/* Minetest Copyright (C) 2010-2013 celeron55, Perttu Ahola Copyright (C) 2020 numzero, Lobachevskiy Vitaliy 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 #include "sky.h" #include #include #include #include #include #include "client/tile.h" #include "noise.h" // easeCurve #include "profiler.h" #include "util/numeric.h" #include "client/renderingengine.h" #include "settings.h" #include "camera.h" // CameraModes using namespace irr::core; static video::SMaterial baseMaterial() { video::SMaterial mat; mat.Lighting = false; mat.ZBuffer = video::ECFN_DISABLED; mat.ZWriteEnable = video::EZW_OFF; 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; } static inline void disableTextureFiltering(video::SMaterial &mat) { mat.forEachTexture([] (video::SMaterialLayer &tex) { tex.BilinearFilter = false; tex.TrilinearFilter = false; tex.AnisotropicFilter = 0; }); } Sky::Sky(s32 id, RenderingEngine *rendering_engine, ITextureSource *tsrc, IShaderSource *ssrc) : scene::ISceneNode(rendering_engine->get_scene_manager()->getRootSceneNode(), rendering_engine->get_scene_manager(), id) { m_seed = (u64)myrand() << 32 | myrand(); 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"); m_sky_params = SkyboxDefaults::getSkyDefaults(); m_sun_params = SkyboxDefaults::getSunDefaults(); m_moon_params = SkyboxDefaults::getMoonDefaults(); m_star_params = SkyboxDefaults::getStarDefaults(); // 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_ALPHA_CHANNEL; m_materials[2] = baseMaterial(); m_materials[2].setTexture(0, tsrc->getTextureForMesh("sunrisebg.png")); m_materials[2].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; setSunTexture(m_sun_params.texture, m_sun_params.tonemap, tsrc); setMoonTexture(m_moon_params.texture, m_moon_params.tonemap, tsrc); 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"); m_sky_params.body_orbit_tilt = g_settings->getFloat("shadow_sky_body_orbit_tilt", -60., 60.); m_sky_params.fog_start = rangelim(g_settings->getFloat("fog_start"), 0.0f, 0.99f); setStarCount(1000); } 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) { 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); video::SColorf mooncolor_f(0.50, 0.57, 0.65, 1); video::SColorf mooncolor2_f(0.85, 0.875, 0.9, 1); float wicked_time_of_day = getWickedTimeOfDay(m_time_of_day); 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_="<isKnownSourceImage(sun_texture) ? tsrc->getTexture(sun_texture) : nullptr; } else if (!sun_texture.empty()) { m_sun_texture = tsrc->getTextureForMesh(sun_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; disableTextureFiltering(m_materials[3]); m_materials[3].Lighting = !!m_sun_tonemap; } } void Sky::setSunriseTexture(const 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(const std::string &moon_texture, const 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(moon_tonemap) ? tsrc->getTexture(moon_tonemap) : nullptr; m_materials[4].Lighting = !!m_moon_tonemap; if (m_moon_params.texture == moon_texture && !m_first_update) return; m_moon_params.texture = moon_texture; m_moon_texture = nullptr; if (moon_texture == "moon.png") { // Dumb compatibility fix: moon.png transparently falls back to no texture m_moon_texture = tsrc->isKnownSourceImage(moon_texture) ? tsrc->getTexture(moon_texture) : nullptr; } else if (!moon_texture.empty()) { m_moon_texture = tsrc->getTextureForMesh(moon_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; disableTextureFiltering(m_materials[4]); m_materials[4].Lighting = !!m_moon_tonemap; } } void Sky::setStarCount(u16 star_count) { // Allow force updating star count at game init. if (m_star_params.count != star_count || m_first_update) { m_star_params.count = star_count; 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 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, const 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(const 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; } float getWickedTimeOfDay(float time_of_day) { float nightlength = 0.415f; float wn = nightlength / 2; float wicked_time_of_day = 0; if (time_of_day > wn && time_of_day < 1.0f - wn) wicked_time_of_day = (time_of_day - wn) / (1.0f - wn * 2) * 0.5f + 0.25f; else if (time_of_day < 0.5f) wicked_time_of_day = time_of_day / wn * 0.25f; else wicked_time_of_day = 1.0f - ((1.0f - time_of_day) / wn * 0.25f); return wicked_time_of_day; }