forked from Mirrorlandia_minetest/minetest
307e380f30
Instead of using SMaterial::setFlag, you now set them directly on SMaterial or SMaterialLayer.
916 lines
32 KiB
C++
916 lines
32 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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Copyright (C) 2020 numzero, Lobachevskiy Vitaliy <numzer0@yandex.ru>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include <cmath>
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#include "sky.h"
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#include <ITexture.h>
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#include <IVideoDriver.h>
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#include <ISceneManager.h>
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#include <ICameraSceneNode.h>
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#include <S3DVertex.h>
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#include "client/tile.h"
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#include "noise.h" // easeCurve
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#include "profiler.h"
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#include "util/numeric.h"
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#include "client/renderingengine.h"
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#include "settings.h"
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#include "camera.h" // CameraModes
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using namespace irr::core;
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static video::SMaterial baseMaterial()
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{
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video::SMaterial mat;
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mat.Lighting = false;
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mat.ZBuffer = video::ECFN_DISABLED;
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mat.ZWriteEnable = video::EZW_OFF;
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mat.AntiAliasing = 0;
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mat.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
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mat.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
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mat.BackfaceCulling = false;
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return mat;
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}
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static inline void disableTextureFiltering(video::SMaterial &mat)
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{
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mat.forEachTexture([] (video::SMaterialLayer &tex) {
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tex.BilinearFilter = false;
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tex.TrilinearFilter = false;
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tex.AnisotropicFilter = 0;
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});
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}
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Sky::Sky(s32 id, RenderingEngine *rendering_engine, ITextureSource *tsrc, IShaderSource *ssrc) :
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scene::ISceneNode(rendering_engine->get_scene_manager()->getRootSceneNode(),
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rendering_engine->get_scene_manager(), id)
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{
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m_seed = (u64)myrand() << 32 | myrand();
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setAutomaticCulling(scene::EAC_OFF);
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m_box.MaxEdge.set(0, 0, 0);
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m_box.MinEdge.set(0, 0, 0);
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m_enable_shaders = g_settings->getBool("enable_shaders");
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m_sky_params = SkyboxDefaults::getSkyDefaults();
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m_sun_params = SkyboxDefaults::getSunDefaults();
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m_moon_params = SkyboxDefaults::getMoonDefaults();
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m_star_params = SkyboxDefaults::getStarDefaults();
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// Create materials
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m_materials[0] = baseMaterial();
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m_materials[0].MaterialType = ssrc->getShaderInfo(ssrc->getShader("stars_shader", TILE_MATERIAL_ALPHA)).material;
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m_materials[0].Lighting = true;
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m_materials[0].ColorMaterial = video::ECM_NONE;
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m_materials[1] = baseMaterial();
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m_materials[1].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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m_materials[2] = baseMaterial();
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m_materials[2].setTexture(0, tsrc->getTextureForMesh("sunrisebg.png"));
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m_materials[2].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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setSunTexture(m_sun_params.texture, m_sun_params.tonemap, tsrc);
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setMoonTexture(m_moon_params.texture, m_moon_params.tonemap, tsrc);
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for (int i = 5; i < 11; i++) {
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m_materials[i] = baseMaterial();
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m_materials[i].Lighting = true;
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m_materials[i].MaterialType = video::EMT_SOLID;
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}
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m_directional_colored_fog = g_settings->getBool("directional_colored_fog");
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m_sky_params.body_orbit_tilt = g_settings->getFloat("shadow_sky_body_orbit_tilt", -60., 60.);
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m_sky_params.fog_start = rangelim(g_settings->getFloat("fog_start"), 0.0f, 0.99f);
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setStarCount(1000);
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}
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void Sky::OnRegisterSceneNode()
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{
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if (IsVisible)
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SceneManager->registerNodeForRendering(this, scene::ESNRP_SKY_BOX);
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scene::ISceneNode::OnRegisterSceneNode();
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}
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void Sky::render()
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{
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video::IVideoDriver *driver = SceneManager->getVideoDriver();
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scene::ICameraSceneNode *camera = SceneManager->getActiveCamera();
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if (!camera || !driver)
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return;
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ScopeProfiler sp(g_profiler, "Sky::render()", SPT_AVG);
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// Draw perspective skybox
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core::matrix4 translate(AbsoluteTransformation);
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translate.setTranslation(camera->getAbsolutePosition());
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// Draw the sky box between the near and far clip plane
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const f32 viewDistance = (camera->getNearValue() + camera->getFarValue()) * 0.5f;
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core::matrix4 scale;
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scale.setScale(core::vector3df(viewDistance, viewDistance, viewDistance));
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driver->setTransform(video::ETS_WORLD, translate * scale);
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if (m_sunlight_seen) {
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video::SColorf suncolor_f(1, 1, 0, 1);
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//suncolor_f.r = 1;
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//suncolor_f.g = MYMAX(0.3, MYMIN(1.0, 0.7 + m_time_brightness * 0.5));
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//suncolor_f.b = MYMAX(0.0, m_brightness * 0.95);
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video::SColorf suncolor2_f(1, 1, 1, 1);
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// The values below were probably meant to be suncolor2_f instead of a
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// reassignment of suncolor_f. However, the resulting colour was chosen
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// and is our long-running classic colour. So preserve, but comment-out
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// the unnecessary first assignments above.
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suncolor_f.r = 1;
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suncolor_f.g = MYMAX(0.3, MYMIN(1.0, 0.85 + m_time_brightness * 0.5));
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suncolor_f.b = MYMAX(0.0, m_brightness);
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video::SColorf mooncolor_f(0.50, 0.57, 0.65, 1);
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video::SColorf mooncolor2_f(0.85, 0.875, 0.9, 1);
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float wicked_time_of_day = getWickedTimeOfDay(m_time_of_day);
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video::SColor suncolor = suncolor_f.toSColor();
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video::SColor suncolor2 = suncolor2_f.toSColor();
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video::SColor mooncolor = mooncolor_f.toSColor();
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video::SColor mooncolor2 = mooncolor2_f.toSColor();
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// Calculate offset normalized to the X dimension of a 512x1 px tonemap
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float offset = (1.0 - fabs(sin((m_time_of_day - 0.5) * irr::core::PI))) * 511;
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if (m_sun_tonemap) {
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u8 * texels = (u8 *)m_sun_tonemap->lock();
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video::SColor* texel = (video::SColor *)(texels + (u32)offset * 4);
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video::SColor texel_color (255, texel->getRed(),
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texel->getGreen(), texel->getBlue());
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m_sun_tonemap->unlock();
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m_materials[3].EmissiveColor = texel_color;
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}
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if (m_moon_tonemap) {
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u8 * texels = (u8 *)m_moon_tonemap->lock();
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video::SColor* texel = (video::SColor *)(texels + (u32)offset * 4);
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video::SColor texel_color (255, texel->getRed(),
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texel->getGreen(), texel->getBlue());
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m_moon_tonemap->unlock();
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m_materials[4].EmissiveColor = texel_color;
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}
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const f32 t = 1.0f;
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const f32 o = 0.0f;
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static const u16 indices[6] = {0, 1, 2, 0, 2, 3};
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video::S3DVertex vertices[4];
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driver->setMaterial(m_materials[1]);
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video::SColor cloudyfogcolor = m_bgcolor;
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// Abort rendering if we're in the clouds.
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// Stops rendering a pure white hole in the bottom of the skybox.
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if (m_in_clouds)
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return;
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// Draw the six sided skybox,
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if (m_sky_params.textures.size() == 6) {
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for (u32 j = 5; j < 11; j++) {
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video::SColor c(255, 255, 255, 255);
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driver->setMaterial(m_materials[j]);
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// Use 1.05 rather than 1.0 to avoid colliding with the
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// sun, moon and stars, as this is a background skybox.
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vertices[0] = video::S3DVertex(-1.05, -1.05, -1.05, 0, 0, 1, c, t, t);
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vertices[1] = video::S3DVertex( 1.05, -1.05, -1.05, 0, 0, 1, c, o, t);
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vertices[2] = video::S3DVertex( 1.05, 1.05, -1.05, 0, 0, 1, c, o, o);
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vertices[3] = video::S3DVertex(-1.05, 1.05, -1.05, 0, 0, 1, c, t, o);
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for (video::S3DVertex &vertex : vertices) {
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if (j == 5) { // Top texture
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vertex.Pos.rotateYZBy(90);
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vertex.Pos.rotateXZBy(90);
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} else if (j == 6) { // Bottom texture
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vertex.Pos.rotateYZBy(-90);
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vertex.Pos.rotateXZBy(90);
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} else if (j == 7) { // Left texture
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vertex.Pos.rotateXZBy(90);
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} else if (j == 8) { // Right texture
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vertex.Pos.rotateXZBy(-90);
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} else if (j == 9) { // Front texture, do nothing
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// Irrlicht doesn't like it when vertexes are left
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// alone and not rotated for some reason.
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vertex.Pos.rotateXZBy(0);
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} else {// Back texture
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vertex.Pos.rotateXZBy(180);
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}
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}
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driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
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}
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}
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// Draw far cloudy fog thing blended with skycolor
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if (m_visible) {
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driver->setMaterial(m_materials[1]);
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for (u32 j = 0; j < 4; j++) {
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vertices[0] = video::S3DVertex(-1, -0.02, -1, 0, 0, 1, m_bgcolor, t, t);
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vertices[1] = video::S3DVertex( 1, -0.02, -1, 0, 0, 1, m_bgcolor, o, t);
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vertices[2] = video::S3DVertex( 1, 0.45, -1, 0, 0, 1, m_skycolor, o, o);
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vertices[3] = video::S3DVertex(-1, 0.45, -1, 0, 0, 1, m_skycolor, t, o);
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for (video::S3DVertex &vertex : vertices) {
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if (j == 0)
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// Don't switch
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{}
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else if (j == 1)
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// Switch from -Z (south) to +X (east)
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vertex.Pos.rotateXZBy(90);
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else if (j == 2)
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// Switch from -Z (south) to -X (west)
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vertex.Pos.rotateXZBy(-90);
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else
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// Switch from -Z (south) to +Z (north)
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vertex.Pos.rotateXZBy(-180);
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}
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driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
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}
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}
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// Draw stars before sun and moon to be behind them
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if (m_star_params.visible)
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draw_stars(driver, wicked_time_of_day);
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// Draw sunrise/sunset horizon glow texture
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// (textures/base/pack/sunrisebg.png)
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if (m_sun_params.sunrise_visible) {
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driver->setMaterial(m_materials[2]);
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float mid1 = 0.25;
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float mid = wicked_time_of_day < 0.5 ? mid1 : (1.0 - mid1);
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float a_ = 1.0f - std::fabs(wicked_time_of_day - mid) * 35.0f;
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float a = easeCurve(MYMAX(0, MYMIN(1, a_)));
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//std::cerr<<"a_="<<a_<<" a="<<a<<std::endl;
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video::SColor c(255, 255, 255, 255);
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float y = -(1.0 - a) * 0.22;
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vertices[0] = video::S3DVertex(-1, -0.05 + y, -1, 0, 0, 1, c, t, t);
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vertices[1] = video::S3DVertex( 1, -0.05 + y, -1, 0, 0, 1, c, o, t);
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vertices[2] = video::S3DVertex( 1, 0.2 + y, -1, 0, 0, 1, c, o, o);
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vertices[3] = video::S3DVertex(-1, 0.2 + y, -1, 0, 0, 1, c, t, o);
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for (video::S3DVertex &vertex : vertices) {
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if (wicked_time_of_day < 0.5)
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// Switch from -Z (south) to +X (east)
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vertex.Pos.rotateXZBy(90);
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else
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// Switch from -Z (south) to -X (west)
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vertex.Pos.rotateXZBy(-90);
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}
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driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
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}
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// Draw sun
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if (m_sun_params.visible)
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draw_sun(driver, suncolor, suncolor2, wicked_time_of_day);
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// Draw moon
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if (m_moon_params.visible)
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draw_moon(driver, mooncolor, mooncolor2, wicked_time_of_day);
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// Draw far cloudy fog thing below all horizons in front of sun, moon
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// and stars.
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if (m_visible) {
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driver->setMaterial(m_materials[1]);
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for (u32 j = 0; j < 4; j++) {
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video::SColor c = cloudyfogcolor;
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vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 0, 1, c, t, t);
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vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 0, 1, c, o, t);
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vertices[2] = video::S3DVertex( 1, -0.02, -1, 0, 0, 1, c, o, o);
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vertices[3] = video::S3DVertex(-1, -0.02, -1, 0, 0, 1, c, t, o);
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for (video::S3DVertex &vertex : vertices) {
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if (j == 0)
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// Don't switch
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{}
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else if (j == 1)
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// Switch from -Z (south) to +X (east)
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vertex.Pos.rotateXZBy(90);
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else if (j == 2)
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// Switch from -Z (south) to -X (west)
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vertex.Pos.rotateXZBy(-90);
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else
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// Switch from -Z (south) to +Z (north)
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vertex.Pos.rotateXZBy(-180);
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}
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driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
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}
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// Draw bottom far cloudy fog thing in front of sun, moon and stars
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video::SColor c = cloudyfogcolor;
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vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 1, 0, c, t, t);
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vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 1, 0, c, o, t);
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vertices[2] = video::S3DVertex( 1, -1.0, 1, 0, 1, 0, c, o, o);
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vertices[3] = video::S3DVertex(-1, -1.0, 1, 0, 1, 0, c, t, o);
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driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
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}
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}
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}
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void Sky::update(float time_of_day, float time_brightness,
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float direct_brightness, bool sunlight_seen,
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CameraMode cam_mode, float yaw, float pitch)
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{
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// Stabilize initial brightness and color values by flooding updates
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if (m_first_update) {
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/*dstream<<"First update with time_of_day="<<time_of_day
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<<" time_brightness="<<time_brightness
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<<" direct_brightness="<<direct_brightness
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<<" sunlight_seen="<<sunlight_seen<<std::endl;*/
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m_first_update = false;
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for (u32 i = 0; i < 100; i++) {
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update(time_of_day, time_brightness, direct_brightness,
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sunlight_seen, cam_mode, yaw, pitch);
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}
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return;
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}
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m_time_of_day = time_of_day;
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m_time_brightness = time_brightness;
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m_sunlight_seen = sunlight_seen;
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m_in_clouds = false;
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bool is_dawn = (time_brightness >= 0.20 && time_brightness < 0.35);
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video::SColorf bgcolor_bright_normal_f = m_sky_params.sky_color.day_horizon;
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video::SColorf bgcolor_bright_indoor_f = m_sky_params.sky_color.indoors;
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video::SColorf bgcolor_bright_dawn_f = m_sky_params.sky_color.dawn_horizon;
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video::SColorf bgcolor_bright_night_f = m_sky_params.sky_color.night_horizon;
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video::SColorf skycolor_bright_normal_f = m_sky_params.sky_color.day_sky;
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video::SColorf skycolor_bright_dawn_f = m_sky_params.sky_color.dawn_sky;
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video::SColorf skycolor_bright_night_f = m_sky_params.sky_color.night_sky;
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video::SColorf cloudcolor_bright_normal_f = m_cloudcolor_day_f;
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video::SColorf cloudcolor_bright_dawn_f = m_cloudcolor_dawn_f;
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float cloud_color_change_fraction = 0.95;
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if (sunlight_seen) {
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if (std::fabs(time_brightness - m_brightness) < 0.2f) {
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m_brightness = m_brightness * 0.95 + time_brightness * 0.05;
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} else {
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m_brightness = m_brightness * 0.80 + time_brightness * 0.20;
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cloud_color_change_fraction = 0.0;
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}
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} else {
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if (direct_brightness < m_brightness)
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m_brightness = m_brightness * 0.95 + direct_brightness * 0.05;
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else
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m_brightness = m_brightness * 0.98 + direct_brightness * 0.02;
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}
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m_clouds_visible = true;
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float color_change_fraction = 0.98f;
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if (sunlight_seen) {
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if (is_dawn) { // Dawn
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m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
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bgcolor_bright_dawn_f, color_change_fraction);
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m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
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skycolor_bright_dawn_f, color_change_fraction);
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m_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated(
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cloudcolor_bright_dawn_f, color_change_fraction);
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} else {
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if (time_brightness < 0.13f) { // Night
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m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
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bgcolor_bright_night_f, color_change_fraction);
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m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
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skycolor_bright_night_f, color_change_fraction);
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} else { // Day
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m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
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bgcolor_bright_normal_f, color_change_fraction);
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m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
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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 behavior.
|
||
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);
|
||
}
|
||
}
|
||
|
||
static v3f getSkyBodyPosition(float horizon_position, float day_position, float orbit_tilt)
|
||
{
|
||
v3f result = v3f(0, 0, -1);
|
||
result.rotateXZBy(horizon_position);
|
||
result.rotateXYBy(day_position);
|
||
result.rotateYZBy(orbit_tilt);
|
||
return result;
|
||
}
|
||
|
||
v3f Sky::getSunDirection()
|
||
{
|
||
return getSkyBodyPosition(90, getWickedTimeOfDay(m_time_of_day) * 360 - 90, m_sky_params.body_orbit_tilt);
|
||
}
|
||
|
||
v3f Sky::getMoonDirection()
|
||
{
|
||
return getSkyBodyPosition(270, getWickedTimeOfDay(m_time_of_day) * 360 - 90, m_sky_params.body_orbit_tilt);
|
||
}
|
||
|
||
void Sky::draw_sun(video::IVideoDriver *driver, 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
|
||
* 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
|
||
*/
|
||
{
|
||
// A magic number that contributes to the ratio 1.57 sun/moon size difference.
|
||
constexpr float sunsize = 0.07;
|
||
|
||
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]);
|
||
// Another magic number that contributes to the ratio 1.57 sun/moon size
|
||
// difference.
|
||
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, 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
|
||
* 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
|
||
*/
|
||
{
|
||
// A magic number that contributes to the ratio 1.57 sun/moon size difference.
|
||
constexpr float moonsize = 0.04;
|
||
|
||
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]);
|
||
// Another magic number that contributes to the ratio 1.57 sun/moon size
|
||
// difference.
|
||
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 day_opacity = clamp(m_star_params.day_opacity, 0.0f, 1.0f);
|
||
float starbrightness = (0.25f - fabs(tod)) * 20.0f;
|
||
float alpha = clamp(starbrightness, day_opacity, 1.0f);
|
||
|
||
m_star_color = m_star_params.starcolor;
|
||
m_star_color.a *= alpha;
|
||
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
|
||
*/
|
||
{
|
||
v3f centrum = getSkyBodyPosition(horizon_position, day_position, m_sky_params.body_orbit_tilt);
|
||
v3f untilted_centrum = getSkyBodyPosition(horizon_position, day_position, 0.f);
|
||
for (video::S3DVertex &vertex : vertices) {
|
||
// Body is directed to -Z (south) by default
|
||
vertex.Pos.rotateXZBy(horizon_position);
|
||
vertex.Pos.rotateXYBy(day_position);
|
||
vertex.Pos += centrum - untilted_centrum;
|
||
}
|
||
}
|
||
|
||
void Sky::setSunTexture(const std::string &sun_texture,
|
||
const 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(sun_tonemap) ?
|
||
tsrc->getTexture(sun_tonemap) : nullptr;
|
||
m_materials[3].Lighting = !!m_sun_tonemap;
|
||
|
||
if (m_sun_params.texture == sun_texture && !m_first_update)
|
||
return;
|
||
m_sun_params.texture = sun_texture;
|
||
|
||
m_sun_texture = nullptr;
|
||
if (sun_texture == "sun.png") {
|
||
// Dumb compatibility fix: sun.png transparently falls back to no texture
|
||
m_sun_texture = tsrc->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<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,
|
||
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;
|
||
}
|