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+/*
+Minetest
+Copyright (C) 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 <ISceneNode.h>
+#include "camera.h"
+#include "irrlichttypes_extrabloated.h"
+
+#pragma once
+
+#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(s32 id, ITextureSource *tsrc);
+
+ virtual void OnRegisterSceneNode();
+
+ //! renders the node.
+ virtual void render();
+
+ virtual const aabb3f &getBoundingBox() const { return m_box; }
+
+ // Used by Irrlicht for optimizing rendering
+ virtual video::SMaterial &getMaterial(u32 i) { return m_materials[i]; }
+
+ // Used by Irrlicht for optimizing rendering
+ virtual u32 getMaterialCount() const { return SKY_MATERIAL_COUNT; }
+
+ void update(float m_time_of_day, float time_brightness, float direct_brightness,
+ bool sunlight_seen, CameraMode cam_mode, float yaw, float pitch);
+
+ float getBrightness() { return m_brightness; }
+
+ const video::SColor &getBgColor() const
+ {
+ return m_visible ? m_bgcolor : m_fallback_bg_color;
+ }
+
+ const video::SColor &getSkyColor() const
+ {
+ return m_visible ? m_skycolor : m_fallback_bg_color;
+ }
+
+ bool getCloudsVisible() const { return m_clouds_visible && m_clouds_enabled; }
+ const video::SColorf &getCloudColor() const { return m_cloudcolor_f; }
+
+ void setVisible(bool visible) { m_visible = visible; }
+ // Set only from set_sky API
+ void setCloudsEnabled(bool clouds_enabled) { m_clouds_enabled = clouds_enabled; }
+ void setFallbackBgColor(const video::SColor &fallback_bg_color)
+ {
+ m_fallback_bg_color = fallback_bg_color;
+ }
+ void overrideColors(const video::SColor &bgcolor, const video::SColor &skycolor)
+ {
+ m_bgcolor = bgcolor;
+ m_skycolor = skycolor;
+ }
+ void setBodiesVisible(bool visible) { m_bodies_visible = visible; }
+
+private:
+ 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 = true;
+ // Used when m_visible=false
+ video::SColor m_fallback_bg_color = video::SColor(255, 255, 255, 255);
+ bool m_first_update = true;
+ float m_time_of_day;
+ float m_time_brightness;
+ bool m_sunlight_seen;
+ float m_brightness = 0.5f;
+ float m_cloud_brightness = 0.5f;
+ bool m_clouds_visible; // Whether clouds are disabled due to player underground
+ bool m_clouds_enabled = true; // Initialised to true, reset only by set_sky API
+ bool m_directional_colored_fog;
+ bool m_bodies_visible = true; // sun, moon, stars
+ video::SColorf m_bgcolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
+ video::SColorf m_skycolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
+ video::SColorf m_cloudcolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
+ video::SColor m_bgcolor;
+ video::SColor m_skycolor;
+ video::SColorf m_cloudcolor_f;
+ v3f m_stars[SKY_STAR_COUNT];
+ video::ITexture *m_sun_texture;
+ video::ITexture *m_moon_texture;
+ video::ITexture *m_sun_tonemap;
+ video::ITexture *m_moon_tonemap;
+};