From 08884d258b02e9929919a1913aa763a2eabef285 Mon Sep 17 00:00:00 2001 From: Paramat Date: Thu, 6 Dec 2018 03:56:35 +0000 Subject: [PATCH] Draw all horizons and sky base, in front of stars (#7932) Move star draw to before sun glow texture draw and before sun draw, not currently essential but the logical order. Will be necessary if a 'no far ground' option is added, to draw stars behind the sun. --- src/client/sky.cpp | 200 +++++++++++++++++++++++---------------------- 1 file changed, 102 insertions(+), 98 deletions(-) diff --git a/src/client/sky.cpp b/src/client/sky.cpp index 766f08b1a..ff968444d 100644 --- a/src/client/sky.cpp +++ b/src/client/sky.cpp @@ -228,7 +228,7 @@ void Sky::render() driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); } - // Draw far cloudy fog thing + // Draw far cloudy fog thing at and below all horizons 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); @@ -252,22 +252,96 @@ void Sky::render() 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 stars before sun and moon to be behind them + do { + driver->setMaterial(m_materials[1]); + // Tune values so that stars first appear just after the sun + // disappears over the horizon, and disappear just before the sun + // appears over the horizon. + // Also tune so that stars are at full brightness from time 20000 to + // time 4000. + float starbrightness = MYMAX(0, MYMIN(1, + (0.25 - fabs(wicked_time_of_day < 0.5 ? + wicked_time_of_day : (1.0 - wicked_time_of_day))) * 20)); + float f = starbrightness; + float d = 0.007 / 2; + video::SColor starcolor(255, f * 90, f * 90, f * 90); + // Stars are only drawn when brighter than skycolor + if (starcolor.getBlue() < m_skycolor.getBlue()) + break; +#ifdef __ANDROID__ + u16 indices[SKY_STAR_COUNT * 3]; + video::S3DVertex vertices[SKY_STAR_COUNT * 3]; + for (u32 i = 0; i < SKY_STAR_COUNT; i++) { + indices[i * 3 + 0] = i * 3 + 0; + indices[i * 3 + 1] = i * 3 + 1; + indices[i * 3 + 2] = i * 3 + 2; + v3f r = m_stars[i]; + core::CMatrix4 a; + a.buildRotateFromTo(v3f(0, 1, 0), r); + v3f p = v3f(-d, 1, -d); + v3f p1 = v3f(d, 1, 0); + v3f p2 = v3f(-d, 1, d); + a.rotateVect(p); + a.rotateVect(p1); + a.rotateVect(p2); + p.rotateXYBy(wicked_time_of_day * 360 - 90); + p1.rotateXYBy(wicked_time_of_day * 360 - 90); + p2.rotateXYBy(wicked_time_of_day * 360 - 90); + vertices[i * 3 + 0].Pos = p; + vertices[i * 3 + 0].Color = starcolor; + vertices[i * 3 + 1].Pos = p1; + vertices[i * 3 + 1].Color = starcolor; + vertices[i * 3 + 2].Pos = p2; + vertices[i * 3 + 2].Color = starcolor; + } + driver->drawIndexedTriangleList(vertices, SKY_STAR_COUNT * 3, + indices, SKY_STAR_COUNT); +#else + 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 r = m_stars[i]; + core::CMatrix4 a; + a.buildRotateFromTo(v3f(0, 1, 0), r); + v3f p = v3f(-d, 1, -d); + v3f p1 = v3f( d, 1, -d); + v3f p2 = v3f( d, 1, d); + v3f p3 = v3f(-d, 1, d); + a.rotateVect(p); + a.rotateVect(p1); + a.rotateVect(p2); + 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); +#endif + } while(false); // Draw sunrise/sunset horizon glow texture (textures/base/pack/sunrisebg.png) { + driver->setMaterial(m_materials[2]); float mid1 = 0.25; float mid = wicked_time_of_day < 0.5 ? mid1 : (1.0 - mid1); float a_ = 1.0f - std::fabs(wicked_time_of_day - mid) * 35.0f; @@ -366,89 +440,6 @@ void Sky::render() } } - // Draw stars before moon to be behind the moon - do { - driver->setMaterial(m_materials[1]); - // Tune values so that stars first appear just after the sun - // disappears over the horizon, and disappear just before the sun - // appears over the horizon. - // Also tune so that stars are at full brightness from time 20000 to - // time 4000. - float starbrightness = MYMAX(0, MYMIN(1, - (0.25 - fabs(wicked_time_of_day < 0.5 ? - wicked_time_of_day : (1.0 - wicked_time_of_day))) * 20)); - float f = starbrightness; - float d = 0.007 / 2; - video::SColor starcolor(255, f * 90, f * 90, f * 90); - // Stars are only drawn when brighter than skycolor - if (starcolor.getBlue() < m_skycolor.getBlue()) - break; -#ifdef __ANDROID__ - u16 indices[SKY_STAR_COUNT * 3]; - video::S3DVertex vertices[SKY_STAR_COUNT * 3]; - for (u32 i = 0; i < SKY_STAR_COUNT; i++) { - indices[i * 3 + 0] = i * 3 + 0; - indices[i * 3 + 1] = i * 3 + 1; - indices[i * 3 + 2] = i * 3 + 2; - v3f r = m_stars[i]; - core::CMatrix4 a; - a.buildRotateFromTo(v3f(0, 1, 0), r); - v3f p = v3f(-d, 1, -d); - v3f p1 = v3f(d, 1, 0); - v3f p2 = v3f(-d, 1, d); - a.rotateVect(p); - a.rotateVect(p1); - a.rotateVect(p2); - p.rotateXYBy(wicked_time_of_day * 360 - 90); - p1.rotateXYBy(wicked_time_of_day * 360 - 90); - p2.rotateXYBy(wicked_time_of_day * 360 - 90); - vertices[i * 3 + 0].Pos = p; - vertices[i * 3 + 0].Color = starcolor; - vertices[i * 3 + 1].Pos = p1; - vertices[i * 3 + 1].Color = starcolor; - vertices[i * 3 + 2].Pos = p2; - vertices[i * 3 + 2].Color = starcolor; - } - driver->drawIndexedTriangleList(vertices, SKY_STAR_COUNT * 3, - indices, SKY_STAR_COUNT); -#else - 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 r = m_stars[i]; - core::CMatrix4 a; - a.buildRotateFromTo(v3f(0, 1, 0), r); - v3f p = v3f(-d, 1, -d); - v3f p1 = v3f( d, 1, -d); - v3f p2 = v3f( d, 1, d); - v3f p3 = v3f(-d, 1, d); - a.rotateVect(p); - a.rotateVect(p1); - a.rotateVect(p2); - 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); -#endif - } while(false); - // Draw moon if (wicked_time_of_day < 0.3 || wicked_time_of_day > 0.7) { if (!m_moon_texture) { @@ -525,27 +516,40 @@ void Sky::render() } } - // Draw far cloudy fog thing below East and West horizons. - // These act as horizons that the sun and moon rise and set over. + // Draw far cloudy fog thing below all horizons in front of sun, moon + // and stars. driver->setMaterial(m_materials[1]); - for (u32 j = 0; j < 2; j++) { + 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, -0.02, -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) + // Don't switch + {} + else if (j == 1) // Switch from -Z (south) to +X (east) vertex.Pos.rotateXZBy(90); - else + 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 in front of sun, moon and stars + 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); } }