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https://github.com/minetest/minetest.git
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2083252c05
This obsoletes the current client-side setting entirely. The server can transmit the tilt to the client directly and will send 0.0f as default value. Co-authored-by: x2048 <codeforsmile@gmail.com> Co-authored-by: sfan5 <sfan5@live.de>
220 lines
7.8 KiB
C++
220 lines
7.8 KiB
C++
/*
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Minetest
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Copyright (C) 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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#pragma once
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#include "irrlichttypes_extrabloated.h"
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#include <ISceneNode.h>
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#include <array>
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#include "camera.h"
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#include "irr_ptr.h"
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#include "shader.h"
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#include "skyparams.h"
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#define SKY_MATERIAL_COUNT 12
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class ITextureSource;
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// Skybox, rendered with zbuffer turned off, before all other nodes.
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class Sky : public scene::ISceneNode
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{
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public:
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//! constructor
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Sky(s32 id, RenderingEngine *rendering_engine, ITextureSource *tsrc, IShaderSource *ssrc);
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virtual void OnRegisterSceneNode();
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//! renders the node.
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virtual void render();
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virtual const aabb3f &getBoundingBox() const { return m_box; }
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// Used by Irrlicht for optimizing rendering
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virtual video::SMaterial &getMaterial(u32 i) { return m_materials[i]; }
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virtual u32 getMaterialCount() const { return SKY_MATERIAL_COUNT; }
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void update(float m_time_of_day, float time_brightness, float direct_brightness,
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bool sunlight_seen, CameraMode cam_mode, float yaw, float pitch);
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float getBrightness() { return m_brightness; }
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const 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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{
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return m_visible ? m_skycolor : m_fallback_bg_color;
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}
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void setSunVisible(bool sun_visible) { m_sun_params.visible = sun_visible; }
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bool getSunVisible() const { return m_sun_params.visible; }
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void setSunTexture(const std::string &sun_texture,
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const std::string &sun_tonemap, ITextureSource *tsrc);
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void setSunScale(f32 sun_scale) { m_sun_params.scale = sun_scale; }
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void setSunriseVisible(bool glow_visible) { m_sun_params.sunrise_visible = glow_visible; }
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void setSunriseTexture(const std::string &sunglow_texture, ITextureSource* tsrc);
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v3f getSunDirection();
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void setMoonVisible(bool moon_visible) { m_moon_params.visible = moon_visible; }
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bool getMoonVisible() const { return m_moon_params.visible; }
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void setMoonTexture(const std::string &moon_texture,
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const std::string &moon_tonemap, ITextureSource *tsrc);
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void setMoonScale(f32 moon_scale) { m_moon_params.scale = moon_scale; }
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v3f getMoonDirection();
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void setStarsVisible(bool stars_visible) { m_star_params.visible = stars_visible; }
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void setStarCount(u16 star_count);
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void setStarColor(video::SColor star_color) { m_star_params.starcolor = star_color; }
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void setStarScale(f32 star_scale) { m_star_params.scale = star_scale; updateStars(); }
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void setStarDayOpacity(f32 day_opacity) { m_star_params.day_opacity = day_opacity; }
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bool getCloudsVisible() const { return m_clouds_visible && m_clouds_enabled; }
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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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{
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m_fallback_bg_color = fallback_bg_color;
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}
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void setBodyOrbitTilt(float body_orbit_tilt)
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{
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m_sky_params.body_orbit_tilt = body_orbit_tilt;
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}
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void overrideColors(video::SColor bgcolor, video::SColor skycolor)
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{
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m_bgcolor = bgcolor;
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m_skycolor = skycolor;
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}
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void setSkyColors(const SkyColor &sky_color);
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void setHorizonTint(video::SColor sun_tint, video::SColor moon_tint,
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const std::string &use_sun_tint);
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void setInClouds(bool clouds) { m_in_clouds = clouds; }
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void clearSkyboxTextures() { m_sky_params.textures.clear(); }
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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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private:
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aabb3f m_box;
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video::SMaterial m_materials[SKY_MATERIAL_COUNT];
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// How much sun & moon transition should affect horizon color
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float m_horizon_blend()
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{
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if (!m_sunlight_seen)
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return 0;
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float x = m_time_of_day >= 0.5 ? (1 - m_time_of_day) * 2
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: m_time_of_day * 2;
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if (x <= 0.3)
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return 0;
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if (x <= 0.4) // when the sun and moon are aligned
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return (x - 0.3) * 10;
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if (x <= 0.5)
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return (0.5 - x) * 10;
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return 0;
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}
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// Mix two colors by a given amount
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static video::SColor m_mix_scolor(video::SColor col1, video::SColor col2, f32 factor)
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{
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video::SColor result = video::SColor(
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col1.getAlpha() * (1 - factor) + col2.getAlpha() * factor,
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col1.getRed() * (1 - factor) + col2.getRed() * factor,
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col1.getGreen() * (1 - factor) + col2.getGreen() * factor,
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col1.getBlue() * (1 - factor) + col2.getBlue() * factor);
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return result;
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}
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static video::SColorf m_mix_scolorf(video::SColorf col1, video::SColorf col2, f32 factor)
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{
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video::SColorf result =
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video::SColorf(col1.r * (1 - factor) + col2.r * factor,
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col1.g * (1 - factor) + col2.g * factor,
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col1.b * (1 - factor) + col2.b * factor,
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col1.a * (1 - factor) + col2.a * factor);
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return result;
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}
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bool m_visible = true;
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// Used when m_visible=false
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video::SColor m_fallback_bg_color = video::SColor(255, 255, 255, 255);
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bool m_first_update = true; // Set before the sky is updated for the first time
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float m_time_of_day;
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float m_time_brightness;
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bool m_sunlight_seen;
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float m_brightness = 0.5f;
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float m_cloud_brightness = 0.5f;
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bool m_clouds_visible; // Whether clouds are disabled due to player underground
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bool m_clouds_enabled = true; // Initialised to true, reset only by set_sky API
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bool m_directional_colored_fog;
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bool m_in_clouds = true; // Prevent duplicating bools to remember old values
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bool m_enable_shaders = false;
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video::SColorf m_bgcolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
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video::SColorf m_skycolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
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video::SColorf m_cloudcolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
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video::SColor m_bgcolor;
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video::SColor m_skycolor;
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video::SColorf m_cloudcolor_f;
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// pure white: becomes "diffuse light component" for clouds
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video::SColorf m_cloudcolor_day_f = video::SColorf(1, 1, 1, 1);
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// dawn-factoring version of pure white (note: R is above 1.0)
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video::SColorf m_cloudcolor_dawn_f = video::SColorf(
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255.0f/240.0f,
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223.0f/240.0f,
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191.0f/255.0f
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);
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SkyboxParams m_sky_params;
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SunParams m_sun_params;
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MoonParams m_moon_params;
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StarParams m_star_params;
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bool m_default_tint = true;
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u64 m_seed = 0;
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irr_ptr<scene::SMeshBuffer> m_stars;
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video::SColorf m_star_color;
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video::ITexture *m_sun_texture;
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video::ITexture *m_moon_texture;
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video::ITexture *m_sun_tonemap;
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video::ITexture *m_moon_tonemap;
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void updateStars();
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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, 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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void draw_stars(video::IVideoDriver *driver, float wicked_time_of_day);
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void place_sky_body(std::array<video::S3DVertex, 4> &vertices,
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float horizon_position, float day_position);
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};
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// calculates value for sky body positions for the given observed time of day
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// this is used to draw both Sun/Moon and shadows
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float getWickedTimeOfDay(float time_of_day);
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