aboutsummaryrefslogtreecommitdiff
path: root/src/sky.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/sky.cpp')
-rw-r--r--src/sky.cpp30
1 files changed, 15 insertions, 15 deletions
diff --git a/src/sky.cpp b/src/sky.cpp
index be7798407..17d8d46ce 100644
--- a/src/sky.cpp
+++ b/src/sky.cpp
@@ -13,7 +13,7 @@
#include "camera.h" // CameraModes
//! constructor
-Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id, LocalPlayer* player):
+Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id):
scene::ISceneNode(parent, mgr, id),
m_visible(true),
m_fallback_bg_color(255,255,255,255),
@@ -22,8 +22,7 @@ Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id, LocalPlay
m_cloud_brightness(0.5),
m_bgcolor_bright_f(1,1,1,1),
m_skycolor_bright_f(1,1,1,1),
- m_cloudcolor_bright_f(1,1,1,1),
- m_player(player)
+ m_cloudcolor_bright_f(1,1,1,1)
{
setAutomaticCulling(scene::EAC_OFF);
Box.MaxEdge.set(0,0,0);
@@ -66,14 +65,14 @@ Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id, LocalPlay
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;
+ 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;
+ m_materials[4].Lighting = true;
}
for(u32 i=0; i<SKY_STAR_COUNT; i++){
@@ -161,20 +160,20 @@ void Sky::render()
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;
+ 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_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_moon_tonemap->unlock();
m_materials[4].EmissiveColor = texel_color;
}
@@ -263,7 +262,7 @@ void Sky::render()
}
// Draw sun
- if(wicked_time_of_day > 0.15 && wicked_time_of_day < 0.85){
+ 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;
@@ -411,7 +410,7 @@ void Sky::render()
vertices[i].Pos.rotateXZBy(-90);
vertices[i].Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
}
- driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
+ driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
}
}
@@ -485,7 +484,8 @@ void Sky::render()
}
void Sky::update(float time_of_day, float time_brightness,
- float direct_brightness, bool sunlight_seen)
+ 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){
@@ -496,7 +496,7 @@ void Sky::update(float time_of_day, float time_brightness,
m_first_update = false;
for(u32 i=0; i<100; i++){
update(time_of_day, time_brightness, direct_brightness,
- sunlight_seen);
+ sunlight_seen, cam_mode, yaw, pitch);
}
return;
}
@@ -580,16 +580,16 @@ void Sky::update(float time_of_day, float time_brightness,
{
// calculate hemisphere value from yaw, (inverted in third person front view)
s8 dir_factor = 1;
- if (m_player->camera_mode > CAMERA_MODE_THIRD)
+ if (cam_mode > CAMERA_MODE_THIRD)
dir_factor = -1;
- f32 pointcolor_blend = wrapDegrees_0_360(m_player->getYaw()*dir_factor + 90);
+ 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::abs(m_player->getPitch())) / 90 * 1.5, 1));
+ pointcolor_blend += (0.5 - pointcolor_blend) * (1 - MYMIN((90 - std::abs(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;