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https://github.com/minetest/minetest.git
synced 2024-11-30 03:23:45 +01:00
Allow fog color to be overriden properly (#14296)
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parent
a29d3cf074
commit
9e3a11534f
@ -1,7 +1,7 @@
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uniform sampler2D baseTexture;
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uniform vec3 dayLight;
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uniform vec4 skyBgColor;
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uniform vec4 fogColor;
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uniform float fogDistance;
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uniform float fogShadingParameter;
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uniform vec3 eyePosition;
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@ -448,7 +448,7 @@ void main(void)
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// Note: clarity = (1 - fogginess)
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float clarity = clamp(fogShadingParameter
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- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
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col = mix(skyBgColor, col, clarity);
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col = mix(fogColor, col, clarity);
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col = vec4(col.rgb, base.a);
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gl_FragData[0] = col;
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@ -1,7 +1,7 @@
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uniform sampler2D baseTexture;
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uniform vec3 dayLight;
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uniform vec4 skyBgColor;
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uniform vec4 fogColor;
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uniform float fogDistance;
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uniform float fogShadingParameter;
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uniform vec3 eyePosition;
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@ -449,7 +449,7 @@ void main(void)
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// Note: clarity = (1 - fogginess)
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float clarity = clamp(fogShadingParameter
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- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
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col = mix(skyBgColor, col, clarity);
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col = mix(fogColor, col, clarity);
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col = vec4(col.rgb, base.a);
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gl_FragData[0] = col;
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@ -7892,8 +7892,7 @@ child will follow movement and rotation of that bone.
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whether `set_sky` accepts this format. Check the legacy format otherwise.
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* Passing no arguments resets the sky to its default values.
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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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(default: `#ffffff`)
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* `base_color`: ColorSpec, meaning depends on `type` (default: `#ffffff`)
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* `body_orbit_tilt`: Float, rotation angle of sun/moon orbit in degrees.
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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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@ -7950,6 +7949,9 @@ child will follow movement and rotation of that bone.
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Any value between [0.0, 0.99] set the fog_start as a fraction of the viewing_range.
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Any value < 0, resets the behavior to being client-controlled.
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(default: -1)
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* `fog_color`: ColorSpec, override the color of the fog.
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Unlike `base_color` above this will apply regardless of the skybox type.
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(default: `"#00000000"`, which means no override)
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* `set_sky(base_color, type, {texture names}, clouds)`
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* Deprecated. Use `set_sky(sky_parameters)`
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* `base_color`: ColorSpec, defaults to white
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@ -165,9 +165,11 @@ void Clouds::render()
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driver->getFog(fog_color, fog_type, fog_start, fog_end, fog_density,
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fog_pixelfog, fog_rangefog);
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// Set our own fog
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// Set our own fog, unless it was already disabled
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if (fog_start < FOG_RANGE_ALL) {
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driver->setFog(fog_color, fog_type, cloud_full_radius * 0.5,
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cloud_full_radius*1.2, fog_density, fog_pixelfog, fog_rangefog);
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}
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// Read noise
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@ -374,7 +374,7 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
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bool *m_force_fog_off;
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f32 *m_fog_range;
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bool m_fog_enabled;
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CachedPixelShaderSetting<float, 4> m_sky_bg_color{"skyBgColor"};
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CachedPixelShaderSetting<float, 4> m_fog_color{"fogColor"};
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CachedPixelShaderSetting<float> m_fog_distance{"fogDistance"};
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CachedPixelShaderSetting<float>
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m_fog_shading_parameter{"fogShadingParameter"};
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@ -475,20 +475,13 @@ public:
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void onSetConstants(video::IMaterialRendererServices *services) override
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{
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// Background color
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video::SColor bgcolor = m_sky->getBgColor();
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video::SColorf bgcolorf(bgcolor);
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float bgcolorfa[4] = {
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bgcolorf.r,
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bgcolorf.g,
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bgcolorf.b,
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bgcolorf.a,
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video::SColorf fogcolorf(m_sky->getFogColor());
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float fogcolorfa[4] = {
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fogcolorf.r, fogcolorf.g, fogcolorf.b, fogcolorf.a,
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};
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m_sky_bg_color.set(bgcolorfa, services);
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m_fog_color.set(fogcolorfa, services);
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// Fog distance
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float fog_distance = 10000 * BS;
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if (m_fog_enabled && !*m_force_fog_off)
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fog_distance = *m_fog_range;
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@ -983,7 +976,6 @@ private:
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bool *kill;
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std::string *error_message;
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bool *reconnect_requested;
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scene::ISceneNode *skybox;
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PausedNodesList paused_animated_nodes;
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bool simple_singleplayer_mode;
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@ -1522,7 +1514,6 @@ bool Game::createClient(const GameStartData &start_data)
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*/
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sky = new Sky(-1, m_rendering_engine, texture_src, shader_src);
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scsf->setSky(sky);
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skybox = NULL; // This is used/set later on in the main run loop
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/* Pre-calculated values
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*/
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@ -3045,10 +3036,6 @@ void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
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// Whether clouds are visible in front of a custom skybox.
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sky->setCloudsEnabled(event->set_sky->clouds);
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if (skybox) {
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skybox->remove();
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skybox = NULL;
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}
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// Clear the old textures out in case we switch rendering type.
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sky->clearSkyboxTextures();
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// Handle according to type
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@ -3108,6 +3095,8 @@ void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
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else
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sky->setFogStart(rangelim(g_settings->getFloat("fog_start"), 0.0f, 0.99f));
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sky->setFogColor(event->set_sky->fog_color);
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delete event->set_sky;
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}
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@ -4055,7 +4044,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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draw_control->wanted_range = MYMIN(draw_control->wanted_range, sky->getFogDistance());
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}
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if (draw_control->range_all && sky->getFogDistance() < 0) {
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runData.fog_range = 100000 * BS;
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runData.fog_range = FOG_RANGE_ALL;
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} else {
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runData.fog_range = draw_control->wanted_range * BS;
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}
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@ -4297,7 +4286,7 @@ void Game::updateShadows()
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void Game::drawScene(ProfilerGraph *graph, RunStats *stats)
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{
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const video::SColor bg_color = this->sky->getBgColor();
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const video::SColor fog_color = this->sky->getFogColor();
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const video::SColor sky_color = this->sky->getSkyColor();
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/*
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@ -4305,21 +4294,21 @@ void Game::drawScene(ProfilerGraph *graph, RunStats *stats)
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*/
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if (this->m_cache_enable_fog) {
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this->driver->setFog(
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bg_color,
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fog_color,
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video::EFT_FOG_LINEAR,
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this->runData.fog_range * this->sky->getFogStart(),
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this->runData.fog_range * 1.0f,
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0.01f,
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0.f, // unused
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false, // pixel fog
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true // range fog
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);
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} else {
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this->driver->setFog(
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bg_color,
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fog_color,
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video::EFT_FOG_LINEAR,
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100000 * BS,
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110000 * BS,
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0.01f,
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FOG_RANGE_ALL,
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FOG_RANGE_ALL + 100 * BS,
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0.f, // unused
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false, // pixel fog
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false // range fog
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);
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@ -43,6 +43,9 @@ class Minimap;
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class RenderingCore;
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// Instead of a mechanism to disable fog we just set it to be really far away
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#define FOG_RANGE_ALL (100000 * BS)
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class RenderingEngine
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{
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public:
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@ -54,12 +54,12 @@ public:
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float getBrightness() { return m_brightness; }
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const video::SColor &getBgColor() const
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video::SColor getBgColor() const
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{
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return m_visible ? m_bgcolor : m_fallback_bg_color;
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}
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const video::SColor &getSkyColor() const
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video::SColor getSkyColor() const
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{
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return m_visible ? m_skycolor : m_fallback_bg_color;
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}
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@ -90,6 +90,7 @@ public:
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const video::SColorf &getCloudColor() const { return m_cloudcolor_f; }
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void setVisible(bool visible) { m_visible = visible; }
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// Set only from set_sky API
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void setCloudsEnabled(bool clouds_enabled) { m_clouds_enabled = clouds_enabled; }
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void setFallbackBgColor(video::SColor fallback_bg_color)
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@ -114,14 +115,20 @@ public:
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void addTextureToSkybox(const std::string &texture, int material_id,
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ITextureSource *tsrc);
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const video::SColorf &getCurrentStarColor() const { return m_star_color; }
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// Note: the Sky class doesn't use these values. It just stores them.
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void setFogDistance(s16 fog_distance) { m_sky_params.fog_distance = fog_distance; }
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s16 getFogDistance() const { return m_sky_params.fog_distance; }
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void setFogStart(float fog_start) { m_sky_params.fog_start = fog_start; }
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float getFogStart() const { return m_sky_params.fog_start; }
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void setVolumetricLightStrength(float volumetric_light_strength) { m_sky_params.volumetric_light_strength = volumetric_light_strength; }
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float getVolumetricLightStrength() const { return m_sky_params.volumetric_light_strength; }
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void setFogColor(video::SColor v) { m_sky_params.fog_color = v; }
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video::SColor getFogColor() const {
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if (m_sky_params.fog_color.getAlpha() > 0)
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return m_sky_params.fog_color;
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return getBgColor();
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}
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private:
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aabb3f m_box;
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@ -1391,26 +1391,26 @@ void Client::handleCommand_HudSetSky(NetworkPacket* pkt)
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star_event->type = CE_SET_STARS;
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star_event->star_params = new StarParams(stars);
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m_client_event_queue.push(star_event);
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} else {
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return;
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}
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SkyboxParams skybox;
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u16 texture_count;
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std::string texture;
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*pkt >> skybox.bgcolor >> skybox.type >> skybox.clouds >>
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skybox.fog_sun_tint >> skybox.fog_moon_tint >> skybox.fog_tint_type;
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if (skybox.type == "skybox") {
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u16 texture_count;
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std::string texture;
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*pkt >> texture_count;
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for (int i = 0; i < texture_count; i++) {
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for (u16 i = 0; i < texture_count; i++) {
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*pkt >> texture;
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skybox.textures.emplace_back(texture);
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}
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}
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else if (skybox.type == "regular") {
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*pkt >> skybox.sky_color.day_sky >> skybox.sky_color.day_horizon
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>> skybox.sky_color.dawn_sky >> skybox.sky_color.dawn_horizon
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>> skybox.sky_color.night_sky >> skybox.sky_color.night_horizon
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>> skybox.sky_color.indoors;
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} else if (skybox.type == "regular") {
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auto &c = skybox.sky_color;
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*pkt >> c.day_sky >> c.day_horizon >> c.dawn_sky >> c.dawn_horizon
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>> c.night_sky >> c.night_horizon >> c.indoors;
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}
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if (pkt->getRemainingBytes() >= 4) {
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@ -1421,11 +1421,14 @@ void Client::handleCommand_HudSetSky(NetworkPacket* pkt)
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*pkt >> skybox.fog_distance >> skybox.fog_start;
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}
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if (pkt->getRemainingBytes() >= 4) {
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*pkt >> skybox.fog_color;
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}
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ClientEvent *event = new ClientEvent();
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event->type = CE_SET_SKY;
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event->set_sky = new SkyboxParams(skybox);
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m_client_event_queue.push(event);
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}
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}
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void Client::handleCommand_HudSetSun(NetworkPacket *pkt)
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@ -1995,15 +1995,21 @@ int ObjectRef::l_set_sky(lua_State *L)
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if (!lua_isnil(L, -1))
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sky_params.fog_tint_type = luaL_checkstring(L, -1);
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lua_pop(L, 1);
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// pop "sky_color" table
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lua_pop(L, 1);
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}
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lua_pop(L, 1);
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lua_getfield(L, 2, "fog");
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if (lua_istable(L, -1)) {
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sky_params.fog_distance = getintfield_default(L, -1, "fog_distance", sky_params.fog_distance);
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sky_params.fog_start = getfloatfield_default(L, -1, "fog_start", sky_params.fog_start);
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sky_params.fog_distance = getintfield_default(L, -1,
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"fog_distance", sky_params.fog_distance);
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sky_params.fog_start = getfloatfield_default(L, -1,
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"fog_start", sky_params.fog_start);
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lua_getfield(L, -1, "fog_color");
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read_color(L, -1, &sky_params.fog_color);
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lua_pop(L, 1);
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}
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lua_pop(L, 1);
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} else {
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// Handle old set_sky calls, and log deprecated:
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log_deprecated(L, "Deprecated call to set_sky, please check lua_api.md");
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@ -1834,14 +1834,13 @@ void Server::SendSetSky(session_t peer_id, const SkyboxParams ¶ms)
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for (const std::string &texture : params.textures)
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pkt << texture;
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} else if (params.type == "regular") {
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pkt << params.sky_color.day_sky << params.sky_color.day_horizon
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<< params.sky_color.dawn_sky << params.sky_color.dawn_horizon
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<< params.sky_color.night_sky << params.sky_color.night_horizon
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<< params.sky_color.indoors;
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auto &c = params.sky_color;
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pkt << c.day_sky << c.day_horizon << c.dawn_sky << c.dawn_horizon
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<< c.night_sky << c.night_horizon << c.indoors;
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}
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pkt << params.body_orbit_tilt;
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pkt << params.fog_distance << params.fog_start;
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pkt << params.body_orbit_tilt << params.fog_distance << params.fog_start
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<< params.fog_color;
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}
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Send(&pkt);
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@ -46,7 +46,7 @@ struct SkyboxParams
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float body_orbit_tilt { INVALID_SKYBOX_TILT };
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s16 fog_distance { -1 };
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float fog_start { -1.0f };
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float volumetric_light_strength { 0.0f };
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video::SColor fog_color; // override, only used if alpha > 0
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};
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struct SunParams
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@ -102,6 +102,7 @@ public:
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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_tint_type = "default";
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sky.fog_color = video::SColor(0);
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return sky;
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}
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