aboutsummaryrefslogtreecommitdiff
path: root/src/client/minimap.cpp
Commit message (Expand)AuthorAge
* refacto: RenderingEngine is now better hiddenLoic Blot2021-05-03
* Enable cleanTransparent filter for mipmapping and improve its' algorithm (#11...sfan52021-04-20
* Minimap: Fix default label translationsSmallJoker2021-02-22
* Cleanup shader generation code (#10663)Vitaliy2020-12-19
* Decouple entity minimap markers from nametags replacing with show_on_minimap ...sfan52020-10-19
* Minimap as HUD element with API controlPierre-Yves Rollo2020-10-04
* Restore intended functionality to minimap markers (#8819)theviper1212019-08-19
* Move client-specific files to 'src/client' (#7902)Quentin Bazin2018-11-28
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. */ #pragma once inline u32 time_to_daynight_ratio(float time_of_day, bool smooth) { float t = time_of_day; if (t < 0.0f) t += ((int)(-t) / 24000) * 24000.0f; if (t >= 24000.0f) t -= ((int)(t) / 24000) * 24000.0f; if (t > 12000.0f) t = 24000.0f - t; const float values[9][2] = { {4250.0f + 125.0f, 175.0f}, {4500.0f + 125.0f, 175.0f}, {4750.0f + 125.0f, 250.0f}, {5000.0f + 125.0f, 350.0f}, {5250.0f + 125.0f, 500.0f}, {5500.0f + 125.0f, 675.0f}, {5750.0f + 125.0f, 875.0f}, {6000.0f + 125.0f, 1000.0f}, {6250.0f + 125.0f, 1000.0f}, }; if (!smooth) { float lastt = values[0][0]; for (u32 i = 1; i < 9; i++) { float t0 = values[i][0]; float switch_t = (t0 + lastt) / 2.0f; lastt = t0; if (switch_t <= t) continue; return values[i][1]; } return 1000; } if (t <= 4625.0f) // 4500 + 125 return values[0][1]; else if (t >= 6125.0f) // 6000 + 125 return 1000; for (u32 i = 0; i < 9; i++) { if (values[i][0] <= t) continue; float td0 = values[i][0] - values[i - 1][0]; float f = (t - values[i - 1][0]) / td0; return f * values[i][1] + (1.0f - f) * values[i - 1][1]; } return 1000; }