/*
Minetest
-Copyright (C) 2012 celeron55, Perttu Ahola <celeron55@gmail.com>
+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
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
-#include "irrlichttypes_extrabloated.h"
#include <ISceneNode.h>
+#include "camera.h"
+#include "irrlichttypes_extrabloated.h"
#ifndef SKY_HEADER
#define SKY_HEADER
-#define SKY_MATERIAL_COUNT 3
+#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(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id);
+ Sky(scene::ISceneNode *parent, scene::ISceneManager *mgr, s32 id,
+ ITextureSource *tsrc);
virtual void OnRegisterSceneNode();
//! renders the node.
virtual void render();
- virtual const core::aabbox3d<f32>& getBoundingBox() const;
+ virtual const aabb3f &getBoundingBox() const { return m_box; }
// Used by Irrlicht for optimizing rendering
- virtual video::SMaterial& getMaterial(u32 i)
- { return m_materials[i]; }
+ 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);
-
- float getBrightness(){ return m_brightness; }
- video::SColor getBgColor(){ return m_bgcolor; }
- video::SColor getSkyColor(){ return m_skycolor; }
-
- bool getCloudsVisible(){ return m_clouds_visible; }
- video::SColorf getCloudColor(){ return m_cloudcolor_f; }
+ 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() { return m_clouds_visible && m_clouds_enabled; }
+ const video::SColorf &getCloudColor() { 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;
+ }
private:
- core::aabbox3d<f32> Box;
+ 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;
+ video::SColor m_fallback_bg_color; // Used when m_visible=false
bool m_first_update;
float m_time_of_day;
float m_time_brightness;
bool m_sunlight_seen;
float m_brightness;
float m_cloud_brightness;
- bool m_clouds_visible;
+ bool m_clouds_visible; // Whether clouds are disabled due to player underground
+ bool m_clouds_enabled; // Initialised to true, reset only by set_sky API
+ bool m_directional_colored_fog;
video::SColorf m_bgcolor_bright_f;
video::SColorf m_skycolor_bright_f;
video::SColorf m_cloudcolor_bright_f;
video::SColor m_skycolor;
video::SColorf m_cloudcolor_f;
v3f m_stars[SKY_STAR_COUNT];
- u16 m_star_indices[SKY_STAR_COUNT*4];
- video::S3DVertex m_star_vertices[SKY_STAR_COUNT*4];
+ video::S3DVertex m_star_vertices[SKY_STAR_COUNT * 4];
+ video::ITexture *m_sun_texture;
+ video::ITexture *m_moon_texture;
+ video::ITexture *m_sun_tonemap;
+ video::ITexture *m_moon_tonemap;
};
#endif
-