summaryrefslogtreecommitdiff
path: root/games/minimal/mods/default
Commit message (Collapse)AuthorAge
* Minimal: Add river water nodes (#5809)Paramat2017-05-24
| | | Is a base terrain node needed by any core mapgen with sloping rivers.
* Private nodemeta (#5702)sfan52017-05-10
| | | | * Private node metadata that isn't sent to the client
* Player attrs: permits to remove an attribute by setting value to nil (#5716)Loïc Blot2017-05-07
| | | | | | | | | | * Player attrs: permits to remove an attribute by setting value to nil When doing player:set_attribute("attr", nil) remove attribute Also remove a useless check on C++ API part (already done by checkplayer) Fix #5709
* Fix not being able to damage players in minimal (#5266)red-0012017-02-18
|
* Add 2D sheet animation for nodessfan52017-01-02
|
* Added "[sheet" to the texture special commands.Luke Puchner-Hardman2017-01-02
| | | | | | | | "[sheet:WxH:X,Y" assumes the base image is a tilesheet with W*H tiles on it and crops to the tile at position X,Y. Basically it works like "[verticalframe" but in 2D. For testing, I combined the four default_chest images into one.
* Mapgen: Various fixes and improvementsparamat2016-01-11
| | | | | | | | | | | | | Lua_api.txt: Document 'minetest.registered_biomes' Minimal: Remove 'mapgen_air' alias Cavegen: Add fallback node for 'mapgen_ice' Dungeongen: Add fallback node for 'mapgen_river_water_source' Mgv5: Remove unnecessary '#include util/directiontables.h' Add missing 'this->'s in makeChunk() Mgv6: Edit empty line formatting Remove leading spaces in makeChunk() Add missing spaces after 'for' and 'if' Mgv7: Edit empty line formatting
* Minimal: Add mapgen alias for airparamat2015-12-30
|
* Fix spelling of noise_thresholdJun Zhang2015-12-06
|
* Fix relief mapping issuesRealBadAngel2015-07-16
|
* Minimal: Remove recently added unnecessary nodesparamat2015-07-14
| | | | Fix 'is ground content' for some nodes
* Simpler patch for saplings trying to grow on unknown nodesShadowNinja2015-06-16
|
* Add list-ringsest312015-06-16
| | | | | | | Adds list-rings, a method to implement item sending between inventories via shift-click. Nice insider feature: a ring consisting of a single inventory list serves as nice clean-up method. Also adds them to minimal game, and the standard inventory. Craft output slots are not supported.
* Don't crash when saplings try to grow on unknown nodesy.st2015-06-15
|
* Minimal: Add snow biome and jungleleaves nodes. Add mapgen aliasesparamat2015-06-12
| | | | Treegen: Remove alias checks from jungletree generation for speed
* Minimal: Edit mapgen aliases. Use blob ore for clay, update other ores. ↵paramat2015-06-09
| | | | Update simple biomes. Cleanup code
* Fix NDT_GLASSLIKE normalsKahrl2015-01-31
| | | | Remove inventorycube() workaround for default:glass in minimal game
* Remove builtin_biome.lua from builtin and add simple biome minimalparamat2015-01-11
|
* Add minetest.swap_nodeNovatux2013-11-30
|
* Change default value of is_ground_content to truekwolekr2013-11-30
| | | | Most modders would otherwise forget to explicitly define this, and generated nodes aliased from mods would wall-off caves
* Fix possible crash with grass ABM.Novatux2013-11-02
|
* Fix grass adding/removing ABM.Novatux2013-11-02
|
* Move the sapling growing and grass adding/removing ABMs to LuaNovatux2013-11-02
|
* Remove mapgen_air alias (#935)0gb.us2013-10-05
|
* Add mapgen_stair_cobble alias to minimalSfan52013-09-06
|
* Add support for different drowning damage and allow drowning in other nodetypesBlockMen2013-08-06
|
* Add drowningPilzAdam2013-06-19
|
* Compress texturesDavid Gumberg2013-06-18
|
* Move scriptapi to separate folder (by sapier)sapier2013-05-25
| | | | | | | | | | | On the lua side, notably minetest.env:<function>(<args>) should now be replaced by minetest.<function>(<args>). The old way is and will stay supported for a long time. Also: Update and clean up lua_api.txt (by celeron55) Move EnvRef to lua and remove add_rat and add_firefly (by kahrl) Add separate src/util/CMakeLists.txt, other minor fixes (by kahrl)
* Use the group "soil" for nodes that saplings grow onShadowNinja2013-05-20
|
* Add Mapgen V7, reorganize biomeskwolekr2013-04-07
|
* Add different place sound for nodesPilzAdam2013-03-29
|
* Use minetest.register_ore() in minimalPilzAdam2013-03-24
|
* Mapgen indev: float islands, larger far biomesproller2013-03-24
|
* Liquid fine tuningproller2013-03-14
|
* new adjustable finite liquidproller2013-02-24
|
* Readded and optimized mapgen V6kwolekr2013-01-21
|
* Add initial Lua biomedef support, fixed biome selectionkwolekr2013-01-21
|
* Add the group attached_nodePilzAdam2012-12-01
| | | | Nodes in this group will be dropped as items if the node under them or the node in the wallmounted direction is not walkable.
* Swap out pixel-perfect nyan cat by request of Chris TorresPerttu Ahola2012-11-09
|
* Add functions to the default mod of minimal game to support old codePilzAdam2012-11-01
|
* Move falling to builtinPilzAdam2012-10-31
|
* Fix crash when furnace is full (minimal game)Perttu Ahola2012-08-12
|
* Deprecate minetest.add_to_creative_inventory and use group ↵Perttu Ahola2012-07-25
| | | | not_in_creative_inventory instead
* Add notice in the minimal gamePerttu Ahola2012-07-25
|
* Improve inventory callbacks a bitPerttu Ahola2012-07-25
|
* Detached inventory callbacks and reworked node metadata callbacksPerttu Ahola2012-07-25
|
* Move /give, /giveme, /spawnentity and /pulverize to builtin/chatcommands.luaPerttu Ahola2012-07-23
|
* Implement formspecdarkrose2012-07-22
|
* Custom boxy nodes (stairs, slabs) and collision changesKahrl2012-06-17
|
wa">false; mat.ZBuffer = video::ECFN_NEVER; mat.ZWriteEnable = false; mat.AntiAliasing = 0; mat.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE; mat.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE; mat.BackfaceCulling = false; m_materials[0] = mat; m_materials[1] = mat; //m_materials[1].MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA; m_materials[1].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; m_materials[2] = mat; m_materials[2].setTexture(0, tsrc->getTextureForMesh("sunrisebg.png")); m_materials[2].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; //m_materials[2].MaterialType = video::EMT_TRANSPARENT_ADD_COLOR; m_sun_texture = tsrc->isKnownSourceImage("sun.png") ? tsrc->getTextureForMesh("sun.png") : NULL; m_moon_texture = tsrc->isKnownSourceImage("moon.png") ? tsrc->getTextureForMesh("moon.png") : NULL; m_sun_tonemap = tsrc->isKnownSourceImage("sun_tonemap.png") ? tsrc->getTexture("sun_tonemap.png") : NULL; m_moon_tonemap = tsrc->isKnownSourceImage("moon_tonemap.png") ? tsrc->getTexture("moon_tonemap.png") : NULL; if (m_sun_texture) { m_materials[3] = mat; m_materials[3].setTexture(0, m_sun_texture); m_materials[3].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; if (m_sun_tonemap) m_materials[3].Lighting = true; } if (m_moon_texture) { m_materials[4] = mat; m_materials[4].setTexture(0, m_moon_texture); m_materials[4].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; if (m_moon_tonemap) m_materials[4].Lighting = true; } for (u32 i = 0; i < SKY_STAR_COUNT; i++) { m_stars[i] = v3f( myrand_range(-10000, 10000), myrand_range(-10000, 10000), myrand_range(-10000, 10000) ); m_stars[i].normalize(); } m_directional_colored_fog = g_settings->getBool("directional_colored_fog"); m_clouds_enabled = true; } void Sky::OnRegisterSceneNode() { if (IsVisible) SceneManager->registerNodeForRendering(this, scene::ESNRP_SKY_BOX); scene::ISceneNode::OnRegisterSceneNode(); } void Sky::render() { if (!m_visible) return; video::IVideoDriver* driver = SceneManager->getVideoDriver(); scene::ICameraSceneNode* camera = SceneManager->getActiveCamera(); if (!camera || !driver) return; ScopeProfiler sp(g_profiler, "Sky::render()", SPT_AVG); // Draw perspective skybox core::matrix4 translate(AbsoluteTransformation); translate.setTranslation(camera->getAbsolutePosition()); // Draw the sky box between the near and far clip plane const f32 viewDistance = (camera->getNearValue() + camera->getFarValue()) * 0.5f; core::matrix4 scale; scale.setScale(core::vector3df(viewDistance, viewDistance, viewDistance)); driver->setTransform(video::ETS_WORLD, translate * scale); if (m_sunlight_seen) { float sunsize = 0.07; video::SColorf suncolor_f(1, 1, 0, 1); suncolor_f.r = 1; suncolor_f.g = MYMAX(0.3, MYMIN(1.0, 0.7 + m_time_brightness * 0.5)); suncolor_f.b = MYMAX(0.0, m_brightness * 0.95); video::SColorf suncolor2_f(1, 1, 1, 1); suncolor_f.r = 1; suncolor_f.g = MYMAX(0.3, MYMIN(1.0, 0.85 + m_time_brightness * 0.5)); suncolor_f.b = MYMAX(0.0, m_brightness); float moonsize = 0.04; video::SColorf mooncolor_f(0.50, 0.57, 0.65, 1); video::SColorf mooncolor2_f(0.85, 0.875, 0.9, 1); float nightlength = 0.415; float wn = nightlength / 2; float wicked_time_of_day = 0; if (m_time_of_day > wn && m_time_of_day < 1.0 - wn) wicked_time_of_day = (m_time_of_day - wn) / (1.0 - wn * 2) * 0.5 + 0.25; else if (m_time_of_day < 0.5) wicked_time_of_day = m_time_of_day / wn * 0.25; else wicked_time_of_day = 1.0 - ((1.0 - m_time_of_day) / wn * 0.25); /*std::cerr<<"time_of_day="<<m_time_of_day<<" -> " <<"wicked_time_of_day="<<wicked_time_of_day<<std::endl;*/ video::SColor suncolor = suncolor_f.toSColor(); video::SColor suncolor2 = suncolor2_f.toSColor(); video::SColor mooncolor = mooncolor_f.toSColor(); video::SColor mooncolor2 = mooncolor2_f.toSColor(); // Calculate offset normalized to the X dimension of a 512x1 px tonemap float offset = (1.0 - fabs(sin((m_time_of_day - 0.5) * irr::core::PI))) * 511; if (m_sun_tonemap) { u8 * texels = (u8 *)m_sun_tonemap->lock(); video::SColor* texel = (video::SColor *)(texels + (u32)offset * 4); video::SColor texel_color (255, texel->getRed(), texel->getGreen(), texel->getBlue()); m_sun_tonemap->unlock(); m_materials[3].EmissiveColor = texel_color; } if (m_moon_tonemap) { u8 * texels = (u8 *)m_moon_tonemap->lock(); video::SColor* texel = (video::SColor *)(texels + (u32)offset * 4); video::SColor texel_color (255, texel->getRed(), texel->getGreen(), texel->getBlue()); m_moon_tonemap->unlock(); m_materials[4].EmissiveColor = texel_color; } const f32 t = 1.0f; const f32 o = 0.0f; static const u16 indices[4] = {0, 1, 2, 3}; video::S3DVertex vertices[4]; driver->setMaterial(m_materials[1]); video::SColor cloudyfogcolor = m_bgcolor; // Draw far cloudy fog thing blended with skycolor for (u32 j = 0; j < 4; j++) { video::SColor c = cloudyfogcolor.getInterpolated(m_skycolor, 0.45); vertices[0] = video::S3DVertex(-1, 0.08, -1, 0, 0, 1, c, t, t); vertices[1] = video::S3DVertex( 1, 0.08, -1, 0, 0, 1, c, o, t); vertices[2] = video::S3DVertex( 1, 0.12, -1, 0, 0, 1, c, o, o); vertices[3] = video::S3DVertex(-1, 0.12, -1, 0, 0, 1, c, t, o); for (u32 i = 0; i < 4; i++) { if (j == 0) // Don't switch {} else if (j == 1) // Switch from -Z (south) to +X (east) vertices[i].Pos.rotateXZBy(90); else if (j == 2) // Switch from -Z (south) to -X (west) vertices[i].Pos.rotateXZBy(-90); else // Switch from -Z (south) to +Z (north) vertices[i].Pos.rotateXZBy(-180); } driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); } // Draw far cloudy fog thing for (u32 j = 0; j < 4; j++) { video::SColor c = cloudyfogcolor; vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 0, 1, c, t, t); vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 0, 1, c, o, t); vertices[2] = video::S3DVertex( 1, 0.08, -1, 0, 0, 1, c, o, o); vertices[3] = video::S3DVertex(-1, 0.08, -1, 0, 0, 1, c, t, o); for (u32 i = 0; i < 4; i++) { if (j == 0) // Don't switch {} else if (j == 1) // Switch from -Z (south) to +X (east) vertices[i].Pos.rotateXZBy(90); else if (j == 2) // Switch from -Z (south) to -X (west) vertices[i].Pos.rotateXZBy(-90); else // Switch from -Z (south) to +Z (north) vertices[i].Pos.rotateXZBy(-180); } driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); } // Draw bottom far cloudy fog thing video::SColor c = cloudyfogcolor; vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 1, 0, c, t, t); vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 1, 0, c, o, t); vertices[2] = video::S3DVertex( 1, -1.0, 1, 0, 1, 0, c, o, o); vertices[3] = video::S3DVertex(-1, -1.0, 1, 0, 1, 0, c, t, o); driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); driver->setMaterial(m_materials[2]); // Draw sunrise/sunset horizon glow texture (textures/base/pack/sunrisebg.png) { float mid1 = 0.25; float mid = wicked_time_of_day < 0.5 ? mid1 : (1.0 - mid1); float a_ = 1.0 - fabs(wicked_time_of_day - mid) * 35.0; float a = easeCurve(MYMAX(0, MYMIN(1, a_))); //std::cerr<<"a_="<<a_<<" a="<<a<<std::endl; video::SColor c(255, 255, 255, 255); float y = -(1.0 - a) * 0.22; vertices[0] = video::S3DVertex(-1, -0.05 + y, -1, 0, 0, 1, c, t, t); vertices[1] = video::S3DVertex( 1, -0.05 + y, -1, 0, 0, 1, c, o, t); vertices[2] = video::S3DVertex( 1, 0.2 + y, -1, 0, 0, 1, c, o, o); vertices[3] = video::S3DVertex(-1, 0.2 + y, -1, 0, 0, 1, c, t, o); for (u32 i = 0; i < 4; i++) { if (wicked_time_of_day < 0.5) // Switch from -Z (south) to +X (east) vertices[i].Pos.rotateXZBy(90); else // Switch from -Z (south) to -X (west) vertices[i].Pos.rotateXZBy(-90); } driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); } // Draw sun if (wicked_time_of_day > 0.15 && wicked_time_of_day < 0.85) { if (!m_sun_texture) { driver->setMaterial(m_materials[1]); float d = sunsize * 1.7; video::SColor c = suncolor; c.setAlpha(0.05 * 255); vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t); vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t); vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o); vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o); for (u32 i = 0; i < 4; i++) { // Switch from -Z (south) to +X (east) vertices[i].Pos.rotateXZBy(90); vertices[i].Pos.rotateXYBy(wicked_time_of_day * 360 - 90); } driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); d = sunsize * 1.2; c = suncolor; c.setAlpha(0.15 * 255); vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t); vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t); vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o); vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o); for (u32 i = 0; i < 4; i++) { // Switch from -Z (south) to +X (east) vertices[i].Pos.rotateXZBy(90); vertices[i].Pos.rotateXYBy(wicked_time_of_day * 360 - 90); } driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); d = sunsize; vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, suncolor, t, t); vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, suncolor, o, t); vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, suncolor, o, o); vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, suncolor, t, o); for (u32 i = 0; i < 4; i++) { // Switch from -Z (south) to +X (east) vertices[i].Pos.rotateXZBy(90); vertices[i].Pos.rotateXYBy(wicked_time_of_day * 360 - 90); } driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); d = sunsize * 0.7; vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, suncolor2, t, t); vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, suncolor2, o, t); vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, suncolor2, o, o); vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, suncolor2, t, o); for (u32 i = 0; i < 4; i++) { // Switch from -Z (south) to +X (east) vertices[i].Pos.rotateXZBy(90); vertices[i].Pos.rotateXYBy(wicked_time_of_day * 360 - 90); } driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); } else { driver->setMaterial(m_materials[3]); float d = sunsize * 1.7; video::SColor c; if (m_sun_tonemap) c = video::SColor (0, 0, 0, 0); else c = video::SColor (255, 255, 255, 255); vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t); vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t); vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o); vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o); for(u32 i = 0; i < 4; i++) { // Switch from -Z (south) to +X (east) vertices[i].Pos.rotateXZBy(90); vertices[i].Pos.rotateXYBy(wicked_time_of_day * 360 - 90); } driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); } } // Draw moon if (wicked_time_of_day < 0.3 || wicked_time_of_day > 0.7) { if (!m_moon_texture) { driver->setMaterial(m_materials[1]); float d = moonsize * 1.9; video::SColor c = mooncolor; c.setAlpha(0.05 * 255); vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t); vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t); vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o); vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o); for (u32 i = 0; i < 4; i++) { // Switch from -Z (south) to -X (west) vertices[i].Pos.rotateXZBy(-90); vertices[i].Pos.rotateXYBy(wicked_time_of_day * 360 - 90); } driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); d = moonsize * 1.3; c = mooncolor; c.setAlpha(0.15 * 255); vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t); vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t); vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o); vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o); for (u32 i = 0; i < 4; i++) { // Switch from -Z (south) to -X (west) vertices[i].Pos.rotateXZBy(-90); vertices[i].Pos.rotateXYBy(wicked_time_of_day * 360 - 90); } driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); d = moonsize; vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, mooncolor, t, t); vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, mooncolor, o, t); vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, mooncolor, o, o); vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, mooncolor, t, o); for (u32 i = 0; i < 4; i++) { // Switch from -Z (south) to -X (west) vertices[i].Pos.rotateXZBy(-90); vertices[i].Pos.rotateXYBy(wicked_time_of_day * 360 - 90); } driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); float d2 = moonsize * 0.6; vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, mooncolor2, t, t); vertices[1] = video::S3DVertex( d2,-d, -1, 0, 0, 1, mooncolor2, o, t); vertices[2] = video::S3DVertex( d2, d2, -1, 0, 0, 1, mooncolor2, o, o); vertices[3] = video::S3DVertex(-d, d2, -1, 0, 0, 1, mooncolor2, t, o); for (u32 i = 0; i < 4; i++) { // Switch from -Z (south) to -X (west) vertices[i].Pos.rotateXZBy(-90); vertices[i].Pos.rotateXYBy(wicked_time_of_day * 360 - 90); } driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); } else { driver->setMaterial(m_materials[4]); float d = moonsize * 1.9; video::SColor c; if (m_moon_tonemap) c = video::SColor (0, 0, 0, 0); else c = video::SColor (255, 255, 255, 255); vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t); vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t); vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o); vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o); for (u32 i = 0; i < 4; i++) { // Switch from -Z (south) to -X (west) vertices[i].Pos.rotateXZBy(-90); vertices[i].Pos.rotateXYBy(wicked_time_of_day * 360 - 90); } driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); } } // Draw stars driver->setMaterial(m_materials[1]); do { 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; video::SColor starcolor(255, f * 90, f * 90, f * 90); if (starcolor.getBlue() < m_skycolor.getBlue()) break; 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 p = m_stars[i]; core::CMatrix4<f32> a; a.buildRotateFromTo(v3f(0, 1, 0), v3f(d, 1 + d / 2, 0)); v3f p1 = p; a.rotateVect(p1); a.buildRotateFromTo(v3f(0, 1, 0), v3f(d, 1, d)); v3f p2 = p; a.rotateVect(p2); a.buildRotateFromTo(v3f(0, 1, 0), v3f(0, 1 - d / 2, d)); v3f p3 = p; 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); } while(0); // Draw far cloudy fog thing below east and west horizons for (u32 j = 0; j < 2; j++) { video::SColor c = cloudyfogcolor; vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 0, 1, c, t, t); vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 0, 1, c, o, t); vertices[2] = video::S3DVertex( 1, -0.02, -1, 0, 0, 1, c, o, o); vertices[3] = video::S3DVertex(-1, -0.02, -1, 0, 0, 1, c, t, o); for (u32 i = 0; i < 4; i++) { //if (wicked_time_of_day < 0.5) if (j == 0) // Switch from -Z (south) to +X (east) vertices[i].Pos.rotateXZBy(90); else // Switch from -Z (south) to -X (west) vertices[i].Pos.rotateXZBy(-90); } driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); } } } void Sky::update(float time_of_day, float time_brightness, float direct_brightness, bool sunlight_seen, CameraMode cam_mode, float yaw, float pitch) { // Stabilize initial brightness and color values by flooding updates if (m_first_update) { /*dstream<<"First update with time_of_day="<<time_of_day <<" time_brightness="<<time_brightness <<" direct_brightness="<<direct_brightness <<" sunlight_seen="<<sunlight_seen<<std::endl;*/ m_first_update = false; for (u32 i = 0; i < 100; i++) { update(time_of_day, time_brightness, direct_brightness, sunlight_seen, cam_mode, yaw, pitch); } return; } m_time_of_day = time_of_day; m_time_brightness = time_brightness; m_sunlight_seen = sunlight_seen; bool is_dawn = (time_brightness >= 0.20 && time_brightness < 0.35); /* Development colours video::SColorf bgcolor_bright_normal_f(170. / 255, 200. / 255, 230. / 255, 1.0); video::SColorf bgcolor_bright_dawn_f(0.666, 200. / 255 * 0.7, 230. / 255 * 0.5, 1.0); video::SColorf bgcolor_bright_dawn_f(0.666, 0.549, 0.220, 1.0); video::SColorf bgcolor_bright_dawn_f(0.666 * 1.2, 0.549 * 1.0, 0.220 * 1.0, 1.0); video::SColorf bgcolor_bright_dawn_f(0.666 * 1.2, 0.549 * 1.0, 0.220 * 1.2, 1.0); video::SColorf cloudcolor_bright_dawn_f(1.0, 0.591, 0.4); video::SColorf cloudcolor_bright_dawn_f(1.0, 0.65, 0.44); video::SColorf cloudcolor_bright_dawn_f(1.0, 0.7, 0.5); */ video::SColorf bgcolor_bright_normal_f = video::SColor(255, 155, 193, 240); video::SColorf bgcolor_bright_indoor_f = video::SColor(255, 100, 100, 100); video::SColorf bgcolor_bright_dawn_f = video::SColor(255, 186, 193, 240); video::SColorf bgcolor_bright_night_f = video::SColor(255, 64, 144, 255); video::SColorf skycolor_bright_normal_f = video::SColor(255, 140, 186, 250); video::SColorf skycolor_bright_dawn_f = video::SColor(255, 180, 186, 250); video::SColorf skycolor_bright_night_f = video::SColor(255, 0, 107, 255); // pure white: becomes "diffuse light component" for clouds video::SColorf cloudcolor_bright_normal_f = video::SColor(255, 255, 255, 255); // dawn-factoring version of pure white (note: R is above 1.0) video::SColorf cloudcolor_bright_dawn_f(255.0f/240.0f, 223.0f/240.0f, 191.0f/255.0f); float cloud_color_change_fraction = 0.95; if (sunlight_seen) { if (fabs(time_brightness - m_brightness) < 0.2) { m_brightness = m_brightness * 0.95 + time_brightness * 0.05; } else { m_brightness = m_brightness * 0.80 + time_brightness * 0.20; cloud_color_change_fraction = 0.0; } } else { if (direct_brightness < m_brightness) m_brightness = m_brightness * 0.95 + direct_brightness * 0.05; else m_brightness = m_brightness * 0.98 + direct_brightness * 0.02; } m_clouds_visible = true; float color_change_fraction = 0.98; if (sunlight_seen) { if (is_dawn) { // Dawn m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated( bgcolor_bright_dawn_f, color_change_fraction); m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated( skycolor_bright_dawn_f, color_change_fraction); m_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated( cloudcolor_bright_dawn_f, color_change_fraction); } else { if (time_brightness < 0.07) { // Night m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated( bgcolor_bright_night_f, color_change_fraction); m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated( skycolor_bright_night_f, color_change_fraction); } else { // Day m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated( bgcolor_bright_normal_f, color_change_fraction); m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated( skycolor_bright_normal_f, color_change_fraction); } m_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated( cloudcolor_bright_normal_f, color_change_fraction); } } else { m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated( bgcolor_bright_indoor_f, color_change_fraction); m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated( bgcolor_bright_indoor_f, color_change_fraction); m_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated( cloudcolor_bright_normal_f, color_change_fraction); m_clouds_visible = false; } video::SColor bgcolor_bright = m_bgcolor_bright_f.toSColor(); m_bgcolor = video::SColor( 255, bgcolor_bright.getRed() * m_brightness, bgcolor_bright.getGreen() * m_brightness, bgcolor_bright.getBlue() * m_brightness ); video::SColor skycolor_bright = m_skycolor_bright_f.toSColor(); m_skycolor = video::SColor( 255, skycolor_bright.getRed() * m_brightness, skycolor_bright.getGreen() * m_brightness, skycolor_bright.getBlue() * m_brightness ); // Horizon coloring based on sun and moon direction during sunset and sunrise video::SColor pointcolor = video::SColor(m_bgcolor.getAlpha(), 255, 255, 255); if (m_directional_colored_fog) { if (m_horizon_blend() != 0) { // Calculate hemisphere value from yaw, (inverted in third person front view) s8 dir_factor = 1; if (cam_mode > CAMERA_MODE_THIRD) dir_factor = -1; f32 pointcolor_blend = wrapDegrees_0_360(yaw * dir_factor + 90); if (pointcolor_blend > 180) pointcolor_blend = 360 - pointcolor_blend; pointcolor_blend /= 180; // Bound view angle to determine where transition starts and ends pointcolor_blend = rangelim(1 - pointcolor_blend * 1.375, 0, 1 / 1.375) * 1.375; // Combine the colors when looking up or down, otherwise turning looks weird pointcolor_blend += (0.5 - pointcolor_blend) * (1 - MYMIN((90 - std::fabs(pitch)) / 90 * 1.5, 1)); // Invert direction to match where the sun and moon are rising if (m_time_of_day > 0.5) pointcolor_blend = 1 - pointcolor_blend; // Horizon colors of sun and moon f32 pointcolor_light = rangelim(m_time_brightness * 3, 0.2, 1); video::SColorf pointcolor_sun_f(1, 1, 1, 1); if (m_sun_tonemap) { pointcolor_sun_f.r = pointcolor_light * (float)m_materials[3].EmissiveColor.getRed() / 255; pointcolor_sun_f.b = pointcolor_light * (float)m_materials[3].EmissiveColor.getBlue() / 255; pointcolor_sun_f.g = pointcolor_light * (float)m_materials[3].EmissiveColor.getGreen() / 255; } else { pointcolor_sun_f.r = pointcolor_light * 1; pointcolor_sun_f.b = pointcolor_light * (0.25 + (rangelim(m_time_brightness, 0.25, 0.75) - 0.25) * 2 * 0.75); pointcolor_sun_f.g = pointcolor_light * (pointcolor_sun_f.b * 0.375 + (rangelim(m_time_brightness, 0.05, 0.15) - 0.05) * 10 * 0.625); } video::SColorf pointcolor_moon_f(0.5 * pointcolor_light, 0.6 * pointcolor_light, 0.8 * pointcolor_light, 1); if (m_moon_tonemap) { pointcolor_moon_f.r = pointcolor_light * (float)m_materials[4].EmissiveColor.getRed() / 255; pointcolor_moon_f.b = pointcolor_light * (float)m_materials[4].EmissiveColor.getBlue() / 255; pointcolor_moon_f.g = pointcolor_light * (float)m_materials[4].EmissiveColor.getGreen() / 255; } video::SColor pointcolor_sun = pointcolor_sun_f.toSColor(); video::SColor pointcolor_moon = pointcolor_moon_f.toSColor(); // Calculate the blend color pointcolor = m_mix_scolor(pointcolor_moon, pointcolor_sun, pointcolor_blend); } m_bgcolor = m_mix_scolor(m_bgcolor, pointcolor, m_horizon_blend() * 0.5); m_skycolor = m_mix_scolor(m_skycolor, pointcolor, m_horizon_blend() * 0.25); } float cloud_direct_brightness = 0; if (sunlight_seen) { if (!m_directional_colored_fog) { cloud_direct_brightness = time_brightness; if (time_brightness >= 0.2 && time_brightness < 0.7) cloud_direct_brightness *= 1.3; } else { cloud_direct_brightness = MYMIN(m_horizon_blend() * 0.15 + m_time_brightness, 1); } } else { cloud_direct_brightness = direct_brightness; } m_cloud_brightness = m_cloud_brightness * cloud_color_change_fraction + cloud_direct_brightness * (1.0 - cloud_color_change_fraction); m_cloudcolor_f = video::SColorf( m_cloudcolor_bright_f.r * m_cloud_brightness, m_cloudcolor_bright_f.g * m_cloud_brightness, m_cloudcolor_bright_f.b * m_cloud_brightness, 1.0 ); if (m_directional_colored_fog) { m_cloudcolor_f = m_mix_scolorf(m_cloudcolor_f, video::SColorf(pointcolor), m_horizon_blend() * 0.25); } }