/* Minetest Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com> Copyright (C) 2020 numzero, Lobachevskiy Vitaliy <numzer0@yandex.ru> 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 "ITexture.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" using namespace irr::core; static video::SMaterial baseMaterial() { 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; return mat; }; Sky::Sky(s32 id, ITextureSource *tsrc, IShaderSource *ssrc) : 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); m_enable_shaders = g_settings->getBool("enable_shaders"); // Create materials m_materials[0] = baseMaterial(); m_materials[0].MaterialType = ssrc->getShaderInfo(ssrc->getShader("stars_shader", TILE_MATERIAL_ALPHA)).material; m_materials[0].Lighting = true; m_materials[0].ColorMaterial = video::ECM_NONE; m_materials[1] = baseMaterial(); //m_materials[1].MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA; m_materials[1].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; m_materials[2] = baseMaterial(); 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; // Ensures that sun and moon textures and tonemaps are correct. setSkyDefaults(); m_sun_texture = tsrc->isKnownSourceImage(m_sun_params.texture) ? tsrc->getTextureForMesh(m_sun_params.texture) : NULL; m_moon_texture = tsrc->isKnownSourceImage(m_moon_params.texture) ? tsrc->getTextureForMesh(m_moon_params.texture) : NULL; m_sun_tonemap = tsrc->isKnownSourceImage(m_sun_params.tonemap) ? tsrc->getTexture(m_sun_params.tonemap) : NULL; m_moon_tonemap = tsrc->isKnownSourceImage(m_moon_params.tonemap) ? tsrc->getTexture(m_moon_params.tonemap) : NULL; if (m_sun_texture) { m_materials[3] = baseMaterial(); m_materials[3].setTexture(0, m_sun_texture); m_materials[3].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; // Disables texture filtering m_materials[3].setFlag(video::E_MATERIAL_FLAG::EMF_BILINEAR_FILTER, false); m_materials[3].setFlag(video::E_MATERIAL_FLAG::EMF_TRILINEAR_FILTER, false); m_materials[3].setFlag(video::E_MATERIAL_FLAG::EMF_ANISOTROPIC_FILTER, false); // Use tonemaps if available if (m_sun_tonemap) m_materials[3].Lighting = true; } if (m_moon_texture) { m_materials[4] = baseMaterial(); m_materials[4].setTexture(0, m_moon_texture); m_materials[4].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; // Disables texture filtering m_materials[4].setFlag(video::E_MATERIAL_FLAG::EMF_BILINEAR_FILTER, false); m_materials[4].setFlag(video::E_MATERIAL_FLAG::EMF_TRILINEAR_FILTER, false); m_materials[4].setFlag(video::E_MATERIAL_FLAG::EMF_ANISOTROPIC_FILTER, false); // Use tonemaps if available if (m_moon_tonemap) m_materials[4].Lighting = true; } for (int i = 5; i < 11; i++) { m_materials[i] = baseMaterial(); m_materials[i].Lighting = true; m_materials[i].MaterialType = video::EMT_SOLID; } m_directional_colored_fog = g_settings->getBool("directional_colored_fog"); setStarCount(1000, true); } void Sky::OnRegisterSceneNode() { if (IsVisible) SceneManager->registerNodeForRendering(this, scene::ESNRP_SKY_BOX); scene::ISceneNode::OnRegisterSceneNode(); } void Sky::render() { 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[6] = {0, 1, 2, 0, 2, 3}; video::S3DVertex vertices[4]; driver->setMaterial(m_materials[1]); video::SColor cloudyfogcolor = m_bgcolor; // Abort rendering if we're in the clouds. // Stops rendering a pure white hole in the bottom of the skybox. if (m_in_clouds) return; // Draw the six sided skybox, if (m_sky_params.textures.size() == 6) { for (u32 j = 5; j < 11; j++) { video::SColor c(255, 255, 255, 255); driver->setMaterial(m_materials[j]); // Use 1.05 rather than 1.0 to avoid colliding with the // sun, moon and stars, as this is a background skybox. vertices[0] = video::S3DVertex(-1.05, -1.05, -1.05, 0, 0, 1, c, t, t); vertices[1] = video::S3DVertex( 1.05, -1.05, -1.05, 0, 0, 1, c, o, t); vertices[2] = video::S3DVertex( 1.05, 1.05, -1.05, 0, 0, 1, c, o, o); vertices[3] = video::S3DVertex(-1.05, 1.05, -1.05, 0, 0, 1, c, t, o); for (video::S3DVertex &vertex : vertices) { if (j == 5) { // Top texture vertex.Pos.rotateYZBy(90); vertex.Pos.rotateXZBy(90); } else if (j == 6) { // Bottom texture vertex.Pos.rotateYZBy(-90); vertex.Pos.rotateXZBy(90); } else if (j == 7) { // Left texture vertex.Pos.rotateXZBy(90); } else if (j == 8) { // Right texture vertex.Pos.rotateXZBy(-90); } else if (j == 9) { // Front texture, do nothing // Irrlicht doesn't like it when vertexes are left // alone and not rotated for some reason. vertex.Pos.rotateXZBy(0); } else {// Back texture vertex.Pos.rotateXZBy(180); } } driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2); } } // Draw far cloudy fog thing blended with skycolor if (m_visible) { driver->setMaterial(m_materials[1]); for (u32 j = 0; j < 4; j++) { vertices[0] = video::S3DVertex(-1, -0.02, -1, 0, 0, 1, m_bgcolor, t, t); vertices[1] = video::S3DVertex( 1, -0.02, -1, 0, 0, 1, m_bgcolor, o, t); vertices[2] = video::S3DVertex( 1, 0.45, -1, 0, 0, 1, m_skycolor, o, o); vertices[3] = video::S3DVertex(-1, 0.45, -1, 0, 0, 1, m_skycolor, 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->drawIndexedTriangleList(&vertices[0], 4, indices, 2); } } // Draw stars before sun and moon to be behind them if (m_star_params.visible) draw_stars(driver, wicked_time_of_day); // Draw sunrise/sunset horizon glow texture // (textures/base/pack/sunrisebg.png) if (m_sun_params.sunrise_visible) { 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->drawIndexedTriangleList(&vertices[0], 4, indices, 2); } // Draw sun if (m_sun_params.visible) draw_sun(driver, sunsize, suncolor, suncolor2, wicked_time_of_day); // Draw moon if (m_moon_params.visible) 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. if (m_visible) { 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->drawIndexedTriangleList(&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->drawIndexedTriangleList(&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_in_clouds = false; 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 = m_sky_params.sky_color.day_horizon; video::SColorf bgcolor_bright_indoor_f = m_sky_params.sky_color.indoors; video::SColorf bgcolor_bright_dawn_f = m_sky_params.sky_color.dawn_horizon; video::SColorf bgcolor_bright_night_f = m_sky_params.sky_color.night_horizon; video::SColorf skycolor_bright_normal_f = m_sky_params.sky_color.day_sky; video::SColorf skycolor_bright_dawn_f = m_sky_params.sky_color.dawn_sky; video::SColorf skycolor_bright_night_f = m_sky_params.sky_color.night_sky; video::SColorf cloudcolor_bright_normal_f = m_cloudcolor_day_f; video::SColorf cloudcolor_bright_dawn_f = m_cloudcolor_dawn_f; 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); // Use tonemap only if default sun/moon tinting is used // which keeps previous behaviour. if (m_sun_tonemap && m_default_tint) { 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 if (!m_default_tint) { pointcolor_sun_f = m_sky_params.fog_sun_tint; } 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; if (m_default_tint) { pointcolor_moon_f = video::SColorf( 0.5 * pointcolor_light, 0.6 * pointcolor_light, 0.8 * pointcolor_light, 1 ); } else { pointcolor_moon_f = video::SColorf( (m_sky_params.fog_moon_tint.getRed() / 255) * pointcolor_light, (m_sky_params.fog_moon_tint.getGreen() / 255) * pointcolor_light, (m_sky_params.fog_moon_tint.getBlue() / 255) * pointcolor_light, 1 ); } if (m_moon_tonemap && m_default_tint) { 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[] = {0, 1, 2, 0, 2, 3}; std::array<video::S3DVertex, 4> vertices; if (!m_sun_texture) { driver->setMaterial(m_materials[1]); const float sunsizes[4] = { (sunsize * 1.7f) * m_sun_params.scale, (sunsize * 1.2f) * m_sun_params.scale, (sunsize) * m_sun_params.scale, (sunsize * 0.7f) * m_sun_params.scale }; 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->drawIndexedTriangleList(&vertices[0], 4, indices, 2); } } else { driver->setMaterial(m_materials[3]); float d = (sunsize * 1.7) * m_sun_params.scale; 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->drawIndexedTriangleList(&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[] = {0, 1, 2, 0, 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) * m_moon_params.scale, (-moonsize * 1.3f) * m_moon_params.scale, (-moonsize) * m_moon_params.scale, (-moonsize) * m_moon_params.scale }; const float moonsizes_2[4] = { (moonsize * 1.9f) * m_moon_params.scale, (moonsize * 1.3f) * m_moon_params.scale, (moonsize) *m_moon_params.scale, (moonsize * 0.6f) * m_moon_params.scale }; 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->drawIndexedTriangleList(&vertices[0], 4, indices, 2); } } else { driver->setMaterial(m_materials[4]); float d = (moonsize * 1.9) * m_moon_params.scale; 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->drawIndexedTriangleList(&vertices[0], 4, indices, 2); } } void Sky::draw_stars(video::IVideoDriver * driver, float wicked_time_of_day) { // 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 tod = wicked_time_of_day < 0.5f ? wicked_time_of_day : (1.0f - wicked_time_of_day); float starbrightness = (0.25f - fabsf(tod)) * 20.0f; m_star_color = m_star_params.starcolor; m_star_color.a *= clamp(starbrightness, 0.0f, 1.0f); if (m_star_color.a <= 0.0f) // Stars are only drawn when not fully transparent return; m_materials[0].DiffuseColor = m_materials[0].EmissiveColor = m_star_color.toSColor(); auto sky_rotation = core::matrix4().setRotationAxisRadians(2.0f * M_PI * (wicked_time_of_day - 0.25f), v3f(0.0f, 0.0f, 1.0f)); auto world_matrix = driver->getTransform(video::ETS_WORLD); driver->setTransform(video::ETS_WORLD, world_matrix * sky_rotation); driver->setMaterial(m_materials[0]); driver->drawMeshBuffer(m_stars.get()); driver->setTransform(video::ETS_WORLD, world_matrix); } 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); } } void Sky::setSunTexture(std::string sun_texture, std::string sun_tonemap, ITextureSource *tsrc) { // Ignore matching textures (with modifiers) entirely, // but lets at least update the tonemap before hand. m_sun_params.tonemap = sun_tonemap; m_sun_tonemap = tsrc->isKnownSourceImage(m_sun_params.tonemap) ? tsrc->getTexture(m_sun_params.tonemap) : NULL; m_materials[3].Lighting = !!m_sun_tonemap; if (m_sun_params.texture == sun_texture) return; m_sun_params.texture = sun_texture; if (sun_texture != "") { // We want to ensure the texture exists first. m_sun_texture = tsrc->getTextureForMesh(m_sun_params.texture); if (m_sun_texture) { m_materials[3] = baseMaterial(); m_materials[3].setTexture(0, m_sun_texture); m_materials[3].MaterialType = video:: EMT_TRANSPARENT_ALPHA_CHANNEL; // Disables texture filtering m_materials[3].setFlag( video::E_MATERIAL_FLAG::EMF_BILINEAR_FILTER, false); m_materials[3].setFlag( video::E_MATERIAL_FLAG::EMF_TRILINEAR_FILTER, false); m_materials[3].setFlag( video::E_MATERIAL_FLAG::EMF_ANISOTROPIC_FILTER, false); } } else { m_sun_texture = nullptr; } } void Sky::setSunriseTexture(std::string sunglow_texture, ITextureSource* tsrc) { // Ignore matching textures (with modifiers) entirely. if (m_sun_params.sunrise == sunglow_texture) return; m_sun_params.sunrise = sunglow_texture; m_materials[2].setTexture(0, tsrc->getTextureForMesh( sunglow_texture.empty() ? "sunrisebg.png" : sunglow_texture) ); } void Sky::setMoonTexture(std::string moon_texture, std::string moon_tonemap, ITextureSource *tsrc) { // Ignore matching textures (with modifiers) entirely, // but lets at least update the tonemap before hand. m_moon_params.tonemap = moon_tonemap; m_moon_tonemap = tsrc->isKnownSourceImage(m_moon_params.tonemap) ? tsrc->getTexture(m_moon_params.tonemap) : NULL; m_materials[4].Lighting = !!m_moon_tonemap; if (m_moon_params.texture == moon_texture) return; m_moon_params.texture = moon_texture; if (moon_texture != "") { // We want to ensure the texture exists first. m_moon_texture = tsrc->getTextureForMesh(m_moon_params.texture); if (m_moon_texture) { m_materials[4] = baseMaterial(); m_materials[4].setTexture(0, m_moon_texture); m_materials[4].MaterialType = video:: EMT_TRANSPARENT_ALPHA_CHANNEL; // Disables texture filtering m_materials[4].setFlag( video::E_MATERIAL_FLAG::EMF_BILINEAR_FILTER, false); m_materials[4].setFlag( video::E_MATERIAL_FLAG::EMF_TRILINEAR_FILTER, false); m_materials[4].setFlag( video::E_MATERIAL_FLAG::EMF_ANISOTROPIC_FILTER, false); } } else { m_moon_texture = nullptr; } } void Sky::setStarCount(u16 star_count, bool force_update) { // Allow force updating star count at game init. if (m_star_params.count != star_count || force_update) { m_star_params.count = star_count; m_seed = (u64)myrand() << 32 | myrand(); updateStars(); } } void Sky::updateStars() { m_stars.reset(new scene::SMeshBuffer()); // Stupid IrrLicht doesn’t allow non-indexed rendering, and indexed quad // rendering is slow due to lack of hardware support. So as indices are // 16-bit and there are 4 vertices per star... the limit is 2^16/4 = 0x4000. // That should be well enough actually. if (m_star_params.count > 0x4000) { warningstream << "Requested " << m_star_params.count << " stars but " << 0x4000 << " is the max\n"; m_star_params.count = 0x4000; } m_stars->Vertices.reallocate(4 * m_star_params.count); m_stars->Indices.reallocate(6 * m_star_params.count); video::SColor fallback_color = m_star_params.starcolor; // used on GLES 2 “without shaders” PcgRandom rgen(m_seed); float d = (0.006 / 2) * m_star_params.scale; for (u16 i = 0; i < m_star_params.count; i++) { v3f r = v3f( rgen.range(-10000, 10000), rgen.range(-10000, 10000), rgen.range(-10000, 10000) ); 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); m_stars->Vertices.push_back(video::S3DVertex(p, {}, fallback_color, {})); m_stars->Vertices.push_back(video::S3DVertex(p1, {}, fallback_color, {})); m_stars->Vertices.push_back(video::S3DVertex(p2, {}, fallback_color, {})); m_stars->Vertices.push_back(video::S3DVertex(p3, {}, fallback_color, {})); } for (u16 i = 0; i < m_star_params.count; i++) { m_stars->Indices.push_back(i * 4 + 0); m_stars->Indices.push_back(i * 4 + 1); m_stars->Indices.push_back(i * 4 + 2); m_stars->Indices.push_back(i * 4 + 2); m_stars->Indices.push_back(i * 4 + 3); m_stars->Indices.push_back(i * 4 + 0); } m_stars->setHardwareMappingHint(scene::EHM_STATIC); } void Sky::setSkyColors(const SkyColor &sky_color) { m_sky_params.sky_color = sky_color; } void Sky::setHorizonTint(video::SColor sun_tint, video::SColor moon_tint, std::string use_sun_tint) { // Change sun and moon tinting: m_sky_params.fog_sun_tint = sun_tint; m_sky_params.fog_moon_tint = moon_tint; // Faster than comparing strings every rendering frame if (use_sun_tint == "default") m_default_tint = true; else if (use_sun_tint == "custom") m_default_tint = false; else m_default_tint = true; } void Sky::addTextureToSkybox(std::string texture, int material_id, ITextureSource *tsrc) { // Sanity check for more than six textures. if (material_id + 5 >= SKY_MATERIAL_COUNT) return; // Keep a list of texture names handy. m_sky_params.textures.emplace_back(texture); video::ITexture *result = tsrc->getTextureForMesh(texture); m_materials[material_id+5] = baseMaterial(); m_materials[material_id+5].setTexture(0, result); m_materials[material_id+5].MaterialType = video::EMT_SOLID; } // To be called once at game init to setup default values. void Sky::setSkyDefaults() { SkyboxDefaults sky_defaults; m_sky_params.sky_color = sky_defaults.getSkyColorDefaults(); m_sun_params = sky_defaults.getSunDefaults(); m_moon_params = sky_defaults.getMoonDefaults(); m_star_params = sky_defaults.getStarDefaults(); }