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Directional fog + horizon colors, based on sun & moon positions at sunrise / sunset

This commit is contained in:
MirceaKitsune 2013-06-30 18:17:14 +03:00 committed by sapier
parent e9e9fd7c3f
commit 848f80b2e5
3 changed files with 96 additions and 24 deletions

View file

@ -19,6 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "irrlichttypes_extrabloated.h"
#include <ISceneNode.h>
#include "localplayer.h"
#ifndef SKY_HEADER
#define SKY_HEADER
@ -31,7 +32,7 @@ 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, LocalPlayer* player);
virtual void OnRegisterSceneNode();
@ -61,7 +62,42 @@ public:
private:
core::aabbox3d<f32> 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 ? x = (1 - m_time_of_day) * 2 : x = 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_first_update;
float m_time_of_day;
float m_time_brightness;
@ -78,6 +114,7 @@ private:
v3f m_stars[SKY_STAR_COUNT];
u16 m_star_indices[SKY_STAR_COUNT*4];
video::S3DVertex m_star_vertices[SKY_STAR_COUNT*4];
LocalPlayer* m_player;
};
#endif