > 0.5)
- pointcolor_blend = 1 - pointcolor_blend;
-
- // horizon colors of sun and moon
- f32 pointcolor_light = rangelim(m_time_brightness * 3, 0.2, 1);
- video::SColorf pointcolor_sun_f(1, 1, 1, 1);
- pointcolor_sun_f.r = pointcolor_light * 1;
- pointcolor_sun_f.b = pointcolor_light * (0.25 + (rangelim(m_time_brightness, 0.25, 0.75) - 0.25) * 2 * 0.75);
- pointcolor_sun_f.g = pointcolor_light * (pointcolor_sun_f.b * 0.375 + (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);
- video::SColor pointcolor_sun = pointcolor_sun_f.toSColor();
- video::SColor pointcolor_moon = pointcolor_moon_f.toSColor();
- // calculate the blend color
- pointcolor = m_mix_scolor(pointcolor_moon, pointcolor_sun, pointcolor_blend);
+ 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);
+ 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));
+ // invert direction to match where the sun and moon are rising
+ if (m_time_of_day > 0.5)
+ pointcolor_blend = 1 - pointcolor_blend;
+
+ // horizon colors of sun and moon
+ f32 pointcolor_light = rangelim(m_time_brightness * 3, 0.2, 1);
+ video::SColorf pointcolor_sun_f(1, 1, 1, 1);
+ pointcolor_sun_f.r = pointcolor_light * 1;
+ pointcolor_sun_f.b = pointcolor_light * (0.25 + (rangelim(m_time_brightness, 0.25, 0.75) - 0.25) * 2 * 0.75);
+ pointcolor_sun_f.g = pointcolor_light * (pointcolor_sun_f.b * 0.375 + (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);
+ video::SColor pointcolor_sun = pointcolor_sun_f.toSColor();
+ video::SColor pointcolor_moon = pointcolor_moon_f.toSColor();
+ // calculate the blend color
+ pointcolor = m_mix_scolor(pointcolor_moon, pointcolor_sun, pointcolor_blend);
+ }
}
video::SColor bgcolor_bright = m_bgcolor_bright_f.toSColor();
bgcolor_bright.getRed() * m_brightness,
bgcolor_bright.getGreen() * m_brightness,
bgcolor_bright.getBlue() * m_brightness);
- m_bgcolor = m_mix_scolor(m_bgcolor, pointcolor, m_horizon_blend() * 0.5);
+ if (m_directional_colored_fog) {
+ m_bgcolor = m_mix_scolor(m_bgcolor, pointcolor, m_horizon_blend() * 0.5);
+ }
video::SColor skycolor_bright = m_skycolor_bright_f.toSColor();
m_skycolor = video::SColor(
skycolor_bright.getRed() * m_brightness,
skycolor_bright.getGreen() * m_brightness,
skycolor_bright.getBlue() * m_brightness);
- m_skycolor = m_mix_scolor(m_skycolor, pointcolor, m_horizon_blend() * 0.25);
+ if (m_directional_colored_fog) {
+ m_skycolor = m_mix_scolor(m_skycolor, pointcolor, m_horizon_blend() * 0.25);
+ }
float cloud_direct_brightness = 0;
- if(sunlight_seen){
- cloud_direct_brightness = MYMIN(m_horizon_blend() * 0.15 + m_time_brightness, 1);
+ if(sunlight_seen) {
+ if (!m_directional_colored_fog) {
+ cloud_direct_brightness = time_brightness;
+ if(time_brightness >= 0.2 && time_brightness < 0.7)
+ cloud_direct_brightness *= 1.3;
+ }
+ else {
+ cloud_direct_brightness = MYMIN(m_horizon_blend() * 0.15 + m_time_brightness, 1);
+ }
} else {
cloud_direct_brightness = direct_brightness;
}
m_cloudcolor_bright_f.g * m_cloud_brightness,
m_cloudcolor_bright_f.b * m_cloud_brightness,
1.0);
- m_cloudcolor_f = m_mix_scolorf(m_cloudcolor_f, video::SColorf(pointcolor), m_horizon_blend() * 0.75);
+ if (m_directional_colored_fog) {
+ m_cloudcolor_f = m_mix_scolorf(m_cloudcolor_f, video::SColorf(pointcolor), m_horizon_blend() * 0.25);
+ }
}