minetest/src/client/sky.cpp

950 lines
34 KiB
C++
Raw Permalink Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2020 numzero, Lobachevskiy Vitaliy <numzer0@yandex.ru>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "sky.h"
#include "ITexture.h"
#include "IVideoDriver.h"
#include "ISceneManager.h"
#include "ICameraSceneNode.h"
#include "S3DVertex.h"
#include "client/tile.h"
#include "noise.h" // easeCurve
#include "profiler.h"
#include "util/numeric.h"
#include <cmath>
#include "client/renderingengine.h"
#include "settings.h"
#include "camera.h" // CameraModes
#include "config.h"
using namespace irr::core;
static video::SMaterial baseMaterial()
{
video::SMaterial mat;
mat.Lighting = false;
#if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR > 8
mat.ZBuffer = video::ECFN_DISABLED;
mat.ZWriteEnable = video::EZW_OFF;
#else
mat.ZWriteEnable = false;
mat.ZBuffer = video::ECFN_NEVER;
#endif
mat.AntiAliasing = 0;
mat.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
mat.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
mat.BackfaceCulling = false;
return mat;
};
Sky::Sky(s32 id, RenderingEngine *rendering_engine, ITextureSource *tsrc, IShaderSource *ssrc) :
scene::ISceneNode(rendering_engine->get_scene_manager()->getRootSceneNode(),
rendering_engine->get_scene_manager(), id)
{
m_seed = (u64)myrand() << 32 | myrand();
setAutomaticCulling(scene::EAC_OFF);
m_box.MaxEdge.set(0, 0, 0);
m_box.MinEdge.set(0, 0, 0);
m_enable_shaders = g_settings->getBool("enable_shaders");
// Create materials
m_materials[0] = baseMaterial();
m_materials[0].MaterialType = ssrc->getShaderInfo(ssrc->getShader("stars_shader", TILE_MATERIAL_ALPHA)).material;
m_materials[0].Lighting = true;
m_materials[0].ColorMaterial = video::ECM_NONE;
m_materials[1] = baseMaterial();
//m_materials[1].MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
m_materials[1].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
m_materials[2] = baseMaterial();
m_materials[2].setTexture(0, tsrc->getTextureForMesh("sunrisebg.png"));
m_materials[2].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
//m_materials[2].MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
// Ensures that sun and moon textures and tonemaps are correct.
setSkyDefaults();
m_sun_texture = tsrc->isKnownSourceImage(m_sun_params.texture) ?
tsrc->getTextureForMesh(m_sun_params.texture) : nullptr;
m_moon_texture = tsrc->isKnownSourceImage(m_moon_params.texture) ?
tsrc->getTextureForMesh(m_moon_params.texture) : nullptr;
m_sun_tonemap = tsrc->isKnownSourceImage(m_sun_params.tonemap) ?
tsrc->getTexture(m_sun_params.tonemap) : nullptr;
m_moon_tonemap = tsrc->isKnownSourceImage(m_moon_params.tonemap) ?
tsrc->getTexture(m_moon_params.tonemap) : nullptr;
if (m_sun_texture) {
m_materials[3] = baseMaterial();
m_materials[3].setTexture(0, m_sun_texture);
m_materials[3].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
// Disables texture filtering
m_materials[3].setFlag(video::E_MATERIAL_FLAG::EMF_BILINEAR_FILTER, false);
m_materials[3].setFlag(video::E_MATERIAL_FLAG::EMF_TRILINEAR_FILTER, false);
m_materials[3].setFlag(video::E_MATERIAL_FLAG::EMF_ANISOTROPIC_FILTER, false);
// Use tonemaps if available
if (m_sun_tonemap)
m_materials[3].Lighting = true;
}
if (m_moon_texture) {
m_materials[4] = baseMaterial();
m_materials[4].setTexture(0, m_moon_texture);
m_materials[4].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
// Disables texture filtering
m_materials[4].setFlag(video::E_MATERIAL_FLAG::EMF_BILINEAR_FILTER, false);
m_materials[4].setFlag(video::E_MATERIAL_FLAG::EMF_TRILINEAR_FILTER, false);
m_materials[4].setFlag(video::E_MATERIAL_FLAG::EMF_ANISOTROPIC_FILTER, false);
// Use tonemaps if available
if (m_moon_tonemap)
m_materials[4].Lighting = true;
}
for (int i = 5; i < 11; i++) {
m_materials[i] = baseMaterial();
m_materials[i].Lighting = true;
m_materials[i].MaterialType = video::EMT_SOLID;
}
m_directional_colored_fog = g_settings->getBool("directional_colored_fog");
if (g_settings->getBool("enable_dynamic_shadows")) {
float val = g_settings->getFloat("shadow_sky_body_orbit_tilt");
m_sky_body_orbit_tilt = rangelim(val, 0.0f, 60.0f);
}
setStarCount(1000, true);
}
void Sky::OnRegisterSceneNode()
{
if (IsVisible)
SceneManager->registerNodeForRendering(this, scene::ESNRP_SKY_BOX);
scene::ISceneNode::OnRegisterSceneNode();
}
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);
// 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 wicked_time_of_day = getWickedTimeOfDay(m_time_of_day);
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[6] = {0, 1, 2, 0, 2, 3};
video::S3DVertex vertices[4];
driver->setMaterial(m_materials[1]);
video::SColor cloudyfogcolor = m_bgcolor;
// Abort rendering if we're in the clouds.
// Stops rendering a pure white hole in the bottom of the skybox.
if (m_in_clouds)
return;
// Draw the six sided skybox,
if (m_sky_params.textures.size() == 6) {
for (u32 j = 5; j < 11; j++) {
video::SColor c(255, 255, 255, 255);
driver->setMaterial(m_materials[j]);
// Use 1.05 rather than 1.0 to avoid colliding with the
// sun, moon and stars, as this is a background skybox.
vertices[0] = video::S3DVertex(-1.05, -1.05, -1.05, 0, 0, 1, c, t, t);
vertices[1] = video::S3DVertex( 1.05, -1.05, -1.05, 0, 0, 1, c, o, t);
vertices[2] = video::S3DVertex( 1.05, 1.05, -1.05, 0, 0, 1, c, o, o);
vertices[3] = video::S3DVertex(-1.05, 1.05, -1.05, 0, 0, 1, c, t, o);
for (video::S3DVertex &vertex : vertices) {
if (j == 5) { // Top texture
vertex.Pos.rotateYZBy(90);
vertex.Pos.rotateXZBy(90);
} else if (j == 6) { // Bottom texture
vertex.Pos.rotateYZBy(-90);
vertex.Pos.rotateXZBy(90);
} else if (j == 7) { // Left texture
vertex.Pos.rotateXZBy(90);
} else if (j == 8) { // Right texture
vertex.Pos.rotateXZBy(-90);
} else if (j == 9) { // Front texture, do nothing
// Irrlicht doesn't like it when vertexes are left
// alone and not rotated for some reason.
vertex.Pos.rotateXZBy(0);
} else {// Back texture
vertex.Pos.rotateXZBy(180);
}
}
driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
}
}
// Draw far cloudy fog thing blended with skycolor
if (m_visible) {
driver->setMaterial(m_materials[1]);
for (u32 j = 0; j < 4; j++) {
vertices[0] = video::S3DVertex(-1, -0.02, -1, 0, 0, 1, m_bgcolor, t, t);
vertices[1] = video::S3DVertex( 1, -0.02, -1, 0, 0, 1, m_bgcolor, o, t);
vertices[2] = video::S3DVertex( 1, 0.45, -1, 0, 0, 1, m_skycolor, o, o);
vertices[3] = video::S3DVertex(-1, 0.45, -1, 0, 0, 1, m_skycolor, 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->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
}
}
// Draw stars before sun and moon to be behind them
if (m_star_params.visible)
draw_stars(driver, wicked_time_of_day);
// Draw sunrise/sunset horizon glow texture
// (textures/base/pack/sunrisebg.png)
if (m_sun_params.sunrise_visible) {
driver->setMaterial(m_materials[2]);
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->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
}
// Draw sun
if (m_sun_params.visible)
draw_sun(driver, sunsize, suncolor, suncolor2, wicked_time_of_day);
// Draw moon
if (m_moon_params.visible)
draw_moon(driver, moonsize, mooncolor, mooncolor2, wicked_time_of_day);
// Draw far cloudy fog thing below all horizons in front of sun, moon
// and stars.
if (m_visible) {
driver->setMaterial(m_materials[1]);
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, -0.02, -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 (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->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
}
// Draw bottom far cloudy fog thing in front of sun, moon and stars
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->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
}
}
}
void Sky::update(float time_of_day, float time_brightness,
float direct_brightness, bool sunlight_seen,
CameraMode cam_mode, float yaw, float pitch)
{
// Stabilize initial brightness and color values by flooding updates
if (m_first_update) {
/*dstream<<"First update with time_of_day="<<time_of_day
<<" time_brightness="<<time_brightness
<<" direct_brightness="<<direct_brightness
<<" sunlight_seen="<<sunlight_seen<<std::endl;*/
m_first_update = false;
for (u32 i = 0; i < 100; i++) {
update(time_of_day, time_brightness, direct_brightness,
sunlight_seen, cam_mode, yaw, pitch);
}
return;
}
m_time_of_day = time_of_day;
m_time_brightness = time_brightness;
m_sunlight_seen = sunlight_seen;
m_in_clouds = false;
bool is_dawn = (time_brightness >= 0.20 && time_brightness < 0.35);
/*
Development colours
video::SColorf bgcolor_bright_normal_f(170. / 255, 200. / 255, 230. / 255, 1.0);
video::SColorf bgcolor_bright_dawn_f(0.666, 200. / 255 * 0.7, 230. / 255 * 0.5, 1.0);
video::SColorf bgcolor_bright_dawn_f(0.666, 0.549, 0.220, 1.0);
video::SColorf bgcolor_bright_dawn_f(0.666 * 1.2, 0.549 * 1.0, 0.220 * 1.0, 1.0);
video::SColorf bgcolor_bright_dawn_f(0.666 * 1.2, 0.549 * 1.0, 0.220 * 1.2, 1.0);
video::SColorf cloudcolor_bright_dawn_f(1.0, 0.591, 0.4);
video::SColorf cloudcolor_bright_dawn_f(1.0, 0.65, 0.44);
video::SColorf cloudcolor_bright_dawn_f(1.0, 0.7, 0.5);
*/
video::SColorf bgcolor_bright_normal_f = m_sky_params.sky_color.day_horizon;
video::SColorf bgcolor_bright_indoor_f = m_sky_params.sky_color.indoors;
video::SColorf bgcolor_bright_dawn_f = m_sky_params.sky_color.dawn_horizon;
video::SColorf bgcolor_bright_night_f = m_sky_params.sky_color.night_horizon;
video::SColorf skycolor_bright_normal_f = m_sky_params.sky_color.day_sky;
video::SColorf skycolor_bright_dawn_f = m_sky_params.sky_color.dawn_sky;
video::SColorf skycolor_bright_night_f = m_sky_params.sky_color.night_sky;
video::SColorf cloudcolor_bright_normal_f = m_cloudcolor_day_f;
video::SColorf cloudcolor_bright_dawn_f = m_cloudcolor_dawn_f;
float cloud_color_change_fraction = 0.95;
if (sunlight_seen) {
if (std::fabs(time_brightness - m_brightness) < 0.2f) {
m_brightness = m_brightness * 0.95 + time_brightness * 0.05;
} else {
m_brightness = m_brightness * 0.80 + time_brightness * 0.20;
cloud_color_change_fraction = 0.0;
}
} else {
if (direct_brightness < m_brightness)
m_brightness = m_brightness * 0.95 + direct_brightness * 0.05;
else
m_brightness = m_brightness * 0.98 + direct_brightness * 0.02;
}
m_clouds_visible = true;
float color_change_fraction = 0.98f;
if (sunlight_seen) {
if (is_dawn) { // Dawn
m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
bgcolor_bright_dawn_f, color_change_fraction);
m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
skycolor_bright_dawn_f, color_change_fraction);
m_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated(
cloudcolor_bright_dawn_f, color_change_fraction);
} else {
if (time_brightness < 0.13f) { // Night
m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
bgcolor_bright_night_f, color_change_fraction);
m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
skycolor_bright_night_f, color_change_fraction);
} else { // Day
m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
bgcolor_bright_normal_f, color_change_fraction);
m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
skycolor_bright_normal_f, color_change_fraction);
}
m_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated(
cloudcolor_bright_normal_f, color_change_fraction);
}
} else {
m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
bgcolor_bright_indoor_f, color_change_fraction);
m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
bgcolor_bright_indoor_f, color_change_fraction);
m_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated(
cloudcolor_bright_normal_f, color_change_fraction);
m_clouds_visible = false;
}
video::SColor bgcolor_bright = m_bgcolor_bright_f.toSColor();
m_bgcolor = video::SColor(
255,
bgcolor_bright.getRed() * m_brightness,
bgcolor_bright.getGreen() * m_brightness,
bgcolor_bright.getBlue() * m_brightness
);
video::SColor skycolor_bright = m_skycolor_bright_f.toSColor();
m_skycolor = video::SColor(
255,
skycolor_bright.getRed() * m_brightness,
skycolor_bright.getGreen() * m_brightness,
skycolor_bright.getBlue() * m_brightness
);
// Horizon coloring based on sun and moon direction during sunset and sunrise
video::SColor pointcolor = video::SColor(m_bgcolor.getAlpha(), 255, 255, 255);
if (m_directional_colored_fog) {
if (m_horizon_blend() != 0) {
// Calculate hemisphere value from yaw, (inverted in third person front view)
s8 dir_factor = 1;
if (cam_mode > CAMERA_MODE_THIRD)
dir_factor = -1;
f32 pointcolor_blend = wrapDegrees_0_360(yaw * dir_factor + 90);
if (pointcolor_blend > 180)
pointcolor_blend = 360 - pointcolor_blend;
pointcolor_blend /= 180;
// Bound view angle to determine where transition starts and ends
pointcolor_blend = rangelim(1 - pointcolor_blend * 1.375, 0, 1 / 1.375) *
1.375;
// Combine the colors when looking up or down, otherwise turning looks weird
pointcolor_blend += (0.5 - pointcolor_blend) *
(1 - MYMIN((90 - std::fabs(pitch)) / 90 * 1.5, 1));
// Invert direction to match where the sun and moon are rising
if (m_time_of_day > 0.5)
pointcolor_blend = 1 - pointcolor_blend;
// Horizon colors of sun and moon
f32 pointcolor_light = rangelim(m_time_brightness * 3, 0.2, 1);
video::SColorf pointcolor_sun_f(1, 1, 1, 1);
// Use tonemap only if default sun/moon tinting is used
// which keeps previous behaviour.
if (m_sun_tonemap && m_default_tint) {
pointcolor_sun_f.r = pointcolor_light *
(float)m_materials[3].EmissiveColor.getRed() / 255;
pointcolor_sun_f.b = pointcolor_light *
(float)m_materials[3].EmissiveColor.getBlue() / 255;
pointcolor_sun_f.g = pointcolor_light *
(float)m_materials[3].EmissiveColor.getGreen() / 255;
} else if (!m_default_tint) {
pointcolor_sun_f = m_sky_params.fog_sun_tint;
} else {
pointcolor_sun_f.r = pointcolor_light * 1;
pointcolor_sun_f.b = pointcolor_light *
(0.25 + (rangelim(m_time_brightness, 0.25, 0.75) - 0.25) * 2 * 0.75);
pointcolor_sun_f.g = pointcolor_light * (pointcolor_sun_f.b * 0.375 +
(rangelim(m_time_brightness, 0.05, 0.15) - 0.05) * 10 * 0.625);
}
video::SColorf pointcolor_moon_f;
if (m_default_tint) {
pointcolor_moon_f = video::SColorf(
0.5 * pointcolor_light,
0.6 * pointcolor_light,
0.8 * pointcolor_light,
1
);
} else {
pointcolor_moon_f = video::SColorf(
(m_sky_params.fog_moon_tint.getRed() / 255) * pointcolor_light,
(m_sky_params.fog_moon_tint.getGreen() / 255) * pointcolor_light,
(m_sky_params.fog_moon_tint.getBlue() / 255) * pointcolor_light,
1
);
}
if (m_moon_tonemap && m_default_tint) {
pointcolor_moon_f.r = pointcolor_light *
(float)m_materials[4].EmissiveColor.getRed() / 255;
pointcolor_moon_f.b = pointcolor_light *
(float)m_materials[4].EmissiveColor.getBlue() / 255;
pointcolor_moon_f.g = pointcolor_light *
(float)m_materials[4].EmissiveColor.getGreen() / 255;
}
video::SColor pointcolor_sun = pointcolor_sun_f.toSColor();
video::SColor pointcolor_moon = pointcolor_moon_f.toSColor();
// Calculate the blend color
pointcolor = m_mix_scolor(pointcolor_moon, pointcolor_sun, pointcolor_blend);
}
m_bgcolor = m_mix_scolor(m_bgcolor, pointcolor, m_horizon_blend() * 0.5);
m_skycolor = m_mix_scolor(m_skycolor, pointcolor, m_horizon_blend() * 0.25);
}
float cloud_direct_brightness = 0.0f;
if (sunlight_seen) {
if (!m_directional_colored_fog) {
cloud_direct_brightness = time_brightness;
// Boost cloud brightness relative to sky, at dawn, dusk and at night
if (time_brightness < 0.7f)
cloud_direct_brightness *= 1.3f;
} else {
cloud_direct_brightness = std::fmin(m_horizon_blend() * 0.15f +
m_time_brightness, 1.0f);
// Set the same minimum cloud brightness at night
if (time_brightness < 0.5f)
cloud_direct_brightness = std::fmax(cloud_direct_brightness,
time_brightness * 1.3f);
}
} else {
cloud_direct_brightness = direct_brightness;
}
m_cloud_brightness = m_cloud_brightness * cloud_color_change_fraction +
cloud_direct_brightness * (1.0 - cloud_color_change_fraction);
m_cloudcolor_f = video::SColorf(
m_cloudcolor_bright_f.r * m_cloud_brightness,
m_cloudcolor_bright_f.g * m_cloud_brightness,
m_cloudcolor_bright_f.b * m_cloud_brightness,
1.0
);
if (m_directional_colored_fog) {
m_cloudcolor_f = m_mix_scolorf(m_cloudcolor_f,
video::SColorf(pointcolor), m_horizon_blend() * 0.25);
}
}
void Sky::draw_sun(video::IVideoDriver *driver, float sunsize, const video::SColor &suncolor,
const video::SColor &suncolor2, float wicked_time_of_day)
/* Draw sun in the sky.
* driver: Video driver object used to draw
* sunsize: the default size of the sun
* suncolor: main sun color
* suncolor2: second sun color
* wicked_time_of_day: current time of day, to know where should be the sun in the sky
*/
{
static const u16 indices[] = {0, 1, 2, 0, 2, 3};
std::array<video::S3DVertex, 4> vertices;
if (!m_sun_texture) {
driver->setMaterial(m_materials[1]);
const float sunsizes[4] = {
(sunsize * 1.7f) * m_sun_params.scale,
(sunsize * 1.2f) * m_sun_params.scale,
(sunsize) * m_sun_params.scale,
(sunsize * 0.7f) * m_sun_params.scale
};
video::SColor c1 = suncolor;
video::SColor c2 = suncolor;
c1.setAlpha(0.05 * 255);
c2.setAlpha(0.15 * 255);
const video::SColor colors[4] = {c1, c2, suncolor, suncolor2};
for (int i = 0; i < 4; i++) {
draw_sky_body(vertices, -sunsizes[i], sunsizes[i], colors[i]);
place_sky_body(vertices, 90, wicked_time_of_day * 360 - 90);
driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
}
} else {
driver->setMaterial(m_materials[3]);
float d = (sunsize * 1.7) * m_sun_params.scale;
video::SColor c;
if (m_sun_tonemap)
c = video::SColor(0, 0, 0, 0);
else
c = video::SColor(255, 255, 255, 255);
draw_sky_body(vertices, -d, d, c);
place_sky_body(vertices, 90, wicked_time_of_day * 360 - 90);
driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
}
}
void Sky::draw_moon(video::IVideoDriver *driver, float moonsize, const video::SColor &mooncolor,
const video::SColor &mooncolor2, float wicked_time_of_day)
/*
* Draw moon in the sky.
* driver: Video driver object used to draw
* moonsize: the default size of the moon
* mooncolor: main moon color
* mooncolor2: second moon color
* wicked_time_of_day: current time of day, to know where should be the moon in
* the sky
*/
{
static const u16 indices[] = {0, 1, 2, 0, 2, 3};
std::array<video::S3DVertex, 4> vertices;
if (!m_moon_texture) {
driver->setMaterial(m_materials[1]);
const float moonsizes_1[4] = {
(-moonsize * 1.9f) * m_moon_params.scale,
(-moonsize * 1.3f) * m_moon_params.scale,
(-moonsize) * m_moon_params.scale,
(-moonsize) * m_moon_params.scale
};
const float moonsizes_2[4] = {
(moonsize * 1.9f) * m_moon_params.scale,
(moonsize * 1.3f) * m_moon_params.scale,
(moonsize) *m_moon_params.scale,
(moonsize * 0.6f) * m_moon_params.scale
};
video::SColor c1 = mooncolor;
video::SColor c2 = mooncolor;
c1.setAlpha(0.05 * 255);
c2.setAlpha(0.15 * 255);
const video::SColor colors[4] = {c1, c2, mooncolor, mooncolor2};
for (int i = 0; i < 4; i++) {
draw_sky_body(vertices, moonsizes_1[i], moonsizes_2[i], colors[i]);
place_sky_body(vertices, -90, wicked_time_of_day * 360 - 90);
driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
}
} else {
driver->setMaterial(m_materials[4]);
float d = (moonsize * 1.9) * m_moon_params.scale;
video::SColor c;
if (m_moon_tonemap)
c = video::SColor(0, 0, 0, 0);
else
c = video::SColor(255, 255, 255, 255);
draw_sky_body(vertices, -d, d, c);
place_sky_body(vertices, -90, wicked_time_of_day * 360 - 90);
driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
}
}
void Sky::draw_stars(video::IVideoDriver * driver, float wicked_time_of_day)
{
// Tune values so that stars first appear just after the sun
// disappears over the horizon, and disappear just before the sun
// appears over the horizon.
// Also tune so that stars are at full brightness from time 20000
// to time 4000.
float tod = wicked_time_of_day < 0.5f ? wicked_time_of_day : (1.0f - wicked_time_of_day);
float starbrightness = (0.25f - fabsf(tod)) * 20.0f;
m_star_color = m_star_params.starcolor;
m_star_color.a *= clamp(starbrightness, 0.0f, 1.0f);
if (m_star_color.a <= 0.0f) // Stars are only drawn when not fully transparent
return;
m_materials[0].DiffuseColor = m_materials[0].EmissiveColor = m_star_color.toSColor();
auto sky_rotation = core::matrix4().setRotationAxisRadians(2.0f * M_PI * (wicked_time_of_day - 0.25f), v3f(0.0f, 0.0f, 1.0f));
auto world_matrix = driver->getTransform(video::ETS_WORLD);
driver->setTransform(video::ETS_WORLD, world_matrix * sky_rotation);
driver->setMaterial(m_materials[0]);
driver->drawMeshBuffer(m_stars.get());
driver->setTransform(video::ETS_WORLD, world_matrix);
}
void Sky::draw_sky_body(std::array<video::S3DVertex, 4> &vertices, float pos_1, float pos_2, const video::SColor &c)
{
/*
* Create an array of vertices with the dimensions specified.
* pos_1, pos_2: position of the body's vertices
* c: color of the body
*/
const f32 t = 1.0f;
const f32 o = 0.0f;
vertices[0] = video::S3DVertex(pos_1, pos_1, -1, 0, 0, 1, c, t, t);
vertices[1] = video::S3DVertex(pos_2, pos_1, -1, 0, 0, 1, c, o, t);
vertices[2] = video::S3DVertex(pos_2, pos_2, -1, 0, 0, 1, c, o, o);
vertices[3] = video::S3DVertex(pos_1, pos_2, -1, 0, 0, 1, c, t, o);
}
void Sky::place_sky_body(
std::array<video::S3DVertex, 4> &vertices, float horizon_position, float day_position)
/*
* Place body in the sky.
* vertices: The body as a rectangle of 4 vertices
* horizon_position: turn the body around the Y axis
* day_position: turn the body around the Z axis, to place it depending of the time of the day
*/
{
v3f centrum(0, 0, -1);
centrum.rotateXZBy(horizon_position);
centrum.rotateXYBy(day_position);
centrum.rotateYZBy(m_sky_body_orbit_tilt);
for (video::S3DVertex &vertex : vertices) {
// Body is directed to -Z (south) by default
vertex.Pos.rotateXZBy(horizon_position);
vertex.Pos.rotateXYBy(day_position);
vertex.Pos.Z += centrum.Z;
}
}
void Sky::setSunTexture(const std::string &sun_texture,
const std::string &sun_tonemap, ITextureSource *tsrc)
{
// Ignore matching textures (with modifiers) entirely,
// but lets at least update the tonemap before hand.
m_sun_params.tonemap = sun_tonemap;
m_sun_tonemap = tsrc->isKnownSourceImage(m_sun_params.tonemap) ?
tsrc->getTexture(m_sun_params.tonemap) : nullptr;
m_materials[3].Lighting = !!m_sun_tonemap;
if (m_sun_params.texture == sun_texture)
return;
m_sun_params.texture = sun_texture;
if (sun_texture != "") {
// We want to ensure the texture exists first.
m_sun_texture = tsrc->getTextureForMesh(m_sun_params.texture);
if (m_sun_texture) {
m_materials[3] = baseMaterial();
m_materials[3].setTexture(0, m_sun_texture);
m_materials[3].MaterialType = video::
EMT_TRANSPARENT_ALPHA_CHANNEL;
// Disables texture filtering
m_materials[3].setFlag(
video::E_MATERIAL_FLAG::EMF_BILINEAR_FILTER, false);
m_materials[3].setFlag(
video::E_MATERIAL_FLAG::EMF_TRILINEAR_FILTER, false);
m_materials[3].setFlag(
video::E_MATERIAL_FLAG::EMF_ANISOTROPIC_FILTER, false);
}
} else {
m_sun_texture = nullptr;
}
}
void Sky::setSunriseTexture(const std::string &sunglow_texture,
ITextureSource* tsrc)
{
// Ignore matching textures (with modifiers) entirely.
if (m_sun_params.sunrise == sunglow_texture)
return;
m_sun_params.sunrise = sunglow_texture;
m_materials[2].setTexture(0, tsrc->getTextureForMesh(
sunglow_texture.empty() ? "sunrisebg.png" : sunglow_texture)
);
}
void Sky::setMoonTexture(const std::string &moon_texture,
const std::string &moon_tonemap, ITextureSource *tsrc)
{
// Ignore matching textures (with modifiers) entirely,
// but lets at least update the tonemap before hand.
m_moon_params.tonemap = moon_tonemap;
m_moon_tonemap = tsrc->isKnownSourceImage(m_moon_params.tonemap) ?
tsrc->getTexture(m_moon_params.tonemap) : nullptr;
m_materials[4].Lighting = !!m_moon_tonemap;
if (m_moon_params.texture == moon_texture)
return;
m_moon_params.texture = moon_texture;
if (moon_texture != "") {
// We want to ensure the texture exists first.
m_moon_texture = tsrc->getTextureForMesh(m_moon_params.texture);
if (m_moon_texture) {
m_materials[4] = baseMaterial();
m_materials[4].setTexture(0, m_moon_texture);
m_materials[4].MaterialType = video::
EMT_TRANSPARENT_ALPHA_CHANNEL;
// Disables texture filtering
m_materials[4].setFlag(
video::E_MATERIAL_FLAG::EMF_BILINEAR_FILTER, false);
m_materials[4].setFlag(
video::E_MATERIAL_FLAG::EMF_TRILINEAR_FILTER, false);
m_materials[4].setFlag(
video::E_MATERIAL_FLAG::EMF_ANISOTROPIC_FILTER, false);
}
} else {
m_moon_texture = nullptr;
}
}
void Sky::setStarCount(u16 star_count, bool force_update)
{
// Allow force updating star count at game init.
if (m_star_params.count != star_count || force_update) {
m_star_params.count = star_count;
updateStars();
}
}
void Sky::updateStars()
{
m_stars.reset(new scene::SMeshBuffer());
// Stupid IrrLicht doesnt allow non-indexed rendering, and indexed quad
// rendering is slow due to lack of hardware support. So as indices are
// 16-bit and there are 4 vertices per star... the limit is 2^16/4 = 0x4000.
// That should be well enough actually.
if (m_star_params.count > 0x4000) {
warningstream << "Requested " << m_star_params.count << " stars but " << 0x4000 << " is the max\n";
m_star_params.count = 0x4000;
}
m_stars->Vertices.reallocate(4 * m_star_params.count);
m_stars->Indices.reallocate(6 * m_star_params.count);
video::SColor fallback_color = m_star_params.starcolor; // used on GLES 2 “without shaders”
PcgRandom rgen(m_seed);
float d = (0.006 / 2) * m_star_params.scale;
for (u16 i = 0; i < m_star_params.count; i++) {
v3f r = v3f(
rgen.range(-10000, 10000),
rgen.range(-10000, 10000),
rgen.range(-10000, 10000)
);
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);
m_stars->Vertices.push_back(video::S3DVertex(p, {}, fallback_color, {}));
m_stars->Vertices.push_back(video::S3DVertex(p1, {}, fallback_color, {}));
m_stars->Vertices.push_back(video::S3DVertex(p2, {}, fallback_color, {}));
m_stars->Vertices.push_back(video::S3DVertex(p3, {}, fallback_color, {}));
}
for (u16 i = 0; i < m_star_params.count; i++) {
m_stars->Indices.push_back(i * 4 + 0);
m_stars->Indices.push_back(i * 4 + 1);
m_stars->Indices.push_back(i * 4 + 2);
m_stars->Indices.push_back(i * 4 + 2);
m_stars->Indices.push_back(i * 4 + 3);
m_stars->Indices.push_back(i * 4 + 0);
}
m_stars->setHardwareMappingHint(scene::EHM_STATIC);
}
void Sky::setSkyColors(const SkyColor &sky_color)
{
m_sky_params.sky_color = sky_color;
}
void Sky::setHorizonTint(video::SColor sun_tint, video::SColor moon_tint,
const std::string &use_sun_tint)
{
// Change sun and moon tinting:
m_sky_params.fog_sun_tint = sun_tint;
m_sky_params.fog_moon_tint = moon_tint;
// Faster than comparing strings every rendering frame
if (use_sun_tint == "default")
m_default_tint = true;
else if (use_sun_tint == "custom")
m_default_tint = false;
else
m_default_tint = true;
}
void Sky::addTextureToSkybox(const std::string &texture, int material_id,
ITextureSource *tsrc)
{
// Sanity check for more than six textures.
if (material_id + 5 >= SKY_MATERIAL_COUNT)
return;
// Keep a list of texture names handy.
m_sky_params.textures.emplace_back(texture);
video::ITexture *result = tsrc->getTextureForMesh(texture);
m_materials[material_id+5] = baseMaterial();
m_materials[material_id+5].setTexture(0, result);
m_materials[material_id+5].MaterialType = video::EMT_SOLID;
}
// To be called once at game init to setup default values.
void Sky::setSkyDefaults()
{
SkyboxDefaults sky_defaults;
m_sky_params.sky_color = sky_defaults.getSkyColorDefaults();
m_sun_params = sky_defaults.getSunDefaults();
m_moon_params = sky_defaults.getMoonDefaults();
m_star_params = sky_defaults.getStarDefaults();
}
float getWickedTimeOfDay(float time_of_day)
{
float nightlength = 0.415f;
float wn = nightlength / 2;
float wicked_time_of_day = 0;
if (time_of_day > wn && time_of_day < 1.0f - wn)
wicked_time_of_day = (time_of_day - wn) / (1.0f - wn * 2) * 0.5f + 0.25f;
else if (time_of_day < 0.5f)
wicked_time_of_day = time_of_day / wn * 0.25f;
else
wicked_time_of_day = 1.0f - ((1.0f - time_of_day) / wn * 0.25f);
return wicked_time_of_day;
}