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path: root/src/nodetimer.cpp
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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the 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.
*/

#include "nodetimer.h"
#include "log.h"
#include "serialization.h"
#include "util/serialize.h"
#include "constants.h" // MAP_BLOCKSIZE

/*
	NodeTimer
*/

void NodeTimer::serialize(std::ostream &os) const
{
	writeF1000(os, timeout);
	writeF1000(os, elapsed);
}

void NodeTimer::deSerialize(std::istream &is)
{
	timeout = readF1000(is);
	elapsed = readF1000(is);
}

/*
	NodeTimerList
*/

void NodeTimerList::serialize(std::ostream &os, u8 map_format_version) const
{
	if (map_format_version == 24) {
		// Version 0 is a placeholder for "nothing to see here; go away."
		if (m_timers.empty()) {
			writeU8(os, 0); // version
			return;
		}
		writeU8(os, 1); // version
		writeU16(os, m_timers.size());
	}

	if (map_format_version >= 25) {
		writeU8(os, 2 + 4 + 4); // length of the data for a single timer
		writeU16(os, m_timers.size());
	}

	for (const auto &timer : m_timers) {
		NodeTimer t = timer.second;
		NodeTimer nt = NodeTimer(t.timeout,
			t.timeout - (f32)(timer.first - m_time), t.position);
		v3s16 p = t.position;

		u16 p16 = p.Z * MAP_BLOCKSIZE * MAP_BLOCKSIZE + p.Y * MAP_BLOCKSIZE + p.X;
		writeU16(os, p16);
		nt.serialize(os);
	}
}

void NodeTimerList::deSerialize(std::istream &is, u8 map_format_version)
{
	clear();

	if (map_format_version == 24) {
		u8 timer_version = readU8(is);
		if(timer_version == 0)
			return;
		if(timer_version != 1)
			throw SerializationError("unsupported NodeTimerList version");
	}

	if (map_format_version >= 25) {
		u8 timer_data_len = readU8(is);
		if(timer_data_len != 2+4+4)
			throw SerializationError("unsupported NodeTimer data length");
	}

	u16 count = readU16(is);

	for (u16 i = 0; i < count; i++) {
		u16 p16 = readU16(is);

		v3s16 p;
		p.Z = p16 / MAP_BLOCKSIZE / MAP_BLOCKSIZE;
		p16 &= MAP_BLOCKSIZE * MAP_BLOCKSIZE - 1;
		p.Y = p16 / MAP_BLOCKSIZE;
		p16 &= MAP_BLOCKSIZE - 1;
		p.X = p16;

		NodeTimer t(p);
		t.deSerialize(is);

		if (t.timeout <= 0) {
			warningstream<<"NodeTimerList::deSerialize(): "
					<<"invalid data at position"
					<<"("<<p.X<<","<<p.Y<<","<<p.Z<<"): Ignoring."
					<<std::endl;
			continue;
		}

		if (m_iterators.find(p) != m_iterators.end()) {
			warningstream<<"NodeTimerList::deSerialize(): "
					<<"already set data at position"
					<<"("<<p.X<<","<<p.Y<<","<<p.Z<<"): Ignoring."
					<<std::endl;
			continue;
		}

		insert(t);
	}
}

std::vector<NodeTimer> NodeTimerList::step(float dtime)
{
	std::vector<NodeTimer> elapsed_timers;
	m_time += dtime;
	if (m_next_trigger_time == -1. || m_time < m_next_trigger_time) {
		return elapsed_timers;
	}
	std::multimap<double, NodeTimer>::iterator i = m_timers.begin();
	// Process timers
	for (; i != m_timers.end() && i->first <= m_time; ++i) {
		NodeTimer t = i->second;
		t.elapsed = t.timeout + (f32)(m_time - i->first);
		elapsed_timers.push_back(t);
		m_iterators.erase(t.position);
	}
	// Delete elapsed timers
	m_timers.erase(m_timers.begin(), i);
	if (m_timers.empty())
		m_next_trigger_time = -1.;
	else
		m_next_trigger_time = m_timers.begin()->first;
	return elapsed_timers;
}
#n670'>670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693
#include "sky.h"
#include "IVideoDriver.h"
#include "ISceneManager.h"
#include "ICameraSceneNode.h"
#include "S3DVertex.h"
#include "client/tile.h"
#include "noise.h"  // easeCurve
#include "profiler.h"
#include "util/numeric.h"
#include <cmath>
#include "client/renderingengine.h"
#include "settings.h"
#include "camera.h"  // CameraModes


Sky::Sky(s32 id, ITextureSource *tsrc):
		scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
			RenderingEngine::get_scene_manager(), id)
{
	setAutomaticCulling(scene::EAC_OFF);
	m_box.MaxEdge.set(0, 0, 0);
	m_box.MinEdge.set(0, 0, 0);

	// Create material

	video::SMaterial mat;
	mat.Lighting = false;
	mat.ZBuffer = video::ECFN_NEVER;
	mat.ZWriteEnable = false;
	mat.AntiAliasing = 0;
	mat.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
	mat.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
	mat.BackfaceCulling = false;

	m_materials[0] = mat;

	m_materials[1] = mat;
	//m_materials[1].MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
	m_materials[1].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;

	m_materials[2] = mat;
	m_materials[2].setTexture(0, tsrc->getTextureForMesh("sunrisebg.png"));
	m_materials[2].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
	//m_materials[2].MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;

	m_sun_texture = tsrc->isKnownSourceImage("sun.png") ?
		tsrc->getTextureForMesh("sun.png") : NULL;
	m_moon_texture = tsrc->isKnownSourceImage("moon.png") ?
		tsrc->getTextureForMesh("moon.png") : NULL;
	m_sun_tonemap = tsrc->isKnownSourceImage("sun_tonemap.png") ?
		tsrc->getTexture("sun_tonemap.png") : NULL;
	m_moon_tonemap = tsrc->isKnownSourceImage("moon_tonemap.png") ?
		tsrc->getTexture("moon_tonemap.png") : NULL;

	if (m_sun_texture) {
		m_materials[3] = mat;
		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;
	}

	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;
	}

	for (v3f &star : m_stars) {
		star = v3f(
			myrand_range(-10000, 10000),
			myrand_range(-10000, 10000),
			myrand_range(-10000, 10000)
		);
		star.normalize();
	}

	m_directional_colored_fog = g_settings->getBool("directional_colored_fog");
}


void Sky::OnRegisterSceneNode()
{
	if (IsVisible)
		SceneManager->registerNodeForRendering(this, scene::ESNRP_SKY_BOX);

	scene::ISceneNode::OnRegisterSceneNode();
}


void Sky::render()
{
	if (!m_visible)
		return;

	video::IVideoDriver* driver = SceneManager->getVideoDriver();
	scene::ICameraSceneNode* camera = SceneManager->getActiveCamera();

	if (!camera || !driver)
		return;

	ScopeProfiler sp(g_profiler, "Sky::render()", SPT_AVG);

	// Draw perspective skybox

	core::matrix4 translate(AbsoluteTransformation);
	translate.setTranslation(camera->getAbsolutePosition());

	// Draw the sky box between the near and far clip plane
	const f32 viewDistance = (camera->getNearValue() + camera->getFarValue()) * 0.5f;
	core::matrix4 scale;
	scale.setScale(core::vector3df(viewDistance, viewDistance, viewDistance));

	driver->setTransform(video::ETS_WORLD, translate * scale);

	if (m_sunlight_seen) {
		float sunsize = 0.07;
		video::SColorf suncolor_f(1, 1, 0, 1);
		suncolor_f.r = 1;
		suncolor_f.g = MYMAX(0.3, MYMIN(1.0, 0.7 + m_time_brightness * 0.5));
		suncolor_f.b = MYMAX(0.0, m_brightness * 0.95);
		video::SColorf suncolor2_f(1, 1, 1, 1);
		suncolor_f.r = 1;
		suncolor_f.g = MYMAX(0.3, MYMIN(1.0, 0.85 + m_time_brightness * 0.5));
		suncolor_f.b = MYMAX(0.0, m_brightness);

		float moonsize = 0.04;
		video::SColorf mooncolor_f(0.50, 0.57, 0.65, 1);
		video::SColorf mooncolor2_f(0.85, 0.875, 0.9, 1);

		float nightlength = 0.415;
		float wn = nightlength / 2;
		float wicked_time_of_day = 0;
		if (m_time_of_day > wn && m_time_of_day < 1.0 - wn)
			wicked_time_of_day = (m_time_of_day - wn) / (1.0 - wn * 2) * 0.5 + 0.25;
		else if (m_time_of_day < 0.5)
			wicked_time_of_day = m_time_of_day / wn * 0.25;
		else
			wicked_time_of_day = 1.0 - ((1.0 - m_time_of_day) / wn * 0.25);
		/*std::cerr<<"time_of_day="<<m_time_of_day<<" -> "
				<<"wicked_time_of_day="<<wicked_time_of_day<<std::endl;*/

		video::SColor suncolor = suncolor_f.toSColor();
		video::SColor suncolor2 = suncolor2_f.toSColor();
		video::SColor mooncolor = mooncolor_f.toSColor();
		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;

		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_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_materials[4].EmissiveColor = texel_color;
		}

		const f32 t = 1.0f;
		const f32 o = 0.0f;
		static const u16 indices[4] = {0, 1, 2, 3};
		video::S3DVertex vertices[4];

		driver->setMaterial(m_materials[1]);

		video::SColor cloudyfogcolor = m_bgcolor;

		// Draw far cloudy fog thing blended with skycolor
		for (u32 j = 0; j < 4; j++) {
			video::SColor c = cloudyfogcolor.getInterpolated(m_skycolor, 0.45);
			vertices[0] = video::S3DVertex(-1, 0.08, -1, 0, 0, 1, c, t, t);
			vertices[1] = video::S3DVertex( 1, 0.08, -1, 0, 0, 1, c, o, t);
			vertices[2] = video::S3DVertex( 1, 0.12, -1, 0, 0, 1, c, o, o);
			vertices[3] = video::S3DVertex(-1, 0.12, -1, 0, 0, 1, c, t, o);
			for (video::S3DVertex &vertex : vertices) {
				if (j == 0)
					// Don't switch
					{}
				else if (j == 1)
					// Switch from -Z (south) to +X (east)
					vertex.Pos.rotateXZBy(90);
				else if (j == 2)
					// Switch from -Z (south) to -X (west)
					vertex.Pos.rotateXZBy(-90);
				else
					// Switch from -Z (south) to +Z (north)
					vertex.Pos.rotateXZBy(-180);
			}
			driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
		}

		// Draw far cloudy fog thing
		for (u32 j = 0; j < 4; j++) {
			video::SColor c = cloudyfogcolor;
			vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 0, 1, c, t, t);
			vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 0, 1, c, o, t);
			vertices[2] = video::S3DVertex( 1, 0.08, -1, 0, 0, 1, c, o, o);
			vertices[3] = video::S3DVertex(-1, 0.08, -1, 0, 0, 1, c, t, o);
			for (video::S3DVertex &vertex : vertices) {
				if (j == 0)
					// Don't switch
					{}
				else if (j == 1)
					// Switch from -Z (south) to +X (east)
					vertex.Pos.rotateXZBy(90);
				else if (j == 2)
					// Switch from -Z (south) to -X (west)
					vertex.Pos.rotateXZBy(-90);
				else
					// Switch from -Z (south) to +Z (north)
					vertex.Pos.rotateXZBy(-180);
			}
			driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
		}

		// Draw bottom far cloudy fog thing
		video::SColor c = cloudyfogcolor;
		vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 1, 0, c, t, t);
		vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 1, 0, c, o, t);
		vertices[2] = video::S3DVertex( 1, -1.0, 1, 0, 1, 0, c, o, o);
		vertices[3] = video::S3DVertex(-1, -1.0, 1, 0, 1, 0, c, t, o);
		driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);

		// If sun, moon and stars are (temporarily) disabled, abort here
		if (!m_bodies_visible)
			return;

		driver->setMaterial(m_materials[2]);

		// Draw sunrise/sunset horizon glow texture (textures/base/pack/sunrisebg.png)
		{
			float mid1 = 0.25;
			float mid = wicked_time_of_day < 0.5 ? mid1 : (1.0 - mid1);
			float a_ = 1.0 - fabs(wicked_time_of_day - mid) * 35.0;
			float a = easeCurve(MYMAX(0, MYMIN(1, a_)));
			//std::cerr<<"a_="<<a_<<" a="<<a<<std::endl;
			video::SColor c(255, 255, 255, 255);
			float y = -(1.0 - a) * 0.22;
			vertices[0] = video::S3DVertex(-1, -0.05 + y, -1, 0, 0, 1, c, t, t);
			vertices[1] = video::S3DVertex( 1, -0.05 + y, -1, 0, 0, 1, c, o, t);
			vertices[2] = video::S3DVertex( 1,   0.2 + y, -1, 0, 0, 1, c, o, o);
			vertices[3] = video::S3DVertex(-1,   0.2 + y, -1, 0, 0, 1, c, t, o);
			for (video::S3DVertex &vertex : vertices) {
				if (wicked_time_of_day < 0.5)
					// Switch from -Z (south) to +X (east)
					vertex.Pos.rotateXZBy(90);
				else
					// Switch from -Z (south) to -X (west)
					vertex.Pos.rotateXZBy(-90);
			}
			driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
		}

		// 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 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 stars
		do {
			driver->setMaterial(m_materials[1]);
			float starbrightness = MYMAX(0, MYMIN(1,
				(0.285 - fabs(wicked_time_of_day < 0.5 ?
				wicked_time_of_day : (1.0 - wicked_time_of_day))) * 10));
			float f = starbrightness;
			float d = 0.007;
			video::SColor starcolor(255, f * 90, f * 90, f * 90);
			if (starcolor.getBlue() < m_skycolor.getBlue())
				break;
			u16 indices[SKY_STAR_COUNT * 4];
			video::S3DVertex vertices[SKY_STAR_COUNT * 4];
			for (u32 i = 0; i < SKY_STAR_COUNT; i++) {
				indices[i * 4 + 0] = i * 4 + 0;
				indices[i * 4 + 1] = i * 4 + 1;
				indices[i * 4 + 2] = i * 4 + 2;
				indices[i * 4 + 3] = i * 4 + 3;
				v3f p = m_stars[i];
				core::CMatrix4<f32> a;
				a.buildRotateFromTo(v3f(0, 1, 0), v3f(d, 1 + d / 2, 0));
				v3f p1 = p;
				a.rotateVect(p1);
				a.buildRotateFromTo(v3f(0, 1, 0), v3f(d, 1, d));
				v3f p2 = p;
				a.rotateVect(p2);
				a.buildRotateFromTo(v3f(0, 1, 0), v3f(0, 1 - d / 2, d));
				v3f p3 = p;
				a.rotateVect(p3);
				p.rotateXYBy(wicked_time_of_day * 360 - 90);
				p1.rotateXYBy(wicked_time_of_day * 360 - 90);
				p2.rotateXYBy(wicked_time_of_day * 360 - 90);
				p3.rotateXYBy(wicked_time_of_day * 360 - 90);
				vertices[i * 4 + 0].Pos = p;
				vertices[i * 4 + 0].Color = starcolor;
				vertices[i * 4 + 1].Pos = p1;
				vertices[i * 4 + 1].Color = starcolor;
				vertices[i * 4 + 2].Pos = p2;
				vertices[i * 4 + 2].Color = starcolor;
				vertices[i * 4 + 3].Pos = p3;
				vertices[i * 4 + 3].Color = starcolor;
			}
			driver->drawVertexPrimitiveList(vertices, SKY_STAR_COUNT * 4,
				indices, SKY_STAR_COUNT, video::EVT_STANDARD,
				scene::EPT_QUADS, video::EIT_16BIT);
		} while(false);

		// Draw far cloudy fog thing below east and west horizons
		for (u32 j = 0; j < 2; j++) {
			video::SColor c = cloudyfogcolor;
			vertices[0] = video::S3DVertex(-1, -1.0,  -1, 0, 0, 1, c, t, t);
			vertices[1] = video::S3DVertex( 1, -1.0,  -1, 0, 0, 1, c, o, t);
			vertices[2] = video::S3DVertex( 1, -0.02, -1, 0, 0, 1, c, o, o);
			vertices[3] = video::S3DVertex(-1, -0.02, -1, 0, 0, 1, c, t, o);
			for (video::S3DVertex &vertex : vertices) {
				//if (wicked_time_of_day < 0.5)
				if (j == 0)
					// Switch from -Z (south) to +X (east)
					vertex.Pos.rotateXZBy(90);
				else
					// Switch from -Z (south) to -X (west)
					vertex.Pos.rotateXZBy(-90);
			}
			driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
		}
	}
}


void Sky::update(float time_of_day, float time_brightness,
		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) {
		/*dstream<<"First update with time_of_day="<<time_of_day
				<<" time_brightness="<<time_brightness
				<<" direct_brightness="<<direct_brightness
				<<" sunlight_seen="<<sunlight_seen<<std::endl;*/
		m_first_update = false;
		for (u32 i = 0; i < 100; i++) {
			update(time_of_day, time_brightness, direct_brightness,
				sunlight_seen, cam_mode, yaw, pitch);
		}
		return;
	}

	m_time_of_day = time_of_day;
	m_time_brightness = time_brightness;
	m_sunlight_seen = sunlight_seen;
	m_bodies_visible = true;

	bool is_dawn = (time_brightness >= 0.20 && time_brightness < 0.35);

	/*
	Development colours

	video::SColorf bgcolor_bright_normal_f(170. / 255, 200. / 255, 230. / 255, 1.0);