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https://github.com/minetest/minetest.git
synced 2024-11-23 16:13:46 +01:00
Draw all horizons and sky base, in front of stars (#7932)
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.
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@ -228,7 +228,7 @@ void Sky::render()
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driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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}
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// Draw far cloudy fog thing
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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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@ -252,22 +252,96 @@ void Sky::render()
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driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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}
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// Draw bottom far cloudy fog thing
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video::SColor c = cloudyfogcolor;
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vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 1, 0, c, t, t);
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vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 1, 0, c, o, t);
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vertices[2] = video::S3DVertex( 1, -1.0, 1, 0, 1, 0, c, o, o);
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vertices[3] = video::S3DVertex(-1, -1.0, 1, 0, 1, 0, c, t, o);
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driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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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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driver->setMaterial(m_materials[2]);
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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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@ -366,89 +440,6 @@ void Sky::render()
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}
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}
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// Draw stars before moon to be behind the moon
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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 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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@ -525,27 +516,40 @@ void Sky::render()
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}
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}
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// Draw far cloudy fog thing below East and West horizons.
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// These act as horizons that the sun and moon rise and set over.
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// Draw far cloudy fog thing below all horizons in front of sun, moon
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// and stars.
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driver->setMaterial(m_materials[1]);
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for (u32 j = 0; j < 2; j++) {
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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, -0.02, -1, 0, 0, 1, c, o, o);
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vertices[3] = video::S3DVertex(-1, -0.02, -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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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
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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 bottom far cloudy fog thing in front of sun, moon and stars
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video::SColor c = cloudyfogcolor;
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vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 1, 0, c, t, t);
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vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 1, 0, c, o, t);
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vertices[2] = video::S3DVertex( 1, -1.0, 1, 0, 1, 0, c, o, o);
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vertices[3] = video::S3DVertex(-1, -1.0, 1, 0, 1, 0, c, t, o);
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driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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}
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}
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