3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4 Copyright (C) 2020 numzero, Lobachevskiy Vitaliy <numzer0@yandex.ru>
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU Lesser General Public License for more details.
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
23 #include "IVideoDriver.h"
24 #include "ISceneManager.h"
25 #include "ICameraSceneNode.h"
26 #include "S3DVertex.h"
27 #include "client/tile.h"
28 #include "noise.h" // easeCurve
30 #include "util/numeric.h"
32 #include "client/renderingengine.h"
34 #include "camera.h" // CameraModes
36 using namespace irr::core;
38 static video::SMaterial baseMaterial() {
42 mat.ZBuffer = video::ECFN_DISABLED;
44 mat.ZBuffer = video::ECFN_NEVER;
46 mat.ZWriteEnable = false;
48 mat.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
49 mat.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
50 mat.BackfaceCulling = false;
54 Sky::Sky(s32 id, ITextureSource *tsrc, IShaderSource *ssrc) :
55 scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
56 RenderingEngine::get_scene_manager(), id)
58 setAutomaticCulling(scene::EAC_OFF);
59 m_box.MaxEdge.set(0, 0, 0);
60 m_box.MinEdge.set(0, 0, 0);
62 m_enable_shaders = g_settings->getBool("enable_shaders");
66 m_materials[0] = baseMaterial();
67 m_materials[0].MaterialType = ssrc->getShaderInfo(ssrc->getShader("stars_shader", TILE_MATERIAL_ALPHA, 0)).material;
68 m_materials[0].Lighting = true;
69 m_materials[0].ColorMaterial = video::ECM_NONE;
71 m_materials[1] = baseMaterial();
72 //m_materials[1].MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
73 m_materials[1].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
75 m_materials[2] = baseMaterial();
76 m_materials[2].setTexture(0, tsrc->getTextureForMesh("sunrisebg.png"));
77 m_materials[2].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
78 //m_materials[2].MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
80 // Ensures that sun and moon textures and tonemaps are correct.
82 m_sun_texture = tsrc->isKnownSourceImage(m_sun_params.texture) ?
83 tsrc->getTextureForMesh(m_sun_params.texture) : NULL;
84 m_moon_texture = tsrc->isKnownSourceImage(m_moon_params.texture) ?
85 tsrc->getTextureForMesh(m_moon_params.texture) : NULL;
86 m_sun_tonemap = tsrc->isKnownSourceImage(m_sun_params.tonemap) ?
87 tsrc->getTexture(m_sun_params.tonemap) : NULL;
88 m_moon_tonemap = tsrc->isKnownSourceImage(m_moon_params.tonemap) ?
89 tsrc->getTexture(m_moon_params.tonemap) : NULL;
92 m_materials[3] = baseMaterial();
93 m_materials[3].setTexture(0, m_sun_texture);
94 m_materials[3].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
95 // Disables texture filtering
96 m_materials[3].setFlag(video::E_MATERIAL_FLAG::EMF_BILINEAR_FILTER, false);
97 m_materials[3].setFlag(video::E_MATERIAL_FLAG::EMF_TRILINEAR_FILTER, false);
98 m_materials[3].setFlag(video::E_MATERIAL_FLAG::EMF_ANISOTROPIC_FILTER, false);
99 // Use tonemaps if available
101 m_materials[3].Lighting = true;
103 if (m_moon_texture) {
104 m_materials[4] = baseMaterial();
105 m_materials[4].setTexture(0, m_moon_texture);
106 m_materials[4].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
107 // Disables texture filtering
108 m_materials[4].setFlag(video::E_MATERIAL_FLAG::EMF_BILINEAR_FILTER, false);
109 m_materials[4].setFlag(video::E_MATERIAL_FLAG::EMF_TRILINEAR_FILTER, false);
110 m_materials[4].setFlag(video::E_MATERIAL_FLAG::EMF_ANISOTROPIC_FILTER, false);
111 // Use tonemaps if available
113 m_materials[4].Lighting = true;
116 for (int i = 5; i < 11; i++) {
117 m_materials[i] = baseMaterial();
118 m_materials[i].Lighting = true;
119 m_materials[i].MaterialType = video::EMT_SOLID;
121 m_directional_colored_fog = g_settings->getBool("directional_colored_fog");
122 setStarCount(1000, true);
125 void Sky::OnRegisterSceneNode()
128 SceneManager->registerNodeForRendering(this, scene::ESNRP_SKY_BOX);
130 scene::ISceneNode::OnRegisterSceneNode();
135 video::IVideoDriver *driver = SceneManager->getVideoDriver();
136 scene::ICameraSceneNode *camera = SceneManager->getActiveCamera();
138 if (!camera || !driver)
141 ScopeProfiler sp(g_profiler, "Sky::render()", SPT_AVG);
143 // Draw perspective skybox
145 core::matrix4 translate(AbsoluteTransformation);
146 translate.setTranslation(camera->getAbsolutePosition());
148 // Draw the sky box between the near and far clip plane
149 const f32 viewDistance = (camera->getNearValue() + camera->getFarValue()) * 0.5f;
151 scale.setScale(core::vector3df(viewDistance, viewDistance, viewDistance));
153 driver->setTransform(video::ETS_WORLD, translate * scale);
155 if (m_sunlight_seen) {
156 float sunsize = 0.07;
157 video::SColorf suncolor_f(1, 1, 0, 1);
159 //suncolor_f.g = MYMAX(0.3, MYMIN(1.0, 0.7 + m_time_brightness * 0.5));
160 //suncolor_f.b = MYMAX(0.0, m_brightness * 0.95);
161 video::SColorf suncolor2_f(1, 1, 1, 1);
162 // The values below were probably meant to be suncolor2_f instead of a
163 // reassignment of suncolor_f. However, the resulting colour was chosen
164 // and is our long-running classic colour. So preserve, but comment-out
165 // the unnecessary first assignments above.
167 suncolor_f.g = MYMAX(0.3, MYMIN(1.0, 0.85 + m_time_brightness * 0.5));
168 suncolor_f.b = MYMAX(0.0, m_brightness);
170 float moonsize = 0.04;
171 video::SColorf mooncolor_f(0.50, 0.57, 0.65, 1);
172 video::SColorf mooncolor2_f(0.85, 0.875, 0.9, 1);
174 float nightlength = 0.415;
175 float wn = nightlength / 2;
176 float wicked_time_of_day = 0;
177 if (m_time_of_day > wn && m_time_of_day < 1.0 - wn)
178 wicked_time_of_day = (m_time_of_day - wn) / (1.0 - wn * 2) * 0.5 + 0.25;
179 else if (m_time_of_day < 0.5)
180 wicked_time_of_day = m_time_of_day / wn * 0.25;
182 wicked_time_of_day = 1.0 - ((1.0 - m_time_of_day) / wn * 0.25);
183 /*std::cerr<<"time_of_day="<<m_time_of_day<<" -> "
184 <<"wicked_time_of_day="<<wicked_time_of_day<<std::endl;*/
186 video::SColor suncolor = suncolor_f.toSColor();
187 video::SColor suncolor2 = suncolor2_f.toSColor();
188 video::SColor mooncolor = mooncolor_f.toSColor();
189 video::SColor mooncolor2 = mooncolor2_f.toSColor();
191 // Calculate offset normalized to the X dimension of a 512x1 px tonemap
192 float offset = (1.0 - fabs(sin((m_time_of_day - 0.5) * irr::core::PI))) * 511;
195 u8 * texels = (u8 *)m_sun_tonemap->lock();
196 video::SColor* texel = (video::SColor *)(texels + (u32)offset * 4);
197 video::SColor texel_color (255, texel->getRed(),
198 texel->getGreen(), texel->getBlue());
199 m_sun_tonemap->unlock();
200 m_materials[3].EmissiveColor = texel_color;
203 if (m_moon_tonemap) {
204 u8 * texels = (u8 *)m_moon_tonemap->lock();
205 video::SColor* texel = (video::SColor *)(texels + (u32)offset * 4);
206 video::SColor texel_color (255, texel->getRed(),
207 texel->getGreen(), texel->getBlue());
208 m_moon_tonemap->unlock();
209 m_materials[4].EmissiveColor = texel_color;
214 static const u16 indices[6] = {0, 1, 2, 0, 2, 3};
215 video::S3DVertex vertices[4];
217 driver->setMaterial(m_materials[1]);
219 video::SColor cloudyfogcolor = m_bgcolor;
221 // Abort rendering if we're in the clouds.
222 // Stops rendering a pure white hole in the bottom of the skybox.
226 // Draw the six sided skybox,
227 if (m_sky_params.textures.size() == 6) {
228 for (u32 j = 5; j < 11; j++) {
229 video::SColor c(255, 255, 255, 255);
230 driver->setMaterial(m_materials[j]);
231 // Use 1.05 rather than 1.0 to avoid colliding with the
232 // sun, moon and stars, as this is a background skybox.
233 vertices[0] = video::S3DVertex(-1.05, -1.05, -1.05, 0, 0, 1, c, t, t);
234 vertices[1] = video::S3DVertex( 1.05, -1.05, -1.05, 0, 0, 1, c, o, t);
235 vertices[2] = video::S3DVertex( 1.05, 1.05, -1.05, 0, 0, 1, c, o, o);
236 vertices[3] = video::S3DVertex(-1.05, 1.05, -1.05, 0, 0, 1, c, t, o);
237 for (video::S3DVertex &vertex : vertices) {
238 if (j == 5) { // Top texture
239 vertex.Pos.rotateYZBy(90);
240 vertex.Pos.rotateXZBy(90);
241 } else if (j == 6) { // Bottom texture
242 vertex.Pos.rotateYZBy(-90);
243 vertex.Pos.rotateXZBy(90);
244 } else if (j == 7) { // Left texture
245 vertex.Pos.rotateXZBy(90);
246 } else if (j == 8) { // Right texture
247 vertex.Pos.rotateXZBy(-90);
248 } else if (j == 9) { // Front texture, do nothing
249 // Irrlicht doesn't like it when vertexes are left
250 // alone and not rotated for some reason.
251 vertex.Pos.rotateXZBy(0);
252 } else {// Back texture
253 vertex.Pos.rotateXZBy(180);
256 driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
260 // Draw far cloudy fog thing blended with skycolor
262 driver->setMaterial(m_materials[1]);
263 for (u32 j = 0; j < 4; j++) {
264 vertices[0] = video::S3DVertex(-1, -0.02, -1, 0, 0, 1, m_bgcolor, t, t);
265 vertices[1] = video::S3DVertex( 1, -0.02, -1, 0, 0, 1, m_bgcolor, o, t);
266 vertices[2] = video::S3DVertex( 1, 0.45, -1, 0, 0, 1, m_skycolor, o, o);
267 vertices[3] = video::S3DVertex(-1, 0.45, -1, 0, 0, 1, m_skycolor, t, o);
268 for (video::S3DVertex &vertex : vertices) {
273 // Switch from -Z (south) to +X (east)
274 vertex.Pos.rotateXZBy(90);
276 // Switch from -Z (south) to -X (west)
277 vertex.Pos.rotateXZBy(-90);
279 // Switch from -Z (south) to +Z (north)
280 vertex.Pos.rotateXZBy(-180);
282 driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
286 // Draw stars before sun and moon to be behind them
287 if (m_star_params.visible)
288 draw_stars(driver, wicked_time_of_day);
290 // Draw sunrise/sunset horizon glow texture
291 // (textures/base/pack/sunrisebg.png)
292 if (m_sun_params.sunrise_visible) {
293 driver->setMaterial(m_materials[2]);
295 float mid = wicked_time_of_day < 0.5 ? mid1 : (1.0 - mid1);
296 float a_ = 1.0f - std::fabs(wicked_time_of_day - mid) * 35.0f;
297 float a = easeCurve(MYMAX(0, MYMIN(1, a_)));
298 //std::cerr<<"a_="<<a_<<" a="<<a<<std::endl;
299 video::SColor c(255, 255, 255, 255);
300 float y = -(1.0 - a) * 0.22;
301 vertices[0] = video::S3DVertex(-1, -0.05 + y, -1, 0, 0, 1, c, t, t);
302 vertices[1] = video::S3DVertex( 1, -0.05 + y, -1, 0, 0, 1, c, o, t);
303 vertices[2] = video::S3DVertex( 1, 0.2 + y, -1, 0, 0, 1, c, o, o);
304 vertices[3] = video::S3DVertex(-1, 0.2 + y, -1, 0, 0, 1, c, t, o);
305 for (video::S3DVertex &vertex : vertices) {
306 if (wicked_time_of_day < 0.5)
307 // Switch from -Z (south) to +X (east)
308 vertex.Pos.rotateXZBy(90);
310 // Switch from -Z (south) to -X (west)
311 vertex.Pos.rotateXZBy(-90);
313 driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
317 if (m_sun_params.visible)
318 draw_sun(driver, sunsize, suncolor, suncolor2, wicked_time_of_day);
321 if (m_moon_params.visible)
322 draw_moon(driver, moonsize, mooncolor, mooncolor2, wicked_time_of_day);
324 // Draw far cloudy fog thing below all horizons in front of sun, moon
327 driver->setMaterial(m_materials[1]);
329 for (u32 j = 0; j < 4; j++) {
330 video::SColor c = cloudyfogcolor;
331 vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 0, 1, c, t, t);
332 vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 0, 1, c, o, t);
333 vertices[2] = video::S3DVertex( 1, -0.02, -1, 0, 0, 1, c, o, o);
334 vertices[3] = video::S3DVertex(-1, -0.02, -1, 0, 0, 1, c, t, o);
335 for (video::S3DVertex &vertex : vertices) {
340 // Switch from -Z (south) to +X (east)
341 vertex.Pos.rotateXZBy(90);
343 // Switch from -Z (south) to -X (west)
344 vertex.Pos.rotateXZBy(-90);
346 // Switch from -Z (south) to +Z (north)
347 vertex.Pos.rotateXZBy(-180);
349 driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
352 // Draw bottom far cloudy fog thing in front of sun, moon and stars
353 video::SColor c = cloudyfogcolor;
354 vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 1, 0, c, t, t);
355 vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 1, 0, c, o, t);
356 vertices[2] = video::S3DVertex( 1, -1.0, 1, 0, 1, 0, c, o, o);
357 vertices[3] = video::S3DVertex(-1, -1.0, 1, 0, 1, 0, c, t, o);
358 driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
363 void Sky::update(float time_of_day, float time_brightness,
364 float direct_brightness, bool sunlight_seen,
365 CameraMode cam_mode, float yaw, float pitch)
367 // Stabilize initial brightness and color values by flooding updates
368 if (m_first_update) {
369 /*dstream<<"First update with time_of_day="<<time_of_day
370 <<" time_brightness="<<time_brightness
371 <<" direct_brightness="<<direct_brightness
372 <<" sunlight_seen="<<sunlight_seen<<std::endl;*/
373 m_first_update = false;
374 for (u32 i = 0; i < 100; i++) {
375 update(time_of_day, time_brightness, direct_brightness,
376 sunlight_seen, cam_mode, yaw, pitch);
381 m_time_of_day = time_of_day;
382 m_time_brightness = time_brightness;
383 m_sunlight_seen = sunlight_seen;
386 bool is_dawn = (time_brightness >= 0.20 && time_brightness < 0.35);
391 video::SColorf bgcolor_bright_normal_f(170. / 255, 200. / 255, 230. / 255, 1.0);
392 video::SColorf bgcolor_bright_dawn_f(0.666, 200. / 255 * 0.7, 230. / 255 * 0.5, 1.0);
393 video::SColorf bgcolor_bright_dawn_f(0.666, 0.549, 0.220, 1.0);
394 video::SColorf bgcolor_bright_dawn_f(0.666 * 1.2, 0.549 * 1.0, 0.220 * 1.0, 1.0);
395 video::SColorf bgcolor_bright_dawn_f(0.666 * 1.2, 0.549 * 1.0, 0.220 * 1.2, 1.0);
397 video::SColorf cloudcolor_bright_dawn_f(1.0, 0.591, 0.4);
398 video::SColorf cloudcolor_bright_dawn_f(1.0, 0.65, 0.44);
399 video::SColorf cloudcolor_bright_dawn_f(1.0, 0.7, 0.5);
402 video::SColorf bgcolor_bright_normal_f = m_sky_params.sky_color.day_horizon;
403 video::SColorf bgcolor_bright_indoor_f = m_sky_params.sky_color.indoors;
404 video::SColorf bgcolor_bright_dawn_f = m_sky_params.sky_color.dawn_horizon;
405 video::SColorf bgcolor_bright_night_f = m_sky_params.sky_color.night_horizon;
407 video::SColorf skycolor_bright_normal_f = m_sky_params.sky_color.day_sky;
408 video::SColorf skycolor_bright_dawn_f = m_sky_params.sky_color.dawn_sky;
409 video::SColorf skycolor_bright_night_f = m_sky_params.sky_color.night_sky;
411 video::SColorf cloudcolor_bright_normal_f = m_cloudcolor_day_f;
412 video::SColorf cloudcolor_bright_dawn_f = m_cloudcolor_dawn_f;
414 float cloud_color_change_fraction = 0.95;
416 if (std::fabs(time_brightness - m_brightness) < 0.2f) {
417 m_brightness = m_brightness * 0.95 + time_brightness * 0.05;
419 m_brightness = m_brightness * 0.80 + time_brightness * 0.20;
420 cloud_color_change_fraction = 0.0;
423 if (direct_brightness < m_brightness)
424 m_brightness = m_brightness * 0.95 + direct_brightness * 0.05;
426 m_brightness = m_brightness * 0.98 + direct_brightness * 0.02;
429 m_clouds_visible = true;
430 float color_change_fraction = 0.98f;
432 if (is_dawn) { // Dawn
433 m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
434 bgcolor_bright_dawn_f, color_change_fraction);
435 m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
436 skycolor_bright_dawn_f, color_change_fraction);
437 m_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated(
438 cloudcolor_bright_dawn_f, color_change_fraction);
440 if (time_brightness < 0.13f) { // Night
441 m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
442 bgcolor_bright_night_f, color_change_fraction);
443 m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
444 skycolor_bright_night_f, color_change_fraction);
446 m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
447 bgcolor_bright_normal_f, color_change_fraction);
448 m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
449 skycolor_bright_normal_f, color_change_fraction);
452 m_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated(
453 cloudcolor_bright_normal_f, color_change_fraction);
456 m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
457 bgcolor_bright_indoor_f, color_change_fraction);
458 m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
459 bgcolor_bright_indoor_f, color_change_fraction);
460 m_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated(
461 cloudcolor_bright_normal_f, color_change_fraction);
462 m_clouds_visible = false;
465 video::SColor bgcolor_bright = m_bgcolor_bright_f.toSColor();
466 m_bgcolor = video::SColor(
468 bgcolor_bright.getRed() * m_brightness,
469 bgcolor_bright.getGreen() * m_brightness,
470 bgcolor_bright.getBlue() * m_brightness
473 video::SColor skycolor_bright = m_skycolor_bright_f.toSColor();
474 m_skycolor = video::SColor(
476 skycolor_bright.getRed() * m_brightness,
477 skycolor_bright.getGreen() * m_brightness,
478 skycolor_bright.getBlue() * m_brightness
481 // Horizon coloring based on sun and moon direction during sunset and sunrise
482 video::SColor pointcolor = video::SColor(m_bgcolor.getAlpha(), 255, 255, 255);
483 if (m_directional_colored_fog) {
484 if (m_horizon_blend() != 0) {
485 // Calculate hemisphere value from yaw, (inverted in third person front view)
487 if (cam_mode > CAMERA_MODE_THIRD)
489 f32 pointcolor_blend = wrapDegrees_0_360(yaw * dir_factor + 90);
490 if (pointcolor_blend > 180)
491 pointcolor_blend = 360 - pointcolor_blend;
492 pointcolor_blend /= 180;
493 // Bound view angle to determine where transition starts and ends
494 pointcolor_blend = rangelim(1 - pointcolor_blend * 1.375, 0, 1 / 1.375) *
496 // Combine the colors when looking up or down, otherwise turning looks weird
497 pointcolor_blend += (0.5 - pointcolor_blend) *
498 (1 - MYMIN((90 - std::fabs(pitch)) / 90 * 1.5, 1));
499 // Invert direction to match where the sun and moon are rising
500 if (m_time_of_day > 0.5)
501 pointcolor_blend = 1 - pointcolor_blend;
502 // Horizon colors of sun and moon
503 f32 pointcolor_light = rangelim(m_time_brightness * 3, 0.2, 1);
505 video::SColorf pointcolor_sun_f(1, 1, 1, 1);
506 // Use tonemap only if default sun/moon tinting is used
507 // which keeps previous behaviour.
508 if (m_sun_tonemap && m_default_tint) {
509 pointcolor_sun_f.r = pointcolor_light *
510 (float)m_materials[3].EmissiveColor.getRed() / 255;
511 pointcolor_sun_f.b = pointcolor_light *
512 (float)m_materials[3].EmissiveColor.getBlue() / 255;
513 pointcolor_sun_f.g = pointcolor_light *
514 (float)m_materials[3].EmissiveColor.getGreen() / 255;
515 } else if (!m_default_tint) {
516 pointcolor_sun_f = m_sky_params.fog_sun_tint;
518 pointcolor_sun_f.r = pointcolor_light * 1;
519 pointcolor_sun_f.b = pointcolor_light *
520 (0.25 + (rangelim(m_time_brightness, 0.25, 0.75) - 0.25) * 2 * 0.75);
521 pointcolor_sun_f.g = pointcolor_light * (pointcolor_sun_f.b * 0.375 +
522 (rangelim(m_time_brightness, 0.05, 0.15) - 0.05) * 10 * 0.625);
525 video::SColorf pointcolor_moon_f;
526 if (m_default_tint) {
527 pointcolor_moon_f = video::SColorf(
528 0.5 * pointcolor_light,
529 0.6 * pointcolor_light,
530 0.8 * pointcolor_light,
534 pointcolor_moon_f = video::SColorf(
535 (m_sky_params.fog_moon_tint.getRed() / 255) * pointcolor_light,
536 (m_sky_params.fog_moon_tint.getGreen() / 255) * pointcolor_light,
537 (m_sky_params.fog_moon_tint.getBlue() / 255) * pointcolor_light,
541 if (m_moon_tonemap && m_default_tint) {
542 pointcolor_moon_f.r = pointcolor_light *
543 (float)m_materials[4].EmissiveColor.getRed() / 255;
544 pointcolor_moon_f.b = pointcolor_light *
545 (float)m_materials[4].EmissiveColor.getBlue() / 255;
546 pointcolor_moon_f.g = pointcolor_light *
547 (float)m_materials[4].EmissiveColor.getGreen() / 255;
550 video::SColor pointcolor_sun = pointcolor_sun_f.toSColor();
551 video::SColor pointcolor_moon = pointcolor_moon_f.toSColor();
552 // Calculate the blend color
553 pointcolor = m_mix_scolor(pointcolor_moon, pointcolor_sun, pointcolor_blend);
555 m_bgcolor = m_mix_scolor(m_bgcolor, pointcolor, m_horizon_blend() * 0.5);
556 m_skycolor = m_mix_scolor(m_skycolor, pointcolor, m_horizon_blend() * 0.25);
559 float cloud_direct_brightness = 0.0f;
561 if (!m_directional_colored_fog) {
562 cloud_direct_brightness = time_brightness;
563 // Boost cloud brightness relative to sky, at dawn, dusk and at night
564 if (time_brightness < 0.7f)
565 cloud_direct_brightness *= 1.3f;
567 cloud_direct_brightness = std::fmin(m_horizon_blend() * 0.15f +
568 m_time_brightness, 1.0f);
569 // Set the same minimum cloud brightness at night
570 if (time_brightness < 0.5f)
571 cloud_direct_brightness = std::fmax(cloud_direct_brightness,
572 time_brightness * 1.3f);
575 cloud_direct_brightness = direct_brightness;
578 m_cloud_brightness = m_cloud_brightness * cloud_color_change_fraction +
579 cloud_direct_brightness * (1.0 - cloud_color_change_fraction);
580 m_cloudcolor_f = video::SColorf(
581 m_cloudcolor_bright_f.r * m_cloud_brightness,
582 m_cloudcolor_bright_f.g * m_cloud_brightness,
583 m_cloudcolor_bright_f.b * m_cloud_brightness,
586 if (m_directional_colored_fog) {
587 m_cloudcolor_f = m_mix_scolorf(m_cloudcolor_f,
588 video::SColorf(pointcolor), m_horizon_blend() * 0.25);
592 void Sky::draw_sun(video::IVideoDriver *driver, float sunsize, const video::SColor &suncolor,
593 const video::SColor &suncolor2, float wicked_time_of_day)
594 /* Draw sun in the sky.
595 * driver: Video driver object used to draw
596 * sunsize: the default size of the sun
597 * suncolor: main sun color
598 * suncolor2: second sun color
599 * wicked_time_of_day: current time of day, to know where should be the sun in the sky
602 static const u16 indices[] = {0, 1, 2, 0, 2, 3};
603 std::array<video::S3DVertex, 4> vertices;
604 if (!m_sun_texture) {
605 driver->setMaterial(m_materials[1]);
606 const float sunsizes[4] = {
607 (sunsize * 1.7f) * m_sun_params.scale,
608 (sunsize * 1.2f) * m_sun_params.scale,
609 (sunsize) * m_sun_params.scale,
610 (sunsize * 0.7f) * m_sun_params.scale
612 video::SColor c1 = suncolor;
613 video::SColor c2 = suncolor;
614 c1.setAlpha(0.05 * 255);
615 c2.setAlpha(0.15 * 255);
616 const video::SColor colors[4] = {c1, c2, suncolor, suncolor2};
617 for (int i = 0; i < 4; i++) {
618 draw_sky_body(vertices, -sunsizes[i], sunsizes[i], colors[i]);
619 place_sky_body(vertices, 90, wicked_time_of_day * 360 - 90);
620 driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
623 driver->setMaterial(m_materials[3]);
624 float d = (sunsize * 1.7) * m_sun_params.scale;
627 c = video::SColor(0, 0, 0, 0);
629 c = video::SColor(255, 255, 255, 255);
630 draw_sky_body(vertices, -d, d, c);
631 place_sky_body(vertices, 90, wicked_time_of_day * 360 - 90);
632 driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
637 void Sky::draw_moon(video::IVideoDriver *driver, float moonsize, const video::SColor &mooncolor,
638 const video::SColor &mooncolor2, float wicked_time_of_day)
640 * Draw moon in the sky.
641 * driver: Video driver object used to draw
642 * moonsize: the default size of the moon
643 * mooncolor: main moon color
644 * mooncolor2: second moon color
645 * wicked_time_of_day: current time of day, to know where should be the moon in
649 static const u16 indices[] = {0, 1, 2, 0, 2, 3};
650 std::array<video::S3DVertex, 4> vertices;
651 if (!m_moon_texture) {
652 driver->setMaterial(m_materials[1]);
653 const float moonsizes_1[4] = {
654 (-moonsize * 1.9f) * m_moon_params.scale,
655 (-moonsize * 1.3f) * m_moon_params.scale,
656 (-moonsize) * m_moon_params.scale,
657 (-moonsize) * m_moon_params.scale
659 const float moonsizes_2[4] = {
660 (moonsize * 1.9f) * m_moon_params.scale,
661 (moonsize * 1.3f) * m_moon_params.scale,
662 (moonsize) *m_moon_params.scale,
663 (moonsize * 0.6f) * m_moon_params.scale
665 video::SColor c1 = mooncolor;
666 video::SColor c2 = mooncolor;
667 c1.setAlpha(0.05 * 255);
668 c2.setAlpha(0.15 * 255);
669 const video::SColor colors[4] = {c1, c2, mooncolor, mooncolor2};
670 for (int i = 0; i < 4; i++) {
671 draw_sky_body(vertices, moonsizes_1[i], moonsizes_2[i], colors[i]);
672 place_sky_body(vertices, -90, wicked_time_of_day * 360 - 90);
673 driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
676 driver->setMaterial(m_materials[4]);
677 float d = (moonsize * 1.9) * m_moon_params.scale;
680 c = video::SColor(0, 0, 0, 0);
682 c = video::SColor(255, 255, 255, 255);
683 draw_sky_body(vertices, -d, d, c);
684 place_sky_body(vertices, -90, wicked_time_of_day * 360 - 90);
685 driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
689 void Sky::draw_stars(video::IVideoDriver * driver, float wicked_time_of_day)
691 // Tune values so that stars first appear just after the sun
692 // disappears over the horizon, and disappear just before the sun
693 // appears over the horizon.
694 // Also tune so that stars are at full brightness from time 20000
697 float tod = wicked_time_of_day < 0.5f ? wicked_time_of_day : (1.0f - wicked_time_of_day);
698 float starbrightness = (0.25f - fabsf(tod)) * 20.0f;
699 m_star_color = m_star_params.starcolor;
700 m_star_color.a = clamp(starbrightness * m_star_color.a, 0.0f, 1.0f);
701 if (m_star_color.a <= 0.0f) // Stars are only drawn when not fully transparent
703 m_materials[0].DiffuseColor = m_materials[0].EmissiveColor = m_star_color.toSColor();
704 auto sky_rotation = core::matrix4().setRotationAxisRadians(2.0f * M_PI * (wicked_time_of_day - 0.25f), v3f(0.0f, 0.0f, 1.0f));
705 auto world_matrix = driver->getTransform(video::ETS_WORLD);
706 driver->setTransform(video::ETS_WORLD, world_matrix * sky_rotation);
707 driver->setMaterial(m_materials[0]);
708 driver->drawMeshBuffer(m_stars.get());
709 driver->setTransform(video::ETS_WORLD, world_matrix);
712 void Sky::draw_sky_body(std::array<video::S3DVertex, 4> &vertices, float pos_1, float pos_2, const video::SColor &c)
715 * Create an array of vertices with the dimensions specified.
716 * pos_1, pos_2: position of the body's vertices
717 * c: color of the body
722 vertices[0] = video::S3DVertex(pos_1, pos_1, -1, 0, 0, 1, c, t, t);
723 vertices[1] = video::S3DVertex(pos_2, pos_1, -1, 0, 0, 1, c, o, t);
724 vertices[2] = video::S3DVertex(pos_2, pos_2, -1, 0, 0, 1, c, o, o);
725 vertices[3] = video::S3DVertex(pos_1, pos_2, -1, 0, 0, 1, c, t, o);
729 void Sky::place_sky_body(
730 std::array<video::S3DVertex, 4> &vertices, float horizon_position, float day_position)
732 * Place body in the sky.
733 * vertices: The body as a rectangle of 4 vertices
734 * horizon_position: turn the body around the Y axis
735 * day_position: turn the body around the Z axis, to place it depending of the time of the day
738 for (video::S3DVertex &vertex : vertices) {
739 // Body is directed to -Z (south) by default
740 vertex.Pos.rotateXZBy(horizon_position);
741 vertex.Pos.rotateXYBy(day_position);
745 void Sky::setSunTexture(std::string sun_texture,
746 std::string sun_tonemap, ITextureSource *tsrc)
748 // Ignore matching textures (with modifiers) entirely,
749 // but lets at least update the tonemap before hand.
750 m_sun_params.tonemap = sun_tonemap;
751 m_sun_tonemap = tsrc->isKnownSourceImage(m_sun_params.tonemap) ?
752 tsrc->getTexture(m_sun_params.tonemap) : NULL;
753 m_materials[3].Lighting = !!m_sun_tonemap;
755 if (m_sun_params.texture == sun_texture)
757 m_sun_params.texture = sun_texture;
759 if (sun_texture != "") {
760 // We want to ensure the texture exists first.
761 m_sun_texture = tsrc->getTextureForMesh(m_sun_params.texture);
764 m_materials[3] = baseMaterial();
765 m_materials[3].setTexture(0, m_sun_texture);
766 m_materials[3].MaterialType = video::
767 EMT_TRANSPARENT_ALPHA_CHANNEL;
768 // Disables texture filtering
769 m_materials[3].setFlag(
770 video::E_MATERIAL_FLAG::EMF_BILINEAR_FILTER, false);
771 m_materials[3].setFlag(
772 video::E_MATERIAL_FLAG::EMF_TRILINEAR_FILTER, false);
773 m_materials[3].setFlag(
774 video::E_MATERIAL_FLAG::EMF_ANISOTROPIC_FILTER, false);
777 m_sun_texture = nullptr;
781 void Sky::setSunriseTexture(std::string sunglow_texture,
782 ITextureSource* tsrc)
784 // Ignore matching textures (with modifiers) entirely.
785 if (m_sun_params.sunrise == sunglow_texture)
787 m_sun_params.sunrise = sunglow_texture;
788 m_materials[2].setTexture(0, tsrc->getTextureForMesh(
789 sunglow_texture.empty() ? "sunrisebg.png" : sunglow_texture)
793 void Sky::setMoonTexture(std::string moon_texture,
794 std::string moon_tonemap, ITextureSource *tsrc)
796 // Ignore matching textures (with modifiers) entirely,
797 // but lets at least update the tonemap before hand.
798 m_moon_params.tonemap = moon_tonemap;
799 m_moon_tonemap = tsrc->isKnownSourceImage(m_moon_params.tonemap) ?
800 tsrc->getTexture(m_moon_params.tonemap) : NULL;
801 m_materials[4].Lighting = !!m_moon_tonemap;
803 if (m_moon_params.texture == moon_texture)
805 m_moon_params.texture = moon_texture;
807 if (moon_texture != "") {
808 // We want to ensure the texture exists first.
809 m_moon_texture = tsrc->getTextureForMesh(m_moon_params.texture);
811 if (m_moon_texture) {
812 m_materials[4] = baseMaterial();
813 m_materials[4].setTexture(0, m_moon_texture);
814 m_materials[4].MaterialType = video::
815 EMT_TRANSPARENT_ALPHA_CHANNEL;
816 // Disables texture filtering
817 m_materials[4].setFlag(
818 video::E_MATERIAL_FLAG::EMF_BILINEAR_FILTER, false);
819 m_materials[4].setFlag(
820 video::E_MATERIAL_FLAG::EMF_TRILINEAR_FILTER, false);
821 m_materials[4].setFlag(
822 video::E_MATERIAL_FLAG::EMF_ANISOTROPIC_FILTER, false);
825 m_moon_texture = nullptr;
829 void Sky::setStarCount(u16 star_count, bool force_update)
831 // Allow force updating star count at game init.
832 if (m_star_params.count != star_count || force_update) {
833 m_star_params.count = star_count;
834 m_seed = (u64)myrand() << 32 | myrand();
839 void Sky::updateStars() {
840 m_stars.reset(new scene::SMeshBuffer());
841 // Stupid IrrLicht doesn’t allow non-indexed rendering, and indexed quad
842 // rendering is slow due to lack of hardware support. So as indices are
843 // 16-bit and there are 4 vertices per star... the limit is 2^16/4 = 0x4000.
844 // That should be well enough actually.
845 if (m_star_params.count > 0x4000) {
846 warningstream << "Requested " << m_star_params.count << " stars but " << 0x4000 << " is the max\n";
847 m_star_params.count = 0x4000;
849 m_stars->Vertices.reallocate(4 * m_star_params.count);
850 m_stars->Indices.reallocate(6 * m_star_params.count);
852 video::SColor fallback_color = m_star_params.starcolor; // used on GLES 2 “without shaders”
853 PcgRandom rgen(m_seed);
854 float d = (0.006 / 2) * m_star_params.scale;
855 for (u16 i = 0; i < m_star_params.count; i++) {
857 rgen.range(-10000, 10000),
858 rgen.range(-10000, 10000),
859 rgen.range(-10000, 10000)
861 core::CMatrix4<f32> a;
862 a.buildRotateFromTo(v3f(0, 1, 0), r);
863 v3f p = v3f(-d, 1, -d);
864 v3f p1 = v3f(d, 1, -d);
865 v3f p2 = v3f(d, 1, d);
866 v3f p3 = v3f(-d, 1, d);
871 m_stars->Vertices.push_back(video::S3DVertex(p, {}, fallback_color, {}));
872 m_stars->Vertices.push_back(video::S3DVertex(p1, {}, fallback_color, {}));
873 m_stars->Vertices.push_back(video::S3DVertex(p2, {}, fallback_color, {}));
874 m_stars->Vertices.push_back(video::S3DVertex(p3, {}, fallback_color, {}));
876 for (u16 i = 0; i < m_star_params.count; i++) {
877 m_stars->Indices.push_back(i * 4 + 0);
878 m_stars->Indices.push_back(i * 4 + 1);
879 m_stars->Indices.push_back(i * 4 + 2);
880 m_stars->Indices.push_back(i * 4 + 2);
881 m_stars->Indices.push_back(i * 4 + 3);
882 m_stars->Indices.push_back(i * 4 + 0);
884 m_stars->setHardwareMappingHint(scene::EHM_STATIC);
887 void Sky::setSkyColors(const SkyColor &sky_color)
889 m_sky_params.sky_color = sky_color;
892 void Sky::setHorizonTint(video::SColor sun_tint, video::SColor moon_tint,
893 std::string use_sun_tint)
895 // Change sun and moon tinting:
896 m_sky_params.fog_sun_tint = sun_tint;
897 m_sky_params.fog_moon_tint = moon_tint;
898 // Faster than comparing strings every rendering frame
899 if (use_sun_tint == "default")
900 m_default_tint = true;
901 else if (use_sun_tint == "custom")
902 m_default_tint = false;
904 m_default_tint = true;
907 void Sky::addTextureToSkybox(std::string texture, int material_id,
908 ITextureSource *tsrc)
910 // Sanity check for more than six textures.
911 if (material_id + 5 >= SKY_MATERIAL_COUNT)
913 // Keep a list of texture names handy.
914 m_sky_params.textures.emplace_back(texture);
915 video::ITexture *result = tsrc->getTextureForMesh(texture);
916 m_materials[material_id+5] = baseMaterial();
917 m_materials[material_id+5].setTexture(0, result);
918 m_materials[material_id+5].MaterialType = video::EMT_SOLID;
921 // To be called once at game init to setup default values.
922 void Sky::setSkyDefaults()
924 SkyboxDefaults sky_defaults;
925 m_sky_params.sky_color = sky_defaults.getSkyColorDefaults();
926 m_sun_params = sky_defaults.getSunDefaults();
927 m_moon_params = sky_defaults.getMoonDefaults();
928 m_star_params = sky_defaults.getStarDefaults();