summaryrefslogtreecommitdiff
path: root/src/client/sky.cpp
blob: b7f0b4c337e3f09963e427bdf5fb8936b699a578 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
/*
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
#include "config.h"


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;
#if ENABLE_GLES
	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 at and below all horizons
		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);
		}

		// If sun, moon and stars are (temporarily) disabled, abort here
		if (!m_bodies_visible)
			return;

		// Draw stars before sun and moon to be behind them
		do {
			driver->setMaterial(m_materials[1]);
			// 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 starbrightness = MYMAX(0, MYMIN(1,
				(0.25 - fabs(wicked_time_of_day < 0.5 ?
				wicked_time_of_day : (1.0 - wicked_time_of_day))) * 20));
			float f = starbrightness;
			float d = 0.006f / 2.0f;
			video::SColor starcolor(255, f * 90, f * 90, f * 90);
			// Stars are only drawn when brighter than skycolor
			if (starcolor.getBlue() < m_skycolor.getBlue())
				break;
#if ENABLE_GLES
			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 sunrise/sunset horizon glow texture (textures/base/pack/sunrisebg.png)
		{
			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->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
		}

		// Draw sun
		if (wicked_time_of_day > 0.15 && wicked_time_of_day < 0.85) {
			draw_sun(driver, sunsize, suncolor, suncolor2, wicked_time_of_day);
		}

		// Draw moon
		if (wicked_time_of_day < 0.3 || wicked_time_of_day > 0.7) {
			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.
		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->drawIndexedTriangleFan(&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->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);
	}
}

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[4] = {0, 1, 2, 3};
	std::array<video::S3DVertex, 4> vertices;
	if (!m_sun_texture) {
		driver->setMaterial(m_materials[1]);
		const float sunsizes[4] = {sunsize * 1.7f, sunsize * 1.2f, sunsize, sunsize * 0.7f};
		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->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);
		draw_sky_body(vertices, -d, d, c);
		place_sky_body(vertices, 90, wicked_time_of_day * 360 - 90);
		driver->drawIndexedTriangleFan(&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[4] = {0, 1, 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,
				-moonsize * 1.3f,
				-moonsize,
				-moonsize
			};
		const float moonsizes_2[4] = {
				moonsize * 1.9f,
				moonsize * 1.3f,
				moonsize,
				moonsize * 0.6f
			};
		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->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);
		draw_sky_body(vertices, -d, d, c);
		place_sky_body(vertices, -90, wicked_time_of_day * 360 - 90);
		driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
	}
}


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
	 */
{
	for (video::S3DVertex &vertex : vertices) {
		// Body is directed to -Z (south) by default
		vertex.Pos.rotateXZBy(horizon_position);
		vertex.Pos.rotateXYBy(day_position);
	}
}