/* 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 "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" 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; m_sun_texture = tsrc->isKnownSourceImage("sun.png") ? tsrc->getTextureForMesh("sun.png") : NULL; m_moon_texture = tsrc->isKnownSourceImage("moon.png") ? tsrc->getTextureForMesh("moon.png") : NULL; m_sun_tonemap = tsrc->isKnownSourceImage("sun_tonemap.png") ? tsrc->getTexture("sun_tonemap.png") : NULL; m_moon_tonemap = tsrc->isKnownSourceImage("moon_tonemap.png") ? tsrc->getTexture("moon_tonemap.png") : 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; 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; if (m_moon_tonemap) m_materials[4].Lighting = true; } for (v3f &star : m_stars) { star = v3f( myrand_range(-10000, 10000), myrand_range(-10000, 10000), myrand_range(-10000, 10000) ); star.normalize(); } m_directional_colored_fog = g_settings->getBool("directional_colored_fog"); } void Sky::OnRegisterSceneNode() { if (IsVisible) SceneManager->registerNodeForRendering(this, scene::ESNRP_SKY_BOX); scene::ISceneNode::OnRegisterSceneNode(); } void Sky::render() { if (!m_visible) return; 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; // Draw far cloudy fog thing blended with skycolor 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); } // If sun, moon and stars are (temporarily) disabled, abort here if (!m_bodies_visible) return; // Draw stars before sun and moon to be behind them do { driver->setMaterial(m_materials[1]); // Tune values so that stars first appear just after the sun // disappears over the horizon, and disappear just before the sun // appears over the horizon. // Also tune so that stars are at full brightness from time 20000 to // time 4000. float starbrightness = MYMAX(0, MYMIN(1, (0.25 - fabs(wicked_time_of_day < 0.5 ? wicked_time_of_day : (1.0 - wicked_time_of_day))) * 20)); float f = starbrightness; float d = 0.006f / 2.0f; video::SColor starcolor(255, f * 90, f * 90, f * 90); // Stars are only drawn when brighter than skycolor if (starcolor.getBlue() < m_skycolor.getBlue()) break; #if ENABLE_GLES u16 indices[SKY_STAR_COUNT * 3]; video::S3DVertex vertices[SKY_STAR_COUNT * 3]; for (u32 i = 0; i < SKY_STAR_COUNT; i++) { indices[i * 3 + 0] = i * 3 + 0; indices[i * 3 + 1] = i * 3 + 1; indices[i * 3 + 2] = i * 3 + 2; v3f r = m_stars[i]; core::CMatrix4 a; a.buildRotateFromTo(v3f(0, 1, 0), r); v3f p = v3f(-d, 1, -d); v3f p1 = v3f(d, 1, 0); v3f p2 = v3f(-d, 1, d); a.rotateVect(p); a.rotateVect(p1); a.rotateVect(p2); p.rotateXYBy(wicked_time_of_day * 360 - 90); p1.rotateXYBy(wicked_time_of_day * 360 - 90); p2.rotateXYBy(wicked_time_of_day * 360 - 90); vertices[i * 3 + 0].Pos = p; vertices[i * 3 + 0].Color = starcolor; vertices[i * 3 + 1].Pos = p1; vertices[i * 3 + 1].Color = starcolor; vertices[i * 3 + 2].Pos = p2; vertices[i * 3 + 2].Color = starcolor; } driver->drawIndexedTriangleList(vertices, SKY_STAR_COUNT * 3, indices, SKY_STAR_COUNT); #else u16 indices[SKY_STAR_COUNT * 4]; video::S3DVertex vertices[SKY_STAR_COUNT * 4]; for (u32 i = 0; i < SKY_STAR_COUNT; i++) { indices[i * 4 + 0] = i * 4 + 0; indices[i * 4 + 1] = i * 4 + 1; indices[i * 4 + 2] = i * 4 + 2; indices[i * 4 + 3] = i * 4 + 3; v3f r = m_stars[i]; core::CMatrix4 a; a.buildRotateFromTo(v3f(0, 1, 0), r); v3f p = v3f(-d, 1, -d); v3f p1 = v3f( d, 1, -d); v3f p2 = v3f( d, 1, d); v3f p3 = v3f(-d, 1, d); a.rotateVect(p); a.rotateVect(p1); a.rotateVect(p2); a.rotateVect(p3); p.rotateXYBy(wicked_time_of_day * 360 - 90); p1.rotateXYBy(wicked_time_of_day * 360 - 90); p2.rotateXYBy(wicked_time_of_day * 360 - 90); p3.rotateXYBy(wicked_time_of_day * 360 - 90); vertices[i * 4 + 0].Pos = p; vertices[i * 4 + 0].Color = starcolor; vertices[i * 4 + 1].Pos = p1; vertices[i * 4 + 1].Color = starcolor; vertices[i * 4 + 2].Pos = p2; vertices[i * 4 + 2].Color = starcolor; vertices[i * 4 + 3].Pos = p3; vertices[i * 4 + 3].Color = starcolor; } driver->drawVertexPrimitiveList(vertices, SKY_STAR_COUNT * 4, indices, SKY_STAR_COUNT, video::EVT_STANDARD, scene::EPT_QUADS, video::EIT_16BIT); #endif } while (false); // Draw sunrise/sunset horizon glow texture (textures/base/pack/sunrisebg.png) { 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_="< CAMERA_MODE_THIRD) dir_factor = -1; f32 pointcolor_blend = wrapDegrees_0_360(yaw * dir_factor + 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::fabs(pitch)) / 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); if (m_sun_tonemap) { pointcolor_sun_f.r = pointcolor_light * (float)m_materials[3].EmissiveColor.getRed() / 255; pointcolor_sun_f.b = pointcolor_light * (float)m_materials[3].EmissiveColor.getBlue() / 255; pointcolor_sun_f.g = pointcolor_light * (float)m_materials[3].EmissiveColor.getGreen() / 255; } else { 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); if (m_moon_tonemap) { pointcolor_moon_f.r = pointcolor_light * (float)m_materials[4].EmissiveColor.getRed() / 255; pointcolor_moon_f.b = pointcolor_light * (float)m_materials[4].EmissiveColor.getBlue() / 255; pointcolor_moon_f.g = pointcolor_light * (float)m_materials[4].EmissiveColor.getGreen() / 255; } 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); } m_bgcolor = m_mix_scolor(m_bgcolor, pointcolor, m_horizon_blend() * 0.5); m_skycolor = m_mix_scolor(m_skycolor, pointcolor, m_horizon_blend() * 0.25); } float cloud_direct_brightness = 0.0f; if (sunlight_seen) { if (!m_directional_colored_fog) { cloud_direct_brightness = time_brightness; // Boost cloud brightness relative to sky, at dawn, dusk and at night if (time_brightness < 0.7f) cloud_direct_brightness *= 1.3f; } else { cloud_direct_brightness = std::fmin(m_horizon_blend() * 0.15f + m_time_brightness, 1.0f); // Set the same minimum cloud brightness at night if (time_brightness < 0.5f) cloud_direct_brightness = std::fmax(cloud_direct_brightness, time_brightness * 1.3f); } } 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.r * m_cloud_brightness, m_cloudcolor_bright_f.g * m_cloud_brightness, m_cloudcolor_bright_f.b * m_cloud_brightness, 1.0 ); if (m_directional_colored_fog) { m_cloudcolor_f = m_mix_scolorf(m_cloudcolor_f, video::SColorf(pointcolor), m_horizon_blend() * 0.25); } } void Sky::draw_sun(video::IVideoDriver *driver, float sunsize, const video::SColor &suncolor, const video::SColor &suncolor2, float wicked_time_of_day) /* Draw sun in the sky. * driver: Video driver object used to draw * sunsize: the default size of the sun * suncolor: main sun color * suncolor2: second sun color * wicked_time_of_day: current time of day, to know where should be the sun in the sky */ { static const u16 indices[4] = {0, 1, 2, 3}; std::array vertices; if (!m_sun_texture) { driver->setMaterial(m_materials[1]); const float sunsizes[4] = {sunsize * 1.7f, sunsize * 1.2f, sunsize, sunsize * 0.7f}; video::SColor c1 = suncolor; video::SColor c2 = suncolor; c1.setAlpha(0.05 * 255); c2.setAlpha(0.15 * 255); const video::SColor colors[4] = {c1, c2, suncolor, suncolor2}; for (int i = 0; i < 4; i++) { draw_sky_body(vertices, -sunsizes[i], sunsizes[i], colors[i]); place_sky_body(vertices, 90, wicked_time_of_day * 360 - 90); driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); } } else { driver->setMaterial(m_materials[3]); float d = sunsize * 1.7; video::SColor c; if (m_sun_tonemap) c = video::SColor(0, 0, 0, 0); else c = video::SColor(255, 255, 255, 255); draw_sky_body(vertices, -d, d, c); place_sky_body(vertices, 90, wicked_time_of_day * 360 - 90); driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); } } void Sky::draw_moon(video::IVideoDriver *driver, float moonsize, const video::SColor &mooncolor, const video::SColor &mooncolor2, float wicked_time_of_day) /* * Draw moon in the sky. * driver: Video driver object used to draw * moonsize: the default size of the moon * mooncolor: main moon color * mooncolor2: second moon color * wicked_time_of_day: current time of day, to know where should be the moon in the sky */ { static const u16 indices[4] = {0, 1, 2, 3}; std::array vertices; if (!m_moon_texture) { driver->setMaterial(m_materials[1]); const float moonsizes_1[4] = { -moonsize * 1.9f, -moonsize * 1.3f, -moonsize, -moonsize }; const float moonsizes_2[4] = { moonsize * 1.9f, moonsize * 1.3f, moonsize, moonsize * 0.6f }; video::SColor c1 = mooncolor; video::SColor c2 = mooncolor; c1.setAlpha(0.05 * 255); c2.setAlpha(0.15 * 255); const video::SColor colors[4] = {c1, c2, mooncolor, mooncolor2}; for (int i = 0; i < 4; i++) { draw_sky_body(vertices, moonsizes_1[i], moonsizes_2[i], colors[i]); place_sky_body(vertices, -90, wicked_time_of_day * 360 - 90); driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); } } else { driver->setMaterial(m_materials[4]); float d = moonsize * 1.9; video::SColor c; if (m_moon_tonemap) c = video::SColor(0, 0, 0, 0); else c = video::SColor(255, 255, 255, 255); draw_sky_body(vertices, -d, d, c); place_sky_body(vertices, -90, wicked_time_of_day * 360 - 90); driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); } } void Sky::draw_sky_body(std::array &vertices, float pos_1, float pos_2, const video::SColor &c) { /* * Create an array of vertices with the dimensions specified. * pos_1, pos_2: position of the body's vertices * c: color of the body */ const f32 t = 1.0f; const f32 o = 0.0f; vertices[0] = video::S3DVertex(pos_1, pos_1, -1, 0, 0, 1, c, t, t); vertices[1] = video::S3DVertex(pos_2, pos_1, -1, 0, 0, 1, c, o, t); vertices[2] = video::S3DVertex(pos_2, pos_2, -1, 0, 0, 1, c, o, o); vertices[3] = video::S3DVertex(pos_1, pos_2, -1, 0, 0, 1, c, t, o); } void Sky::place_sky_body( std::array &vertices, float horizon_position, float day_position) /* * Place body in the sky. * vertices: The body as a rectangle of 4 vertices * horizon_position: turn the body around the Y axis * day_position: turn the body around the Z axis, to place it depending of the time of the day */ { for (video::S3DVertex &vertex : vertices) { // Body is directed to -Z (south) by default vertex.Pos.rotateXZBy(horizon_position); vertex.Pos.rotateXYBy(day_position); } }