//! renders the node. void Sky::render() { if(!m_visible) return; 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 = 0.415; 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(); // Calculate offset normalized to the X dimension of a 512x1 px tonemap float offset=(1.0-fabs(sin((m_time_of_day - 0.5)*irr::core::PI)))*511; if (m_sun_tonemap){ u8 * texels = (u8 *)m_sun_tonemap->lock(); if (!texels) return; video::SColor* texel = (video::SColor *)(texels + (u32)offset * 4); video::SColor texel_color (255,texel->getRed(),texel->getGreen(), texel->getBlue()); m_sun_tonemap->unlock(); m_materials[3].EmissiveColor = texel_color; } if (m_moon_tonemap){ u8 * texels = (u8 *)m_moon_tonemap->lock(); if (!texels) return; video::SColor* texel = (video::SColor *)(texels + (u32)offset * 4); video::SColor texel_color (255,texel->getRed(),texel->getGreen(), texel->getBlue()); m_moon_tonemap->unlock(); m_materials[4].EmissiveColor = texel_color; } 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[1]); //video::SColor cloudyfogcolor(255,255,255,255); video::SColor cloudyfogcolor = m_bgcolor; //video::SColor cloudyfogcolor = m_bgcolor.getInterpolated(m_skycolor, 0.5); v3POS player_position = floatToInt(camera->getPosition(), BS)+camera_offset; float shift1 = -(float)player_position.Y / MAP_GENERATION_LIMIT; float shifty = shift1 * 0.4; // Draw far cloudy fog thing for(u32 j=0; j<4; j++) { video::SColor c = cloudyfogcolor.getInterpolated(m_skycolor, 0.45); vertices[0] = video::S3DVertex(-1, 0.08+shifty,-1, 0,0,1, c, t, t); vertices[1] = video::S3DVertex( 1, 0.08+shifty,-1, 0,0,1, c, o, t); vertices[2] = video::S3DVertex( 1, 0.12+shifty,-1, 0,0,1, c, o, o); vertices[3] = video::S3DVertex(-1, 0.12+shifty,-1, 0,0,1, c, t, o); for(u32 i=0; i<4; i++){ if(j==0) // Don't switch {} else if(j==1) // Switch from -Z (south) to +X (east) vertices[i].Pos.rotateXZBy(90); else if(j==2) // Switch from -Z (south) to -X (west) vertices[i].Pos.rotateXZBy(-90); else // Switch from -Z (south) to -Z (north) vertices[i].Pos.rotateXZBy(-180); } driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); } for(u32 j=0; j<4; j++) { video::SColor c = cloudyfogcolor; vertices[0] = video::S3DVertex(-1,-1.0, 0, 0,0,0, c, t, t); vertices[1] = video::S3DVertex( 1,-1.0, 0, 0,0,0, c, o, t); vertices[2] = video::S3DVertex( 1, 0.08+shifty,-1, 0,0,1, c, o, o); vertices[3] = video::S3DVertex(-1, 0.08+shifty,-1, 0,0,1, c, t, o); for(u32 i=0; i<4; i++){ if(j==0) // Don't switch {} else if(j==1) // Switch from -Z (south) to +X (east) vertices[i].Pos.rotateXZBy(90); else if(j==2) // Switch from -Z (south) to -X (west) vertices[i].Pos.rotateXZBy(-90); else // Switch from -Z (south) to -Z (north) vertices[i].Pos.rotateXZBy(-180); } driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); } driver->setMaterial(m_materials[2]); { float mid1 = 0.25 + 0.06 * shift1; 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+shifty,-1, 0,0,1, c, t, t); vertices[1] = video::S3DVertex( 1,-0.05+y+shifty,-1, 0,0,1, c, o, t); vertices[2] = video::S3DVertex( 1, 0.2+y+shifty,-1, 0,0,1, c, o, o); vertices[3] = video::S3DVertex(-1, 0.2+y+shifty,-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); } bool sun_light_drawed = false; // Draw sun if(wicked_time_of_day > 0.15 && wicked_time_of_day < 0.85){ if (!m_sun_texture){ driver->setMaterial(m_materials[1]); 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) sky_rotate(camera, SKY_ROTATE::SUN, wicked_time_of_day, vertices[i].Pos); } 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) sky_rotate(camera, SKY_ROTATE::SUN, wicked_time_of_day, vertices[i].Pos); } 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) sky_rotate(camera, SKY_ROTATE::SUN, wicked_time_of_day, vertices[i].Pos); } 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) sky_rotate(camera, SKY_ROTATE::SUN, wicked_time_of_day, vertices[i].Pos); } driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); } else { driver->setMaterial(m_materials[3]); float d = sunsize * 1.7; video::SColor c; if (m_sun_tonemap) c = video::SColor (0,0,0,0); else c = video::SColor (255,255,255,255); 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) sky_rotate(camera, SKY_ROTATE::SUN, wicked_time_of_day, vertices[i].Pos); } driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); } if (sun_moon_light) { auto light_vector = core::vector3df(0, MAP_GENERATION_LIMIT*BS*2, 0); sky_rotate(camera, SKY_ROTATE::SUNLIGHT, wicked_time_of_day, light_vector); if (light_vector.Y > 0) { sun_moon_light->setPosition(light_vector); sun_light_drawed = true; } } } // Draw moon if(wicked_time_of_day < 0.3 || wicked_time_of_day > 0.7) { if (!m_moon_texture){ driver->setMaterial(m_materials[1]); 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) sky_rotate(camera, SKY_ROTATE::MOON, wicked_time_of_day, vertices[i].Pos); } 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) sky_rotate(camera, SKY_ROTATE::MOON, wicked_time_of_day, vertices[i].Pos); } 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) sky_rotate(camera, SKY_ROTATE::MOON, wicked_time_of_day, vertices[i].Pos); } 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) sky_rotate(camera, SKY_ROTATE::MOON, wicked_time_of_day, vertices[i].Pos); } driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); } else { driver->setMaterial(m_materials[4]); float d = moonsize * 1.9; video::SColor c; if (m_moon_tonemap) c = video::SColor (0,0,0,0); else c = video::SColor (255,255,255,255); 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) sky_rotate(camera, SKY_ROTATE::MOON, wicked_time_of_day, vertices[i].Pos); } driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); } if (!sun_light_drawed && sun_moon_light) { auto light_vector = core::vector3df(0, -MAP_GENERATION_LIMIT*BS*2, 0); sky_rotate(camera, SKY_ROTATE::MOONLIGHT, wicked_time_of_day, light_vector); if (light_vector.Y > 0) sun_moon_light->setPosition(light_vector); } } // Stars driver->setMaterial(m_materials[1]); 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; float d = 0.007; video::SColor starcolor(255, f*90,f*90,f*90); 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; a.buildRotateFromTo(v3f(0,1,0), v3f(d,1+d/2,0)); v3f p1 = p; a.rotateVect(p1); a.buildRotateFromTo(v3f(0,1,0), v3f(d,1,d)); v3f p2 = p; a.rotateVect(p2); a.buildRotateFromTo(v3f(0,1,0), v3f(0,1-d/2,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++) { //video::SColor c = m_skycolor; video::SColor c = cloudyfogcolor; vertices[0] = video::S3DVertex(-1,-1.0,-1, 0,0,1, c, t, t); vertices[1] = video::S3DVertex( 1,-1.0,-1, 0,0,1, c, o, t); vertices[2] = video::S3DVertex( 1,-0.02+shifty,-1, 0,0,1, c, o, o); vertices[3] = video::S3DVertex(-1,-0.02+shifty,-1, 0,0,1, c, 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); } } }
//! 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; float d = 0.007; video::SColor starcolor(255, f*90,f*90,f*90); 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; a.buildRotateFromTo(v3f(0,1,0), v3f(d,1+d/2,0)); v3f p1 = p; a.rotateVect(p1); a.buildRotateFromTo(v3f(0,1,0), v3f(d,1,d)); v3f p2 = p; a.rotateVect(p2); a.buildRotateFromTo(v3f(0,1,0), v3f(0,1-d/2,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::render() { if (!m_visible) return; 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); // The values below were probably meant to be suncolor2_f instead of a // reassignment of suncolor_f. However, the resulting colour was chosen // and is our long-running classic colour. So preserve, but comment-out // the unnecessary first assignments above. 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 = 0.415; 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(); // Calculate offset normalized to the X dimension of a 512x1 px tonemap float offset = (1.0 - fabs(sin((m_time_of_day - 0.5) * irr::core::PI))) * 511; if (m_sun_tonemap) { u8 * texels = (u8 *)m_sun_tonemap->lock(); video::SColor* texel = (video::SColor *)(texels + (u32)offset * 4); video::SColor texel_color (255, texel->getRed(), texel->getGreen(), texel->getBlue()); m_sun_tonemap->unlock(); m_materials[3].EmissiveColor = texel_color; } if (m_moon_tonemap) { u8 * texels = (u8 *)m_moon_tonemap->lock(); video::SColor* texel = (video::SColor *)(texels + (u32)offset * 4); video::SColor texel_color (255, texel->getRed(), texel->getGreen(), texel->getBlue()); m_moon_tonemap->unlock(); m_materials[4].EmissiveColor = texel_color; } 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[1]); video::SColor cloudyfogcolor = m_bgcolor; // Draw far cloudy fog thing blended with skycolor for (u32 j = 0; j < 4; j++) { video::SColor c = cloudyfogcolor.getInterpolated(m_skycolor, 0.45); vertices[0] = video::S3DVertex(-1, 0.08, -1, 0, 0, 1, c, t, t); vertices[1] = video::S3DVertex( 1, 0.08, -1, 0, 0, 1, c, o, t); vertices[2] = video::S3DVertex( 1, 0.12, -1, 0, 0, 1, c, o, o); vertices[3] = video::S3DVertex(-1, 0.12, -1, 0, 0, 1, c, t, o); for (video::S3DVertex &vertex : vertices) { if (j == 0) // Don't switch {} else if (j == 1) // Switch from -Z (south) to +X (east) vertex.Pos.rotateXZBy(90); else if (j == 2) // Switch from -Z (south) to -X (west) vertex.Pos.rotateXZBy(-90); else // Switch from -Z (south) to +Z (north) vertex.Pos.rotateXZBy(-180); } driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); } // Draw far cloudy fog thing for (u32 j = 0; j < 4; j++) { video::SColor c = cloudyfogcolor; vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 0, 1, c, t, t); vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 0, 1, c, o, t); vertices[2] = video::S3DVertex( 1, 0.08, -1, 0, 0, 1, c, o, o); vertices[3] = video::S3DVertex(-1, 0.08, -1, 0, 0, 1, c, t, o); for (video::S3DVertex &vertex : vertices) { if (j == 0) // Don't switch {} else if (j == 1) // Switch from -Z (south) to +X (east) vertex.Pos.rotateXZBy(90); else if (j == 2) // Switch from -Z (south) to -X (west) vertex.Pos.rotateXZBy(-90); else // Switch from -Z (south) to +Z (north) vertex.Pos.rotateXZBy(-180); } driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); } // Draw bottom far cloudy fog thing video::SColor c = cloudyfogcolor; vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 1, 0, c, t, t); vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 1, 0, c, o, t); vertices[2] = video::S3DVertex( 1, -1.0, 1, 0, 1, 0, c, o, o); vertices[3] = video::S3DVertex(-1, -1.0, 1, 0, 1, 0, c, t, o); driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); // If sun, moon and stars are (temporarily) disabled, abort here if (!m_bodies_visible) return; driver->setMaterial(m_materials[2]); // Draw sunrise/sunset horizon glow texture (textures/base/pack/sunrisebg.png) { float mid1 = 0.25; float mid = wicked_time_of_day < 0.5 ? mid1 : (1.0 - mid1); float a_ = 1.0f - std::fabs(wicked_time_of_day - mid) * 35.0f; 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) * 0.22; 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 (video::S3DVertex &vertex : vertices) { if (wicked_time_of_day < 0.5) // Switch from -Z (south) to +X (east) vertex.Pos.rotateXZBy(90); else // Switch from -Z (south) to -X (west) vertex.Pos.rotateXZBy(-90); } driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); } // Draw sun if (wicked_time_of_day > 0.15 && wicked_time_of_day < 0.85) { if (!m_sun_texture) { driver->setMaterial(m_materials[1]); 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 (video::S3DVertex &vertex : vertices) { // Switch from -Z (south) to +X (east) vertex.Pos.rotateXZBy(90); vertex.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 (video::S3DVertex &vertex : vertices) { // Switch from -Z (south) to +X (east) vertex.Pos.rotateXZBy(90); vertex.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 (video::S3DVertex &vertex : vertices) { // Switch from -Z (south) to +X (east) vertex.Pos.rotateXZBy(90); vertex.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 (video::S3DVertex &vertex : vertices) { // Switch from -Z (south) to +X (east) vertex.Pos.rotateXZBy(90); vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90); } driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); } else { driver->setMaterial(m_materials[3]); float d = sunsize * 1.7; video::SColor c; if (m_sun_tonemap) c = video::SColor (0, 0, 0, 0); else c = video::SColor (255, 255, 255, 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 (video::S3DVertex &vertex : vertices) { // Switch from -Z (south) to +X (east) vertex.Pos.rotateXZBy(90); vertex.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) { if (!m_moon_texture) { driver->setMaterial(m_materials[1]); 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 (video::S3DVertex &vertex : vertices) { // Switch from -Z (south) to -X (west) vertex.Pos.rotateXZBy(-90); vertex.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 (video::S3DVertex &vertex : vertices) { // Switch from -Z (south) to -X (west) vertex.Pos.rotateXZBy(-90); vertex.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 (video::S3DVertex &vertex : vertices) { // Switch from -Z (south) to -X (west) vertex.Pos.rotateXZBy(-90); vertex.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 (video::S3DVertex &vertex : vertices) { // Switch from -Z (south) to -X (west) vertex.Pos.rotateXZBy(-90); vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90); } driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); } else { driver->setMaterial(m_materials[4]); float d = moonsize * 1.9; video::SColor c; if (m_moon_tonemap) c = video::SColor (0, 0, 0, 0); else c = video::SColor (255, 255, 255, 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 (video::S3DVertex &vertex : vertices) { // Switch from -Z (south) to -X (west) vertex.Pos.rotateXZBy(-90); vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90); } driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); } } // Draw stars do { driver->setMaterial(m_materials[1]); 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; float d = 0.007; video::SColor starcolor(255, f * 90, f * 90, f * 90); 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; a.buildRotateFromTo(v3f(0, 1, 0), v3f(d, 1 + d / 2, 0)); v3f p1 = p; a.rotateVect(p1); a.buildRotateFromTo(v3f(0, 1, 0), v3f(d, 1, d)); v3f p2 = p; a.rotateVect(p2); a.buildRotateFromTo(v3f(0, 1, 0), v3f(0, 1 - d / 2, 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(false); // Draw far cloudy fog thing below east and west horizons for (u32 j = 0; j < 2; j++) { video::SColor c = cloudyfogcolor; vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 0, 1, c, t, t); vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 0, 1, c, o, t); vertices[2] = video::S3DVertex( 1, -0.02, -1, 0, 0, 1, c, o, o); vertices[3] = video::S3DVertex(-1, -0.02, -1, 0, 0, 1, c, t, o); for (video::S3DVertex &vertex : vertices) { //if (wicked_time_of_day < 0.5) if (j == 0) // Switch from -Z (south) to +X (east) vertex.Pos.rotateXZBy(90); else // Switch from -Z (south) to -X (west) vertex.Pos.rotateXZBy(-90); } driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); } } }