if (!m_visible)
return;
- video::IVideoDriver* driver = SceneManager->getVideoDriver();
- scene::ICameraSceneNode* camera = SceneManager->getActiveCamera();
+ video::IVideoDriver *driver = SceneManager->getVideoDriver();
+ scene::ICameraSceneNode *camera = SceneManager->getActiveCamera();
if (!camera || !driver)
return;
indices, SKY_STAR_COUNT, video::EVT_STANDARD,
scene::EPT_QUADS, video::EIT_16BIT);
#endif
- } while(false);
+ } while (false);
// Draw sunrise/sunset horizon glow texture (textures/base/pack/sunrisebg.png)
{
// Draw sun
if (wicked_time_of_day > 0.15 && wicked_time_of_day < 0.85) {
- if (!m_sun_texture) {
- driver->setMaterial(m_materials[1]);
- float d = sunsize * 1.7;
- video::SColor c = suncolor;
- c.setAlpha(0.05 * 255);
- vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
- vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
- vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o);
- vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o);
- for (video::S3DVertex &vertex : vertices) {
- // Switch from -Z (south) to +X (east)
- vertex.Pos.rotateXZBy(90);
- vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
- }
- driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
-
- d = sunsize * 1.2;
- c = suncolor;
- c.setAlpha(0.15 * 255);
- vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
- vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
- vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o);
- vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o);
- for (video::S3DVertex &vertex : vertices) {
- // Switch from -Z (south) to +X (east)
- vertex.Pos.rotateXZBy(90);
- vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
- }
- driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
-
- d = sunsize;
- vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, suncolor, t, t);
- vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, suncolor, o, t);
- vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, suncolor, o, o);
- vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, suncolor, t, o);
- for (video::S3DVertex &vertex : vertices) {
- // Switch from -Z (south) to +X (east)
- vertex.Pos.rotateXZBy(90);
- vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
- }
- driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
-
- d = sunsize * 0.7;
- vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, suncolor2, t, t);
- vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, suncolor2, o, t);
- vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, suncolor2, o, o);
- vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, suncolor2, t, o);
- for (video::S3DVertex &vertex : vertices) {
- // Switch from -Z (south) to +X (east)
- vertex.Pos.rotateXZBy(90);
- vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
- }
- driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
- } else {
- driver->setMaterial(m_materials[3]);
- float d = sunsize * 1.7;
- video::SColor c;
- if (m_sun_tonemap)
- c = video::SColor (0, 0, 0, 0);
- else
- c = video::SColor (255, 255, 255, 255);
- vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
- vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
- vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o);
- vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o);
- for (video::S3DVertex &vertex : vertices) {
- // Switch from -Z (south) to +X (east)
- vertex.Pos.rotateXZBy(90);
- vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
- }
- driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
- }
+ draw_sun(driver, sunsize, suncolor, suncolor2, wicked_time_of_day);
}
// Draw moon
if (wicked_time_of_day < 0.3 || wicked_time_of_day > 0.7) {
- if (!m_moon_texture) {
- driver->setMaterial(m_materials[1]);
- float d = moonsize * 1.9;
- video::SColor c = mooncolor;
- c.setAlpha(0.05 * 255);
- vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
- vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
- vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o);
- vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o);
- for (video::S3DVertex &vertex : vertices) {
- // Switch from -Z (south) to -X (west)
- vertex.Pos.rotateXZBy(-90);
- vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
- }
- driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
-
- d = moonsize * 1.3;
- c = mooncolor;
- c.setAlpha(0.15 * 255);
- vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
- vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
- vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o);
- vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o);
- for (video::S3DVertex &vertex : vertices) {
- // Switch from -Z (south) to -X (west)
- vertex.Pos.rotateXZBy(-90);
- vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
- }
- driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
-
- d = moonsize;
- vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, mooncolor, t, t);
- vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, mooncolor, o, t);
- vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, mooncolor, o, o);
- vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, mooncolor, t, o);
- for (video::S3DVertex &vertex : vertices) {
- // Switch from -Z (south) to -X (west)
- vertex.Pos.rotateXZBy(-90);
- vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
- }
- driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
-
- float d2 = moonsize * 0.6;
- vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, mooncolor2, t, t);
- vertices[1] = video::S3DVertex( d2,-d, -1, 0, 0, 1, mooncolor2, o, t);
- vertices[2] = video::S3DVertex( d2, d2, -1, 0, 0, 1, mooncolor2, o, o);
- vertices[3] = video::S3DVertex(-d, d2, -1, 0, 0, 1, mooncolor2, t, o);
- for (video::S3DVertex &vertex : vertices) {
- // Switch from -Z (south) to -X (west)
- vertex.Pos.rotateXZBy(-90);
- vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
- }
- driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
- } else {
- driver->setMaterial(m_materials[4]);
- float d = moonsize * 1.9;
- video::SColor c;
- if (m_moon_tonemap)
- c = video::SColor (0, 0, 0, 0);
- else
- c = video::SColor (255, 255, 255, 255);
- vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
- vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
- vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o);
- vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o);
- for (video::S3DVertex &vertex : vertices) {
- // Switch from -Z (south) to -X (west)
- vertex.Pos.rotateXZBy(-90);
- vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
- }
- driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
- }
+ draw_moon(driver, moonsize, mooncolor, mooncolor2, wicked_time_of_day);
}
// Draw far cloudy fog thing below all horizons in front of sun, moon
void Sky::update(float time_of_day, float time_brightness,
- float direct_brightness, bool sunlight_seen,
- CameraMode cam_mode, float yaw, float pitch)
+ float direct_brightness, bool sunlight_seen,
+ CameraMode cam_mode, float yaw, float pitch)
{
// Stabilize initial brightness and color values by flooding updates
if (m_first_update) {
video::SColorf(pointcolor), m_horizon_blend() * 0.25);
}
}
+
+void Sky::draw_sun(video::IVideoDriver *driver, float sunsize, const video::SColor &suncolor,
+ const video::SColor &suncolor2, float wicked_time_of_day)
+ /* Draw sun in the sky.
+ * driver: Video driver object used to draw
+ * sunsize: the default size of the sun
+ * suncolor: main sun color
+ * suncolor2: second sun color
+ * wicked_time_of_day: current time of day, to know where should be the sun in the sky
+ */
+{
+ static const u16 indices[4] = {0, 1, 2, 3};
+ std::array<video::S3DVertex, 4> vertices;
+ if (!m_sun_texture) {
+ driver->setMaterial(m_materials[1]);
+ const float sunsizes[4] = {sunsize * 1.7f, sunsize * 1.2f, sunsize, sunsize * 0.7f};
+ video::SColor c1 = suncolor;
+ video::SColor c2 = suncolor;
+ c1.setAlpha(0.05 * 255);
+ c2.setAlpha(0.15 * 255);
+ const video::SColor colors[4] = {c1, c2, suncolor, suncolor2};
+ for (int i = 0; i < 4; i++) {
+ draw_sky_body(vertices, -sunsizes[i], sunsizes[i], colors[i]);
+ place_sky_body(vertices, 90, wicked_time_of_day * 360 - 90);
+ driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
+ }
+ } else {
+ driver->setMaterial(m_materials[3]);
+ float d = sunsize * 1.7;
+ video::SColor c;
+ if (m_sun_tonemap)
+ c = video::SColor(0, 0, 0, 0);
+ else
+ c = video::SColor(255, 255, 255, 255);
+ draw_sky_body(vertices, -d, d, c);
+ place_sky_body(vertices, 90, wicked_time_of_day * 360 - 90);
+ driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
+ }
+}
+
+
+void Sky::draw_moon(video::IVideoDriver *driver, float moonsize, const video::SColor &mooncolor,
+ const video::SColor &mooncolor2, float wicked_time_of_day)
+ /*
+ * Draw moon in the sky.
+ * driver: Video driver object used to draw
+ * moonsize: the default size of the moon
+ * mooncolor: main moon color
+ * mooncolor2: second moon color
+ * wicked_time_of_day: current time of day, to know where should be the moon in the sky
+ */
+{
+ static const u16 indices[4] = {0, 1, 2, 3};
+ std::array<video::S3DVertex, 4> vertices;
+ if (!m_moon_texture) {
+ driver->setMaterial(m_materials[1]);
+ const float moonsizes_1[4] = {
+ -moonsize * 1.9f,
+ -moonsize * 1.3f,
+ -moonsize,
+ -moonsize
+ };
+ const float moonsizes_2[4] = {
+ moonsize * 1.9f,
+ moonsize * 1.3f,
+ moonsize,
+ moonsize * 0.6f
+ };
+ video::SColor c1 = mooncolor;
+ video::SColor c2 = mooncolor;
+ c1.setAlpha(0.05 * 255);
+ c2.setAlpha(0.15 * 255);
+ const video::SColor colors[4] = {c1, c2, mooncolor, mooncolor2};
+ for (int i = 0; i < 4; i++) {
+ draw_sky_body(vertices, moonsizes_1[i], moonsizes_2[i], colors[i]);
+ place_sky_body(vertices, -90, wicked_time_of_day * 360 - 90);
+ driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
+ }
+ } else {
+ driver->setMaterial(m_materials[4]);
+ float d = moonsize * 1.9;
+ video::SColor c;
+ if (m_moon_tonemap)
+ c = video::SColor(0, 0, 0, 0);
+ else
+ c = video::SColor(255, 255, 255, 255);
+ draw_sky_body(vertices, -d, d, c);
+ place_sky_body(vertices, -90, wicked_time_of_day * 360 - 90);
+ driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
+ }
+}
+
+
+void Sky::draw_sky_body(std::array<video::S3DVertex, 4> &vertices, float pos_1, float pos_2, const video::SColor &c)
+{
+ /*
+ * Create an array of vertices with the dimensions specified.
+ * pos_1, pos_2: position of the body's vertices
+ * c: color of the body
+ */
+
+ const f32 t = 1.0f;
+ const f32 o = 0.0f;
+ vertices[0] = video::S3DVertex(pos_1, pos_1, -1, 0, 0, 1, c, t, t);
+ vertices[1] = video::S3DVertex(pos_2, pos_1, -1, 0, 0, 1, c, o, t);
+ vertices[2] = video::S3DVertex(pos_2, pos_2, -1, 0, 0, 1, c, o, o);
+ vertices[3] = video::S3DVertex(pos_1, pos_2, -1, 0, 0, 1, c, t, o);
+}
+
+
+void Sky::place_sky_body(
+ std::array<video::S3DVertex, 4> &vertices, float horizon_position, float day_position)
+ /*
+ * Place body in the sky.
+ * vertices: The body as a rectangle of 4 vertices
+ * horizon_position: turn the body around the Y axis
+ * day_position: turn the body around the Z axis, to place it depending of the time of the day
+ */
+{
+ for (video::S3DVertex &vertex : vertices) {
+ // Body is directed to -Z (south) by default
+ vertex.Pos.rotateXZBy(horizon_position);
+ vertex.Pos.rotateXYBy(day_position);
+ }
+}