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Fix sky bugs when using sun or moon textures (#7918)
Reverts the render order change of commit
ce2d33e
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paramat committed Dec 1, 2018
1 parent 5f1cd55 commit dcf58a3
Showing 1 changed file with 77 additions and 77 deletions.
154 changes: 77 additions & 77 deletions src/client/sky.cpp
Expand Up @@ -290,83 +290,6 @@ void Sky::render()
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 = 0.007/2;
video::SColor starcolor(255, f * 90, f * 90, f * 90);
if (starcolor.getBlue() < m_skycolor.getBlue())
break;
#ifdef __ANDROID__
u16 indices[SKY_STAR_COUNT * 3];
video::S3DVertex vertices[SKY_STAR_COUNT * 3];
for (u32 i = 0; i < SKY_STAR_COUNT; i++) {
indices[i * 3 + 0] = i * 3 + 0;
indices[i * 3 + 1] = i * 3 + 1;
indices[i * 3 + 2] = i * 3 + 2;
v3f r = m_stars[i];
core::CMatrix4<f32> a;
a.buildRotateFromTo(v3f(0, 1, 0), r);
v3f p = v3f(-d, 1, -d);
v3f p1 = v3f(d, 1, 0);
v3f p2 = v3f(-d, 1, d);
a.rotateVect(p);
a.rotateVect(p1);
a.rotateVect(p2);
p.rotateXYBy(wicked_time_of_day * 360 - 90);
p1.rotateXYBy(wicked_time_of_day * 360 - 90);
p2.rotateXYBy(wicked_time_of_day * 360 - 90);
vertices[i * 3 + 0].Pos = p;
vertices[i * 3 + 0].Color = starcolor;
vertices[i * 3 + 1].Pos = p1;
vertices[i * 3 + 1].Color = starcolor;
vertices[i * 3 + 2].Pos = p2;
vertices[i * 3 + 2].Color = starcolor;
}
driver->drawIndexedTriangleList(vertices, SKY_STAR_COUNT * 3,
indices, SKY_STAR_COUNT);
#else
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 r = m_stars[i];
core::CMatrix4<f32> a;
a.buildRotateFromTo(v3f(0, 1, 0), r);
v3f p = v3f(-d, 1, -d);
v3f p1 = v3f( d, 1, -d);
v3f p2 = v3f( d, 1, d);
v3f p3 = v3f(-d, 1, d);
a.rotateVect(p);
a.rotateVect(p1);
a.rotateVect(p2);
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);
#endif
} while(false);

// Draw sun
if (wicked_time_of_day > 0.15 && wicked_time_of_day < 0.85) {
if (!m_sun_texture) {
Expand Down Expand Up @@ -519,6 +442,83 @@ void Sky::render()
}
}

// 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 = 0.007/2;
video::SColor starcolor(255, f * 90, f * 90, f * 90);
if (starcolor.getBlue() < m_skycolor.getBlue())
break;
#ifdef __ANDROID__
u16 indices[SKY_STAR_COUNT * 3];
video::S3DVertex vertices[SKY_STAR_COUNT * 3];
for (u32 i = 0; i < SKY_STAR_COUNT; i++) {
indices[i * 3 + 0] = i * 3 + 0;
indices[i * 3 + 1] = i * 3 + 1;
indices[i * 3 + 2] = i * 3 + 2;
v3f r = m_stars[i];
core::CMatrix4<f32> a;
a.buildRotateFromTo(v3f(0, 1, 0), r);
v3f p = v3f(-d, 1, -d);
v3f p1 = v3f(d, 1, 0);
v3f p2 = v3f(-d, 1, d);
a.rotateVect(p);
a.rotateVect(p1);
a.rotateVect(p2);
p.rotateXYBy(wicked_time_of_day * 360 - 90);
p1.rotateXYBy(wicked_time_of_day * 360 - 90);
p2.rotateXYBy(wicked_time_of_day * 360 - 90);
vertices[i * 3 + 0].Pos = p;
vertices[i * 3 + 0].Color = starcolor;
vertices[i * 3 + 1].Pos = p1;
vertices[i * 3 + 1].Color = starcolor;
vertices[i * 3 + 2].Pos = p2;
vertices[i * 3 + 2].Color = starcolor;
}
driver->drawIndexedTriangleList(vertices, SKY_STAR_COUNT * 3,
indices, SKY_STAR_COUNT);
#else
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 r = m_stars[i];
core::CMatrix4<f32> a;
a.buildRotateFromTo(v3f(0, 1, 0), r);
v3f p = v3f(-d, 1, -d);
v3f p1 = v3f( d, 1, -d);
v3f p2 = v3f( d, 1, d);
v3f p3 = v3f(-d, 1, d);
a.rotateVect(p);
a.rotateVect(p1);
a.rotateVect(p2);
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);
#endif
} while(false);

// Draw far cloudy fog thing below east and west horizons
for (u32 j = 0; j < 2; j++) {
video::SColor c = cloudyfogcolor;
Expand Down

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