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Shadow mapping render pass (#11244)

Co-authored-by: x2048 <codeforsmile@gmail.com>
This commit is contained in:
Liso 2021-06-06 18:51:21 +02:00 committed by GitHub
parent 46f42e15c4
commit c47313db65
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GPG key ID: 4AEE18F83AFDEB23
35 changed files with 2624 additions and 38 deletions

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@ -105,6 +105,8 @@ public:
ITextureSource *tsrc);
const video::SColorf &getCurrentStarColor() const { return m_star_color; }
float getSkyBodyOrbitTilt() const { return m_sky_body_orbit_tilt; }
private:
aabb3f m_box;
video::SMaterial m_materials[SKY_MATERIAL_COUNT];
@ -159,6 +161,7 @@ private:
bool m_directional_colored_fog;
bool m_in_clouds = true; // Prevent duplicating bools to remember old values
bool m_enable_shaders = false;
float m_sky_body_orbit_tilt = 0.0f;
video::SColorf m_bgcolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
video::SColorf m_skycolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
@ -205,3 +208,7 @@ private:
float horizon_position, float day_position);
void setSkyDefaults();
};
// calculates value for sky body positions for the given observed time of day
// this is used to draw both Sun/Moon and shadows
float getWickedTimeOfDay(float time_of_day);