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Diffstat (limited to 'src/client/sky.cpp')
-rw-r--r-- | src/client/sky.cpp | 755 |
1 files changed, 755 insertions, 0 deletions
diff --git a/src/client/sky.cpp b/src/client/sky.cpp new file mode 100644 index 000000000..faf12ba92 --- /dev/null +++ b/src/client/sky.cpp @@ -0,0 +1,755 @@ +/* +Minetest +Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com> + +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 "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 + + +Sky::Sky(s32 id, ITextureSource *tsrc): + scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(), + RenderingEngine::get_scene_manager(), id) +{ + setAutomaticCulling(scene::EAC_OFF); + m_box.MaxEdge.set(0, 0, 0); + m_box.MinEdge.set(0, 0, 0); + + // Create material + + video::SMaterial mat; + mat.Lighting = false; +#ifdef __ANDROID__ + mat.ZBuffer = video::ECFN_DISABLED; +#else + mat.ZBuffer = video::ECFN_NEVER; +#endif + mat.ZWriteEnable = false; + mat.AntiAliasing = 0; + mat.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE; + mat.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE; + mat.BackfaceCulling = false; + + m_materials[0] = mat; + + m_materials[1] = mat; + //m_materials[1].MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA; + m_materials[1].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; + + m_materials[2] = mat; + 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; + + m_sun_texture = tsrc->isKnownSourceImage("sun.png") ? + tsrc->getTextureForMesh("sun.png") : NULL; + m_moon_texture = tsrc->isKnownSourceImage("moon.png") ? + tsrc->getTextureForMesh("moon.png") : NULL; + m_sun_tonemap = tsrc->isKnownSourceImage("sun_tonemap.png") ? + tsrc->getTexture("sun_tonemap.png") : NULL; + m_moon_tonemap = tsrc->isKnownSourceImage("moon_tonemap.png") ? + tsrc->getTexture("moon_tonemap.png") : NULL; + + if (m_sun_texture) { + m_materials[3] = mat; + m_materials[3].setTexture(0, m_sun_texture); + m_materials[3].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; + if (m_sun_tonemap) + m_materials[3].Lighting = true; + } + + if (m_moon_texture) { + m_materials[4] = mat; + m_materials[4].setTexture(0, m_moon_texture); + m_materials[4].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; + if (m_moon_tonemap) + m_materials[4].Lighting = true; + } + + for (v3f &star : m_stars) { + star = v3f( + myrand_range(-10000, 10000), + myrand_range(-10000, 10000), + myrand_range(-10000, 10000) + ); + star.normalize(); + } + + m_directional_colored_fog = g_settings->getBool("directional_colored_fog"); +} + + +void Sky::OnRegisterSceneNode() +{ + if (IsVisible) + SceneManager->registerNodeForRendering(this, scene::ESNRP_SKY_BOX); + + scene::ISceneNode::OnRegisterSceneNode(); +} + + +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 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) { + 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 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 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_bodies_visible = true; + + 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 = video::SColor(255, 155, 193, 240); + video::SColorf bgcolor_bright_indoor_f = video::SColor(255, 100, 100, 100); + video::SColorf bgcolor_bright_dawn_f = video::SColor(255, 186, 193, 240); + video::SColorf bgcolor_bright_night_f = video::SColor(255, 64, 144, 255); + + video::SColorf skycolor_bright_normal_f = video::SColor(255, 140, 186, 250); + video::SColorf skycolor_bright_dawn_f = video::SColor(255, 180, 186, 250); + video::SColorf skycolor_bright_night_f = video::SColor(255, 0, 107, 255); + + // pure white: becomes "diffuse light component" for clouds + video::SColorf cloudcolor_bright_normal_f = video::SColor(255, 255, 255, 255); + // dawn-factoring version of pure white (note: R is above 1.0) + video::SColorf cloudcolor_bright_dawn_f(255.0f/240.0f, 223.0f/240.0f, 191.0f/255.0f); + + 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); + if (m_sun_tonemap) { + 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 { + 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(0.5 * pointcolor_light, + 0.6 * pointcolor_light, 0.8 * pointcolor_light, 1); + if (m_moon_tonemap) { + 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); + } +} |