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- /*
- Minetest
- Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published by
- the Free Software Foundation; either version 2.1 of the License, or
- (at your option) any later version.
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU Lesser General Public License for more details.
- You should have received a copy of the GNU Lesser General Public License along
- with this program; if not, write to the Free Software Foundation, Inc.,
- 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
- */
- #include <ISceneNode.h>
- #include "camera.h"
- #include "irrlichttypes_extrabloated.h"
- #pragma once
- #define SKY_MATERIAL_COUNT 5
- #define SKY_STAR_COUNT 200
- class ITextureSource;
- // Skybox, rendered with zbuffer turned off, before all other nodes.
- class Sky : public scene::ISceneNode
- {
- public:
- //! constructor
- Sky(s32 id, ITextureSource *tsrc);
- virtual void OnRegisterSceneNode();
- //! renders the node.
- virtual void render();
- virtual const aabb3f &getBoundingBox() const { return m_box; }
- // Used by Irrlicht for optimizing rendering
- virtual video::SMaterial &getMaterial(u32 i) { return m_materials[i]; }
- // Used by Irrlicht for optimizing rendering
- virtual u32 getMaterialCount() const { return SKY_MATERIAL_COUNT; }
- void update(float m_time_of_day, float time_brightness, float direct_brightness,
- bool sunlight_seen, CameraMode cam_mode, float yaw, float pitch);
- float getBrightness() { return m_brightness; }
- const video::SColor &getBgColor() const
- {
- return m_visible ? m_bgcolor : m_fallback_bg_color;
- }
- const video::SColor &getSkyColor() const
- {
- return m_visible ? m_skycolor : m_fallback_bg_color;
- }
- bool getCloudsVisible() const { return m_clouds_visible && m_clouds_enabled; }
- const video::SColorf &getCloudColor() const { return m_cloudcolor_f; }
- void setVisible(bool visible) { m_visible = visible; }
- // Set only from set_sky API
- void setCloudsEnabled(bool clouds_enabled) { m_clouds_enabled = clouds_enabled; }
- void setFallbackBgColor(const video::SColor &fallback_bg_color)
- {
- m_fallback_bg_color = fallback_bg_color;
- }
- void overrideColors(const video::SColor &bgcolor, const video::SColor &skycolor)
- {
- m_bgcolor = bgcolor;
- m_skycolor = skycolor;
- }
- void setBodiesVisible(bool visible) { m_bodies_visible = visible; }
- private:
- aabb3f m_box;
- video::SMaterial m_materials[SKY_MATERIAL_COUNT];
- // How much sun & moon transition should affect horizon color
- float m_horizon_blend()
- {
- if (!m_sunlight_seen)
- return 0;
- float x = m_time_of_day >= 0.5 ? (1 - m_time_of_day) * 2
- : m_time_of_day * 2;
- if (x <= 0.3)
- return 0;
- if (x <= 0.4) // when the sun and moon are aligned
- return (x - 0.3) * 10;
- if (x <= 0.5)
- return (0.5 - x) * 10;
- return 0;
- }
- // Mix two colors by a given amount
- video::SColor m_mix_scolor(video::SColor col1, video::SColor col2, f32 factor)
- {
- video::SColor result = video::SColor(
- col1.getAlpha() * (1 - factor) + col2.getAlpha() * factor,
- col1.getRed() * (1 - factor) + col2.getRed() * factor,
- col1.getGreen() * (1 - factor) + col2.getGreen() * factor,
- col1.getBlue() * (1 - factor) + col2.getBlue() * factor);
- return result;
- }
- video::SColorf m_mix_scolorf(video::SColorf col1, video::SColorf col2, f32 factor)
- {
- video::SColorf result =
- video::SColorf(col1.r * (1 - factor) + col2.r * factor,
- col1.g * (1 - factor) + col2.g * factor,
- col1.b * (1 - factor) + col2.b * factor,
- col1.a * (1 - factor) + col2.a * factor);
- return result;
- }
- bool m_visible = true;
- // Used when m_visible=false
- video::SColor m_fallback_bg_color = video::SColor(255, 255, 255, 255);
- bool m_first_update = true;
- float m_time_of_day;
- float m_time_brightness;
- bool m_sunlight_seen;
- float m_brightness = 0.5f;
- float m_cloud_brightness = 0.5f;
- bool m_clouds_visible; // Whether clouds are disabled due to player underground
- bool m_clouds_enabled = true; // Initialised to true, reset only by set_sky API
- bool m_directional_colored_fog;
- bool m_bodies_visible = true; // sun, moon, stars
- video::SColorf m_bgcolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
- video::SColorf m_skycolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
- video::SColorf m_cloudcolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
- video::SColor m_bgcolor;
- video::SColor m_skycolor;
- video::SColorf m_cloudcolor_f;
- v3f m_stars[SKY_STAR_COUNT];
- video::ITexture *m_sun_texture;
- video::ITexture *m_moon_texture;
- video::ITexture *m_sun_tonemap;
- video::ITexture *m_moon_tonemap;
- };
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