#include "irrlichttypes_extrabloated.h"
#include <ISceneNode.h>
+#include "localplayer.h"
#ifndef SKY_HEADER
#define SKY_HEADER
{
public:
//! constructor
- Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id);
+ Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id, LocalPlayer* player);
virtual void OnRegisterSceneNode();
float direct_brightness, bool sunlight_seen);
float getBrightness(){ return m_brightness; }
- video::SColor getBgColor(){ return m_bgcolor; }
- video::SColor getSkyColor(){ return m_skycolor; }
+
+ video::SColor getBgColor(){
+ return m_visible ? m_bgcolor : m_fallback_bg_color;
+ }
+ video::SColor getSkyColor(){
+ return m_visible ? m_skycolor : m_fallback_bg_color;
+ }
- bool getCloudsVisible(){ return m_clouds_visible; }
+ bool getCloudsVisible(){ return m_clouds_visible && m_visible; }
video::SColorf getCloudColor(){ return m_cloudcolor_f; }
+ void setVisible(bool visible){ m_visible = visible; }
+ void setFallbackBgColor(const video::SColor &fallback_bg_color){
+ m_fallback_bg_color = fallback_bg_color;
+ }
+
private:
core::aabbox3d<f32> Box;
video::SMaterial m_materials[SKY_MATERIAL_COUNT];
-
+
+ // How much sun & moon transition should affect horizon color
+ float m_horizon_blend()
+ {
+ if (!m_sunlight_seen)
+ return 0;
+ float x; m_time_of_day >= 0.5 ? x = (1 - m_time_of_day) * 2 : x = m_time_of_day * 2;
+ if (x <= 0.3)
+ return 0;
+ if (x <= 0.4) // when the sun and moon are aligned
+ return (x - 0.3) * 10;
+ if (x <= 0.5)
+ return (0.5 - x) * 10;
+ return 0;
+ }
+
+ // Mix two colors by a given amount
+ video::SColor m_mix_scolor(video::SColor col1, video::SColor col2, f32 factor)
+ {
+ video::SColor result = video::SColor(
+ col1.getAlpha() * (1 - factor) + col2.getAlpha() * factor,
+ col1.getRed() * (1 - factor) + col2.getRed() * factor,
+ col1.getGreen() * (1 - factor) + col2.getGreen() * factor,
+ col1.getBlue() * (1 - factor) + col2.getBlue() * factor);
+ return result;
+ }
+ video::SColorf m_mix_scolorf(video::SColorf col1, video::SColorf col2, f32 factor)
+ {
+ video::SColorf result = video::SColorf(
+ col1.r * (1 - factor) + col2.r * factor,
+ col1.g * (1 - factor) + col2.g * factor,
+ col1.b * (1 - factor) + col2.b * factor,
+ col1.a * (1 - factor) + col2.a * factor);
+ return result;
+ }
+
+ bool m_visible;
+ video::SColor m_fallback_bg_color; // Used when m_visible=false
bool m_first_update;
float m_time_of_day;
float m_time_brightness;
float m_brightness;
float m_cloud_brightness;
bool m_clouds_visible;
+ bool m_directional_colored_fog;
video::SColorf m_bgcolor_bright_f;
video::SColorf m_skycolor_bright_f;
video::SColorf m_cloudcolor_bright_f;
v3f m_stars[SKY_STAR_COUNT];
u16 m_star_indices[SKY_STAR_COUNT*4];
video::S3DVertex m_star_vertices[SKY_STAR_COUNT*4];
+ LocalPlayer* m_player;
};
#endif