# Client sources
set(minetest_SRCS
${common_SRCS}
+ sky.cpp
clientmap.cpp
content_cso.cpp
content_mapblock.cpp
m_draw_control.wanted_range = viewing_range_max;
// Just so big a value that everything rendered is visible
- // Some more allowance than viewing_range_max * BS because of active objects etc.
- m_cameranode->setFarValue(viewing_range_max * BS * 10);
+ // Some more allowance than viewing_range_max * BS because of clouds,
+ // active objects, etc.
+ if(viewing_range_max < 200*BS)
+ m_cameranode->setFarValue(200 * BS * 10);
+ else
+ m_cameranode->setFarValue(viewing_range_max * BS * 10);
f32 wanted_fps = g_settings->getFloat("wanted_fps");
wanted_fps = MYMAX(wanted_fps, 1.0);
m_animation_time(0),
m_crack_level(-1),
m_crack_pos(0,0,0),
- m_time_of_day(0),
m_map_seed(0),
m_password(password),
m_access_denied(false),
m_texture_receive_progress(0),
m_textures_received(false),
m_itemdef_received(false),
- m_nodedef_received(false)
+ m_nodedef_received(false),
+ m_time_of_day_set(false),
+ m_last_time_of_day_f(-1),
+ m_time_of_day_update_timer(0)
{
m_packetcounter_timer = 0.0;
//m_delete_unused_sectors_timer = 0.0;
if(m_animation_time > 60.0)
m_animation_time -= 60.0;
+ m_time_of_day_update_timer += dtime;
+
//infostream<<"Client steps "<<dtime<<std::endl;
{
u16 time_of_day = readU16(&data[2]);
time_of_day = time_of_day % 24000;
//infostream<<"Client: time_of_day="<<time_of_day<<std::endl;
-
- /*
- time_of_day:
- 0 = midnight
- 12000 = midday
- */
- {
- m_env.setTimeOfDay(time_of_day);
-
- u32 dr = m_env.getDayNightRatio();
-
- infostream<<"Client: time_of_day="<<time_of_day
- <<", dr="<<dr
- <<std::endl;
+ float time_speed = 0;
+ if(datasize >= 2 + 2 + 4){
+ time_speed = readF1000(&data[4]);
+ } else {
+ // Old message; try to approximate speed of time by ourselves
+ float time_of_day_f = (float)time_of_day / 24000.0;
+ float tod_diff_f = 0;
+ if(time_of_day_f < 0.2 && m_last_time_of_day_f > 0.8)
+ tod_diff_f = time_of_day_f - m_last_time_of_day_f + 1.0;
+ else
+ tod_diff_f = time_of_day_f - m_last_time_of_day_f;
+ m_last_time_of_day_f = time_of_day_f;
+ float time_diff = m_time_of_day_update_timer;
+ m_time_of_day_update_timer = 0;
+ if(m_time_of_day_set){
+ time_speed = 3600.0*24.0 * tod_diff_f / time_diff;
+ infostream<<"Client: Measured time_of_day speed (old format): "
+ <<time_speed<<" tod_diff_f="<<tod_diff_f
+ <<" time_diff="<<time_diff<<std::endl;
+ }
}
+
+ // Update environment
+ m_env.setTimeOfDay(time_of_day);
+ m_env.setTimeOfDaySpeed(time_speed);
+ m_time_of_day_set = true;
+ u32 dr = m_env.getDayNightRatio();
+ verbosestream<<"Client: time_of_day="<<time_of_day
+ <<" time_speed="<<time_speed
+ <<" dr="<<dr<<std::endl;
}
else if(command == TOCLIENT_CHAT_MESSAGE)
{
}
}
-u32 Client::getDayNightRatio()
-{
- //JMutexAutoLock envlock(m_env_mutex); //bulk comment-out
- return m_env.getDayNightRatio();
-}
-
u16 Client::getHP()
{
Player *player = m_env.getLocalPlayer();
int getCrackLevel();
void setCrack(int level, v3s16 pos);
- u32 getDayNightRatio();
-
u16 getHP();
float getAvgRtt()
float m_animation_time;
int m_crack_level;
v3s16 m_crack_pos;
- // Received from the server. 0-23999
- u32 m_time_of_day;
// 0 <= m_daynight_i < DAYNIGHT_CACHE_COUNT
//s32 m_daynight_i;
//u32 m_daynight_ratio;
bool m_itemdef_received;
bool m_nodedef_received;
friend class FarMesh;
+
+ // time_of_day speed approximation for old protocol
+ bool m_time_of_day_set;
+ float m_last_time_of_day_f;
+ float m_time_of_day_update_timer;
};
#endif // !SERVER
#include "client.h"
#include "mapblock_mesh.h"
#include <IMaterialRenderer.h>
+#include <matrix4.h>
#include "log.h"
#include "mapsector.h"
#include "main.h" // dout_client, g_settings
#include "profiler.h"
#include "settings.h"
+#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
+
ClientMap::ClientMap(
Client *client,
IGameDef *gamedef,
*/
float animation_time = m_client->getAnimationTime();
int crack = m_client->getCrackLevel();
- u32 daynight_ratio = m_client->getDayNightRatio();
+ u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
m_camera_mutex.Lock();
v3f camera_position = m_camera_position;
<<", rendered "<<vertex_count<<" vertices."<<std::endl;*/
}
+static bool getVisibleBrightness(Map *map, v3f p0, v3f dir, float step,
+ float step_multiplier, float start_distance, float end_distance,
+ INodeDefManager *ndef, u32 daylight_factor, float sunlight_min_d,
+ int *result, bool *sunlight_seen)
+{
+ int brightness_sum = 0;
+ int brightness_count = 0;
+ float distance = start_distance;
+ dir.normalize();
+ v3f pf = p0;
+ pf += dir * distance;
+ int noncount = 0;
+ bool nonlight_seen = false;
+ bool allow_allowing_non_sunlight_propagates = false;
+ bool allow_non_sunlight_propagates = false;
+ // Check content nearly at camera position
+ {
+ v3s16 p = floatToInt(p0 /*+ dir * 3*BS*/, BS);
+ MapNode n = map->getNodeNoEx(p);
+ if(ndef->get(n).param_type == CPT_LIGHT &&
+ !ndef->get(n).sunlight_propagates)
+ allow_allowing_non_sunlight_propagates = true;
+ }
+ // If would start at CONTENT_IGNORE, start closer
+ {
+ v3s16 p = floatToInt(pf, BS);
+ MapNode n = map->getNodeNoEx(p);
+ if(n.getContent() == CONTENT_IGNORE){
+ float newd = 2*BS;
+ pf = p0 + dir * 2*newd;
+ distance = newd;
+ }
+ }
+ for(int i=0; distance < end_distance; i++){
+ pf += dir * step;
+ distance += step;
+ step *= step_multiplier;
+
+ v3s16 p = floatToInt(pf, BS);
+ MapNode n = map->getNodeNoEx(p);
+ if(allow_allowing_non_sunlight_propagates && i == 0 &&
+ ndef->get(n).param_type == CPT_LIGHT &&
+ !ndef->get(n).sunlight_propagates){
+ allow_non_sunlight_propagates = true;
+ }
+ if(ndef->get(n).param_type != CPT_LIGHT ||
+ (!ndef->get(n).sunlight_propagates &&
+ !allow_non_sunlight_propagates)){
+ nonlight_seen = true;
+ noncount++;
+ if(noncount >= 4)
+ break;
+ continue;
+ }
+ if(distance >= sunlight_min_d && *sunlight_seen == false
+ && nonlight_seen == false)
+ if(n.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
+ *sunlight_seen = true;
+ noncount = 0;
+ brightness_sum += decode_light(n.getLightBlend(daylight_factor, ndef));
+ brightness_count++;
+ }
+ *result = 0;
+ if(brightness_count == 0)
+ return false;
+ *result = brightness_sum / brightness_count;
+ /*std::cerr<<"Sampled "<<brightness_count<<" points; result="
+ <<(*result)<<std::endl;*/
+ return true;
+}
+
+int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
+ int oldvalue, bool *sunlight_seen_result)
+{
+ const bool debugprint = false;
+ INodeDefManager *ndef = m_gamedef->ndef();
+ static v3f z_directions[50] = {
+ v3f(-100, 0, 0)
+ };
+ static f32 z_offsets[sizeof(z_directions)/sizeof(*z_directions)] = {
+ -1000,
+ };
+ if(z_directions[0].X < -99){
+ for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
+ z_directions[i] = v3f(
+ 0.01 * myrand_range(-80, 80),
+ 1.0,
+ 0.01 * myrand_range(-80, 80)
+ );
+ z_offsets[i] = 0.01 * myrand_range(0,100);
+ }
+ }
+ if(debugprint)
+ std::cerr<<"In goes "<<PP(m_camera_direction)<<", out comes ";
+ int sunlight_seen_count = 0;
+ float sunlight_min_d = max_d*0.8;
+ if(sunlight_min_d > 35*BS)
+ sunlight_min_d = 35*BS;
+ core::array<int> values;
+ for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
+ v3f z_dir = z_directions[i];
+ z_dir.normalize();
+ core::CMatrix4<f32> a;
+ a.buildRotateFromTo(v3f(0,1,0), z_dir);
+ v3f dir = m_camera_direction;
+ a.rotateVect(dir);
+ int br = 0;
+ float step = BS*1.5;
+ if(max_d > 35*BS)
+ step = max_d / 35 * 1.5;
+ float off = step * z_offsets[i];
+ bool sunlight_seen_now = false;
+ bool ok = getVisibleBrightness(this, m_camera_position, dir,
+ step, 1.0, max_d*0.6+off, max_d, ndef, daylight_factor,
+ sunlight_min_d,
+ &br, &sunlight_seen_now);
+ if(sunlight_seen_now)
+ sunlight_seen_count++;
+ if(!ok)
+ continue;
+ values.push_back(br);
+ // Don't try too much if being in the sun is clear
+ if(sunlight_seen_count >= 20)
+ break;
+ }
+ int brightness_sum = 0;
+ int brightness_count = 0;
+ values.sort();
+ u32 num_values_to_use = values.size();
+ if(num_values_to_use >= 10)
+ num_values_to_use -= num_values_to_use/2;
+ else if(num_values_to_use >= 7)
+ num_values_to_use -= num_values_to_use/3;
+ u32 first_value_i = (values.size() - num_values_to_use) / 2;
+ if(debugprint){
+ for(u32 i=0; i < first_value_i; i++)
+ std::cerr<<values[i]<<" ";
+ std::cerr<<"[";
+ }
+ for(u32 i=first_value_i; i < first_value_i+num_values_to_use; i++){
+ if(debugprint)
+ std::cerr<<values[i]<<" ";
+ brightness_sum += values[i];
+ brightness_count++;
+ }
+ if(debugprint){
+ std::cerr<<"]";
+ for(u32 i=first_value_i+num_values_to_use; i < values.size(); i++)
+ std::cerr<<values[i]<<" ";
+ }
+ int ret = 0;
+ if(brightness_count == 0){
+ MapNode n = getNodeNoEx(floatToInt(m_camera_position, BS));
+ if(ndef->get(n).param_type == CPT_LIGHT){
+ ret = decode_light(n.getLightBlend(daylight_factor, ndef));
+ } else {
+ ret = oldvalue;
+ //ret = blend_light(255, 0, daylight_factor);
+ }
+ } else {
+ /*float pre = (float)brightness_sum / (float)brightness_count;
+ float tmp = pre;
+ const float d = 0.2;
+ pre *= 1.0 + d*2;
+ pre -= tmp * d;
+ int preint = pre;
+ ret = MYMAX(0, MYMIN(255, preint));*/
+ ret = brightness_sum / brightness_count;
+ }
+ if(debugprint)
+ std::cerr<<"Result: "<<ret<<" sunlight_seen_count="
+ <<sunlight_seen_count<<std::endl;
+ *sunlight_seen_result = (sunlight_seen_count > 0);
+ return ret;
+}
+
void ClientMap::renderPostFx()
{
INodeDefManager *nodemgr = m_gamedef->ndef();
void renderMap(video::IVideoDriver* driver, s32 pass);
+ int getBackgroundBrightness(float max_d, u32 daylight_factor,
+ int oldvalue, bool *sunlight_seen_result);
+
void renderPostFx();
// For debug printing
/*
u16 command
u16 time (0-23999)
+ Added in a later version:
+ f1000 time_speed
*/
// (oops, there is some gap here)
};
-inline SharedBuffer<u8> makePacket_TOCLIENT_TIME_OF_DAY(u16 time)
+inline SharedBuffer<u8> makePacket_TOCLIENT_TIME_OF_DAY(u16 time, float time_speed)
{
- SharedBuffer<u8> data(2+2);
+ SharedBuffer<u8> data(2+2+4);
writeU16(&data[0], TOCLIENT_TIME_OF_DAY);
writeU16(&data[2], time);
+ writeF1000(&data[4], time_speed);
return data;
}
scene::ISceneNode* parent,
scene::ISceneManager* mgr,
s32 id,
- float cloud_y,
u32 seed
):
scene::ISceneNode(parent, mgr, id),
- m_cloud_y(cloud_y),
m_seed(seed),
m_camera_pos(0,0),
m_time(0)
{
m_material.setFlag(video::EMF_LIGHTING, false);
- m_material.setFlag(video::EMF_BACK_FACE_CULLING, false);
+ //m_material.setFlag(video::EMF_BACK_FACE_CULLING, false);
+ m_material.setFlag(video::EMF_BACK_FACE_CULLING, true);
m_material.setFlag(video::EMF_BILINEAR_FILTER, false);
- m_material.setFlag(video::EMF_FOG_ENABLE, false);
- //m_material.setFlag(video::EMF_ANTI_ALIASING, true);
+ m_material.setFlag(video::EMF_FOG_ENABLE, true);
+ m_material.setFlag(video::EMF_ANTI_ALIASING, true);
//m_material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
+ m_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
- m_box = core::aabbox3d<f32>(-BS*1000000,cloud_y-BS,-BS*1000000,
- BS*1000000,cloud_y+BS,BS*1000000);
+ m_cloud_y = BS*100;
+ //m_cloud_y = BS*50;
+
+ m_box = core::aabbox3d<f32>(-BS*1000000,m_cloud_y-BS,-BS*1000000,
+ BS*1000000,m_cloud_y+BS,BS*1000000);
}
{
if(IsVisible)
{
- //SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
- SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
+ SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
+ //SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
}
ISceneNode::OnRegisterSceneNode();
{
video::IVideoDriver* driver = SceneManager->getVideoDriver();
- /*if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_TRANSPARENT)
- return;*/
- if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SOLID)
+ if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_TRANSPARENT)
+ //if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SOLID)
return;
ScopeProfiler sp(g_profiler, "Rendering of clouds, avg", SPT_AVG);
-
- int num_faces_to_draw = 1;
- if(g_settings->getBool("enable_3d_clouds"))
- num_faces_to_draw = 6;
+
+ bool enable_3d = g_settings->getBool("enable_3d_clouds");
+ int num_faces_to_draw = enable_3d ? 6 : 1;
+
+ m_material.setFlag(video::EMF_BACK_FACE_CULLING, enable_3d);
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
driver->setMaterial(m_material);
*/
const s16 cloud_radius_i = 12;
- const float cloud_size = BS*48;
- const v2f cloud_speed(-BS*2, 0);
+ const float cloud_size = BS*64;
+ const v2f cloud_speed(0, -BS*2);
+
+ const float cloud_full_radius = cloud_size * cloud_radius_i;
// Position of cloud noise origin in world coordinates
v2f world_cloud_origin_pos_f = m_time*cloud_speed;
center_of_drawing_in_noise_i.Y * cloud_size
) + world_cloud_origin_pos_f;
+ /*video::SColor c_top(128,b*240,b*240,b*255);
+ video::SColor c_side_1(128,b*230,b*230,b*255);
+ video::SColor c_side_2(128,b*220,b*220,b*245);
+ video::SColor c_bottom(128,b*205,b*205,b*230);*/
+ video::SColorf c_top_f(m_color);
+ video::SColorf c_side_1_f(m_color);
+ video::SColorf c_side_2_f(m_color);
+ video::SColorf c_bottom_f(m_color);
+ c_side_1_f.r *= 0.95;
+ c_side_1_f.g *= 0.95;
+ c_side_1_f.b *= 0.95;
+ c_side_2_f.r *= 0.90;
+ c_side_2_f.g *= 0.90;
+ c_side_2_f.b *= 0.90;
+ c_bottom_f.r *= 0.80;
+ c_bottom_f.g *= 0.80;
+ c_bottom_f.b *= 0.80;
+ c_top_f.a = 0.9;
+ c_side_1_f.a = 0.9;
+ c_side_2_f.a = 0.9;
+ c_bottom_f.a = 0.9;
+ video::SColor c_top = c_top_f.toSColor();
+ video::SColor c_side_1 = c_side_1_f.toSColor();
+ video::SColor c_side_2 = c_side_2_f.toSColor();
+ video::SColor c_bottom = c_bottom_f.toSColor();
+
+ // Get fog parameters for setting them back later
+ video::SColor fog_color(0,0,0,0);
+ video::E_FOG_TYPE fog_type = video::EFT_FOG_LINEAR;
+ f32 fog_start = 0;
+ f32 fog_end = 0;
+ f32 fog_density = 0;
+ bool fog_pixelfog = false;
+ bool fog_rangefog = false;
+ driver->getFog(fog_color, fog_type, fog_start, fog_end, fog_density,
+ fog_pixelfog, fog_rangefog);
+
+ // Set our own fog
+ driver->setFog(fog_color, fog_type, cloud_full_radius * 0.5,
+ cloud_full_radius*1.2, fog_density, fog_pixelfog, fog_rangefog);
+
+ // Read noise
+
+ bool *grid = new bool[cloud_radius_i*2*cloud_radius_i*2];
+
for(s16 zi=-cloud_radius_i; zi<cloud_radius_i; zi++)
for(s16 xi=-cloud_radius_i; xi<cloud_radius_i; xi++)
{
+ u32 i = (zi+cloud_radius_i)*cloud_radius_i*2 + xi+cloud_radius_i;
+
v2s16 p_in_noise_i(
xi+center_of_drawing_in_noise_i.X,
zi+center_of_drawing_in_noise_i.Y
);
- /*if((p_in_noise_i.X + p_in_noise_i.Y)%2==0)
- continue;*/
- /*if((p_in_noise_i.X/2 + p_in_noise_i.Y/2)%2==0)
- continue;*/
-
- v2f p0 = v2f(xi,zi)*cloud_size + world_center_of_drawing_in_noise_f;
-
+#if 0
double noise = noise2d_perlin_abs(
(float)p_in_noise_i.X*cloud_size/BS/200,
(float)p_in_noise_i.Y*cloud_size/BS/200,
m_seed, 3, 0.4);
- if(noise < 0.95)
+ grid[i] = (noise >= 0.80);
+#endif
+#if 1
+ double noise = noise2d_perlin(
+ (float)p_in_noise_i.X*cloud_size/BS/200,
+ (float)p_in_noise_i.Y*cloud_size/BS/200,
+ m_seed, 3, 0.5);
+ grid[i] = (noise >= 0.4);
+#endif
+ }
+
+#define GETINDEX(x, z, radius) (((z)+(radius))*(radius)*2 + (x)+(radius))
+#define CONTAINS(x, z, radius) \
+ ((x) >= -(radius) && (x) < (radius) && (z) >= -(radius) && (z) < (radius))
+
+ for(s16 zi0=-cloud_radius_i; zi0<cloud_radius_i; zi0++)
+ for(s16 xi0=-cloud_radius_i; xi0<cloud_radius_i; xi0++)
+ {
+ s16 zi = zi0;
+ s16 xi = xi0;
+ // Draw from front to back (needed for transparency)
+ /*if(zi <= 0)
+ zi = -cloud_radius_i - zi;
+ if(xi <= 0)
+ xi = -cloud_radius_i - xi;*/
+ // Draw from back to front
+ if(zi >= 0)
+ zi = cloud_radius_i - zi - 1;
+ if(xi >= 0)
+ xi = cloud_radius_i - xi - 1;
+
+ u32 i = GETINDEX(xi, zi, cloud_radius_i);
+
+ if(grid[i] == false)
continue;
- float b = m_brightness;
- video::SColor c_top(128,b*240,b*240,b*255);
- video::SColor c_side_1(128,b*230,b*230,b*255);
- video::SColor c_side_2(128,b*220,b*220,b*245);
- video::SColor c_bottom(128,b*205,b*205,b*230);
+ v2f p0 = v2f(xi,zi)*cloud_size + world_center_of_drawing_in_noise_f;
video::S3DVertex v[4] =
{
video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 0)
};
- f32 rx = cloud_size;
+ /*if(zi <= 0 && xi <= 0){
+ v[0].Color.setBlue(255);
+ v[1].Color.setBlue(255);
+ v[2].Color.setBlue(255);
+ v[3].Color.setBlue(255);
+ }*/
+
+ f32 rx = cloud_size/2;
f32 ry = 8*BS;
- f32 rz = cloud_size;
+ f32 rz = cloud_size/2;
for(int i=0; i<num_faces_to_draw; i++)
{
switch(i)
{
case 0: // top
+ for(int j=0;j<4;j++){
+ v[j].Normal = v3f(0,1,0);
+ }
v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz;
v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz;
break;
case 1: // back
- for(int j=0;j<4;j++)
+ if(CONTAINS(xi, zi-1, cloud_radius_i)){
+ u32 j = GETINDEX(xi, zi-1, cloud_radius_i);
+ if(grid[j])
+ continue;
+ }
+ for(int j=0;j<4;j++){
v[j].Color=c_side_1;
+ v[j].Normal = v3f(0,0,-1);
+ }
v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
break;
case 2: //right
- for(int j=0;j<4;j++)
+ if(CONTAINS(xi+1, zi, cloud_radius_i)){
+ u32 j = GETINDEX(xi+1, zi, cloud_radius_i);
+ if(grid[j])
+ continue;
+ }
+ for(int j=0;j<4;j++){
v[j].Color=c_side_2;
+ v[j].Normal = v3f(1,0,0);
+ }
v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
break;
case 3: // front
- for(int j=0;j<4;j++)
+ if(CONTAINS(xi, zi+1, cloud_radius_i)){
+ u32 j = GETINDEX(xi, zi+1, cloud_radius_i);
+ if(grid[j])
+ continue;
+ }
+ for(int j=0;j<4;j++){
v[j].Color=c_side_1;
+ v[j].Normal = v3f(0,0,-1);
+ }
v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
break;
case 4: // left
- for(int j=0;j<4;j++)
+ if(CONTAINS(xi-1, zi, cloud_radius_i)){
+ u32 j = GETINDEX(xi-1, zi, cloud_radius_i);
+ if(grid[j])
+ continue;
+ }
+ for(int j=0;j<4;j++){
v[j].Color=c_side_2;
+ v[j].Normal = v3f(-1,0,0);
+ }
v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
break;
case 5: // bottom
- for(int j=0;j<4;j++)
+ for(int j=0;j<4;j++){
v[j].Color=c_bottom;
+ v[j].Normal = v3f(0,-1,0);
+ }
v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz;
v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz;
v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
driver->drawVertexPrimitiveList(v, 4, indices, 2,
video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
}
-
}
+
+ delete[] grid;
+
+ // Restore fog settings
+ driver->setFog(fog_color, fog_type, fog_start, fog_end, fog_density,
+ fog_pixelfog, fog_rangefog);
}
void Clouds::step(float dtime)
m_time += dtime;
}
-void Clouds::update(v2f camera_p, float brightness)
+void Clouds::update(v2f camera_p, video::SColorf color)
{
m_camera_pos = camera_p;
- m_brightness = brightness;
+ m_color = color;
+ //m_brightness = brightness;
+ //dstream<<"m_brightness="<<m_brightness<<std::endl;
}
scene::ISceneNode* parent,
scene::ISceneManager* mgr,
s32 id,
- float cloud_y,
u32 seed
);
void step(float dtime);
- void update(v2f camera_p, float brightness);
+ void update(v2f camera_p, video::SColorf color);
private:
video::SMaterial m_material;
core::aabbox3d<f32> m_box;
float m_cloud_y;
float m_brightness;
+ video::SColorf m_color;
u32 m_seed;
v2f m_camera_pos;
float m_time;
--- /dev/null
+/*
+Minetest-c55
+Copyright (C) 2010-2012 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 General Public License as published by
+the Free Software Foundation; either version 2 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 General Public License for more details.
+
+You should have received a copy of the GNU 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.
+*/
+
+#ifndef DAYNIGHTRATIO_HEADER
+#define DAYNIGHTRATIO_HEADER
+
+inline u32 time_to_daynight_ratio(u32 time_of_day)
+{
+ s32 t = time_of_day%24000;
+ if(t < 4500 || t >= 19500)
+ return 150;
+ else if(t < 4750 || t >= 19250)
+ return 250;
+ else if(t < 5000 || t >= 19000)
+ return 350;
+ else if(t < 5250 || t >= 18750)
+ return 500;
+ else if(t < 5500 || t >= 18500)
+ return 675;
+ else if(t < 5750 || t >= 18250)
+ return 875;
+ else
+ return 1000;
+}
+
+#endif
+
settings->setDefault("fps_max", "60");
// A bit more than the server will send around the player, to make fog blend well
settings->setDefault("viewing_range_nodes_min", "35");
- settings->setDefault("viewing_range_nodes_max", "128");
+ settings->setDefault("viewing_range_nodes_max", "160");
settings->setDefault("screenW", "800");
settings->setDefault("screenH", "600");
settings->setDefault("address", "");
settings->setDefault("active_block_range", "2");
//settings->setDefault("max_simultaneous_block_sends_per_client", "1");
// This causes frametime jitter on client side, or does it?
- settings->setDefault("max_simultaneous_block_sends_per_client", "2");
- settings->setDefault("max_simultaneous_block_sends_server_total", "8");
- settings->setDefault("max_block_send_distance", "7");
- settings->setDefault("max_block_generate_distance", "5");
- settings->setDefault("time_send_interval", "20");
+ settings->setDefault("max_simultaneous_block_sends_per_client", "4");
+ settings->setDefault("max_simultaneous_block_sends_server_total", "20");
+ settings->setDefault("max_block_send_distance", "10");
+ settings->setDefault("max_block_generate_distance", "6");
+ settings->setDefault("time_send_interval", "5");
settings->setDefault("time_speed", "96");
settings->setDefault("server_unload_unused_data_timeout", "29");
settings->setDefault("server_map_save_interval", "5.3");
#ifndef SERVER
#include "clientmap.h"
#endif
+#include "daynightratio.h"
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
Environment::Environment():
- m_time_of_day(9000)
+ m_time_of_day(9000),
+ m_time_of_day_f(9000./24000),
+ m_time_of_day_speed(0),
+ m_time_counter(0)
{
}
}
}
-/*void Environment::setDayNightRatio(u32 r)
-{
- getDayNightRatio() = r;
-}*/
-
u32 Environment::getDayNightRatio()
{
- //return getDayNightRatio();
return time_to_daynight_ratio(m_time_of_day);
}
+void Environment::stepTimeOfDay(float dtime)
+{
+ m_time_counter += dtime;
+ f32 speed = m_time_of_day_speed * 24000./(24.*3600);
+ u32 units = (u32)(m_time_counter*speed);
+ m_time_counter -= (f32)units / speed;
+ bool sync_f = false;
+ if(units > 0){
+ // Sync at overflow
+ if(m_time_of_day + units >= 24000)
+ sync_f = true;
+ m_time_of_day = (m_time_of_day + units) % 24000;
+ if(sync_f)
+ m_time_of_day_f = (float)m_time_of_day / 24000.0;
+ }
+ if(!sync_f){
+ m_time_of_day_f += m_time_of_day_speed/24/3600*dtime;
+ if(m_time_of_day_f > 1.0)
+ m_time_of_day_f -= 1.0;
+ if(m_time_of_day_f < 0.0)
+ m_time_of_day_f += 1.0;
+ }
+}
+
/*
ABMWithState
*/
//TimeTaker timer("ServerEnv step");
+ /* Step time of day */
+ stepTimeOfDay(dtime);
+
/*
Increment game time
*/
{
DSTACK(__FUNCTION_NAME);
+ /* Step time of day */
+ stepTimeOfDay(dtime);
+
// Get some settings
bool free_move = g_settings->getBool("free_move");
core::list<Player*> getPlayers(bool ignore_disconnected);
void printPlayers(std::ostream &o);
- //void setDayNightRatio(u32 r);
u32 getDayNightRatio();
// 0-23999
virtual void setTimeOfDay(u32 time)
{
m_time_of_day = time;
+ m_time_of_day_f = (float)time / 24000.0;
}
u32 getTimeOfDay()
- {
- return m_time_of_day;
- }
+ { return m_time_of_day; }
+
+ float getTimeOfDayF()
+ { return m_time_of_day_f; }
+
+ void stepTimeOfDay(float dtime);
+
+ void setTimeOfDaySpeed(float speed)
+ { m_time_of_day_speed = speed; }
+
+ float getTimeOfDaySpeed()
+ { return m_time_of_day_speed; }
protected:
// peer_ids in here should be unique, except that there may be many 0s
core::list<Player*> m_players;
- // Brightness
- //u32 m_daynight_ratio;
// Time of day in milli-hours (0-23999); determines day and night
u32 m_time_of_day;
+ // Time of day in 0...1
+ float m_time_of_day_f;
+ float m_time_of_day_speed;
+ // Used to buffer dtime for adding to m_time_of_day
+ float m_time_counter;
};
/*
#include "subgame.h"
#include "quicktune_shortcutter.h"
#include "clientmap.h"
+#include "sky.h"
/*
Setting this to 1 enables a special camera mode that forces
return result;
}
-void update_skybox(video::IVideoDriver* driver, ITextureSource *tsrc,
- scene::ISceneManager* smgr, scene::ISceneNode* &skybox,
- float brightness)
-{
- if(skybox)
- {
- skybox->remove();
- }
-
- /*// Disable skybox if FarMesh is enabled
- if(g_settings->getBool("enable_farmesh"))
- return;*/
-
- if(brightness >= 0.7)
- {
- skybox = smgr->addSkyBoxSceneNode(
- tsrc->getTextureRaw("skybox2.png"),
- tsrc->getTextureRaw("skybox3.png"),
- tsrc->getTextureRaw("skybox1.png"),
- tsrc->getTextureRaw("skybox1.png"),
- tsrc->getTextureRaw("skybox1.png"),
- tsrc->getTextureRaw("skybox1.png"));
- }
- else if(brightness >= 0.2)
- {
- skybox = smgr->addSkyBoxSceneNode(
- tsrc->getTextureRaw("skybox2_dawn.png"),
- tsrc->getTextureRaw("skybox3_dawn.png"),
- tsrc->getTextureRaw("skybox1_dawn.png"),
- tsrc->getTextureRaw("skybox1_dawn.png"),
- tsrc->getTextureRaw("skybox1_dawn.png"),
- tsrc->getTextureRaw("skybox1_dawn.png"));
- }
- else
- {
- skybox = smgr->addSkyBoxSceneNode(
- tsrc->getTextureRaw("skybox2_night.png"),
- tsrc->getTextureRaw("skybox3_night.png"),
- tsrc->getTextureRaw("skybox1_night.png"),
- tsrc->getTextureRaw("skybox1_night.png"),
- tsrc->getTextureRaw("skybox1_night.png"),
- tsrc->getTextureRaw("skybox1_night.png"));
- }
-}
-
/*
Draws a screen with a single text on it.
Text will be removed when the screen is drawn the next time.
//const s32 hotbar_imagesize = 64;
s32 hotbar_imagesize = 48;
- // The color of the sky
- //video::SColor skycolor = video::SColor(255,140,186,250);
- video::SColor bgcolor_bright = video::SColor(255,170,200,230);
-
/*
Draw "Loading" screen
*/
*/
client.afterContentReceived();
- /*
- Create skybox
- */
- float old_brightness = 1.0;
- scene::ISceneNode* skybox = NULL;
- update_skybox(driver, tsrc, smgr, skybox, 1.0);
-
/*
Create the camera node
*/
Clouds
*/
- float cloud_height = BS*100;
Clouds *clouds = NULL;
if(g_settings->getBool("enable_clouds"))
{
- clouds = new Clouds(smgr->getRootSceneNode(), smgr, -1,
- cloud_height, time(0));
+ clouds = new Clouds(smgr->getRootSceneNode(), smgr, -1, time(0));
}
+
+ /*
+ Skybox thingy
+ */
+
+ Sky *sky = NULL;
+ sky = new Sky(smgr->getRootSceneNode(), smgr, -1);
/*
FarMesh
// A test
//throw con::PeerNotFoundException("lol");
- float brightness = 1.0;
+ float recent_turn_speed = 0.0;
core::list<float> frametime_log;
u32 show_profiler = 0;
u32 show_profiler_max = 3; // Number of pages
+ float time_of_day = 0;
+ float time_of_day_smooth = 0;
+
/*
Main loop
*/
NOTE: Do this before client.setPlayerControl() to not cause a camera lag of one frame
*/
+ float turn_amount = 0;
if((device->isWindowActive() && noMenuActive()) || random_input)
{
if(!random_input)
dx -= dtime * keyspeed;
if(input->isKeyDown(irr::KEY_RIGHT))
dx += dtime * keyspeed;*/
-
- camera_yaw -= dx*0.2;
- camera_pitch += dy*0.2;
+
+ float d = 0.2;
+ camera_yaw -= dx*d;
+ camera_pitch += dy*d;
if(camera_pitch < -89.5) camera_pitch = -89.5;
if(camera_pitch > 89.5) camera_pitch = 89.5;
+
+ turn_amount = v2f(dx, dy).getLength() * d;
}
input->setMousePos(displaycenter.X, displaycenter.Y);
}
//infostream<<"window inactive"<<std::endl;
first_loop_after_window_activation = true;
}
+ recent_turn_speed = recent_turn_speed * 0.9 + turn_amount * 0.1;
+ //std::cerr<<"recent_turn_speed = "<<recent_turn_speed<<std::endl;
/*
Player speed control
}
else if(event.type == CE_TEXTURES_UPDATED)
{
- update_skybox(driver, tsrc, smgr, skybox, brightness);
-
update_wielded_item_trigger = true;
}
}
/*
Calculate stuff for drawing
*/
-
+
/*
- Calculate general brightness
+ Fog range
*/
- u32 daynight_ratio = client.getDayNightRatio();
- u8 light8 = decode_light((daynight_ratio * LIGHT_SUN) / 1000);
- brightness = (float)light8/255.0;
- video::SColor bgcolor;
- if(brightness >= 0.2 && brightness < 0.7)
- bgcolor = video::SColor(
- 255,
- bgcolor_bright.getRed() * brightness,
- bgcolor_bright.getGreen() * brightness*0.7,
- bgcolor_bright.getBlue() * brightness*0.5);
+
+ f32 fog_range;
+ if(farmesh)
+ {
+ fog_range = BS*farmesh_range;
+ }
else
- bgcolor = video::SColor(
- 255,
- bgcolor_bright.getRed() * brightness,
- bgcolor_bright.getGreen() * brightness,
- bgcolor_bright.getBlue() * brightness);
+ {
+ fog_range = draw_control.wanted_range*BS + 0.0*MAP_BLOCKSIZE*BS;
+ fog_range *= 0.9;
+ if(draw_control.range_all)
+ fog_range = 100000*BS;
+ }
/*
- Update skybox
+ Calculate general brightness
*/
- if(fabs(brightness - old_brightness) > 0.01)
- update_skybox(driver, tsrc, smgr, skybox, brightness);
+ u32 daynight_ratio = client.getEnv().getDayNightRatio();
+ float time_brightness = (float)decode_light(
+ (daynight_ratio * LIGHT_SUN) / 1000) / 255.0;
+ float direct_brightness = 0;
+ bool sunlight_seen = false;
+ if(g_settings->getBool("free_move")){
+ direct_brightness = time_brightness;
+ sunlight_seen = true;
+ } else {
+ ScopeProfiler sp(g_profiler, "Detecting background light", SPT_AVG);
+ float old_brightness = sky->getBrightness();
+ direct_brightness = (float)client.getEnv().getClientMap()
+ .getBackgroundBrightness(MYMIN(fog_range*1.2, 60*BS),
+ daynight_ratio, (int)(old_brightness*255.5), &sunlight_seen)
+ / 255.0;
+ }
+
+ time_of_day = client.getEnv().getTimeOfDayF();
+ float maxsm = 0.05;
+ if(fabs(time_of_day - time_of_day_smooth) > maxsm &&
+ fabs(time_of_day - time_of_day_smooth + 1.0) > maxsm &&
+ fabs(time_of_day - time_of_day_smooth - 1.0) > maxsm)
+ time_of_day_smooth = time_of_day;
+ float todsm = 0.05;
+ if(time_of_day_smooth > 0.8 && time_of_day < 0.2)
+ time_of_day_smooth = time_of_day_smooth * (1.0-todsm)
+ + (time_of_day+1.0) * todsm;
+ else
+ time_of_day_smooth = time_of_day_smooth * (1.0-todsm)
+ + time_of_day * todsm;
+
+ sky->update(time_of_day_smooth, time_brightness, direct_brightness,
+ sunlight_seen);
+
+ float brightness = sky->getBrightness();
+ video::SColor bgcolor = sky->getBgColor();
+ video::SColor skycolor = sky->getSkyColor();
/*
Update clouds
*/
- if(clouds)
- {
- clouds->step(dtime);
- clouds->update(v2f(player_position.X, player_position.Z),
- brightness);
+ if(clouds){
+ if(sky->getCloudsVisible()){
+ clouds->setVisible(true);
+ clouds->step(dtime);
+ clouds->update(v2f(player_position.X, player_position.Z),
+ sky->getCloudColor());
+ } else{
+ clouds->setVisible(false);
+ }
}
/*
brightness, farmesh_range);
}
- // Store brightness value
- old_brightness = brightness;
-
/*
Fog
*/
if(g_settings->getBool("enable_fog") == true && !force_fog_off)
{
- f32 range;
- if(farmesh)
- {
- range = BS*farmesh_range;
- }
- else
- {
- range = draw_control.wanted_range*BS + 0.0*MAP_BLOCKSIZE*BS;
- range *= 0.9;
- if(draw_control.range_all)
- range = 100000*BS;
- /*if(range < 50*BS)
- range = range * 0.5 + 25*BS;*/
- }
-
driver->setFog(
bgcolor,
video::EFT_FOG_LINEAR,
- range*0.4,
- range*1.0,
+ fog_range*0.4,
+ fog_range*1.0,
0.01,
false, // pixel fog
false // range fog
{
TimeTaker timer("beginScene");
- driver->beginScene(false, true, bgcolor);
//driver->beginScene(false, true, bgcolor);
+ //driver->beginScene(true, true, bgcolor);
+ driver->beginScene(true, true, skycolor);
beginscenetime = timer.stop(true);
}
//timer3.stop();
-
+
//infostream<<"smgr->drawAll()"<<std::endl;
-
{
TimeTaker timer("smgr");
smgr->drawAll();
NULL);
}
+ // Clear Z buffer
+ driver->clearZBuffer();
+ // Draw some sky things
+ //draw_horizon(driver, camera.getCameraNode());
+
/*
End scene
*/
#include "content_nodemeta.h"
#include "utility.h"
#include "tool.h"
+#include "daynightratio.h"
static void stackDump(lua_State *L, std::ostream &o)
{
m_craftdef(createCraftDefManager()),
m_thread(this),
m_emergethread(this),
- m_time_counter(0),
m_time_of_day_send_timer(0),
m_uptime(0),
m_shutdown_requested(false),
}
/*
- Update m_time_of_day and overall game time
+ Update time of day and overall game time
*/
{
JMutexAutoLock envlock(m_env_mutex);
- m_time_counter += dtime;
- f32 speed = g_settings->getFloat("time_speed") * 24000./(24.*3600);
- u32 units = (u32)(m_time_counter*speed);
- m_time_counter -= (f32)units / speed;
-
- m_env->setTimeOfDay((m_env->getTimeOfDay() + units) % 24000);
-
- //infostream<<"Server: m_time_of_day = "<<m_time_of_day.get()<<std::endl;
+ m_env->setTimeOfDaySpeed(g_settings->getFloat("time_speed"));
/*
Send to clients at constant intervals
//Player *player = m_env->getPlayer(client->peer_id);
SharedBuffer<u8> data = makePacket_TOCLIENT_TIME_OF_DAY(
- m_env->getTimeOfDay());
+ m_env->getTimeOfDay(), g_settings->getFloat("time_speed"));
// Send as reliable
m_con.Send(client->peer_id, 0, data, true);
}
// Send time of day
{
SharedBuffer<u8> data = makePacket_TOCLIENT_TIME_OF_DAY(
- m_env->getTimeOfDay());
+ m_env->getTimeOfDay(), g_settings->getFloat("time_speed"));
m_con.Send(peer_id, 0, data, true);
}
core::list<PlayerInfo> getPlayerInfo();
- /*u32 getDayNightRatio()
- {
- return time_to_daynight_ratio(m_time_of_day.get());
- }*/
-
// Environment must be locked when called
void setTimeOfDay(u32 time)
{
Time related stuff
*/
- // 0-23999
- //MutexedVariable<u32> m_time_of_day;
- // Used to buffer dtime for adding to m_time_of_day
- float m_time_counter;
// Timer for sending time of day over network
float m_time_of_day_send_timer;
// Uptime of server in seconds
--- /dev/null
+#include "sky.h"
+#include "IVideoDriver.h"
+#include "ISceneManager.h"
+#include "ICameraSceneNode.h"
+#include "S3DVertex.h"
+#include "utility.h" // MYMIN
+#include "tile.h" // getTexturePath
+#include "noise.h" // easeCurve
+#include "main.h" // g_profiler
+#include "profiler.h"
+
+//! constructor
+Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id):
+ scene::ISceneNode(parent, mgr, id),
+ m_first_update(true),
+ m_brightness(0.5),
+ m_cloud_brightness(0.5),
+ m_bgcolor_bright_f(1,1,1,1),
+ m_skycolor_bright_f(1,1,1,1),
+ m_cloudcolor_bright_f(1,1,1,1)
+{
+ setAutomaticCulling(scene::EAC_OFF);
+ Box.MaxEdge.set(0,0,0);
+ Box.MinEdge.set(0,0,0);
+
+ // create material
+
+ video::SMaterial mat;
+ mat.Lighting = false;
+ mat.ZBuffer = video::ECFN_NEVER;
+ mat.ZWriteEnable = false;
+ mat.AntiAliasing=0;
+ mat.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
+ mat.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
+ mat.BackfaceCulling = false;
+
+ m_materials[0] = mat;
+
+ m_materials[1] = mat;
+ //m_materials[1].MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
+ m_materials[1].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+
+ m_materials[2] = mat;
+ m_materials[2].setTexture(0, mgr->getVideoDriver()->getTexture(
+ getTexturePath("sunrisebg.png").c_str()));
+ m_materials[2].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+ //m_materials[2].MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
+
+ for(u32 i=0; i<SKY_STAR_COUNT; i++){
+ m_stars[i] = v3f(
+ myrand_range(-10000,10000),
+ myrand_range(-10000,10000),
+ myrand_range(-10000,10000)
+ );
+ m_stars[i].normalize();
+ }
+}
+
+void Sky::OnRegisterSceneNode()
+{
+ if (IsVisible)
+ SceneManager->registerNodeForRendering(this, scene::ESNRP_SKY_BOX);
+
+ scene::ISceneNode::OnRegisterSceneNode();
+}
+
+const core::aabbox3d<f32>& Sky::getBoundingBox() const
+{
+ return Box;
+}
+
+//! renders the node.
+void Sky::render()
+{
+ video::IVideoDriver* driver = SceneManager->getVideoDriver();
+ scene::ICameraSceneNode* camera = SceneManager->getActiveCamera();
+
+ if (!camera || !driver)
+ return;
+
+ ScopeProfiler sp(g_profiler, "Sky::render()", SPT_AVG);
+
+ // draw perspective skybox
+
+ core::matrix4 translate(AbsoluteTransformation);
+ translate.setTranslation(camera->getAbsolutePosition());
+
+ // Draw the sky box between the near and far clip plane
+ const f32 viewDistance = (camera->getNearValue() + camera->getFarValue()) * 0.5f;
+ core::matrix4 scale;
+ scale.setScale(core::vector3df(viewDistance, viewDistance, viewDistance));
+
+ driver->setTransform(video::ETS_WORLD, translate * scale);
+
+ if(m_sunlight_seen)
+ {
+ float sunsize = 0.07;
+ video::SColorf suncolor_f(1, 1, 0, 1);
+ suncolor_f.r = 1;
+ suncolor_f.g = MYMAX(0.3, MYMIN(1.0, 0.7+m_time_brightness*(0.5)));
+ suncolor_f.b = MYMAX(0.0, m_brightness*0.95);
+ video::SColorf suncolor2_f(1, 1, 1, 1);
+ suncolor_f.r = 1;
+ suncolor_f.g = MYMAX(0.3, MYMIN(1.0, 0.85+m_time_brightness*(0.5)));
+ suncolor_f.b = MYMAX(0.0, m_brightness);
+
+ float moonsize = 0.04;
+ video::SColorf mooncolor_f(0.50, 0.57, 0.65, 1);
+ video::SColorf mooncolor2_f(0.85, 0.875, 0.9, 1);
+
+ float nightlength = 0.41;
+ float wn = nightlength / 2;
+ float wicked_time_of_day = 0;
+ if(m_time_of_day > wn && m_time_of_day < 1.0 - wn)
+ wicked_time_of_day = (m_time_of_day - wn)/(1.0-wn*2)*0.5 + 0.25;
+ else if(m_time_of_day < 0.5)
+ wicked_time_of_day = m_time_of_day / wn * 0.25;
+ else
+ wicked_time_of_day = 1.0 - ((1.0-m_time_of_day) / wn * 0.25);
+ /*std::cerr<<"time_of_day="<<m_time_of_day<<" -> "
+ <<"wicked_time_of_day="<<wicked_time_of_day<<std::endl;*/
+
+ video::SColor suncolor = suncolor_f.toSColor();
+ video::SColor suncolor2 = suncolor2_f.toSColor();
+ video::SColor mooncolor = mooncolor_f.toSColor();
+ video::SColor mooncolor2 = mooncolor2_f.toSColor();
+
+ const f32 t = 1.0f;
+ const f32 o = 0.0f;
+ static const u16 indices[4] = {0,1,2,3};
+ video::S3DVertex vertices[4];
+
+ driver->setMaterial(m_materials[2]);
+ {
+ float mid1 = 0.25;
+ float mid = (wicked_time_of_day < 0.5 ? mid1 : (1.0 - mid1));
+ float a_ = 1.0 - fabs(wicked_time_of_day - mid) * 35.0;
+ float a = easeCurve(MYMAX(0, MYMIN(1, a_)));
+ //std::cerr<<"a_="<<a_<<" a="<<a<<std::endl;
+ video::SColor c(255,255,255,255);
+ float y = -(1.0 - a) * 0.2;
+ vertices[0] = video::S3DVertex(-1,-0.05+y,-1, 0,0,1, c, t, t);
+ vertices[1] = video::S3DVertex( 1,-0.05+y,-1, 0,0,1, c, o, t);
+ vertices[2] = video::S3DVertex( 1, 0.2+y,-1, 0,0,1, c, o, o);
+ vertices[3] = video::S3DVertex(-1, 0.2+y,-1, 0,0,1, c, t, o);
+ for(u32 i=0; i<4; i++){
+ if(wicked_time_of_day < 0.5)
+ // Switch from -Z (south) to +X (east)
+ vertices[i].Pos.rotateXZBy(90);
+ else
+ // Switch from -Z (south) to -X (west)
+ vertices[i].Pos.rotateXZBy(-90);
+ }
+ driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
+ }
+
+ driver->setMaterial(m_materials[1]);
+
+ // Draw sun
+ if(wicked_time_of_day > 0.15 && wicked_time_of_day < 0.85)
+ {
+ 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(u32 i=0; i<4; i++){
+ // Switch from -Z (south) to +X (east)
+ vertices[i].Pos.rotateXZBy(90);
+ vertices[i].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(u32 i=0; i<4; i++){
+ // Switch from -Z (south) to +X (east)
+ vertices[i].Pos.rotateXZBy(90);
+ vertices[i].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(u32 i=0; i<4; i++){
+ // Switch from -Z (south) to +X (east)
+ vertices[i].Pos.rotateXZBy(90);
+ vertices[i].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(u32 i=0; i<4; i++){
+ // Switch from -Z (south) to +X (east)
+ vertices[i].Pos.rotateXZBy(90);
+ vertices[i].Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
+ }
+ driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
+ }
+ // Draw moon
+ if(wicked_time_of_day < 0.3 || wicked_time_of_day > 0.7)
+ {
+ 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(u32 i=0; i<4; i++){
+ // Switch from -Z (south) to -X (west)
+ vertices[i].Pos.rotateXZBy(-90);
+ vertices[i].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(u32 i=0; i<4; i++){
+ // Switch from -Z (south) to -X (west)
+ vertices[i].Pos.rotateXZBy(-90);
+ vertices[i].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(u32 i=0; i<4; i++){
+ // Switch from -Z (south) to -X (west)
+ vertices[i].Pos.rotateXZBy(-90);
+ vertices[i].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(u32 i=0; i<4; i++){
+ // Switch from -Z (south) to -X (west)
+ vertices[i].Pos.rotateXZBy(-90);
+ vertices[i].Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
+ }
+ driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
+ }
+ // Stars
+ do{
+ float starbrightness = MYMAX(0, MYMIN(1,
+ (0.285 - fabs(wicked_time_of_day < 0.5 ?
+ wicked_time_of_day : (1.0 - wicked_time_of_day))) * 10));
+ float f = starbrightness;
+ video::SColor starcolor(255, f*120,f*120,f*120);
+ if(starcolor.getBlue() < m_skycolor.getBlue())
+ break;
+ u16 indices[SKY_STAR_COUNT*4];
+ video::S3DVertex vertices[SKY_STAR_COUNT*4];
+ for(u32 i=0; i<SKY_STAR_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 p = m_stars[i];
+ core::CMatrix4<f32> a;
+ float d = 0.005;
+ a.buildRotateFromTo(v3f(0,1,0), v3f(d,1,0));
+ v3f p1 = p;
+ a.rotateVect(p1);
+ a.buildRotateFromTo(v3f(0,1,0), v3f(d,1+d/2,d));
+ v3f p2 = p;
+ a.rotateVect(p2);
+ a.buildRotateFromTo(v3f(0,1,0), v3f(0,1,d));
+ v3f p3 = p;
+ 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, SKY_STAR_COUNT*4,
+ indices, SKY_STAR_COUNT, video::EVT_STANDARD,
+ scene::EPT_QUADS, video::EIT_16BIT);
+ }while(0);
+
+ for(u32 j=0; j<2; j++)
+ {
+ vertices[0] = video::S3DVertex(-1,-1.0,-1, 0,0,1, m_skycolor, t, t);
+ vertices[1] = video::S3DVertex( 1,-1.0,-1, 0,0,1, m_skycolor, o, t);
+ vertices[2] = video::S3DVertex( 1,-0.02,-1, 0,0,1, m_skycolor, o, o);
+ vertices[3] = video::S3DVertex(-1,-0.02,-1, 0,0,1, m_skycolor, t, o);
+ for(u32 i=0; i<4; i++){
+ //if(wicked_time_of_day < 0.5)
+ if(j==0)
+ // Switch from -Z (south) to +X (east)
+ vertices[i].Pos.rotateXZBy(90);
+ else
+ // Switch from -Z (south) to -X (west)
+ vertices[i].Pos.rotateXZBy(-90);
+ }
+ driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
+ }
+ }
+}
+
+void Sky::update(float time_of_day, float time_brightness,
+ float direct_brightness, bool sunlight_seen)
+{
+ // Stabilize initial brightness and color values by flooding updates
+ if(m_first_update){
+ /*dstream<<"First update with time_of_day="<<time_of_day
+ <<" time_brightness="<<time_brightness
+ <<" direct_brightness="<<direct_brightness
+ <<" sunlight_seen="<<sunlight_seen<<std::endl;*/
+ m_first_update = false;
+ for(u32 i=0; i<100; i++){
+ update(time_of_day, time_brightness, direct_brightness,
+ sunlight_seen);
+ }
+ return;
+ }
+
+ m_time_of_day = time_of_day;
+ m_time_brightness = time_brightness;
+ m_sunlight_seen = sunlight_seen;
+
+ bool is_dawn = (time_brightness >= 0.20 && time_brightness < 0.50);
+
+ video::SColorf bgcolor_bright_normal_f(170./255,200./255,230./255, 1.0);
+ video::SColorf bgcolor_bright_indoor_f(100./255,100./255,100./255, 1.0);
+ //video::SColorf bgcolor_bright_dawn_f(0.666,200./255*0.7,230./255*0.5,1.0);
+ //video::SColorf bgcolor_bright_dawn_f(0.666,0.549,0.220,1.0);
+ //video::SColorf bgcolor_bright_dawn_f(0.666*1.2,0.549*1.0,0.220*1.0, 1.0);
+ video::SColorf bgcolor_bright_dawn_f(0.666*1.2,0.549*1.0,0.220*1.2,1.0);
+
+ 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 cloudcolor_bright_normal_f =
+ video::SColor(255, 240,240,255);
+ //video::SColorf cloudcolor_bright_dawn_f(1.0, 0.591, 0.4);
+ //video::SColorf cloudcolor_bright_dawn_f(1.0, 0.65, 0.44);
+ video::SColorf cloudcolor_bright_dawn_f(1.0, 0.7, 0.5);
+
+ if(sunlight_seen){
+ //m_brightness = m_brightness * 0.95 + direct_brightness * 0.05;
+ m_brightness = m_brightness * 0.95 + time_brightness * 0.05;
+ }
+ else{
+ if(direct_brightness < m_brightness)
+ m_brightness = m_brightness * 0.95 + direct_brightness * 0.05;
+ else
+ m_brightness = m_brightness * 0.98 + direct_brightness * 0.02;
+ }
+
+ m_clouds_visible = true;
+ float color_change_fraction = 0.98;
+ if(sunlight_seen){
+ if(is_dawn){
+ m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
+ bgcolor_bright_dawn_f, color_change_fraction);
+ m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
+ skycolor_bright_dawn_f, color_change_fraction);
+ m_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated(
+ cloudcolor_bright_dawn_f, color_change_fraction);
+ } else {
+ m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
+ bgcolor_bright_normal_f, color_change_fraction);
+ m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
+ skycolor_bright_normal_f, color_change_fraction);
+ m_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated(
+ cloudcolor_bright_normal_f, color_change_fraction);
+ }
+ } else {
+ m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
+ bgcolor_bright_indoor_f, color_change_fraction);
+ m_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated(
+ cloudcolor_bright_normal_f, color_change_fraction);
+ m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
+ bgcolor_bright_indoor_f, color_change_fraction);
+ m_clouds_visible = false;
+ }
+ video::SColor bgcolor_bright = m_bgcolor_bright_f.toSColor();
+ m_bgcolor = video::SColor(
+ 255,
+ bgcolor_bright.getRed() * m_brightness,
+ bgcolor_bright.getGreen() * m_brightness,
+ bgcolor_bright.getBlue() * m_brightness);
+
+ video::SColor skycolor_bright = m_skycolor_bright_f.toSColor();
+ m_skycolor = video::SColor(
+ 255,
+ skycolor_bright.getRed() * m_brightness,
+ skycolor_bright.getGreen() * m_brightness,
+ skycolor_bright.getBlue() * m_brightness);
+
+ float cloud_direct_brightness = 0;
+ if(sunlight_seen){
+ cloud_direct_brightness = time_brightness;
+ if(time_brightness >= 0.2 && time_brightness < 0.7)
+ cloud_direct_brightness *= 1.3;
+ } else {
+ cloud_direct_brightness = direct_brightness;
+ }
+ m_cloud_brightness = m_cloud_brightness * 0.95 +
+ cloud_direct_brightness * (1.0 - 0.95);
+ m_cloudcolor_f = video::SColorf(
+ m_cloudcolor_bright_f.getRed() * m_cloud_brightness,
+ m_cloudcolor_bright_f.getGreen() * m_cloud_brightness,
+ m_cloudcolor_bright_f.getBlue() * m_cloud_brightness,
+ 1.0);
+
+}
+
+
--- /dev/null
+/*
+Minetest-c55
+Copyright (C) 2012 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 General Public License as published by
+the Free Software Foundation; either version 2 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 General Public License for more details.
+
+You should have received a copy of the GNU 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 "common_irrlicht.h"
+#include <ISceneNode.h>
+
+#ifndef SKY_HEADER
+#define SKY_HEADER
+
+#define SKY_MATERIAL_COUNT 3
+#define SKY_STAR_COUNT 200
+
+// Skybox, rendered with zbuffer turned off, before all other nodes.
+class Sky : public scene::ISceneNode
+{
+public:
+ //! constructor
+ Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id);
+
+ virtual void OnRegisterSceneNode();
+
+ //! renders the node.
+ virtual void render();
+
+ virtual const core::aabbox3d<f32>& getBoundingBox() const;
+
+ // 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);
+
+ float getBrightness(){ return m_brightness; }
+ video::SColor getBgColor(){ return m_bgcolor; }
+ video::SColor getSkyColor(){ return m_skycolor; }
+
+ bool getCloudsVisible(){ return m_clouds_visible; }
+ video::SColorf getCloudColor(){ return m_cloudcolor_f; }
+
+private:
+ core::aabbox3d<f32> Box;
+ video::SMaterial m_materials[SKY_MATERIAL_COUNT];
+
+ bool m_first_update;
+ float m_time_of_day;
+ float m_time_brightness;
+ bool m_sunlight_seen;
+ float m_brightness;
+ float m_cloud_brightness;
+ bool m_clouds_visible;
+ video::SColorf m_bgcolor_bright_f;
+ video::SColorf m_skycolor_bright_f;
+ video::SColorf m_cloudcolor_bright_f;
+ video::SColor m_bgcolor;
+ video::SColor m_skycolor;
+ video::SColorf m_cloudcolor_f;
+ v3f m_stars[SKY_STAR_COUNT];
+ u16 m_star_indices[SKY_STAR_COUNT*4];
+ video::S3DVertex m_star_vertices[SKY_STAR_COUNT*4];
+};
+
+#endif
+
//
-inline u32 time_to_daynight_ratio(u32 time_of_day)
-{
- s32 t = time_of_day%24000;
- if(t < 4500 || t >= 19500)
- return 150;
- else if(t < 5000 || t >= 19000)
- return 350;
- else if(t < 5500 || t >= 18500)
- return 500;
- else if(t < 6000 || t >= 18000)
- return 750;
- else
- return 1000;
-}
-
// Random helper. Usually d=BS
inline core::aabbox3d<f32> getNodeBox(v3s16 p, float d)
{