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			225 lines
		
	
	
		
			7.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			225 lines
		
	
	
		
			7.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Luanti
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| // SPDX-License-Identifier: LGPL-2.1-or-later
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| // Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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| 
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| #pragma once
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| 
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| #include "irrlichttypes_bloated.h"
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| #include <ISceneNode.h>
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| #include <SMeshBuffer.h>
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| #include <array>
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| #include "camera.h" // CameraMode
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| #include "irr_ptr.h"
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| #include "skyparams.h"
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| 
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| #define SKY_MATERIAL_COUNT 12
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| 
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| namespace irr::video
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| {
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| 	class IVideoDriver;
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| 	class IImage;
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| }
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| 
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| class IShaderSource;
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| class ITextureSource;
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| 
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| // Skybox, rendered with zbuffer turned off, before all other nodes.
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| class Sky : public scene::ISceneNode
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| {
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| public:
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| 	//! constructor
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| 	Sky(s32 id, RenderingEngine *rendering_engine, ITextureSource *tsrc, IShaderSource *ssrc);
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| 
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| 	virtual void OnRegisterSceneNode();
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| 
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| 	//! renders the node.
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| 	virtual void render();
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| 
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| 	virtual const aabb3f &getBoundingBox() const { return m_box; }
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| 
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| 	// Used by Irrlicht for optimizing rendering
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| 	virtual video::SMaterial &getMaterial(u32 i) { return m_materials[i]; }
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| 	virtual u32 getMaterialCount() const { return SKY_MATERIAL_COUNT; }
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| 
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| 	void update(float m_time_of_day, float time_brightness, float direct_brightness,
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| 			bool sunlight_seen, CameraMode cam_mode, float yaw, float pitch);
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| 
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| 	float getBrightness() { return m_brightness; }
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| 
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| 	video::SColor getBgColor() const
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| 	{
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| 		return m_visible ? m_bgcolor : m_fallback_bg_color;
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| 	}
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| 
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| 	video::SColor getSkyColor() const
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| 	{
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| 		return m_visible ? m_skycolor : m_fallback_bg_color;
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| 	}
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| 
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| 	void setSunVisible(bool sun_visible) { m_sun_params.visible = sun_visible; }
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| 	bool getSunVisible() const { return m_sun_params.visible; }
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| 	void setSunTexture(const std::string &sun_texture,
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| 		const std::string &sun_tonemap, ITextureSource *tsrc);
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| 	void setSunScale(f32 sun_scale) { m_sun_params.scale = sun_scale; }
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| 	void setSunriseVisible(bool glow_visible) { m_sun_params.sunrise_visible = glow_visible; }
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| 	void setSunriseTexture(const std::string &sunglow_texture, ITextureSource* tsrc);
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| 	v3f getSunDirection();
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| 
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| 	void setMoonVisible(bool moon_visible) { m_moon_params.visible = moon_visible; }
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| 	bool getMoonVisible() const { return m_moon_params.visible; }
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| 	void setMoonTexture(const std::string &moon_texture,
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| 		const std::string &moon_tonemap, ITextureSource *tsrc);
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| 	void setMoonScale(f32 moon_scale) { m_moon_params.scale = moon_scale; }
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| 	v3f getMoonDirection();
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| 
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| 	void setStarsVisible(bool stars_visible) { m_star_params.visible = stars_visible; }
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| 	void setStarCount(u16 star_count);
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| 	void setStarColor(video::SColor star_color) { m_star_params.starcolor = star_color; }
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| 	void setStarScale(f32 star_scale) { m_star_params.scale = star_scale; updateStars(); }
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| 	void setStarDayOpacity(f32 day_opacity) { m_star_params.day_opacity = day_opacity; }
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| 
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| 	bool getCloudsVisible() const { return m_clouds_visible && m_clouds_enabled; }
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| 	const video::SColorf &getCloudColor() const { return m_cloudcolor_f; }
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| 
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| 	void setVisible(bool visible) { m_visible = visible; }
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| 
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| 	// Set only from set_sky API
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| 	void setCloudsEnabled(bool clouds_enabled) { m_clouds_enabled = clouds_enabled; }
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| 	void setFallbackBgColor(video::SColor fallback_bg_color)
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| 	{
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| 		m_fallback_bg_color = fallback_bg_color;
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| 	}
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| 	void setBodyOrbitTilt(float body_orbit_tilt)
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| 	{
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| 		if (body_orbit_tilt != SkyboxParams::INVALID_SKYBOX_TILT)
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| 			m_sky_params.body_orbit_tilt = rangelim(body_orbit_tilt, -90.f, 90.f);
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| 	}
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| 	void overrideColors(video::SColor bgcolor, video::SColor skycolor)
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| 	{
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| 		m_bgcolor = bgcolor;
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| 		m_skycolor = skycolor;
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| 	}
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| 	void setSkyColors(const SkyColor &sky_color);
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| 	void setHorizonTint(video::SColor sun_tint, video::SColor moon_tint,
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| 		const std::string &use_sun_tint);
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| 	void setInClouds(bool clouds) { m_in_clouds = clouds; }
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| 	void clearSkyboxTextures() { m_sky_params.textures.clear(); }
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| 	void addTextureToSkybox(const std::string &texture, int material_id,
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| 		ITextureSource *tsrc);
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| 
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| 	// Note: the Sky class doesn't use these values. It just stores them.
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| 	void setFogDistance(s16 fog_distance) { m_sky_params.fog_distance = fog_distance; }
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| 	s16 getFogDistance() const { return m_sky_params.fog_distance; }
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| 
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| 	void setFogStart(float fog_start) { m_sky_params.fog_start = fog_start; }
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| 	float getFogStart() const { return m_sky_params.fog_start; }
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| 
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| 	void setFogColor(video::SColor v) { m_sky_params.fog_color = v; }
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| 	video::SColor getFogColor() const {
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| 		if (m_sky_params.fog_color.getAlpha() > 0)
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| 			return m_sky_params.fog_color;
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| 		return getBgColor();
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| 	}
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| 
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| private:
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| 	aabb3f m_box{{0.0f, 0.0f, 0.0f}};
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| 	video::SMaterial m_materials[SKY_MATERIAL_COUNT];
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| 	// How much sun & moon transition should affect horizon color
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| 	float m_horizon_blend()
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| 	{
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| 		if (!m_sunlight_seen)
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| 			return 0;
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| 		float x = m_time_of_day >= 0.5 ? (1 - m_time_of_day) * 2
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| 					       : m_time_of_day * 2;
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| 
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| 		if (x <= 0.3)
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| 			return 0;
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| 		if (x <= 0.4) // when the sun and moon are aligned
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| 			return (x - 0.3) * 10;
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| 		if (x <= 0.5)
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| 			return (0.5 - x) * 10;
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| 		return 0;
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| 	}
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| 
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| 	// Mix two colors by a given amount
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| 	static video::SColor m_mix_scolor(video::SColor col1, video::SColor col2, f32 factor)
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| 	{
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| 		video::SColor result = video::SColor(
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| 				col1.getAlpha() * (1 - factor) + col2.getAlpha() * factor,
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| 				col1.getRed() * (1 - factor) + col2.getRed() * factor,
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| 				col1.getGreen() * (1 - factor) + col2.getGreen() * factor,
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| 				col1.getBlue() * (1 - factor) + col2.getBlue() * factor);
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| 		return result;
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| 	}
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| 	static video::SColorf m_mix_scolorf(video::SColorf col1, video::SColorf col2, f32 factor)
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| 	{
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| 		video::SColorf result =
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| 				video::SColorf(col1.r * (1 - factor) + col2.r * factor,
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| 						col1.g * (1 - factor) + col2.g * factor,
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| 						col1.b * (1 - factor) + col2.b * factor,
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| 						col1.a * (1 - factor) + col2.a * factor);
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| 		return result;
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| 	}
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| 
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| 	bool m_visible = true;
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| 	// Used when m_visible=false
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| 	video::SColor m_fallback_bg_color = video::SColor(255, 255, 255, 255);
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| 	bool m_first_update = true; // Set before the sky is updated for the first time
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| 	float m_time_of_day;
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| 	float m_time_brightness;
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| 	bool m_sunlight_seen;
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| 	float m_brightness = 0.5f;
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| 	float m_cloud_brightness = 0.5f;
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| 	bool m_clouds_visible; // Whether clouds are disabled due to player underground
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| 	bool m_clouds_enabled = true; // Initialised to true, reset only by set_sky API
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| 	bool m_directional_colored_fog;
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| 	bool m_in_clouds = true; // Prevent duplicating bools to remember old values
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| 
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| 	video::SColorf m_bgcolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
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| 	video::SColorf m_skycolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
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| 	video::SColorf m_cloudcolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
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| 	video::SColor m_bgcolor;
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| 	video::SColor m_skycolor;
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| 	video::SColorf m_cloudcolor_f;
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| 
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| 	// pure white: becomes "diffuse light component" for clouds
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| 	video::SColorf m_cloudcolor_day_f = video::SColorf(1, 1, 1, 1);
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| 	// dawn-factoring version of pure white (note: R is above 1.0)
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| 	video::SColorf m_cloudcolor_dawn_f = video::SColorf(
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| 		255.0f/240.0f,
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| 		223.0f/240.0f,
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| 		191.0f/255.0f
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| 	);
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| 
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| 	SkyboxParams m_sky_params;
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| 	SunParams m_sun_params;
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| 	MoonParams m_moon_params;
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| 	StarParams m_star_params;
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| 
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| 	bool m_default_tint = true;
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| 
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| 	u64 m_seed = 0;
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| 	irr_ptr<scene::SMeshBuffer> m_stars;
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| 
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| 	video::ITexture *m_sun_texture = nullptr;
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| 	video::ITexture *m_moon_texture = nullptr;
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| 	video::IImage *m_sun_tonemap = nullptr;
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| 	video::IImage *m_moon_tonemap = nullptr;
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| 
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| 	void updateStars();
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| 
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| 	void draw_sun(video::IVideoDriver *driver, const video::SColor &suncolor,
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| 		const video::SColor &suncolor2, float wicked_time_of_day);
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| 	void draw_moon(video::IVideoDriver *driver, const video::SColor &mooncolor,
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| 		const video::SColor &mooncolor2, float wicked_time_of_day);
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| 	void draw_sky_body(std::array<video::S3DVertex, 4> &vertices,
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| 		float pos_1, float pos_2, const video::SColor &c);
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| 	void draw_stars(video::IVideoDriver *driver, float wicked_time_of_day);
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| 	void place_sky_body(std::array<video::S3DVertex, 4> &vertices,
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| 		float horizon_position,	float day_position);
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| };
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| 
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| // calculates value for sky body positions for the given observed time of day
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| // this is used to draw both Sun/Moon and shadows
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| float getWickedTimeOfDay(float time_of_day);
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