minetest/src/client/sky.h

236 lines
8.4 KiB
C++

/*
Minetest
Copyright (C) 2013 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 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.
*/
#pragma once
#include "irrlichttypes_extrabloated.h"
#include <ISceneNode.h>
#include <array>
#include "camera.h"
#include "irr_ptr.h"
#include "shader.h"
#include "skyparams.h"
#define SKY_MATERIAL_COUNT 12
class ITextureSource;
// Skybox, rendered with zbuffer turned off, before all other nodes.
class Sky : public scene::ISceneNode
{
public:
//! constructor
Sky(s32 id, RenderingEngine *rendering_engine, ITextureSource *tsrc, IShaderSource *ssrc);
virtual void OnRegisterSceneNode();
//! renders the node.
virtual void render();
virtual const aabb3f &getBoundingBox() const { return m_box; }
// Used by Irrlicht for optimizing rendering
virtual video::SMaterial &getMaterial(u32 i) { return m_materials[i]; }
virtual u32 getMaterialCount() const { return SKY_MATERIAL_COUNT; }
void update(float m_time_of_day, float time_brightness, float direct_brightness,
bool sunlight_seen, CameraMode cam_mode, float yaw, float pitch);
float getBrightness() { return m_brightness; }
video::SColor getBgColor() const
{
return m_visible ? m_bgcolor : m_fallback_bg_color;
}
video::SColor getSkyColor() const
{
return m_visible ? m_skycolor : m_fallback_bg_color;
}
void setSunVisible(bool sun_visible) { m_sun_params.visible = sun_visible; }
bool getSunVisible() const { return m_sun_params.visible; }
void setSunTexture(const std::string &sun_texture,
const std::string &sun_tonemap, ITextureSource *tsrc);
void setSunScale(f32 sun_scale) { m_sun_params.scale = sun_scale; }
void setSunriseVisible(bool glow_visible) { m_sun_params.sunrise_visible = glow_visible; }
void setSunriseTexture(const std::string &sunglow_texture, ITextureSource* tsrc);
v3f getSunDirection();
void setMoonVisible(bool moon_visible) { m_moon_params.visible = moon_visible; }
bool getMoonVisible() const { return m_moon_params.visible; }
void setMoonTexture(const std::string &moon_texture,
const std::string &moon_tonemap, ITextureSource *tsrc);
void setMoonScale(f32 moon_scale) { m_moon_params.scale = moon_scale; }
v3f getMoonDirection();
void setStarsVisible(bool stars_visible) { m_star_params.visible = stars_visible; }
void setStarCount(u16 star_count);
void setStarColor(video::SColor star_color) { m_star_params.starcolor = star_color; }
void setStarScale(f32 star_scale) { m_star_params.scale = star_scale; updateStars(); }
void setStarDayOpacity(f32 day_opacity) { m_star_params.day_opacity = day_opacity; }
bool getCloudsVisible() const { return m_clouds_visible && m_clouds_enabled; }
const video::SColorf &getCloudColor() const { return m_cloudcolor_f; }
void setVisible(bool visible) { m_visible = visible; }
// Set only from set_sky API
void setCloudsEnabled(bool clouds_enabled) { m_clouds_enabled = clouds_enabled; }
void setFallbackBgColor(video::SColor fallback_bg_color)
{
m_fallback_bg_color = fallback_bg_color;
}
void setBodyOrbitTilt(float body_orbit_tilt)
{
if (body_orbit_tilt != SkyboxParams::INVALID_SKYBOX_TILT)
m_sky_params.body_orbit_tilt = rangelim(body_orbit_tilt, -90.f, 90.f);
}
void overrideColors(video::SColor bgcolor, video::SColor skycolor)
{
m_bgcolor = bgcolor;
m_skycolor = skycolor;
}
void setSkyColors(const SkyColor &sky_color);
void setHorizonTint(video::SColor sun_tint, video::SColor moon_tint,
const std::string &use_sun_tint);
void setInClouds(bool clouds) { m_in_clouds = clouds; }
void clearSkyboxTextures() { m_sky_params.textures.clear(); }
void addTextureToSkybox(const std::string &texture, int material_id,
ITextureSource *tsrc);
const video::SColorf &getCurrentStarColor() const { return m_star_color; }
// Note: the Sky class doesn't use these values. It just stores them.
void setFogDistance(s16 fog_distance) { m_sky_params.fog_distance = fog_distance; }
s16 getFogDistance() const { return m_sky_params.fog_distance; }
void setFogStart(float fog_start) { m_sky_params.fog_start = fog_start; }
float getFogStart() const { return m_sky_params.fog_start; }
void setFogColor(video::SColor v) { m_sky_params.fog_color = v; }
video::SColor getFogColor() const {
if (m_sky_params.fog_color.getAlpha() > 0)
return m_sky_params.fog_color;
return getBgColor();
}
private:
aabb3f m_box;
video::SMaterial m_materials[SKY_MATERIAL_COUNT];
// How much sun & moon transition should affect horizon color
float m_horizon_blend()
{
if (!m_sunlight_seen)
return 0;
float x = m_time_of_day >= 0.5 ? (1 - m_time_of_day) * 2
: m_time_of_day * 2;
if (x <= 0.3)
return 0;
if (x <= 0.4) // when the sun and moon are aligned
return (x - 0.3) * 10;
if (x <= 0.5)
return (0.5 - x) * 10;
return 0;
}
// Mix two colors by a given amount
static video::SColor m_mix_scolor(video::SColor col1, video::SColor col2, f32 factor)
{
video::SColor result = video::SColor(
col1.getAlpha() * (1 - factor) + col2.getAlpha() * factor,
col1.getRed() * (1 - factor) + col2.getRed() * factor,
col1.getGreen() * (1 - factor) + col2.getGreen() * factor,
col1.getBlue() * (1 - factor) + col2.getBlue() * factor);
return result;
}
static video::SColorf m_mix_scolorf(video::SColorf col1, video::SColorf col2, f32 factor)
{
video::SColorf result =
video::SColorf(col1.r * (1 - factor) + col2.r * factor,
col1.g * (1 - factor) + col2.g * factor,
col1.b * (1 - factor) + col2.b * factor,
col1.a * (1 - factor) + col2.a * factor);
return result;
}
bool m_visible = true;
// Used when m_visible=false
video::SColor m_fallback_bg_color = video::SColor(255, 255, 255, 255);
bool m_first_update = true; // Set before the sky is updated for the first time
float m_time_of_day;
float m_time_brightness;
bool m_sunlight_seen;
float m_brightness = 0.5f;
float m_cloud_brightness = 0.5f;
bool m_clouds_visible; // Whether clouds are disabled due to player underground
bool m_clouds_enabled = true; // Initialised to true, reset only by set_sky API
bool m_directional_colored_fog;
bool m_in_clouds = true; // Prevent duplicating bools to remember old values
bool m_enable_shaders = false;
video::SColorf m_bgcolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
video::SColorf m_skycolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
video::SColorf m_cloudcolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
video::SColor m_bgcolor;
video::SColor m_skycolor;
video::SColorf m_cloudcolor_f;
// pure white: becomes "diffuse light component" for clouds
video::SColorf m_cloudcolor_day_f = video::SColorf(1, 1, 1, 1);
// dawn-factoring version of pure white (note: R is above 1.0)
video::SColorf m_cloudcolor_dawn_f = video::SColorf(
255.0f/240.0f,
223.0f/240.0f,
191.0f/255.0f
);
SkyboxParams m_sky_params;
SunParams m_sun_params;
MoonParams m_moon_params;
StarParams m_star_params;
bool m_default_tint = true;
u64 m_seed = 0;
irr_ptr<scene::SMeshBuffer> m_stars;
video::SColorf m_star_color;
video::ITexture *m_sun_texture;
video::ITexture *m_moon_texture;
video::ITexture *m_sun_tonemap;
video::ITexture *m_moon_tonemap;
void updateStars();
void draw_sun(video::IVideoDriver *driver, const video::SColor &suncolor,
const video::SColor &suncolor2, float wicked_time_of_day);
void draw_moon(video::IVideoDriver *driver, const video::SColor &mooncolor,
const video::SColor &mooncolor2, float wicked_time_of_day);
void draw_sky_body(std::array<video::S3DVertex, 4> &vertices,
float pos_1, float pos_2, const video::SColor &c);
void draw_stars(video::IVideoDriver *driver, float wicked_time_of_day);
void place_sky_body(std::array<video::S3DVertex, 4> &vertices,
float horizon_position, float day_position);
};
// calculates value for sky body positions for the given observed time of day
// this is used to draw both Sun/Moon and shadows
float getWickedTimeOfDay(float time_of_day);