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diff --git a/src/client/sky.cpp b/src/client/sky.cpp
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+++ b/src/client/sky.cpp
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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.
+*/
+
+#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);
+ }
+}