aboutsummaryrefslogtreecommitdiff
path: root/src/client/sky.h
blob: dc7da502176d7dd148d99985843ac091b3df785b (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
/*
Minetest
Copyright (C) 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 "irrlichttypes_extrabloated.h"
#include <ISceneNode.h>
#include <array>
#include "camera.h"
#include "irr_ptr.h"
#include "shader.h"
#include "skyparams.h"

#pragma once

#define SKY_MATERIAL_COUNT 12

class ITextureSource;

// Skybox, rendered with zbuffer turned off, before all other nodes.
class Sky : public scene::ISceneNode
{
public:
	//! constructor
	Sky(s32 id, ITextureSource *tsrc, IShaderSource *ssrc);

	virtual void OnRegisterSceneNode();

	//! renders the node.
	virtual void render();

	virtual const aabb3f &getBoundingBox() const { return m_box; }

	// Used by Irrlicht for optimizing rendering
	virtual video::SMaterial &getMaterial(u32 i) { return m_materials[i]; }
	virtual u32 getMaterialCount() const { return SKY_MATERIAL_COUNT; }

	void update(float m_time_of_day, float time_brightness, float direct_brightness,
			bool sunlight_seen, CameraMode cam_mode, float yaw, float pitch);

	float getBrightness() { return m_brightness; }

	const video::SColor &getBgColor() const
	{
		return m_visible ? m_bgcolor : m_fallback_bg_color;
	}

	const video::SColor &getSkyColor() const
	{
		return m_visible ? m_skycolor : m_fallback_bg_color;
	}

	void setSunVisible(bool sun_visible) { m_sun_params.visible = sun_visible; }
	void setSunTexture(const std::string &sun_texture,
		const std::string &sun_tonemap, ITextureSource *tsrc);
	void setSunScale(f32 sun_scale) { m_sun_params.scale = sun_scale; }
	void setSunriseVisible(bool glow_visible) { m_sun_params.sunrise_visible = glow_visible; }
	void setSunriseTexture(const std::string &sunglow_texture, ITextureSource* tsrc);

	void setMoonVisible(bool moon_visible) { m_moon_params.visible = moon_visible; }
	void setMoonTexture(const std::string &moon_texture,
		const std::string &moon_tonemap, ITextureSource *tsrc);
	void setMoonScale(f32 moon_scale) { m_moon_params.scale = moon_scale; }

	void setStarsVisible(bool stars_visible) { m_star_params.visible = stars_visible; }
	void setStarCount(u16 star_count, bool force_update);
	void setStarColor(video::SColor star_color) { m_star_params.starcolor = star_color; }
	void setStarScale(f32 star_scale) { m_star_params.scale = star_scale; updateStars(); }

	bool getCloudsVisible() const { return m_clouds_visible && m_clouds_enabled; }
	const video::SColorf &getCloudColor() const { return m_cloudcolor_f; }

	void setVisible(bool visible) { m_visible = visible; }
	// Set only from set_sky API
	void setCloudsEnabled(bool clouds_enabled) { m_clouds_enabled = clouds_enabled; }
	void setFallbackBgColor(video::SColor fallback_bg_color)
	{
		m_fallback_bg_color = fallback_bg_color;
	}
	void overrideColors(video::SColor bgcolor, video::SColor skycolor)
	{
		m_bgcolor = bgcolor;
		m_skycolor = skycolor;
	}
	void setSkyColors(const SkyColor &sky_color);
	void setHorizonTint(video::SColor sun_tint, video::SColor moon_tint,
		const std::string &use_sun_tint);
	void setInClouds(bool clouds) { m_in_clouds = clouds; }
	void clearSkyboxTextures() { m_sky_params.textures.clear(); }
	void addTextureToSkybox(const  std::string &texture, int material_id,
		ITextureSource *tsrc);
	const video::SColorf &getCurrentStarColor() const { return m_star_color; }

private:
	aabb3f m_box;
	video::SMaterial m_materials[SKY_MATERIAL_COUNT];
	// How much sun & moon transition should affect horizon color
	float m_horizon_blend()
	{
		if (!m_sunlight_seen)
			return 0;
		float x = m_time_of_day >= 0.5 ? (1 - m_time_of_day) * 2
					       : m_time_of_day * 2;

		if (x <= 0.3)
			return 0;
		if (x <= 0.4) // when the sun and moon are aligned
			return (x - 0.3) * 10;
		if (x <= 0.5)
			return (0.5 - x) * 10;
		return 0;
	}

	// Mix two colors by a given amount
	static video::SColor m_mix_scolor(video::SColor col1, video::SColor col2, f32 factor)
	{
		video::SColor result = video::SColor(
				col1.getAlpha() * (1 - factor) + col2.getAlpha() * factor,
				col1.getRed() * (1 - factor) + col2.getRed() * factor,
				col1.getGreen() * (1 - factor) + col2.getGreen() * factor,
				col1.getBlue() * (1 - factor) + col2.getBlue() * factor);
		return result;
	}
	static video::SColorf m_mix_scolorf(video::SColorf col1, video::SColorf col2, f32 factor)
	{
		video::SColorf result =
				video::SColorf(col1.r * (1 - factor) + col2.r * factor,
						col1.g * (1 - factor) + col2.g * factor,
						col1.b * (1 - factor) + col2.b * factor,
						col1.a * (1 - factor) + col2.a * factor);
		return result;
	}

	bool m_visible = true;
	// Used when m_visible=false
	video::SColor m_fallback_bg_color = video::SColor(255, 255, 255, 255);
	bool m_first_update = true;
	float m_time_of_day;
	float m_time_brightness;
	bool m_sunlight_seen;
	float m_brightness = 0.5f;
	float m_cloud_brightness = 0.5f;
	bool m_clouds_visible; // Whether clouds are disabled due to player underground
	bool m_clouds_enabled = true; // Initialised to true, reset only by set_sky API
	bool m_directional_colored_fog;
	bool m_in_clouds = true; // Prevent duplicating bools to remember old values
	bool m_enable_shaders = false;

	video::SColorf m_bgcolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
	video::SColorf m_skycolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
	video::SColorf m_cloudcolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
	video::SColor m_bgcolor;
	video::SColor m_skycolor;
	video::SColorf m_cloudcolor_f;

	// pure white: becomes "diffuse light component" for clouds
	video::SColorf m_cloudcolor_day_f = video::SColorf(1, 1, 1, 1);
	// dawn-factoring version of pure white (note: R is above 1.0)
	video::SColorf m_cloudcolor_dawn_f = video::SColorf(
		255.0f/240.0f,
		223.0f/240.0f,
		191.0f/255.0f
	);

	SkyboxParams m_sky_params;
	SunParams m_sun_params;
	MoonParams m_moon_params;
	StarParams m_star_params;

	bool m_default_tint = true;

	u64 m_seed = 0;
	irr_ptr<scene::SMeshBuffer> m_stars;
	video::SColorf m_star_color;

	video::ITexture *m_sun_texture;
	video::ITexture *m_moon_texture;
	video::ITexture *m_sun_tonemap;
	video::ITexture *m_moon_tonemap;

	void updateStars();

	void draw_sun(video::IVideoDriver *driver, float sunsize, const video::SColor &suncolor,
		const video::SColor &suncolor2, float wicked_time_of_day);
	void draw_moon(video::IVideoDriver *driver, float moonsize, const video::SColor &mooncolor,
		const video::SColor &mooncolor2, float wicked_time_of_day);
	void draw_sky_body(std::array<video::S3DVertex, 4> &vertices,
		float pos_1, float pos_2, const video::SColor &c);
	void draw_stars(video::IVideoDriver *driver, float wicked_time_of_day);
	void place_sky_body(std::array<video::S3DVertex, 4> &vertices,
		float horizon_position,	float day_position);
	void setSkyDefaults();
};