X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fsky.h;h=f1989177351a7c9420459353b5165851ac1e9789;hb=bb9fe6eb2b32548e66d62b64e949b058ec7856fc;hp=39e5923938780a54ae2d1d4ad31b84211f66ae8c;hpb=2e90ed07acd295387c0da6c0689d14665b6c125d;p=dragonfireclient.git diff --git a/src/sky.h b/src/sky.h index 39e592393..f19891773 100644 --- a/src/sky.h +++ b/src/sky.h @@ -1,44 +1,49 @@ /* -Minetest-c55 -Copyright (C) 2012 celeron55, Perttu Ahola +Minetest +Copyright (C) 2013 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify -it under the terms of the GNU General Public License as published by -the Free Software Foundation; either version 2 of the License, or +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 General Public License for more details. +GNU Lesser General Public License for more details. -You should have received a copy of the GNU General Public License along +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 "common_irrlicht.h" +#include "irrlichttypes_extrabloated.h" #include +#include "camera.h" #ifndef SKY_HEADER #define SKY_HEADER -#define SKY_MATERIAL_COUNT 3 +#define SKY_MATERIAL_COUNT 5 #define SKY_STAR_COUNT 200 +class ITextureSource; + // Skybox, rendered with zbuffer turned off, before all other nodes. class Sky : public scene::ISceneNode { public: //! constructor - Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id); + Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id, + ITextureSource *tsrc); virtual void OnRegisterSceneNode(); //! renders the node. virtual void render(); - virtual const core::aabbox3d& getBoundingBox() const; + virtual const aabb3f &getBoundingBox() const + { return m_box; } // Used by Irrlicht for optimizing rendering virtual video::SMaterial& getMaterial(u32 i) @@ -49,19 +54,68 @@ class Sky : public scene::ISceneNode { return SKY_MATERIAL_COUNT; } void update(float m_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); 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 Box; + aabb3f m_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 ? (1 - m_time_of_day) * 2 : 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; @@ -69,6 +123,7 @@ class Sky : public scene::ISceneNode 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; @@ -76,8 +131,11 @@ class Sky : public scene::ISceneNode video::SColor m_skycolor; video::SColorf m_cloudcolor_f; v3f m_stars[SKY_STAR_COUNT]; - u16 m_star_indices[SKY_STAR_COUNT*4]; video::S3DVertex m_star_vertices[SKY_STAR_COUNT*4]; + video::ITexture* m_sun_texture; + video::ITexture* m_moon_texture; + video::ITexture* m_sun_tonemap; + video::ITexture* m_moon_tonemap; }; #endif