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1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4 Copyright (C) 2020 numzero, Lobachevskiy Vitaliy <numzer0@yandex.ru>
5
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.
10
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.
15
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.
19 */
20
21 #include "sky.h"
22 #include "ITexture.h"
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
29 #include "profiler.h"
30 #include "util/numeric.h"
31 #include <cmath>
32 #include "client/renderingengine.h"
33 #include "settings.h"
34 #include "camera.h" // CameraModes
35 #include "config.h"
36 using namespace irr::core;
37
38 static video::SMaterial baseMaterial()
39 {
40         video::SMaterial mat;
41         mat.Lighting = false;
42 #if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR > 8
43         mat.ZBuffer = video::ECFN_DISABLED;
44         mat.ZWriteEnable = video::EZW_OFF;
45 #else
46         mat.ZWriteEnable = false;
47         mat.ZBuffer = video::ECFN_NEVER;
48 #endif
49         mat.AntiAliasing = 0;
50         mat.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
51         mat.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
52         mat.BackfaceCulling = false;
53         return mat;
54 };
55
56 Sky::Sky(s32 id, ITextureSource *tsrc, IShaderSource *ssrc) :
57                 scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
58                         RenderingEngine::get_scene_manager(), id)
59 {
60         setAutomaticCulling(scene::EAC_OFF);
61         m_box.MaxEdge.set(0, 0, 0);
62         m_box.MinEdge.set(0, 0, 0);
63
64         m_enable_shaders = g_settings->getBool("enable_shaders");
65
66         // Create materials
67
68         m_materials[0] = baseMaterial();
69         m_materials[0].MaterialType = ssrc->getShaderInfo(ssrc->getShader("stars_shader", TILE_MATERIAL_ALPHA)).material;
70         m_materials[0].Lighting = true;
71         m_materials[0].ColorMaterial = video::ECM_NONE;
72
73         m_materials[1] = baseMaterial();
74         //m_materials[1].MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
75         m_materials[1].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
76
77         m_materials[2] = baseMaterial();
78         m_materials[2].setTexture(0, tsrc->getTextureForMesh("sunrisebg.png"));
79         m_materials[2].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
80         //m_materials[2].MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
81
82         // Ensures that sun and moon textures and tonemaps are correct.
83         setSkyDefaults();
84         m_sun_texture = tsrc->isKnownSourceImage(m_sun_params.texture) ?
85                 tsrc->getTextureForMesh(m_sun_params.texture) : NULL;
86         m_moon_texture = tsrc->isKnownSourceImage(m_moon_params.texture) ?
87                 tsrc->getTextureForMesh(m_moon_params.texture) : NULL;
88         m_sun_tonemap = tsrc->isKnownSourceImage(m_sun_params.tonemap) ?
89                 tsrc->getTexture(m_sun_params.tonemap) : NULL;
90         m_moon_tonemap = tsrc->isKnownSourceImage(m_moon_params.tonemap) ?
91                 tsrc->getTexture(m_moon_params.tonemap) : NULL;
92
93         if (m_sun_texture) {
94                 m_materials[3] = baseMaterial();
95                 m_materials[3].setTexture(0, m_sun_texture);
96                 m_materials[3].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
97                 // Disables texture filtering
98                 m_materials[3].setFlag(video::E_MATERIAL_FLAG::EMF_BILINEAR_FILTER, false);
99                 m_materials[3].setFlag(video::E_MATERIAL_FLAG::EMF_TRILINEAR_FILTER, false);
100                 m_materials[3].setFlag(video::E_MATERIAL_FLAG::EMF_ANISOTROPIC_FILTER, false);
101                 // Use tonemaps if available
102                 if (m_sun_tonemap)
103                         m_materials[3].Lighting = true;
104         }
105         if (m_moon_texture) {
106                 m_materials[4] = baseMaterial();
107                 m_materials[4].setTexture(0, m_moon_texture);
108                 m_materials[4].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
109                 // Disables texture filtering
110                 m_materials[4].setFlag(video::E_MATERIAL_FLAG::EMF_BILINEAR_FILTER, false);
111                 m_materials[4].setFlag(video::E_MATERIAL_FLAG::EMF_TRILINEAR_FILTER, false);
112                 m_materials[4].setFlag(video::E_MATERIAL_FLAG::EMF_ANISOTROPIC_FILTER, false);
113                 // Use tonemaps if available
114                 if (m_moon_tonemap)
115                         m_materials[4].Lighting = true;
116         }
117
118         for (int i = 5; i < 11; i++) {
119                 m_materials[i] = baseMaterial();
120                 m_materials[i].Lighting = true;
121                 m_materials[i].MaterialType = video::EMT_SOLID;
122         }
123         m_directional_colored_fog = g_settings->getBool("directional_colored_fog");
124         setStarCount(1000, true);
125 }
126
127 void Sky::OnRegisterSceneNode()
128 {
129         if (IsVisible)
130                 SceneManager->registerNodeForRendering(this, scene::ESNRP_SKY_BOX);
131
132         scene::ISceneNode::OnRegisterSceneNode();
133 }
134
135 void Sky::render()
136 {
137         video::IVideoDriver *driver = SceneManager->getVideoDriver();
138         scene::ICameraSceneNode *camera = SceneManager->getActiveCamera();
139
140         if (!camera || !driver)
141                 return;
142
143         ScopeProfiler sp(g_profiler, "Sky::render()", SPT_AVG);
144
145         // Draw perspective skybox
146
147         core::matrix4 translate(AbsoluteTransformation);
148         translate.setTranslation(camera->getAbsolutePosition());
149
150         // Draw the sky box between the near and far clip plane
151         const f32 viewDistance = (camera->getNearValue() + camera->getFarValue()) * 0.5f;
152         core::matrix4 scale;
153         scale.setScale(core::vector3df(viewDistance, viewDistance, viewDistance));
154
155         driver->setTransform(video::ETS_WORLD, translate * scale);
156
157         if (m_sunlight_seen) {
158                 float sunsize = 0.07;
159                 video::SColorf suncolor_f(1, 1, 0, 1);
160                 //suncolor_f.r = 1;
161                 //suncolor_f.g = MYMAX(0.3, MYMIN(1.0, 0.7 + m_time_brightness * 0.5));
162                 //suncolor_f.b = MYMAX(0.0, m_brightness * 0.95);
163                 video::SColorf suncolor2_f(1, 1, 1, 1);
164                 // The values below were probably meant to be suncolor2_f instead of a
165                 // reassignment of suncolor_f. However, the resulting colour was chosen
166                 // and is our long-running classic colour. So preserve, but comment-out
167                 // the unnecessary first assignments above.
168                 suncolor_f.r = 1;
169                 suncolor_f.g = MYMAX(0.3, MYMIN(1.0, 0.85 + m_time_brightness * 0.5));
170                 suncolor_f.b = MYMAX(0.0, m_brightness);
171
172                 float moonsize = 0.04;
173                 video::SColorf mooncolor_f(0.50, 0.57, 0.65, 1);
174                 video::SColorf mooncolor2_f(0.85, 0.875, 0.9, 1);
175
176                 float nightlength = 0.415;
177                 float wn = nightlength / 2;
178                 float wicked_time_of_day = 0;
179                 if (m_time_of_day > wn && m_time_of_day < 1.0 - wn)
180                         wicked_time_of_day = (m_time_of_day - wn) / (1.0 - wn * 2) * 0.5 + 0.25;
181                 else if (m_time_of_day < 0.5)
182                         wicked_time_of_day = m_time_of_day / wn * 0.25;
183                 else
184                         wicked_time_of_day = 1.0 - ((1.0 - m_time_of_day) / wn * 0.25);
185                 /*std::cerr<<"time_of_day="<<m_time_of_day<<" -> "
186                                 <<"wicked_time_of_day="<<wicked_time_of_day<<std::endl;*/
187
188                 video::SColor suncolor = suncolor_f.toSColor();
189                 video::SColor suncolor2 = suncolor2_f.toSColor();
190                 video::SColor mooncolor = mooncolor_f.toSColor();
191                 video::SColor mooncolor2 = mooncolor2_f.toSColor();
192
193                 // Calculate offset normalized to the X dimension of a 512x1 px tonemap
194                 float offset = (1.0 - fabs(sin((m_time_of_day - 0.5) * irr::core::PI))) * 511;
195
196                 if (m_sun_tonemap) {
197                         u8 * texels = (u8 *)m_sun_tonemap->lock();
198                         video::SColor* texel = (video::SColor *)(texels + (u32)offset * 4);
199                         video::SColor texel_color (255, texel->getRed(),
200                                 texel->getGreen(), texel->getBlue());
201                         m_sun_tonemap->unlock();
202                         m_materials[3].EmissiveColor = texel_color;
203                 }
204
205                 if (m_moon_tonemap) {
206                         u8 * texels = (u8 *)m_moon_tonemap->lock();
207                         video::SColor* texel = (video::SColor *)(texels + (u32)offset * 4);
208                         video::SColor texel_color (255, texel->getRed(),
209                                 texel->getGreen(), texel->getBlue());
210                         m_moon_tonemap->unlock();
211                         m_materials[4].EmissiveColor = texel_color;
212                 }
213
214                 const f32 t = 1.0f;
215                 const f32 o = 0.0f;
216                 static const u16 indices[6] = {0, 1, 2, 0, 2, 3};
217                 video::S3DVertex vertices[4];
218
219                 driver->setMaterial(m_materials[1]);
220
221                 video::SColor cloudyfogcolor = m_bgcolor;
222
223                 // Abort rendering if we're in the clouds.
224                 // Stops rendering a pure white hole in the bottom of the skybox.
225                 if (m_in_clouds)
226                         return;
227
228                 // Draw the six sided skybox,
229                 if (m_sky_params.textures.size() == 6) {
230                         for (u32 j = 5; j < 11; j++) {
231                                 video::SColor c(255, 255, 255, 255);
232                                 driver->setMaterial(m_materials[j]);
233                                 // Use 1.05 rather than 1.0 to avoid colliding with the
234                                 // sun, moon and stars, as this is a background skybox.
235                                 vertices[0] = video::S3DVertex(-1.05, -1.05, -1.05, 0, 0, 1, c, t, t);
236                                 vertices[1] = video::S3DVertex( 1.05, -1.05, -1.05, 0, 0, 1, c, o, t);
237                                 vertices[2] = video::S3DVertex( 1.05,  1.05, -1.05, 0, 0, 1, c, o, o);
238                                 vertices[3] = video::S3DVertex(-1.05,  1.05, -1.05, 0, 0, 1, c, t, o);
239                                 for (video::S3DVertex &vertex : vertices) {
240                                         if (j == 5) { // Top texture
241                                                 vertex.Pos.rotateYZBy(90);
242                                                 vertex.Pos.rotateXZBy(90);
243                                         } else if (j == 6) { // Bottom texture
244                                                 vertex.Pos.rotateYZBy(-90);
245                                                 vertex.Pos.rotateXZBy(90);
246                                         } else if (j == 7) { // Left texture
247                                                 vertex.Pos.rotateXZBy(90);
248                                         } else if (j == 8) { // Right texture
249                                                 vertex.Pos.rotateXZBy(-90);
250                                         } else if (j == 9) { // Front texture, do nothing
251                                                 // Irrlicht doesn't like it when vertexes are left
252                                                 // alone and not rotated for some reason.
253                                                 vertex.Pos.rotateXZBy(0);
254                                         } else {// Back texture
255                                                 vertex.Pos.rotateXZBy(180);
256                                         }
257                                 }
258                                 driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
259                         }
260                 }
261
262                 // Draw far cloudy fog thing blended with skycolor
263                 if (m_visible) {
264                         driver->setMaterial(m_materials[1]);
265                         for (u32 j = 0; j < 4; j++) {
266                                 vertices[0] = video::S3DVertex(-1, -0.02, -1, 0, 0, 1, m_bgcolor, t, t);
267                                 vertices[1] = video::S3DVertex( 1, -0.02, -1, 0, 0, 1, m_bgcolor, o, t);
268                                 vertices[2] = video::S3DVertex( 1, 0.45, -1, 0, 0, 1, m_skycolor, o, o);
269                                 vertices[3] = video::S3DVertex(-1, 0.45, -1, 0, 0, 1, m_skycolor, t, o);
270                                 for (video::S3DVertex &vertex : vertices) {
271                                         if (j == 0)
272                                                 // Don't switch
273                                                 {}
274                                         else if (j == 1)
275                                                 // Switch from -Z (south) to +X (east)
276                                                 vertex.Pos.rotateXZBy(90);
277                                         else if (j == 2)
278                                                 // Switch from -Z (south) to -X (west)
279                                                 vertex.Pos.rotateXZBy(-90);
280                                         else
281                                                 // Switch from -Z (south) to +Z (north)
282                                                 vertex.Pos.rotateXZBy(-180);
283                                 }
284                                 driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
285                         }
286                 }
287
288                 // Draw stars before sun and moon to be behind them
289                 if (m_star_params.visible)
290                         draw_stars(driver, wicked_time_of_day);
291
292                 // Draw sunrise/sunset horizon glow texture
293                 // (textures/base/pack/sunrisebg.png)
294                 if (m_sun_params.sunrise_visible) {
295                         driver->setMaterial(m_materials[2]);
296                         float mid1 = 0.25;
297                         float mid = wicked_time_of_day < 0.5 ? mid1 : (1.0 - mid1);
298                         float a_ = 1.0f - std::fabs(wicked_time_of_day - mid) * 35.0f;
299                         float a = easeCurve(MYMAX(0, MYMIN(1, a_)));
300                         //std::cerr<<"a_="<<a_<<" a="<<a<<std::endl;
301                         video::SColor c(255, 255, 255, 255);
302                         float y = -(1.0 - a) * 0.22;
303                         vertices[0] = video::S3DVertex(-1, -0.05 + y, -1, 0, 0, 1, c, t, t);
304                         vertices[1] = video::S3DVertex( 1, -0.05 + y, -1, 0, 0, 1, c, o, t);
305                         vertices[2] = video::S3DVertex( 1,   0.2 + y, -1, 0, 0, 1, c, o, o);
306                         vertices[3] = video::S3DVertex(-1,   0.2 + y, -1, 0, 0, 1, c, t, o);
307                         for (video::S3DVertex &vertex : vertices) {
308                                 if (wicked_time_of_day < 0.5)
309                                         // Switch from -Z (south) to +X (east)
310                                         vertex.Pos.rotateXZBy(90);
311                                 else
312                                         // Switch from -Z (south) to -X (west)
313                                         vertex.Pos.rotateXZBy(-90);
314                         }
315                         driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
316                 }
317
318                 // Draw sun
319                 if (m_sun_params.visible)
320                         draw_sun(driver, sunsize, suncolor, suncolor2, wicked_time_of_day);
321
322                 // Draw moon
323                 if (m_moon_params.visible)
324                         draw_moon(driver, moonsize, mooncolor, mooncolor2, wicked_time_of_day);
325
326                 // Draw far cloudy fog thing below all horizons in front of sun, moon
327                 // and stars.
328                 if (m_visible) {
329                         driver->setMaterial(m_materials[1]);
330
331                         for (u32 j = 0; j < 4; j++) {
332                                 video::SColor c = cloudyfogcolor;
333                                 vertices[0] = video::S3DVertex(-1, -1.0,  -1, 0, 0, 1, c, t, t);
334                                 vertices[1] = video::S3DVertex( 1, -1.0,  -1, 0, 0, 1, c, o, t);
335                                 vertices[2] = video::S3DVertex( 1, -0.02, -1, 0, 0, 1, c, o, o);
336                                 vertices[3] = video::S3DVertex(-1, -0.02, -1, 0, 0, 1, c, t, o);
337                                 for (video::S3DVertex &vertex : vertices) {
338                                         if (j == 0)
339                                                 // Don't switch
340                                                 {}
341                                         else if (j == 1)
342                                                 // Switch from -Z (south) to +X (east)
343                                                 vertex.Pos.rotateXZBy(90);
344                                         else if (j == 2)
345                                                 // Switch from -Z (south) to -X (west)
346                                                 vertex.Pos.rotateXZBy(-90);
347                                         else
348                                                 // Switch from -Z (south) to +Z (north)
349                                                 vertex.Pos.rotateXZBy(-180);
350                                 }
351                                 driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
352                         }
353
354                         // Draw bottom far cloudy fog thing in front of sun, moon and stars
355                         video::SColor c = cloudyfogcolor;
356                         vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 1, 0, c, t, t);
357                         vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 1, 0, c, o, t);
358                         vertices[2] = video::S3DVertex( 1, -1.0, 1, 0, 1, 0, c, o, o);
359                         vertices[3] = video::S3DVertex(-1, -1.0, 1, 0, 1, 0, c, t, o);
360                         driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
361                 }
362         }
363 }
364
365 void Sky::update(float time_of_day, float time_brightness,
366         float direct_brightness, bool sunlight_seen,
367         CameraMode cam_mode, float yaw, float pitch)
368 {
369         // Stabilize initial brightness and color values by flooding updates
370         if (m_first_update) {
371                 /*dstream<<"First update with time_of_day="<<time_of_day
372                                 <<" time_brightness="<<time_brightness
373                                 <<" direct_brightness="<<direct_brightness
374                                 <<" sunlight_seen="<<sunlight_seen<<std::endl;*/
375                 m_first_update = false;
376                 for (u32 i = 0; i < 100; i++) {
377                         update(time_of_day, time_brightness, direct_brightness,
378                                         sunlight_seen, cam_mode, yaw, pitch);
379                 }
380                 return;
381         }
382
383         m_time_of_day = time_of_day;
384         m_time_brightness = time_brightness;
385         m_sunlight_seen = sunlight_seen;
386         m_in_clouds = false;
387
388         bool is_dawn = (time_brightness >= 0.20 && time_brightness < 0.35);
389
390         /*
391         Development colours
392
393         video::SColorf bgcolor_bright_normal_f(170. / 255, 200. / 255, 230. / 255, 1.0);
394         video::SColorf bgcolor_bright_dawn_f(0.666, 200. / 255 * 0.7, 230. / 255 * 0.5, 1.0);
395         video::SColorf bgcolor_bright_dawn_f(0.666, 0.549, 0.220, 1.0);
396         video::SColorf bgcolor_bright_dawn_f(0.666 * 1.2, 0.549 * 1.0, 0.220 * 1.0, 1.0);
397         video::SColorf bgcolor_bright_dawn_f(0.666 * 1.2, 0.549 * 1.0, 0.220 * 1.2, 1.0);
398
399         video::SColorf cloudcolor_bright_dawn_f(1.0, 0.591, 0.4);
400         video::SColorf cloudcolor_bright_dawn_f(1.0, 0.65, 0.44);
401         video::SColorf cloudcolor_bright_dawn_f(1.0, 0.7, 0.5);
402         */
403
404         video::SColorf bgcolor_bright_normal_f = m_sky_params.sky_color.day_horizon;
405         video::SColorf bgcolor_bright_indoor_f = m_sky_params.sky_color.indoors;
406         video::SColorf bgcolor_bright_dawn_f = m_sky_params.sky_color.dawn_horizon;
407         video::SColorf bgcolor_bright_night_f = m_sky_params.sky_color.night_horizon;
408
409         video::SColorf skycolor_bright_normal_f = m_sky_params.sky_color.day_sky;
410         video::SColorf skycolor_bright_dawn_f = m_sky_params.sky_color.dawn_sky;
411         video::SColorf skycolor_bright_night_f = m_sky_params.sky_color.night_sky;
412
413         video::SColorf cloudcolor_bright_normal_f = m_cloudcolor_day_f;
414         video::SColorf cloudcolor_bright_dawn_f = m_cloudcolor_dawn_f;
415
416         float cloud_color_change_fraction = 0.95;
417         if (sunlight_seen) {
418                 if (std::fabs(time_brightness - m_brightness) < 0.2f) {
419                         m_brightness = m_brightness * 0.95 + time_brightness * 0.05;
420                 } else {
421                         m_brightness = m_brightness * 0.80 + time_brightness * 0.20;
422                         cloud_color_change_fraction = 0.0;
423                 }
424         } else {
425                 if (direct_brightness < m_brightness)
426                         m_brightness = m_brightness * 0.95 + direct_brightness * 0.05;
427                 else
428                         m_brightness = m_brightness * 0.98 + direct_brightness * 0.02;
429         }
430
431         m_clouds_visible = true;
432         float color_change_fraction = 0.98f;
433         if (sunlight_seen) {
434                 if (is_dawn) { // Dawn
435                         m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
436                                 bgcolor_bright_dawn_f, color_change_fraction);
437                         m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
438                                 skycolor_bright_dawn_f, color_change_fraction);
439                         m_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated(
440                                 cloudcolor_bright_dawn_f, color_change_fraction);
441                 } else {
442                         if (time_brightness < 0.13f) { // Night
443                                 m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
444                                         bgcolor_bright_night_f, color_change_fraction);
445                                 m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
446                                         skycolor_bright_night_f, color_change_fraction);
447                         } else { // Day
448                                 m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
449                                         bgcolor_bright_normal_f, color_change_fraction);
450                                 m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
451                                         skycolor_bright_normal_f, color_change_fraction);
452                         }
453
454                         m_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated(
455                                 cloudcolor_bright_normal_f, color_change_fraction);
456                 }
457         } else {
458                 m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
459                         bgcolor_bright_indoor_f, color_change_fraction);
460                 m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
461                         bgcolor_bright_indoor_f, color_change_fraction);
462                 m_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated(
463                         cloudcolor_bright_normal_f, color_change_fraction);
464                 m_clouds_visible = false;
465         }
466
467         video::SColor bgcolor_bright = m_bgcolor_bright_f.toSColor();
468         m_bgcolor = video::SColor(
469                 255,
470                 bgcolor_bright.getRed() * m_brightness,
471                 bgcolor_bright.getGreen() * m_brightness,
472                 bgcolor_bright.getBlue() * m_brightness
473         );
474
475         video::SColor skycolor_bright = m_skycolor_bright_f.toSColor();
476         m_skycolor = video::SColor(
477                 255,
478                 skycolor_bright.getRed() * m_brightness,
479                 skycolor_bright.getGreen() * m_brightness,
480                 skycolor_bright.getBlue() * m_brightness
481         );
482
483         // Horizon coloring based on sun and moon direction during sunset and sunrise
484         video::SColor pointcolor = video::SColor(m_bgcolor.getAlpha(), 255, 255, 255);
485         if (m_directional_colored_fog) {
486                 if (m_horizon_blend() != 0) {
487                         // Calculate hemisphere value from yaw, (inverted in third person front view)
488                         s8 dir_factor = 1;
489                         if (cam_mode > CAMERA_MODE_THIRD)
490                                 dir_factor = -1;
491                         f32 pointcolor_blend = wrapDegrees_0_360(yaw * dir_factor + 90);
492                         if (pointcolor_blend > 180)
493                                 pointcolor_blend = 360 - pointcolor_blend;
494                         pointcolor_blend /= 180;
495                         // Bound view angle to determine where transition starts and ends
496                         pointcolor_blend = rangelim(1 - pointcolor_blend * 1.375, 0, 1 / 1.375) *
497                                 1.375;
498                         // Combine the colors when looking up or down, otherwise turning looks weird
499                         pointcolor_blend += (0.5 - pointcolor_blend) *
500                                 (1 - MYMIN((90 - std::fabs(pitch)) / 90 * 1.5, 1));
501                         // Invert direction to match where the sun and moon are rising
502                         if (m_time_of_day > 0.5)
503                                 pointcolor_blend = 1 - pointcolor_blend;
504                         // Horizon colors of sun and moon
505                         f32 pointcolor_light = rangelim(m_time_brightness * 3, 0.2, 1);
506
507                         video::SColorf pointcolor_sun_f(1, 1, 1, 1);
508                         // Use tonemap only if default sun/moon tinting is used
509                         // which keeps previous behaviour.
510                         if (m_sun_tonemap && m_default_tint) {
511                                 pointcolor_sun_f.r = pointcolor_light *
512                                         (float)m_materials[3].EmissiveColor.getRed() / 255;
513                                 pointcolor_sun_f.b = pointcolor_light *
514                                         (float)m_materials[3].EmissiveColor.getBlue() / 255;
515                                 pointcolor_sun_f.g = pointcolor_light *
516                                         (float)m_materials[3].EmissiveColor.getGreen() / 255;
517                         } else if (!m_default_tint) {
518                                 pointcolor_sun_f = m_sky_params.fog_sun_tint;
519                         } else {
520                                 pointcolor_sun_f.r = pointcolor_light * 1;
521                                 pointcolor_sun_f.b = pointcolor_light *
522                                         (0.25 + (rangelim(m_time_brightness, 0.25, 0.75) - 0.25) * 2 * 0.75);
523                                 pointcolor_sun_f.g = pointcolor_light * (pointcolor_sun_f.b * 0.375 +
524                                         (rangelim(m_time_brightness, 0.05, 0.15) - 0.05) * 10 * 0.625);
525                         }
526
527                         video::SColorf pointcolor_moon_f;
528                         if (m_default_tint) {
529                                 pointcolor_moon_f = video::SColorf(
530                                         0.5 * pointcolor_light,
531                                         0.6 * pointcolor_light,
532                                         0.8 * pointcolor_light,
533                                         1
534                                 );
535                         } else {
536                                 pointcolor_moon_f = video::SColorf(
537                                         (m_sky_params.fog_moon_tint.getRed() / 255) * pointcolor_light,
538                                         (m_sky_params.fog_moon_tint.getGreen() / 255) * pointcolor_light,
539                                         (m_sky_params.fog_moon_tint.getBlue() / 255) * pointcolor_light,
540                                         1
541                                 );
542                         }
543                         if (m_moon_tonemap && m_default_tint) {
544                                 pointcolor_moon_f.r = pointcolor_light *
545                                         (float)m_materials[4].EmissiveColor.getRed() / 255;
546                                 pointcolor_moon_f.b = pointcolor_light *
547                                         (float)m_materials[4].EmissiveColor.getBlue() / 255;
548                                 pointcolor_moon_f.g = pointcolor_light *
549                                         (float)m_materials[4].EmissiveColor.getGreen() / 255;
550                         }
551
552                         video::SColor pointcolor_sun = pointcolor_sun_f.toSColor();
553                         video::SColor pointcolor_moon = pointcolor_moon_f.toSColor();
554                         // Calculate the blend color
555                         pointcolor = m_mix_scolor(pointcolor_moon, pointcolor_sun, pointcolor_blend);
556                 }
557                 m_bgcolor = m_mix_scolor(m_bgcolor, pointcolor, m_horizon_blend() * 0.5);
558                 m_skycolor = m_mix_scolor(m_skycolor, pointcolor, m_horizon_blend() * 0.25);
559         }
560
561         float cloud_direct_brightness = 0.0f;
562         if (sunlight_seen) {
563                 if (!m_directional_colored_fog) {
564                         cloud_direct_brightness = time_brightness;
565                         // Boost cloud brightness relative to sky, at dawn, dusk and at night
566                         if (time_brightness < 0.7f)
567                                 cloud_direct_brightness *= 1.3f;
568                 } else {
569                         cloud_direct_brightness = std::fmin(m_horizon_blend() * 0.15f +
570                                 m_time_brightness, 1.0f);
571                         // Set the same minimum cloud brightness at night
572                         if (time_brightness < 0.5f)
573                                 cloud_direct_brightness = std::fmax(cloud_direct_brightness,
574                                         time_brightness * 1.3f);
575                 }
576         } else {
577                 cloud_direct_brightness = direct_brightness;
578         }
579
580         m_cloud_brightness = m_cloud_brightness * cloud_color_change_fraction +
581                 cloud_direct_brightness * (1.0 - cloud_color_change_fraction);
582         m_cloudcolor_f = video::SColorf(
583                 m_cloudcolor_bright_f.r * m_cloud_brightness,
584                 m_cloudcolor_bright_f.g * m_cloud_brightness,
585                 m_cloudcolor_bright_f.b * m_cloud_brightness,
586                 1.0
587         );
588         if (m_directional_colored_fog) {
589                 m_cloudcolor_f = m_mix_scolorf(m_cloudcolor_f,
590                         video::SColorf(pointcolor), m_horizon_blend() * 0.25);
591         }
592 }
593
594 void Sky::draw_sun(video::IVideoDriver *driver, float sunsize, const video::SColor &suncolor,
595         const video::SColor &suncolor2, float wicked_time_of_day)
596         /* Draw sun in the sky.
597          * driver: Video driver object used to draw
598          * sunsize: the default size of the sun
599          * suncolor: main sun color
600          * suncolor2: second sun color
601          * wicked_time_of_day: current time of day, to know where should be the sun in the sky
602          */
603 {
604         static const u16 indices[] = {0, 1, 2, 0, 2, 3};
605         std::array<video::S3DVertex, 4> vertices;
606         if (!m_sun_texture) {
607                 driver->setMaterial(m_materials[1]);
608                 const float sunsizes[4] = {
609                         (sunsize * 1.7f) * m_sun_params.scale,
610                         (sunsize * 1.2f) * m_sun_params.scale,
611                         (sunsize) * m_sun_params.scale,
612                         (sunsize * 0.7f) * m_sun_params.scale
613                 };
614                 video::SColor c1 = suncolor;
615                 video::SColor c2 = suncolor;
616                 c1.setAlpha(0.05 * 255);
617                 c2.setAlpha(0.15 * 255);
618                 const video::SColor colors[4] = {c1, c2, suncolor, suncolor2};
619                 for (int i = 0; i < 4; i++) {
620                         draw_sky_body(vertices, -sunsizes[i], sunsizes[i], colors[i]);
621                         place_sky_body(vertices, 90, wicked_time_of_day * 360 - 90);
622                         driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
623                 }
624         } else {
625                 driver->setMaterial(m_materials[3]);
626                 float d = (sunsize * 1.7) * m_sun_params.scale;
627                 video::SColor c;
628                 if (m_sun_tonemap)
629                         c = video::SColor(0, 0, 0, 0);
630                 else
631                         c = video::SColor(255, 255, 255, 255);
632                 draw_sky_body(vertices, -d, d, c);
633                 place_sky_body(vertices, 90, wicked_time_of_day * 360 - 90);
634                 driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
635         }
636 }
637
638
639 void Sky::draw_moon(video::IVideoDriver *driver, float moonsize, const video::SColor &mooncolor,
640         const video::SColor &mooncolor2, float wicked_time_of_day)
641 /*
642         * Draw moon in the sky.
643         * driver: Video driver object used to draw
644         * moonsize: the default size of the moon
645         * mooncolor: main moon color
646         * mooncolor2: second moon color
647         * wicked_time_of_day: current time of day, to know where should be the moon in
648         * the sky
649         */
650 {
651         static const u16 indices[] = {0, 1, 2, 0, 2, 3};
652         std::array<video::S3DVertex, 4> vertices;
653         if (!m_moon_texture) {
654                 driver->setMaterial(m_materials[1]);
655                 const float moonsizes_1[4] = {
656                         (-moonsize * 1.9f) * m_moon_params.scale,
657                         (-moonsize * 1.3f) * m_moon_params.scale,
658                         (-moonsize) * m_moon_params.scale,
659                         (-moonsize) * m_moon_params.scale
660                 };
661                 const float moonsizes_2[4] = {
662                         (moonsize * 1.9f) * m_moon_params.scale,
663                         (moonsize * 1.3f) * m_moon_params.scale,
664                         (moonsize) *m_moon_params.scale,
665                         (moonsize * 0.6f) * m_moon_params.scale
666                 };
667                 video::SColor c1 = mooncolor;
668                 video::SColor c2 = mooncolor;
669                 c1.setAlpha(0.05 * 255);
670                 c2.setAlpha(0.15 * 255);
671                 const video::SColor colors[4] = {c1, c2, mooncolor, mooncolor2};
672                 for (int i = 0; i < 4; i++) {
673                         draw_sky_body(vertices, moonsizes_1[i], moonsizes_2[i], colors[i]);
674                         place_sky_body(vertices, -90, wicked_time_of_day * 360 - 90);
675                         driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
676                 }
677         } else {
678                 driver->setMaterial(m_materials[4]);
679                 float d = (moonsize * 1.9) * m_moon_params.scale;
680                 video::SColor c;
681                 if (m_moon_tonemap)
682                         c = video::SColor(0, 0, 0, 0);
683                 else
684                         c = video::SColor(255, 255, 255, 255);
685                 draw_sky_body(vertices, -d, d, c);
686                 place_sky_body(vertices, -90, wicked_time_of_day * 360 - 90);
687                 driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
688         }
689 }
690
691 void Sky::draw_stars(video::IVideoDriver * driver, float wicked_time_of_day)
692 {
693         // Tune values so that stars first appear just after the sun
694         // disappears over the horizon, and disappear just before the sun
695         // appears over the horizon.
696         // Also tune so that stars are at full brightness from time 20000
697         // to time 4000.
698
699         float tod = wicked_time_of_day < 0.5f ? wicked_time_of_day : (1.0f - wicked_time_of_day);
700         float starbrightness = (0.25f - fabsf(tod)) * 20.0f;
701         m_star_color = m_star_params.starcolor;
702         m_star_color.a *= clamp(starbrightness, 0.0f, 1.0f);
703         if (m_star_color.a <= 0.0f) // Stars are only drawn when not fully transparent
704                 return;
705         m_materials[0].DiffuseColor = m_materials[0].EmissiveColor = m_star_color.toSColor();
706         auto sky_rotation = core::matrix4().setRotationAxisRadians(2.0f * M_PI * (wicked_time_of_day - 0.25f), v3f(0.0f, 0.0f, 1.0f));
707         auto world_matrix = driver->getTransform(video::ETS_WORLD);
708         driver->setTransform(video::ETS_WORLD, world_matrix * sky_rotation);
709         driver->setMaterial(m_materials[0]);
710         driver->drawMeshBuffer(m_stars.get());
711         driver->setTransform(video::ETS_WORLD, world_matrix);
712 }
713
714 void Sky::draw_sky_body(std::array<video::S3DVertex, 4> &vertices, float pos_1, float pos_2, const video::SColor &c)
715 {
716         /*
717         * Create an array of vertices with the dimensions specified.
718         * pos_1, pos_2: position of the body's vertices
719         * c: color of the body
720         */
721
722         const f32 t = 1.0f;
723         const f32 o = 0.0f;
724         vertices[0] = video::S3DVertex(pos_1, pos_1, -1, 0, 0, 1, c, t, t);
725         vertices[1] = video::S3DVertex(pos_2, pos_1, -1, 0, 0, 1, c, o, t);
726         vertices[2] = video::S3DVertex(pos_2, pos_2, -1, 0, 0, 1, c, o, o);
727         vertices[3] = video::S3DVertex(pos_1, pos_2, -1, 0, 0, 1, c, t, o);
728 }
729
730
731 void Sky::place_sky_body(
732         std::array<video::S3DVertex, 4> &vertices, float horizon_position, float day_position)
733         /*
734         * Place body in the sky.
735         * vertices: The body as a rectangle of 4 vertices
736         * horizon_position: turn the body around the Y axis
737         * day_position: turn the body around the Z axis, to place it depending of the time of the day
738         */
739 {
740         for (video::S3DVertex &vertex : vertices) {
741                 // Body is directed to -Z (south) by default
742                 vertex.Pos.rotateXZBy(horizon_position);
743                 vertex.Pos.rotateXYBy(day_position);
744         }
745 }
746
747 void Sky::setSunTexture(std::string sun_texture,
748                 std::string sun_tonemap, ITextureSource *tsrc)
749 {
750         // Ignore matching textures (with modifiers) entirely,
751         // but lets at least update the tonemap before hand.
752         m_sun_params.tonemap = sun_tonemap;
753         m_sun_tonemap = tsrc->isKnownSourceImage(m_sun_params.tonemap) ?
754                 tsrc->getTexture(m_sun_params.tonemap) : NULL;
755         m_materials[3].Lighting = !!m_sun_tonemap;
756
757         if (m_sun_params.texture == sun_texture)
758                 return;
759         m_sun_params.texture = sun_texture;
760
761         if (sun_texture != "") {
762                 // We want to ensure the texture exists first.
763                 m_sun_texture = tsrc->getTextureForMesh(m_sun_params.texture);
764
765                 if (m_sun_texture) {
766                         m_materials[3] = baseMaterial();
767                         m_materials[3].setTexture(0, m_sun_texture);
768                         m_materials[3].MaterialType = video::
769                                 EMT_TRANSPARENT_ALPHA_CHANNEL;
770                         // Disables texture filtering
771                         m_materials[3].setFlag(
772                                 video::E_MATERIAL_FLAG::EMF_BILINEAR_FILTER, false);
773                         m_materials[3].setFlag(
774                                 video::E_MATERIAL_FLAG::EMF_TRILINEAR_FILTER, false);
775                         m_materials[3].setFlag(
776                                 video::E_MATERIAL_FLAG::EMF_ANISOTROPIC_FILTER, false);
777                 }
778         } else {
779                 m_sun_texture = nullptr;
780         }
781 }
782
783 void Sky::setSunriseTexture(std::string sunglow_texture,
784                 ITextureSource* tsrc)
785 {
786         // Ignore matching textures (with modifiers) entirely.
787         if (m_sun_params.sunrise == sunglow_texture)
788                 return;
789         m_sun_params.sunrise = sunglow_texture;
790         m_materials[2].setTexture(0, tsrc->getTextureForMesh(
791                 sunglow_texture.empty() ? "sunrisebg.png" : sunglow_texture)
792         );
793 }
794
795 void Sky::setMoonTexture(std::string moon_texture,
796                 std::string moon_tonemap, ITextureSource *tsrc)
797 {
798         // Ignore matching textures (with modifiers) entirely,
799         // but lets at least update the tonemap before hand.
800         m_moon_params.tonemap = moon_tonemap;
801         m_moon_tonemap = tsrc->isKnownSourceImage(m_moon_params.tonemap) ?
802                 tsrc->getTexture(m_moon_params.tonemap) : NULL;
803         m_materials[4].Lighting = !!m_moon_tonemap;
804
805         if (m_moon_params.texture == moon_texture)
806                 return;
807         m_moon_params.texture = moon_texture;
808
809         if (moon_texture != "") {
810                 // We want to ensure the texture exists first.
811                 m_moon_texture = tsrc->getTextureForMesh(m_moon_params.texture);
812
813                 if (m_moon_texture) {
814                         m_materials[4] = baseMaterial();
815                         m_materials[4].setTexture(0, m_moon_texture);
816                         m_materials[4].MaterialType = video::
817                                 EMT_TRANSPARENT_ALPHA_CHANNEL;
818                         // Disables texture filtering
819                         m_materials[4].setFlag(
820                                 video::E_MATERIAL_FLAG::EMF_BILINEAR_FILTER, false);
821                         m_materials[4].setFlag(
822                                 video::E_MATERIAL_FLAG::EMF_TRILINEAR_FILTER, false);
823                         m_materials[4].setFlag(
824                                 video::E_MATERIAL_FLAG::EMF_ANISOTROPIC_FILTER, false);
825                 }
826         } else {
827                 m_moon_texture = nullptr;
828         }
829 }
830
831 void Sky::setStarCount(u16 star_count, bool force_update)
832 {
833         // Allow force updating star count at game init.
834         if (m_star_params.count != star_count || force_update) {
835                 m_star_params.count = star_count;
836                 m_seed = (u64)myrand() << 32 | myrand();
837                 updateStars();
838         }
839 }
840
841 void Sky::updateStars()
842 {
843         m_stars.reset(new scene::SMeshBuffer());
844         // Stupid IrrLicht doesn’t allow non-indexed rendering, and indexed quad
845         // rendering is slow due to lack of hardware support. So as indices are
846         // 16-bit and there are 4 vertices per star... the limit is 2^16/4 = 0x4000.
847         // That should be well enough actually.
848         if (m_star_params.count > 0x4000) {
849                 warningstream << "Requested " << m_star_params.count << " stars but " << 0x4000 << " is the max\n";
850                 m_star_params.count = 0x4000;
851         }
852         m_stars->Vertices.reallocate(4 * m_star_params.count);
853         m_stars->Indices.reallocate(6 * m_star_params.count);
854
855         video::SColor fallback_color = m_star_params.starcolor; // used on GLES 2 “without shaders”
856         PcgRandom rgen(m_seed);
857         float d = (0.006 / 2) * m_star_params.scale;
858         for (u16 i = 0; i < m_star_params.count; i++) {
859                 v3f r = v3f(
860                         rgen.range(-10000, 10000),
861                         rgen.range(-10000, 10000),
862                         rgen.range(-10000, 10000)
863                 );
864                 core::CMatrix4<f32> a;
865                 a.buildRotateFromTo(v3f(0, 1, 0), r);
866                 v3f p = v3f(-d, 1, -d);
867                 v3f p1 = v3f(d, 1, -d);
868                 v3f p2 = v3f(d, 1, d);
869                 v3f p3 = v3f(-d, 1, d);
870                 a.rotateVect(p);
871                 a.rotateVect(p1);
872                 a.rotateVect(p2);
873                 a.rotateVect(p3);
874                 m_stars->Vertices.push_back(video::S3DVertex(p, {}, fallback_color, {}));
875                 m_stars->Vertices.push_back(video::S3DVertex(p1, {}, fallback_color, {}));
876                 m_stars->Vertices.push_back(video::S3DVertex(p2, {}, fallback_color, {}));
877                 m_stars->Vertices.push_back(video::S3DVertex(p3, {}, fallback_color, {}));
878         }
879         for (u16 i = 0; i < m_star_params.count; i++) {
880                 m_stars->Indices.push_back(i * 4 + 0);
881                 m_stars->Indices.push_back(i * 4 + 1);
882                 m_stars->Indices.push_back(i * 4 + 2);
883                 m_stars->Indices.push_back(i * 4 + 2);
884                 m_stars->Indices.push_back(i * 4 + 3);
885                 m_stars->Indices.push_back(i * 4 + 0);
886         }
887         m_stars->setHardwareMappingHint(scene::EHM_STATIC);
888 }
889
890 void Sky::setSkyColors(const SkyColor &sky_color)
891 {
892         m_sky_params.sky_color = sky_color;
893 }
894
895 void Sky::setHorizonTint(video::SColor sun_tint, video::SColor moon_tint,
896                 std::string use_sun_tint)
897 {
898         // Change sun and moon tinting:
899         m_sky_params.fog_sun_tint = sun_tint;
900         m_sky_params.fog_moon_tint = moon_tint;
901         // Faster than comparing strings every rendering frame
902         if (use_sun_tint == "default")
903                 m_default_tint = true;
904         else if (use_sun_tint == "custom")
905                 m_default_tint = false;
906         else
907                 m_default_tint = true;
908 }
909
910 void Sky::addTextureToSkybox(std::string texture, int material_id,
911                 ITextureSource *tsrc)
912 {
913         // Sanity check for more than six textures.
914         if (material_id + 5 >= SKY_MATERIAL_COUNT)
915                 return;
916         // Keep a list of texture names handy.
917         m_sky_params.textures.emplace_back(texture);
918         video::ITexture *result = tsrc->getTextureForMesh(texture);
919         m_materials[material_id+5] = baseMaterial();
920         m_materials[material_id+5].setTexture(0, result);
921         m_materials[material_id+5].MaterialType = video::EMT_SOLID;
922 }
923
924 // To be called once at game init to setup default values.
925 void Sky::setSkyDefaults()
926 {
927         SkyboxDefaults sky_defaults;
928         m_sky_params.sky_color = sky_defaults.getSkyColorDefaults();
929         m_sun_params = sky_defaults.getSunDefaults();
930         m_moon_params = sky_defaults.getMoonDefaults();
931         m_star_params = sky_defaults.getStarDefaults();
932 }