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author | Methacrylon <mathieu.vander.p@gmail.com> | 2019-07-30 20:25:47 +0200 |
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committer | SmallJoker <SmallJoker@users.noreply.github.com> | 2019-07-30 20:25:47 +0200 |
commit | cdc7eb2d4c097ec6de18acbe509c42be5b1659ee (patch) | |
tree | ddf859afd1e17068ce70c1bafec555dda95998a7 | |
parent | b8aaef704d3e29c43edc3312a3c5e25516d9c864 (diff) | |
download | minetest-cdc7eb2d4c097ec6de18acbe509c42be5b1659ee.tar.gz minetest-cdc7eb2d4c097ec6de18acbe509c42be5b1659ee.tar.bz2 minetest-cdc7eb2d4c097ec6de18acbe509c42be5b1659ee.zip |
Sky: Refactor of moon and sun drawing (#8683)
Split sun and moon render parts from the main render function.
-rw-r--r-- | src/client/sky.cpp | 281 | ||||
-rw-r--r-- | src/client/sky.h | 10 |
2 files changed, 142 insertions, 149 deletions
diff --git a/src/client/sky.cpp b/src/client/sky.cpp index ff968444d..9d0957450 100644 --- a/src/client/sky.cpp +++ b/src/client/sky.cpp @@ -118,8 +118,8 @@ void Sky::render() if (!m_visible) return; - video::IVideoDriver* driver = SceneManager->getVideoDriver(); - scene::ICameraSceneNode* camera = SceneManager->getActiveCamera(); + video::IVideoDriver *driver = SceneManager->getVideoDriver(); + scene::ICameraSceneNode *camera = SceneManager->getActiveCamera(); if (!camera || !driver) return; @@ -337,7 +337,7 @@ void Sky::render() indices, SKY_STAR_COUNT, video::EVT_STANDARD, scene::EPT_QUADS, video::EIT_16BIT); #endif - } while(false); + } while (false); // Draw sunrise/sunset horizon glow texture (textures/base/pack/sunrisebg.png) { @@ -366,154 +366,12 @@ void Sky::render() // 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 (video::S3DVertex &vertex : vertices) { - // Switch from -Z (south) to +X (east) - vertex.Pos.rotateXZBy(90); - vertex.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 (video::S3DVertex &vertex : vertices) { - // Switch from -Z (south) to +X (east) - vertex.Pos.rotateXZBy(90); - vertex.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 (video::S3DVertex &vertex : vertices) { - // Switch from -Z (south) to +X (east) - vertex.Pos.rotateXZBy(90); - vertex.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 (video::S3DVertex &vertex : vertices) { - // Switch from -Z (south) to +X (east) - vertex.Pos.rotateXZBy(90); - vertex.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 (video::S3DVertex &vertex : vertices) { - // Switch from -Z (south) to +X (east) - vertex.Pos.rotateXZBy(90); - vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90); - } - driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); - } + draw_sun(driver, sunsize, suncolor, suncolor2, wicked_time_of_day); } // 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 (video::S3DVertex &vertex : vertices) { - // Switch from -Z (south) to -X (west) - vertex.Pos.rotateXZBy(-90); - vertex.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 (video::S3DVertex &vertex : vertices) { - // Switch from -Z (south) to -X (west) - vertex.Pos.rotateXZBy(-90); - vertex.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 (video::S3DVertex &vertex : vertices) { - // Switch from -Z (south) to -X (west) - vertex.Pos.rotateXZBy(-90); - vertex.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 (video::S3DVertex &vertex : vertices) { - // Switch from -Z (south) to -X (west) - vertex.Pos.rotateXZBy(-90); - vertex.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 (video::S3DVertex &vertex : vertices) { - // Switch from -Z (south) to -X (west) - vertex.Pos.rotateXZBy(-90); - vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90); - } - driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); - } + draw_moon(driver, moonsize, mooncolor, mooncolor2, wicked_time_of_day); } // Draw far cloudy fog thing below all horizons in front of sun, moon @@ -555,8 +413,8 @@ void Sky::render() void Sky::update(float time_of_day, float time_brightness, - float direct_brightness, bool sunlight_seen, - CameraMode cam_mode, float yaw, float pitch) + 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) { @@ -766,3 +624,128 @@ void Sky::update(float time_of_day, float time_brightness, video::SColorf(pointcolor), m_horizon_blend() * 0.25); } } + +void Sky::draw_sun(video::IVideoDriver *driver, float sunsize, const video::SColor &suncolor, + const video::SColor &suncolor2, float wicked_time_of_day) + /* Draw sun in the sky. + * driver: Video driver object used to draw + * sunsize: the default size of the sun + * suncolor: main sun color + * suncolor2: second sun color + * wicked_time_of_day: current time of day, to know where should be the sun in the sky + */ +{ + static const u16 indices[4] = {0, 1, 2, 3}; + std::array<video::S3DVertex, 4> vertices; + if (!m_sun_texture) { + driver->setMaterial(m_materials[1]); + const float sunsizes[4] = {sunsize * 1.7f, sunsize * 1.2f, sunsize, sunsize * 0.7f}; + video::SColor c1 = suncolor; + video::SColor c2 = suncolor; + c1.setAlpha(0.05 * 255); + c2.setAlpha(0.15 * 255); + const video::SColor colors[4] = {c1, c2, suncolor, suncolor2}; + for (int i = 0; i < 4; i++) { + draw_sky_body(vertices, -sunsizes[i], sunsizes[i], colors[i]); + place_sky_body(vertices, 90, 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); + draw_sky_body(vertices, -d, d, c); + place_sky_body(vertices, 90, wicked_time_of_day * 360 - 90); + driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); + } +} + + +void Sky::draw_moon(video::IVideoDriver *driver, float moonsize, const video::SColor &mooncolor, + const video::SColor &mooncolor2, float wicked_time_of_day) + /* + * Draw moon in the sky. + * driver: Video driver object used to draw + * moonsize: the default size of the moon + * mooncolor: main moon color + * mooncolor2: second moon color + * wicked_time_of_day: current time of day, to know where should be the moon in the sky + */ +{ + static const u16 indices[4] = {0, 1, 2, 3}; + std::array<video::S3DVertex, 4> vertices; + if (!m_moon_texture) { + driver->setMaterial(m_materials[1]); + const float moonsizes_1[4] = { + -moonsize * 1.9f, + -moonsize * 1.3f, + -moonsize, + -moonsize + }; + const float moonsizes_2[4] = { + moonsize * 1.9f, + moonsize * 1.3f, + moonsize, + moonsize * 0.6f + }; + video::SColor c1 = mooncolor; + video::SColor c2 = mooncolor; + c1.setAlpha(0.05 * 255); + c2.setAlpha(0.15 * 255); + const video::SColor colors[4] = {c1, c2, mooncolor, mooncolor2}; + for (int i = 0; i < 4; i++) { + draw_sky_body(vertices, moonsizes_1[i], moonsizes_2[i], colors[i]); + place_sky_body(vertices, -90, 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); + draw_sky_body(vertices, -d, d, c); + place_sky_body(vertices, -90, wicked_time_of_day * 360 - 90); + driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); + } +} + + +void Sky::draw_sky_body(std::array<video::S3DVertex, 4> &vertices, float pos_1, float pos_2, const video::SColor &c) +{ + /* + * Create an array of vertices with the dimensions specified. + * pos_1, pos_2: position of the body's vertices + * c: color of the body + */ + + const f32 t = 1.0f; + const f32 o = 0.0f; + vertices[0] = video::S3DVertex(pos_1, pos_1, -1, 0, 0, 1, c, t, t); + vertices[1] = video::S3DVertex(pos_2, pos_1, -1, 0, 0, 1, c, o, t); + vertices[2] = video::S3DVertex(pos_2, pos_2, -1, 0, 0, 1, c, o, o); + vertices[3] = video::S3DVertex(pos_1, pos_2, -1, 0, 0, 1, c, t, o); +} + + +void Sky::place_sky_body( + std::array<video::S3DVertex, 4> &vertices, float horizon_position, float day_position) + /* + * Place body in the sky. + * vertices: The body as a rectangle of 4 vertices + * horizon_position: turn the body around the Y axis + * day_position: turn the body around the Z axis, to place it depending of the time of the day + */ +{ + for (video::S3DVertex &vertex : vertices) { + // Body is directed to -Z (south) by default + vertex.Pos.rotateXZBy(horizon_position); + vertex.Pos.rotateXYBy(day_position); + } +} diff --git a/src/client/sky.h b/src/client/sky.h index b66a4990f..9cff20e08 100644 --- a/src/client/sky.h +++ b/src/client/sky.h @@ -18,6 +18,7 @@ with this program; if not, write to the Free Software Foundation, Inc., */ #include <ISceneNode.h> +#include <array> #include "camera.h" #include "irrlichttypes_extrabloated.h" @@ -145,4 +146,13 @@ private: 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); }; |