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renderer changes, temporary revert shaders for traction because of lack of texless shader

This commit is contained in:
VB
2017-07-03 20:29:34 +02:00
parent b3c2b60b97
commit 0574b3f758
4 changed files with 28 additions and 18 deletions

View File

@@ -2273,10 +2273,10 @@ world_environment::update() {
auto const moonlightlevel = m_moon.getIntensity() * 0.5f; // scaled down by arbitrary factor, it's pretty bright otherwise
float keylightintensity;
float twilightfactor;
glm::vec3 keylightcolor;
glm::vec3 keylightcolor(0.0f);
if( moonlightlevel > sunlightlevel ) {
WriteLog("using moon: " + std::to_string(moonlightlevel));
twilightfactor = 1.0f;
/*
// rare situations when the moon is brighter than the sun, typically at night
Global::SunAngle = m_moon.getAngle();
Global::daylight.direction = -1.0f * m_moon.getDirection();
@@ -2284,10 +2284,9 @@ world_environment::update() {
// if the moon is up, it overrides the twilight
twilightfactor = 0.0f;
keylightcolor = glm::vec3( 255.0f / 255.0f, 242.0f / 255.0f, 202.0f / 255.0f );
*/
}
else {
WriteLog("using sun: " + std::to_string(sunlightlevel));
// regular situation with sun as the key light
Global::SunAngle = m_sun.getAngle();
Global::daylight.direction = -1.0f * m_sun.getDirection();
@@ -2318,10 +2317,7 @@ world_environment::update() {
// ...update light colours and intensity.
keylightcolor = keylightcolor * diffuselevel;
if (sunlightlevel > moonlightlevel)
Global::daylight.color = keylightcolor * 0.8f;
else
Global::daylight.color = glm::vec3(0.0f);
Global::daylight.color = keylightcolor * 0.8f;
// tonal impact of skydome color is inversely proportional to how high the sun is above the horizon
// (this is pure conjecture, aimed more to 'look right' than be accurate)