LuaVoxelManip: Add option to allocate blank data
[oweals/minetest.git] / src / sky.cpp
index b5706f4e3e9afa65abe24bfed495a9af60a3c645..00072f17f37b27125a7db395a84d1c2130398152 100644 (file)
@@ -607,14 +607,31 @@ void Sky::update(float time_of_day, float time_brightness,
                        // invert direction to match where the sun and moon are rising
                        if (m_time_of_day > 0.5)
                                pointcolor_blend = 1 - pointcolor_blend;
-
                        // horizon colors of sun and moon
                        f32 pointcolor_light = rangelim(m_time_brightness * 3, 0.2, 1);
+
                        video::SColorf pointcolor_sun_f(1, 1, 1, 1);
-                       pointcolor_sun_f.r = pointcolor_light * 1;
-                       pointcolor_sun_f.b = pointcolor_light * (0.25 + (rangelim(m_time_brightness, 0.25, 0.75) - 0.25) * 2 * 0.75);
-                       pointcolor_sun_f.g = pointcolor_light * (pointcolor_sun_f.b * 0.375 + (rangelim(m_time_brightness, 0.05, 0.15) - 0.05) * 10 * 0.625);
+                       if (m_sun_tonemap)
+                       {
+                               pointcolor_sun_f.r = pointcolor_light * (float)m_materials[3].EmissiveColor.getRed() / 255;
+                               pointcolor_sun_f.b = pointcolor_light * (float)m_materials[3].EmissiveColor.getBlue() / 255;
+                               pointcolor_sun_f.g = pointcolor_light * (float)m_materials[3].EmissiveColor.getGreen() / 255;
+                       }
+                       else
+                       {
+                               pointcolor_sun_f.r = pointcolor_light * 1;
+                               pointcolor_sun_f.b = pointcolor_light * (0.25 + (rangelim(m_time_brightness, 0.25, 0.75) - 0.25) * 2 * 0.75);
+                               pointcolor_sun_f.g = pointcolor_light * (pointcolor_sun_f.b * 0.375 + (rangelim(m_time_brightness, 0.05, 0.15) - 0.05) * 10 * 0.625);
+                       }
+
                        video::SColorf pointcolor_moon_f(0.5 * pointcolor_light, 0.6 * pointcolor_light, 0.8 * pointcolor_light, 1);
+                       if (m_moon_tonemap)
+                       {
+                               pointcolor_moon_f.r = pointcolor_light * (float)m_materials[4].EmissiveColor.getRed() / 255;
+                               pointcolor_moon_f.b = pointcolor_light * (float)m_materials[4].EmissiveColor.getBlue() / 255;
+                               pointcolor_moon_f.g = pointcolor_light * (float)m_materials[4].EmissiveColor.getGreen() / 255;
+                       }
+
                        video::SColor pointcolor_sun = pointcolor_sun_f.toSColor();
                        video::SColor pointcolor_moon = pointcolor_moon_f.toSColor();
                        // calculate the blend color