Directional fog + horizon colors, based on sun & moon positions at sunrise / sunset

This commit is contained in:
MirceaKitsune 2013-06-30 18:17:14 +03:00 committed by sapier
parent e9e9fd7c3f
commit 848f80b2e5
3 changed files with 96 additions and 24 deletions

View File

@ -1318,7 +1318,7 @@ void the_game(
*/
Sky *sky = NULL;
sky = new Sky(smgr->getRootSceneNode(), smgr, -1);
sky = new Sky(smgr->getRootSceneNode(), smgr, -1, client.getEnv().getLocalPlayer());
/*
A copy of the local inventory

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@ -8,16 +8,18 @@
#include "main.h" // g_profiler
#include "profiler.h"
#include "util/numeric.h" // MYMIN
#include <cmath>
//! constructor
Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id):
Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id, LocalPlayer* player):
scene::ISceneNode(parent, mgr, id),
m_first_update(true),
m_brightness(0.5),
m_cloud_brightness(0.5),
m_bgcolor_bright_f(1,1,1,1),
m_skycolor_bright_f(1,1,1,1),
m_cloudcolor_bright_f(1,1,1,1)
m_cloudcolor_bright_f(1,1,1,1),
m_player(player)
{
setAutomaticCulling(scene::EAC_OFF);
Box.MaxEdge.set(0,0,0);
@ -431,7 +433,8 @@ void Sky::update(float time_of_day, float time_brightness,
video::SColor(255, 240,240,255);
//video::SColorf cloudcolor_bright_dawn_f(1.0, 0.591, 0.4);
//video::SColorf cloudcolor_bright_dawn_f(1.0, 0.65, 0.44);
video::SColorf cloudcolor_bright_dawn_f(1.0, 0.7, 0.5);
//video::SColorf cloudcolor_bright_dawn_f(1.0, 0.7, 0.5);
video::SColorf cloudcolor_bright_dawn_f(1.0, 0.875, 0.75);
float cloud_color_change_fraction = 0.95;
if(sunlight_seen){
@ -470,41 +473,73 @@ void Sky::update(float time_of_day, float time_brightness,
} else {
m_bgcolor_bright_f = m_bgcolor_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_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;
}
// Horizon coloring based on sun and moon direction during sunset and sunrise
video::SColor pointcolor = video::SColor(255, 255, 255, m_bgcolor.getAlpha());
if (m_horizon_blend() != 0)
{
// calculate hemisphere value from yaw
f32 pointcolor_blend = wrapDegrees_0_360(m_player->getYaw() + 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::abs(m_player->getPitch())) / 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);
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(0.5 * pointcolor_light, 0.6 * pointcolor_light, 0.8 * pointcolor_light, 1);
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);
}
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);
255,
bgcolor_bright.getRed() * m_brightness,
bgcolor_bright.getGreen() * m_brightness,
bgcolor_bright.getBlue() * m_brightness);
m_bgcolor = m_mix_scolor(m_bgcolor, pointcolor, m_horizon_blend() * 0.5);
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);
255,
skycolor_bright.getRed() * m_brightness,
skycolor_bright.getGreen() * m_brightness,
skycolor_bright.getBlue() * m_brightness);
m_skycolor = m_mix_scolor(m_skycolor, pointcolor, m_horizon_blend() * 0.25);
float cloud_direct_brightness = 0;
if(sunlight_seen){
cloud_direct_brightness = time_brightness;
if(time_brightness >= 0.2 && time_brightness < 0.7)
cloud_direct_brightness *= 1.3;
cloud_direct_brightness = MYMIN(m_horizon_blend() * 0.15 + m_time_brightness, 1);
} 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.getRed() * m_cloud_brightness,
m_cloudcolor_bright_f.getGreen() * m_cloud_brightness,
m_cloudcolor_bright_f.getBlue() * m_cloud_brightness,
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);
m_cloudcolor_f = m_mix_scolorf(m_cloudcolor_f, video::SColorf(pointcolor), m_horizon_blend() * 0.75);
}

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@ -19,6 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "irrlichttypes_extrabloated.h"
#include <ISceneNode.h>
#include "localplayer.h"
#ifndef SKY_HEADER
#define SKY_HEADER
@ -31,7 +32,7 @@ class Sky : public scene::ISceneNode
{
public:
//! constructor
Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id);
Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id, LocalPlayer* player);
virtual void OnRegisterSceneNode();
@ -61,7 +62,42 @@ public:
private:
core::aabbox3d<f32> 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 ? x = (1 - m_time_of_day) * 2 : x = 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
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;
}
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_first_update;
float m_time_of_day;
float m_time_brightness;
@ -78,6 +114,7 @@ private:
v3f m_stars[SKY_STAR_COUNT];
u16 m_star_indices[SKY_STAR_COUNT*4];
video::S3DVertex m_star_vertices[SKY_STAR_COUNT*4];
LocalPlayer* m_player;
};
#endif