minetest/src/sky.h
Loïc Blot 921151d97a C++ modernize: Pragma once (#6264)
* Migrate cpp headers to pragma once
2017-08-17 22:19:39 +02:00

149 lines
4.7 KiB
C++

/*
Minetest
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
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include <ISceneNode.h>
#include "camera.h"
#include "irrlichttypes_extrabloated.h"
#pragma once
#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(s32 id, ITextureSource *tsrc);
virtual void OnRegisterSceneNode();
//! renders the node.
virtual void render();
virtual const aabb3f &getBoundingBox() const { return m_box; }
// Used by Irrlicht for optimizing rendering
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, 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() const { return m_clouds_visible && m_clouds_enabled; }
const video::SColorf &getCloudColor() const { 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;
}
void overrideColors(const video::SColor &bgcolor, const video::SColor &skycolor)
{
m_bgcolor = bgcolor;
m_skycolor = skycolor;
}
void setBodiesVisible(bool visible) { m_bodies_visible = visible; }
private:
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 = true;
// Used when m_visible=false
video::SColor m_fallback_bg_color = video::SColor(255, 255, 255, 255);
bool m_first_update = true;
float m_time_of_day;
float m_time_brightness;
bool m_sunlight_seen;
float m_brightness = 0.5f;
float m_cloud_brightness = 0.5f;
bool m_clouds_visible; // Whether clouds are disabled due to player underground
bool m_clouds_enabled = true; // Initialised to true, reset only by set_sky API
bool m_directional_colored_fog;
bool m_bodies_visible = true; // sun, moon, stars
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);
video::SColorf m_cloudcolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
video::SColor m_bgcolor;
video::SColor m_skycolor;
video::SColorf m_cloudcolor_f;
v3f m_stars[SKY_STAR_COUNT];
video::ITexture *m_sun_texture;
video::ITexture *m_moon_texture;
video::ITexture *m_sun_tonemap;
video::ITexture *m_moon_tonemap;
};