forked from Mirrorlandia_minetest/minetest
Return shadow_sky_body_orbit_tilt setting
Used as a default value when the game does not change the value via API (e.g. legacy server)
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@ -443,6 +443,12 @@ shadow_update_frames (Map shadows update frames) int 8 1 16
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# Minimum value: 1.0; maximum value: 15.0
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# Minimum value: 1.0; maximum value: 15.0
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shadow_soft_radius (Soft shadow radius) float 5.0 1.0 15.0
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shadow_soft_radius (Soft shadow radius) float 5.0 1.0 15.0
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# Set the default tilt of Sun/Moon orbit in degrees.
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# Games may change orbit tilt via API.
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# Value of 0 means no tilt / vertical orbit.
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# type: float min: -60 max: 60
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shadow_sky_body_orbit_tilt (Sky Body Orbit Tilt) float 0.0 -60.0 60.0
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[**Post processing]
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[**Post processing]
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# Set the exposure compensation in EV units.
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# Set the exposure compensation in EV units.
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@ -7416,8 +7416,10 @@ child will follow movement and rotation of that bone.
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* `sky_parameters` is a table with the following optional fields:
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* `sky_parameters` is a table with the following optional fields:
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* `base_color`: ColorSpec, changes fog in "skybox" and "plain".
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* `base_color`: ColorSpec, changes fog in "skybox" and "plain".
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(default: `#ffffff`)
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(default: `#ffffff`)
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* `body_orbit_tilt`: Float, angle of sun/moon orbit in degrees, relative to Y axis.
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* `body_orbit_tilt`: Float, rotation angle of sun/moon orbit in degrees.
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Valid range [-60.0,60.0] (default: 0.0)
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By default, orbit is controlled by a client-side setting, and this field is not set.
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After a value is assigned, it can only be changed to another float value.
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Valid range [-60.0,60.0] (default: not set)
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* `type`: Available types:
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* `type`: Available types:
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* `"regular"`: Uses 0 textures, `base_color` ignored
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* `"regular"`: Uses 0 textures, `base_color` ignored
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* `"skybox"`: Uses 6 textures, `base_color` used as fog.
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* `"skybox"`: Uses 6 textures, `base_color` used as fog.
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@ -473,6 +473,12 @@
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# type: float min: 1 max: 15
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# type: float min: 1 max: 15
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# shadow_soft_radius = 5.0
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# shadow_soft_radius = 5.0
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# Set the default tilt of Sun/Moon orbit in degrees.
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# Games may change orbit tilt via API.
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# Value of 0 means no tilt / vertical orbit.
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# type: float min: -60 max: 60
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# shadow_sky_body_orbit_tilt = 0.0
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### Post processing
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### Post processing
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# Set the exposure compensation in EV units.
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# Set the exposure compensation in EV units.
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@ -97,6 +97,7 @@ Sky::Sky(s32 id, RenderingEngine *rendering_engine, ITextureSource *tsrc, IShade
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}
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}
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m_directional_colored_fog = g_settings->getBool("directional_colored_fog");
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m_directional_colored_fog = g_settings->getBool("directional_colored_fog");
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m_sky_params.body_orbit_tilt = g_settings->getFloat("shadow_sky_body_orbit_tilt", -60., 60.);
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setStarCount(1000);
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setStarCount(1000);
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}
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}
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@ -98,7 +98,8 @@ public:
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}
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}
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void setBodyOrbitTilt(float body_orbit_tilt)
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void setBodyOrbitTilt(float body_orbit_tilt)
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{
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{
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m_sky_params.body_orbit_tilt = body_orbit_tilt;
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if (body_orbit_tilt != SkyboxParams::INVALID_SKYBOX_TILT)
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m_sky_params.body_orbit_tilt = rangelim(body_orbit_tilt, -90.f, 90.f);
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}
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}
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void overrideColors(video::SColor bgcolor, video::SColor skycolor)
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void overrideColors(video::SColor bgcolor, video::SColor skycolor)
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{
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{
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@ -288,6 +288,7 @@ void set_default_settings()
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settings->setDefault("shadow_poisson_filter", "true");
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settings->setDefault("shadow_poisson_filter", "true");
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settings->setDefault("shadow_update_frames", "8");
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settings->setDefault("shadow_update_frames", "8");
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settings->setDefault("shadow_soft_radius", "5.0");
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settings->setDefault("shadow_soft_radius", "5.0");
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settings->setDefault("shadow_sky_body_orbit_tilt", "0.0");
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// Input
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// Input
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settings->setDefault("invert_mouse", "false");
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settings->setDefault("invert_mouse", "false");
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@ -1919,8 +1919,10 @@ int ObjectRef::l_get_sky(lua_State *L)
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lua_pushlstring(L, skybox_params.type.c_str(), skybox_params.type.size());
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lua_pushlstring(L, skybox_params.type.c_str(), skybox_params.type.size());
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lua_setfield(L, -2, "type");
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lua_setfield(L, -2, "type");
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if (skybox_params.body_orbit_tilt != SkyboxParams::INVALID_SKYBOX_TILT) {
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lua_pushnumber(L, skybox_params.body_orbit_tilt);
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lua_pushnumber(L, skybox_params.body_orbit_tilt);
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lua_setfield(L, -2, "body_orbit_tilt");
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lua_setfield(L, -2, "body_orbit_tilt");
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}
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lua_newtable(L);
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lua_newtable(L);
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s16 i = 1;
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s16 i = 1;
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@ -19,6 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#pragma once
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#pragma once
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struct SkyColor
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struct SkyColor
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{
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{
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video::SColor day_sky;
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video::SColor day_sky;
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@ -32,6 +33,8 @@ struct SkyColor
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struct SkyboxParams
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struct SkyboxParams
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{
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{
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static constexpr float INVALID_SKYBOX_TILT = -1024.f;
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video::SColor bgcolor;
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video::SColor bgcolor;
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std::string type;
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std::string type;
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std::vector<std::string> textures;
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std::vector<std::string> textures;
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@ -40,7 +43,7 @@ struct SkyboxParams
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video::SColor fog_sun_tint;
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video::SColor fog_sun_tint;
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video::SColor fog_moon_tint;
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video::SColor fog_moon_tint;
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std::string fog_tint_type;
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std::string fog_tint_type;
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float body_orbit_tilt;
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float body_orbit_tilt { INVALID_SKYBOX_TILT };
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};
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};
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struct SunParams
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struct SunParams
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@ -96,7 +99,6 @@ public:
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sky.fog_sun_tint = video::SColor(255, 244, 125, 29);
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sky.fog_sun_tint = video::SColor(255, 244, 125, 29);
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sky.fog_moon_tint = video::SColorf(0.5, 0.6, 0.8, 1).toSColor();
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sky.fog_moon_tint = video::SColorf(0.5, 0.6, 0.8, 1).toSColor();
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sky.fog_tint_type = "default";
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sky.fog_tint_type = "default";
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sky.body_orbit_tilt = 0.0f;
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return sky;
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return sky;
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}
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}
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