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Add documentation of sun/moon orientation/scale differences (#12145)
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@ -4710,13 +4710,13 @@ Privileges
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Privileges provide a means for server administrators to give certain players
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access to special abilities in the engine, games or mods.
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For example, game moderators may need to travel instantly to any place in the world,
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For example, game moderators may need to travel instantly to any place in the world,
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this ability is implemented in `/teleport` command which requires `teleport` privilege.
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Registering privileges
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----------------------
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A mod can register a custom privilege using `minetest.register_privilege` function
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A mod can register a custom privilege using `minetest.register_privilege` function
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to give server administrators fine-grained access control over mod functionality.
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For consistency and practical reasons, privileges should strictly increase the abilities of the user.
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@ -4725,7 +4725,7 @@ Do not register custom privileges that e.g. restrict the player from certain in-
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Checking privileges
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-------------------
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A mod can call `minetest.check_player_privs` to test whether a player has privileges
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A mod can call `minetest.check_player_privs` to test whether a player has privileges
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to perform an operation.
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Also, when registering a chat command with `minetest.register_chatcommand` a mod can
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declare privileges that the command requires using the `privs` field of the command
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@ -4789,7 +4789,7 @@ Minetest includes the following settings to control behavior of privileges:
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* `default_privs`: defines privileges granted to new players.
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* `basic_privs`: defines privileges that can be granted/revoked by players having
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the `basic_privs` privilege. This can be used, for example, to give
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the `basic_privs` privilege. This can be used, for example, to give
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limited moderation powers to selected users.
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'minetest' namespace reference
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@ -7208,6 +7208,8 @@ child will follow movement and rotation of that bone.
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(default: `true`)
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* `texture`: A regular texture for the sun. Setting to `""`
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will re-enable the mesh sun. (default: "sun.png", if it exists)
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The texture appears non-rotated at sunrise and rotated 180 degrees
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(upside down) at sunset.
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* `tonemap`: A 512x1 texture containing the tonemap for the sun
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(default: `"sun_tonemap.png"`)
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* `sunrise`: A regular texture for the sunrise texture.
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@ -7215,6 +7217,8 @@ child will follow movement and rotation of that bone.
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* `sunrise_visible`: Boolean for whether the sunrise texture is visible.
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(default: `true`)
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* `scale`: Float controlling the overall size of the sun. (default: `1`)
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Note: For legacy reasons, the sun is bigger than the moon by a factor
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of about `1.57` for equal `scale` values.
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* `get_sun()`: returns a table with the current sun parameters as in
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`set_sun`.
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* `set_moon(moon_parameters)`:
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@ -7224,11 +7228,15 @@ child will follow movement and rotation of that bone.
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(default: `true`)
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* `texture`: A regular texture for the moon. Setting to `""`
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will re-enable the mesh moon. (default: `"moon.png"`, if it exists)
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Note: Relative to the sun, the moon texture is rotated by 180°.
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The texture appears non-rotated at sunrise / moonset and rotated 180
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degrees (upside down) at sunset / moonrise.
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Note: Relative to the sun, the moon texture is hence rotated by 180°.
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You can use the `^[transformR180` texture modifier to achieve the same orientation.
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* `tonemap`: A 512x1 texture containing the tonemap for the moon
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(default: `"moon_tonemap.png"`)
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* `scale`: Float controlling the overall size of the moon (default: `1`)
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Note: For legacy reasons, the sun is bigger than the moon by a factor
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of about `1.57` for equal `scale` values.
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* `get_moon()`: returns a table with the current moon parameters as in
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`set_moon`.
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* `set_stars(star_parameters)`:
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@ -142,7 +142,6 @@ void Sky::render()
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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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@ -156,7 +155,6 @@ void Sky::render()
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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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@ -294,11 +292,11 @@ void Sky::render()
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// Draw sun
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if (m_sun_params.visible)
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draw_sun(driver, sunsize, suncolor, suncolor2, wicked_time_of_day);
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draw_sun(driver, suncolor, suncolor2, wicked_time_of_day);
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// Draw moon
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if (m_moon_params.visible)
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draw_moon(driver, moonsize, mooncolor, mooncolor2, wicked_time_of_day);
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draw_moon(driver, mooncolor, mooncolor2, wicked_time_of_day);
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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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@ -573,16 +571,18 @@ v3f Sky::getMoonDirection()
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return getSkyBodyPosition(270, getWickedTimeOfDay(m_time_of_day) * 360 - 90, m_sky_body_orbit_tilt);
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}
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void Sky::draw_sun(video::IVideoDriver *driver, float sunsize, const video::SColor &suncolor,
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void Sky::draw_sun(video::IVideoDriver *driver, 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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// A magic number that contributes to the ratio 1.57 sun/moon size difference.
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constexpr float sunsize = 0.07;
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static const u16 indices[] = {0, 1, 2, 0, 2, 3};
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std::array<video::S3DVertex, 4> vertices;
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if (!m_sun_texture) {
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@ -605,6 +605,8 @@ void Sky::draw_sun(video::IVideoDriver *driver, float sunsize, const video::SCol
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}
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} else {
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driver->setMaterial(m_materials[3]);
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// Another magic number that contributes to the ratio 1.57 sun/moon size
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// difference.
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float d = (sunsize * 1.7) * m_sun_params.scale;
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video::SColor c;
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if (m_sun_tonemap)
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@ -618,18 +620,20 @@ void Sky::draw_sun(video::IVideoDriver *driver, float sunsize, const video::SCol
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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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void Sky::draw_moon(video::IVideoDriver *driver, 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
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* the sky
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*/
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{
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// A magic number that contributes to the ratio 1.57 sun/moon size difference.
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constexpr float moonsize = 0.04;
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static const u16 indices[] = {0, 1, 2, 0, 2, 3};
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std::array<video::S3DVertex, 4> vertices;
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if (!m_moon_texture) {
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@ -658,6 +662,8 @@ void Sky::draw_moon(video::IVideoDriver *driver, float moonsize, const video::SC
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}
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} else {
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driver->setMaterial(m_materials[4]);
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// Another magic number that contributes to the ratio 1.57 sun/moon size
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// difference.
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float d = (moonsize * 1.9) * m_moon_params.scale;
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video::SColor c;
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if (m_moon_tonemap)
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@ -200,9 +200,9 @@ private:
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void updateStars();
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void draw_sun(video::IVideoDriver *driver, float sunsize, const video::SColor &suncolor,
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void draw_sun(video::IVideoDriver *driver, 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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void draw_moon(video::IVideoDriver *driver, 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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