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* Modernize source code: last part (#6285)Loïc Blot2017-08-20
| | | | | | | | | | | * Modernize source code: last par * Use empty when needed * Use emplace_back instead of push_back when needed * For range-based loops * Initializers fixes * constructors, destructors default * c++ C stl includes
* Code modernization: src/p*, src/q*, src/r*, src/s* (partial) (#6282)Loïc Blot2017-08-19
| | | | | | | | | | | * Code modernization: src/p*, src/q*, src/r*, src/s* (partial) * empty function * default constructor/destructor * for range-based loops * use emplace_back instead of push_back * C++ STL header style * Spelling: vertice -> vertex
* Fog effect when camera is inside cloudBen Deutsch2017-07-05
| | | | | | | | | | | | | | | | | | Fixes issue #3576 * Clouds now take camera position as 3D, not 2D * Cloud grid filling extracted to gridFilled method * Clouds detect whether camera is inside cloud * Camera in cloud changes fog by overriding sky colors with cloud color * Sun, moon and stars can be temporarily disabled with setBodiesVisible * Disabling fog also disables all "inside cloud" behaviors
* Isolate irrlicht references and use a singleton (#6041)Loïc Blot2017-06-26
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Add Device3D class which will contain IrrlichtDevice interface move getSupportedVideoDrivers to Device3D Add Device3D singleton & use it in various places Rename Device3D to Rendering engine & add helper functions to various device pointers More singleton work RenderingEngine owns draw_load_screen move draw functions to RenderingEngine Reduce IrrlichtDevice exposure and guienvironment RenderingEngine: Expose get_timer_time() to remove device from guiEngine Make irrlichtdevice & scene manager less exposed * Code style fixes * Move porting::getVideoDriverName, getVideoDriverFriendlyName, getDisplayDensity, getDisplaySize to RenderingEngine Fix XORG_USED macro -> RenderingEngine + create_engine_device from RenderingEngine constructor directly * enum paralax => enum parallax
* Cpp11 initializers: last src root changeset (#6022)Loïc Blot2017-06-21
| | | | | | * Cpp11 initializers: last src root changeset Finish to migrate all src root folder files to C++11 constructor initializers
* Directional coloured fog: Fix order of SColor componentsparamat2017-05-04
| | | | | 'video::SColor pointcolor' was initialised with order RGBA instead of ARGB. No change in behaviour as 'm_bgcolor' has alpha 255.
* Set sky API: Add bool for clouds in front of custom skyboxparamat2017-05-02
| | | | | | | Default true. Add 'm_clouds_enabled' bool to sky.h, set from new bool in 'set sky' API. Make 'getCloudsVisible()' depend on 'm_clouds_enabled' instead of 'm_visible' (whether normal sky is visible).
* Add clouds APIBen Deutsch2017-04-30
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* Sky: Draw bottom of the sky box in 'cloudy fog color'Lars Hofhansl2016-11-08
| | | | | | To be identical to the lower half of the skybox sides. Now needed as the skybox base is often seen due to increasingly vertical mapgens.
* Sky.cpp: Improve code style. Define sky colours as SColorparamat2016-06-11
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* Sky: Darker, bluer sky and improved horizon haze at nightparamat2016-06-09
| | | | | | | | | Add new colours 'skycolour_bright_night', 'bgcolour_bright_night' and enable these between sunset end and sunrise start Night sky has same hue as day sky but is darker and more saturated Night horizon haze (bgcolour) is slightly less saturated and slightly brighter than night sky, to be consistent with daytime horizon haze
* Sky: Fix sunrisebg texture motion (#4199)Paramat2016-06-08
| | | Top of texture no longer shows above horizon during night and day
* v2d & aabbox3d<f32> & sky cleanupsnerzhul2016-02-11
| | | | | * Sky: rename Box => m_box and inline getBoundingBox * Uniformize aabbox3d<f32> to aabb3f
* Move globals from main.cpp to more sane locationsCraig Robbins2015-04-01
| | | | | | | | | | | | Move debug streams to log.cpp|h Move GUI-related globals to clientlauncher Move g_settings and g_settings_path to settings.cpp|h Move g_menuclouds to clouds.cpp|h Move g_profiler to profiler.cpp|h
* Move texture_min_size even further down the pipe. Now, textures are ↵Aaron Suen2015-03-31
| | | | JIT-upscaled using an image transformation, right at the time they're added to a mesh or particle; images used in 2D elements are left unscaled. This should fix any remaining issues with HUD elements.
* Replace std::list to std::vector into tile.cpp (m_texture_trash) and move ↵Loic Blot2015-03-05
| | | | tile.hpp to src/client/
* Fix use of uninit data in Sky and (potentially) GUIChatConsole constructorsKahrl2015-01-18
| | | | | | | | Clean up nearby code a bit As a small side effect, it is now possible to add a background texture to the chat console by simply providing background_chat.jpg, it is no longer necessary to also add "console_color =" to minetest.conf.
* Make directional fog colors respect tonemapMirceaKitsune2014-12-08
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* Various uninitialised variable fixesCraig Robbins2014-10-19
| | | | | | sky.cpp: m_bgcolor.getAlpha() was being used before initialised mesh related: m_highlight_mesh_color was being used uninitialised
* Add support for interlaced polarized 3d screenssapier2014-05-18
| | | | Add (experimental) support for topbottom as well as sidebyside 3d mode
* Fix directional fog color in front viewBlockMen2014-04-25
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* Textureable sun and moon.RealBadAngel2014-04-21
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* Add player:set_sky() with simple skybox supportPerttu Ahola2014-02-01
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* Reduce cloud coloring for colored fog and cloud modesapier2013-12-16
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* Add setting to disable direction dependent fog and sky colorssapier2013-12-15
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* Directional fog + horizon colors, based on sun & moon positions at sunrise / ↵MirceaKitsune2013-12-15
| | | | sunset
* Lessen the sky color glitch when quickly turning to look up after looking at ↵Perttu Ahola2013-08-03
| | | | ground that contains caves
* Properly and efficiently use split utility headersPerttu Ahola2012-06-17
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* Tune skyboxPerttu Ahola2012-03-27
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* Fix and tune starsPerttu Ahola2012-03-18
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* Dynamic sky, fog and cloud colors; sun and moonPerttu Ahola2012-03-18