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Merge branch 'milek-dev' into gfx-work
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@@ -94,6 +94,17 @@ world_environment::update() {
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// NOTE: sun light receives extra padding to prevent moon from kicking in too soon
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auto const sunlightlevel = m_sun.getIntensity() + 0.05f * ( 1.f - twilightfactor );
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auto const moonlightlevel = m_moon.getIntensity() * 0.65f; // scaled down by arbitrary factor, it's pretty bright otherwise
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// ...update skydome to match the current sun position as well...
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// twilight factor can be reset later down, so we do it here while it's still reflecting state of the sun
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// turbidity varies from 2-3 during the day based on overcast, 3-4 after sunset to deal with sunlight bleeding too much into the sky from below horizon
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m_skydome.SetTurbidity(
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2.f
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+ clamp( Global.Overcast, 0.f, 1.f )
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+ interpolate( 0.f, 1.f, clamp( twilightfactor * 1.5f, 0.f, 1.f ) ) );
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m_skydome.SetOvercastFactor( Global.Overcast );
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m_skydome.Update( m_sun.getDirection() );
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float keylightintensity;
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glm::vec3 keylightcolor;
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if( moonlightlevel > sunlightlevel ) {
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@@ -119,9 +130,6 @@ world_environment::update() {
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glm::vec3( 235.0f / 255.0f, 140.0f / 255.0f, 36.0f / 255.0f ),
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duskfactor );
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}
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// ...update skydome to match the current sun position as well...
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m_skydome.SetOvercastFactor( Global.Overcast );
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m_skydome.Update( m_sun.getDirection() );
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// ...retrieve current sky colour and brightness...
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auto const skydomecolour = m_skydome.GetAverageColor();
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auto const skydomehsv = colors::RGBtoHSV( skydomecolour );
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