diff options
-rw-r--r-- | minetest.conf.example | 19 | ||||
-rw-r--r-- | src/defaultsettings.cpp | 3 | ||||
-rw-r--r-- | src/sky.cpp | 80 | ||||
-rw-r--r-- | src/sky.h | 1 |
4 files changed, 62 insertions, 41 deletions
diff --git a/minetest.conf.example b/minetest.conf.example index b7f4b24a7..fbbec2301 100644 --- a/minetest.conf.example +++ b/minetest.conf.example @@ -22,16 +22,15 @@ # Client and server # - # Name of player; on a server this is the main admin -#name = +#name = # # Client stuff # # Port to connect to (UDP) -#remote_port = +#remote_port = # Key mappings # See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3 #keymap_forward = KEY_KEY_W @@ -83,7 +82,7 @@ #vsync = false #fov = 72 # Address to connect to (#blank = start local server) -#address = +#address = # Enable random user input, for testing #random_input = false # Timeout for client to remove unused map data from memory @@ -116,7 +115,7 @@ # disable for speed or for different looks. #smooth_lighting = true # Path to texture directory. All textures are first searched from here. -#texture_path = +#texture_path = # Video back-end. # Possible values: null, software, burningsvideo, direct3d8, direct3d9, opengl #video_driver = opengl @@ -190,6 +189,8 @@ # The time in seconds it takes between repeated # right clicks when holding the right mouse button #repeat_rightclick_time = 0.25 +# Make fog and sky colors depend on daytime (dawn/sunset) and view direction +#directional_colored_fog = true # Default timeout for cURL, in milliseconds # Only has an effect if compiled with cURL @@ -228,7 +229,7 @@ # Server stuff # # Network port to listen (UDP) -#port = +#port = # Name of server #server_name = Minetest server # Description of server @@ -262,7 +263,7 @@ # Gives some stuff to players at the beginning #give_initial_stuff = false # New users need to input this password -#default_password = +#default_password = # Available privileges: interact, shout, teleport, settime, privs, ... # See /privs in game for a full list on your server and mod configuration. #default_privs = interact, shout @@ -278,7 +279,7 @@ #disable_anticheat = false # If true, actions are recorded for rollback #enable_rollback_recording = false -# If true, blocks are cached (and generated if not before) before a player is spawned. +# If true, blocks are cached (and generated if not before) before a player is spawned. #cache_block_before_spawn = true # Defines the maximum height a player can spawn in a map, above water level #max_spawn_height = 50 @@ -342,7 +343,7 @@ #emergequeue_limit_diskonly = # Maximum number of blocks to be queued that are to be generated. # Leave blank for an appropriate amount to be chosen automatically. -#emergequeue_limit_generate = +#emergequeue_limit_generate = # Number of emerge threads to use. Make this field blank, or increase this number, to use multiple threads. # On multiprocessor systems, this will improve mapgen speed greatly, at the cost of slightly buggy caves. #num_emerge_threads = 1 diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp index e93c1d4c8..5a1dabebf 100644 --- a/src/defaultsettings.cpp +++ b/src/defaultsettings.cpp @@ -59,6 +59,7 @@ void set_default_settings(Settings *settings) settings->setDefault("aux1_descends", "false"); settings->setDefault("doubletap_jump", "false"); settings->setDefault("always_fly_fast", "true"); + settings->setDefault("directional_colored_fog", "true"); // Some (temporary) keys for debugging settings->setDefault("keymap_print_debug_stacks", "KEY_KEY_P"); @@ -268,7 +269,7 @@ void set_default_settings(Settings *settings) settings->setDefault("mgv7_np_terrain_alt", "4, 25, (600, 600, 600), 5934, 5, 0.6"); settings->setDefault("mgv7_np_terrain_persist", "0.6, 0.1, (500, 500, 500), 539, 3, 0.6"); settings->setDefault("mgv7_np_height_select", "-0.5, 1, (250, 250, 250), 4213, 5, 0.69"); - settings->setDefault("mgv7_np_filler_depth", "0, 1.2, (150, 150, 150), 261, 4, 0.7"); + settings->setDefault("mgv7_np_filler_depth", "0, 1.2, (150, 150, 150), 261, 4, 0.7"); settings->setDefault("mgv7_np_mount_height", "100, 30, (500, 500, 500), 72449, 4, 0.6"); settings->setDefault("mgv7_np_ridge_uwater", "0, 1, (500, 500, 500), 85039, 4, 0.6"); settings->setDefault("mgv7_np_mountain", "0, 1, (250, 350, 250), 5333, 5, 0.68"); diff --git a/src/sky.cpp b/src/sky.cpp index a9fb90122..efc3cc3c7 100644 --- a/src/sky.cpp +++ b/src/sky.cpp @@ -9,6 +9,7 @@ #include "profiler.h" #include "util/numeric.h" // MYMIN #include <cmath> +#include "settings.h" //! constructor Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id, LocalPlayer* player): @@ -56,6 +57,8 @@ Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id, LocalPlay ); m_stars[i].normalize(); } + + m_directional_colored_fog = g_settings->getBool("directional_colored_fog"); } void Sky::OnRegisterSceneNode() @@ -482,32 +485,34 @@ void Sky::update(float time_of_day, float time_brightness, // Horizon coloring based on sun and moon direction during sunset and sunrise video::SColor pointcolor = video::SColor(255, 255, 255, m_bgcolor.getAlpha()); - if (m_horizon_blend() != 0) - { - // calculate hemisphere value from yaw - f32 pointcolor_blend = wrapDegrees_0_360(m_player->getYaw() + 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::abs(m_player->getPitch())) / 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); - 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); - 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); + if (m_directional_colored_fog) { + if (m_horizon_blend() != 0) + { + // calculate hemisphere value from yaw + f32 pointcolor_blend = wrapDegrees_0_360(m_player->getYaw() + 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::abs(m_player->getPitch())) / 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); + 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); + 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); + } } video::SColor bgcolor_bright = m_bgcolor_bright_f.toSColor(); @@ -516,7 +521,9 @@ void Sky::update(float time_of_day, float time_brightness, bgcolor_bright.getRed() * m_brightness, bgcolor_bright.getGreen() * m_brightness, bgcolor_bright.getBlue() * m_brightness); - m_bgcolor = m_mix_scolor(m_bgcolor, pointcolor, m_horizon_blend() * 0.5); + if (m_directional_colored_fog) { + m_bgcolor = m_mix_scolor(m_bgcolor, pointcolor, m_horizon_blend() * 0.5); + } video::SColor skycolor_bright = m_skycolor_bright_f.toSColor(); m_skycolor = video::SColor( @@ -524,11 +531,20 @@ void Sky::update(float time_of_day, float time_brightness, skycolor_bright.getRed() * m_brightness, skycolor_bright.getGreen() * m_brightness, skycolor_bright.getBlue() * m_brightness); - m_skycolor = m_mix_scolor(m_skycolor, pointcolor, m_horizon_blend() * 0.25); + if (m_directional_colored_fog) { + m_skycolor = m_mix_scolor(m_skycolor, pointcolor, m_horizon_blend() * 0.25); + } float cloud_direct_brightness = 0; - if(sunlight_seen){ - cloud_direct_brightness = MYMIN(m_horizon_blend() * 0.15 + m_time_brightness, 1); + 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; } @@ -539,7 +555,9 @@ void Sky::update(float time_of_day, float time_brightness, m_cloudcolor_bright_f.g * m_cloud_brightness, m_cloudcolor_bright_f.b * m_cloud_brightness, 1.0); - m_cloudcolor_f = m_mix_scolorf(m_cloudcolor_f, video::SColorf(pointcolor), m_horizon_blend() * 0.75); + if (m_directional_colored_fog) { + m_cloudcolor_f = m_mix_scolorf(m_cloudcolor_f, video::SColorf(pointcolor), m_horizon_blend() * 0.75); + } } @@ -105,6 +105,7 @@ private: float m_brightness; float m_cloud_brightness; bool m_clouds_visible; + bool m_directional_colored_fog; video::SColorf m_bgcolor_bright_f; video::SColorf m_skycolor_bright_f; video::SColorf m_cloudcolor_bright_f; |