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authorMirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>2013-06-30 18:17:14 +0300
committersapier <Sapier at GMX dot net>2013-12-15 14:28:50 +0100
commit848f80b2e53155c76f598c2f7e0ebaff1faea8dc (patch)
tree80a82ec413866bd73bca1f0cefa93b065d60a9f2 /src/sky.h
parente9e9fd7c3f12bc5119b567ad37527d777859dbc0 (diff)
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Directional fog + horizon colors, based on sun & moon positions at sunrise / sunset
Diffstat (limited to 'src/sky.h')
-rw-r--r--src/sky.h41
1 files changed, 39 insertions, 2 deletions
diff --git a/src/sky.h b/src/sky.h
index 7b7295e4e..35c86db93 100644
--- a/src/sky.h
+++ b/src/sky.h
@@ -19,6 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "irrlichttypes_extrabloated.h"
#include <ISceneNode.h>
+#include "localplayer.h"
#ifndef SKY_HEADER
#define SKY_HEADER
@@ -31,7 +32,7 @@ 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, LocalPlayer* player);
virtual void OnRegisterSceneNode();
@@ -61,7 +62,42 @@ public:
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_first_update;
float m_time_of_day;
float m_time_brightness;
@@ -78,6 +114,7 @@ private:
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