1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
|
/*
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 <array>
#include "camera.h"
#include "irrlichttypes_extrabloated.h"
#pragma once
#define SKY_MATERIAL_COUNT 5
#define SKY_STAR_COUNT 1000
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;
void draw_sun(video::IVideoDriver *driver, float sunsize, const video::SColor &suncolor,
const video::SColor &suncolor2, float wicked_time_of_day);
void draw_moon(video::IVideoDriver *driver, float moonsize, const video::SColor &mooncolor,
const video::SColor &mooncolor2, float wicked_time_of_day);
void draw_sky_body(std::array<video::S3DVertex, 4> &vertices,
float pos_1, float pos_2, const video::SColor &c);
void place_sky_body(
std::array<video::S3DVertex, 4> &vertices, float horizon_position,
float day_position);
};
|