3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
21 #include "IVideoDriver.h"
22 #include "ISceneManager.h"
23 #include "ICameraSceneNode.h"
24 #include "S3DVertex.h"
25 #include "client/tile.h"
26 #include "noise.h" // easeCurve
28 #include "util/numeric.h"
30 #include "client/renderingengine.h"
32 #include "camera.h" // CameraModes
35 Sky::Sky(s32 id, ITextureSource *tsrc):
36 scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
37 RenderingEngine::get_scene_manager(), id)
39 setAutomaticCulling(scene::EAC_OFF);
40 m_box.MaxEdge.set(0, 0, 0);
41 m_box.MinEdge.set(0, 0, 0);
48 mat.ZBuffer = video::ECFN_DISABLED;
50 mat.ZBuffer = video::ECFN_NEVER;
52 mat.ZWriteEnable = false;
54 mat.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
55 mat.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
56 mat.BackfaceCulling = false;
61 //m_materials[1].MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
62 m_materials[1].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
65 m_materials[2].setTexture(0, tsrc->getTextureForMesh("sunrisebg.png"));
66 m_materials[2].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
67 //m_materials[2].MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
69 m_sun_texture = tsrc->isKnownSourceImage("sun.png") ?
70 tsrc->getTextureForMesh("sun.png") : NULL;
71 m_moon_texture = tsrc->isKnownSourceImage("moon.png") ?
72 tsrc->getTextureForMesh("moon.png") : NULL;
73 m_sun_tonemap = tsrc->isKnownSourceImage("sun_tonemap.png") ?
74 tsrc->getTexture("sun_tonemap.png") : NULL;
75 m_moon_tonemap = tsrc->isKnownSourceImage("moon_tonemap.png") ?
76 tsrc->getTexture("moon_tonemap.png") : NULL;
80 m_materials[3].setTexture(0, m_sun_texture);
81 m_materials[3].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
83 m_materials[3].Lighting = true;
88 m_materials[4].setTexture(0, m_moon_texture);
89 m_materials[4].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
91 m_materials[4].Lighting = true;
94 for (v3f &star : m_stars) {
96 myrand_range(-10000, 10000),
97 myrand_range(-10000, 10000),
98 myrand_range(-10000, 10000)
103 m_directional_colored_fog = g_settings->getBool("directional_colored_fog");
107 void Sky::OnRegisterSceneNode()
110 SceneManager->registerNodeForRendering(this, scene::ESNRP_SKY_BOX);
112 scene::ISceneNode::OnRegisterSceneNode();
121 video::IVideoDriver* driver = SceneManager->getVideoDriver();
122 scene::ICameraSceneNode* camera = SceneManager->getActiveCamera();
124 if (!camera || !driver)
127 ScopeProfiler sp(g_profiler, "Sky::render()", SPT_AVG);
129 // Draw perspective skybox
131 core::matrix4 translate(AbsoluteTransformation);
132 translate.setTranslation(camera->getAbsolutePosition());
134 // Draw the sky box between the near and far clip plane
135 const f32 viewDistance = (camera->getNearValue() + camera->getFarValue()) * 0.5f;
137 scale.setScale(core::vector3df(viewDistance, viewDistance, viewDistance));
139 driver->setTransform(video::ETS_WORLD, translate * scale);
141 if (m_sunlight_seen) {
142 float sunsize = 0.07;
143 video::SColorf suncolor_f(1, 1, 0, 1);
145 //suncolor_f.g = MYMAX(0.3, MYMIN(1.0, 0.7 + m_time_brightness * 0.5));
146 //suncolor_f.b = MYMAX(0.0, m_brightness * 0.95);
147 video::SColorf suncolor2_f(1, 1, 1, 1);
148 // The values below were probably meant to be suncolor2_f instead of a
149 // reassignment of suncolor_f. However, the resulting colour was chosen
150 // and is our long-running classic colour. So preserve, but comment-out
151 // the unnecessary first assignments above.
153 suncolor_f.g = MYMAX(0.3, MYMIN(1.0, 0.85 + m_time_brightness * 0.5));
154 suncolor_f.b = MYMAX(0.0, m_brightness);
156 float moonsize = 0.04;
157 video::SColorf mooncolor_f(0.50, 0.57, 0.65, 1);
158 video::SColorf mooncolor2_f(0.85, 0.875, 0.9, 1);
160 float nightlength = 0.415;
161 float wn = nightlength / 2;
162 float wicked_time_of_day = 0;
163 if (m_time_of_day > wn && m_time_of_day < 1.0 - wn)
164 wicked_time_of_day = (m_time_of_day - wn) / (1.0 - wn * 2) * 0.5 + 0.25;
165 else if (m_time_of_day < 0.5)
166 wicked_time_of_day = m_time_of_day / wn * 0.25;
168 wicked_time_of_day = 1.0 - ((1.0 - m_time_of_day) / wn * 0.25);
169 /*std::cerr<<"time_of_day="<<m_time_of_day<<" -> "
170 <<"wicked_time_of_day="<<wicked_time_of_day<<std::endl;*/
172 video::SColor suncolor = suncolor_f.toSColor();
173 video::SColor suncolor2 = suncolor2_f.toSColor();
174 video::SColor mooncolor = mooncolor_f.toSColor();
175 video::SColor mooncolor2 = mooncolor2_f.toSColor();
177 // Calculate offset normalized to the X dimension of a 512x1 px tonemap
178 float offset = (1.0 - fabs(sin((m_time_of_day - 0.5) * irr::core::PI))) * 511;
181 u8 * texels = (u8 *)m_sun_tonemap->lock();
182 video::SColor* texel = (video::SColor *)(texels + (u32)offset * 4);
183 video::SColor texel_color (255, texel->getRed(),
184 texel->getGreen(), texel->getBlue());
185 m_sun_tonemap->unlock();
186 m_materials[3].EmissiveColor = texel_color;
189 if (m_moon_tonemap) {
190 u8 * texels = (u8 *)m_moon_tonemap->lock();
191 video::SColor* texel = (video::SColor *)(texels + (u32)offset * 4);
192 video::SColor texel_color (255, texel->getRed(),
193 texel->getGreen(), texel->getBlue());
194 m_moon_tonemap->unlock();
195 m_materials[4].EmissiveColor = texel_color;
200 static const u16 indices[4] = {0, 1, 2, 3};
201 video::S3DVertex vertices[4];
203 driver->setMaterial(m_materials[1]);
205 video::SColor cloudyfogcolor = m_bgcolor;
207 // Draw far cloudy fog thing blended with skycolor
208 for (u32 j = 0; j < 4; j++) {
209 video::SColor c = cloudyfogcolor.getInterpolated(m_skycolor, 0.45);
210 vertices[0] = video::S3DVertex(-1, 0.08, -1, 0, 0, 1, c, t, t);
211 vertices[1] = video::S3DVertex( 1, 0.08, -1, 0, 0, 1, c, o, t);
212 vertices[2] = video::S3DVertex( 1, 0.12, -1, 0, 0, 1, c, o, o);
213 vertices[3] = video::S3DVertex(-1, 0.12, -1, 0, 0, 1, c, t, o);
214 for (video::S3DVertex &vertex : vertices) {
219 // Switch from -Z (south) to +X (east)
220 vertex.Pos.rotateXZBy(90);
222 // Switch from -Z (south) to -X (west)
223 vertex.Pos.rotateXZBy(-90);
225 // Switch from -Z (south) to +Z (north)
226 vertex.Pos.rotateXZBy(-180);
228 driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
231 // Draw far cloudy fog thing
232 for (u32 j = 0; j < 4; j++) {
233 video::SColor c = cloudyfogcolor;
234 vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 0, 1, c, t, t);
235 vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 0, 1, c, o, t);
236 vertices[2] = video::S3DVertex( 1, 0.08, -1, 0, 0, 1, c, o, o);
237 vertices[3] = video::S3DVertex(-1, 0.08, -1, 0, 0, 1, c, t, o);
238 for (video::S3DVertex &vertex : vertices) {
243 // Switch from -Z (south) to +X (east)
244 vertex.Pos.rotateXZBy(90);
246 // Switch from -Z (south) to -X (west)
247 vertex.Pos.rotateXZBy(-90);
249 // Switch from -Z (south) to +Z (north)
250 vertex.Pos.rotateXZBy(-180);
252 driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
255 // Draw bottom far cloudy fog thing
256 video::SColor c = cloudyfogcolor;
257 vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 1, 0, c, t, t);
258 vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 1, 0, c, o, t);
259 vertices[2] = video::S3DVertex( 1, -1.0, 1, 0, 1, 0, c, o, o);
260 vertices[3] = video::S3DVertex(-1, -1.0, 1, 0, 1, 0, c, t, o);
261 driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
263 // If sun, moon and stars are (temporarily) disabled, abort here
264 if (!m_bodies_visible)
267 driver->setMaterial(m_materials[2]);
269 // Draw sunrise/sunset horizon glow texture (textures/base/pack/sunrisebg.png)
272 float mid = wicked_time_of_day < 0.5 ? mid1 : (1.0 - mid1);
273 float a_ = 1.0f - std::fabs(wicked_time_of_day - mid) * 35.0f;
274 float a = easeCurve(MYMAX(0, MYMIN(1, a_)));
275 //std::cerr<<"a_="<<a_<<" a="<<a<<std::endl;
276 video::SColor c(255, 255, 255, 255);
277 float y = -(1.0 - a) * 0.22;
278 vertices[0] = video::S3DVertex(-1, -0.05 + y, -1, 0, 0, 1, c, t, t);
279 vertices[1] = video::S3DVertex( 1, -0.05 + y, -1, 0, 0, 1, c, o, t);
280 vertices[2] = video::S3DVertex( 1, 0.2 + y, -1, 0, 0, 1, c, o, o);
281 vertices[3] = video::S3DVertex(-1, 0.2 + y, -1, 0, 0, 1, c, t, o);
282 for (video::S3DVertex &vertex : vertices) {
283 if (wicked_time_of_day < 0.5)
284 // Switch from -Z (south) to +X (east)
285 vertex.Pos.rotateXZBy(90);
287 // Switch from -Z (south) to -X (west)
288 vertex.Pos.rotateXZBy(-90);
290 driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
294 if (wicked_time_of_day > 0.15 && wicked_time_of_day < 0.85) {
295 if (!m_sun_texture) {
296 driver->setMaterial(m_materials[1]);
297 float d = sunsize * 1.7;
298 video::SColor c = suncolor;
299 c.setAlpha(0.05 * 255);
300 vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
301 vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
302 vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o);
303 vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o);
304 for (video::S3DVertex &vertex : vertices) {
305 // Switch from -Z (south) to +X (east)
306 vertex.Pos.rotateXZBy(90);
307 vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
309 driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
313 c.setAlpha(0.15 * 255);
314 vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
315 vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
316 vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o);
317 vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o);
318 for (video::S3DVertex &vertex : vertices) {
319 // Switch from -Z (south) to +X (east)
320 vertex.Pos.rotateXZBy(90);
321 vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
323 driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
326 vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, suncolor, t, t);
327 vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, suncolor, o, t);
328 vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, suncolor, o, o);
329 vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, suncolor, t, o);
330 for (video::S3DVertex &vertex : vertices) {
331 // Switch from -Z (south) to +X (east)
332 vertex.Pos.rotateXZBy(90);
333 vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
335 driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
338 vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, suncolor2, t, t);
339 vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, suncolor2, o, t);
340 vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, suncolor2, o, o);
341 vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, suncolor2, t, o);
342 for (video::S3DVertex &vertex : vertices) {
343 // Switch from -Z (south) to +X (east)
344 vertex.Pos.rotateXZBy(90);
345 vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
347 driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
349 driver->setMaterial(m_materials[3]);
350 float d = sunsize * 1.7;
353 c = video::SColor (0, 0, 0, 0);
355 c = video::SColor (255, 255, 255, 255);
356 vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
357 vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
358 vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o);
359 vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o);
360 for (video::S3DVertex &vertex : vertices) {
361 // Switch from -Z (south) to +X (east)
362 vertex.Pos.rotateXZBy(90);
363 vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
365 driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
369 // Draw stars before moon to be behind the moon
371 driver->setMaterial(m_materials[1]);
372 // Tune values so that stars first appear just after the sun
373 // disappears over the horizon, and disappear just before the sun
374 // appears over the horizon.
375 // Also tune so that stars are at full brightness from time 20000 to
377 float starbrightness = MYMAX(0, MYMIN(1,
378 (0.25 - fabs(wicked_time_of_day < 0.5 ?
379 wicked_time_of_day : (1.0 - wicked_time_of_day))) * 20));
380 float f = starbrightness;
382 video::SColor starcolor(255, f * 90, f * 90, f * 90);
383 // Stars are only drawn when brighter than skycolor
384 if (starcolor.getBlue() < m_skycolor.getBlue())
387 u16 indices[SKY_STAR_COUNT * 3];
388 video::S3DVertex vertices[SKY_STAR_COUNT * 3];
389 for (u32 i = 0; i < SKY_STAR_COUNT; i++) {
390 indices[i * 3 + 0] = i * 3 + 0;
391 indices[i * 3 + 1] = i * 3 + 1;
392 indices[i * 3 + 2] = i * 3 + 2;
394 core::CMatrix4<f32> a;
395 a.buildRotateFromTo(v3f(0, 1, 0), r);
396 v3f p = v3f(-d, 1, -d);
397 v3f p1 = v3f(d, 1, 0);
398 v3f p2 = v3f(-d, 1, d);
402 p.rotateXYBy(wicked_time_of_day * 360 - 90);
403 p1.rotateXYBy(wicked_time_of_day * 360 - 90);
404 p2.rotateXYBy(wicked_time_of_day * 360 - 90);
405 vertices[i * 3 + 0].Pos = p;
406 vertices[i * 3 + 0].Color = starcolor;
407 vertices[i * 3 + 1].Pos = p1;
408 vertices[i * 3 + 1].Color = starcolor;
409 vertices[i * 3 + 2].Pos = p2;
410 vertices[i * 3 + 2].Color = starcolor;
412 driver->drawIndexedTriangleList(vertices, SKY_STAR_COUNT * 3,
413 indices, SKY_STAR_COUNT);
415 u16 indices[SKY_STAR_COUNT * 4];
416 video::S3DVertex vertices[SKY_STAR_COUNT * 4];
417 for (u32 i = 0; i < SKY_STAR_COUNT; i++) {
418 indices[i * 4 + 0] = i * 4 + 0;
419 indices[i * 4 + 1] = i * 4 + 1;
420 indices[i * 4 + 2] = i * 4 + 2;
421 indices[i * 4 + 3] = i * 4 + 3;
423 core::CMatrix4<f32> a;
424 a.buildRotateFromTo(v3f(0, 1, 0), r);
425 v3f p = v3f(-d, 1, -d);
426 v3f p1 = v3f( d, 1, -d);
427 v3f p2 = v3f( d, 1, d);
428 v3f p3 = v3f(-d, 1, d);
433 p.rotateXYBy(wicked_time_of_day * 360 - 90);
434 p1.rotateXYBy(wicked_time_of_day * 360 - 90);
435 p2.rotateXYBy(wicked_time_of_day * 360 - 90);
436 p3.rotateXYBy(wicked_time_of_day * 360 - 90);
437 vertices[i * 4 + 0].Pos = p;
438 vertices[i * 4 + 0].Color = starcolor;
439 vertices[i * 4 + 1].Pos = p1;
440 vertices[i * 4 + 1].Color = starcolor;
441 vertices[i * 4 + 2].Pos = p2;
442 vertices[i * 4 + 2].Color = starcolor;
443 vertices[i * 4 + 3].Pos = p3;
444 vertices[i * 4 + 3].Color = starcolor;
446 driver->drawVertexPrimitiveList(vertices, SKY_STAR_COUNT * 4,
447 indices, SKY_STAR_COUNT, video::EVT_STANDARD,
448 scene::EPT_QUADS, video::EIT_16BIT);
453 if (wicked_time_of_day < 0.3 || wicked_time_of_day > 0.7) {
454 if (!m_moon_texture) {
455 driver->setMaterial(m_materials[1]);
456 float d = moonsize * 1.9;
457 video::SColor c = mooncolor;
458 c.setAlpha(0.05 * 255);
459 vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
460 vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
461 vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o);
462 vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o);
463 for (video::S3DVertex &vertex : vertices) {
464 // Switch from -Z (south) to -X (west)
465 vertex.Pos.rotateXZBy(-90);
466 vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
468 driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
472 c.setAlpha(0.15 * 255);
473 vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
474 vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
475 vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o);
476 vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o);
477 for (video::S3DVertex &vertex : vertices) {
478 // Switch from -Z (south) to -X (west)
479 vertex.Pos.rotateXZBy(-90);
480 vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
482 driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
485 vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, mooncolor, t, t);
486 vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, mooncolor, o, t);
487 vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, mooncolor, o, o);
488 vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, mooncolor, t, o);
489 for (video::S3DVertex &vertex : vertices) {
490 // Switch from -Z (south) to -X (west)
491 vertex.Pos.rotateXZBy(-90);
492 vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
494 driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
496 float d2 = moonsize * 0.6;
497 vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, mooncolor2, t, t);
498 vertices[1] = video::S3DVertex( d2,-d, -1, 0, 0, 1, mooncolor2, o, t);
499 vertices[2] = video::S3DVertex( d2, d2, -1, 0, 0, 1, mooncolor2, o, o);
500 vertices[3] = video::S3DVertex(-d, d2, -1, 0, 0, 1, mooncolor2, t, o);
501 for (video::S3DVertex &vertex : vertices) {
502 // Switch from -Z (south) to -X (west)
503 vertex.Pos.rotateXZBy(-90);
504 vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
506 driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
508 driver->setMaterial(m_materials[4]);
509 float d = moonsize * 1.9;
512 c = video::SColor (0, 0, 0, 0);
514 c = video::SColor (255, 255, 255, 255);
515 vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
516 vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
517 vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o);
518 vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o);
519 for (video::S3DVertex &vertex : vertices) {
520 // Switch from -Z (south) to -X (west)
521 vertex.Pos.rotateXZBy(-90);
522 vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
524 driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
528 // Draw far cloudy fog thing below East and West horizons.
529 // These act as horizons that the sun and moon rise and set over.
530 driver->setMaterial(m_materials[1]);
532 for (u32 j = 0; j < 2; j++) {
533 video::SColor c = cloudyfogcolor;
534 vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 0, 1, c, t, t);
535 vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 0, 1, c, o, t);
536 vertices[2] = video::S3DVertex( 1, -0.02, -1, 0, 0, 1, c, o, o);
537 vertices[3] = video::S3DVertex(-1, -0.02, -1, 0, 0, 1, c, t, o);
538 for (video::S3DVertex &vertex : vertices) {
539 //if (wicked_time_of_day < 0.5)
541 // Switch from -Z (south) to +X (east)
542 vertex.Pos.rotateXZBy(90);
544 // Switch from -Z (south) to -X (west)
545 vertex.Pos.rotateXZBy(-90);
547 driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
553 void Sky::update(float time_of_day, float time_brightness,
554 float direct_brightness, bool sunlight_seen,
555 CameraMode cam_mode, float yaw, float pitch)
557 // Stabilize initial brightness and color values by flooding updates
558 if (m_first_update) {
559 /*dstream<<"First update with time_of_day="<<time_of_day
560 <<" time_brightness="<<time_brightness
561 <<" direct_brightness="<<direct_brightness
562 <<" sunlight_seen="<<sunlight_seen<<std::endl;*/
563 m_first_update = false;
564 for (u32 i = 0; i < 100; i++) {
565 update(time_of_day, time_brightness, direct_brightness,
566 sunlight_seen, cam_mode, yaw, pitch);
571 m_time_of_day = time_of_day;
572 m_time_brightness = time_brightness;
573 m_sunlight_seen = sunlight_seen;
574 m_bodies_visible = true;
576 bool is_dawn = (time_brightness >= 0.20 && time_brightness < 0.35);
581 video::SColorf bgcolor_bright_normal_f(170. / 255, 200. / 255, 230. / 255, 1.0);
582 video::SColorf bgcolor_bright_dawn_f(0.666, 200. / 255 * 0.7, 230. / 255 * 0.5, 1.0);
583 video::SColorf bgcolor_bright_dawn_f(0.666, 0.549, 0.220, 1.0);
584 video::SColorf bgcolor_bright_dawn_f(0.666 * 1.2, 0.549 * 1.0, 0.220 * 1.0, 1.0);
585 video::SColorf bgcolor_bright_dawn_f(0.666 * 1.2, 0.549 * 1.0, 0.220 * 1.2, 1.0);
587 video::SColorf cloudcolor_bright_dawn_f(1.0, 0.591, 0.4);
588 video::SColorf cloudcolor_bright_dawn_f(1.0, 0.65, 0.44);
589 video::SColorf cloudcolor_bright_dawn_f(1.0, 0.7, 0.5);
592 video::SColorf bgcolor_bright_normal_f = video::SColor(255, 155, 193, 240);
593 video::SColorf bgcolor_bright_indoor_f = video::SColor(255, 100, 100, 100);
594 video::SColorf bgcolor_bright_dawn_f = video::SColor(255, 186, 193, 240);
595 video::SColorf bgcolor_bright_night_f = video::SColor(255, 64, 144, 255);
597 video::SColorf skycolor_bright_normal_f = video::SColor(255, 140, 186, 250);
598 video::SColorf skycolor_bright_dawn_f = video::SColor(255, 180, 186, 250);
599 video::SColorf skycolor_bright_night_f = video::SColor(255, 0, 107, 255);
601 // pure white: becomes "diffuse light component" for clouds
602 video::SColorf cloudcolor_bright_normal_f = video::SColor(255, 255, 255, 255);
603 // dawn-factoring version of pure white (note: R is above 1.0)
604 video::SColorf cloudcolor_bright_dawn_f(255.0f/240.0f, 223.0f/240.0f, 191.0f/255.0f);
606 float cloud_color_change_fraction = 0.95;
608 if (std::fabs(time_brightness - m_brightness) < 0.2f) {
609 m_brightness = m_brightness * 0.95 + time_brightness * 0.05;
611 m_brightness = m_brightness * 0.80 + time_brightness * 0.20;
612 cloud_color_change_fraction = 0.0;
615 if (direct_brightness < m_brightness)
616 m_brightness = m_brightness * 0.95 + direct_brightness * 0.05;
618 m_brightness = m_brightness * 0.98 + direct_brightness * 0.02;
621 m_clouds_visible = true;
622 float color_change_fraction = 0.98f;
624 if (is_dawn) { // Dawn
625 m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
626 bgcolor_bright_dawn_f, color_change_fraction);
627 m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
628 skycolor_bright_dawn_f, color_change_fraction);
629 m_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated(
630 cloudcolor_bright_dawn_f, color_change_fraction);
632 if (time_brightness < 0.13f) { // Night
633 m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
634 bgcolor_bright_night_f, color_change_fraction);
635 m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
636 skycolor_bright_night_f, color_change_fraction);
638 m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
639 bgcolor_bright_normal_f, color_change_fraction);
640 m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
641 skycolor_bright_normal_f, color_change_fraction);
644 m_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated(
645 cloudcolor_bright_normal_f, color_change_fraction);
648 m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
649 bgcolor_bright_indoor_f, color_change_fraction);
650 m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
651 bgcolor_bright_indoor_f, color_change_fraction);
652 m_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated(
653 cloudcolor_bright_normal_f, color_change_fraction);
654 m_clouds_visible = false;
657 video::SColor bgcolor_bright = m_bgcolor_bright_f.toSColor();
658 m_bgcolor = video::SColor(
660 bgcolor_bright.getRed() * m_brightness,
661 bgcolor_bright.getGreen() * m_brightness,
662 bgcolor_bright.getBlue() * m_brightness
665 video::SColor skycolor_bright = m_skycolor_bright_f.toSColor();
666 m_skycolor = video::SColor(
668 skycolor_bright.getRed() * m_brightness,
669 skycolor_bright.getGreen() * m_brightness,
670 skycolor_bright.getBlue() * m_brightness
673 // Horizon coloring based on sun and moon direction during sunset and sunrise
674 video::SColor pointcolor = video::SColor(m_bgcolor.getAlpha(), 255, 255, 255);
675 if (m_directional_colored_fog) {
676 if (m_horizon_blend() != 0) {
677 // Calculate hemisphere value from yaw, (inverted in third person front view)
679 if (cam_mode > CAMERA_MODE_THIRD)
681 f32 pointcolor_blend = wrapDegrees_0_360(yaw * dir_factor + 90);
682 if (pointcolor_blend > 180)
683 pointcolor_blend = 360 - pointcolor_blend;
684 pointcolor_blend /= 180;
685 // Bound view angle to determine where transition starts and ends
686 pointcolor_blend = rangelim(1 - pointcolor_blend * 1.375, 0, 1 / 1.375) *
688 // Combine the colors when looking up or down, otherwise turning looks weird
689 pointcolor_blend += (0.5 - pointcolor_blend) *
690 (1 - MYMIN((90 - std::fabs(pitch)) / 90 * 1.5, 1));
691 // Invert direction to match where the sun and moon are rising
692 if (m_time_of_day > 0.5)
693 pointcolor_blend = 1 - pointcolor_blend;
694 // Horizon colors of sun and moon
695 f32 pointcolor_light = rangelim(m_time_brightness * 3, 0.2, 1);
697 video::SColorf pointcolor_sun_f(1, 1, 1, 1);
699 pointcolor_sun_f.r = pointcolor_light *
700 (float)m_materials[3].EmissiveColor.getRed() / 255;
701 pointcolor_sun_f.b = pointcolor_light *
702 (float)m_materials[3].EmissiveColor.getBlue() / 255;
703 pointcolor_sun_f.g = pointcolor_light *
704 (float)m_materials[3].EmissiveColor.getGreen() / 255;
706 pointcolor_sun_f.r = pointcolor_light * 1;
707 pointcolor_sun_f.b = pointcolor_light *
708 (0.25 + (rangelim(m_time_brightness, 0.25, 0.75) - 0.25) * 2 * 0.75);
709 pointcolor_sun_f.g = pointcolor_light * (pointcolor_sun_f.b * 0.375 +
710 (rangelim(m_time_brightness, 0.05, 0.15) - 0.05) * 10 * 0.625);
713 video::SColorf pointcolor_moon_f(0.5 * pointcolor_light,
714 0.6 * pointcolor_light, 0.8 * pointcolor_light, 1);
715 if (m_moon_tonemap) {
716 pointcolor_moon_f.r = pointcolor_light *
717 (float)m_materials[4].EmissiveColor.getRed() / 255;
718 pointcolor_moon_f.b = pointcolor_light *
719 (float)m_materials[4].EmissiveColor.getBlue() / 255;
720 pointcolor_moon_f.g = pointcolor_light *
721 (float)m_materials[4].EmissiveColor.getGreen() / 255;
724 video::SColor pointcolor_sun = pointcolor_sun_f.toSColor();
725 video::SColor pointcolor_moon = pointcolor_moon_f.toSColor();
726 // Calculate the blend color
727 pointcolor = m_mix_scolor(pointcolor_moon, pointcolor_sun, pointcolor_blend);
729 m_bgcolor = m_mix_scolor(m_bgcolor, pointcolor, m_horizon_blend() * 0.5);
730 m_skycolor = m_mix_scolor(m_skycolor, pointcolor, m_horizon_blend() * 0.25);
733 float cloud_direct_brightness = 0.0f;
735 if (!m_directional_colored_fog) {
736 cloud_direct_brightness = time_brightness;
737 // Boost cloud brightness relative to sky, at dawn, dusk and at night
738 if (time_brightness < 0.7f)
739 cloud_direct_brightness *= 1.3f;
741 cloud_direct_brightness = std::fmin(m_horizon_blend() * 0.15f +
742 m_time_brightness, 1.0f);
743 // Set the same minimum cloud brightness at night
744 if (time_brightness < 0.5f)
745 cloud_direct_brightness = std::fmax(cloud_direct_brightness,
746 time_brightness * 1.3f);
749 cloud_direct_brightness = direct_brightness;
752 m_cloud_brightness = m_cloud_brightness * cloud_color_change_fraction +
753 cloud_direct_brightness * (1.0 - cloud_color_change_fraction);
754 m_cloudcolor_f = video::SColorf(
755 m_cloudcolor_bright_f.r * m_cloud_brightness,
756 m_cloudcolor_bright_f.g * m_cloud_brightness,
757 m_cloudcolor_bright_f.b * m_cloud_brightness,
760 if (m_directional_colored_fog) {
761 m_cloudcolor_f = m_mix_scolorf(m_cloudcolor_f,
762 video::SColorf(pointcolor), m_horizon_blend() * 0.25);