forked from Mirrorlandia_minetest/minetest
Use Sky class to obtain directional light source position for shadows (#12662)
* Also remove unused Sky::getSkyBodyOrbitTilt method Fixes misalignment of sun position and shadow direction at high tilt values.
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@ -4065,10 +4065,7 @@ void Game::updateShadows()
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timeoftheday = fmod(timeoftheday + 0.75f, 0.5f) + 0.25f;
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const float offset_constant = 10000.0f;
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v3f light(0.0f, 0.0f, -1.0f);
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light.rotateXZBy(90);
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light.rotateXYBy(timeoftheday * 360 - 90);
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light.rotateYZBy(sky->getSkyBodyOrbitTilt());
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v3f light = is_day ? sky->getSunDirection() : sky->getMoonDirection();
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v3f sun_pos = light * offset_constant;
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@ -554,6 +554,25 @@ void Sky::update(float time_of_day, float time_brightness,
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}
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}
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static v3f getSkyBodyPosition(float horizon_position, float day_position, float orbit_tilt)
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{
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v3f result = v3f(0, 0, -1);
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result.rotateXZBy(horizon_position);
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result.rotateXYBy(day_position);
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result.rotateYZBy(orbit_tilt);
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return result;
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}
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v3f Sky::getSunDirection()
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{
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return getSkyBodyPosition(90, getWickedTimeOfDay(m_time_of_day) * 360 - 90, m_sky_body_orbit_tilt);
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}
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v3f Sky::getMoonDirection()
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{
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return getSkyBodyPosition(270, getWickedTimeOfDay(m_time_of_day) * 360 - 90, m_sky_body_orbit_tilt);
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}
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void Sky::draw_sun(video::IVideoDriver *driver, float sunsize, const video::SColor &suncolor,
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const video::SColor &suncolor2, float wicked_time_of_day)
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/* Draw sun in the sky.
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@ -703,15 +722,13 @@ void Sky::place_sky_body(
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* day_position: turn the body around the Z axis, to place it depending of the time of the day
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*/
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{
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v3f centrum(0, 0, -1);
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centrum.rotateXZBy(horizon_position);
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centrum.rotateXYBy(day_position);
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centrum.rotateYZBy(m_sky_body_orbit_tilt);
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v3f centrum = getSkyBodyPosition(horizon_position, day_position, m_sky_body_orbit_tilt);
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v3f untilted_centrum = getSkyBodyPosition(horizon_position, day_position, 0.f);
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for (video::S3DVertex &vertex : vertices) {
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// Body is directed to -Z (south) by default
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vertex.Pos.rotateXZBy(horizon_position);
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vertex.Pos.rotateXYBy(day_position);
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vertex.Pos.Z += centrum.Z;
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vertex.Pos += centrum - untilted_centrum;
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}
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}
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@ -71,12 +71,14 @@ public:
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void setSunScale(f32 sun_scale) { m_sun_params.scale = sun_scale; }
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void setSunriseVisible(bool glow_visible) { m_sun_params.sunrise_visible = glow_visible; }
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void setSunriseTexture(const std::string &sunglow_texture, ITextureSource* tsrc);
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v3f getSunDirection();
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void setMoonVisible(bool moon_visible) { m_moon_params.visible = moon_visible; }
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bool getMoonVisible() const { return m_moon_params.visible; }
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void setMoonTexture(const std::string &moon_texture,
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const std::string &moon_tonemap, ITextureSource *tsrc);
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void setMoonScale(f32 moon_scale) { m_moon_params.scale = moon_scale; }
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v3f getMoonDirection();
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void setStarsVisible(bool stars_visible) { m_star_params.visible = stars_visible; }
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void setStarCount(u16 star_count);
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@ -108,8 +110,6 @@ public:
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ITextureSource *tsrc);
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const video::SColorf &getCurrentStarColor() const { return m_star_color; }
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float getSkyBodyOrbitTilt() const { return m_sky_body_orbit_tilt; }
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private:
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aabb3f m_box;
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video::SMaterial m_materials[SKY_MATERIAL_COUNT];
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