float Noise2D::operator()(float x, float y) { x *= freq; y *= freq; int ix = (int)floor(x); int iy = (int)floor(y); float fx = x - ix; float fy = y - iy; ix %= freq; if(ix<0) ix += freq; iy %= freq; if(iy<0) iy += freq; int ix1 = (ix+1) % freq; int iy1 = (iy+1) % freq; float s = grads[ix][iy].Dot(CVector2D_Maths(fx, fy)); float t = grads[ix1][iy].Dot(CVector2D_Maths(fx-1, fy)); float u = grads[ix][iy1].Dot(CVector2D_Maths(fx, fy-1)); float v = grads[ix1][iy1].Dot(CVector2D_Maths(fx-1, fy-1)); float ex = easeCurve(fx); float ey = easeCurve(fy); float a = s + ex*(t-s); float b = u + ex*(v-u); return (a + ey*(b-a)) * .5 + .5; }
// bilinear interpolation float bilerp(float x0y0, float x1y0, float x0y1, float x1y1, float x, float y) { float tx = easeCurve(x); float ty = easeCurve(y); float u = lerp(x0y0, x1y0, tx); float v = lerp(x0y1, x1y1, tx); return lerp(u, v, ty); }
float Noise3D::operator()(float x, float y, float z) { x *= freq; y *= freq; z *= vfreq; int ix = (int)floor(x); int iy = (int)floor(y); int iz = (int)floor(z); float fx = x - ix; float fy = y - iy; float fz = z - iz; ix %= freq; if(ix<0) ix += freq; iy %= freq; if(iy<0) iy += freq; iz %= vfreq; if(iz<0) iz += vfreq; int ix1 = (ix+1) % freq; int iy1 = (iy+1) % freq; int iz1 = (iz+1) % vfreq; float s0 = grads[ix][iy][iz].Dot(CVector3D(fx, fy, fz)); float t0 = grads[ix1][iy][iz].Dot(CVector3D(fx-1, fy, fz)); float u0 = grads[ix][iy1][iz].Dot(CVector3D(fx, fy-1, fz)); float v0 = grads[ix1][iy1][iz].Dot(CVector3D(fx-1, fy-1, fz)); float s1 = grads[ix][iy][iz1].Dot(CVector3D(fx, fy, fz-1)); float t1 = grads[ix1][iy][iz1].Dot(CVector3D(fx-1, fy, fz-1)); float u1 = grads[ix][iy1][iz1].Dot(CVector3D(fx, fy-1, fz-1)); float v1 = grads[ix1][iy1][iz1].Dot(CVector3D(fx-1, fy-1, fz-1)); float ex = easeCurve(fx); float ey = easeCurve(fy); float ez = easeCurve(fz); float a0 = s0 + ex*(t0-s0); float b0 = u0 + ex*(v0-u0); float c0 = a0 + ey*(b0-a0); float a1 = s1 + ex*(t1-s1); float b1 = u1 + ex*(v1-u1); float c1 = a1 + ey*(b1-a1); return (c0 + ez*(c1-c0)) * .5 + .5; }
//! 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 Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_reload_ratio) { // Get player position // Smooth the movement when walking up stairs v3f old_player_position = m_playernode->getPosition(); v3f player_position = player->getPosition(); if (player->isAttached && player->parent) player_position = player->parent->getPosition(); //if(player->touching_ground && player_position.Y > old_player_position.Y) if(player->touching_ground && player_position.Y > old_player_position.Y) { f32 oldy = old_player_position.Y; f32 newy = player_position.Y; f32 t = exp(-23*frametime); player_position.Y = oldy * t + newy * (1-t); } // Set player node transformation m_playernode->setPosition(player_position); m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0)); m_playernode->updateAbsolutePosition(); // Get camera tilt timer (hurt animation) float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75); // Fall bobbing animation float fall_bobbing = 0; if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD) { if(m_view_bobbing_fall == -1) // Effect took place and has finished player->camera_impact = m_view_bobbing_fall = 0; else if(m_view_bobbing_fall == 0) // Initialize effect m_view_bobbing_fall = 1; // Convert 0 -> 1 to 0 -> 1 -> 0 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1; // Smoothen and invert the above fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1; // Amplify according to the intensity of the impact fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5; fall_bobbing *= m_cache_fall_bobbing_amount; } // Calculate players eye offset for different camera modes v3f PlayerEyeOffset = player->getEyeOffset(); if (m_camera_mode == CAMERA_MODE_FIRST) PlayerEyeOffset += player->eye_offset_first; else PlayerEyeOffset += player->eye_offset_third; // Set head node transformation m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0)); m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength)); m_headnode->updateAbsolutePosition(); // Compute relative camera position and target v3f rel_cam_pos = v3f(0,0,0); v3f rel_cam_target = v3f(0,0,1); v3f rel_cam_up = v3f(0,1,0); if (m_cache_view_bobbing_amount != 0.0f && m_view_bobbing_anim != 0.0f && m_camera_mode < CAMERA_MODE_THIRD) { f32 bobfrac = my_modf(m_view_bobbing_anim * 2); f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0; #if 1 f32 bobknob = 1.2; f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI); //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI); v3f bobvec = v3f( 0.3 * bobdir * sin(bobfrac * M_PI), -0.28 * bobtmp * bobtmp, 0.); //rel_cam_pos += 0.2 * bobvec; //rel_cam_target += 0.03 * bobvec; //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI); float f = 1.0; f *= m_cache_view_bobbing_amount; rel_cam_pos += bobvec * f; //rel_cam_target += 0.995 * bobvec * f; rel_cam_target += bobvec * f; rel_cam_target.Z -= 0.005 * bobvec.Z * f; //rel_cam_target.X -= 0.005 * bobvec.X * f; //rel_cam_target.Y -= 0.005 * bobvec.Y * f; rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f); #else f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI); f32 angle_rad = angle_deg * M_PI / 180; f32 r = 0.05; v3f off = v3f( r * sin(angle_rad), r * (cos(angle_rad) - 1), 0); rel_cam_pos += off; //rel_cam_target += off; rel_cam_up.rotateXYBy(angle_deg); #endif } // Compute absolute camera position and target m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos); m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos); v3f abs_cam_up; m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up); // Seperate camera position for calculation v3f my_cp = m_camera_position; // Reposition the camera for third person view if (m_camera_mode > CAMERA_MODE_FIRST) { if (m_camera_mode == CAMERA_MODE_THIRD_FRONT) m_camera_direction *= -1; my_cp.Y += 2; // Calculate new position bool abort = false; for (int i = BS; i <= BS * 2.75; i++) { my_cp.X = m_camera_position.X + m_camera_direction.X * -i; my_cp.Z = m_camera_position.Z + m_camera_direction.Z * -i; if (i > 12) my_cp.Y = m_camera_position.Y + (m_camera_direction.Y * -i); // Prevent camera positioned inside nodes INodeDefManager *nodemgr = m_client->ndef(); MapNode n = m_client->getEnv().getClientMap() .getNodeNoEx(floatToInt(my_cp, BS)); const ContentFeatures& features = nodemgr->get(n); if (features.walkable) { my_cp.X += m_camera_direction.X*-1*-BS/2; my_cp.Z += m_camera_direction.Z*-1*-BS/2; my_cp.Y += m_camera_direction.Y*-1*-BS/2; abort = true; break; } } // If node blocks camera position don't move y to heigh if (abort && my_cp.Y > player_position.Y+BS*2) my_cp.Y = player_position.Y+BS*2; } // Update offset if too far away from the center of the map m_camera_offset.X += CAMERA_OFFSET_STEP* (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP); m_camera_offset.Y += CAMERA_OFFSET_STEP* (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP); m_camera_offset.Z += CAMERA_OFFSET_STEP* (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP); // Set camera node transformation m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS)); m_cameranode->setUpVector(abs_cam_up); // *100.0 helps in large map coordinates m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction); // update the camera position in front-view mode to render blocks behind player if (m_camera_mode == CAMERA_MODE_THIRD_FRONT) m_camera_position = my_cp; // Get FOV f32 fov_degrees; if (player->getPlayerControl().zoom && player->getCanZoom()) { fov_degrees = m_cache_zoom_fov; } else { fov_degrees = m_cache_fov; } fov_degrees = rangelim(fov_degrees, 7.0, 160.0); // FOV and aspect ratio const v2u32 &window_size = RenderingEngine::get_instance()->getWindowSize(); m_aspect = (f32) window_size.X / (f32) window_size.Y; m_fov_y = fov_degrees * M_PI / 180.0; // Increase vertical FOV on lower aspect ratios (<16:10) m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect))); m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y)); m_cameranode->setAspectRatio(m_aspect); m_cameranode->setFOV(m_fov_y); if (m_arm_inertia) addArmInertia(player->getYaw()); // Position the wielded item //v3f wield_position = v3f(45, -35, 65); v3f wield_position = v3f(m_wieldmesh_offset.X, m_wieldmesh_offset.Y, 65); //v3f wield_rotation = v3f(-100, 120, -100); v3f wield_rotation = v3f(-100, 120, -100); wield_position.Y += fabs(m_wield_change_timer)*320 - 40; if(m_digging_anim < 0.05 || m_digging_anim > 0.5) { f32 frac = 1.0; if(m_digging_anim > 0.5) frac = 2.0 * (m_digging_anim - 0.5); // This value starts from 1 and settles to 0 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f); //f32 ratiothing2 = pow(ratiothing, 0.5f); f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0; wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f); //wield_position.Z += frac * 5.0 * ratiothing2; wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f); wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f); //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f); //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f); } if (m_digging_button != -1) { f32 digfrac = m_digging_anim; wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI); wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI); wield_position.Z += 25 * 0.5; // Euler angles are PURE EVIL, so why not use quaternions? core::quaternion quat_begin(wield_rotation * core::DEGTORAD); core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD); core::quaternion quat_slerp; quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI)); quat_slerp.toEuler(wield_rotation); wield_rotation *= core::RADTODEG; } else { f32 bobfrac = my_modf(m_view_bobbing_anim); wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0; wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0; } m_wieldnode->setPosition(wield_position); m_wieldnode->setRotation(wield_rotation); m_wieldnode->setColor(player->light_color); // Set render distance updateViewingRange(); // If the player is walking, swimming, or climbing, // view bobbing is enabled and free_move is off, // start (or continue) the view bobbing animation. const v3f &speed = player->getSpeed(); const bool movement_XZ = hypot(speed.X, speed.Z) > BS; const bool movement_Y = fabs(speed.Y) > BS; const bool walking = movement_XZ && player->touching_ground; const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid; const bool climbing = movement_Y && player->is_climbing; if ((walking || swimming || climbing) && (!g_settings->getBool("free_move") || !m_client->checkLocalPrivilege("fly"))) { // Start animation m_view_bobbing_state = 1; m_view_bobbing_speed = MYMIN(speed.getLength(), 70); } else if (m_view_bobbing_state == 1) { // Stop animation m_view_bobbing_state = 2; m_view_bobbing_speed = 60; } }
void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, v2u32 screensize, f32 tool_reload_ratio) { // Get player position // Smooth the movement when walking up stairs v3f old_player_position = m_playernode->getPosition(); v3f player_position = player->getPosition(); if (player->isAttached && player->parent) player_position = player->parent->getPosition(); //if(player->touching_ground && player_position.Y > old_player_position.Y) if(player->touching_ground && player_position.Y > old_player_position.Y) { f32 oldy = old_player_position.Y; f32 newy = player_position.Y; f32 t = exp(-23*frametime); player_position.Y = oldy * t + newy * (1-t); } // Set player node transformation m_playernode->setPosition(player_position); m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0)); m_playernode->updateAbsolutePosition(); // Get camera tilt timer (hurt animation) float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75); // Fall bobbing animation float fall_bobbing = 0; if(player->camera_impact >= 1) { if(m_view_bobbing_fall == -1) // Effect took place and has finished player->camera_impact = m_view_bobbing_fall = 0; else if(m_view_bobbing_fall == 0) // Initialize effect m_view_bobbing_fall = 1; // Convert 0 -> 1 to 0 -> 1 -> 0 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1; // Smoothen and invert the above fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1; // Amplify according to the intensity of the impact fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5; fall_bobbing *= g_settings->getFloat("fall_bobbing_amount"); } // Set head node transformation m_headnode->setPosition(player->getEyeOffset()+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0)); m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength)); m_headnode->updateAbsolutePosition(); // Compute relative camera position and target v3f rel_cam_pos = v3f(0,0,0); v3f rel_cam_target = v3f(0,0,1); v3f rel_cam_up = v3f(0,1,0); if (m_view_bobbing_anim != 0) { f32 bobfrac = my_modf(m_view_bobbing_anim * 2); f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0; #if 1 f32 bobknob = 1.2; f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI); //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI); v3f bobvec = v3f( 0.3 * bobdir * sin(bobfrac * M_PI), -0.28 * bobtmp * bobtmp, 0.); //rel_cam_pos += 0.2 * bobvec; //rel_cam_target += 0.03 * bobvec; //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI); float f = 1.0; f *= g_settings->getFloat("view_bobbing_amount"); rel_cam_pos += bobvec * f; //rel_cam_target += 0.995 * bobvec * f; rel_cam_target += bobvec * f; rel_cam_target.Z -= 0.005 * bobvec.Z * f; //rel_cam_target.X -= 0.005 * bobvec.X * f; //rel_cam_target.Y -= 0.005 * bobvec.Y * f; rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f); #else f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI); f32 angle_rad = angle_deg * M_PI / 180; f32 r = 0.05; v3f off = v3f( r * sin(angle_rad), r * (cos(angle_rad) - 1), 0); rel_cam_pos += off; //rel_cam_target += off; rel_cam_up.rotateXYBy(angle_deg); #endif } // Compute absolute camera position and target m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos); m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos); v3f abs_cam_up; m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up); // Set camera node transformation m_cameranode->setPosition(m_camera_position); m_cameranode->setUpVector(abs_cam_up); // *100.0 helps in large map coordinates m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction); // Get FOV setting f32 fov_degrees = g_settings->getFloat("fov"); fov_degrees = MYMAX(fov_degrees, 10.0); fov_degrees = MYMIN(fov_degrees, 170.0); // FOV and aspect ratio m_aspect = (f32)screensize.X / (f32) screensize.Y; m_fov_y = fov_degrees * M_PI / 180.0; // Increase vertical FOV on lower aspect ratios (<16:10) m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect))); m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y)); m_cameranode->setAspectRatio(m_aspect); m_cameranode->setFOV(m_fov_y); // Position the wielded item //v3f wield_position = v3f(45, -35, 65); v3f wield_position = v3f(55, -35, 65); //v3f wield_rotation = v3f(-100, 120, -100); v3f wield_rotation = v3f(-100, 120, -100); if(m_wield_change_timer < 0) wield_position.Y -= 40 + m_wield_change_timer*320; else wield_position.Y -= 40 - m_wield_change_timer*320; if(m_digging_anim < 0.05 || m_digging_anim > 0.5){ f32 frac = 1.0; if(m_digging_anim > 0.5) frac = 2.0 * (m_digging_anim - 0.5); // This value starts from 1 and settles to 0 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f); //f32 ratiothing2 = pow(ratiothing, 0.5f); f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0; wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f); //wield_position.Z += frac * 5.0 * ratiothing2; wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f); wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f); //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f); //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f); } if (m_digging_button != -1) { f32 digfrac = m_digging_anim; wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI); wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI); wield_position.Z += 25 * 0.5; // Euler angles are PURE EVIL, so why not use quaternions? core::quaternion quat_begin(wield_rotation * core::DEGTORAD); core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD); core::quaternion quat_slerp; quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI)); quat_slerp.toEuler(wield_rotation); wield_rotation *= core::RADTODEG; } else { f32 bobfrac = my_modf(m_view_bobbing_anim); wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0; wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0; } m_wieldnode->setPosition(wield_position); m_wieldnode->setRotation(wield_rotation); m_wieldlight = player->light; // Render distance feedback loop updateViewingRange(frametime, busytime); // If the player seems to be walking on solid ground, // view bobbing is enabled and free_move is off, // start (or continue) the view bobbing animation. v3f speed = player->getSpeed(); if ((hypot(speed.X, speed.Z) > BS) && (player->touching_ground) && (g_settings->getBool("view_bobbing") == true) && (g_settings->getBool("free_move") == false || !m_gamedef->checkLocalPrivilege("fly"))) { // Start animation m_view_bobbing_state = 1; m_view_bobbing_speed = MYMIN(speed.getLength(), 40); } else if (m_view_bobbing_state == 1) { // Stop animation m_view_bobbing_state = 2; m_view_bobbing_speed = 60; } }
void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize, f32 tool_reload_ratio) { // Set player node transformation m_playernode->setPosition(player->getPosition()); m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0)); m_playernode->updateAbsolutePosition(); // Set head node transformation m_headnode->setPosition(player->getEyeOffset()); m_headnode->setRotation(v3f(player->getPitch(), 0, 0)); m_headnode->updateAbsolutePosition(); // Compute relative camera position and target v3f rel_cam_pos = v3f(0,0,0); v3f rel_cam_target = v3f(0,0,1); v3f rel_cam_up = v3f(0,1,0); if (m_view_bobbing_anim != 0) { f32 bobfrac = my_modf(m_view_bobbing_anim * 2); f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0; #if 1 f32 bobknob = 1.2; f32 bobtmp = sin(pow(bobfrac, bobknob) * PI); //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * PI); v3f bobvec = v3f( 0.3 * bobdir * sin(bobfrac * PI), -0.28 * bobtmp * bobtmp, 0.); //rel_cam_pos += 0.2 * bobvec; //rel_cam_target += 0.03 * bobvec; //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * PI); float f = 1.0; f *= g_settings->getFloat("view_bobbing_amount"); rel_cam_pos += bobvec * f; //rel_cam_target += 0.995 * bobvec * f; rel_cam_target += bobvec * f; rel_cam_target.Z -= 0.005 * bobvec.Z * f; //rel_cam_target.X -= 0.005 * bobvec.X * f; //rel_cam_target.Y -= 0.005 * bobvec.Y * f; rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * PI * f); #else f32 angle_deg = 1 * bobdir * sin(bobfrac * PI); f32 angle_rad = angle_deg * PI / 180; f32 r = 0.05; v3f off = v3f( r * sin(angle_rad), r * (cos(angle_rad) - 1), 0); rel_cam_pos += off; //rel_cam_target += off; rel_cam_up.rotateXYBy(angle_deg); #endif } // Compute absolute camera position and target m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos); m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos); v3f abs_cam_up; m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up); // Set camera node transformation m_cameranode->setPosition(m_camera_position); m_cameranode->setUpVector(abs_cam_up); // *100.0 helps in large map coordinates m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction); // Get FOV setting f32 fov_degrees = g_settings->getFloat("fov"); fov_degrees = MYMAX(fov_degrees, 10.0); fov_degrees = MYMIN(fov_degrees, 170.0); // FOV and aspect ratio m_aspect = (f32)screensize.X / (f32) screensize.Y; m_fov_y = fov_degrees * PI / 180.0; m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y)); m_cameranode->setAspectRatio(m_aspect); m_cameranode->setFOV(m_fov_y); // Position the wielded item //v3f wield_position = v3f(45, -35, 65); v3f wield_position = v3f(55, -35, 65); //v3f wield_rotation = v3f(-100, 120, -100); v3f wield_rotation = v3f(-100, 120, -100); if(m_digging_anim < 0.05 || m_digging_anim > 0.5){ f32 frac = 1.0; if(m_digging_anim > 0.5) frac = 2.0 * (m_digging_anim - 0.5); // This value starts from 1 and settles to 0 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f); //f32 ratiothing2 = pow(ratiothing, 0.5f); f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0; wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f); //wield_position.Z += frac * 5.0 * ratiothing2; wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f); wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f); //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f); //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f); } if (m_digging_button != -1) { f32 digfrac = m_digging_anim; wield_position.X -= 30 * sin(pow(digfrac, 0.8f) * PI); wield_position.Y += 15 * sin(digfrac * 2 * PI); wield_position.Z += 5 * digfrac; // Euler angles are PURE EVIL, so why not use quaternions? core::quaternion quat_begin(wield_rotation * core::DEGTORAD); core::quaternion quat_end(v3f(90, -10, -130) * core::DEGTORAD); core::quaternion quat_slerp; quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * PI)); quat_slerp.toEuler(wield_rotation); wield_rotation *= core::RADTODEG; } else { f32 bobfrac = my_modf(m_view_bobbing_anim); wield_position.X -= sin(bobfrac*PI*2.0) * 3.0; wield_position.Y += sin(my_modf(bobfrac*2.0)*PI) * 3.0; } m_wieldnode->setPosition(wield_position); m_wieldnode->setRotation(wield_rotation); m_wieldlight = player->light; // Render distance feedback loop updateViewingRange(frametime); // If the player seems to be walking on solid ground, // view bobbing is enabled and free_move is off, // start (or continue) the view bobbing animation. v3f speed = player->getSpeed(); if ((hypot(speed.X, speed.Z) > BS) && (player->touching_ground) && (g_settings->getBool("view_bobbing") == true) && (g_settings->getBool("free_move") == false)) { // Start animation m_view_bobbing_state = 1; m_view_bobbing_speed = MYMIN(speed.getLength(), 40); } else if (m_view_bobbing_state == 1) { // Stop animation m_view_bobbing_state = 2; m_view_bobbing_speed = 60; } }
//! 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); } } }
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); } } }
void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize, f32 tool_reload_ratio) { // Get player position // Smooth the movement when walking up stairs v3f old_player_position = m_playernode->getPosition(); v3f player_position = player->getPosition(); //if(player->touching_ground && player_position.Y > old_player_position.Y) if(player->touching_ground && player_position.Y > old_player_position.Y) { f32 oldy = old_player_position.Y; f32 newy = player_position.Y; f32 t = exp(-23*frametime); player_position.Y = oldy * t + newy * (1-t); } // Set player node transformation m_playernode->setPosition(player_position); m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0)); m_playernode->updateAbsolutePosition(); // Get camera tilt timer (hurt animation) float cameratilt = fabs(fabs(-(player->hurt_tilt_timer_max/2)+player->hurt_tilt_timer)-player->hurt_tilt_timer_max/2)/5; v3f campos(player->getEyeOffset()); v3f camrot(player->getPitch(), 0, 0); //f32 incr = 0.3/m_sprinting_fov_states; /*if(m_sprinting_fov_state <= 0) { m_sprinting_fov_state = incr; } else if(m_sprinting_fov_state < 0.3) { m_sprinting_fov_state += incr; }*/ if(player->sprinting_timer != -10 && player->sprinting_timer != -20 && player->sprinting_timer != -30) { m_sprinting_fov_state = 0.3-player->sprinting_timer; } m_headnode->updateAbsolutePosition(); if(cameratilt > 0) { campos += v3f(0, cameratilt * -13, 0); camrot += v3f(0, 0, cameratilt * 13 * BS); } if(player->control.sneak) { campos += v3f(0, -player->camera_sneak_state*BS, 0); if (player->camera_sneak_state < 0.18) player->camera_sneak_state += 0.02; } else if (player->camera_sneak_state > 0) { player->camera_sneak_state -= 0.02; } campos += v3f(0, 0, m_sprinting_fov_state * BS); // Set head node transformation m_headnode->setPosition(campos); m_headnode->setRotation(camrot); m_headnode->updateAbsolutePosition(); // Compute relative camera position and target v3f rel_cam_pos = v3f(0,0,0); v3f rel_cam_target = v3f(0,0,1); v3f rel_cam_up = v3f(0,1,0); if (m_view_bobbing_anim != 0) { f32 bobfrac = my_modf(m_view_bobbing_anim * 2); f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0; #if 1 f32 bobknob = 1.2; f32 bobtmp = sin(pow(bobfrac, bobknob) * PI); //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * PI); v3f bobvec = v3f( 0.3 * bobdir * sin(bobfrac * PI), -0.28 * bobtmp * bobtmp, 0.); //rel_cam_pos += 0.2 * bobvec; //rel_cam_target += 0.03 * bobvec; //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * PI); float f = 1.0; f *= g_settings->getFloat("view_bobbing_amount"); rel_cam_pos += bobvec * f; //rel_cam_target += 0.995 * bobvec * f; rel_cam_target += bobvec * f; rel_cam_target.Z -= 0.005 * bobvec.Z * f; //rel_cam_target.X -= 0.005 * bobvec.X * f; //rel_cam_target.Y -= 0.005 * bobvec.Y * f; rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * PI * f); #else f32 angle_deg = 1 * bobdir * sin(bobfrac * PI); f32 angle_rad = angle_deg * PI / 180; f32 r = 0.05; v3f off = v3f( r * sin(angle_rad), r * (cos(angle_rad) - 1), 0); rel_cam_pos += off; //rel_cam_target += off; rel_cam_up.rotateXYBy(angle_deg); #endif } // Compute absolute camera position and target m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos); m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos); v3f abs_cam_up; m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up); // Set camera node transformation m_cameranode->setPosition(m_camera_position); m_cameranode->setUpVector(abs_cam_up); // *100.0 helps in large map coordinates m_cameranode->setTarget(m_camera_position + 100 * m_camera_direction); // Get FOV setting f32 fov_degrees = g_settings->getFloat("fov"); fov_degrees = MYMAX(fov_degrees, 10.0); fov_degrees = MYMIN(fov_degrees, 170.0); // FOV and aspect ratio m_aspect = (f32)screensize.X / (f32) screensize.Y; m_fov_y = fov_degrees * PI / 180.0; // Increase vertical FOV on lower aspect ratios (<16:10) m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect))); // WTF is this? It can't be right m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y)); m_fov_x += m_sprinting_fov_state; m_fov_y += m_sprinting_fov_state; m_cameranode->setAspectRatio(m_aspect); m_cameranode->setFOV(m_fov_y); // Position the wielded item //v3f wield_position = v3f(45, -35, 65); v3f wield_position = v3f(55, -35, 65); //v3f wield_rotation = v3f(-100, 120, -100); v3f wield_rotation = v3f(-100, 120, -100); if(m_digging_anim < 0.05 || m_digging_anim > 0.5) { f32 frac = 1.0; if(m_digging_anim > 0.5) frac = 2.0 * (m_digging_anim - 0.5); // This value starts from 1 and settles to 0 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f); //f32 ratiothing2 = pow(ratiothing, 0.5f); f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0; wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f); //wield_position.Z += frac * 5.0 * ratiothing2; wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f); wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f); //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f); //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f); } if(m_digging_button != -1) { if(m_digging_button == 0 && m_eatable) { m_is_eating = true; wield_position.X = 0; wield_position.Y = -20 + m_eating_anim; wield_position.Z = 65; wield_rotation.X = 0; wield_rotation.Y = 0; wield_rotation.Z = 0; } else { m_is_eating = false; f32 digfrac = m_digging_anim; wield_position.X -= 50 * sin(pow(digfrac, 0.7f) * PI); wield_position.Y += 24 * sin(digfrac * 1.8 * PI); wield_position.Z += 25 * 0.5; // Euler angles are PURE EVIL, so why not use quaternions? core::quaternion quat_begin(wield_rotation * core::DEGTORAD); core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD); core::quaternion quat_slerp; quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * PI)); quat_slerp.toEuler(wield_rotation); wield_rotation *= core::RADTODEG; } } else { f32 bobfrac = my_modf(m_view_bobbing_anim); wield_position.X -= sin(bobfrac*PI*2.0) * 3.0; wield_position.Y += sin(my_modf(bobfrac*2.0)*PI) * 3.0; } m_wieldnode->setPosition(wield_position); m_wieldnode->setRotation(wield_rotation); m_wieldlight = player->light; // Render distance feedback loop updateViewingRange(frametime); // If the player seems to be walking on solid ground, // view bobbing is enabled and the player is not flying, // start (or continue) the view bobbing animation. v3f speed = player->getSpeed(); if ((hypot(speed.X, speed.Z) > BS) && (player->touching_ground) && (g_settings->getBool("view_bobbing") == true) && (!player->is_flying || !m_gamedef->checkLocalPrivilege("fly"))) { // Start animation m_view_bobbing_state = 1; //m_view_bobbing_speed = MYMIN(speed.getLength(), 40); m_view_bobbing_speed = speed.getLength()*0.7; } else if (m_view_bobbing_state == 1) { // Stop animation m_view_bobbing_state = 2; m_view_bobbing_speed = 60; } }