]> git.lizzy.rs Git - minetest.git/blobdiff - src/sky.cpp
Adjust some settings to modern environments and networks. (#7549)
[minetest.git] / src / sky.cpp
index e4060291415c1ebbde88a21c04809f87aad08240..6ac27afc4f473bf3857bd3fdb77cf0f7e97c25a2 100644 (file)
@@ -1,41 +1,52 @@
+/*
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+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
+the Free Software Foundation; either version 2.1 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU Lesser General Public License for more details.
+
+You should have received a copy of the GNU Lesser General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
 #include "sky.h"
 #include "IVideoDriver.h"
 #include "ISceneManager.h"
 #include "ICameraSceneNode.h"
 #include "S3DVertex.h"
 #include "client/tile.h"
-#include "noise.h" // easeCurve
-#include "main.h" // g_profiler
+#include "noise.h"  // easeCurve
 #include "profiler.h"
-#include "util/numeric.h" // MYMIN
+#include "util/numeric.h"
 #include <cmath>
+#include "client/renderingengine.h"
 #include "settings.h"
-#include "camera.h" // CameraModes
-
-//! constructor
-Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id,
-               ITextureSource *tsrc):
-               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_bgcolor_bright_f(1,1,1,1),
-               m_skycolor_bright_f(1,1,1,1),
-               m_cloudcolor_bright_f(1,1,1,1)
+#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);
-       Box.MaxEdge.set(0,0,0);
-       Box.MinEdge.set(0,0,0);
+       m_box.MaxEdge.set(0, 0, 0);
+       m_box.MinEdge.set(0, 0, 0);
 
-       // create material
+       // Create material
 
        video::SMaterial mat;
        mat.Lighting = false;
        mat.ZBuffer = video::ECFN_NEVER;
        mat.ZWriteEnable = false;
-       mat.AntiAliasing=0;
+       mat.AntiAliasing = 0;
        mat.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
        mat.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
        mat.BackfaceCulling = false;
@@ -60,14 +71,15 @@ Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id,
        m_moon_tonemap = tsrc->isKnownSourceImage("moon_tonemap.png") ?
                tsrc->getTexture("moon_tonemap.png") : NULL;
 
-       if (m_sun_texture){
+       if (m_sun_texture) {
                m_materials[3] = mat;
                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;
        }
-       if (m_moon_texture){
+
+       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;
@@ -75,18 +87,19 @@ Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id,
                        m_materials[4].Lighting = true;
        }
 
-       for(u32 i=0; i<SKY_STAR_COUNT; i++){
-               m_stars[i] = v3f(
-                       myrand_range(-10000,10000),
-                       myrand_range(-10000,10000),
-                       myrand_range(-10000,10000)
+       for (v3f &star : m_stars) {
+               star = v3f(
+                       myrand_range(-10000, 10000),
+                       myrand_range(-10000, 10000),
+                       myrand_range(-10000, 10000)
                );
-               m_stars[i].normalize();
+               star.normalize();
        }
 
        m_directional_colored_fog = g_settings->getBool("directional_colored_fog");
 }
 
+
 void Sky::OnRegisterSceneNode()
 {
        if (IsVisible)
@@ -95,15 +108,10 @@ void Sky::OnRegisterSceneNode()
        scene::ISceneNode::OnRegisterSceneNode();
 }
 
-const core::aabbox3d<f32>& Sky::getBoundingBox() const
-{
-       return Box;
-}
 
-//! renders the node.
 void Sky::render()
 {
-       if(!m_visible)
+       if (!m_visible)
                return;
 
        video::IVideoDriver* driver = SceneManager->getVideoDriver();
@@ -111,10 +119,10 @@ void Sky::render()
 
        if (!camera || !driver)
                return;
-       
+
        ScopeProfiler sp(g_profiler, "Sky::render()", SPT_AVG);
 
-       // draw perspective skybox
+       // Draw perspective skybox
 
        core::matrix4 translate(AbsoluteTransformation);
        translate.setTranslation(camera->getAbsolutePosition());
@@ -126,31 +134,34 @@ void Sky::render()
 
        driver->setTransform(video::ETS_WORLD, translate * scale);
 
-       if(m_sunlight_seen)
-       {
+       if (m_sunlight_seen) {
                float sunsize = 0.07;
                video::SColorf suncolor_f(1, 1, 0, 1);
-               suncolor_f.r = 1;
-               suncolor_f.g = MYMAX(0.3, MYMIN(1.0, 0.7+m_time_brightness*(0.5)));
-               suncolor_f.b = MYMAX(0.0, m_brightness*0.95);
+               //suncolor_f.r = 1;
+               //suncolor_f.g = MYMAX(0.3, MYMIN(1.0, 0.7 + m_time_brightness * 0.5));
+               //suncolor_f.b = MYMAX(0.0, m_brightness * 0.95);
                video::SColorf suncolor2_f(1, 1, 1, 1);
+               // The values below were probably meant to be suncolor2_f instead of a
+               // reassignment of suncolor_f. However, the resulting colour was chosen
+               // and is our long-running classic colour. So preserve, but comment-out
+               // the unnecessary first assignments above.
                suncolor_f.r = 1;
-               suncolor_f.g = MYMAX(0.3, MYMIN(1.0, 0.85+m_time_brightness*(0.5)));
+               suncolor_f.g = MYMAX(0.3, MYMIN(1.0, 0.85 + m_time_brightness * 0.5));
                suncolor_f.b = MYMAX(0.0, m_brightness);
 
                float moonsize = 0.04;
                video::SColorf mooncolor_f(0.50, 0.57, 0.65, 1);
                video::SColorf mooncolor2_f(0.85, 0.875, 0.9, 1);
-               
+
                float nightlength = 0.415;
                float wn = nightlength / 2;
                float wicked_time_of_day = 0;
-               if(m_time_of_day > wn && m_time_of_day < 1.0 - wn)
-                       wicked_time_of_day = (m_time_of_day - wn)/(1.0-wn*2)*0.5 + 0.25;
-               else if(m_time_of_day < 0.5)
+               if (m_time_of_day > wn && m_time_of_day < 1.0 - wn)
+                       wicked_time_of_day = (m_time_of_day - wn) / (1.0 - wn * 2) * 0.5 + 0.25;
+               else if (m_time_of_day < 0.5)
                        wicked_time_of_day = m_time_of_day / wn * 0.25;
                else
-                       wicked_time_of_day = 1.0 - ((1.0-m_time_of_day) / wn * 0.25);
+                       wicked_time_of_day = 1.0 - ((1.0 - m_time_of_day) / wn * 0.25);
                /*std::cerr<<"time_of_day="<<m_time_of_day<<" -> "
                                <<"wicked_time_of_day="<<wicked_time_of_day<<std::endl;*/
 
@@ -160,160 +171,174 @@ 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){
+               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());
+                       video::SColor texel_color (255, texel->getRed(),
+                               texel->getGreen(), texel->getBlue());
                        m_sun_tonemap->unlock();
                        m_materials[3].EmissiveColor = texel_color;
                }
-               if (m_moon_tonemap){
+
+               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());
+                       video::SColor texel_color (255, texel->getRed(),
+                               texel->getGreen(), texel->getBlue());
                        m_moon_tonemap->unlock();
                        m_materials[4].EmissiveColor = texel_color;
                }
 
                const f32 t = 1.0f;
                const f32 o = 0.0f;
-               static const u16 indices[4] = {0,1,2,3};
+               static const u16 indices[4] = {0, 1, 2, 3};
                video::S3DVertex vertices[4];
-               
+
                driver->setMaterial(m_materials[1]);
-               
-               //video::SColor cloudyfogcolor(255,255,255,255);
+
                video::SColor cloudyfogcolor = m_bgcolor;
-               //video::SColor cloudyfogcolor = m_bgcolor.getInterpolated(m_skycolor, 0.5);
-               
-               // Draw far cloudy fog thing
-               for(u32 j=0; j<4; j++)
-               {
+
+               // 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(u32 i=0; i<4; i++){
-                               if(j==0)
+                       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)
+                               else if (j == 1)
                                        // Switch from -Z (south) to +X (east)
-                                       vertices[i].Pos.rotateXZBy(90);
-                               else if(j==2)
+                                       vertex.Pos.rotateXZBy(90);
+                               else if (j == 2)
                                        // Switch from -Z (south) to -X (west)
-                                       vertices[i].Pos.rotateXZBy(-90);
+                                       vertex.Pos.rotateXZBy(-90);
                                else
-                                       // Switch from -Z (south) to -Z (north)
-                                       vertices[i].Pos.rotateXZBy(-180);
+                                       // Switch from -Z (south) to +Z (north)
+                                       vertex.Pos.rotateXZBy(-180);
                        }
                        driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
                }
-               for(u32 j=0; j<4; j++)
-               {
+
+               // 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(u32 i=0; i<4; i++){
-                               if(j==0)
+                       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)
+                               else if (j == 1)
                                        // Switch from -Z (south) to +X (east)
-                                       vertices[i].Pos.rotateXZBy(90);
-                               else if(j==2)
+                                       vertex.Pos.rotateXZBy(90);
+                               else if (j == 2)
                                        // Switch from -Z (south) to -X (west)
-                                       vertices[i].Pos.rotateXZBy(-90);
+                                       vertex.Pos.rotateXZBy(-90);
                                else
-                                       // Switch from -Z (south) to -Z (north)
-                                       vertices[i].Pos.rotateXZBy(-180);
+                                       // Switch from -Z (south) to +Z (north)
+                                       vertex.Pos.rotateXZBy(-180);
                        }
                        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 sunrise/sunset horizon glow texture (textures/base/pack/sunrisebg.png)
                {
                        float mid1 = 0.25;
-                       float mid = (wicked_time_of_day < 0.5 ? mid1 : (1.0 - mid1));
-                       float a_ = 1.0 - fabs(wicked_time_of_day - mid) * 35.0;
+                       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;
                        float a = easeCurve(MYMAX(0, MYMIN(1, a_)));
                        //std::cerr<<"a_="<<a_<<" a="<<a<<std::endl;
-                       video::SColor c(255,255,255,255);
-                       float y = -(1.0 - a) * 0.2;
-                       vertices[0] = video::S3DVertex(-1,-0.05+y,-1, 0,0,1, c, t, t);
-                       vertices[1] = video::S3DVertex( 1,-0.05+y,-1, 0,0,1, c, o, t);
-                       vertices[2] = video::S3DVertex( 1, 0.2+y,-1, 0,0,1, c, o, o);
-                       vertices[3] = video::S3DVertex(-1, 0.2+y,-1, 0,0,1, c, t, o);
-                       for(u32 i=0; i<4; i++){
-                               if(wicked_time_of_day < 0.5)
+                       video::SColor c(255, 255, 255, 255);
+                       float y = -(1.0 - a) * 0.22;
+                       vertices[0] = video::S3DVertex(-1, -0.05 + y, -1, 0, 0, 1, c, t, t);
+                       vertices[1] = video::S3DVertex( 1, -0.05 + y, -1, 0, 0, 1, c, o, t);
+                       vertices[2] = video::S3DVertex( 1,   0.2 + y, -1, 0, 0, 1, c, o, o);
+                       vertices[3] = video::S3DVertex(-1,   0.2 + y, -1, 0, 0, 1, c, t, o);
+                       for (video::S3DVertex &vertex : vertices) {
+                               if (wicked_time_of_day < 0.5)
                                        // Switch from -Z (south) to +X (east)
-                                       vertices[i].Pos.rotateXZBy(90);
+                                       vertex.Pos.rotateXZBy(90);
                                else
                                        // Switch from -Z (south) to -X (west)
-                                       vertices[i].Pos.rotateXZBy(-90);
+                                       vertex.Pos.rotateXZBy(-90);
                        }
                        driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
                }
 
                // Draw sun
-               if(wicked_time_of_day > 0.15 && wicked_time_of_day < 0.85){
-                       if (!m_sun_texture){
+               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(u32 i=0; i<4; i++){
+                               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)
-                                       vertices[i].Pos.rotateXZBy(90);
-                                       vertices[i].Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
+                                       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(u32 i=0; i<4; i++){
+                               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)
-                                       vertices[i].Pos.rotateXZBy(90);
-                                       vertices[i].Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
+                                       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(u32 i=0; i<4; i++){
+                               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)
-                                       vertices[i].Pos.rotateXZBy(90);
-                                       vertices[i].Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
+                                       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(u32 i=0; i<4; i++){
+                               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)
-                                       vertices[i].Pos.rotateXZBy(90);
-                                       vertices[i].Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
+                                       vertex.Pos.rotateXZBy(90);
+                                       vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
                                }
                                driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
                        } else {
@@ -321,76 +346,75 @@ void Sky::render()
                                float d = sunsize * 1.7;
                                video::SColor c;
                                if (m_sun_tonemap)
-                                       c = video::SColor (0,0,0,0);
+                                       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 i=0; i<4; i++){
+                                       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)
-                                       vertices[i].Pos.rotateXZBy(90);
-                                       vertices[i].Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
+                                       vertex.Pos.rotateXZBy(90);
+                                       vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
                                }
                                driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
                        }
                }
 
                // Draw moon
-               if(wicked_time_of_day < 0.3 || wicked_time_of_day > 0.7)
-               {
-                       if (!m_moon_texture){
+               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(u32 i=0; i<4; i++){
+                               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)
-                                       vertices[i].Pos.rotateXZBy(-90);
-                                       vertices[i].Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
+                                       vertex.Pos.rotateXZBy(-90);
+                                       vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
                                }
                                driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
-                       
+
                                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(u32 i=0; i<4; i++){
+                               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)
-                                       vertices[i].Pos.rotateXZBy(-90);
-                                       vertices[i].Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
+                                       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(u32 i=0; i<4; i++){
+                               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)
-                                       vertices[i].Pos.rotateXZBy(-90);
-                                       vertices[i].Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
+                                       vertex.Pos.rotateXZBy(-90);
+                                       vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
                                }
                                driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
 
                                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(u32 i=0; i<4; i++){
+                               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)
-                                       vertices[i].Pos.rotateXZBy(-90);
-                                       vertices[i].Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
+                                       vertex.Pos.rotateXZBy(-90);
+                                       vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
                                }
                                driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
                        } else {
@@ -398,105 +422,105 @@ void Sky::render()
                                float d = moonsize * 1.9;
                                video::SColor c;
                                if (m_moon_tonemap)
-                                       c = video::SColor (0,0,0,0);
+                                       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 i=0; i<4; i++){
+                                       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 (west)
-                                       vertices[i].Pos.rotateXZBy(-90);
-                                       vertices[i].Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
+                                       vertex.Pos.rotateXZBy(-90);
+                                       vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
                                }
                                driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
                        }
                }
 
-               // Stars
-               driver->setMaterial(m_materials[1]);
-               do{
+               // Draw stars
+               do {
+                       driver->setMaterial(m_materials[1]);
                        float starbrightness = MYMAX(0, MYMIN(1,
-                                       (0.285 - fabs(wicked_time_of_day < 0.5 ?
-                                       wicked_time_of_day : (1.0 - wicked_time_of_day))) * 10));
+                               (0.285 - fabs(wicked_time_of_day < 0.5 ?
+                               wicked_time_of_day : (1.0 - wicked_time_of_day))) * 10));
                        float f = starbrightness;
                        float d = 0.007;
-                       video::SColor starcolor(255, f*90,f*90,f*90);
-                       if(starcolor.getBlue() < m_skycolor.getBlue())
+                       video::SColor starcolor(255, f * 90, f * 90, f * 90);
+                       if (starcolor.getBlue() < m_skycolor.getBlue())
                                break;
-                       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;
+                       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 p = m_stars[i];
                                core::CMatrix4<f32> a;
-                               a.buildRotateFromTo(v3f(0,1,0), v3f(d,1+d/2,0));
+                               a.buildRotateFromTo(v3f(0, 1, 0), v3f(d, 1 + d / 2, 0));
                                v3f p1 = p;
                                a.rotateVect(p1);
-                               a.buildRotateFromTo(v3f(0,1,0), v3f(d,1,d));
+                               a.buildRotateFromTo(v3f(0, 1, 0), v3f(d, 1, d));
                                v3f p2 = p;
                                a.rotateVect(p2);
-                               a.buildRotateFromTo(v3f(0,1,0), v3f(0,1-d/2,d));
+                               a.buildRotateFromTo(v3f(0, 1, 0), v3f(0, 1 - d / 2, d));
                                v3f p3 = p;
                                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;
+                               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);
-               }while(0);
-               
-               for(u32 j=0; j<2; j++)
-               {
-                       //video::SColor c = m_skycolor;
+                       driver->drawVertexPrimitiveList(vertices, SKY_STAR_COUNT * 4,
+                               indices, SKY_STAR_COUNT, video::EVT_STANDARD,
+                               scene::EPT_QUADS, video::EIT_16BIT);
+               } while(false);
+
+               // Draw far cloudy fog thing below east and west horizons
+               for (u32 j = 0; j < 2; 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(u32 i=0; i<4; i++){
-                               //if(wicked_time_of_day < 0.5)
-                               if(j==0)
+                       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)
-                                       vertices[i].Pos.rotateXZBy(90);
+                                       vertex.Pos.rotateXZBy(90);
                                else
                                        // Switch from -Z (south) to -X (west)
-                                       vertices[i].Pos.rotateXZBy(-90);
+                                       vertex.Pos.rotateXZBy(-90);
                        }
                        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)
 {
        // Stabilize initial brightness and color values by flooding updates
-       if(m_first_update){
+       if (m_first_update) {
                /*dstream<<"First update with time_of_day="<<time_of_day
                                <<" time_brightness="<<time_brightness
                                <<" direct_brightness="<<direct_brightness
                                <<" sunlight_seen="<<sunlight_seen<<std::endl;*/
                m_first_update = false;
-               for(u32 i=0; i<100; i++){
+               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;
        }
@@ -504,72 +528,86 @@ 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;
+
        bool is_dawn = (time_brightness >= 0.20 && time_brightness < 0.35);
 
-       //video::SColorf bgcolor_bright_normal_f(170./255,200./255,230./255, 1.0);
-       video::SColorf bgcolor_bright_normal_f(155./255,193./255,240./255, 1.0);
-       video::SColorf bgcolor_bright_indoor_f(100./255,100./255,100./255, 1.0);
-       //video::SColorf bgcolor_bright_dawn_f(0.666,200./255*0.7,230./255*0.5,1.0);
-       //video::SColorf bgcolor_bright_dawn_f(0.666,0.549,0.220,1.0);
-       //video::SColorf bgcolor_bright_dawn_f(0.666*1.2,0.549*1.0,0.220*1.0, 1.0);
-       //video::SColorf bgcolor_bright_dawn_f(0.666*1.2,0.549*1.0,0.220*1.2,1.0);
-       video::SColorf bgcolor_bright_dawn_f
-                       (155./255*1.2,193./255,240./255, 1.0);
-
-       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 cloudcolor_bright_normal_f =
-                       video::SColor(255, 240,240,255);
-       //video::SColorf cloudcolor_bright_dawn_f(1.0, 0.591, 0.4);
-       //video::SColorf cloudcolor_bright_dawn_f(1.0, 0.65, 0.44);
-       //video::SColorf cloudcolor_bright_dawn_f(1.0, 0.7, 0.5);
-       video::SColorf cloudcolor_bright_dawn_f(1.0, 0.875, 0.75);
+       /*
+       Development colours
+
+       video::SColorf bgcolor_bright_normal_f(170. / 255, 200. / 255, 230. / 255, 1.0);
+       video::SColorf bgcolor_bright_dawn_f(0.666, 200. / 255 * 0.7, 230. / 255 * 0.5, 1.0);
+       video::SColorf bgcolor_bright_dawn_f(0.666, 0.549, 0.220, 1.0);
+       video::SColorf bgcolor_bright_dawn_f(0.666 * 1.2, 0.549 * 1.0, 0.220 * 1.0, 1.0);
+       video::SColorf bgcolor_bright_dawn_f(0.666 * 1.2, 0.549 * 1.0, 0.220 * 1.2, 1.0);
+
+       video::SColorf cloudcolor_bright_dawn_f(1.0, 0.591, 0.4);
+       video::SColorf cloudcolor_bright_dawn_f(1.0, 0.65, 0.44);
+       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 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);
+
+       // 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);
 
        float cloud_color_change_fraction = 0.95;
-       if(sunlight_seen){
-               if(fabs(time_brightness - m_brightness) < 0.2){
+       if (sunlight_seen) {
+               if (std::fabs(time_brightness - m_brightness) < 0.2f) {
                        m_brightness = m_brightness * 0.95 + time_brightness * 0.05;
                } else {
                        m_brightness = m_brightness * 0.80 + time_brightness * 0.20;
                        cloud_color_change_fraction = 0.0;
                }
-       }
-       else{
-               if(direct_brightness < m_brightness)
+       } else {
+               if (direct_brightness < m_brightness)
                        m_brightness = m_brightness * 0.95 + direct_brightness * 0.05;
                else
                        m_brightness = m_brightness * 0.98 + direct_brightness * 0.02;
        }
-       
+
        m_clouds_visible = true;
        float color_change_fraction = 0.98;
-       if(sunlight_seen){
-               if(is_dawn){
+       if (sunlight_seen) {
+               if (is_dawn) {  // Dawn
                        m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
-                                       bgcolor_bright_dawn_f, color_change_fraction);
+                               bgcolor_bright_dawn_f, color_change_fraction);
                        m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
-                                       skycolor_bright_dawn_f, color_change_fraction);
+                               skycolor_bright_dawn_f, color_change_fraction);
                        m_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated(
-                                       cloudcolor_bright_dawn_f, color_change_fraction);
+                               cloudcolor_bright_dawn_f, color_change_fraction);
                } else {
-                       m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
+                       if (time_brightness < 0.07) {  // Night
+                               m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
+                                       bgcolor_bright_night_f, color_change_fraction);
+                               m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
+                                       skycolor_bright_night_f, color_change_fraction);
+                       } else {  // Day
+                               m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
                                        bgcolor_bright_normal_f, color_change_fraction);
-                       m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
+                               m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
                                        skycolor_bright_normal_f, color_change_fraction);
+                       }
+
                        m_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated(
-                                       cloudcolor_bright_normal_f, color_change_fraction);
+                               cloudcolor_bright_normal_f, color_change_fraction);
                }
        } else {
                m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
-                               bgcolor_bright_indoor_f, color_change_fraction);
+                       bgcolor_bright_indoor_f, color_change_fraction);
                m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
-                               bgcolor_bright_indoor_f, color_change_fraction);
+                       bgcolor_bright_indoor_f, color_change_fraction);
                m_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated(
-                               cloudcolor_bright_normal_f, color_change_fraction);
+                       cloudcolor_bright_normal_f, color_change_fraction);
                m_clouds_visible = false;
        }
 
@@ -578,63 +616,71 @@ void Sky::update(float time_of_day, float time_brightness,
                255,
                bgcolor_bright.getRed() * m_brightness,
                bgcolor_bright.getGreen() * m_brightness,
-               bgcolor_bright.getBlue() * m_brightness);
+               bgcolor_bright.getBlue() * m_brightness
+       );
 
        video::SColor skycolor_bright = m_skycolor_bright_f.toSColor();
        m_skycolor = video::SColor(
                255,
                skycolor_bright.getRed() * m_brightness,
                skycolor_bright.getGreen() * m_brightness,
-               skycolor_bright.getBlue() * m_brightness);
+               skycolor_bright.getBlue() * m_brightness
+       );
 
        // Horizon coloring based on sun and moon direction during sunset and sunrise
-       video::SColor pointcolor = video::SColor(255, 255, 255, m_bgcolor.getAlpha());
+       video::SColor pointcolor = video::SColor(m_bgcolor.getAlpha(), 255, 255, 255);
        if (m_directional_colored_fog) {
-               if (m_horizon_blend() != 0)
-               {
-                       // calculate hemisphere value from yaw, (inverted in third person front view)
+               if (m_horizon_blend() != 0) {
+                       // 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);
+                       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(pitch)) / 90 * 1.5, 1));
-                       // invert direction to match where the sun and moon are rising
+                       // 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::fabs(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;
-                       // horizon colors of sun and moon
+                       // 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);
-                       if (m_sun_tonemap)
-                       {
-                               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_sun_tonemap) {
+                               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 {
                                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);
+                               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);
-                       if (m_moon_tonemap)
-                       {
-                               pointcolor_moon_f.r = pointcolor_light * (float)m_materials[4].EmissiveColor.getRed() / 255;
-                               pointcolor_moon_f.b = pointcolor_light * (float)m_materials[4].EmissiveColor.getBlue() / 255;
-                               pointcolor_moon_f.g = pointcolor_light * (float)m_materials[4].EmissiveColor.getGreen() / 255;
+                       video::SColorf pointcolor_moon_f(0.5 * pointcolor_light,
+                               0.6 * pointcolor_light, 0.8 * pointcolor_light, 1);
+                       if (m_moon_tonemap) {
+                               pointcolor_moon_f.r = pointcolor_light *
+                                       (float)m_materials[4].EmissiveColor.getRed() / 255;
+                               pointcolor_moon_f.b = pointcolor_light *
+                                       (float)m_materials[4].EmissiveColor.getBlue() / 255;
+                               pointcolor_moon_f.g = pointcolor_light *
+                                       (float)m_materials[4].EmissiveColor.getGreen() / 255;
                        }
 
                        video::SColor pointcolor_sun = pointcolor_sun_f.toSColor();
                        video::SColor pointcolor_moon = pointcolor_moon_f.toSColor();
-                       // calculate the blend color
+                       // Calculate the blend color
                        pointcolor = m_mix_scolor(pointcolor_moon, pointcolor_sun, pointcolor_blend);
                }
                m_bgcolor = m_mix_scolor(m_bgcolor, pointcolor, m_horizon_blend() * 0.5);
@@ -642,29 +688,29 @@ void Sky::update(float time_of_day, float time_brightness,
        }
 
        float cloud_direct_brightness = 0;
-       if(sunlight_seen) {
+       if (sunlight_seen) {
                if (!m_directional_colored_fog) {
                        cloud_direct_brightness = time_brightness;
-                       if(time_brightness >= 0.2 && time_brightness < 0.7)
+                       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 = MYMIN(m_horizon_blend() * 0.15 +
+                               m_time_brightness, 1);
                }
        } else {
                cloud_direct_brightness = direct_brightness;
        }
+
        m_cloud_brightness = m_cloud_brightness * cloud_color_change_fraction +
-                       cloud_direct_brightness * (1.0 - cloud_color_change_fraction);
+               cloud_direct_brightness * (1.0 - cloud_color_change_fraction);
        m_cloudcolor_f = video::SColorf(
-                       m_cloudcolor_bright_f.r * m_cloud_brightness,
-                       m_cloudcolor_bright_f.g * m_cloud_brightness,
-                       m_cloudcolor_bright_f.b * m_cloud_brightness,
-                       1.0);
+               m_cloudcolor_bright_f.r * m_cloud_brightness,
+               m_cloudcolor_bright_f.g * m_cloud_brightness,
+               m_cloudcolor_bright_f.b * m_cloud_brightness,
+               1.0
+       );
        if (m_directional_colored_fog) {
-               m_cloudcolor_f = m_mix_scolorf(m_cloudcolor_f, video::SColorf(pointcolor), m_horizon_blend() * 0.25);
+               m_cloudcolor_f = m_mix_scolorf(m_cloudcolor_f,
+                       video::SColorf(pointcolor), m_horizon_blend() * 0.25);
        }
-
 }
-
-