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()
43 mat.ZBuffer = video::ECFN_DISABLED;
45 mat.ZBuffer = video::ECFN_NEVER;
47 mat.ZWriteEnable = false;
49 mat.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
50 mat.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
51 mat.BackfaceCulling = false;
55 Sky::Sky(s32 id, ITextureSource *tsrc, IShaderSource *ssrc) :
56 scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
57 RenderingEngine::get_scene_manager(), id)
59 setAutomaticCulling(scene::EAC_OFF);
60 m_box.MaxEdge.set(0, 0, 0);
61 m_box.MinEdge.set(0, 0, 0);
63 m_enable_shaders = g_settings->getBool("enable_shaders");
67 m_materials[0] = baseMaterial();
68 m_materials[0].MaterialType = ssrc->getShaderInfo(ssrc->getShader("stars_shader", TILE_MATERIAL_ALPHA)).material;
69 m_materials[0].Lighting = true;
70 m_materials[0].ColorMaterial = video::ECM_NONE;
72 m_materials[1] = baseMaterial();
73 //m_materials[1].MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
74 m_materials[1].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
76 m_materials[2] = baseMaterial();
77 m_materials[2].setTexture(0, tsrc->getTextureForMesh("sunrisebg.png"));
78 m_materials[2].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
79 //m_materials[2].MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
81 // Ensures that sun and moon textures and tonemaps are correct.
83 m_sun_texture = tsrc->isKnownSourceImage(m_sun_params.texture) ?
84 tsrc->getTextureForMesh(m_sun_params.texture) : NULL;
85 m_moon_texture = tsrc->isKnownSourceImage(m_moon_params.texture) ?
86 tsrc->getTextureForMesh(m_moon_params.texture) : NULL;
87 m_sun_tonemap = tsrc->isKnownSourceImage(m_sun_params.tonemap) ?
88 tsrc->getTexture(m_sun_params.tonemap) : NULL;
89 m_moon_tonemap = tsrc->isKnownSourceImage(m_moon_params.tonemap) ?
90 tsrc->getTexture(m_moon_params.tonemap) : NULL;
93 m_materials[3] = baseMaterial();
94 m_materials[3].setTexture(0, m_sun_texture);
95 m_materials[3].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
96 // Disables texture filtering
97 m_materials[3].setFlag(video::E_MATERIAL_FLAG::EMF_BILINEAR_FILTER, false);
98 m_materials[3].setFlag(video::E_MATERIAL_FLAG::EMF_TRILINEAR_FILTER, false);
99 m_materials[3].setFlag(video::E_MATERIAL_FLAG::EMF_ANISOTROPIC_FILTER, false);
100 // Use tonemaps if available
102 m_materials[3].Lighting = true;
104 if (m_moon_texture) {
105 m_materials[4] = baseMaterial();
106 m_materials[4].setTexture(0, m_moon_texture);
107 m_materials[4].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
108 // Disables texture filtering
109 m_materials[4].setFlag(video::E_MATERIAL_FLAG::EMF_BILINEAR_FILTER, false);
110 m_materials[4].setFlag(video::E_MATERIAL_FLAG::EMF_TRILINEAR_FILTER, false);
111 m_materials[4].setFlag(video::E_MATERIAL_FLAG::EMF_ANISOTROPIC_FILTER, false);
112 // Use tonemaps if available
114 m_materials[4].Lighting = true;
117 for (int i = 5; i < 11; i++) {
118 m_materials[i] = baseMaterial();
119 m_materials[i].Lighting = true;
120 m_materials[i].MaterialType = video::EMT_SOLID;
122 m_directional_colored_fog = g_settings->getBool("directional_colored_fog");
123 setStarCount(1000, true);
126 void Sky::OnRegisterSceneNode()
129 SceneManager->registerNodeForRendering(this, scene::ESNRP_SKY_BOX);
131 scene::ISceneNode::OnRegisterSceneNode();
136 video::IVideoDriver *driver = SceneManager->getVideoDriver();
137 scene::ICameraSceneNode *camera = SceneManager->getActiveCamera();
139 if (!camera || !driver)
142 ScopeProfiler sp(g_profiler, "Sky::render()", SPT_AVG);
144 // Draw perspective skybox
146 core::matrix4 translate(AbsoluteTransformation);
147 translate.setTranslation(camera->getAbsolutePosition());
149 // Draw the sky box between the near and far clip plane
150 const f32 viewDistance = (camera->getNearValue() + camera->getFarValue()) * 0.5f;
152 scale.setScale(core::vector3df(viewDistance, viewDistance, viewDistance));
154 driver->setTransform(video::ETS_WORLD, translate * scale);
156 if (m_sunlight_seen) {
157 float sunsize = 0.07;
158 video::SColorf suncolor_f(1, 1, 0, 1);
160 //suncolor_f.g = MYMAX(0.3, MYMIN(1.0, 0.7 + m_time_brightness * 0.5));
161 //suncolor_f.b = MYMAX(0.0, m_brightness * 0.95);
162 video::SColorf suncolor2_f(1, 1, 1, 1);
163 // The values below were probably meant to be suncolor2_f instead of a
164 // reassignment of suncolor_f. However, the resulting colour was chosen
165 // and is our long-running classic colour. So preserve, but comment-out
166 // the unnecessary first assignments above.
168 suncolor_f.g = MYMAX(0.3, MYMIN(1.0, 0.85 + m_time_brightness * 0.5));
169 suncolor_f.b = MYMAX(0.0, m_brightness);
171 float moonsize = 0.04;
172 video::SColorf mooncolor_f(0.50, 0.57, 0.65, 1);
173 video::SColorf mooncolor2_f(0.85, 0.875, 0.9, 1);
175 float nightlength = 0.415;
176 float wn = nightlength / 2;
177 float wicked_time_of_day = 0;
178 if (m_time_of_day > wn && m_time_of_day < 1.0 - wn)
179 wicked_time_of_day = (m_time_of_day - wn) / (1.0 - wn * 2) * 0.5 + 0.25;
180 else if (m_time_of_day < 0.5)
181 wicked_time_of_day = m_time_of_day / wn * 0.25;
183 wicked_time_of_day = 1.0 - ((1.0 - m_time_of_day) / wn * 0.25);
184 /*std::cerr<<"time_of_day="<<m_time_of_day<<" -> "
185 <<"wicked_time_of_day="<<wicked_time_of_day<<std::endl;*/
187 video::SColor suncolor = suncolor_f.toSColor();
188 video::SColor suncolor2 = suncolor2_f.toSColor();
189 video::SColor mooncolor = mooncolor_f.toSColor();
190 video::SColor mooncolor2 = mooncolor2_f.toSColor();
192 // Calculate offset normalized to the X dimension of a 512x1 px tonemap
193 float offset = (1.0 - fabs(sin((m_time_of_day - 0.5) * irr::core::PI))) * 511;
196 u8 * texels = (u8 *)m_sun_tonemap->lock();
197 video::SColor* texel = (video::SColor *)(texels + (u32)offset * 4);
198 video::SColor texel_color (255, texel->getRed(),
199 texel->getGreen(), texel->getBlue());
200 m_sun_tonemap->unlock();
201 m_materials[3].EmissiveColor = texel_color;
204 if (m_moon_tonemap) {
205 u8 * texels = (u8 *)m_moon_tonemap->lock();
206 video::SColor* texel = (video::SColor *)(texels + (u32)offset * 4);
207 video::SColor texel_color (255, texel->getRed(),
208 texel->getGreen(), texel->getBlue());
209 m_moon_tonemap->unlock();
210 m_materials[4].EmissiveColor = texel_color;
215 static const u16 indices[6] = {0, 1, 2, 0, 2, 3};
216 video::S3DVertex vertices[4];
218 driver->setMaterial(m_materials[1]);
220 video::SColor cloudyfogcolor = m_bgcolor;
222 // Abort rendering if we're in the clouds.
223 // Stops rendering a pure white hole in the bottom of the skybox.
227 // Draw the six sided skybox,
228 if (m_sky_params.textures.size() == 6) {
229 for (u32 j = 5; j < 11; j++) {
230 video::SColor c(255, 255, 255, 255);
231 driver->setMaterial(m_materials[j]);
232 // Use 1.05 rather than 1.0 to avoid colliding with the
233 // sun, moon and stars, as this is a background skybox.
234 vertices[0] = video::S3DVertex(-1.05, -1.05, -1.05, 0, 0, 1, c, t, t);
235 vertices[1] = video::S3DVertex( 1.05, -1.05, -1.05, 0, 0, 1, c, o, t);
236 vertices[2] = video::S3DVertex( 1.05, 1.05, -1.05, 0, 0, 1, c, o, o);
237 vertices[3] = video::S3DVertex(-1.05, 1.05, -1.05, 0, 0, 1, c, t, o);
238 for (video::S3DVertex &vertex : vertices) {
239 if (j == 5) { // Top texture
240 vertex.Pos.rotateYZBy(90);
241 vertex.Pos.rotateXZBy(90);
242 } else if (j == 6) { // Bottom texture
243 vertex.Pos.rotateYZBy(-90);
244 vertex.Pos.rotateXZBy(90);
245 } else if (j == 7) { // Left texture
246 vertex.Pos.rotateXZBy(90);
247 } else if (j == 8) { // Right texture
248 vertex.Pos.rotateXZBy(-90);
249 } else if (j == 9) { // Front texture, do nothing
250 // Irrlicht doesn't like it when vertexes are left
251 // alone and not rotated for some reason.
252 vertex.Pos.rotateXZBy(0);
253 } else {// Back texture
254 vertex.Pos.rotateXZBy(180);
257 driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
261 // Draw far cloudy fog thing blended with skycolor
263 driver->setMaterial(m_materials[1]);
264 for (u32 j = 0; j < 4; j++) {
265 vertices[0] = video::S3DVertex(-1, -0.02, -1, 0, 0, 1, m_bgcolor, t, t);
266 vertices[1] = video::S3DVertex( 1, -0.02, -1, 0, 0, 1, m_bgcolor, o, t);
267 vertices[2] = video::S3DVertex( 1, 0.45, -1, 0, 0, 1, m_skycolor, o, o);
268 vertices[3] = video::S3DVertex(-1, 0.45, -1, 0, 0, 1, m_skycolor, t, o);
269 for (video::S3DVertex &vertex : vertices) {
274 // Switch from -Z (south) to +X (east)
275 vertex.Pos.rotateXZBy(90);
277 // Switch from -Z (south) to -X (west)
278 vertex.Pos.rotateXZBy(-90);
280 // Switch from -Z (south) to +Z (north)
281 vertex.Pos.rotateXZBy(-180);
283 driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
287 // Draw stars before sun and moon to be behind them
288 if (m_star_params.visible)
289 draw_stars(driver, wicked_time_of_day);
291 // Draw sunrise/sunset horizon glow texture
292 // (textures/base/pack/sunrisebg.png)
293 if (m_sun_params.sunrise_visible) {
294 driver->setMaterial(m_materials[2]);
296 float mid = wicked_time_of_day < 0.5 ? mid1 : (1.0 - mid1);
297 float a_ = 1.0f - std::fabs(wicked_time_of_day - mid) * 35.0f;
298 float a = easeCurve(MYMAX(0, MYMIN(1, a_)));
299 //std::cerr<<"a_="<<a_<<" a="<<a<<std::endl;
300 video::SColor c(255, 255, 255, 255);
301 float y = -(1.0 - a) * 0.22;
302 vertices[0] = video::S3DVertex(-1, -0.05 + y, -1, 0, 0, 1, c, t, t);
303 vertices[1] = video::S3DVertex( 1, -0.05 + y, -1, 0, 0, 1, c, o, t);
304 vertices[2] = video::S3DVertex( 1, 0.2 + y, -1, 0, 0, 1, c, o, o);
305 vertices[3] = video::S3DVertex(-1, 0.2 + y, -1, 0, 0, 1, c, t, o);
306 for (video::S3DVertex &vertex : vertices) {
307 if (wicked_time_of_day < 0.5)
308 // Switch from -Z (south) to +X (east)
309 vertex.Pos.rotateXZBy(90);
311 // Switch from -Z (south) to -X (west)
312 vertex.Pos.rotateXZBy(-90);
314 driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
318 if (m_sun_params.visible)
319 draw_sun(driver, sunsize, suncolor, suncolor2, wicked_time_of_day);
322 if (m_moon_params.visible)
323 draw_moon(driver, moonsize, mooncolor, mooncolor2, wicked_time_of_day);
325 // Draw far cloudy fog thing below all horizons in front of sun, moon
328 driver->setMaterial(m_materials[1]);
330 for (u32 j = 0; j < 4; j++) {
331 video::SColor c = cloudyfogcolor;
332 vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 0, 1, c, t, t);
333 vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 0, 1, c, o, t);
334 vertices[2] = video::S3DVertex( 1, -0.02, -1, 0, 0, 1, c, o, o);
335 vertices[3] = video::S3DVertex(-1, -0.02, -1, 0, 0, 1, c, t, o);
336 for (video::S3DVertex &vertex : vertices) {
341 // Switch from -Z (south) to +X (east)
342 vertex.Pos.rotateXZBy(90);
344 // Switch from -Z (south) to -X (west)
345 vertex.Pos.rotateXZBy(-90);
347 // Switch from -Z (south) to +Z (north)
348 vertex.Pos.rotateXZBy(-180);
350 driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
353 // Draw bottom far cloudy fog thing in front of sun, moon and stars
354 video::SColor c = cloudyfogcolor;
355 vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 1, 0, c, t, t);
356 vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 1, 0, c, o, t);
357 vertices[2] = video::S3DVertex( 1, -1.0, 1, 0, 1, 0, c, o, o);
358 vertices[3] = video::S3DVertex(-1, -1.0, 1, 0, 1, 0, c, t, o);
359 driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
364 void Sky::update(float time_of_day, float time_brightness,
365 float direct_brightness, bool sunlight_seen,
366 CameraMode cam_mode, float yaw, float pitch)
368 // Stabilize initial brightness and color values by flooding updates
369 if (m_first_update) {
370 /*dstream<<"First update with time_of_day="<<time_of_day
371 <<" time_brightness="<<time_brightness
372 <<" direct_brightness="<<direct_brightness
373 <<" sunlight_seen="<<sunlight_seen<<std::endl;*/
374 m_first_update = false;
375 for (u32 i = 0; i < 100; i++) {
376 update(time_of_day, time_brightness, direct_brightness,
377 sunlight_seen, cam_mode, yaw, pitch);
382 m_time_of_day = time_of_day;
383 m_time_brightness = time_brightness;
384 m_sunlight_seen = sunlight_seen;
387 bool is_dawn = (time_brightness >= 0.20 && time_brightness < 0.35);
392 video::SColorf bgcolor_bright_normal_f(170. / 255, 200. / 255, 230. / 255, 1.0);
393 video::SColorf bgcolor_bright_dawn_f(0.666, 200. / 255 * 0.7, 230. / 255 * 0.5, 1.0);
394 video::SColorf bgcolor_bright_dawn_f(0.666, 0.549, 0.220, 1.0);
395 video::SColorf bgcolor_bright_dawn_f(0.666 * 1.2, 0.549 * 1.0, 0.220 * 1.0, 1.0);
396 video::SColorf bgcolor_bright_dawn_f(0.666 * 1.2, 0.549 * 1.0, 0.220 * 1.2, 1.0);
398 video::SColorf cloudcolor_bright_dawn_f(1.0, 0.591, 0.4);
399 video::SColorf cloudcolor_bright_dawn_f(1.0, 0.65, 0.44);
400 video::SColorf cloudcolor_bright_dawn_f(1.0, 0.7, 0.5);
403 video::SColorf bgcolor_bright_normal_f = m_sky_params.sky_color.day_horizon;
404 video::SColorf bgcolor_bright_indoor_f = m_sky_params.sky_color.indoors;
405 video::SColorf bgcolor_bright_dawn_f = m_sky_params.sky_color.dawn_horizon;
406 video::SColorf bgcolor_bright_night_f = m_sky_params.sky_color.night_horizon;
408 video::SColorf skycolor_bright_normal_f = m_sky_params.sky_color.day_sky;
409 video::SColorf skycolor_bright_dawn_f = m_sky_params.sky_color.dawn_sky;
410 video::SColorf skycolor_bright_night_f = m_sky_params.sky_color.night_sky;
412 video::SColorf cloudcolor_bright_normal_f = m_cloudcolor_day_f;
413 video::SColorf cloudcolor_bright_dawn_f = m_cloudcolor_dawn_f;
415 float cloud_color_change_fraction = 0.95;
417 if (std::fabs(time_brightness - m_brightness) < 0.2f) {
418 m_brightness = m_brightness * 0.95 + time_brightness * 0.05;
420 m_brightness = m_brightness * 0.80 + time_brightness * 0.20;
421 cloud_color_change_fraction = 0.0;
424 if (direct_brightness < m_brightness)
425 m_brightness = m_brightness * 0.95 + direct_brightness * 0.05;
427 m_brightness = m_brightness * 0.98 + direct_brightness * 0.02;
430 m_clouds_visible = true;
431 float color_change_fraction = 0.98f;
433 if (is_dawn) { // Dawn
434 m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
435 bgcolor_bright_dawn_f, color_change_fraction);
436 m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
437 skycolor_bright_dawn_f, color_change_fraction);
438 m_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated(
439 cloudcolor_bright_dawn_f, color_change_fraction);
441 if (time_brightness < 0.13f) { // Night
442 m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
443 bgcolor_bright_night_f, color_change_fraction);
444 m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
445 skycolor_bright_night_f, color_change_fraction);
447 m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
448 bgcolor_bright_normal_f, color_change_fraction);
449 m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
450 skycolor_bright_normal_f, color_change_fraction);
453 m_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated(
454 cloudcolor_bright_normal_f, color_change_fraction);
457 m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
458 bgcolor_bright_indoor_f, color_change_fraction);
459 m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
460 bgcolor_bright_indoor_f, color_change_fraction);
461 m_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated(
462 cloudcolor_bright_normal_f, color_change_fraction);
463 m_clouds_visible = false;
466 video::SColor bgcolor_bright = m_bgcolor_bright_f.toSColor();
467 m_bgcolor = video::SColor(
469 bgcolor_bright.getRed() * m_brightness,
470 bgcolor_bright.getGreen() * m_brightness,
471 bgcolor_bright.getBlue() * m_brightness
474 video::SColor skycolor_bright = m_skycolor_bright_f.toSColor();
475 m_skycolor = video::SColor(
477 skycolor_bright.getRed() * m_brightness,
478 skycolor_bright.getGreen() * m_brightness,
479 skycolor_bright.getBlue() * m_brightness
482 // Horizon coloring based on sun and moon direction during sunset and sunrise
483 video::SColor pointcolor = video::SColor(m_bgcolor.getAlpha(), 255, 255, 255);
484 if (m_directional_colored_fog) {
485 if (m_horizon_blend() != 0) {
486 // Calculate hemisphere value from yaw, (inverted in third person front view)
488 if (cam_mode > CAMERA_MODE_THIRD)
490 f32 pointcolor_blend = wrapDegrees_0_360(yaw * dir_factor + 90);
491 if (pointcolor_blend > 180)
492 pointcolor_blend = 360 - pointcolor_blend;
493 pointcolor_blend /= 180;
494 // Bound view angle to determine where transition starts and ends
495 pointcolor_blend = rangelim(1 - pointcolor_blend * 1.375, 0, 1 / 1.375) *
497 // Combine the colors when looking up or down, otherwise turning looks weird
498 pointcolor_blend += (0.5 - pointcolor_blend) *
499 (1 - MYMIN((90 - std::fabs(pitch)) / 90 * 1.5, 1));
500 // Invert direction to match where the sun and moon are rising
501 if (m_time_of_day > 0.5)
502 pointcolor_blend = 1 - pointcolor_blend;
503 // Horizon colors of sun and moon
504 f32 pointcolor_light = rangelim(m_time_brightness * 3, 0.2, 1);
506 video::SColorf pointcolor_sun_f(1, 1, 1, 1);
507 // Use tonemap only if default sun/moon tinting is used
508 // which keeps previous behaviour.
509 if (m_sun_tonemap && m_default_tint) {
510 pointcolor_sun_f.r = pointcolor_light *
511 (float)m_materials[3].EmissiveColor.getRed() / 255;
512 pointcolor_sun_f.b = pointcolor_light *
513 (float)m_materials[3].EmissiveColor.getBlue() / 255;
514 pointcolor_sun_f.g = pointcolor_light *
515 (float)m_materials[3].EmissiveColor.getGreen() / 255;
516 } else if (!m_default_tint) {
517 pointcolor_sun_f = m_sky_params.fog_sun_tint;
519 pointcolor_sun_f.r = pointcolor_light * 1;
520 pointcolor_sun_f.b = pointcolor_light *
521 (0.25 + (rangelim(m_time_brightness, 0.25, 0.75) - 0.25) * 2 * 0.75);
522 pointcolor_sun_f.g = pointcolor_light * (pointcolor_sun_f.b * 0.375 +
523 (rangelim(m_time_brightness, 0.05, 0.15) - 0.05) * 10 * 0.625);
526 video::SColorf pointcolor_moon_f;
527 if (m_default_tint) {
528 pointcolor_moon_f = video::SColorf(
529 0.5 * pointcolor_light,
530 0.6 * pointcolor_light,
531 0.8 * pointcolor_light,
535 pointcolor_moon_f = video::SColorf(
536 (m_sky_params.fog_moon_tint.getRed() / 255) * pointcolor_light,
537 (m_sky_params.fog_moon_tint.getGreen() / 255) * pointcolor_light,
538 (m_sky_params.fog_moon_tint.getBlue() / 255) * pointcolor_light,
542 if (m_moon_tonemap && m_default_tint) {
543 pointcolor_moon_f.r = pointcolor_light *
544 (float)m_materials[4].EmissiveColor.getRed() / 255;
545 pointcolor_moon_f.b = pointcolor_light *
546 (float)m_materials[4].EmissiveColor.getBlue() / 255;
547 pointcolor_moon_f.g = pointcolor_light *
548 (float)m_materials[4].EmissiveColor.getGreen() / 255;
551 video::SColor pointcolor_sun = pointcolor_sun_f.toSColor();
552 video::SColor pointcolor_moon = pointcolor_moon_f.toSColor();
553 // Calculate the blend color
554 pointcolor = m_mix_scolor(pointcolor_moon, pointcolor_sun, pointcolor_blend);
556 m_bgcolor = m_mix_scolor(m_bgcolor, pointcolor, m_horizon_blend() * 0.5);
557 m_skycolor = m_mix_scolor(m_skycolor, pointcolor, m_horizon_blend() * 0.25);
560 float cloud_direct_brightness = 0.0f;
562 if (!m_directional_colored_fog) {
563 cloud_direct_brightness = time_brightness;
564 // Boost cloud brightness relative to sky, at dawn, dusk and at night
565 if (time_brightness < 0.7f)
566 cloud_direct_brightness *= 1.3f;
568 cloud_direct_brightness = std::fmin(m_horizon_blend() * 0.15f +
569 m_time_brightness, 1.0f);
570 // Set the same minimum cloud brightness at night
571 if (time_brightness < 0.5f)
572 cloud_direct_brightness = std::fmax(cloud_direct_brightness,
573 time_brightness * 1.3f);
576 cloud_direct_brightness = direct_brightness;
579 m_cloud_brightness = m_cloud_brightness * cloud_color_change_fraction +
580 cloud_direct_brightness * (1.0 - cloud_color_change_fraction);
581 m_cloudcolor_f = video::SColorf(
582 m_cloudcolor_bright_f.r * m_cloud_brightness,
583 m_cloudcolor_bright_f.g * m_cloud_brightness,
584 m_cloudcolor_bright_f.b * m_cloud_brightness,
587 if (m_directional_colored_fog) {
588 m_cloudcolor_f = m_mix_scolorf(m_cloudcolor_f,
589 video::SColorf(pointcolor), m_horizon_blend() * 0.25);
593 void Sky::draw_sun(video::IVideoDriver *driver, float sunsize, const video::SColor &suncolor,
594 const video::SColor &suncolor2, float wicked_time_of_day)
595 /* Draw sun in the sky.
596 * driver: Video driver object used to draw
597 * sunsize: the default size of the sun
598 * suncolor: main sun color
599 * suncolor2: second sun color
600 * wicked_time_of_day: current time of day, to know where should be the sun in the sky
603 static const u16 indices[] = {0, 1, 2, 0, 2, 3};
604 std::array<video::S3DVertex, 4> vertices;
605 if (!m_sun_texture) {
606 driver->setMaterial(m_materials[1]);
607 const float sunsizes[4] = {
608 (sunsize * 1.7f) * m_sun_params.scale,
609 (sunsize * 1.2f) * m_sun_params.scale,
610 (sunsize) * m_sun_params.scale,
611 (sunsize * 0.7f) * m_sun_params.scale
613 video::SColor c1 = suncolor;
614 video::SColor c2 = suncolor;
615 c1.setAlpha(0.05 * 255);
616 c2.setAlpha(0.15 * 255);
617 const video::SColor colors[4] = {c1, c2, suncolor, suncolor2};
618 for (int i = 0; i < 4; i++) {
619 draw_sky_body(vertices, -sunsizes[i], sunsizes[i], colors[i]);
620 place_sky_body(vertices, 90, wicked_time_of_day * 360 - 90);
621 driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
624 driver->setMaterial(m_materials[3]);
625 float d = (sunsize * 1.7) * m_sun_params.scale;
628 c = video::SColor(0, 0, 0, 0);
630 c = video::SColor(255, 255, 255, 255);
631 draw_sky_body(vertices, -d, d, c);
632 place_sky_body(vertices, 90, wicked_time_of_day * 360 - 90);
633 driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
638 void Sky::draw_moon(video::IVideoDriver *driver, float moonsize, const video::SColor &mooncolor,
639 const video::SColor &mooncolor2, float wicked_time_of_day)
641 * Draw moon in the sky.
642 * driver: Video driver object used to draw
643 * moonsize: the default size of the moon
644 * mooncolor: main moon color
645 * mooncolor2: second moon color
646 * wicked_time_of_day: current time of day, to know where should be the moon in
650 static const u16 indices[] = {0, 1, 2, 0, 2, 3};
651 std::array<video::S3DVertex, 4> vertices;
652 if (!m_moon_texture) {
653 driver->setMaterial(m_materials[1]);
654 const float moonsizes_1[4] = {
655 (-moonsize * 1.9f) * m_moon_params.scale,
656 (-moonsize * 1.3f) * m_moon_params.scale,
657 (-moonsize) * m_moon_params.scale,
658 (-moonsize) * m_moon_params.scale
660 const float moonsizes_2[4] = {
661 (moonsize * 1.9f) * m_moon_params.scale,
662 (moonsize * 1.3f) * m_moon_params.scale,
663 (moonsize) *m_moon_params.scale,
664 (moonsize * 0.6f) * m_moon_params.scale
666 video::SColor c1 = mooncolor;
667 video::SColor c2 = mooncolor;
668 c1.setAlpha(0.05 * 255);
669 c2.setAlpha(0.15 * 255);
670 const video::SColor colors[4] = {c1, c2, mooncolor, mooncolor2};
671 for (int i = 0; i < 4; i++) {
672 draw_sky_body(vertices, moonsizes_1[i], moonsizes_2[i], colors[i]);
673 place_sky_body(vertices, -90, wicked_time_of_day * 360 - 90);
674 driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
677 driver->setMaterial(m_materials[4]);
678 float d = (moonsize * 1.9) * m_moon_params.scale;
681 c = video::SColor(0, 0, 0, 0);
683 c = video::SColor(255, 255, 255, 255);
684 draw_sky_body(vertices, -d, d, c);
685 place_sky_body(vertices, -90, wicked_time_of_day * 360 - 90);
686 driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
690 void Sky::draw_stars(video::IVideoDriver * driver, float wicked_time_of_day)
692 // Tune values so that stars first appear just after the sun
693 // disappears over the horizon, and disappear just before the sun
694 // appears over the horizon.
695 // Also tune so that stars are at full brightness from time 20000
698 float tod = wicked_time_of_day < 0.5f ? wicked_time_of_day : (1.0f - wicked_time_of_day);
699 float starbrightness = (0.25f - fabsf(tod)) * 20.0f;
700 m_star_color = m_star_params.starcolor;
701 m_star_color.a *= clamp(starbrightness, 0.0f, 1.0f);
702 if (m_star_color.a <= 0.0f) // Stars are only drawn when not fully transparent
704 m_materials[0].DiffuseColor = m_materials[0].EmissiveColor = m_star_color.toSColor();
705 auto sky_rotation = core::matrix4().setRotationAxisRadians(2.0f * M_PI * (wicked_time_of_day - 0.25f), v3f(0.0f, 0.0f, 1.0f));
706 auto world_matrix = driver->getTransform(video::ETS_WORLD);
707 driver->setTransform(video::ETS_WORLD, world_matrix * sky_rotation);
708 driver->setMaterial(m_materials[0]);
709 driver->drawMeshBuffer(m_stars.get());
710 driver->setTransform(video::ETS_WORLD, world_matrix);
713 void Sky::draw_sky_body(std::array<video::S3DVertex, 4> &vertices, float pos_1, float pos_2, const video::SColor &c)
716 * Create an array of vertices with the dimensions specified.
717 * pos_1, pos_2: position of the body's vertices
718 * c: color of the body
723 vertices[0] = video::S3DVertex(pos_1, pos_1, -1, 0, 0, 1, c, t, t);
724 vertices[1] = video::S3DVertex(pos_2, pos_1, -1, 0, 0, 1, c, o, t);
725 vertices[2] = video::S3DVertex(pos_2, pos_2, -1, 0, 0, 1, c, o, o);
726 vertices[3] = video::S3DVertex(pos_1, pos_2, -1, 0, 0, 1, c, t, o);
730 void Sky::place_sky_body(
731 std::array<video::S3DVertex, 4> &vertices, float horizon_position, float day_position)
733 * Place body in the sky.
734 * vertices: The body as a rectangle of 4 vertices
735 * horizon_position: turn the body around the Y axis
736 * day_position: turn the body around the Z axis, to place it depending of the time of the day
739 for (video::S3DVertex &vertex : vertices) {
740 // Body is directed to -Z (south) by default
741 vertex.Pos.rotateXZBy(horizon_position);
742 vertex.Pos.rotateXYBy(day_position);
746 void Sky::setSunTexture(std::string sun_texture,
747 std::string sun_tonemap, ITextureSource *tsrc)
749 // Ignore matching textures (with modifiers) entirely,
750 // but lets at least update the tonemap before hand.
751 m_sun_params.tonemap = sun_tonemap;
752 m_sun_tonemap = tsrc->isKnownSourceImage(m_sun_params.tonemap) ?
753 tsrc->getTexture(m_sun_params.tonemap) : NULL;
754 m_materials[3].Lighting = !!m_sun_tonemap;
756 if (m_sun_params.texture == sun_texture)
758 m_sun_params.texture = sun_texture;
760 if (sun_texture != "") {
761 // We want to ensure the texture exists first.
762 m_sun_texture = tsrc->getTextureForMesh(m_sun_params.texture);
765 m_materials[3] = baseMaterial();
766 m_materials[3].setTexture(0, m_sun_texture);
767 m_materials[3].MaterialType = video::
768 EMT_TRANSPARENT_ALPHA_CHANNEL;
769 // Disables texture filtering
770 m_materials[3].setFlag(
771 video::E_MATERIAL_FLAG::EMF_BILINEAR_FILTER, false);
772 m_materials[3].setFlag(
773 video::E_MATERIAL_FLAG::EMF_TRILINEAR_FILTER, false);
774 m_materials[3].setFlag(
775 video::E_MATERIAL_FLAG::EMF_ANISOTROPIC_FILTER, false);
778 m_sun_texture = nullptr;
782 void Sky::setSunriseTexture(std::string sunglow_texture,
783 ITextureSource* tsrc)
785 // Ignore matching textures (with modifiers) entirely.
786 if (m_sun_params.sunrise == sunglow_texture)
788 m_sun_params.sunrise = sunglow_texture;
789 m_materials[2].setTexture(0, tsrc->getTextureForMesh(
790 sunglow_texture.empty() ? "sunrisebg.png" : sunglow_texture)
794 void Sky::setMoonTexture(std::string moon_texture,
795 std::string moon_tonemap, ITextureSource *tsrc)
797 // Ignore matching textures (with modifiers) entirely,
798 // but lets at least update the tonemap before hand.
799 m_moon_params.tonemap = moon_tonemap;
800 m_moon_tonemap = tsrc->isKnownSourceImage(m_moon_params.tonemap) ?
801 tsrc->getTexture(m_moon_params.tonemap) : NULL;
802 m_materials[4].Lighting = !!m_moon_tonemap;
804 if (m_moon_params.texture == moon_texture)
806 m_moon_params.texture = moon_texture;
808 if (moon_texture != "") {
809 // We want to ensure the texture exists first.
810 m_moon_texture = tsrc->getTextureForMesh(m_moon_params.texture);
812 if (m_moon_texture) {
813 m_materials[4] = baseMaterial();
814 m_materials[4].setTexture(0, m_moon_texture);
815 m_materials[4].MaterialType = video::
816 EMT_TRANSPARENT_ALPHA_CHANNEL;
817 // Disables texture filtering
818 m_materials[4].setFlag(
819 video::E_MATERIAL_FLAG::EMF_BILINEAR_FILTER, false);
820 m_materials[4].setFlag(
821 video::E_MATERIAL_FLAG::EMF_TRILINEAR_FILTER, false);
822 m_materials[4].setFlag(
823 video::E_MATERIAL_FLAG::EMF_ANISOTROPIC_FILTER, false);
826 m_moon_texture = nullptr;
830 void Sky::setStarCount(u16 star_count, bool force_update)
832 // Allow force updating star count at game init.
833 if (m_star_params.count != star_count || force_update) {
834 m_star_params.count = star_count;
835 m_seed = (u64)myrand() << 32 | myrand();
840 void Sky::updateStars()
842 m_stars.reset(new scene::SMeshBuffer());
843 // Stupid IrrLicht doesn’t allow non-indexed rendering, and indexed quad
844 // rendering is slow due to lack of hardware support. So as indices are
845 // 16-bit and there are 4 vertices per star... the limit is 2^16/4 = 0x4000.
846 // That should be well enough actually.
847 if (m_star_params.count > 0x4000) {
848 warningstream << "Requested " << m_star_params.count << " stars but " << 0x4000 << " is the max\n";
849 m_star_params.count = 0x4000;
851 m_stars->Vertices.reallocate(4 * m_star_params.count);
852 m_stars->Indices.reallocate(6 * m_star_params.count);
854 video::SColor fallback_color = m_star_params.starcolor; // used on GLES 2 “without shaders”
855 PcgRandom rgen(m_seed);
856 float d = (0.006 / 2) * m_star_params.scale;
857 for (u16 i = 0; i < m_star_params.count; i++) {
859 rgen.range(-10000, 10000),
860 rgen.range(-10000, 10000),
861 rgen.range(-10000, 10000)
863 core::CMatrix4<f32> a;
864 a.buildRotateFromTo(v3f(0, 1, 0), r);
865 v3f p = v3f(-d, 1, -d);
866 v3f p1 = v3f(d, 1, -d);
867 v3f p2 = v3f(d, 1, d);
868 v3f p3 = v3f(-d, 1, d);
873 m_stars->Vertices.push_back(video::S3DVertex(p, {}, fallback_color, {}));
874 m_stars->Vertices.push_back(video::S3DVertex(p1, {}, fallback_color, {}));
875 m_stars->Vertices.push_back(video::S3DVertex(p2, {}, fallback_color, {}));
876 m_stars->Vertices.push_back(video::S3DVertex(p3, {}, fallback_color, {}));
878 for (u16 i = 0; i < m_star_params.count; i++) {
879 m_stars->Indices.push_back(i * 4 + 0);
880 m_stars->Indices.push_back(i * 4 + 1);
881 m_stars->Indices.push_back(i * 4 + 2);
882 m_stars->Indices.push_back(i * 4 + 2);
883 m_stars->Indices.push_back(i * 4 + 3);
884 m_stars->Indices.push_back(i * 4 + 0);
886 m_stars->setHardwareMappingHint(scene::EHM_STATIC);
889 void Sky::setSkyColors(const SkyColor &sky_color)
891 m_sky_params.sky_color = sky_color;
894 void Sky::setHorizonTint(video::SColor sun_tint, video::SColor moon_tint,
895 std::string use_sun_tint)
897 // Change sun and moon tinting:
898 m_sky_params.fog_sun_tint = sun_tint;
899 m_sky_params.fog_moon_tint = moon_tint;
900 // Faster than comparing strings every rendering frame
901 if (use_sun_tint == "default")
902 m_default_tint = true;
903 else if (use_sun_tint == "custom")
904 m_default_tint = false;
906 m_default_tint = true;
909 void Sky::addTextureToSkybox(std::string texture, int material_id,
910 ITextureSource *tsrc)
912 // Sanity check for more than six textures.
913 if (material_id + 5 >= SKY_MATERIAL_COUNT)
915 // Keep a list of texture names handy.
916 m_sky_params.textures.emplace_back(texture);
917 video::ITexture *result = tsrc->getTextureForMesh(texture);
918 m_materials[material_id+5] = baseMaterial();
919 m_materials[material_id+5].setTexture(0, result);
920 m_materials[material_id+5].MaterialType = video::EMT_SOLID;
923 // To be called once at game init to setup default values.
924 void Sky::setSkyDefaults()
926 SkyboxDefaults sky_defaults;
927 m_sky_params.sky_color = sky_defaults.getSkyColorDefaults();
928 m_sun_params = sky_defaults.getSunDefaults();
929 m_moon_params = sky_defaults.getMoonDefaults();
930 m_star_params = sky_defaults.getStarDefaults();