Add setting to disable direction dependent fog and sky colors
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848f80b2e5
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c120ea57c9
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@ -22,16 +22,15 @@
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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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#name =
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#
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# Client stuff
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#
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# Port to connect to (UDP)
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#remote_port =
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#remote_port =
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# Key mappings
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# See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
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#keymap_forward = KEY_KEY_W
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@ -83,7 +82,7 @@
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#vsync = false
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#fov = 72
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# Address to connect to (#blank = start local server)
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#address =
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#address =
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# Enable random user input, for testing
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#random_input = false
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# Timeout for client to remove unused map data from memory
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@ -116,7 +115,7 @@
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# disable for speed or for different looks.
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#smooth_lighting = true
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# Path to texture directory. All textures are first searched from here.
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#texture_path =
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#texture_path =
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# Video back-end.
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# Possible values: null, software, burningsvideo, direct3d8, direct3d9, opengl
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#video_driver = opengl
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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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@ -228,7 +229,7 @@
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# Server stuff
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#
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# Network port to listen (UDP)
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#port =
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#port =
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# Name of server
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#server_name = Minetest server
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# Description of server
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@ -262,7 +263,7 @@
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# Gives some stuff to players at the beginning
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#give_initial_stuff = false
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# New users need to input this password
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#default_password =
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#default_password =
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# Available privileges: interact, shout, teleport, settime, privs, ...
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# See /privs in game for a full list on your server and mod configuration.
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#default_privs = interact, shout
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@ -278,7 +279,7 @@
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#disable_anticheat = false
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# If true, actions are recorded for rollback
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#enable_rollback_recording = false
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# If true, blocks are cached (and generated if not before) before a player is spawned.
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# If true, blocks are cached (and generated if not before) before a player is spawned.
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#cache_block_before_spawn = true
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# Defines the maximum height a player can spawn in a map, above water level
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#max_spawn_height = 50
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@ -342,7 +343,7 @@
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#emergequeue_limit_diskonly =
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# Maximum number of blocks to be queued that are to be generated.
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# Leave blank for an appropriate amount to be chosen automatically.
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#emergequeue_limit_generate =
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#emergequeue_limit_generate =
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# Number of emerge threads to use. Make this field blank, or increase this number, to use multiple threads.
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# On multiprocessor systems, this will improve mapgen speed greatly, at the cost of slightly buggy caves.
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#num_emerge_threads = 1
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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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@ -268,7 +269,7 @@ void set_default_settings(Settings *settings)
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settings->setDefault("mgv7_np_terrain_alt", "4, 25, (600, 600, 600), 5934, 5, 0.6");
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settings->setDefault("mgv7_np_terrain_persist", "0.6, 0.1, (500, 500, 500), 539, 3, 0.6");
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settings->setDefault("mgv7_np_height_select", "-0.5, 1, (250, 250, 250), 4213, 5, 0.69");
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settings->setDefault("mgv7_np_filler_depth", "0, 1.2, (150, 150, 150), 261, 4, 0.7");
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settings->setDefault("mgv7_np_filler_depth", "0, 1.2, (150, 150, 150), 261, 4, 0.7");
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settings->setDefault("mgv7_np_mount_height", "100, 30, (500, 500, 500), 72449, 4, 0.6");
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settings->setDefault("mgv7_np_ridge_uwater", "0, 1, (500, 500, 500), 85039, 4, 0.6");
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settings->setDefault("mgv7_np_mountain", "0, 1, (250, 350, 250), 5333, 5, 0.68");
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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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