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author | Paramat <paramat@users.noreply.github.com> | 2018-12-01 05:04:13 +0000 |
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committer | GitHub <noreply@github.com> | 2018-12-01 05:04:13 +0000 |
commit | dcf58a3ad0c1092b3537039ee55892bb7dc83dee (patch) | |
tree | 4589d0efdcaba9f7611855788ff9535068ecbddb /src | |
parent | 5f1cd555cd9d1c64426e173b30b5b792d211c835 (diff) | |
download | minetest-dcf58a3ad0c1092b3537039ee55892bb7dc83dee.tar.gz minetest-dcf58a3ad0c1092b3537039ee55892bb7dc83dee.tar.bz2 minetest-dcf58a3ad0c1092b3537039ee55892bb7dc83dee.zip |
Fix sky bugs when using sun or moon textures (#7918)
Reverts the render order change of commit
ce2d33eb97238e2e050d065a8f0838749a0b31d0
Diffstat (limited to 'src')
-rw-r--r-- | src/client/sky.cpp | 154 |
1 files changed, 77 insertions, 77 deletions
diff --git a/src/client/sky.cpp b/src/client/sky.cpp index faf12ba92..7c5f2e253 100644 --- a/src/client/sky.cpp +++ b/src/client/sky.cpp @@ -290,83 +290,6 @@ void Sky::render() driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); } - // 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)); - float f = starbrightness; - float d = 0.007/2; - video::SColor starcolor(255, f * 90, f * 90, f * 90); - if (starcolor.getBlue() < m_skycolor.getBlue()) - break; -#ifdef __ANDROID__ - u16 indices[SKY_STAR_COUNT * 3]; - video::S3DVertex vertices[SKY_STAR_COUNT * 3]; - for (u32 i = 0; i < SKY_STAR_COUNT; i++) { - indices[i * 3 + 0] = i * 3 + 0; - indices[i * 3 + 1] = i * 3 + 1; - indices[i * 3 + 2] = i * 3 + 2; - v3f r = m_stars[i]; - core::CMatrix4<f32> a; - a.buildRotateFromTo(v3f(0, 1, 0), r); - v3f p = v3f(-d, 1, -d); - v3f p1 = v3f(d, 1, 0); - v3f p2 = v3f(-d, 1, d); - a.rotateVect(p); - a.rotateVect(p1); - a.rotateVect(p2); - p.rotateXYBy(wicked_time_of_day * 360 - 90); - p1.rotateXYBy(wicked_time_of_day * 360 - 90); - p2.rotateXYBy(wicked_time_of_day * 360 - 90); - vertices[i * 3 + 0].Pos = p; - vertices[i * 3 + 0].Color = starcolor; - vertices[i * 3 + 1].Pos = p1; - vertices[i * 3 + 1].Color = starcolor; - vertices[i * 3 + 2].Pos = p2; - vertices[i * 3 + 2].Color = starcolor; - } - driver->drawIndexedTriangleList(vertices, SKY_STAR_COUNT * 3, - indices, SKY_STAR_COUNT); -#else - 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 r = m_stars[i]; - core::CMatrix4<f32> a; - a.buildRotateFromTo(v3f(0, 1, 0), r); - v3f p = v3f(-d, 1, -d); - v3f p1 = v3f( d, 1, -d); - v3f p2 = v3f( d, 1, d); - v3f p3 = v3f(-d, 1, d); - a.rotateVect(p); - a.rotateVect(p1); - a.rotateVect(p2); - 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; - } - driver->drawVertexPrimitiveList(vertices, SKY_STAR_COUNT * 4, - indices, SKY_STAR_COUNT, video::EVT_STANDARD, - scene::EPT_QUADS, video::EIT_16BIT); -#endif - } while(false); - // Draw sun if (wicked_time_of_day > 0.15 && wicked_time_of_day < 0.85) { if (!m_sun_texture) { @@ -519,6 +442,83 @@ void Sky::render() } } + // 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)); + float f = starbrightness; + float d = 0.007/2; + video::SColor starcolor(255, f * 90, f * 90, f * 90); + if (starcolor.getBlue() < m_skycolor.getBlue()) + break; +#ifdef __ANDROID__ + u16 indices[SKY_STAR_COUNT * 3]; + video::S3DVertex vertices[SKY_STAR_COUNT * 3]; + for (u32 i = 0; i < SKY_STAR_COUNT; i++) { + indices[i * 3 + 0] = i * 3 + 0; + indices[i * 3 + 1] = i * 3 + 1; + indices[i * 3 + 2] = i * 3 + 2; + v3f r = m_stars[i]; + core::CMatrix4<f32> a; + a.buildRotateFromTo(v3f(0, 1, 0), r); + v3f p = v3f(-d, 1, -d); + v3f p1 = v3f(d, 1, 0); + v3f p2 = v3f(-d, 1, d); + a.rotateVect(p); + a.rotateVect(p1); + a.rotateVect(p2); + p.rotateXYBy(wicked_time_of_day * 360 - 90); + p1.rotateXYBy(wicked_time_of_day * 360 - 90); + p2.rotateXYBy(wicked_time_of_day * 360 - 90); + vertices[i * 3 + 0].Pos = p; + vertices[i * 3 + 0].Color = starcolor; + vertices[i * 3 + 1].Pos = p1; + vertices[i * 3 + 1].Color = starcolor; + vertices[i * 3 + 2].Pos = p2; + vertices[i * 3 + 2].Color = starcolor; + } + driver->drawIndexedTriangleList(vertices, SKY_STAR_COUNT * 3, + indices, SKY_STAR_COUNT); +#else + 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 r = m_stars[i]; + core::CMatrix4<f32> a; + a.buildRotateFromTo(v3f(0, 1, 0), r); + v3f p = v3f(-d, 1, -d); + v3f p1 = v3f( d, 1, -d); + v3f p2 = v3f( d, 1, d); + v3f p3 = v3f(-d, 1, d); + a.rotateVect(p); + a.rotateVect(p1); + a.rotateVect(p2); + 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; + } + driver->drawVertexPrimitiveList(vertices, SKY_STAR_COUNT * 4, + indices, SKY_STAR_COUNT, video::EVT_STANDARD, + scene::EPT_QUADS, video::EIT_16BIT); +#endif + } while(false); + // Draw far cloudy fog thing below east and west horizons for (u32 j = 0; j < 2; j++) { video::SColor c = cloudyfogcolor; |