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https://github.com/luanti-org/luanti.git
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set_sky improvements, set_sun, set_moon and set_stars
This commit is contained in:
parent
580e7e8eb9
commit
946c03c69b
19 changed files with 1525 additions and 400 deletions
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@ -18,22 +18,23 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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*/
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#include "sky.h"
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#include "ITexture.h"
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#include "IVideoDriver.h"
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#include "ISceneManager.h"
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#include "ICameraSceneNode.h"
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#include "S3DVertex.h"
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#include "client/tile.h"
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#include "noise.h" // easeCurve
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#include "noise.h" // easeCurve
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#include "profiler.h"
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#include "util/numeric.h"
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#include <cmath>
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#include "client/renderingengine.h"
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#include "settings.h"
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#include "camera.h" // CameraModes
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#include "camera.h" // CameraModes
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#include "config.h"
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using namespace irr::core;
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Sky::Sky(s32 id, ITextureSource *tsrc):
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Sky::Sky(s32 id, ITextureSource *tsrc) :
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scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
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RenderingEngine::get_scene_manager(), id)
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{
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@ -67,44 +68,51 @@ Sky::Sky(s32 id, ITextureSource *tsrc):
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m_materials[2].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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//m_materials[2].MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
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m_sun_texture = tsrc->isKnownSourceImage("sun.png") ?
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tsrc->getTextureForMesh("sun.png") : NULL;
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m_moon_texture = tsrc->isKnownSourceImage("moon.png") ?
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tsrc->getTextureForMesh("moon.png") : NULL;
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m_sun_tonemap = tsrc->isKnownSourceImage("sun_tonemap.png") ?
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tsrc->getTexture("sun_tonemap.png") : NULL;
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m_moon_tonemap = tsrc->isKnownSourceImage("moon_tonemap.png") ?
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tsrc->getTexture("moon_tonemap.png") : NULL;
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// Ensures that sun and moon textures and tonemaps are correct.
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setSkyDefaults();
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m_sun_texture = tsrc->isKnownSourceImage(m_sun_params.texture) ?
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tsrc->getTextureForMesh(m_sun_params.texture) : NULL;
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m_moon_texture = tsrc->isKnownSourceImage(m_moon_params.texture) ?
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tsrc->getTextureForMesh(m_moon_params.texture) : NULL;
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m_sun_tonemap = tsrc->isKnownSourceImage(m_sun_params.tonemap) ?
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tsrc->getTexture(m_sun_params.tonemap) : NULL;
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m_moon_tonemap = tsrc->isKnownSourceImage(m_moon_params.tonemap) ?
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tsrc->getTexture(m_moon_params.tonemap) : NULL;
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if (m_sun_texture) {
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m_materials[3] = mat;
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m_materials[3].setTexture(0, m_sun_texture);
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m_materials[3].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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// Disables texture filtering
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m_materials[3].setFlag(video::E_MATERIAL_FLAG::EMF_BILINEAR_FILTER, false);
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m_materials[3].setFlag(video::E_MATERIAL_FLAG::EMF_TRILINEAR_FILTER, false);
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m_materials[3].setFlag(video::E_MATERIAL_FLAG::EMF_ANISOTROPIC_FILTER, false);
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// Use tonemaps if available
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if (m_sun_tonemap)
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m_materials[3].Lighting = true;
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}
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if (m_moon_texture) {
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m_materials[4] = mat;
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m_materials[4].setTexture(0, m_moon_texture);
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m_materials[4].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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// Disables texture filtering
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m_materials[4].setFlag(video::E_MATERIAL_FLAG::EMF_BILINEAR_FILTER, false);
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m_materials[4].setFlag(video::E_MATERIAL_FLAG::EMF_TRILINEAR_FILTER, false);
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m_materials[4].setFlag(video::E_MATERIAL_FLAG::EMF_ANISOTROPIC_FILTER, false);
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// Use tonemaps if available
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if (m_moon_tonemap)
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m_materials[4].Lighting = true;
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}
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for (v3f &star : m_stars) {
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star = v3f(
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myrand_range(-10000, 10000),
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myrand_range(-10000, 10000),
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myrand_range(-10000, 10000)
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);
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star.normalize();
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for (int i = 5; i < 11; i++) {
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m_materials[i] = mat;
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m_materials[i].Lighting = true;
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m_materials[i].MaterialType = video::EMT_SOLID;
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}
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m_directional_colored_fog = g_settings->getBool("directional_colored_fog");
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setStarCount(1000, true);
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}
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void Sky::OnRegisterSceneNode()
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{
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if (IsVisible)
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@ -113,12 +121,8 @@ void Sky::OnRegisterSceneNode()
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scene::ISceneNode::OnRegisterSceneNode();
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}
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void Sky::render()
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{
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if (!m_visible)
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return;
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video::IVideoDriver *driver = SceneManager->getVideoDriver();
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scene::ICameraSceneNode *camera = SceneManager->getActiveCamera();
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@ -205,143 +209,103 @@ void Sky::render()
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video::SColor cloudyfogcolor = m_bgcolor;
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// Draw far cloudy fog thing blended with skycolor
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for (u32 j = 0; j < 4; j++) {
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video::SColor c = cloudyfogcolor.getInterpolated(m_skycolor, 0.45);
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vertices[0] = video::S3DVertex(-1, 0.08, -1, 0, 0, 1, c, t, t);
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vertices[1] = video::S3DVertex( 1, 0.08, -1, 0, 0, 1, c, o, t);
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vertices[2] = video::S3DVertex( 1, 0.12, -1, 0, 0, 1, c, o, o);
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vertices[3] = video::S3DVertex(-1, 0.12, -1, 0, 0, 1, c, t, o);
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for (video::S3DVertex &vertex : vertices) {
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if (j == 0)
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// Don't switch
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{}
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else if (j == 1)
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// Switch from -Z (south) to +X (east)
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vertex.Pos.rotateXZBy(90);
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else if (j == 2)
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// Switch from -Z (south) to -X (west)
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vertex.Pos.rotateXZBy(-90);
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else
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// Switch from -Z (south) to +Z (north)
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vertex.Pos.rotateXZBy(-180);
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}
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driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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}
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// Draw far cloudy fog thing at and below all horizons
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for (u32 j = 0; j < 4; j++) {
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video::SColor c = cloudyfogcolor;
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vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 0, 1, c, t, t);
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vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 0, 1, c, o, t);
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vertices[2] = video::S3DVertex( 1, 0.08, -1, 0, 0, 1, c, o, o);
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vertices[3] = video::S3DVertex(-1, 0.08, -1, 0, 0, 1, c, t, o);
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for (video::S3DVertex &vertex : vertices) {
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if (j == 0)
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// Don't switch
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{}
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else if (j == 1)
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// Switch from -Z (south) to +X (east)
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vertex.Pos.rotateXZBy(90);
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else if (j == 2)
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// Switch from -Z (south) to -X (west)
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vertex.Pos.rotateXZBy(-90);
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else
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// Switch from -Z (south) to +Z (north)
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vertex.Pos.rotateXZBy(-180);
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}
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driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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}
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// If sun, moon and stars are (temporarily) disabled, abort here
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if (!m_bodies_visible)
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// Abort rendering if we're in the clouds.
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// Stops rendering a pure white hole in the bottom of the skybox.
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if (m_in_clouds)
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return;
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// Draw stars before sun and moon to be behind them
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do {
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driver->setMaterial(m_materials[1]);
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// Tune values so that stars first appear just after the sun
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// disappears over the horizon, and disappear just before the sun
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// appears over the horizon.
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// Also tune so that stars are at full brightness from time 20000 to
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// time 4000.
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float starbrightness = MYMAX(0, MYMIN(1,
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(0.25 - fabs(wicked_time_of_day < 0.5 ?
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wicked_time_of_day : (1.0 - wicked_time_of_day))) * 20));
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float f = starbrightness;
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float d = 0.006f / 2.0f;
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video::SColor starcolor(255, f * 90, f * 90, f * 90);
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// Stars are only drawn when brighter than skycolor
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if (starcolor.getBlue() < m_skycolor.getBlue())
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break;
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#if ENABLE_GLES
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u16 indices[SKY_STAR_COUNT * 3];
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video::S3DVertex vertices[SKY_STAR_COUNT * 3];
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for (u32 i = 0; i < SKY_STAR_COUNT; i++) {
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indices[i * 3 + 0] = i * 3 + 0;
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indices[i * 3 + 1] = i * 3 + 1;
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indices[i * 3 + 2] = i * 3 + 2;
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v3f r = m_stars[i];
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core::CMatrix4<f32> a;
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a.buildRotateFromTo(v3f(0, 1, 0), r);
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v3f p = v3f(-d, 1, -d);
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v3f p1 = v3f(d, 1, 0);
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v3f p2 = v3f(-d, 1, d);
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a.rotateVect(p);
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a.rotateVect(p1);
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a.rotateVect(p2);
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p.rotateXYBy(wicked_time_of_day * 360 - 90);
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p1.rotateXYBy(wicked_time_of_day * 360 - 90);
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p2.rotateXYBy(wicked_time_of_day * 360 - 90);
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vertices[i * 3 + 0].Pos = p;
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vertices[i * 3 + 0].Color = starcolor;
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vertices[i * 3 + 1].Pos = p1;
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vertices[i * 3 + 1].Color = starcolor;
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vertices[i * 3 + 2].Pos = p2;
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vertices[i * 3 + 2].Color = starcolor;
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// Draw the six sided skybox,
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if (m_sky_params.textures.size() == 6) {
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for (u32 j = 5; j < 11; j++) {
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video::SColor c(255, 255, 255, 255);
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driver->setMaterial(m_materials[j]);
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// Use 1.05 rather than 1.0 to avoid colliding with the
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// sun, moon and stars, as this is a background skybox.
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vertices[0] = video::S3DVertex(-1.05, -1.05, -1.05, 0, 0, 1, c, t, t);
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vertices[1] = video::S3DVertex( 1.05, -1.05, -1.05, 0, 0, 1, c, o, t);
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vertices[2] = video::S3DVertex( 1.05, 1.05, -1.05, 0, 0, 1, c, o, o);
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vertices[3] = video::S3DVertex(-1.05, 1.05, -1.05, 0, 0, 1, c, t, o);
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for (video::S3DVertex &vertex : vertices) {
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if (j == 5) { // Top texture
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vertex.Pos.rotateYZBy(90);
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vertex.Pos.rotateXZBy(90);
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} else if (j == 6) { // Bottom texture
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vertex.Pos.rotateYZBy(-90);
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vertex.Pos.rotateXZBy(90);
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} else if (j == 7) { // Left texture
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vertex.Pos.rotateXZBy(90);
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} else if (j == 8) { // Right texture
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vertex.Pos.rotateXZBy(-90);
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} else if (j == 9) { // Front texture, do nothing
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// Irrlicht doesn't like it when vertexes are left
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// alone and not rotated for some reason.
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vertex.Pos.rotateXZBy(0);
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} else {// Back texture
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vertex.Pos.rotateXZBy(180);
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}
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}
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driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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}
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driver->drawIndexedTriangleList(vertices, SKY_STAR_COUNT * 3,
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indices, SKY_STAR_COUNT);
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#else
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u16 indices[SKY_STAR_COUNT * 4];
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video::S3DVertex vertices[SKY_STAR_COUNT * 4];
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for (u32 i = 0; i < SKY_STAR_COUNT; i++) {
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indices[i * 4 + 0] = i * 4 + 0;
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indices[i * 4 + 1] = i * 4 + 1;
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indices[i * 4 + 2] = i * 4 + 2;
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indices[i * 4 + 3] = i * 4 + 3;
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v3f r = m_stars[i];
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core::CMatrix4<f32> a;
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a.buildRotateFromTo(v3f(0, 1, 0), r);
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v3f p = v3f(-d, 1, -d);
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v3f p1 = v3f( d, 1, -d);
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v3f p2 = v3f( d, 1, d);
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v3f p3 = v3f(-d, 1, d);
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a.rotateVect(p);
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a.rotateVect(p1);
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a.rotateVect(p2);
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a.rotateVect(p3);
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p.rotateXYBy(wicked_time_of_day * 360 - 90);
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p1.rotateXYBy(wicked_time_of_day * 360 - 90);
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p2.rotateXYBy(wicked_time_of_day * 360 - 90);
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p3.rotateXYBy(wicked_time_of_day * 360 - 90);
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vertices[i * 4 + 0].Pos = p;
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vertices[i * 4 + 0].Color = starcolor;
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vertices[i * 4 + 1].Pos = p1;
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vertices[i * 4 + 1].Color = starcolor;
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vertices[i * 4 + 2].Pos = p2;
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vertices[i * 4 + 2].Color = starcolor;
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vertices[i * 4 + 3].Pos = p3;
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vertices[i * 4 + 3].Color = starcolor;
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}
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driver->drawVertexPrimitiveList(vertices, SKY_STAR_COUNT * 4,
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indices, SKY_STAR_COUNT, video::EVT_STANDARD,
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scene::EPT_QUADS, video::EIT_16BIT);
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#endif
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} while (false);
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}
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// Draw sunrise/sunset horizon glow texture (textures/base/pack/sunrisebg.png)
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{
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// Draw far cloudy fog thing blended with skycolor
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if (m_visible) {
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driver->setMaterial(m_materials[1]);
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for (u32 j = 0; j < 4; j++) {
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video::SColor c = cloudyfogcolor.getInterpolated(m_skycolor, 0.45);
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vertices[0] = video::S3DVertex(-1, 0.08, -1, 0, 0, 1, c, t, t);
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vertices[1] = video::S3DVertex( 1, 0.08, -1, 0, 0, 1, c, o, t);
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vertices[2] = video::S3DVertex( 1, 0.12, -1, 0, 0, 1, c, o, o);
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vertices[3] = video::S3DVertex(-1, 0.12, -1, 0, 0, 1, c, t, o);
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for (video::S3DVertex &vertex : vertices) {
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if (j == 0)
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// Don't switch
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{}
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else if (j == 1)
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// Switch from -Z (south) to +X (east)
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vertex.Pos.rotateXZBy(90);
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else if (j == 2)
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// Switch from -Z (south) to -X (west)
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vertex.Pos.rotateXZBy(-90);
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else
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// Switch from -Z (south) to +Z (north)
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vertex.Pos.rotateXZBy(-180);
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}
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driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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}
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// Draw far cloudy fog thing at and below all horizons
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for (u32 j = 0; j < 4; j++) {
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video::SColor c = cloudyfogcolor;
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vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 0, 1, c, t, t);
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vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 0, 1, c, o, t);
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vertices[2] = video::S3DVertex( 1, 0.08, -1, 0, 0, 1, c, o, o);
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vertices[3] = video::S3DVertex(-1, 0.08, -1, 0, 0, 1, c, t, o);
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for (video::S3DVertex &vertex : vertices) {
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if (j == 0)
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// Don't switch
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{}
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else if (j == 1)
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// Switch from -Z (south) to +X (east)
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vertex.Pos.rotateXZBy(90);
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else if (j == 2)
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// Switch from -Z (south) to -X (west)
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vertex.Pos.rotateXZBy(-90);
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else
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// Switch from -Z (south) to +Z (north)
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vertex.Pos.rotateXZBy(-180);
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}
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driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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}
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}
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// Draw stars before sun and moon to be behind them
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if (m_star_params.visible)
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draw_stars(driver, wicked_time_of_day);
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// Draw sunrise/sunset horizon glow texture
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// (textures/base/pack/sunrisebg.png)
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if (m_sun_params.sunrise_visible) {
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driver->setMaterial(m_materials[2]);
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float mid1 = 0.25;
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float mid = wicked_time_of_day < 0.5 ? mid1 : (1.0 - mid1);
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@ -366,53 +330,52 @@ void Sky::render()
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}
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// Draw sun
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if (wicked_time_of_day > 0.15 && wicked_time_of_day < 0.85) {
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if (m_sun_params.visible)
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draw_sun(driver, sunsize, suncolor, suncolor2, wicked_time_of_day);
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}
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// Draw moon
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if (wicked_time_of_day < 0.3 || wicked_time_of_day > 0.7) {
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if (m_moon_params.visible)
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draw_moon(driver, moonsize, mooncolor, mooncolor2, wicked_time_of_day);
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}
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// Draw far cloudy fog thing below all horizons in front of sun, moon
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// and stars.
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driver->setMaterial(m_materials[1]);
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if (m_visible) {
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driver->setMaterial(m_materials[1]);
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for (u32 j = 0; j < 4; j++) {
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video::SColor c = cloudyfogcolor;
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vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 0, 1, c, t, t);
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vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 0, 1, c, o, t);
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vertices[2] = video::S3DVertex( 1, -0.02, -1, 0, 0, 1, c, o, o);
|
||||
vertices[3] = video::S3DVertex(-1, -0.02, -1, 0, 0, 1, c, t, o);
|
||||
for (video::S3DVertex &vertex : vertices) {
|
||||
if (j == 0)
|
||||
// Don't switch
|
||||
{}
|
||||
else if (j == 1)
|
||||
// Switch from -Z (south) to +X (east)
|
||||
vertex.Pos.rotateXZBy(90);
|
||||
else if (j == 2)
|
||||
// Switch from -Z (south) to -X (west)
|
||||
vertex.Pos.rotateXZBy(-90);
|
||||
else
|
||||
// Switch from -Z (south) to +Z (north)
|
||||
vertex.Pos.rotateXZBy(-180);
|
||||
for (u32 j = 0; j < 4; j++) {
|
||||
video::SColor c = cloudyfogcolor;
|
||||
vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 0, 1, c, t, t);
|
||||
vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 0, 1, c, o, t);
|
||||
vertices[2] = video::S3DVertex( 1, -0.02, -1, 0, 0, 1, c, o, o);
|
||||
vertices[3] = video::S3DVertex(-1, -0.02, -1, 0, 0, 1, c, t, o);
|
||||
for (video::S3DVertex &vertex : vertices) {
|
||||
if (j == 0)
|
||||
// Don't switch
|
||||
{}
|
||||
else if (j == 1)
|
||||
// Switch from -Z (south) to +X (east)
|
||||
vertex.Pos.rotateXZBy(90);
|
||||
else if (j == 2)
|
||||
// Switch from -Z (south) to -X (west)
|
||||
vertex.Pos.rotateXZBy(-90);
|
||||
else
|
||||
// Switch from -Z (south) to +Z (north)
|
||||
vertex.Pos.rotateXZBy(-180);
|
||||
}
|
||||
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
|
||||
}
|
||||
|
||||
// Draw bottom far cloudy fog thing in front of sun, moon and stars
|
||||
video::SColor c = cloudyfogcolor;
|
||||
vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 1, 0, c, t, t);
|
||||
vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 1, 0, c, o, t);
|
||||
vertices[2] = video::S3DVertex( 1, -1.0, 1, 0, 1, 0, c, o, o);
|
||||
vertices[3] = video::S3DVertex(-1, -1.0, 1, 0, 1, 0, c, t, o);
|
||||
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
|
||||
}
|
||||
|
||||
// Draw bottom far cloudy fog thing in front of sun, moon and stars
|
||||
video::SColor c = cloudyfogcolor;
|
||||
vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 1, 0, c, t, t);
|
||||
vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 1, 0, c, o, t);
|
||||
vertices[2] = video::S3DVertex( 1, -1.0, 1, 0, 1, 0, c, o, o);
|
||||
vertices[3] = video::S3DVertex(-1, -1.0, 1, 0, 1, 0, c, t, o);
|
||||
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Sky::update(float time_of_day, float time_brightness,
|
||||
float direct_brightness, bool sunlight_seen,
|
||||
CameraMode cam_mode, float yaw, float pitch)
|
||||
|
@ -426,7 +389,7 @@ void Sky::update(float time_of_day, float time_brightness,
|
|||
m_first_update = false;
|
||||
for (u32 i = 0; i < 100; i++) {
|
||||
update(time_of_day, time_brightness, direct_brightness,
|
||||
sunlight_seen, cam_mode, yaw, pitch);
|
||||
sunlight_seen, cam_mode, yaw, pitch);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
@ -434,7 +397,7 @@ void Sky::update(float time_of_day, float time_brightness,
|
|||
m_time_of_day = time_of_day;
|
||||
m_time_brightness = time_brightness;
|
||||
m_sunlight_seen = sunlight_seen;
|
||||
m_bodies_visible = true;
|
||||
m_in_clouds = false;
|
||||
|
||||
bool is_dawn = (time_brightness >= 0.20 && time_brightness < 0.35);
|
||||
|
||||
|
@ -452,19 +415,17 @@ void Sky::update(float time_of_day, float time_brightness,
|
|||
video::SColorf cloudcolor_bright_dawn_f(1.0, 0.7, 0.5);
|
||||
*/
|
||||
|
||||
video::SColorf bgcolor_bright_normal_f = video::SColor(255, 155, 193, 240);
|
||||
video::SColorf bgcolor_bright_indoor_f = video::SColor(255, 100, 100, 100);
|
||||
video::SColorf bgcolor_bright_dawn_f = video::SColor(255, 186, 193, 240);
|
||||
video::SColorf bgcolor_bright_night_f = video::SColor(255, 64, 144, 255);
|
||||
video::SColorf bgcolor_bright_normal_f = m_sky_params.sky_color.day_horizon;
|
||||
video::SColorf bgcolor_bright_indoor_f = m_sky_params.sky_color.indoors;
|
||||
video::SColorf bgcolor_bright_dawn_f = m_sky_params.sky_color.dawn_horizon;
|
||||
video::SColorf bgcolor_bright_night_f = m_sky_params.sky_color.night_horizon;
|
||||
|
||||
video::SColorf skycolor_bright_normal_f = video::SColor(255, 140, 186, 250);
|
||||
video::SColorf skycolor_bright_dawn_f = video::SColor(255, 180, 186, 250);
|
||||
video::SColorf skycolor_bright_night_f = video::SColor(255, 0, 107, 255);
|
||||
video::SColorf skycolor_bright_normal_f = m_sky_params.sky_color.day_sky;
|
||||
video::SColorf skycolor_bright_dawn_f = m_sky_params.sky_color.dawn_sky;
|
||||
video::SColorf skycolor_bright_night_f = m_sky_params.sky_color.night_sky;
|
||||
|
||||
// pure white: becomes "diffuse light component" for clouds
|
||||
video::SColorf cloudcolor_bright_normal_f = video::SColor(255, 255, 255, 255);
|
||||
// dawn-factoring version of pure white (note: R is above 1.0)
|
||||
video::SColorf cloudcolor_bright_dawn_f(255.0f/240.0f, 223.0f/240.0f, 191.0f/255.0f);
|
||||
video::SColorf cloudcolor_bright_normal_f = m_cloudcolor_day_f;
|
||||
video::SColorf cloudcolor_bright_dawn_f = m_cloudcolor_dawn_f;
|
||||
|
||||
float cloud_color_change_fraction = 0.95;
|
||||
if (sunlight_seen) {
|
||||
|
@ -558,13 +519,17 @@ void Sky::update(float time_of_day, float time_brightness,
|
|||
f32 pointcolor_light = rangelim(m_time_brightness * 3, 0.2, 1);
|
||||
|
||||
video::SColorf pointcolor_sun_f(1, 1, 1, 1);
|
||||
if (m_sun_tonemap) {
|
||||
// Use tonemap only if default sun/moon tinting is used
|
||||
// which keeps previous behaviour.
|
||||
if (m_sun_tonemap && m_default_tint) {
|
||||
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 if (!m_default_tint) {
|
||||
pointcolor_sun_f = m_sky_params.sun_tint;
|
||||
} else {
|
||||
pointcolor_sun_f.r = pointcolor_light * 1;
|
||||
pointcolor_sun_f.b = pointcolor_light *
|
||||
|
@ -573,9 +538,23 @@ void Sky::update(float time_of_day, float time_brightness,
|
|||
(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) {
|
||||
video::SColorf pointcolor_moon_f;
|
||||
if (m_default_tint) {
|
||||
pointcolor_moon_f = video::SColorf(
|
||||
0.5 * pointcolor_light,
|
||||
0.6 * pointcolor_light,
|
||||
0.8 * pointcolor_light,
|
||||
1
|
||||
);
|
||||
} else {
|
||||
pointcolor_moon_f = video::SColorf(
|
||||
(m_sky_params.moon_tint.getRed() / 255) * pointcolor_light,
|
||||
(m_sky_params.moon_tint.getGreen() / 255) * pointcolor_light,
|
||||
(m_sky_params.moon_tint.getBlue() / 255) * pointcolor_light,
|
||||
1
|
||||
);
|
||||
}
|
||||
if (m_moon_tonemap && m_default_tint) {
|
||||
pointcolor_moon_f.r = pointcolor_light *
|
||||
(float)m_materials[4].EmissiveColor.getRed() / 255;
|
||||
pointcolor_moon_f.b = pointcolor_light *
|
||||
|
@ -640,7 +619,12 @@ void Sky::draw_sun(video::IVideoDriver *driver, float sunsize, const video::SCol
|
|||
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};
|
||||
const float sunsizes[4] = {
|
||||
(sunsize * 1.7f) * m_sun_params.scale,
|
||||
(sunsize * 1.2f) * m_sun_params.scale,
|
||||
(sunsize) * m_sun_params.scale,
|
||||
(sunsize * 0.7f) * m_sun_params.scale
|
||||
};
|
||||
video::SColor c1 = suncolor;
|
||||
video::SColor c2 = suncolor;
|
||||
c1.setAlpha(0.05 * 255);
|
||||
|
@ -653,7 +637,7 @@ void Sky::draw_sun(video::IVideoDriver *driver, float sunsize, const video::SCol
|
|||
}
|
||||
} else {
|
||||
driver->setMaterial(m_materials[3]);
|
||||
float d = sunsize * 1.7;
|
||||
float d = (sunsize * 1.7) * m_sun_params.scale;
|
||||
video::SColor c;
|
||||
if (m_sun_tonemap)
|
||||
c = video::SColor(0, 0, 0, 0);
|
||||
|
@ -668,31 +652,32 @@ void Sky::draw_sun(video::IVideoDriver *driver, float sunsize, const video::SCol
|
|||
|
||||
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
|
||||
*/
|
||||
/*
|
||||
* 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
|
||||
};
|
||||
(-moonsize * 1.9f) * m_moon_params.scale,
|
||||
(-moonsize * 1.3f) * m_moon_params.scale,
|
||||
(-moonsize) * m_moon_params.scale,
|
||||
(-moonsize) * m_moon_params.scale
|
||||
};
|
||||
const float moonsizes_2[4] = {
|
||||
moonsize * 1.9f,
|
||||
moonsize * 1.3f,
|
||||
moonsize,
|
||||
moonsize * 0.6f
|
||||
};
|
||||
(moonsize * 1.9f) * m_moon_params.scale,
|
||||
(moonsize * 1.3f) * m_moon_params.scale,
|
||||
(moonsize) *m_moon_params.scale,
|
||||
(moonsize * 0.6f) * m_moon_params.scale
|
||||
};
|
||||
video::SColor c1 = mooncolor;
|
||||
video::SColor c2 = mooncolor;
|
||||
c1.setAlpha(0.05 * 255);
|
||||
|
@ -705,7 +690,7 @@ void Sky::draw_moon(video::IVideoDriver *driver, float moonsize, const video::SC
|
|||
}
|
||||
} else {
|
||||
driver->setMaterial(m_materials[4]);
|
||||
float d = moonsize * 1.9;
|
||||
float d = (moonsize * 1.9) * m_moon_params.scale;
|
||||
video::SColor c;
|
||||
if (m_moon_tonemap)
|
||||
c = video::SColor(0, 0, 0, 0);
|
||||
|
@ -717,14 +702,106 @@ void Sky::draw_moon(video::IVideoDriver *driver, float moonsize, const video::SC
|
|||
}
|
||||
}
|
||||
|
||||
void Sky::draw_stars(video::IVideoDriver * driver, float wicked_time_of_day)
|
||||
{
|
||||
driver->setMaterial(m_materials[1]);
|
||||
// Tune values so that stars first appear just after the sun
|
||||
// disappears over the horizon, and disappear just before the sun
|
||||
// appears over the horizon.
|
||||
// Also tune so that stars are at full brightness from time 20000
|
||||
// to time 4000.
|
||||
|
||||
float tod = wicked_time_of_day < 0.5f ? wicked_time_of_day : (1.0f - wicked_time_of_day);
|
||||
float starbrightness = clamp((0.25f - fabsf(tod)) * 20.0f, 0.0f, 1.0f);
|
||||
|
||||
float f = starbrightness;
|
||||
float d = (0.006 / 2) * m_star_params.scale;
|
||||
|
||||
video::SColor starcolor = m_star_params.starcolor;
|
||||
starcolor.setAlpha(f * m_star_params.starcolor.getAlpha());
|
||||
|
||||
// Stars are only drawn when not fully transparent
|
||||
if (m_star_params.starcolor.getAlpha() < 1)
|
||||
return;
|
||||
#if ENABLE_GLES
|
||||
u16 *indices = new u16[m_star_count * 3];
|
||||
video::S3DVertex *vertices =
|
||||
new video::S3DVertex[m_star_count * 3];
|
||||
for (u32 i = 0; i < m_star_count; i++) {
|
||||
indices[i * 3 + 0] = i * 3 + 0;
|
||||
indices[i * 3 + 1] = i * 3 + 1;
|
||||
indices[i * 3 + 2] = i * 3 + 2;
|
||||
v3f r = m_stars[i];
|
||||
core::CMatrix4<f32> a;
|
||||
a.buildRotateFromTo(v3f(0, 1, 0), r);
|
||||
v3f p = v3f(-d, 1, -d);
|
||||
v3f p1 = v3f(d, 1, 0);
|
||||
v3f p2 = v3f(-d, 1, d);
|
||||
a.rotateVect(p);
|
||||
a.rotateVect(p1);
|
||||
a.rotateVect(p2);
|
||||
p.rotateXYBy(wicked_time_of_day * 360 - 90);
|
||||
p1.rotateXYBy(wicked_time_of_day * 360 - 90);
|
||||
p2.rotateXYBy(wicked_time_of_day * 360 - 90);
|
||||
vertices[i * 3 + 0].Pos = p;
|
||||
vertices[i * 3 + 0].Color = starcolor;
|
||||
vertices[i * 3 + 1].Pos = p1;
|
||||
vertices[i * 3 + 1].Color = starcolor;
|
||||
vertices[i * 3 + 2].Pos = p2;
|
||||
vertices[i * 3 + 2].Color = starcolor;
|
||||
}
|
||||
driver->drawIndexedTriangleList(vertices.data(), m_star_count * 3,
|
||||
indices.data(), m_star_count);
|
||||
delete[] indices;
|
||||
delete[] vertices;
|
||||
#else
|
||||
u16 *indices = new u16[m_star_params.count * 4];
|
||||
video::S3DVertex *vertices =
|
||||
new video::S3DVertex[m_star_params.count * 4];
|
||||
for (u32 i = 0; i < m_star_params.count; i++) {
|
||||
indices[i * 4 + 0] = i * 4 + 0;
|
||||
indices[i * 4 + 1] = i * 4 + 1;
|
||||
indices[i * 4 + 2] = i * 4 + 2;
|
||||
indices[i * 4 + 3] = i * 4 + 3;
|
||||
v3f r = m_stars[i];
|
||||
core::CMatrix4<f32> a;
|
||||
a.buildRotateFromTo(v3f(0, 1, 0), r);
|
||||
v3f p = v3f(-d, 1, -d);
|
||||
v3f p1 = v3f(d, 1, -d);
|
||||
v3f p2 = v3f(d, 1, d);
|
||||
v3f p3 = v3f(-d, 1, d);
|
||||
a.rotateVect(p);
|
||||
a.rotateVect(p1);
|
||||
a.rotateVect(p2);
|
||||
a.rotateVect(p3);
|
||||
p.rotateXYBy(wicked_time_of_day * 360 - 90);
|
||||
p1.rotateXYBy(wicked_time_of_day * 360 - 90);
|
||||
p2.rotateXYBy(wicked_time_of_day * 360 - 90);
|
||||
p3.rotateXYBy(wicked_time_of_day * 360 - 90);
|
||||
vertices[i * 4 + 0].Pos = p;
|
||||
vertices[i * 4 + 0].Color = starcolor;
|
||||
vertices[i * 4 + 1].Pos = p1;
|
||||
vertices[i * 4 + 1].Color = starcolor;
|
||||
vertices[i * 4 + 2].Pos = p2;
|
||||
vertices[i * 4 + 2].Color = starcolor;
|
||||
vertices[i * 4 + 3].Pos = p3;
|
||||
vertices[i * 4 + 3].Color = starcolor;
|
||||
}
|
||||
driver->drawVertexPrimitiveList(vertices, m_star_params.count * 4,
|
||||
indices, m_star_params.count, video::EVT_STANDARD,
|
||||
scene::EPT_QUADS, video::EIT_16BIT);
|
||||
delete[] indices;
|
||||
delete[] vertices;
|
||||
#endif
|
||||
}
|
||||
|
||||
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
|
||||
*/
|
||||
* 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;
|
||||
|
@ -738,11 +815,11 @@ void Sky::draw_sky_body(std::array<video::S3DVertex, 4> &vertices, float pos_1,
|
|||
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
|
||||
*/
|
||||
* 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
|
||||
|
@ -750,3 +827,168 @@ void Sky::place_sky_body(
|
|||
vertex.Pos.rotateXYBy(day_position);
|
||||
}
|
||||
}
|
||||
|
||||
void Sky::setSunTexture(std::string sun_texture,
|
||||
std::string sun_tonemap, ITextureSource *tsrc)
|
||||
{
|
||||
// Ignore matching textures (with modifiers) entirely,
|
||||
// but lets at least update the tonemap before hand.
|
||||
m_sun_params.tonemap = sun_tonemap;
|
||||
m_sun_tonemap = tsrc->isKnownSourceImage(m_sun_params.tonemap) ?
|
||||
tsrc->getTexture(m_sun_params.tonemap) : NULL;
|
||||
m_materials[3].Lighting = !!m_sun_tonemap;
|
||||
|
||||
if (m_sun_params.texture == sun_texture)
|
||||
return;
|
||||
m_sun_params.texture = sun_texture;
|
||||
|
||||
if (sun_texture != "") {
|
||||
// We want to ensure the texture exists first.
|
||||
m_sun_texture = tsrc->getTextureForMesh(m_sun_params.texture);
|
||||
|
||||
if (m_sun_texture) {
|
||||
m_materials[3] = m_materials[0];
|
||||
m_materials[3].setTexture(0, m_sun_texture);
|
||||
m_materials[3].MaterialType = video::
|
||||
EMT_TRANSPARENT_ALPHA_CHANNEL;
|
||||
// Disables texture filtering
|
||||
m_materials[3].setFlag(
|
||||
video::E_MATERIAL_FLAG::EMF_BILINEAR_FILTER, false);
|
||||
m_materials[3].setFlag(
|
||||
video::E_MATERIAL_FLAG::EMF_TRILINEAR_FILTER, false);
|
||||
m_materials[3].setFlag(
|
||||
video::E_MATERIAL_FLAG::EMF_ANISOTROPIC_FILTER, false);
|
||||
}
|
||||
} else {
|
||||
m_sun_texture = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
void Sky::setSunriseTexture(std::string sunglow_texture,
|
||||
ITextureSource* tsrc)
|
||||
{
|
||||
// Ignore matching textures (with modifiers) entirely.
|
||||
if (m_sun_params.sunrise == sunglow_texture)
|
||||
return;
|
||||
m_sun_params.sunrise = sunglow_texture;
|
||||
m_materials[2].setTexture(0, tsrc->getTextureForMesh(
|
||||
sunglow_texture.empty() ? "sunrisebg.png" : sunglow_texture)
|
||||
);
|
||||
}
|
||||
|
||||
void Sky::setMoonTexture(std::string moon_texture,
|
||||
std::string moon_tonemap, ITextureSource *tsrc)
|
||||
{
|
||||
// Ignore matching textures (with modifiers) entirely,
|
||||
// but lets at least update the tonemap before hand.
|
||||
m_moon_params.tonemap = moon_tonemap;
|
||||
m_moon_tonemap = tsrc->isKnownSourceImage(m_moon_params.tonemap) ?
|
||||
tsrc->getTexture(m_moon_params.tonemap) : NULL;
|
||||
m_materials[4].Lighting = !!m_moon_tonemap;
|
||||
|
||||
if (m_moon_params.texture == moon_texture)
|
||||
return;
|
||||
m_moon_params.texture = moon_texture;
|
||||
|
||||
if (moon_texture != "") {
|
||||
// We want to ensure the texture exists first.
|
||||
m_moon_texture = tsrc->getTextureForMesh(m_moon_params.texture);
|
||||
|
||||
if (m_moon_texture) {
|
||||
m_materials[4] = m_materials[0];
|
||||
m_materials[4].setTexture(0, m_moon_texture);
|
||||
m_materials[4].MaterialType = video::
|
||||
EMT_TRANSPARENT_ALPHA_CHANNEL;
|
||||
// Disables texture filtering
|
||||
m_materials[4].setFlag(
|
||||
video::E_MATERIAL_FLAG::EMF_BILINEAR_FILTER, false);
|
||||
m_materials[4].setFlag(
|
||||
video::E_MATERIAL_FLAG::EMF_TRILINEAR_FILTER, false);
|
||||
m_materials[4].setFlag(
|
||||
video::E_MATERIAL_FLAG::EMF_ANISOTROPIC_FILTER, false);
|
||||
}
|
||||
} else {
|
||||
m_moon_texture = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
void Sky::setStarCount(u16 star_count, bool force_update)
|
||||
{
|
||||
// Force updating star count at game init.
|
||||
if (force_update) {
|
||||
m_star_params.count = star_count;
|
||||
m_stars.clear();
|
||||
// Rebuild the stars surrounding the camera
|
||||
for (u16 i = 0; i < star_count; i++) {
|
||||
v3f star = v3f(
|
||||
myrand_range(-10000, 10000),
|
||||
myrand_range(-10000, 10000),
|
||||
myrand_range(-10000, 10000)
|
||||
);
|
||||
|
||||
star.normalize();
|
||||
m_stars.emplace_back(star);
|
||||
}
|
||||
// Ignore changing star count if the new value is identical
|
||||
} else if (m_star_params.count == star_count)
|
||||
return;
|
||||
else {
|
||||
m_star_params.count = star_count;
|
||||
m_stars.clear();
|
||||
// Rebuild the stars surrounding the camera
|
||||
for (u16 i = 0; i < star_count; i++) {
|
||||
v3f star = v3f(
|
||||
myrand_range(-10000, 10000),
|
||||
myrand_range(-10000, 10000),
|
||||
myrand_range(-10000, 10000)
|
||||
);
|
||||
|
||||
star.normalize();
|
||||
m_stars.emplace_back(star);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Sky::setSkyColors(const SkyboxParams sky)
|
||||
{
|
||||
m_sky_params.sky_color = sky.sky_color;
|
||||
}
|
||||
|
||||
void Sky::setHorizonTint(video::SColor sun_tint, video::SColor moon_tint,
|
||||
std::string use_sun_tint)
|
||||
{
|
||||
// Change sun and moon tinting:
|
||||
m_sky_params.sun_tint = sun_tint;
|
||||
m_sky_params.moon_tint = moon_tint;
|
||||
// Faster than comparing strings every rendering frame
|
||||
if (use_sun_tint == "default")
|
||||
m_default_tint = true;
|
||||
else if (use_sun_tint == "custom")
|
||||
m_default_tint = false;
|
||||
else
|
||||
m_default_tint = true;
|
||||
}
|
||||
|
||||
void Sky::addTextureToSkybox(std::string texture, int material_id,
|
||||
ITextureSource *tsrc)
|
||||
{
|
||||
// Sanity check for more than six textures.
|
||||
if (material_id + 5 >= SKY_MATERIAL_COUNT)
|
||||
return;
|
||||
// Keep a list of texture names handy.
|
||||
m_sky_params.textures.emplace_back(texture);
|
||||
video::ITexture *result = tsrc->getTextureForMesh(texture);
|
||||
m_materials[material_id+5] = m_materials[0];
|
||||
m_materials[material_id+5].setTexture(0, result);
|
||||
m_materials[material_id+5].MaterialType = video::EMT_SOLID;
|
||||
}
|
||||
|
||||
// To be called once at game init to setup default values.
|
||||
void Sky::setSkyDefaults()
|
||||
{
|
||||
SkyboxDefaults sky_defaults;
|
||||
m_sky_params.sky_color = sky_defaults.getSkyColorDefaults();
|
||||
m_sun_params = sky_defaults.getSunDefaults();
|
||||
m_moon_params = sky_defaults.getMoonDefaults();
|
||||
m_star_params = sky_defaults.getStarDefaults();
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue