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path: root/src/script/cpp_api/s_inventory.cpp
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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 "cpp_api/s_inventory.h"
#include "cpp_api/s_internal.h"
#include "inventorymanager.h"
#include "lua_api/l_inventory.h"
#include "lua_api/l_item.h"
#include "log.h"

// Return number of accepted items to be moved
int ScriptApiDetached::detached_inventory_AllowMove(
		const std::string &name,
		const std::string &from_list, int from_index,
		const std::string &to_list, int to_index,
		int count, ServerActiveObject *player)
{
	SCRIPTAPI_PRECHECKHEADER

	// Push callback function on stack
	if (!getDetachedInventoryCallback(name, "allow_move"))
		return count;

	// function(inv, from_list, from_index, to_list, to_index, count, player)
	// inv
	InventoryLocation loc;
	loc.setDetached(name);
	InvRef::create(L, loc);
	lua_pushstring(L, from_list.c_str()); // from_list
	lua_pushinteger(L, from_index + 1);   // from_index
	lua_pushstring(L, to_list.c_str());   // to_list
	lua_pushinteger(L, to_index + 1);     // to_index
	lua_pushinteger(L, count);            // count
	objectrefGetOrCreate(L, player);      // player
	if (lua_pcall(L, 7, 1, m_errorhandler))
		scriptError();
	if(!lua_isnumber(L, -1))
		throw LuaError("allow_move should return a number. name=" + name);
	int ret = luaL_checkinteger(L, -1);
	lua_pop(L, 1); // Pop integer
	return ret;
}

// Return number of accepted items to be put
int ScriptApiDetached::detached_inventory_AllowPut(
		const std::string &name,
		const std::string &listname, int index, ItemStack &stack,
		ServerActiveObject *player)
{
	SCRIPTAPI_PRECHECKHEADER

	// Push callback function on stack
	if (!getDetachedInventoryCallback(name, "allow_put"))
		return stack.count; // All will be accepted

	// Call function(inv, listname, index, stack, player)
	InventoryLocation loc;
	loc.setDetached(name);
	InvRef::create(L, loc);              // inv
	lua_pushstring(L, listname.c_str()); // listname
	lua_pushinteger(L, index + 1);       // index
	LuaItemStack::create(L, stack);      // stack
	objectrefGetOrCreate(L, player);     // player
	if (lua_pcall(L, 5, 1, m_errorhandler))
		scriptError();
	if (!lua_isnumber(L, -1))
		throw LuaError("allow_put should return a number. name=" + name);
	int ret = luaL_checkinteger(L, -1);
	lua_pop(L, 1); // Pop integer
	return ret;
}

// Return number of accepted items to be taken
int ScriptApiDetached::detached_inventory_AllowTake(
		const std::string &name,
		const std::string &listname, int index, ItemStack &stack,
		ServerActiveObject *player)
{
	SCRIPTAPI_PRECHECKHEADER

	// Push callback function on stack
	if (!getDetachedInventoryCallback(name, "allow_take"))
		return stack.count; // All will be accepted

	// Call function(inv, listname, index, stack, player)
	InventoryLocation loc;
	loc.setDetached(name);
	InvRef::create(L, loc);              // inv
	lua_pushstring(L, listname.c_str()); // listname
	lua_pushinteger(L, index + 1);       // index
	LuaItemStack::create(L, stack);      // stack
	objectrefGetOrCreate(L, player);     // player
	if (lua_pcall(L, 5, 1, m_errorhandler))
		scriptError();
	if (!lua_isnumber(L, -1))
		throw LuaError("allow_take should return a number. name=" + name);
	int ret = luaL_checkinteger(L, -1);
	lua_pop(L, 1); // Pop integer
	return ret;
}

// Report moved items
void ScriptApiDetached::detached_inventory_OnMove(
		const std::string &name,
		const std::string &from_list, int from_index,
		const std::string &to_list, int to_index,
		int count, ServerActiveObject *player)
{
	SCRIPTAPI_PRECHECKHEADER

	// Push callback function on stack
	if (!getDetachedInventoryCallback(name, "on_move"))
		return;

	// function(inv, from_list, from_index, to_list, to_index, count, player)
	// inv
	InventoryLocation loc;
	loc.setDetached(name);
	InvRef::create(L, loc);
	lua_pushstring(L, from_list.c_str()); // from_list
	lua_pushinteger(L, from_index + 1);   // from_index
	lua_pushstring(L, to_list.c_str());   // to_list
	lua_pushinteger(L, to_index + 1);     // to_index
	lua_pushinteger(L, count);            // count
	objectrefGetOrCreate(L, player);      // player
	if (lua_pcall(L, 7, 0, m_errorhandler))
		scriptError();
}

// Report put items
void ScriptApiDetached::detached_inventory_OnPut(
		const std::string &name,
		const std::string &listname, int index, ItemStack &stack,
		ServerActiveObject *player)
{
	SCRIPTAPI_PRECHECKHEADER

	// Push callback function on stack
	if (!getDetachedInventoryCallback(name, "on_put"))
		return;

	// Call function(inv, listname, index, stack, player)
	// inv
	InventoryLocation loc;
	loc.setDetached(name);
	InvRef::create(L, loc);
	lua_pushstring(L, listname.c_str()); // listname
	lua_pushinteger(L, index + 1);       // index
	LuaItemStack::create(L, stack);      // stack
	objectrefGetOrCreate(L, player);     // player
	if (lua_pcall(L, 5, 0, m_errorhandler))
		scriptError();
}

// Report taken items
void ScriptApiDetached::detached_inventory_OnTake(
		const std::string &name,
		const std::string &listname, int index, ItemStack &stack,
		ServerActiveObject *player)
{
	SCRIPTAPI_PRECHECKHEADER

	// Push callback function on stack
	if (!getDetachedInventoryCallback(name, "on_take"))
		return;

	// Call function(inv, listname, index, stack, player)
	// inv
	InventoryLocation loc;
	loc.setDetached(name);
	InvRef::create(L, loc);
	lua_pushstring(L, listname.c_str()); // listname
	lua_pushinteger(L, index + 1);       // index
	LuaItemStack::create(L, stack);      // stack
	objectrefGetOrCreate(L, player);     // player
	if (lua_pcall(L, 5, 0, m_errorhandler))
		scriptError();
}

// Retrieves core.detached_inventories[name][callbackname]
// If that is nil or on error, return false and stack is unchanged
// If that is a function, returns true and pushes the
// function onto the stack
bool ScriptApiDetached::getDetachedInventoryCallback(
		const std::string &name, const char *callbackname)
{
	lua_State *L = getStack();

	lua_getglobal(L, "core");
	lua_getfield(L, -1, "detached_inventories");
	lua_remove(L, -2);
	luaL_checktype(L, -1, LUA_TTABLE);
	lua_getfield(L, -1, name.c_str());
	lua_remove(L, -2);
	// Should be a table
	if(lua_type(L, -1) != LUA_TTABLE)
	{
		errorstream<<"Detached inventory \""<<name<<"\" not defined"<<std::endl;
		lua_pop(L, 1);
		return false;
	}
	lua_getfield(L, -1, callbackname);
	lua_remove(L, -2);
	// Should be a function or nil
	if(lua_type(L, -1) == LUA_TFUNCTION)
	{
		return true;
	}
	else if(lua_isnil(L, -1))
	{
		lua_pop(L, 1);
		return false;
	}
	else
	{
		errorstream<<"Detached inventory \""<<name<<"\" callback \""
			<<callbackname<<"\" is not a function"<<std::endl;
		lua_pop(L, 1);
		return false;
	}
}
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); } 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);