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Diffstat (limited to 'src/client/sky.h')
-rw-r--r-- | src/client/sky.h | 148 |
1 files changed, 148 insertions, 0 deletions
diff --git a/src/client/sky.h b/src/client/sky.h new file mode 100644 index 000000000..b66a4990f --- /dev/null +++ b/src/client/sky.h @@ -0,0 +1,148 @@ +/* +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; +}; |