forked from Mirrorlandia_minetest/minetest
Sky: Refactor of moon and sun drawing (#8683)
Split sun and moon render parts from the main render function.
This commit is contained in:
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b8aaef704d
commit
cdc7eb2d4c
@ -118,8 +118,8 @@ void Sky::render()
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if (!m_visible)
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return;
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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scene::ICameraSceneNode* camera = SceneManager->getActiveCamera();
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video::IVideoDriver *driver = SceneManager->getVideoDriver();
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scene::ICameraSceneNode *camera = SceneManager->getActiveCamera();
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if (!camera || !driver)
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return;
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@ -337,7 +337,7 @@ void Sky::render()
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indices, SKY_STAR_COUNT, video::EVT_STANDARD,
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scene::EPT_QUADS, video::EIT_16BIT);
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#endif
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} while(false);
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} while (false);
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// Draw sunrise/sunset horizon glow texture (textures/base/pack/sunrisebg.png)
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{
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@ -366,154 +366,12 @@ void Sky::render()
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// Draw sun
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if (wicked_time_of_day > 0.15 && wicked_time_of_day < 0.85) {
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if (!m_sun_texture) {
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driver->setMaterial(m_materials[1]);
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float d = sunsize * 1.7;
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video::SColor c = suncolor;
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c.setAlpha(0.05 * 255);
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vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
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vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
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vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o);
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vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o);
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for (video::S3DVertex &vertex : vertices) {
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// Switch from -Z (south) to +X (east)
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vertex.Pos.rotateXZBy(90);
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vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
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}
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driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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d = sunsize * 1.2;
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c = suncolor;
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c.setAlpha(0.15 * 255);
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vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
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vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
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vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o);
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vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o);
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for (video::S3DVertex &vertex : vertices) {
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// Switch from -Z (south) to +X (east)
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vertex.Pos.rotateXZBy(90);
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vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
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}
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driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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d = sunsize;
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vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, suncolor, t, t);
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vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, suncolor, o, t);
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vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, suncolor, o, o);
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vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, suncolor, t, o);
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for (video::S3DVertex &vertex : vertices) {
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// Switch from -Z (south) to +X (east)
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vertex.Pos.rotateXZBy(90);
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vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
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}
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driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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d = sunsize * 0.7;
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vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, suncolor2, t, t);
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vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, suncolor2, o, t);
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vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, suncolor2, o, o);
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vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, suncolor2, t, o);
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for (video::S3DVertex &vertex : vertices) {
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// Switch from -Z (south) to +X (east)
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vertex.Pos.rotateXZBy(90);
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vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
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}
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driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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} else {
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driver->setMaterial(m_materials[3]);
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float d = sunsize * 1.7;
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video::SColor c;
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if (m_sun_tonemap)
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c = video::SColor (0, 0, 0, 0);
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else
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c = video::SColor (255, 255, 255, 255);
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vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
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vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
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vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o);
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vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o);
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for (video::S3DVertex &vertex : vertices) {
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// Switch from -Z (south) to +X (east)
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vertex.Pos.rotateXZBy(90);
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vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
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}
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driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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}
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draw_sun(driver, sunsize, suncolor, suncolor2, wicked_time_of_day);
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}
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// Draw moon
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if (wicked_time_of_day < 0.3 || wicked_time_of_day > 0.7) {
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if (!m_moon_texture) {
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driver->setMaterial(m_materials[1]);
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float d = moonsize * 1.9;
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video::SColor c = mooncolor;
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c.setAlpha(0.05 * 255);
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vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
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vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
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vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o);
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vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o);
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for (video::S3DVertex &vertex : vertices) {
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// Switch from -Z (south) to -X (west)
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vertex.Pos.rotateXZBy(-90);
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vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
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}
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driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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d = moonsize * 1.3;
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c = mooncolor;
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c.setAlpha(0.15 * 255);
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vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
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vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
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vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o);
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vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o);
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for (video::S3DVertex &vertex : vertices) {
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// Switch from -Z (south) to -X (west)
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vertex.Pos.rotateXZBy(-90);
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vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
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}
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driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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d = moonsize;
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vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, mooncolor, t, t);
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vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, mooncolor, o, t);
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vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, mooncolor, o, o);
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vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, mooncolor, t, o);
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for (video::S3DVertex &vertex : vertices) {
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// Switch from -Z (south) to -X (west)
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vertex.Pos.rotateXZBy(-90);
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vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
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}
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driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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float d2 = moonsize * 0.6;
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vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, mooncolor2, t, t);
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vertices[1] = video::S3DVertex( d2,-d, -1, 0, 0, 1, mooncolor2, o, t);
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vertices[2] = video::S3DVertex( d2, d2, -1, 0, 0, 1, mooncolor2, o, o);
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vertices[3] = video::S3DVertex(-d, d2, -1, 0, 0, 1, mooncolor2, t, o);
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for (video::S3DVertex &vertex : vertices) {
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// Switch from -Z (south) to -X (west)
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vertex.Pos.rotateXZBy(-90);
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vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
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}
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driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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} else {
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driver->setMaterial(m_materials[4]);
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float d = moonsize * 1.9;
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video::SColor c;
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if (m_moon_tonemap)
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c = video::SColor (0, 0, 0, 0);
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else
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c = video::SColor (255, 255, 255, 255);
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vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
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vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
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vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o);
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vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o);
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for (video::S3DVertex &vertex : vertices) {
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// Switch from -Z (south) to -X (west)
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vertex.Pos.rotateXZBy(-90);
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vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
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}
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driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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}
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draw_moon(driver, moonsize, mooncolor, mooncolor2, wicked_time_of_day);
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}
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// Draw far cloudy fog thing below all horizons in front of sun, moon
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@ -555,8 +413,8 @@ void Sky::render()
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void Sky::update(float time_of_day, float time_brightness,
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float direct_brightness, bool sunlight_seen,
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CameraMode cam_mode, float yaw, float pitch)
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float direct_brightness, bool sunlight_seen,
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CameraMode cam_mode, float yaw, float pitch)
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{
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// Stabilize initial brightness and color values by flooding updates
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if (m_first_update) {
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@ -766,3 +624,128 @@ void Sky::update(float time_of_day, float time_brightness,
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video::SColorf(pointcolor), m_horizon_blend() * 0.25);
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}
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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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* driver: Video driver object used to draw
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* sunsize: the default size of the sun
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* suncolor: main sun color
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* suncolor2: second sun color
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* wicked_time_of_day: current time of day, to know where should be the sun in the sky
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*/
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{
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static const u16 indices[4] = {0, 1, 2, 3};
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std::array<video::S3DVertex, 4> vertices;
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if (!m_sun_texture) {
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driver->setMaterial(m_materials[1]);
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const float sunsizes[4] = {sunsize * 1.7f, sunsize * 1.2f, sunsize, sunsize * 0.7f};
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video::SColor c1 = suncolor;
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video::SColor c2 = suncolor;
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c1.setAlpha(0.05 * 255);
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c2.setAlpha(0.15 * 255);
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const video::SColor colors[4] = {c1, c2, suncolor, suncolor2};
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for (int i = 0; i < 4; i++) {
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draw_sky_body(vertices, -sunsizes[i], sunsizes[i], colors[i]);
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place_sky_body(vertices, 90, wicked_time_of_day * 360 - 90);
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driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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}
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} else {
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driver->setMaterial(m_materials[3]);
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float d = sunsize * 1.7;
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video::SColor c;
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if (m_sun_tonemap)
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c = video::SColor(0, 0, 0, 0);
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else
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c = video::SColor(255, 255, 255, 255);
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draw_sky_body(vertices, -d, d, c);
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place_sky_body(vertices, 90, wicked_time_of_day * 360 - 90);
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driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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}
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}
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void Sky::draw_moon(video::IVideoDriver *driver, float moonsize, const video::SColor &mooncolor,
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const video::SColor &mooncolor2, float wicked_time_of_day)
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/*
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* Draw moon in the sky.
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* driver: Video driver object used to draw
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* moonsize: the default size of the moon
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* mooncolor: main moon color
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* mooncolor2: second moon color
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* wicked_time_of_day: current time of day, to know where should be the moon in the sky
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*/
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{
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static const u16 indices[4] = {0, 1, 2, 3};
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std::array<video::S3DVertex, 4> vertices;
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if (!m_moon_texture) {
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driver->setMaterial(m_materials[1]);
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const float moonsizes_1[4] = {
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-moonsize * 1.9f,
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-moonsize * 1.3f,
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-moonsize,
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-moonsize
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};
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const float moonsizes_2[4] = {
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moonsize * 1.9f,
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moonsize * 1.3f,
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moonsize,
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moonsize * 0.6f
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};
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video::SColor c1 = mooncolor;
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video::SColor c2 = mooncolor;
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c1.setAlpha(0.05 * 255);
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c2.setAlpha(0.15 * 255);
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const video::SColor colors[4] = {c1, c2, mooncolor, mooncolor2};
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for (int i = 0; i < 4; i++) {
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draw_sky_body(vertices, moonsizes_1[i], moonsizes_2[i], colors[i]);
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place_sky_body(vertices, -90, wicked_time_of_day * 360 - 90);
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driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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}
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} else {
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driver->setMaterial(m_materials[4]);
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float d = moonsize * 1.9;
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video::SColor c;
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if (m_moon_tonemap)
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c = video::SColor(0, 0, 0, 0);
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else
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c = video::SColor(255, 255, 255, 255);
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draw_sky_body(vertices, -d, d, c);
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place_sky_body(vertices, -90, wicked_time_of_day * 360 - 90);
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driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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}
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}
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void Sky::draw_sky_body(std::array<video::S3DVertex, 4> &vertices, float pos_1, float pos_2, const video::SColor &c)
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{
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/*
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* Create an array of vertices with the dimensions specified.
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* pos_1, pos_2: position of the body's vertices
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* c: color of the body
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*/
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const f32 t = 1.0f;
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const f32 o = 0.0f;
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vertices[0] = video::S3DVertex(pos_1, pos_1, -1, 0, 0, 1, c, t, t);
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vertices[1] = video::S3DVertex(pos_2, pos_1, -1, 0, 0, 1, c, o, t);
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vertices[2] = video::S3DVertex(pos_2, pos_2, -1, 0, 0, 1, c, o, o);
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vertices[3] = video::S3DVertex(pos_1, pos_2, -1, 0, 0, 1, c, t, o);
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}
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void Sky::place_sky_body(
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std::array<video::S3DVertex, 4> &vertices, float horizon_position, float day_position)
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/*
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* Place body in the sky.
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* vertices: The body as a rectangle of 4 vertices
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* horizon_position: turn the body around the Y axis
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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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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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}
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}
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@ -18,6 +18,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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*/
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#include <ISceneNode.h>
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#include <array>
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#include "camera.h"
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#include "irrlichttypes_extrabloated.h"
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@ -145,4 +146,13 @@ private:
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video::ITexture *m_moon_texture;
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video::ITexture *m_sun_tonemap;
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video::ITexture *m_moon_tonemap;
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void 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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void draw_moon(video::IVideoDriver *driver, float moonsize, const video::SColor &mooncolor,
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const video::SColor &mooncolor2, float wicked_time_of_day);
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void draw_sky_body(std::array<video::S3DVertex, 4> &vertices,
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float pos_1, float pos_2, const video::SColor &c);
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void place_sky_body(
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std::array<video::S3DVertex, 4> &vertices, float horizon_position,
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float day_position);
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};
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