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/*
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.
*/

#ifndef DAYNIGHTRATIO_HEADER
#define DAYNIGHTRATIO_HEADER

inline u32 time_to_daynight_ratio(float time_of_day, bool smooth)
{
	float t = time_of_day;
	if(t < 0)
		t += ((int)(-t)/24000)*24000;
	if(t >= 24000)
		t -= ((int)(t)/24000)*24000;
	if(t > 12000)
		t = 24000 - t;
	float values[][2] = {
		{4250+125, 150},
		{4500+125, 150},
		{4750+125, 250},
		{5000+125, 350},
		{5250+125, 500},
		{5500+125, 675},
		{5750+125, 875},
		{6000+125, 1000},
		{6250+125, 1000},
	};
	if(!smooth){
		float lastt = values[0][0];
		for(u32 i=1; i<sizeof(values)/sizeof(*values); i++){
			float t0 = values[i][0];
			float switch_t = (t0 + lastt) / 2;
			lastt = t0;
			if(switch_t <= t)
				continue;
			return values[i][1];
		}
		return 1000;
	} else {
		for(u32 i=0; i<sizeof(values)/sizeof(*values); i++){
			if(values[i][0] <= t)
				continue;
			if(i == 0)
				return values[i][1];
			float td0 = values[i][0] - values[i-1][0];
			float f = (t - values[i-1][0]) / td0;
			return f * values[i][1] + (1.0 - f) * values[i-1][1];
		}
		return 1000;
	}
}

#endif

ruct NoiseParams { float offset; float scale; v3f spread; int seed; int octaves; float persist; NoiseParams() {} NoiseParams(float offset_, float scale_, v3f spread_, int seed_, int octaves_, float persist_) { offset = offset_; scale = scale_; spread = spread_; seed = seed_; octaves = octaves_; persist = persist_; } }; // Convenience macros for getting/setting NoiseParams in Settings #define NOISEPARAMS_FMT_STR "f,f,v3,s32,s32,f" #define getNoiseParams(x, y) getStruct((x), NOISEPARAMS_FMT_STR, &(y), sizeof(y)) #define setNoiseParams(x, y) setStruct((x), NOISEPARAMS_FMT_STR, &(y)) class Noise { public: NoiseParams *np; int seed; int sx; int sy; int sz; float *noisebuf; float *buf; float *result; Noise(NoiseParams *np, int seed, int sx, int sy, int sz=1); ~Noise(); void setSize(int sx, int sy, int sz=1); void setSpreadFactor(v3f spread); void setOctaves(int octaves); void resizeNoiseBuf(bool is3d); void gradientMap2D( float x, float y, float step_x, float step_y, int seed); void gradientMap3D( float x, float y, float z, float step_x, float step_y, float step_z, int seed, bool eased=false); float *perlinMap2D(float x, float y); float *perlinMap2DModulated(float x, float y, float *persist_map); float *perlinMap3D(float x, float y, float z, bool eased=false); void transformNoiseMap(); }; // Return value: -1 ... 1 float noise2d(int x, int y, int seed); float noise3d(int x, int y, int z, int seed); float noise2d_gradient(float x, float y, int seed); float noise3d_gradient(float x, float y, float z, int seed); float noise2d_perlin(float x, float y, int seed, int octaves, float persistence); float noise2d_perlin_abs(float x, float y, int seed, int octaves, float persistence); float noise3d_perlin(float x, float y, float z, int seed, int octaves, float persistence); float noise3d_perlin_abs(float x, float y, float z, int seed, int octaves, float persistence); inline float easeCurve(float t) { return t * t * t * (t * (6.f * t - 15.f) + 10.f); } #define NoisePerlin2D(np, x, y, s) \ ((np)->offset + (np)->scale * noise2d_perlin( \ (float)(x) / (np)->spread.X, \ (float)(y) / (np)->spread.Y, \ (s) + (np)->seed, (np)->octaves, (np)->persist)) #define NoisePerlin2DNoTxfm(np, x, y, s) \ (noise2d_perlin( \ (float)(x) / (np)->spread.X, \ (float)(y) / (np)->spread.Y, \ (s) + (np)->seed, (np)->octaves, (np)->persist)) #define NoisePerlin2DPosOffset(np, x, xoff, y, yoff, s) \ ((np)->offset + (np)->scale * noise2d_perlin( \ (float)(xoff) + (float)(x) / (np)->spread.X, \ (float)(yoff) + (float)(y) / (np)->spread.Y, \ (s) + (np)->seed, (np)->octaves, (np)->persist)) #define NoisePerlin2DNoTxfmPosOffset(np, x, xoff, y, yoff, s) \ (noise2d_perlin( \ (float)(xoff) + (float)(x) / (np)->spread.X, \ (float)(yoff) + (float)(y) / (np)->spread.Y, \ (s) + (np)->seed, (np)->octaves, (np)->persist)) #define NoisePerlin3D(np, x, y, z, s) ((np)->offset + (np)->scale * \ noise3d_perlin((float)(x) / (np)->spread.X, (float)(y) / (np)->spread.Y, \ (float)(z) / (np)->spread.Z, (s) + (np)->seed, (np)->octaves, (np)->persist)) #endif