mirror of
https://github.com/moparisthebest/minetest
synced 2024-11-11 03:45:01 -05:00
e80a044818
Clean up nearby code a bit As a small side effect, it is now possible to add a background texture to the chat console by simply providing background_chat.jpg, it is no longer necessary to also add "console_color =" to minetest.conf.
142 lines
4.1 KiB
C++
142 lines
4.1 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 "irrlichttypes_extrabloated.h"
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#include <ISceneNode.h>
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#include "camera.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(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id,
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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 core::aabbox3d<f32>& getBoundingBox() const;
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// Used by Irrlicht for optimizing rendering
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virtual video::SMaterial& getMaterial(u32 i)
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{ return m_materials[i]; }
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// Used by Irrlicht for optimizing rendering
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virtual u32 getMaterialCount() const
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{ return SKY_MATERIAL_COUNT; }
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void update(float m_time_of_day, float time_brightness,
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float direct_brightness, bool sunlight_seen, CameraMode cam_mode,
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float yaw, float pitch);
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float getBrightness(){ return m_brightness; }
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video::SColor getBgColor(){
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return m_visible ? m_bgcolor : m_fallback_bg_color;
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}
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video::SColor getSkyColor(){
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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_visible; }
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video::SColorf getCloudColor(){ return m_cloudcolor_f; }
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void setVisible(bool visible){ m_visible = visible; }
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void setFallbackBgColor(const video::SColor &fallback_bg_color){
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m_fallback_bg_color = fallback_bg_color;
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}
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private:
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core::aabbox3d<f32> 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 : 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 = video::SColorf(
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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;
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video::SColor m_fallback_bg_color; // Used when m_visible=false
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bool m_first_update;
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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;
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float m_cloud_brightness;
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bool m_clouds_visible;
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bool m_directional_colored_fog;
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video::SColorf m_bgcolor_bright_f;
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video::SColorf m_skycolor_bright_f;
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video::SColorf m_cloudcolor_bright_f;
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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::S3DVertex m_star_vertices[SKY_STAR_COUNT*4];
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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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