Sky: transmit body_orbit_tilt to client. (#13193)

This obsoletes the current client-side setting entirely. The server can
transmit the tilt to the client directly and will send 0.0f as default
value.

Co-authored-by: x2048 <codeforsmile@gmail.com>
Co-authored-by: sfan5 <sfan5@live.de>
This commit is contained in:
sofar 2023-02-25 16:08:33 -08:00 committed by GitHub
parent 6e1c70e02b
commit 2083252c05
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GPG Key ID: 4AEE18F83AFDEB23
12 changed files with 30 additions and 19 deletions

@ -443,11 +443,6 @@ shadow_update_frames (Map shadows update frames) int 8 1 16
# Minimum value: 1.0; maximum value: 15.0
shadow_soft_radius (Soft shadow radius) float 5.0 1.0 15.0
# Set the tilt of Sun/Moon orbit in degrees.
# Value of 0 means no tilt / vertical orbit.
# Minimum value: 0.0; maximum value: 60.0
shadow_sky_body_orbit_tilt (Sky Body Orbit Tilt) float 0.0 -60.0 60.0
[**Post processing]
# Set the exposure compensation in EV units.

@ -7316,6 +7316,8 @@ child will follow movement and rotation of that bone.
* `sky_parameters` is a table with the following optional fields:
* `base_color`: ColorSpec, changes fog in "skybox" and "plain".
(default: `#ffffff`)
* `body_orbit_tilt`: Float, angle of sun/moon orbit in degrees, relative to Y axis.
Valid range [-60.0,60.0] (default: 0.0)
* `type`: Available types:
* `"regular"`: Uses 0 textures, `base_color` ignored
* `"skybox"`: Uses 6 textures, `base_color` used as fog.

@ -484,12 +484,6 @@
# type: float min: 1 max: 15
# shadow_soft_radius = 5.0
# Set the tilt of Sun/Moon orbit in degrees.
# Value of 0 means no tilt / vertical orbit.
# Minimum value: 0.0; maximum value: 60.0
# type: float min: -60 max: 60
# shadow_sky_body_orbit_tilt = 0.0
### Post processing
# Set the exposure compensation factor.

@ -2976,6 +2976,9 @@ void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
);
}
// Orbit Tilt:
sky->setBodyOrbitTilt(event->set_sky->body_orbit_tilt);
delete event->set_sky;
}

@ -98,9 +98,6 @@ Sky::Sky(s32 id, RenderingEngine *rendering_engine, ITextureSource *tsrc, IShade
m_directional_colored_fog = g_settings->getBool("directional_colored_fog");
if (g_settings->getBool("enable_dynamic_shadows"))
m_sky_body_orbit_tilt = g_settings->getFloat("shadow_sky_body_orbit_tilt", -60.0f, 60.0f);
setStarCount(1000);
}
@ -556,12 +553,12 @@ static v3f getSkyBodyPosition(float horizon_position, float day_position, float
v3f Sky::getSunDirection()
{
return getSkyBodyPosition(90, getWickedTimeOfDay(m_time_of_day) * 360 - 90, m_sky_body_orbit_tilt);
return getSkyBodyPosition(90, getWickedTimeOfDay(m_time_of_day) * 360 - 90, m_sky_params.body_orbit_tilt);
}
v3f Sky::getMoonDirection()
{
return getSkyBodyPosition(270, getWickedTimeOfDay(m_time_of_day) * 360 - 90, m_sky_body_orbit_tilt);
return getSkyBodyPosition(270, getWickedTimeOfDay(m_time_of_day) * 360 - 90, m_sky_params.body_orbit_tilt);
}
void Sky::draw_sun(video::IVideoDriver *driver, const video::SColor &suncolor,
@ -721,7 +718,7 @@ void Sky::place_sky_body(
* day_position: turn the body around the Z axis, to place it depending of the time of the day
*/
{
v3f centrum = getSkyBodyPosition(horizon_position, day_position, m_sky_body_orbit_tilt);
v3f centrum = getSkyBodyPosition(horizon_position, day_position, m_sky_params.body_orbit_tilt);
v3f untilted_centrum = getSkyBodyPosition(horizon_position, day_position, 0.f);
for (video::S3DVertex &vertex : vertices) {
// Body is directed to -Z (south) by default

@ -96,6 +96,10 @@ public:
{
m_fallback_bg_color = fallback_bg_color;
}
void setBodyOrbitTilt(float body_orbit_tilt)
{
m_sky_params.body_orbit_tilt = body_orbit_tilt;
}
void overrideColors(video::SColor bgcolor, video::SColor skycolor)
{
m_bgcolor = bgcolor;
@ -164,7 +168,6 @@ private:
bool m_directional_colored_fog;
bool m_in_clouds = true; // Prevent duplicating bools to remember old values
bool m_enable_shaders = false;
float m_sky_body_orbit_tilt = 0.0f;
video::SColorf m_bgcolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
video::SColorf m_skycolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);

@ -297,7 +297,6 @@ void set_default_settings()
settings->setDefault("shadow_poisson_filter", "true");
settings->setDefault("shadow_update_frames", "8");
settings->setDefault("shadow_soft_radius", "5.0");
settings->setDefault("shadow_sky_body_orbit_tilt", "0.0");
// Input
settings->setDefault("invert_mouse", "false");

@ -1367,6 +1367,10 @@ void Client::handleCommand_HudSetSky(NetworkPacket* pkt)
>> skybox.sky_color.indoors;
}
try {
*pkt >> skybox.body_orbit_tilt;
} catch (PacketError &e) {}
ClientEvent *event = new ClientEvent();
event->type = CE_SET_SKY;
event->set_sky = new SkyboxParams(skybox);

@ -701,6 +701,7 @@ enum ToClientCommand
u8[4] fog_sun_tint (ARGB)
u8[4] fog_moon_tint (ARGB)
std::string fog_tint_type
float body_orbit_tilt
*/
TOCLIENT_OVERRIDE_DAY_NIGHT_RATIO = 0x50,

@ -1724,6 +1724,12 @@ int ObjectRef::l_set_sky(lua_State *L)
read_color(L, -1, &sky_params.bgcolor);
lua_pop(L, 1);
lua_getfield(L, 2, "body_orbit_tilt");
if (!lua_isnil(L, -1)) {
sky_params.body_orbit_tilt = rangelim(readParam<float>(L, -1), -60.0f, 60.0f);
}
lua_pop(L, 1);
lua_getfield(L, 2, "type");
if (!lua_isnil(L, -1))
sky_params.type = luaL_checkstring(L, -1);
@ -1913,6 +1919,9 @@ int ObjectRef::l_get_sky(lua_State *L)
lua_pushlstring(L, skybox_params.type.c_str(), skybox_params.type.size());
lua_setfield(L, -2, "type");
lua_pushnumber(L, skybox_params.body_orbit_tilt);
lua_setfield(L, -2, "body_orbit_tilt");
lua_newtable(L);
s16 i = 1;
for (const std::string &texture : skybox_params.textures) {

@ -1808,6 +1808,8 @@ void Server::SendSetSky(session_t peer_id, const SkyboxParams &params)
<< params.sky_color.night_sky << params.sky_color.night_horizon
<< params.sky_color.indoors;
}
pkt << params.body_orbit_tilt;
}
Send(&pkt);

@ -40,6 +40,7 @@ struct SkyboxParams
video::SColor fog_sun_tint;
video::SColor fog_moon_tint;
std::string fog_tint_type;
float body_orbit_tilt;
};
struct SunParams
@ -95,6 +96,7 @@ public:
sky.fog_sun_tint = video::SColor(255, 244, 125, 29);
sky.fog_moon_tint = video::SColorf(0.5, 0.6, 0.8, 1).toSColor();
sky.fog_tint_type = "default";
sky.body_orbit_tilt = 0.0f;
return sky;
}