Add setting to disable direction dependent fog and sky colors
parent
848f80b2e5
commit
c120ea57c9
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@ -22,7 +22,6 @@
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# Client and server
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#
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# Name of player; on a server this is the main admin
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#name =
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@ -190,6 +189,8 @@
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# The time in seconds it takes between repeated
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# right clicks when holding the right mouse button
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#repeat_rightclick_time = 0.25
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# Make fog and sky colors depend on daytime (dawn/sunset) and view direction
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#directional_colored_fog = true
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# Default timeout for cURL, in milliseconds
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# Only has an effect if compiled with cURL
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@ -59,6 +59,7 @@ void set_default_settings(Settings *settings)
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settings->setDefault("aux1_descends", "false");
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settings->setDefault("doubletap_jump", "false");
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settings->setDefault("always_fly_fast", "true");
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settings->setDefault("directional_colored_fog", "true");
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// Some (temporary) keys for debugging
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settings->setDefault("keymap_print_debug_stacks", "KEY_KEY_P");
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78
src/sky.cpp
78
src/sky.cpp
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@ -9,6 +9,7 @@
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#include "profiler.h"
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#include "util/numeric.h" // MYMIN
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#include <cmath>
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#include "settings.h"
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//! constructor
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Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id, LocalPlayer* player):
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@ -56,6 +57,8 @@ Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id, LocalPlay
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);
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m_stars[i].normalize();
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}
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m_directional_colored_fog = g_settings->getBool("directional_colored_fog");
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}
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void Sky::OnRegisterSceneNode()
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@ -482,32 +485,34 @@ void Sky::update(float time_of_day, float time_brightness,
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// Horizon coloring based on sun and moon direction during sunset and sunrise
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video::SColor pointcolor = video::SColor(255, 255, 255, m_bgcolor.getAlpha());
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if (m_horizon_blend() != 0)
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{
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// calculate hemisphere value from yaw
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f32 pointcolor_blend = wrapDegrees_0_360(m_player->getYaw() + 90);
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if (pointcolor_blend > 180)
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pointcolor_blend = 360 - pointcolor_blend;
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pointcolor_blend /= 180;
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// bound view angle to determine where transition starts and ends
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pointcolor_blend = rangelim(1 - pointcolor_blend * 1.375, 0, 1 / 1.375) * 1.375;
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// combine the colors when looking up or down, otherwise turning looks weird
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pointcolor_blend += (0.5 - pointcolor_blend) * (1 - MYMIN((90 - std::abs(m_player->getPitch())) / 90 * 1.5, 1));
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// invert direction to match where the sun and moon are rising
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if (m_time_of_day > 0.5)
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pointcolor_blend = 1 - pointcolor_blend;
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if (m_directional_colored_fog) {
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if (m_horizon_blend() != 0)
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{
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// calculate hemisphere value from yaw
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f32 pointcolor_blend = wrapDegrees_0_360(m_player->getYaw() + 90);
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if (pointcolor_blend > 180)
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pointcolor_blend = 360 - pointcolor_blend;
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pointcolor_blend /= 180;
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// bound view angle to determine where transition starts and ends
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pointcolor_blend = rangelim(1 - pointcolor_blend * 1.375, 0, 1 / 1.375) * 1.375;
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// combine the colors when looking up or down, otherwise turning looks weird
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pointcolor_blend += (0.5 - pointcolor_blend) * (1 - MYMIN((90 - std::abs(m_player->getPitch())) / 90 * 1.5, 1));
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// invert direction to match where the sun and moon are rising
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if (m_time_of_day > 0.5)
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pointcolor_blend = 1 - pointcolor_blend;
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// horizon colors of sun and moon
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f32 pointcolor_light = rangelim(m_time_brightness * 3, 0.2, 1);
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video::SColorf pointcolor_sun_f(1, 1, 1, 1);
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pointcolor_sun_f.r = pointcolor_light * 1;
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pointcolor_sun_f.b = pointcolor_light * (0.25 + (rangelim(m_time_brightness, 0.25, 0.75) - 0.25) * 2 * 0.75);
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pointcolor_sun_f.g = pointcolor_light * (pointcolor_sun_f.b * 0.375 + (rangelim(m_time_brightness, 0.05, 0.15) - 0.05) * 10 * 0.625);
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video::SColorf pointcolor_moon_f(0.5 * pointcolor_light, 0.6 * pointcolor_light, 0.8 * pointcolor_light, 1);
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video::SColor pointcolor_sun = pointcolor_sun_f.toSColor();
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video::SColor pointcolor_moon = pointcolor_moon_f.toSColor();
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// calculate the blend color
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pointcolor = m_mix_scolor(pointcolor_moon, pointcolor_sun, pointcolor_blend);
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// horizon colors of sun and moon
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f32 pointcolor_light = rangelim(m_time_brightness * 3, 0.2, 1);
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video::SColorf pointcolor_sun_f(1, 1, 1, 1);
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pointcolor_sun_f.r = pointcolor_light * 1;
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pointcolor_sun_f.b = pointcolor_light * (0.25 + (rangelim(m_time_brightness, 0.25, 0.75) - 0.25) * 2 * 0.75);
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pointcolor_sun_f.g = pointcolor_light * (pointcolor_sun_f.b * 0.375 + (rangelim(m_time_brightness, 0.05, 0.15) - 0.05) * 10 * 0.625);
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video::SColorf pointcolor_moon_f(0.5 * pointcolor_light, 0.6 * pointcolor_light, 0.8 * pointcolor_light, 1);
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video::SColor pointcolor_sun = pointcolor_sun_f.toSColor();
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video::SColor pointcolor_moon = pointcolor_moon_f.toSColor();
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// calculate the blend color
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pointcolor = m_mix_scolor(pointcolor_moon, pointcolor_sun, pointcolor_blend);
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}
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}
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video::SColor bgcolor_bright = m_bgcolor_bright_f.toSColor();
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@ -516,7 +521,9 @@ void Sky::update(float time_of_day, float time_brightness,
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bgcolor_bright.getRed() * m_brightness,
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bgcolor_bright.getGreen() * m_brightness,
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bgcolor_bright.getBlue() * m_brightness);
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m_bgcolor = m_mix_scolor(m_bgcolor, pointcolor, m_horizon_blend() * 0.5);
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if (m_directional_colored_fog) {
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m_bgcolor = m_mix_scolor(m_bgcolor, pointcolor, m_horizon_blend() * 0.5);
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}
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video::SColor skycolor_bright = m_skycolor_bright_f.toSColor();
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m_skycolor = video::SColor(
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@ -524,11 +531,20 @@ void Sky::update(float time_of_day, float time_brightness,
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skycolor_bright.getRed() * m_brightness,
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skycolor_bright.getGreen() * m_brightness,
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skycolor_bright.getBlue() * m_brightness);
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m_skycolor = m_mix_scolor(m_skycolor, pointcolor, m_horizon_blend() * 0.25);
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if (m_directional_colored_fog) {
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m_skycolor = m_mix_scolor(m_skycolor, pointcolor, m_horizon_blend() * 0.25);
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}
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float cloud_direct_brightness = 0;
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if(sunlight_seen){
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cloud_direct_brightness = MYMIN(m_horizon_blend() * 0.15 + m_time_brightness, 1);
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if(sunlight_seen) {
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if (!m_directional_colored_fog) {
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cloud_direct_brightness = time_brightness;
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if(time_brightness >= 0.2 && time_brightness < 0.7)
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cloud_direct_brightness *= 1.3;
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}
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else {
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cloud_direct_brightness = MYMIN(m_horizon_blend() * 0.15 + m_time_brightness, 1);
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}
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} else {
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cloud_direct_brightness = direct_brightness;
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}
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@ -539,7 +555,9 @@ void Sky::update(float time_of_day, float time_brightness,
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m_cloudcolor_bright_f.g * m_cloud_brightness,
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m_cloudcolor_bright_f.b * m_cloud_brightness,
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1.0);
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m_cloudcolor_f = m_mix_scolorf(m_cloudcolor_f, video::SColorf(pointcolor), m_horizon_blend() * 0.75);
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if (m_directional_colored_fog) {
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m_cloudcolor_f = m_mix_scolorf(m_cloudcolor_f, video::SColorf(pointcolor), m_horizon_blend() * 0.75);
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}
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}
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