/* Minetest Copyright (C) 2010-2013 celeron55, Perttu Ahola 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. */ #include "sky.h" #include "ITexture.h" #include "IVideoDriver.h" #include "ISceneManager.h" #include "ICameraSceneNode.h" #include "S3DVertex.h" #include "client/tile.h" #include "noise.h" // easeCurve #include "profiler.h" #include "util/numeric.h" #include #include "client/renderingengine.h" #include "settings.h" #include "camera.h" // CameraModes #include "config.h" using namespace irr::core; Sky::Sky(s32 id, ITextureSource *tsrc) : scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(), RenderingEngine::get_scene_manager(), id) { setAutomaticCulling(scene::EAC_OFF); m_box.MaxEdge.set(0, 0, 0); m_box.MinEdge.set(0, 0, 0); // Create material video::SMaterial mat; mat.Lighting = false; #if ENABLE_GLES mat.ZBuffer = video::ECFN_DISABLED; #else mat.ZBuffer = video::ECFN_NEVER; #endif mat.ZWriteEnable = false; mat.AntiAliasing = 0; mat.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE; mat.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE; mat.BackfaceCulling = false; m_materials[0] = mat; m_materials[1] = mat; //m_materials[1].MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA; m_materials[1].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; m_materials[2] = mat; m_materials[2].setTexture(0, tsrc->getTextureForMesh("sunrisebg.png")); m_materials[2].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; //m_materials[2].MaterialType = video::EMT_TRANSPARENT_ADD_COLOR; // Ensures that sun and moon textures and tonemaps are correct. setSkyDefaults(); m_sun_texture = tsrc->isKnownSourceImage(m_sun_params.texture) ? tsrc->getTextureForMesh(m_sun_params.texture) : NULL; m_moon_texture = tsrc->isKnownSourceImage(m_moon_params.texture) ? tsrc->getTextureForMesh(m_moon_params.texture) : NULL; m_sun_tonemap = tsrc->isKnownSourceImage(m_sun_params.tonemap) ? tsrc->getTexture(m_sun_params.tonemap) : NULL; m_moon_tonemap = tsrc->isKnownSourceImage(m_moon_params.tonemap) ? tsrc->getTexture(m_moon_params.tonemap) : NULL; if (m_sun_texture) { m_materials[3] = mat; m_materials[3].setTexture(0, m_sun_texture); m_materials[3].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; // Disables texture filtering m_materials[3].setFlag(video::E_MATERIAL_FLAG::EMF_BILINEAR_FILTER, false); m_materials[3].setFlag(video::E_MATERIAL_FLAG::EMF_TRILINEAR_FILTER, false); m_materials[3].setFlag(video::E_MATERIAL_FLAG::EMF_ANISOTROPIC_FILTER, false); // Use tonemaps if available if (m_sun_tonemap) m_materials[3].Lighting = true; } if (m_moon_texture) { m_materials[4] = mat; m_materials[4].setTexture(0, m_moon_texture); m_materials[4].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; // Disables texture filtering m_materials[4].setFlag(video::E_MATERIAL_FLAG::EMF_BILINEAR_FILTER, false); m_materials[4].setFlag(video::E_MATERIAL_FLAG::EMF_TRILINEAR_FILTER, false); m_materials[4].setFlag(video::E_MATERIAL_FLAG::EMF_ANISOTROPIC_FILTER, false); // Use tonemaps if available if (m_moon_tonemap) m_materials[4].Lighting = true; } for (int i = 5; i < 11; i++) { m_materials[i] = mat; m_materials[i].Lighting = true; m_materials[i].MaterialType = video::EMT_SOLID; } m_directional_colored_fog = g_settings->getBool("directional_colored_fog"); setStarCount(1000, true); } void Sky::OnRegisterSceneNode() { if (IsVisible) SceneManager->registerNodeForRendering(this, scene::ESNRP_SKY_BOX); scene::ISceneNode::OnRegisterSceneNode(); } void Sky::render() { video::IVideoDriver *driver = SceneManager->getVideoDriver(); scene::ICameraSceneNode *camera = SceneManager->getActiveCamera(); if (!camera || !driver) return; ScopeProfiler sp(g_profiler, "Sky::render()", SPT_AVG); // Draw perspective skybox core::matrix4 translate(AbsoluteTransformation); translate.setTranslation(camera->getAbsolutePosition()); // Draw the sky box between the near and far clip plane const f32 viewDistance = (camera->getNearValue() + camera->getFarValue()) * 0.5f; core::matrix4 scale; scale.setScale(core::vector3df(viewDistance, viewDistance, viewDistance)); driver->setTransform(video::ETS_WORLD, translate * scale); if (m_sunlight_seen) { float sunsize = 0.07; video::SColorf suncolor_f(1, 1, 0, 1); //suncolor_f.r = 1; //suncolor_f.g = MYMAX(0.3, MYMIN(1.0, 0.7 + m_time_brightness * 0.5)); //suncolor_f.b = MYMAX(0.0, m_brightness * 0.95); video::SColorf suncolor2_f(1, 1, 1, 1); // The values below were probably meant to be suncolor2_f instead of a // reassignment of suncolor_f. However, the resulting colour was chosen // and is our long-running classic colour. So preserve, but comment-out // the unnecessary first assignments above. suncolor_f.r = 1; suncolor_f.g = MYMAX(0.3, MYMIN(1.0, 0.85 + m_time_brightness * 0.5)); suncolor_f.b = MYMAX(0.0, m_brightness); float moonsize = 0.04; video::SColorf mooncolor_f(0.50, 0.57, 0.65, 1); video::SColorf mooncolor2_f(0.85, 0.875, 0.9, 1); float nightlength = 0.415; float wn = nightlength / 2; float wicked_time_of_day = 0; if (m_time_of_day > wn && m_time_of_day < 1.0 - wn) wicked_time_of_day = (m_time_of_day - wn) / (1.0 - wn * 2) * 0.5 + 0.25; else if (m_time_of_day < 0.5) wicked_time_of_day = m_time_of_day / wn * 0.25; else wicked_time_of_day = 1.0 - ((1.0 - m_time_of_day) / wn * 0.25); /*std::cerr<<"time_of_day="< " <<"wicked_time_of_day="<lock(); video::SColor* texel = (video::SColor *)(texels + (u32)offset * 4); video::SColor texel_color (255, texel->getRed(), texel->getGreen(), texel->getBlue()); m_sun_tonemap->unlock(); m_materials[3].EmissiveColor = texel_color; } if (m_moon_tonemap) { u8 * texels = (u8 *)m_moon_tonemap->lock(); video::SColor* texel = (video::SColor *)(texels + (u32)offset * 4); video::SColor texel_color (255, texel->getRed(), texel->getGreen(), texel->getBlue()); m_moon_tonemap->unlock(); m_materials[4].EmissiveColor = texel_color; } const f32 t = 1.0f; const f32 o = 0.0f; static const u16 indices[4] = {0, 1, 2, 3}; video::S3DVertex vertices[4]; driver->setMaterial(m_materials[1]); video::SColor cloudyfogcolor = m_bgcolor; // Abort rendering if we're in the clouds. // Stops rendering a pure white hole in the bottom of the skybox. if (m_in_clouds) return; // Draw the six sided skybox, if (m_sky_params.textures.size() == 6) { for (u32 j = 5; j < 11; j++) { video::SColor c(255, 255, 255, 255); driver->setMaterial(m_materials[j]); // Use 1.05 rather than 1.0 to avoid colliding with the // sun, moon and stars, as this is a background skybox. vertices[0] = video::S3DVertex(-1.05, -1.05, -1.05, 0, 0, 1, c, t, t); vertices[1] = video::S3DVertex( 1.05, -1.05, -1.05, 0, 0, 1, c, o, t); vertices[2] = video::S3DVertex( 1.05, 1.05, -1.05, 0, 0, 1, c, o, o); vertices[3] = video::S3DVertex(-1.05, 1.05, -1.05, 0, 0, 1, c, t, o); for (video::S3DVertex &vertex : vertices) { if (j == 5) { // Top texture vertex.Pos.rotateYZBy(90); vertex.Pos.rotateXZBy(90); } else if (j == 6) { // Bottom texture vertex.Pos.rotateYZBy(-90); vertex.Pos.rotateXZBy(90); } else if (j == 7) { // Left texture vertex.Pos.rotateXZBy(90); } else if (j == 8) { // Right texture vertex.Pos.rotateXZBy(-90); } else if (j == 9) { // Front texture, do nothing // Irrlicht doesn't like it when vertexes are left // alone and not rotated for some reason. vertex.Pos.rotateXZBy(0); } else {// Back texture vertex.Pos.rotateXZBy(180); } } driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); } } // Draw far cloudy fog thing blended with skycolor if (m_visible) { driver->setMaterial(m_materials[1]); for (u32 j = 0; j < 4; j++) { video::SColor c = cloudyfogcolor.getInterpolated(m_skycolor, 0.45); vertices[0] = video::S3DVertex(-1, 0.08, -1, 0, 0, 1, c, t, t); vertices[1] = video::S3DVertex( 1, 0.08, -1, 0, 0, 1, c, o, t); vertices[2] = video::S3DVertex( 1, 0.12, -1, 0, 0, 1, c, o, o); vertices[3] = video::S3DVertex(-1, 0.12, -1, 0, 0, 1, c, t, o); for (video::S3DVertex &vertex : vertices) { if (j == 0) // Don't switch {} else if (j == 1) // Switch from -Z (south) to +X (east) vertex.Pos.rotateXZBy(90); else if (j == 2) // Switch from -Z (south) to -X (west) vertex.Pos.rotateXZBy(-90); else // Switch from -Z (south) to +Z (north) vertex.Pos.rotateXZBy(-180); } driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); } // Draw far cloudy fog thing at and below all horizons for (u32 j = 0; j < 4; j++) { video::SColor c = cloudyfogcolor; vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 0, 1, c, t, t); vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 0, 1, c, o, t); vertices[2] = video::S3DVertex( 1, 0.08, -1, 0, 0, 1, c, o, o); vertices[3] = video::S3DVertex(-1, 0.08, -1, 0, 0, 1, c, t, o); for (video::S3DVertex &vertex : vertices) { if (j == 0) // Don't switch {} else if (j == 1) // Switch from -Z (south) to +X (east) vertex.Pos.rotateXZBy(90); else if (j == 2) // Switch from -Z (south) to -X (west) vertex.Pos.rotateXZBy(-90); else // Switch from -Z (south) to +Z (north) vertex.Pos.rotateXZBy(-180); } driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); } } // Draw stars before sun and moon to be behind them if (m_star_params.visible) draw_stars(driver, wicked_time_of_day); // Draw sunrise/sunset horizon glow texture // (textures/base/pack/sunrisebg.png) if (m_sun_params.sunrise_visible) { driver->setMaterial(m_materials[2]); float mid1 = 0.25; float mid = wicked_time_of_day < 0.5 ? mid1 : (1.0 - mid1); float a_ = 1.0f - std::fabs(wicked_time_of_day - mid) * 35.0f; float a = easeCurve(MYMAX(0, MYMIN(1, a_))); //std::cerr<<"a_="<getTextureForMesh(m_sun_params.texture); if (m_sun_texture) { m_materials[3] = m_materials[0]; m_materials[3].setTexture(0, m_sun_texture); m_materials[3].MaterialType = video:: EMT_TRANSPARENT_ALPHA_CHANNEL; // Disables texture filtering m_materials[3].setFlag( video::E_MATERIAL_FLAG::EMF_BILINEAR_FILTER, false); m_materials[3].setFlag( video::E_MATERIAL_FLAG::EMF_TRILINEAR_FILTER, false); m_materials[3].setFlag( video::E_MATERIAL_FLAG::EMF_ANISOTROPIC_FILTER, false); } } else { m_sun_texture = nullptr; } } void Sky::setSunriseTexture(std::string sunglow_texture, ITextureSource* tsrc) { // Ignore matching textures (with modifiers) entirely. if (m_sun_params.sunrise == sunglow_texture) return; m_sun_params.sunrise = sunglow_texture; m_materials[2].setTexture(0, tsrc->getTextureForMesh( sunglow_texture.empty() ? "sunrisebg.png" : sunglow_texture) ); } void Sky::setMoonTexture(std::string moon_texture, std::string moon_tonemap, ITextureSource *tsrc) { // Ignore matching textures (with modifiers) entirely, // but lets at least update the tonemap before hand. m_moon_params.tonemap = moon_tonemap; m_moon_tonemap = tsrc->isKnownSourceImage(m_moon_params.tonemap) ? tsrc->getTexture(m_moon_params.tonemap) : NULL; m_materials[4].Lighting = !!m_moon_tonemap; if (m_moon_params.texture == moon_texture) return; m_moon_params.texture = moon_texture; if (moon_texture != "") { // We want to ensure the texture exists first. m_moon_texture = tsrc->getTextureForMesh(m_moon_params.texture); if (m_moon_texture) { m_materials[4] = m_materials[0]; m_materials[4].setTexture(0, m_moon_texture); m_materials[4].MaterialType = video:: EMT_TRANSPARENT_ALPHA_CHANNEL; // Disables texture filtering m_materials[4].setFlag( video::E_MATERIAL_FLAG::EMF_BILINEAR_FILTER, false); m_materials[4].setFlag( video::E_MATERIAL_FLAG::EMF_TRILINEAR_FILTER, false); m_materials[4].setFlag( video::E_MATERIAL_FLAG::EMF_ANISOTROPIC_FILTER, false); } } else { m_moon_texture = nullptr; } } void Sky::setStarCount(u16 star_count, bool force_update) { // Allow force updating star count at game init. if (m_star_params.count != star_count || force_update) { m_star_params.count = star_count; m_stars.clear(); // Rebuild the stars surrounding the camera for (u16 i = 0; i < star_count; i++) { v3f star = v3f( myrand_range(-10000, 10000), myrand_range(-10000, 10000), myrand_range(-10000, 10000) ); star.normalize(); m_stars.emplace_back(star); } } } void Sky::setSkyColors(const SkyboxParams sky) { m_sky_params.sky_color = sky.sky_color; } void Sky::setHorizonTint(video::SColor sun_tint, video::SColor moon_tint, std::string use_sun_tint) { // Change sun and moon tinting: m_sky_params.sun_tint = sun_tint; m_sky_params.moon_tint = moon_tint; // Faster than comparing strings every rendering frame if (use_sun_tint == "default") m_default_tint = true; else if (use_sun_tint == "custom") m_default_tint = false; else m_default_tint = true; } void Sky::addTextureToSkybox(std::string texture, int material_id, ITextureSource *tsrc) { // Sanity check for more than six textures. if (material_id + 5 >= SKY_MATERIAL_COUNT) return; // Keep a list of texture names handy. m_sky_params.textures.emplace_back(texture); video::ITexture *result = tsrc->getTextureForMesh(texture); m_materials[material_id+5] = m_materials[0]; m_materials[material_id+5].setTexture(0, result); m_materials[material_id+5].MaterialType = video::EMT_SOLID; } // To be called once at game init to setup default values. void Sky::setSkyDefaults() { SkyboxDefaults sky_defaults; m_sky_params.sky_color = sky_defaults.getSkyColorDefaults(); m_sun_params = sky_defaults.getSunDefaults(); m_moon_params = sky_defaults.getMoonDefaults(); m_star_params = sky_defaults.getStarDefaults(); }