From 848f80b2e53155c76f598c2f7e0ebaff1faea8dc Mon Sep 17 00:00:00 2001 From: MirceaKitsune Date: Sun, 30 Jun 2013 18:17:14 +0300 Subject: [PATCH] Directional fog + horizon colors, based on sun & moon positions at sunrise / sunset --- src/game.cpp | 2 +- src/sky.cpp | 77 ++++++++++++++++++++++++++++++++++++++-------------- src/sky.h | 41 ++++++++++++++++++++++++++-- 3 files changed, 96 insertions(+), 24 deletions(-) diff --git a/src/game.cpp b/src/game.cpp index e1424c9dd..cc5d3d81d 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -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 diff --git a/src/sky.cpp b/src/sky.cpp index e55dd1eb2..a9fb90122 100644 --- a/src/sky.cpp +++ b/src/sky.cpp @@ -8,16 +8,18 @@ #include "main.h" // g_profiler #include "profiler.h" #include "util/numeric.h" // MYMIN +#include //! 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); } diff --git a/src/sky.h b/src/sky.h index 7b7295e4e..35c86db93 100644 --- a/src/sky.h +++ b/src/sky.h @@ -19,6 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "irrlichttypes_extrabloated.h" #include +#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 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