Dynamic sky, fog and cloud colors; sun and moon

This commit is contained in:
Perttu Ahola 2012-03-16 16:34:30 +02:00
parent 58bed83d03
commit 2e90ed07ac
30 changed files with 1132 additions and 244 deletions

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@ -159,6 +159,7 @@ endif()
# Client sources
set(minetest_SRCS
${common_SRCS}
sky.cpp
clientmap.cpp
content_cso.cpp
content_mapblock.cpp

@ -375,8 +375,12 @@ void Camera::updateViewingRange(f32 frametime_in)
m_draw_control.wanted_range = viewing_range_max;
// Just so big a value that everything rendered is visible
// Some more allowance than viewing_range_max * BS because of active objects etc.
m_cameranode->setFarValue(viewing_range_max * BS * 10);
// Some more allowance than viewing_range_max * BS because of clouds,
// active objects, etc.
if(viewing_range_max < 200*BS)
m_cameranode->setFarValue(200 * BS * 10);
else
m_cameranode->setFarValue(viewing_range_max * BS * 10);
f32 wanted_fps = g_settings->getFloat("wanted_fps");
wanted_fps = MYMAX(wanted_fps, 1.0);

@ -247,14 +247,16 @@ Client::Client(
m_animation_time(0),
m_crack_level(-1),
m_crack_pos(0,0,0),
m_time_of_day(0),
m_map_seed(0),
m_password(password),
m_access_denied(false),
m_texture_receive_progress(0),
m_textures_received(false),
m_itemdef_received(false),
m_nodedef_received(false)
m_nodedef_received(false),
m_time_of_day_set(false),
m_last_time_of_day_f(-1),
m_time_of_day_update_timer(0)
{
m_packetcounter_timer = 0.0;
//m_delete_unused_sectors_timer = 0.0;
@ -333,6 +335,8 @@ void Client::step(float dtime)
if(m_animation_time > 60.0)
m_animation_time -= 60.0;
m_time_of_day_update_timer += dtime;
//infostream<<"Client steps "<<dtime<<std::endl;
{
@ -1044,22 +1048,37 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
u16 time_of_day = readU16(&data[2]);
time_of_day = time_of_day % 24000;
//infostream<<"Client: time_of_day="<<time_of_day<<std::endl;
/*
time_of_day:
0 = midnight
12000 = midday
*/
{
m_env.setTimeOfDay(time_of_day);
u32 dr = m_env.getDayNightRatio();
infostream<<"Client: time_of_day="<<time_of_day
<<", dr="<<dr
<<std::endl;
float time_speed = 0;
if(datasize >= 2 + 2 + 4){
time_speed = readF1000(&data[4]);
} else {
// Old message; try to approximate speed of time by ourselves
float time_of_day_f = (float)time_of_day / 24000.0;
float tod_diff_f = 0;
if(time_of_day_f < 0.2 && m_last_time_of_day_f > 0.8)
tod_diff_f = time_of_day_f - m_last_time_of_day_f + 1.0;
else
tod_diff_f = time_of_day_f - m_last_time_of_day_f;
m_last_time_of_day_f = time_of_day_f;
float time_diff = m_time_of_day_update_timer;
m_time_of_day_update_timer = 0;
if(m_time_of_day_set){
time_speed = 3600.0*24.0 * tod_diff_f / time_diff;
infostream<<"Client: Measured time_of_day speed (old format): "
<<time_speed<<" tod_diff_f="<<tod_diff_f
<<" time_diff="<<time_diff<<std::endl;
}
}
// Update environment
m_env.setTimeOfDay(time_of_day);
m_env.setTimeOfDaySpeed(time_speed);
m_time_of_day_set = true;
u32 dr = m_env.getDayNightRatio();
verbosestream<<"Client: time_of_day="<<time_of_day
<<" time_speed="<<time_speed
<<" dr="<<dr<<std::endl;
}
else if(command == TOCLIENT_CHAT_MESSAGE)
{
@ -2075,12 +2094,6 @@ void Client::setCrack(int level, v3s16 pos)
}
}
u32 Client::getDayNightRatio()
{
//JMutexAutoLock envlock(m_env_mutex); //bulk comment-out
return m_env.getDayNightRatio();
}
u16 Client::getHP()
{
Player *player = m_env.getLocalPlayer();

@ -256,8 +256,6 @@ public:
int getCrackLevel();
void setCrack(int level, v3s16 pos);
u32 getDayNightRatio();
u16 getHP();
float getAvgRtt()
@ -350,8 +348,6 @@ private:
float m_animation_time;
int m_crack_level;
v3s16 m_crack_pos;
// Received from the server. 0-23999
u32 m_time_of_day;
// 0 <= m_daynight_i < DAYNIGHT_CACHE_COUNT
//s32 m_daynight_i;
//u32 m_daynight_ratio;
@ -367,6 +363,11 @@ private:
bool m_itemdef_received;
bool m_nodedef_received;
friend class FarMesh;
// time_of_day speed approximation for old protocol
bool m_time_of_day_set;
float m_last_time_of_day_f;
float m_time_of_day_update_timer;
};
#endif // !SERVER

@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "client.h"
#include "mapblock_mesh.h"
#include <IMaterialRenderer.h>
#include <matrix4.h>
#include "log.h"
#include "mapsector.h"
#include "main.h" // dout_client, g_settings
@ -29,6 +30,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "profiler.h"
#include "settings.h"
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
ClientMap::ClientMap(
Client *client,
IGameDef *gamedef,
@ -189,7 +192,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
*/
float animation_time = m_client->getAnimationTime();
int crack = m_client->getCrackLevel();
u32 daynight_ratio = m_client->getDayNightRatio();
u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
m_camera_mutex.Lock();
v3f camera_position = m_camera_position;
@ -509,6 +512,182 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
<<", rendered "<<vertex_count<<" vertices."<<std::endl;*/
}
static bool getVisibleBrightness(Map *map, v3f p0, v3f dir, float step,
float step_multiplier, float start_distance, float end_distance,
INodeDefManager *ndef, u32 daylight_factor, float sunlight_min_d,
int *result, bool *sunlight_seen)
{
int brightness_sum = 0;
int brightness_count = 0;
float distance = start_distance;
dir.normalize();
v3f pf = p0;
pf += dir * distance;
int noncount = 0;
bool nonlight_seen = false;
bool allow_allowing_non_sunlight_propagates = false;
bool allow_non_sunlight_propagates = false;
// Check content nearly at camera position
{
v3s16 p = floatToInt(p0 /*+ dir * 3*BS*/, BS);
MapNode n = map->getNodeNoEx(p);
if(ndef->get(n).param_type == CPT_LIGHT &&
!ndef->get(n).sunlight_propagates)
allow_allowing_non_sunlight_propagates = true;
}
// If would start at CONTENT_IGNORE, start closer
{
v3s16 p = floatToInt(pf, BS);
MapNode n = map->getNodeNoEx(p);
if(n.getContent() == CONTENT_IGNORE){
float newd = 2*BS;
pf = p0 + dir * 2*newd;
distance = newd;
}
}
for(int i=0; distance < end_distance; i++){
pf += dir * step;
distance += step;
step *= step_multiplier;
v3s16 p = floatToInt(pf, BS);
MapNode n = map->getNodeNoEx(p);
if(allow_allowing_non_sunlight_propagates && i == 0 &&
ndef->get(n).param_type == CPT_LIGHT &&
!ndef->get(n).sunlight_propagates){
allow_non_sunlight_propagates = true;
}
if(ndef->get(n).param_type != CPT_LIGHT ||
(!ndef->get(n).sunlight_propagates &&
!allow_non_sunlight_propagates)){
nonlight_seen = true;
noncount++;
if(noncount >= 4)
break;
continue;
}
if(distance >= sunlight_min_d && *sunlight_seen == false
&& nonlight_seen == false)
if(n.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
*sunlight_seen = true;
noncount = 0;
brightness_sum += decode_light(n.getLightBlend(daylight_factor, ndef));
brightness_count++;
}
*result = 0;
if(brightness_count == 0)
return false;
*result = brightness_sum / brightness_count;
/*std::cerr<<"Sampled "<<brightness_count<<" points; result="
<<(*result)<<std::endl;*/
return true;
}
int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
int oldvalue, bool *sunlight_seen_result)
{
const bool debugprint = false;
INodeDefManager *ndef = m_gamedef->ndef();
static v3f z_directions[50] = {
v3f(-100, 0, 0)
};
static f32 z_offsets[sizeof(z_directions)/sizeof(*z_directions)] = {
-1000,
};
if(z_directions[0].X < -99){
for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
z_directions[i] = v3f(
0.01 * myrand_range(-80, 80),
1.0,
0.01 * myrand_range(-80, 80)
);
z_offsets[i] = 0.01 * myrand_range(0,100);
}
}
if(debugprint)
std::cerr<<"In goes "<<PP(m_camera_direction)<<", out comes ";
int sunlight_seen_count = 0;
float sunlight_min_d = max_d*0.8;
if(sunlight_min_d > 35*BS)
sunlight_min_d = 35*BS;
core::array<int> values;
for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
v3f z_dir = z_directions[i];
z_dir.normalize();
core::CMatrix4<f32> a;
a.buildRotateFromTo(v3f(0,1,0), z_dir);
v3f dir = m_camera_direction;
a.rotateVect(dir);
int br = 0;
float step = BS*1.5;
if(max_d > 35*BS)
step = max_d / 35 * 1.5;
float off = step * z_offsets[i];
bool sunlight_seen_now = false;
bool ok = getVisibleBrightness(this, m_camera_position, dir,
step, 1.0, max_d*0.6+off, max_d, ndef, daylight_factor,
sunlight_min_d,
&br, &sunlight_seen_now);
if(sunlight_seen_now)
sunlight_seen_count++;
if(!ok)
continue;
values.push_back(br);
// Don't try too much if being in the sun is clear
if(sunlight_seen_count >= 20)
break;
}
int brightness_sum = 0;
int brightness_count = 0;
values.sort();
u32 num_values_to_use = values.size();
if(num_values_to_use >= 10)
num_values_to_use -= num_values_to_use/2;
else if(num_values_to_use >= 7)
num_values_to_use -= num_values_to_use/3;
u32 first_value_i = (values.size() - num_values_to_use) / 2;
if(debugprint){
for(u32 i=0; i < first_value_i; i++)
std::cerr<<values[i]<<" ";
std::cerr<<"[";
}
for(u32 i=first_value_i; i < first_value_i+num_values_to_use; i++){
if(debugprint)
std::cerr<<values[i]<<" ";
brightness_sum += values[i];
brightness_count++;
}
if(debugprint){
std::cerr<<"]";
for(u32 i=first_value_i+num_values_to_use; i < values.size(); i++)
std::cerr<<values[i]<<" ";
}
int ret = 0;
if(brightness_count == 0){
MapNode n = getNodeNoEx(floatToInt(m_camera_position, BS));
if(ndef->get(n).param_type == CPT_LIGHT){
ret = decode_light(n.getLightBlend(daylight_factor, ndef));
} else {
ret = oldvalue;
//ret = blend_light(255, 0, daylight_factor);
}
} else {
/*float pre = (float)brightness_sum / (float)brightness_count;
float tmp = pre;
const float d = 0.2;
pre *= 1.0 + d*2;
pre -= tmp * d;
int preint = pre;
ret = MYMAX(0, MYMIN(255, preint));*/
ret = brightness_sum / brightness_count;
}
if(debugprint)
std::cerr<<"Result: "<<ret<<" sunlight_seen_count="
<<sunlight_seen_count<<std::endl;
*sunlight_seen_result = (sunlight_seen_count > 0);
return ret;
}
void ClientMap::renderPostFx()
{
INodeDefManager *nodemgr = m_gamedef->ndef();

@ -116,6 +116,9 @@ public:
void renderMap(video::IVideoDriver* driver, s32 pass);
int getBackgroundBrightness(float max_d, u32 daylight_factor,
int oldvalue, bool *sunlight_seen_result);
void renderPostFx();
// For debug printing

@ -135,6 +135,8 @@ enum ToClientCommand
/*
u16 command
u16 time (0-23999)
Added in a later version:
f1000 time_speed
*/
// (oops, there is some gap here)
@ -453,11 +455,12 @@ enum ToServerCommand
};
inline SharedBuffer<u8> makePacket_TOCLIENT_TIME_OF_DAY(u16 time)
inline SharedBuffer<u8> makePacket_TOCLIENT_TIME_OF_DAY(u16 time, float time_speed)
{
SharedBuffer<u8> data(2+2);
SharedBuffer<u8> data(2+2+4);
writeU16(&data[0], TOCLIENT_TIME_OF_DAY);
writeU16(&data[2], time);
writeF1000(&data[4], time_speed);
return data;
}

@ -29,24 +29,27 @@ Clouds::Clouds(
scene::ISceneNode* parent,
scene::ISceneManager* mgr,
s32 id,
float cloud_y,
u32 seed
):
scene::ISceneNode(parent, mgr, id),
m_cloud_y(cloud_y),
m_seed(seed),
m_camera_pos(0,0),
m_time(0)
{
m_material.setFlag(video::EMF_LIGHTING, false);
m_material.setFlag(video::EMF_BACK_FACE_CULLING, false);
//m_material.setFlag(video::EMF_BACK_FACE_CULLING, false);
m_material.setFlag(video::EMF_BACK_FACE_CULLING, true);
m_material.setFlag(video::EMF_BILINEAR_FILTER, false);
m_material.setFlag(video::EMF_FOG_ENABLE, false);
//m_material.setFlag(video::EMF_ANTI_ALIASING, true);
m_material.setFlag(video::EMF_FOG_ENABLE, true);
m_material.setFlag(video::EMF_ANTI_ALIASING, true);
//m_material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
m_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
m_box = core::aabbox3d<f32>(-BS*1000000,cloud_y-BS,-BS*1000000,
BS*1000000,cloud_y+BS,BS*1000000);
m_cloud_y = BS*100;
//m_cloud_y = BS*50;
m_box = core::aabbox3d<f32>(-BS*1000000,m_cloud_y-BS,-BS*1000000,
BS*1000000,m_cloud_y+BS,BS*1000000);
}
@ -58,8 +61,8 @@ void Clouds::OnRegisterSceneNode()
{
if(IsVisible)
{
//SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
//SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
}
ISceneNode::OnRegisterSceneNode();
@ -71,16 +74,16 @@ void Clouds::render()
{
video::IVideoDriver* driver = SceneManager->getVideoDriver();
/*if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_TRANSPARENT)
return;*/
if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SOLID)
if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_TRANSPARENT)
//if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SOLID)
return;
ScopeProfiler sp(g_profiler, "Rendering of clouds, avg", SPT_AVG);
int num_faces_to_draw = 1;
if(g_settings->getBool("enable_3d_clouds"))
num_faces_to_draw = 6;
bool enable_3d = g_settings->getBool("enable_3d_clouds");
int num_faces_to_draw = enable_3d ? 6 : 1;
m_material.setFlag(video::EMF_BACK_FACE_CULLING, enable_3d);
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
driver->setMaterial(m_material);
@ -90,8 +93,10 @@ void Clouds::render()
*/
const s16 cloud_radius_i = 12;
const float cloud_size = BS*48;
const v2f cloud_speed(-BS*2, 0);
const float cloud_size = BS*64;
const v2f cloud_speed(0, -BS*2);
const float cloud_full_radius = cloud_size * cloud_radius_i;
// Position of cloud noise origin in world coordinates
v2f world_cloud_origin_pos_f = m_time*cloud_speed;
@ -110,33 +115,103 @@ void Clouds::render()
center_of_drawing_in_noise_i.Y * cloud_size
) + world_cloud_origin_pos_f;
/*video::SColor c_top(128,b*240,b*240,b*255);
video::SColor c_side_1(128,b*230,b*230,b*255);
video::SColor c_side_2(128,b*220,b*220,b*245);
video::SColor c_bottom(128,b*205,b*205,b*230);*/
video::SColorf c_top_f(m_color);
video::SColorf c_side_1_f(m_color);
video::SColorf c_side_2_f(m_color);
video::SColorf c_bottom_f(m_color);
c_side_1_f.r *= 0.95;
c_side_1_f.g *= 0.95;
c_side_1_f.b *= 0.95;
c_side_2_f.r *= 0.90;
c_side_2_f.g *= 0.90;
c_side_2_f.b *= 0.90;
c_bottom_f.r *= 0.80;
c_bottom_f.g *= 0.80;
c_bottom_f.b *= 0.80;
c_top_f.a = 0.9;
c_side_1_f.a = 0.9;
c_side_2_f.a = 0.9;
c_bottom_f.a = 0.9;
video::SColor c_top = c_top_f.toSColor();
video::SColor c_side_1 = c_side_1_f.toSColor();
video::SColor c_side_2 = c_side_2_f.toSColor();
video::SColor c_bottom = c_bottom_f.toSColor();
// Get fog parameters for setting them back later
video::SColor fog_color(0,0,0,0);
video::E_FOG_TYPE fog_type = video::EFT_FOG_LINEAR;
f32 fog_start = 0;
f32 fog_end = 0;
f32 fog_density = 0;
bool fog_pixelfog = false;
bool fog_rangefog = false;
driver->getFog(fog_color, fog_type, fog_start, fog_end, fog_density,
fog_pixelfog, fog_rangefog);
// Set our own fog
driver->setFog(fog_color, fog_type, cloud_full_radius * 0.5,
cloud_full_radius*1.2, fog_density, fog_pixelfog, fog_rangefog);
// Read noise
bool *grid = new bool[cloud_radius_i*2*cloud_radius_i*2];
for(s16 zi=-cloud_radius_i; zi<cloud_radius_i; zi++)
for(s16 xi=-cloud_radius_i; xi<cloud_radius_i; xi++)
{
u32 i = (zi+cloud_radius_i)*cloud_radius_i*2 + xi+cloud_radius_i;
v2s16 p_in_noise_i(
xi+center_of_drawing_in_noise_i.X,
zi+center_of_drawing_in_noise_i.Y
);
/*if((p_in_noise_i.X + p_in_noise_i.Y)%2==0)
continue;*/
/*if((p_in_noise_i.X/2 + p_in_noise_i.Y/2)%2==0)
continue;*/
v2f p0 = v2f(xi,zi)*cloud_size + world_center_of_drawing_in_noise_f;
#if 0
double noise = noise2d_perlin_abs(
(float)p_in_noise_i.X*cloud_size/BS/200,
(float)p_in_noise_i.Y*cloud_size/BS/200,
m_seed, 3, 0.4);
if(noise < 0.95)
grid[i] = (noise >= 0.80);
#endif
#if 1
double noise = noise2d_perlin(
(float)p_in_noise_i.X*cloud_size/BS/200,
(float)p_in_noise_i.Y*cloud_size/BS/200,
m_seed, 3, 0.5);
grid[i] = (noise >= 0.4);
#endif
}
#define GETINDEX(x, z, radius) (((z)+(radius))*(radius)*2 + (x)+(radius))
#define CONTAINS(x, z, radius) \
((x) >= -(radius) && (x) < (radius) && (z) >= -(radius) && (z) < (radius))
for(s16 zi0=-cloud_radius_i; zi0<cloud_radius_i; zi0++)
for(s16 xi0=-cloud_radius_i; xi0<cloud_radius_i; xi0++)
{
s16 zi = zi0;
s16 xi = xi0;
// Draw from front to back (needed for transparency)
/*if(zi <= 0)
zi = -cloud_radius_i - zi;
if(xi <= 0)
xi = -cloud_radius_i - xi;*/
// Draw from back to front
if(zi >= 0)
zi = cloud_radius_i - zi - 1;
if(xi >= 0)
xi = cloud_radius_i - xi - 1;
u32 i = GETINDEX(xi, zi, cloud_radius_i);
if(grid[i] == false)
continue;
float b = m_brightness;
video::SColor c_top(128,b*240,b*240,b*255);
video::SColor c_side_1(128,b*230,b*230,b*255);
video::SColor c_side_2(128,b*220,b*220,b*245);
video::SColor c_bottom(128,b*205,b*205,b*230);
v2f p0 = v2f(xi,zi)*cloud_size + world_center_of_drawing_in_noise_f;
video::S3DVertex v[4] =
{
@ -146,55 +221,95 @@ void Clouds::render()
video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 0)
};
f32 rx = cloud_size;
/*if(zi <= 0 && xi <= 0){
v[0].Color.setBlue(255);
v[1].Color.setBlue(255);
v[2].Color.setBlue(255);
v[3].Color.setBlue(255);
}*/
f32 rx = cloud_size/2;
f32 ry = 8*BS;
f32 rz = cloud_size;
f32 rz = cloud_size/2;
for(int i=0; i<num_faces_to_draw; i++)
{
switch(i)
{
case 0: // top
for(int j=0;j<4;j++){
v[j].Normal = v3f(0,1,0);
}
v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz;
v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz;
break;
case 1: // back
for(int j=0;j<4;j++)
if(CONTAINS(xi, zi-1, cloud_radius_i)){
u32 j = GETINDEX(xi, zi-1, cloud_radius_i);
if(grid[j])
continue;
}
for(int j=0;j<4;j++){
v[j].Color=c_side_1;
v[j].Normal = v3f(0,0,-1);
}
v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
break;
case 2: //right
for(int j=0;j<4;j++)
if(CONTAINS(xi+1, zi, cloud_radius_i)){
u32 j = GETINDEX(xi+1, zi, cloud_radius_i);
if(grid[j])
continue;
}
for(int j=0;j<4;j++){
v[j].Color=c_side_2;
v[j].Normal = v3f(1,0,0);
}
v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
break;
case 3: // front
for(int j=0;j<4;j++)
if(CONTAINS(xi, zi+1, cloud_radius_i)){
u32 j = GETINDEX(xi, zi+1, cloud_radius_i);
if(grid[j])
continue;
}
for(int j=0;j<4;j++){
v[j].Color=c_side_1;
v[j].Normal = v3f(0,0,-1);
}
v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
break;
case 4: // left
for(int j=0;j<4;j++)
if(CONTAINS(xi-1, zi, cloud_radius_i)){
u32 j = GETINDEX(xi-1, zi, cloud_radius_i);
if(grid[j])
continue;
}
for(int j=0;j<4;j++){
v[j].Color=c_side_2;
v[j].Normal = v3f(-1,0,0);
}
v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
break;
case 5: // bottom
for(int j=0;j<4;j++)
for(int j=0;j<4;j++){
v[j].Color=c_bottom;
v[j].Normal = v3f(0,-1,0);
}
v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz;
v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz;
v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
@ -210,8 +325,13 @@ void Clouds::render()
driver->drawVertexPrimitiveList(v, 4, indices, 2,
video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
}
}
delete[] grid;
// Restore fog settings
driver->setFog(fog_color, fog_type, fog_start, fog_end, fog_density,
fog_pixelfog, fog_rangefog);
}
void Clouds::step(float dtime)
@ -219,9 +339,11 @@ void Clouds::step(float dtime)
m_time += dtime;
}
void Clouds::update(v2f camera_p, float brightness)
void Clouds::update(v2f camera_p, video::SColorf color)
{
m_camera_pos = camera_p;
m_brightness = brightness;
m_color = color;
//m_brightness = brightness;
//dstream<<"m_brightness="<<m_brightness<<std::endl;
}

@ -30,7 +30,6 @@ public:
scene::ISceneNode* parent,
scene::ISceneManager* mgr,
s32 id,
float cloud_y,
u32 seed
);
@ -65,13 +64,14 @@ public:
void step(float dtime);
void update(v2f camera_p, float brightness);
void update(v2f camera_p, video::SColorf color);
private:
video::SMaterial m_material;
core::aabbox3d<f32> m_box;
float m_cloud_y;
float m_brightness;
video::SColorf m_color;
u32 m_seed;
v2f m_camera_pos;
float m_time;

43
src/daynightratio.h Normal file

@ -0,0 +1,43 @@
/*
Minetest-c55
Copyright (C) 2010-2012 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 General Public License as published by
the Free Software Foundation; either version 2 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 General Public License for more details.
You should have received a copy of the GNU 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(u32 time_of_day)
{
s32 t = time_of_day%24000;
if(t < 4500 || t >= 19500)
return 150;
else if(t < 4750 || t >= 19250)
return 250;
else if(t < 5000 || t >= 19000)
return 350;
else if(t < 5250 || t >= 18750)
return 500;
else if(t < 5500 || t >= 18500)
return 675;
else if(t < 5750 || t >= 18250)
return 875;
else
return 1000;
}
#endif

@ -71,7 +71,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("fps_max", "60");
// A bit more than the server will send around the player, to make fog blend well
settings->setDefault("viewing_range_nodes_min", "35");
settings->setDefault("viewing_range_nodes_max", "128");
settings->setDefault("viewing_range_nodes_max", "160");
settings->setDefault("screenW", "800");
settings->setDefault("screenH", "600");
settings->setDefault("address", "");
@ -121,11 +121,11 @@ void set_default_settings(Settings *settings)
settings->setDefault("active_block_range", "2");
//settings->setDefault("max_simultaneous_block_sends_per_client", "1");
// This causes frametime jitter on client side, or does it?
settings->setDefault("max_simultaneous_block_sends_per_client", "2");
settings->setDefault("max_simultaneous_block_sends_server_total", "8");
settings->setDefault("max_block_send_distance", "7");
settings->setDefault("max_block_generate_distance", "5");
settings->setDefault("time_send_interval", "20");
settings->setDefault("max_simultaneous_block_sends_per_client", "4");
settings->setDefault("max_simultaneous_block_sends_server_total", "20");
settings->setDefault("max_block_send_distance", "10");
settings->setDefault("max_block_generate_distance", "6");
settings->setDefault("time_send_interval", "5");
settings->setDefault("time_speed", "96");
settings->setDefault("server_unload_unused_data_timeout", "29");
settings->setDefault("server_map_save_interval", "5.3");

@ -41,11 +41,15 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#ifndef SERVER
#include "clientmap.h"
#endif
#include "daynightratio.h"
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
Environment::Environment():
m_time_of_day(9000)
m_time_of_day(9000),
m_time_of_day_f(9000./24000),
m_time_of_day_speed(0),
m_time_counter(0)
{
}
@ -195,17 +199,35 @@ void Environment::printPlayers(std::ostream &o)
}
}
/*void Environment::setDayNightRatio(u32 r)
{
getDayNightRatio() = r;
}*/
u32 Environment::getDayNightRatio()
{
//return getDayNightRatio();
return time_to_daynight_ratio(m_time_of_day);
}
void Environment::stepTimeOfDay(float dtime)
{
m_time_counter += dtime;
f32 speed = m_time_of_day_speed * 24000./(24.*3600);
u32 units = (u32)(m_time_counter*speed);
m_time_counter -= (f32)units / speed;
bool sync_f = false;
if(units > 0){
// Sync at overflow
if(m_time_of_day + units >= 24000)
sync_f = true;
m_time_of_day = (m_time_of_day + units) % 24000;
if(sync_f)
m_time_of_day_f = (float)m_time_of_day / 24000.0;
}
if(!sync_f){
m_time_of_day_f += m_time_of_day_speed/24/3600*dtime;
if(m_time_of_day_f > 1.0)
m_time_of_day_f -= 1.0;
if(m_time_of_day_f < 0.0)
m_time_of_day_f += 1.0;
}
}
/*
ABMWithState
*/
@ -893,6 +915,9 @@ void ServerEnvironment::step(float dtime)
//TimeTaker timer("ServerEnv step");
/* Step time of day */
stepTimeOfDay(dtime);
/*
Increment game time
*/
@ -1861,6 +1886,9 @@ void ClientEnvironment::step(float dtime)
{
DSTACK(__FUNCTION_NAME);
/* Step time of day */
stepTimeOfDay(dtime);
// Get some settings
bool free_move = g_settings->getBool("free_move");

@ -74,27 +74,39 @@ public:
core::list<Player*> getPlayers(bool ignore_disconnected);
void printPlayers(std::ostream &o);
//void setDayNightRatio(u32 r);
u32 getDayNightRatio();
// 0-23999
virtual void setTimeOfDay(u32 time)
{
m_time_of_day = time;
m_time_of_day_f = (float)time / 24000.0;
}
u32 getTimeOfDay()
{
return m_time_of_day;
}
{ return m_time_of_day; }
float getTimeOfDayF()
{ return m_time_of_day_f; }
void stepTimeOfDay(float dtime);
void setTimeOfDaySpeed(float speed)
{ m_time_of_day_speed = speed; }
float getTimeOfDaySpeed()
{ return m_time_of_day_speed; }
protected:
// peer_ids in here should be unique, except that there may be many 0s
core::list<Player*> m_players;
// Brightness
//u32 m_daynight_ratio;
// Time of day in milli-hours (0-23999); determines day and night
u32 m_time_of_day;
// Time of day in 0...1
float m_time_of_day_f;
float m_time_of_day_speed;
// Used to buffer dtime for adding to m_time_of_day
float m_time_counter;
};
/*

@ -54,6 +54,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "subgame.h"
#include "quicktune_shortcutter.h"
#include "clientmap.h"
#include "sky.h"
/*
Setting this to 1 enables a special camera mode that forces
@ -543,51 +544,6 @@ PointedThing getPointedThing(Client *client, v3f player_position,
return result;
}
void update_skybox(video::IVideoDriver* driver, ITextureSource *tsrc,
scene::ISceneManager* smgr, scene::ISceneNode* &skybox,
float brightness)
{
if(skybox)
{
skybox->remove();
}
/*// Disable skybox if FarMesh is enabled
if(g_settings->getBool("enable_farmesh"))
return;*/
if(brightness >= 0.7)
{
skybox = smgr->addSkyBoxSceneNode(
tsrc->getTextureRaw("skybox2.png"),
tsrc->getTextureRaw("skybox3.png"),
tsrc->getTextureRaw("skybox1.png"),
tsrc->getTextureRaw("skybox1.png"),
tsrc->getTextureRaw("skybox1.png"),
tsrc->getTextureRaw("skybox1.png"));
}
else if(brightness >= 0.2)
{
skybox = smgr->addSkyBoxSceneNode(
tsrc->getTextureRaw("skybox2_dawn.png"),
tsrc->getTextureRaw("skybox3_dawn.png"),
tsrc->getTextureRaw("skybox1_dawn.png"),
tsrc->getTextureRaw("skybox1_dawn.png"),
tsrc->getTextureRaw("skybox1_dawn.png"),
tsrc->getTextureRaw("skybox1_dawn.png"));
}
else
{
skybox = smgr->addSkyBoxSceneNode(
tsrc->getTextureRaw("skybox2_night.png"),
tsrc->getTextureRaw("skybox3_night.png"),
tsrc->getTextureRaw("skybox1_night.png"),
tsrc->getTextureRaw("skybox1_night.png"),
tsrc->getTextureRaw("skybox1_night.png"),
tsrc->getTextureRaw("skybox1_night.png"));
}
}
/*
Draws a screen with a single text on it.
Text will be removed when the screen is drawn the next time.
@ -679,10 +635,6 @@ void the_game(
//const s32 hotbar_imagesize = 64;
s32 hotbar_imagesize = 48;
// The color of the sky
//video::SColor skycolor = video::SColor(255,140,186,250);
video::SColor bgcolor_bright = video::SColor(255,170,200,230);
/*
Draw "Loading" screen
*/
@ -891,13 +843,6 @@ void the_game(
*/
client.afterContentReceived();
/*
Create skybox
*/
float old_brightness = 1.0;
scene::ISceneNode* skybox = NULL;
update_skybox(driver, tsrc, smgr, skybox, 1.0);
/*
Create the camera node
*/
@ -912,13 +857,18 @@ void the_game(
Clouds
*/
float cloud_height = BS*100;
Clouds *clouds = NULL;
if(g_settings->getBool("enable_clouds"))
{
clouds = new Clouds(smgr->getRootSceneNode(), smgr, -1,
cloud_height, time(0));
clouds = new Clouds(smgr->getRootSceneNode(), smgr, -1, time(0));
}
/*
Skybox thingy
*/
Sky *sky = NULL;
sky = new Sky(smgr->getRootSceneNode(), smgr, -1);
/*
FarMesh
@ -1022,7 +972,7 @@ void the_game(
// A test
//throw con::PeerNotFoundException("lol");
float brightness = 1.0;
float recent_turn_speed = 0.0;
core::list<float> frametime_log;
@ -1054,6 +1004,9 @@ void the_game(
u32 show_profiler = 0;
u32 show_profiler_max = 3; // Number of pages
float time_of_day = 0;
float time_of_day_smooth = 0;
/*
Main loop
*/
@ -1639,6 +1592,7 @@ void the_game(
NOTE: Do this before client.setPlayerControl() to not cause a camera lag of one frame
*/
float turn_amount = 0;
if((device->isWindowActive() && noMenuActive()) || random_input)
{
if(!random_input)
@ -1668,11 +1622,14 @@ void the_game(
dx -= dtime * keyspeed;
if(input->isKeyDown(irr::KEY_RIGHT))
dx += dtime * keyspeed;*/
camera_yaw -= dx*0.2;
camera_pitch += dy*0.2;
float d = 0.2;
camera_yaw -= dx*d;
camera_pitch += dy*d;
if(camera_pitch < -89.5) camera_pitch = -89.5;
if(camera_pitch > 89.5) camera_pitch = 89.5;
turn_amount = v2f(dx, dy).getLength() * d;
}
input->setMousePos(displaycenter.X, displaycenter.Y);
}
@ -1684,6 +1641,8 @@ void the_game(
//infostream<<"window inactive"<<std::endl;
first_loop_after_window_activation = true;
}
recent_turn_speed = recent_turn_speed * 0.9 + turn_amount * 0.1;
//std::cerr<<"recent_turn_speed = "<<recent_turn_speed<<std::endl;
/*
Player speed control
@ -1786,8 +1745,6 @@ void the_game(
}
else if(event.type == CE_TEXTURES_UPDATED)
{
update_skybox(driver, tsrc, smgr, skybox, brightness);
update_wielded_item_trigger = true;
}
}
@ -2155,41 +2112,77 @@ void the_game(
/*
Calculate stuff for drawing
*/
/*
Fog range
*/
f32 fog_range;
if(farmesh)
{
fog_range = BS*farmesh_range;
}
else
{
fog_range = draw_control.wanted_range*BS + 0.0*MAP_BLOCKSIZE*BS;
fog_range *= 0.9;
if(draw_control.range_all)
fog_range = 100000*BS;
}
/*
Calculate general brightness
*/
u32 daynight_ratio = client.getDayNightRatio();
u8 light8 = decode_light((daynight_ratio * LIGHT_SUN) / 1000);
brightness = (float)light8/255.0;
video::SColor bgcolor;
if(brightness >= 0.2 && brightness < 0.7)
bgcolor = video::SColor(
255,
bgcolor_bright.getRed() * brightness,
bgcolor_bright.getGreen() * brightness*0.7,
bgcolor_bright.getBlue() * brightness*0.5);
u32 daynight_ratio = client.getEnv().getDayNightRatio();
float time_brightness = (float)decode_light(
(daynight_ratio * LIGHT_SUN) / 1000) / 255.0;
float direct_brightness = 0;
bool sunlight_seen = false;
if(g_settings->getBool("free_move")){
direct_brightness = time_brightness;
sunlight_seen = true;
} else {
ScopeProfiler sp(g_profiler, "Detecting background light", SPT_AVG);
float old_brightness = sky->getBrightness();
direct_brightness = (float)client.getEnv().getClientMap()
.getBackgroundBrightness(MYMIN(fog_range*1.2, 60*BS),
daynight_ratio, (int)(old_brightness*255.5), &sunlight_seen)
/ 255.0;
}
time_of_day = client.getEnv().getTimeOfDayF();
float maxsm = 0.05;
if(fabs(time_of_day - time_of_day_smooth) > maxsm &&
fabs(time_of_day - time_of_day_smooth + 1.0) > maxsm &&
fabs(time_of_day - time_of_day_smooth - 1.0) > maxsm)
time_of_day_smooth = time_of_day;
float todsm = 0.05;
if(time_of_day_smooth > 0.8 && time_of_day < 0.2)
time_of_day_smooth = time_of_day_smooth * (1.0-todsm)
+ (time_of_day+1.0) * todsm;
else
bgcolor = video::SColor(
255,
bgcolor_bright.getRed() * brightness,
bgcolor_bright.getGreen() * brightness,
bgcolor_bright.getBlue() * brightness);
/*
Update skybox
*/
if(fabs(brightness - old_brightness) > 0.01)
update_skybox(driver, tsrc, smgr, skybox, brightness);
time_of_day_smooth = time_of_day_smooth * (1.0-todsm)
+ time_of_day * todsm;
sky->update(time_of_day_smooth, time_brightness, direct_brightness,
sunlight_seen);
float brightness = sky->getBrightness();
video::SColor bgcolor = sky->getBgColor();
video::SColor skycolor = sky->getSkyColor();
/*
Update clouds
*/
if(clouds)
{
clouds->step(dtime);
clouds->update(v2f(player_position.X, player_position.Z),
brightness);
if(clouds){
if(sky->getCloudsVisible()){
clouds->setVisible(true);
clouds->step(dtime);
clouds->update(v2f(player_position.X, player_position.Z),
sky->getCloudColor());
} else{
clouds->setVisible(false);
}
}
/*
@ -2208,35 +2201,17 @@ void the_game(
brightness, farmesh_range);
}
// Store brightness value
old_brightness = brightness;
/*
Fog
*/
if(g_settings->getBool("enable_fog") == true && !force_fog_off)
{
f32 range;
if(farmesh)
{
range = BS*farmesh_range;
}
else
{
range = draw_control.wanted_range*BS + 0.0*MAP_BLOCKSIZE*BS;
range *= 0.9;
if(draw_control.range_all)
range = 100000*BS;
/*if(range < 50*BS)
range = range * 0.5 + 25*BS;*/
}
driver->setFog(
bgcolor,
video::EFT_FOG_LINEAR,
range*0.4,
range*1.0,
fog_range*0.4,
fog_range*1.0,
0.01,
false, // pixel fog
false // range fog
@ -2443,15 +2418,15 @@ void the_game(
{
TimeTaker timer("beginScene");
driver->beginScene(false, true, bgcolor);
//driver->beginScene(false, true, bgcolor);
//driver->beginScene(true, true, bgcolor);
driver->beginScene(true, true, skycolor);
beginscenetime = timer.stop(true);
}
//timer3.stop();
//infostream<<"smgr->drawAll()"<<std::endl;
{
TimeTaker timer("smgr");
smgr->drawAll();
@ -2570,6 +2545,11 @@ void the_game(
NULL);
}
// Clear Z buffer
driver->clearZBuffer();
// Draw some sky things
//draw_horizon(driver, camera.getCameraNode());
/*
End scene
*/

@ -46,6 +46,7 @@ extern "C" {
#include "content_nodemeta.h"
#include "utility.h"
#include "tool.h"
#include "daynightratio.h"
static void stackDump(lua_State *L, std::ostream &o)
{

@ -854,7 +854,6 @@ Server::Server(
m_craftdef(createCraftDefManager()),
m_thread(this),
m_emergethread(this),
m_time_counter(0),
m_time_of_day_send_timer(0),
m_uptime(0),
m_shutdown_requested(false),
@ -1197,19 +1196,12 @@ void Server::AsyncRunStep()
}
/*
Update m_time_of_day and overall game time
Update time of day and overall game time
*/
{
JMutexAutoLock envlock(m_env_mutex);
m_time_counter += dtime;
f32 speed = g_settings->getFloat("time_speed") * 24000./(24.*3600);
u32 units = (u32)(m_time_counter*speed);
m_time_counter -= (f32)units / speed;
m_env->setTimeOfDay((m_env->getTimeOfDay() + units) % 24000);
//infostream<<"Server: m_time_of_day = "<<m_time_of_day.get()<<std::endl;
m_env->setTimeOfDaySpeed(g_settings->getFloat("time_speed"));
/*
Send to clients at constant intervals
@ -1231,7 +1223,7 @@ void Server::AsyncRunStep()
//Player *player = m_env->getPlayer(client->peer_id);
SharedBuffer<u8> data = makePacket_TOCLIENT_TIME_OF_DAY(
m_env->getTimeOfDay());
m_env->getTimeOfDay(), g_settings->getFloat("time_speed"));
// Send as reliable
m_con.Send(client->peer_id, 0, data, true);
}
@ -2216,7 +2208,7 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
// Send time of day
{
SharedBuffer<u8> data = makePacket_TOCLIENT_TIME_OF_DAY(
m_env->getTimeOfDay());
m_env->getTimeOfDay(), g_settings->getFloat("time_speed"));
m_con.Send(peer_id, 0, data, true);
}

@ -426,11 +426,6 @@ public:
core::list<PlayerInfo> getPlayerInfo();
/*u32 getDayNightRatio()
{
return time_to_daynight_ratio(m_time_of_day.get());
}*/
// Environment must be locked when called
void setTimeOfDay(u32 time)
{
@ -714,10 +709,6 @@ private:
Time related stuff
*/
// 0-23999
//MutexedVariable<u32> m_time_of_day;
// Used to buffer dtime for adding to m_time_of_day
float m_time_counter;
// Timer for sending time of day over network
float m_time_of_day_send_timer;
// Uptime of server in seconds

446
src/sky.cpp Normal file

@ -0,0 +1,446 @@
#include "sky.h"
#include "IVideoDriver.h"
#include "ISceneManager.h"
#include "ICameraSceneNode.h"
#include "S3DVertex.h"
#include "utility.h" // MYMIN
#include "tile.h" // getTexturePath
#include "noise.h" // easeCurve
#include "main.h" // g_profiler
#include "profiler.h"
//! constructor
Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id):
scene::ISceneNode(parent, mgr, id),
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;
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();
}
}
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()
{
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 = 0.41;
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();
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[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);
}
driver->setMaterial(m_materials[1]);
// Draw sun
if(wicked_time_of_day > 0.15 && wicked_time_of_day < 0.85)
{
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);
}
// Draw moon
if(wicked_time_of_day < 0.3 || wicked_time_of_day > 0.7)
{
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);
}
// Stars
do{
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;
video::SColor starcolor(255, f*120,f*120,f*120);
if(starcolor.getBlue() < m_skycolor.getBlue())
break;
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 p = m_stars[i];
core::CMatrix4<f32> a;
float d = 0.005;
a.buildRotateFromTo(v3f(0,1,0), v3f(d,1,0));
v3f p1 = p;
a.rotateVect(p1);
a.buildRotateFromTo(v3f(0,1,0), v3f(d,1+d/2,d));
v3f p2 = p;
a.rotateVect(p2);
a.buildRotateFromTo(v3f(0,1,0), v3f(0,1,d));
v3f p3 = p;
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);
}while(0);
for(u32 j=0; j<2; j++)
{
vertices[0] = video::S3DVertex(-1,-1.0,-1, 0,0,1, m_skycolor, t, t);
vertices[1] = video::S3DVertex( 1,-1.0,-1, 0,0,1, m_skycolor, o, t);
vertices[2] = video::S3DVertex( 1,-0.02,-1, 0,0,1, m_skycolor, o, o);
vertices[3] = video::S3DVertex(-1,-0.02,-1, 0,0,1, m_skycolor, t, o);
for(u32 i=0; i<4; i++){
//if(wicked_time_of_day < 0.5)
if(j==0)
// 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);
}
}
}
void Sky::update(float time_of_day, float time_brightness,
float direct_brightness, bool sunlight_seen)
{
// 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);
}
return;
}
m_time_of_day = time_of_day;
m_time_brightness = time_brightness;
m_sunlight_seen = sunlight_seen;
bool is_dawn = (time_brightness >= 0.20 && time_brightness < 0.50);
video::SColorf bgcolor_bright_normal_f(170./255,200./255,230./255, 1.0);
video::SColorf bgcolor_bright_indoor_f(100./255,100./255,100./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 skycolor_bright_normal_f =
video::SColor(255, 140, 186, 250);
video::SColorf skycolor_bright_dawn_f =
video::SColor(255, 180, 186, 250);
video::SColorf cloudcolor_bright_normal_f =
video::SColor(255, 240,240,255);
//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);
if(sunlight_seen){
//m_brightness = m_brightness * 0.95 + direct_brightness * 0.05;
m_brightness = m_brightness * 0.95 + time_brightness * 0.05;
}
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 = 0.98;
if(sunlight_seen){
if(is_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 {
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_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated(
cloudcolor_bright_normal_f, color_change_fraction);
m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
bgcolor_bright_indoor_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);
float cloud_direct_brightness = 0;
if(sunlight_seen){
cloud_direct_brightness = time_brightness;
if(time_brightness >= 0.2 && time_brightness < 0.7)
cloud_direct_brightness *= 1.3;
} else {
cloud_direct_brightness = direct_brightness;
}
m_cloud_brightness = m_cloud_brightness * 0.95 +
cloud_direct_brightness * (1.0 - 0.95);
m_cloudcolor_f = video::SColorf(
m_cloudcolor_bright_f.getRed() * m_cloud_brightness,
m_cloudcolor_bright_f.getGreen() * m_cloud_brightness,
m_cloudcolor_bright_f.getBlue() * m_cloud_brightness,
1.0);
}

84
src/sky.h Normal file

@ -0,0 +1,84 @@
/*
Minetest-c55
Copyright (C) 2012 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 General Public License as published by
the Free Software Foundation; either version 2 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 General Public License for more details.
You should have received a copy of the GNU 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 "common_irrlicht.h"
#include <ISceneNode.h>
#ifndef SKY_HEADER
#define SKY_HEADER
#define SKY_MATERIAL_COUNT 3
#define SKY_STAR_COUNT 200
// Skybox, rendered with zbuffer turned off, before all other nodes.
class Sky : public scene::ISceneNode
{
public:
//! constructor
Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id);
virtual void OnRegisterSceneNode();
//! renders the node.
virtual void render();
virtual const core::aabbox3d<f32>& getBoundingBox() const;
// Used by Irrlicht for optimizing rendering
virtual video::SMaterial& getMaterial(u32 i)
{ return m_materials[i]; }
// Used by Irrlicht for optimizing rendering
virtual u32 getMaterialCount() const
{ return SKY_MATERIAL_COUNT; }
void update(float m_time_of_day, float time_brightness,
float direct_brightness, bool sunlight_seen);
float getBrightness(){ return m_brightness; }
video::SColor getBgColor(){ return m_bgcolor; }
video::SColor getSkyColor(){ return m_skycolor; }
bool getCloudsVisible(){ return m_clouds_visible; }
video::SColorf getCloudColor(){ return m_cloudcolor_f; }
private:
core::aabbox3d<f32> Box;
video::SMaterial m_materials[SKY_MATERIAL_COUNT];
bool m_first_update;
float m_time_of_day;
float m_time_brightness;
bool m_sunlight_seen;
float m_brightness;
float m_cloud_brightness;
bool m_clouds_visible;
video::SColorf m_bgcolor_bright_f;
video::SColorf m_skycolor_bright_f;
video::SColorf m_cloudcolor_bright_f;
video::SColor m_bgcolor;
video::SColor m_skycolor;
video::SColorf m_cloudcolor_f;
v3f m_stars[SKY_STAR_COUNT];
u16 m_star_indices[SKY_STAR_COUNT*4];
video::S3DVertex m_star_vertices[SKY_STAR_COUNT*4];
};
#endif

@ -1751,21 +1751,6 @@ std::string deSerializeJsonString(std::istream &is);
//
inline u32 time_to_daynight_ratio(u32 time_of_day)
{
s32 t = time_of_day%24000;
if(t < 4500 || t >= 19500)
return 150;
else if(t < 5000 || t >= 19000)
return 350;
else if(t < 5500 || t >= 18500)
return 500;
else if(t < 6000 || t >= 18000)
return 750;
else
return 1000;
}
// Random helper. Usually d=BS
inline core::aabbox3d<f32> getNodeBox(v3s16 p, float d)
{