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https://github.com/minetest/minetest.git
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b3a36f7378
* Add Device3D class which will contain IrrlichtDevice interface move getSupportedVideoDrivers to Device3D Add Device3D singleton & use it in various places Rename Device3D to Rendering engine & add helper functions to various device pointers More singleton work RenderingEngine owns draw_load_screen move draw functions to RenderingEngine Reduce IrrlichtDevice exposure and guienvironment RenderingEngine: Expose get_timer_time() to remove device from guiEngine Make irrlichtdevice & scene manager less exposed * Code style fixes * Move porting::getVideoDriverName, getVideoDriverFriendlyName, getDisplayDensity, getDisplaySize to RenderingEngine Fix XORG_USED macro -> RenderingEngine + create_engine_device from RenderingEngine constructor directly * enum paralax => enum parallax
145 lines
4.5 KiB
C++
145 lines
4.5 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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#include <ISceneNode.h>
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#include "camera.h"
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#include "irrlichttypes_extrabloated.h"
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#ifndef SKY_HEADER
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#define SKY_HEADER
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#define SKY_MATERIAL_COUNT 5
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#define SKY_STAR_COUNT 200
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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, ITextureSource *tsrc);
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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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// Used by Irrlicht for optimizing rendering
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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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bool getCloudsVisible() { return m_clouds_visible && m_clouds_enabled; }
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const video::SColorf &getCloudColor() { 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(const 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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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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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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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;
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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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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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v3f m_stars[SKY_STAR_COUNT];
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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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};
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#endif
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