forked from Mirrorlandia_minetest/minetest
08884d258b
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.
769 lines
28 KiB
C++
769 lines
28 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "sky.h"
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#include "IVideoDriver.h"
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#include "ISceneManager.h"
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#include "ICameraSceneNode.h"
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#include "S3DVertex.h"
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#include "client/tile.h"
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#include "noise.h" // easeCurve
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#include "profiler.h"
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#include "util/numeric.h"
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#include <cmath>
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#include "client/renderingengine.h"
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#include "settings.h"
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#include "camera.h" // CameraModes
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Sky::Sky(s32 id, ITextureSource *tsrc):
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scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
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RenderingEngine::get_scene_manager(), id)
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{
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setAutomaticCulling(scene::EAC_OFF);
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m_box.MaxEdge.set(0, 0, 0);
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m_box.MinEdge.set(0, 0, 0);
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// Create material
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video::SMaterial mat;
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mat.Lighting = false;
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#ifdef __ANDROID__
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mat.ZBuffer = video::ECFN_DISABLED;
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#else
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mat.ZBuffer = video::ECFN_NEVER;
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#endif
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mat.ZWriteEnable = false;
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mat.AntiAliasing = 0;
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mat.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
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mat.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
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mat.BackfaceCulling = false;
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m_materials[0] = mat;
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m_materials[1] = mat;
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//m_materials[1].MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
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m_materials[1].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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m_materials[2] = mat;
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m_materials[2].setTexture(0, tsrc->getTextureForMesh("sunrisebg.png"));
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m_materials[2].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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//m_materials[2].MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
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m_sun_texture = tsrc->isKnownSourceImage("sun.png") ?
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tsrc->getTextureForMesh("sun.png") : NULL;
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m_moon_texture = tsrc->isKnownSourceImage("moon.png") ?
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tsrc->getTextureForMesh("moon.png") : NULL;
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m_sun_tonemap = tsrc->isKnownSourceImage("sun_tonemap.png") ?
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tsrc->getTexture("sun_tonemap.png") : NULL;
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m_moon_tonemap = tsrc->isKnownSourceImage("moon_tonemap.png") ?
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tsrc->getTexture("moon_tonemap.png") : NULL;
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if (m_sun_texture) {
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m_materials[3] = mat;
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m_materials[3].setTexture(0, m_sun_texture);
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m_materials[3].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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if (m_sun_tonemap)
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m_materials[3].Lighting = true;
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}
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if (m_moon_texture) {
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m_materials[4] = mat;
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m_materials[4].setTexture(0, m_moon_texture);
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m_materials[4].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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if (m_moon_tonemap)
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m_materials[4].Lighting = true;
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}
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for (v3f &star : m_stars) {
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star = v3f(
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myrand_range(-10000, 10000),
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myrand_range(-10000, 10000),
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myrand_range(-10000, 10000)
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);
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star.normalize();
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}
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m_directional_colored_fog = g_settings->getBool("directional_colored_fog");
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}
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void Sky::OnRegisterSceneNode()
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{
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if (IsVisible)
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SceneManager->registerNodeForRendering(this, scene::ESNRP_SKY_BOX);
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scene::ISceneNode::OnRegisterSceneNode();
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}
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void Sky::render()
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{
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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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if (!camera || !driver)
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return;
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ScopeProfiler sp(g_profiler, "Sky::render()", SPT_AVG);
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// Draw perspective skybox
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core::matrix4 translate(AbsoluteTransformation);
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translate.setTranslation(camera->getAbsolutePosition());
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// Draw the sky box between the near and far clip plane
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const f32 viewDistance = (camera->getNearValue() + camera->getFarValue()) * 0.5f;
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core::matrix4 scale;
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scale.setScale(core::vector3df(viewDistance, viewDistance, viewDistance));
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driver->setTransform(video::ETS_WORLD, translate * scale);
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if (m_sunlight_seen) {
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float sunsize = 0.07;
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video::SColorf suncolor_f(1, 1, 0, 1);
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//suncolor_f.r = 1;
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//suncolor_f.g = MYMAX(0.3, MYMIN(1.0, 0.7 + m_time_brightness * 0.5));
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//suncolor_f.b = MYMAX(0.0, m_brightness * 0.95);
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video::SColorf suncolor2_f(1, 1, 1, 1);
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// The values below were probably meant to be suncolor2_f instead of a
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// reassignment of suncolor_f. However, the resulting colour was chosen
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// and is our long-running classic colour. So preserve, but comment-out
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// the unnecessary first assignments above.
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suncolor_f.r = 1;
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suncolor_f.g = MYMAX(0.3, MYMIN(1.0, 0.85 + m_time_brightness * 0.5));
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suncolor_f.b = MYMAX(0.0, m_brightness);
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float moonsize = 0.04;
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video::SColorf mooncolor_f(0.50, 0.57, 0.65, 1);
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video::SColorf mooncolor2_f(0.85, 0.875, 0.9, 1);
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float nightlength = 0.415;
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float wn = nightlength / 2;
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float wicked_time_of_day = 0;
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if (m_time_of_day > wn && m_time_of_day < 1.0 - wn)
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wicked_time_of_day = (m_time_of_day - wn) / (1.0 - wn * 2) * 0.5 + 0.25;
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else if (m_time_of_day < 0.5)
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wicked_time_of_day = m_time_of_day / wn * 0.25;
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else
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wicked_time_of_day = 1.0 - ((1.0 - m_time_of_day) / wn * 0.25);
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/*std::cerr<<"time_of_day="<<m_time_of_day<<" -> "
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<<"wicked_time_of_day="<<wicked_time_of_day<<std::endl;*/
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video::SColor suncolor = suncolor_f.toSColor();
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video::SColor suncolor2 = suncolor2_f.toSColor();
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video::SColor mooncolor = mooncolor_f.toSColor();
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video::SColor mooncolor2 = mooncolor2_f.toSColor();
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// Calculate offset normalized to the X dimension of a 512x1 px tonemap
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float offset = (1.0 - fabs(sin((m_time_of_day - 0.5) * irr::core::PI))) * 511;
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if (m_sun_tonemap) {
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u8 * texels = (u8 *)m_sun_tonemap->lock();
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video::SColor* texel = (video::SColor *)(texels + (u32)offset * 4);
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video::SColor texel_color (255, texel->getRed(),
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texel->getGreen(), texel->getBlue());
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m_sun_tonemap->unlock();
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m_materials[3].EmissiveColor = texel_color;
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}
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if (m_moon_tonemap) {
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u8 * texels = (u8 *)m_moon_tonemap->lock();
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video::SColor* texel = (video::SColor *)(texels + (u32)offset * 4);
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video::SColor texel_color (255, texel->getRed(),
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texel->getGreen(), texel->getBlue());
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m_moon_tonemap->unlock();
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m_materials[4].EmissiveColor = texel_color;
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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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static const u16 indices[4] = {0, 1, 2, 3};
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video::S3DVertex vertices[4];
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driver->setMaterial(m_materials[1]);
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video::SColor cloudyfogcolor = m_bgcolor;
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// Draw far cloudy fog thing blended with skycolor
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for (u32 j = 0; j < 4; j++) {
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video::SColor c = cloudyfogcolor.getInterpolated(m_skycolor, 0.45);
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vertices[0] = video::S3DVertex(-1, 0.08, -1, 0, 0, 1, c, t, t);
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vertices[1] = video::S3DVertex( 1, 0.08, -1, 0, 0, 1, c, o, t);
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vertices[2] = video::S3DVertex( 1, 0.12, -1, 0, 0, 1, c, o, o);
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vertices[3] = video::S3DVertex(-1, 0.12, -1, 0, 0, 1, c, t, o);
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for (video::S3DVertex &vertex : vertices) {
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if (j == 0)
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// Don't switch
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{}
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else if (j == 1)
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// Switch from -Z (south) to +X (east)
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vertex.Pos.rotateXZBy(90);
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else if (j == 2)
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// Switch from -Z (south) to -X (west)
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vertex.Pos.rotateXZBy(-90);
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else
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// Switch from -Z (south) to +Z (north)
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vertex.Pos.rotateXZBy(-180);
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}
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driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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}
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// Draw far cloudy fog thing at and below all horizons
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for (u32 j = 0; j < 4; j++) {
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video::SColor c = cloudyfogcolor;
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vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 0, 1, c, t, t);
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vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 0, 1, c, o, t);
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vertices[2] = video::S3DVertex( 1, 0.08, -1, 0, 0, 1, c, o, o);
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vertices[3] = video::S3DVertex(-1, 0.08, -1, 0, 0, 1, c, t, o);
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for (video::S3DVertex &vertex : vertices) {
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if (j == 0)
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// Don't switch
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{}
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else if (j == 1)
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// Switch from -Z (south) to +X (east)
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vertex.Pos.rotateXZBy(90);
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else if (j == 2)
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// Switch from -Z (south) to -X (west)
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vertex.Pos.rotateXZBy(-90);
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else
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// Switch from -Z (south) to +Z (north)
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vertex.Pos.rotateXZBy(-180);
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}
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driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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}
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// If sun, moon and stars are (temporarily) disabled, abort here
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if (!m_bodies_visible)
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return;
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// Draw stars before sun and moon to be behind them
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do {
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driver->setMaterial(m_materials[1]);
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// Tune values so that stars first appear just after the sun
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// disappears over the horizon, and disappear just before the sun
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// appears over the horizon.
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// Also tune so that stars are at full brightness from time 20000 to
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// time 4000.
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float starbrightness = MYMAX(0, MYMIN(1,
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(0.25 - fabs(wicked_time_of_day < 0.5 ?
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wicked_time_of_day : (1.0 - wicked_time_of_day))) * 20));
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float f = starbrightness;
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float d = 0.007 / 2;
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video::SColor starcolor(255, f * 90, f * 90, f * 90);
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// Stars are only drawn when brighter than skycolor
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if (starcolor.getBlue() < m_skycolor.getBlue())
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break;
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#ifdef __ANDROID__
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u16 indices[SKY_STAR_COUNT * 3];
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video::S3DVertex vertices[SKY_STAR_COUNT * 3];
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for (u32 i = 0; i < SKY_STAR_COUNT; i++) {
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indices[i * 3 + 0] = i * 3 + 0;
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indices[i * 3 + 1] = i * 3 + 1;
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indices[i * 3 + 2] = i * 3 + 2;
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v3f r = m_stars[i];
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core::CMatrix4<f32> a;
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a.buildRotateFromTo(v3f(0, 1, 0), r);
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v3f p = v3f(-d, 1, -d);
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v3f p1 = v3f(d, 1, 0);
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v3f p2 = v3f(-d, 1, d);
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a.rotateVect(p);
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a.rotateVect(p1);
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a.rotateVect(p2);
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p.rotateXYBy(wicked_time_of_day * 360 - 90);
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p1.rotateXYBy(wicked_time_of_day * 360 - 90);
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p2.rotateXYBy(wicked_time_of_day * 360 - 90);
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vertices[i * 3 + 0].Pos = p;
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vertices[i * 3 + 0].Color = starcolor;
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vertices[i * 3 + 1].Pos = p1;
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vertices[i * 3 + 1].Color = starcolor;
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vertices[i * 3 + 2].Pos = p2;
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vertices[i * 3 + 2].Color = starcolor;
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}
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driver->drawIndexedTriangleList(vertices, SKY_STAR_COUNT * 3,
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indices, SKY_STAR_COUNT);
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#else
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u16 indices[SKY_STAR_COUNT * 4];
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video::S3DVertex vertices[SKY_STAR_COUNT * 4];
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for (u32 i = 0; i < SKY_STAR_COUNT; i++) {
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indices[i * 4 + 0] = i * 4 + 0;
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indices[i * 4 + 1] = i * 4 + 1;
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indices[i * 4 + 2] = i * 4 + 2;
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indices[i * 4 + 3] = i * 4 + 3;
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v3f r = m_stars[i];
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core::CMatrix4<f32> a;
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a.buildRotateFromTo(v3f(0, 1, 0), r);
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v3f p = v3f(-d, 1, -d);
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v3f p1 = v3f( d, 1, -d);
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v3f p2 = v3f( d, 1, d);
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v3f p3 = v3f(-d, 1, d);
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a.rotateVect(p);
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a.rotateVect(p1);
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a.rotateVect(p2);
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a.rotateVect(p3);
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p.rotateXYBy(wicked_time_of_day * 360 - 90);
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p1.rotateXYBy(wicked_time_of_day * 360 - 90);
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p2.rotateXYBy(wicked_time_of_day * 360 - 90);
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p3.rotateXYBy(wicked_time_of_day * 360 - 90);
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vertices[i * 4 + 0].Pos = p;
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vertices[i * 4 + 0].Color = starcolor;
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vertices[i * 4 + 1].Pos = p1;
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vertices[i * 4 + 1].Color = starcolor;
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vertices[i * 4 + 2].Pos = p2;
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vertices[i * 4 + 2].Color = starcolor;
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vertices[i * 4 + 3].Pos = p3;
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vertices[i * 4 + 3].Color = starcolor;
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}
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driver->drawVertexPrimitiveList(vertices, SKY_STAR_COUNT * 4,
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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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// Draw sunrise/sunset horizon glow texture (textures/base/pack/sunrisebg.png)
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{
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driver->setMaterial(m_materials[2]);
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float mid1 = 0.25;
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float mid = wicked_time_of_day < 0.5 ? mid1 : (1.0 - mid1);
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float a_ = 1.0f - std::fabs(wicked_time_of_day - mid) * 35.0f;
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float a = easeCurve(MYMAX(0, MYMIN(1, a_)));
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//std::cerr<<"a_="<<a_<<" a="<<a<<std::endl;
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video::SColor c(255, 255, 255, 255);
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float y = -(1.0 - a) * 0.22;
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vertices[0] = video::S3DVertex(-1, -0.05 + y, -1, 0, 0, 1, c, t, t);
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vertices[1] = video::S3DVertex( 1, -0.05 + y, -1, 0, 0, 1, c, o, t);
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vertices[2] = video::S3DVertex( 1, 0.2 + y, -1, 0, 0, 1, c, o, o);
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vertices[3] = video::S3DVertex(-1, 0.2 + y, -1, 0, 0, 1, c, t, o);
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for (video::S3DVertex &vertex : vertices) {
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if (wicked_time_of_day < 0.5)
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// Switch from -Z (south) to +X (east)
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vertex.Pos.rotateXZBy(90);
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else
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// Switch from -Z (south) to -X (west)
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vertex.Pos.rotateXZBy(-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
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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;
|
|
vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, suncolor, t, t);
|
|
vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, suncolor, o, t);
|
|
vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, suncolor, o, o);
|
|
vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, suncolor, t, o);
|
|
for (video::S3DVertex &vertex : vertices) {
|
|
// Switch from -Z (south) to +X (east)
|
|
vertex.Pos.rotateXZBy(90);
|
|
vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
|
|
}
|
|
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
|
|
|
|
d = sunsize * 0.7;
|
|
vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, suncolor2, t, t);
|
|
vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, suncolor2, o, t);
|
|
vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, suncolor2, o, o);
|
|
vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, suncolor2, t, o);
|
|
for (video::S3DVertex &vertex : vertices) {
|
|
// Switch from -Z (south) to +X (east)
|
|
vertex.Pos.rotateXZBy(90);
|
|
vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
|
|
}
|
|
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
|
|
} else {
|
|
driver->setMaterial(m_materials[3]);
|
|
float d = sunsize * 1.7;
|
|
video::SColor c;
|
|
if (m_sun_tonemap)
|
|
c = video::SColor (0, 0, 0, 0);
|
|
else
|
|
c = video::SColor (255, 255, 255, 255);
|
|
vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
|
|
vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
|
|
vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o);
|
|
vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o);
|
|
for (video::S3DVertex &vertex : vertices) {
|
|
// Switch from -Z (south) to +X (east)
|
|
vertex.Pos.rotateXZBy(90);
|
|
vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
|
|
}
|
|
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
|
|
}
|
|
}
|
|
|
|
// Draw moon
|
|
if (wicked_time_of_day < 0.3 || wicked_time_of_day > 0.7) {
|
|
if (!m_moon_texture) {
|
|
driver->setMaterial(m_materials[1]);
|
|
float d = moonsize * 1.9;
|
|
video::SColor c = mooncolor;
|
|
c.setAlpha(0.05 * 255);
|
|
vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
|
|
vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
|
|
vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o);
|
|
vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o);
|
|
for (video::S3DVertex &vertex : vertices) {
|
|
// Switch from -Z (south) to -X (west)
|
|
vertex.Pos.rotateXZBy(-90);
|
|
vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
|
|
}
|
|
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
|
|
|
|
d = moonsize * 1.3;
|
|
c = mooncolor;
|
|
c.setAlpha(0.15 * 255);
|
|
vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
|
|
vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
|
|
vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o);
|
|
vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o);
|
|
for (video::S3DVertex &vertex : vertices) {
|
|
// Switch from -Z (south) to -X (west)
|
|
vertex.Pos.rotateXZBy(-90);
|
|
vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
|
|
}
|
|
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
|
|
|
|
d = moonsize;
|
|
vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, mooncolor, t, t);
|
|
vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, mooncolor, o, t);
|
|
vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, mooncolor, o, o);
|
|
vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, mooncolor, t, o);
|
|
for (video::S3DVertex &vertex : vertices) {
|
|
// Switch from -Z (south) to -X (west)
|
|
vertex.Pos.rotateXZBy(-90);
|
|
vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
|
|
}
|
|
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
|
|
|
|
float d2 = moonsize * 0.6;
|
|
vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, mooncolor2, t, t);
|
|
vertices[1] = video::S3DVertex( d2,-d, -1, 0, 0, 1, mooncolor2, o, t);
|
|
vertices[2] = video::S3DVertex( d2, d2, -1, 0, 0, 1, mooncolor2, o, o);
|
|
vertices[3] = video::S3DVertex(-d, d2, -1, 0, 0, 1, mooncolor2, t, o);
|
|
for (video::S3DVertex &vertex : vertices) {
|
|
// Switch from -Z (south) to -X (west)
|
|
vertex.Pos.rotateXZBy(-90);
|
|
vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
|
|
}
|
|
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
|
|
} else {
|
|
driver->setMaterial(m_materials[4]);
|
|
float d = moonsize * 1.9;
|
|
video::SColor c;
|
|
if (m_moon_tonemap)
|
|
c = video::SColor (0, 0, 0, 0);
|
|
else
|
|
c = video::SColor (255, 255, 255, 255);
|
|
vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
|
|
vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
|
|
vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o);
|
|
vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o);
|
|
for (video::S3DVertex &vertex : vertices) {
|
|
// Switch from -Z (south) to -X (west)
|
|
vertex.Pos.rotateXZBy(-90);
|
|
vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
|
|
}
|
|
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
|
|
}
|
|
}
|
|
|
|
// 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 < 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 (j == 0)
|
|
// Don't switch
|
|
{}
|
|
else if (j == 1)
|
|
// Switch from -Z (south) to +X (east)
|
|
vertex.Pos.rotateXZBy(90);
|
|
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);
|
|
}
|
|
}
|
|
|
|
|
|
void Sky::update(float time_of_day, float time_brightness,
|
|
float direct_brightness, bool sunlight_seen,
|
|
CameraMode cam_mode, float yaw, float pitch)
|
|
{
|
|
// Stabilize initial brightness and color values by flooding updates
|
|
if (m_first_update) {
|
|
/*dstream<<"First update with time_of_day="<<time_of_day
|
|
<<" time_brightness="<<time_brightness
|
|
<<" direct_brightness="<<direct_brightness
|
|
<<" sunlight_seen="<<sunlight_seen<<std::endl;*/
|
|
m_first_update = false;
|
|
for (u32 i = 0; i < 100; i++) {
|
|
update(time_of_day, time_brightness, direct_brightness,
|
|
sunlight_seen, cam_mode, yaw, pitch);
|
|
}
|
|
return;
|
|
}
|
|
|
|
m_time_of_day = time_of_day;
|
|
m_time_brightness = time_brightness;
|
|
m_sunlight_seen = sunlight_seen;
|
|
m_bodies_visible = true;
|
|
|
|
bool is_dawn = (time_brightness >= 0.20 && time_brightness < 0.35);
|
|
|
|
/*
|
|
Development colours
|
|
|
|
video::SColorf bgcolor_bright_normal_f(170. / 255, 200. / 255, 230. / 255, 1.0);
|
|
video::SColorf bgcolor_bright_dawn_f(0.666, 200. / 255 * 0.7, 230. / 255 * 0.5, 1.0);
|
|
video::SColorf bgcolor_bright_dawn_f(0.666, 0.549, 0.220, 1.0);
|
|
video::SColorf bgcolor_bright_dawn_f(0.666 * 1.2, 0.549 * 1.0, 0.220 * 1.0, 1.0);
|
|
video::SColorf bgcolor_bright_dawn_f(0.666 * 1.2, 0.549 * 1.0, 0.220 * 1.2, 1.0);
|
|
|
|
video::SColorf cloudcolor_bright_dawn_f(1.0, 0.591, 0.4);
|
|
video::SColorf cloudcolor_bright_dawn_f(1.0, 0.65, 0.44);
|
|
video::SColorf cloudcolor_bright_dawn_f(1.0, 0.7, 0.5);
|
|
*/
|
|
|
|
video::SColorf bgcolor_bright_normal_f = video::SColor(255, 155, 193, 240);
|
|
video::SColorf bgcolor_bright_indoor_f = video::SColor(255, 100, 100, 100);
|
|
video::SColorf bgcolor_bright_dawn_f = video::SColor(255, 186, 193, 240);
|
|
video::SColorf bgcolor_bright_night_f = video::SColor(255, 64, 144, 255);
|
|
|
|
video::SColorf skycolor_bright_normal_f = video::SColor(255, 140, 186, 250);
|
|
video::SColorf skycolor_bright_dawn_f = video::SColor(255, 180, 186, 250);
|
|
video::SColorf skycolor_bright_night_f = video::SColor(255, 0, 107, 255);
|
|
|
|
// pure white: becomes "diffuse light component" for clouds
|
|
video::SColorf cloudcolor_bright_normal_f = video::SColor(255, 255, 255, 255);
|
|
// dawn-factoring version of pure white (note: R is above 1.0)
|
|
video::SColorf cloudcolor_bright_dawn_f(255.0f/240.0f, 223.0f/240.0f, 191.0f/255.0f);
|
|
|
|
float cloud_color_change_fraction = 0.95;
|
|
if (sunlight_seen) {
|
|
if (std::fabs(time_brightness - m_brightness) < 0.2f) {
|
|
m_brightness = m_brightness * 0.95 + time_brightness * 0.05;
|
|
} else {
|
|
m_brightness = m_brightness * 0.80 + time_brightness * 0.20;
|
|
cloud_color_change_fraction = 0.0;
|
|
}
|
|
} else {
|
|
if (direct_brightness < m_brightness)
|
|
m_brightness = m_brightness * 0.95 + direct_brightness * 0.05;
|
|
else
|
|
m_brightness = m_brightness * 0.98 + direct_brightness * 0.02;
|
|
}
|
|
|
|
m_clouds_visible = true;
|
|
float color_change_fraction = 0.98f;
|
|
if (sunlight_seen) {
|
|
if (is_dawn) { // Dawn
|
|
m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
|
|
bgcolor_bright_dawn_f, color_change_fraction);
|
|
m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
|
|
skycolor_bright_dawn_f, color_change_fraction);
|
|
m_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated(
|
|
cloudcolor_bright_dawn_f, color_change_fraction);
|
|
} else {
|
|
if (time_brightness < 0.13f) { // Night
|
|
m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
|
|
bgcolor_bright_night_f, color_change_fraction);
|
|
m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
|
|
skycolor_bright_night_f, color_change_fraction);
|
|
} else { // Day
|
|
m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
|
|
bgcolor_bright_normal_f, color_change_fraction);
|
|
m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
|
|
skycolor_bright_normal_f, color_change_fraction);
|
|
}
|
|
|
|
m_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated(
|
|
cloudcolor_bright_normal_f, color_change_fraction);
|
|
}
|
|
} else {
|
|
m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
|
|
bgcolor_bright_indoor_f, color_change_fraction);
|
|
m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
|
|
bgcolor_bright_indoor_f, color_change_fraction);
|
|
m_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated(
|
|
cloudcolor_bright_normal_f, color_change_fraction);
|
|
m_clouds_visible = false;
|
|
}
|
|
|
|
video::SColor bgcolor_bright = m_bgcolor_bright_f.toSColor();
|
|
m_bgcolor = video::SColor(
|
|
255,
|
|
bgcolor_bright.getRed() * m_brightness,
|
|
bgcolor_bright.getGreen() * m_brightness,
|
|
bgcolor_bright.getBlue() * m_brightness
|
|
);
|
|
|
|
video::SColor skycolor_bright = m_skycolor_bright_f.toSColor();
|
|
m_skycolor = video::SColor(
|
|
255,
|
|
skycolor_bright.getRed() * m_brightness,
|
|
skycolor_bright.getGreen() * m_brightness,
|
|
skycolor_bright.getBlue() * m_brightness
|
|
);
|
|
|
|
// Horizon coloring based on sun and moon direction during sunset and sunrise
|
|
video::SColor pointcolor = video::SColor(m_bgcolor.getAlpha(), 255, 255, 255);
|
|
if (m_directional_colored_fog) {
|
|
if (m_horizon_blend() != 0) {
|
|
// Calculate hemisphere value from yaw, (inverted in third person front view)
|
|
s8 dir_factor = 1;
|
|
if (cam_mode > CAMERA_MODE_THIRD)
|
|
dir_factor = -1;
|
|
f32 pointcolor_blend = wrapDegrees_0_360(yaw * dir_factor + 90);
|
|
if (pointcolor_blend > 180)
|
|
pointcolor_blend = 360 - pointcolor_blend;
|
|
pointcolor_blend /= 180;
|
|
// Bound view angle to determine where transition starts and ends
|
|
pointcolor_blend = rangelim(1 - pointcolor_blend * 1.375, 0, 1 / 1.375) *
|
|
1.375;
|
|
// Combine the colors when looking up or down, otherwise turning looks weird
|
|
pointcolor_blend += (0.5 - pointcolor_blend) *
|
|
(1 - MYMIN((90 - std::fabs(pitch)) / 90 * 1.5, 1));
|
|
// Invert direction to match where the sun and moon are rising
|
|
if (m_time_of_day > 0.5)
|
|
pointcolor_blend = 1 - pointcolor_blend;
|
|
// Horizon colors of sun and moon
|
|
f32 pointcolor_light = rangelim(m_time_brightness * 3, 0.2, 1);
|
|
|
|
video::SColorf pointcolor_sun_f(1, 1, 1, 1);
|
|
if (m_sun_tonemap) {
|
|
pointcolor_sun_f.r = pointcolor_light *
|
|
(float)m_materials[3].EmissiveColor.getRed() / 255;
|
|
pointcolor_sun_f.b = pointcolor_light *
|
|
(float)m_materials[3].EmissiveColor.getBlue() / 255;
|
|
pointcolor_sun_f.g = pointcolor_light *
|
|
(float)m_materials[3].EmissiveColor.getGreen() / 255;
|
|
} else {
|
|
pointcolor_sun_f.r = pointcolor_light * 1;
|
|
pointcolor_sun_f.b = pointcolor_light *
|
|
(0.25 + (rangelim(m_time_brightness, 0.25, 0.75) - 0.25) * 2 * 0.75);
|
|
pointcolor_sun_f.g = pointcolor_light * (pointcolor_sun_f.b * 0.375 +
|
|
(rangelim(m_time_brightness, 0.05, 0.15) - 0.05) * 10 * 0.625);
|
|
}
|
|
|
|
video::SColorf pointcolor_moon_f(0.5 * pointcolor_light,
|
|
0.6 * pointcolor_light, 0.8 * pointcolor_light, 1);
|
|
if (m_moon_tonemap) {
|
|
pointcolor_moon_f.r = pointcolor_light *
|
|
(float)m_materials[4].EmissiveColor.getRed() / 255;
|
|
pointcolor_moon_f.b = pointcolor_light *
|
|
(float)m_materials[4].EmissiveColor.getBlue() / 255;
|
|
pointcolor_moon_f.g = pointcolor_light *
|
|
(float)m_materials[4].EmissiveColor.getGreen() / 255;
|
|
}
|
|
|
|
video::SColor pointcolor_sun = pointcolor_sun_f.toSColor();
|
|
video::SColor pointcolor_moon = pointcolor_moon_f.toSColor();
|
|
// Calculate the blend color
|
|
pointcolor = m_mix_scolor(pointcolor_moon, pointcolor_sun, pointcolor_blend);
|
|
}
|
|
m_bgcolor = m_mix_scolor(m_bgcolor, pointcolor, m_horizon_blend() * 0.5);
|
|
m_skycolor = m_mix_scolor(m_skycolor, pointcolor, m_horizon_blend() * 0.25);
|
|
}
|
|
|
|
float cloud_direct_brightness = 0.0f;
|
|
if (sunlight_seen) {
|
|
if (!m_directional_colored_fog) {
|
|
cloud_direct_brightness = time_brightness;
|
|
// Boost cloud brightness relative to sky, at dawn, dusk and at night
|
|
if (time_brightness < 0.7f)
|
|
cloud_direct_brightness *= 1.3f;
|
|
} else {
|
|
cloud_direct_brightness = std::fmin(m_horizon_blend() * 0.15f +
|
|
m_time_brightness, 1.0f);
|
|
// Set the same minimum cloud brightness at night
|
|
if (time_brightness < 0.5f)
|
|
cloud_direct_brightness = std::fmax(cloud_direct_brightness,
|
|
time_brightness * 1.3f);
|
|
}
|
|
} else {
|
|
cloud_direct_brightness = direct_brightness;
|
|
}
|
|
|
|
m_cloud_brightness = m_cloud_brightness * cloud_color_change_fraction +
|
|
cloud_direct_brightness * (1.0 - cloud_color_change_fraction);
|
|
m_cloudcolor_f = video::SColorf(
|
|
m_cloudcolor_bright_f.r * m_cloud_brightness,
|
|
m_cloudcolor_bright_f.g * m_cloud_brightness,
|
|
m_cloudcolor_bright_f.b * m_cloud_brightness,
|
|
1.0
|
|
);
|
|
if (m_directional_colored_fog) {
|
|
m_cloudcolor_f = m_mix_scolorf(m_cloudcolor_f,
|
|
video::SColorf(pointcolor), m_horizon_blend() * 0.25);
|
|
}
|
|
}
|