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#include "sky.h"
#include "IVideoDriver.h"
#include "ISceneManager.h"
#include "ICameraSceneNode.h"
#include "S3DVertex.h"
#include "tile.h" // getTexturePath
#include "noise.h" // easeCurve
#include "main.h" // g_profiler
#include "profiler.h"
#include "util/numeric.h" // MYMIN
#include <cmath>
#include "settings.h"
#include "camera.h" // CameraModes

//! constructor
Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id):
		scene::ISceneNode(parent, mgr, id),
		m_visible(true),
		m_fallback_bg_color(255,255,255,255),
		m_first_update(true),
		m_brightness(0.5),
		m_cloud_brightness(0.5),
		m_bgcolor_bright_f(1,1,1,1),
		m_skycolor_bright_f(1,1,1,1),
		m_cloudcolor_bright_f(1,1,1,1)
{
	setAutomaticCulling(scene::EAC_OFF);
	Box.MaxEdge.set(0,0,0);
	Box.MinEdge.set(0,0,0);

	// create material

	video::SMaterial mat;
	mat.Lighting = false;
	mat.ZBuffer = video::ECFN_NEVER;
	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, mgr->getVideoDriver()->getTexture(
			getTexturePath("sunrisebg.png").c_str()));
	m_materials[2].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
	//m_materials[2].MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;

	m_sun_texture = mgr->getVideoDriver()->getTexture(
			getTexturePath("sun.png").c_str());
	m_moon_texture = mgr->getVideoDriver()->getTexture(
			getTexturePath("moon.png").c_str());
	m_sun_tonemap = mgr->getVideoDriver()->getTexture(
			getTexturePath("sun_tonemap.png").c_str());
	m_moon_tonemap = mgr->getVideoDriver()->getTexture(
			getTexturePath("moon_tonemap.png").c_str());

	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(u32 i=0; i<SKY_STAR_COUNT; i++){
		m_stars[i] = v3f(
			myrand_range(-10000,10000),
			myrand_range(-10000,10000),
			myrand_range(-10000,10000)
		);
		m_stars[i].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();
}

const core::aabbox3d<f32>& Sky::getBoundingBox() const
{
	return Box;
}

//! renders the node.
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);
		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(255,255,255,255);
		video::SColor cloudyfogcolor = m_bgcolor;
		//video::SColor cloudyfogcolor = m_bgcolor.getInterpolated(m_skycolor, 0.5);
		
		// Draw far cloudy fog thing
		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(u32 i=0; i<4; i++){
				if(j==0)
					// Don't switch
					{}
				else if(j==1)
					// Switch from -Z (south) to +X (east)
					vertices[i].Pos.rotateXZBy(90);
				else if(j==2)
					// Switch from -Z (south) to -X (west)
					vertices[i].Pos.rotateXZBy(-90);
				else
					// Switch from -Z (south) to -Z (north)
					vertices[i].Pos.rotateXZBy(-180);
			}
			driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
		}
		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(u32 i=0; i<4; i++){
				if(j==0)
					// Don't switch
					{}
				else if(j==1)
					// Switch from -Z (south) to +X (east)
					vertices[i].Pos.rotateXZBy(90);
				else if(j==2)
					// Switch from -Z (south) to -X (west)
					vertices[i].Pos.rotateXZBy(-90);
				else
					// Switch from -Z (south) to -Z (north)
					vertices[i].Pos.rotateXZBy(-180);
			}
			driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
		}

		driver->setMaterial(m_materials[2]);

		{
			float mid1 = 0.25;
			float mid = (wicked_time_of_day < 0.5 ? mid1 : (1.0 - mid1));
			float a_ = 1.0 - fabs(wicked_time_of_day - mid) * 35.0;
			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) * 0.2;
			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(u32 i=0; i<4; i++){
				if(wicked_time_of_day < 0.5)
					// Switch from -Z (south) to +X (east)
					vertices[i].Pos.rotateXZBy(90);
				else
					// Switch from -Z (south) to -X (west)
					vertices[i].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){
			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(u32 i=0; i<4; i++){
					// Switch from -Z (south) to +X (east)
					vertices[i].Pos.rotateXZBy(90);
					vertices[i].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(u32 i=0; i<4; i++){
					// Switch from -Z (south) to +X (east)
					vertices[i].Pos.rotateXZBy(90);
					vertices[i].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(u32 i=0; i<4; i++){
					// Switch from -Z (south) to +X (east)
					vertices[i].Pos.rotateXZBy(90);
					vertices[i].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(u32 i=0; i<4; i++){
					// Switch from -Z (south) to +X (east)
					vertices[i].Pos.rotateXZBy(90);
					vertices[i].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(u32 i=0; i<4; i++){
					// Switch from -Z (south) to +X (east)
					vertices[i].Pos.rotateXZBy(90);
					vertices[i].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(u32 i=0; i<4; i++){
					// Switch from -Z (south) to -X (west)
					vertices[i].Pos.rotateXZBy(-90);
					vertices[i].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(u32 i=0; i<4; i++){
					// Switch from -Z (south) to -X (west)
					vertices[i].Pos.rotateXZBy(-90);
					vertices[i].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(u32 i=0; i<4; i++){
					// Switch from -Z (south) to -X (west)
					vertices[i].Pos.rotateXZBy(-90);
					vertices[i].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(u32 i=0; i<4; i++){
					// Switch from -Z (south) to -X (west)
					vertices[i].Pos.rotateXZBy(-90);
					vertices[i].Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
				}
				driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);