]> git.lizzy.rs Git - dragonfireclient.git/blob - src/sky.cpp
Increase android versionCode (#4350)
[dragonfireclient.git] / src / sky.cpp
1 #include "sky.h"
2 #include "IVideoDriver.h"
3 #include "ISceneManager.h"
4 #include "ICameraSceneNode.h"
5 #include "S3DVertex.h"
6 #include "client/tile.h"
7 #include "noise.h"  // easeCurve
8 #include "profiler.h"
9 #include "util/numeric.h"
10 #include <cmath>
11 #include "settings.h"
12 #include "camera.h"  // CameraModes
13
14
15 Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id,
16                 ITextureSource *tsrc):
17                 scene::ISceneNode(parent, mgr, id),
18                 m_visible(true),
19                 m_fallback_bg_color(255, 255, 255, 255),
20                 m_first_update(true),
21                 m_brightness(0.5),
22                 m_cloud_brightness(0.5),
23                 m_bgcolor_bright_f(1, 1, 1, 1),
24                 m_skycolor_bright_f(1, 1, 1, 1),
25                 m_cloudcolor_bright_f(1, 1, 1, 1)
26 {
27         setAutomaticCulling(scene::EAC_OFF);
28         m_box.MaxEdge.set(0, 0, 0);
29         m_box.MinEdge.set(0, 0, 0);
30
31         // Create material
32
33         video::SMaterial mat;
34         mat.Lighting = false;
35         mat.ZBuffer = video::ECFN_NEVER;
36         mat.ZWriteEnable = false;
37         mat.AntiAliasing = 0;
38         mat.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
39         mat.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
40         mat.BackfaceCulling = false;
41
42         m_materials[0] = mat;
43
44         m_materials[1] = mat;
45         //m_materials[1].MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
46         m_materials[1].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
47
48         m_materials[2] = mat;
49         m_materials[2].setTexture(0, tsrc->getTextureForMesh("sunrisebg.png"));
50         m_materials[2].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
51         //m_materials[2].MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
52
53         m_sun_texture = tsrc->isKnownSourceImage("sun.png") ?
54                 tsrc->getTextureForMesh("sun.png") : NULL;
55         m_moon_texture = tsrc->isKnownSourceImage("moon.png") ?
56                 tsrc->getTextureForMesh("moon.png") : NULL;
57         m_sun_tonemap = tsrc->isKnownSourceImage("sun_tonemap.png") ?
58                 tsrc->getTexture("sun_tonemap.png") : NULL;
59         m_moon_tonemap = tsrc->isKnownSourceImage("moon_tonemap.png") ?
60                 tsrc->getTexture("moon_tonemap.png") : NULL;
61
62         if (m_sun_texture) {
63                 m_materials[3] = mat;
64                 m_materials[3].setTexture(0, m_sun_texture);
65                 m_materials[3].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
66                 if (m_sun_tonemap)
67                         m_materials[3].Lighting = true;
68         }
69
70         if (m_moon_texture) {
71                 m_materials[4] = mat;
72                 m_materials[4].setTexture(0, m_moon_texture);
73                 m_materials[4].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
74                 if (m_moon_tonemap)
75                         m_materials[4].Lighting = true;
76         }
77
78         for (u32 i = 0; i < SKY_STAR_COUNT; i++) {
79                 m_stars[i] = v3f(
80                         myrand_range(-10000, 10000),
81                         myrand_range(-10000, 10000),
82                         myrand_range(-10000, 10000)
83                 );
84                 m_stars[i].normalize();
85         }
86
87         m_directional_colored_fog = g_settings->getBool("directional_colored_fog");
88 }
89
90
91 void Sky::OnRegisterSceneNode()
92 {
93         if (IsVisible)
94                 SceneManager->registerNodeForRendering(this, scene::ESNRP_SKY_BOX);
95
96         scene::ISceneNode::OnRegisterSceneNode();
97 }
98
99
100 void Sky::render()
101 {
102         if (!m_visible)
103                 return;
104
105         video::IVideoDriver* driver = SceneManager->getVideoDriver();
106         scene::ICameraSceneNode* camera = SceneManager->getActiveCamera();
107
108         if (!camera || !driver)
109                 return;
110         
111         ScopeProfiler sp(g_profiler, "Sky::render()", SPT_AVG);
112
113         // Draw perspective skybox
114
115         core::matrix4 translate(AbsoluteTransformation);
116         translate.setTranslation(camera->getAbsolutePosition());
117
118         // Draw the sky box between the near and far clip plane
119         const f32 viewDistance = (camera->getNearValue() + camera->getFarValue()) * 0.5f;
120         core::matrix4 scale;
121         scale.setScale(core::vector3df(viewDistance, viewDistance, viewDistance));
122
123         driver->setTransform(video::ETS_WORLD, translate * scale);
124
125         if (m_sunlight_seen) {
126                 float sunsize = 0.07;
127                 video::SColorf suncolor_f(1, 1, 0, 1);
128                 suncolor_f.r = 1;
129                 suncolor_f.g = MYMAX(0.3, MYMIN(1.0, 0.7 + m_time_brightness * 0.5));
130                 suncolor_f.b = MYMAX(0.0, m_brightness * 0.95);
131                 video::SColorf suncolor2_f(1, 1, 1, 1);
132                 suncolor_f.r = 1;
133                 suncolor_f.g = MYMAX(0.3, MYMIN(1.0, 0.85 + m_time_brightness * 0.5));
134                 suncolor_f.b = MYMAX(0.0, m_brightness);
135
136                 float moonsize = 0.04;
137                 video::SColorf mooncolor_f(0.50, 0.57, 0.65, 1);
138                 video::SColorf mooncolor2_f(0.85, 0.875, 0.9, 1);
139                 
140                 float nightlength = 0.415;
141                 float wn = nightlength / 2;
142                 float wicked_time_of_day = 0;
143                 if (m_time_of_day > wn && m_time_of_day < 1.0 - wn)
144                         wicked_time_of_day = (m_time_of_day - wn) / (1.0 - wn * 2) * 0.5 + 0.25;
145                 else if (m_time_of_day < 0.5)
146                         wicked_time_of_day = m_time_of_day / wn * 0.25;
147                 else
148                         wicked_time_of_day = 1.0 - ((1.0 - m_time_of_day) / wn * 0.25);
149                 /*std::cerr<<"time_of_day="<<m_time_of_day<<" -> "
150                                 <<"wicked_time_of_day="<<wicked_time_of_day<<std::endl;*/
151
152                 video::SColor suncolor = suncolor_f.toSColor();
153                 video::SColor suncolor2 = suncolor2_f.toSColor();
154                 video::SColor mooncolor = mooncolor_f.toSColor();
155                 video::SColor mooncolor2 = mooncolor2_f.toSColor();
156
157                 // Calculate offset normalized to the X dimension of a 512x1 px tonemap
158                 float offset = (1.0 - fabs(sin((m_time_of_day - 0.5) * irr::core::PI))) * 511;
159
160                 if (m_sun_tonemap) {
161                         u8 * texels = (u8 *)m_sun_tonemap->lock();
162                         video::SColor* texel = (video::SColor *)(texels + (u32)offset * 4);
163                         video::SColor texel_color (255, texel->getRed(),
164                                 texel->getGreen(), texel->getBlue());
165                         m_sun_tonemap->unlock();
166                         m_materials[3].EmissiveColor = texel_color;
167                 }
168
169                 if (m_moon_tonemap) {
170                         u8 * texels = (u8 *)m_moon_tonemap->lock();
171                         video::SColor* texel = (video::SColor *)(texels + (u32)offset * 4);
172                         video::SColor texel_color (255, texel->getRed(),
173                                 texel->getGreen(), texel->getBlue());
174                         m_moon_tonemap->unlock();
175                         m_materials[4].EmissiveColor = texel_color;
176                 }
177
178                 const f32 t = 1.0f;
179                 const f32 o = 0.0f;
180                 static const u16 indices[4] = {0, 1, 2, 3};
181                 video::S3DVertex vertices[4];
182                 
183                 driver->setMaterial(m_materials[1]);
184                 
185                 video::SColor cloudyfogcolor = m_bgcolor;
186                 
187                 // Draw far cloudy fog thing blended with skycolor
188                 for (u32 j = 0; j < 4; j++) {
189                         video::SColor c = cloudyfogcolor.getInterpolated(m_skycolor, 0.45);
190                         vertices[0] = video::S3DVertex(-1, 0.08, -1, 0, 0, 1, c, t, t);
191                         vertices[1] = video::S3DVertex( 1, 0.08, -1, 0, 0, 1, c, o, t);
192                         vertices[2] = video::S3DVertex( 1, 0.12, -1, 0, 0, 1, c, o, o);
193                         vertices[3] = video::S3DVertex(-1, 0.12, -1, 0, 0, 1, c, t, o);
194                         for (u32 i = 0; i < 4; i++) {
195                                 if (j == 0)
196                                         // Don't switch
197                                         {}
198                                 else if (j == 1)
199                                         // Switch from -Z (south) to +X (east)
200                                         vertices[i].Pos.rotateXZBy(90);
201                                 else if (j == 2)
202                                         // Switch from -Z (south) to -X (west)
203                                         vertices[i].Pos.rotateXZBy(-90);
204                                 else
205                                         // Switch from -Z (south) to +Z (north)
206                                         vertices[i].Pos.rotateXZBy(-180);
207                         }
208                         driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
209                 }
210
211                 // Draw far cloudy fog thing
212                 for (u32 j = 0; j < 4; j++) {
213                         video::SColor c = cloudyfogcolor;
214                         vertices[0] = video::S3DVertex(-1, -1.0, -1, 0, 0, 1, c, t, t);
215                         vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 0, 1, c, o, t);
216                         vertices[2] = video::S3DVertex( 1, 0.08, -1, 0, 0, 1, c, o, o);
217                         vertices[3] = video::S3DVertex(-1, 0.08, -1, 0, 0, 1, c, t, o);
218                         for (u32 i = 0; i < 4; i++) {
219                                 if (j == 0)
220                                         // Don't switch
221                                         {}
222                                 else if (j == 1)
223                                         // Switch from -Z (south) to +X (east)
224                                         vertices[i].Pos.rotateXZBy(90);
225                                 else if (j == 2)
226                                         // Switch from -Z (south) to -X (west)
227                                         vertices[i].Pos.rotateXZBy(-90);
228                                 else
229                                         // Switch from -Z (south) to +Z (north)
230                                         vertices[i].Pos.rotateXZBy(-180);
231                         }
232                         driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
233                 }
234
235                 driver->setMaterial(m_materials[2]);
236
237                 // Draw sunrise/sunset horizon glow texture (textures/base/pack/sunrisebg.png)
238                 {
239                         float mid1 = 0.25;
240                         float mid = wicked_time_of_day < 0.5 ? mid1 : (1.0 - mid1);
241                         float a_ = 1.0 - fabs(wicked_time_of_day - mid) * 35.0;
242                         float a = easeCurve(MYMAX(0, MYMIN(1, a_)));
243                         //std::cerr<<"a_="<<a_<<" a="<<a<<std::endl;
244                         video::SColor c(255, 255, 255, 255);
245                         float y = -(1.0 - a) * 0.22;
246                         vertices[0] = video::S3DVertex(-1, -0.05 + y, -1, 0, 0, 1, c, t, t);
247                         vertices[1] = video::S3DVertex( 1, -0.05 + y, -1, 0, 0, 1, c, o, t);
248                         vertices[2] = video::S3DVertex( 1,   0.2 + y, -1, 0, 0, 1, c, o, o);
249                         vertices[3] = video::S3DVertex(-1,   0.2 + y, -1, 0, 0, 1, c, t, o);
250                         for (u32 i = 0; i < 4; i++) {
251                                 if (wicked_time_of_day < 0.5)
252                                         // Switch from -Z (south) to +X (east)
253                                         vertices[i].Pos.rotateXZBy(90);
254                                 else
255                                         // Switch from -Z (south) to -X (west)
256                                         vertices[i].Pos.rotateXZBy(-90);
257                         }
258                         driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
259                 }
260
261                 // Draw sun
262                 if (wicked_time_of_day > 0.15 && wicked_time_of_day < 0.85) {
263                         if (!m_sun_texture) {
264                                 driver->setMaterial(m_materials[1]);
265                                 float d = sunsize * 1.7;
266                                 video::SColor c = suncolor;
267                                 c.setAlpha(0.05 * 255);
268                                 vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
269                                 vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
270                                 vertices[2] = video::S3DVertex( d,  d, -1, 0, 0, 1, c, o, o);
271                                 vertices[3] = video::S3DVertex(-d,  d, -1, 0, 0, 1, c, t, o);
272                                 for (u32 i = 0; i < 4; i++) {
273                                         // Switch from -Z (south) to +X (east)
274                                         vertices[i].Pos.rotateXZBy(90);
275                                         vertices[i].Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
276                                 }
277                                 driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
278
279                                 d = sunsize * 1.2;
280                                 c = suncolor;
281                                 c.setAlpha(0.15 * 255);
282                                 vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
283                                 vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
284                                 vertices[2] = video::S3DVertex( d,  d, -1, 0, 0, 1, c, o, o);
285                                 vertices[3] = video::S3DVertex(-d,  d, -1, 0, 0, 1, c, t, o);
286                                 for (u32 i = 0; i < 4; i++) {
287                                         // Switch from -Z (south) to +X (east)
288                                         vertices[i].Pos.rotateXZBy(90);
289                                         vertices[i].Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
290                                 }
291                                 driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
292
293                                 d = sunsize;
294                                 vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, suncolor, t, t);
295                                 vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, suncolor, o, t);
296                                 vertices[2] = video::S3DVertex( d,  d, -1, 0, 0, 1, suncolor, o, o);
297                                 vertices[3] = video::S3DVertex(-d,  d, -1, 0, 0, 1, suncolor, t, o);
298                                 for (u32 i = 0; i < 4; i++) {
299                                         // Switch from -Z (south) to +X (east)
300                                         vertices[i].Pos.rotateXZBy(90);
301                                         vertices[i].Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
302                                 }
303                                 driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
304
305                                 d = sunsize * 0.7;
306                                 vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, suncolor2, t, t);
307                                 vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, suncolor2, o, t);
308                                 vertices[2] = video::S3DVertex( d,  d, -1, 0, 0, 1, suncolor2, o, o);
309                                 vertices[3] = video::S3DVertex(-d,  d, -1, 0, 0, 1, suncolor2, t, o);
310                                 for (u32 i = 0; i < 4; i++) {
311                                         // Switch from -Z (south) to +X (east)
312                                         vertices[i].Pos.rotateXZBy(90);
313                                         vertices[i].Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
314                                 }
315                                 driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
316                         } else {
317                                 driver->setMaterial(m_materials[3]);
318                                 float d = sunsize * 1.7;
319                                 video::SColor c;
320                                 if (m_sun_tonemap)
321                                         c = video::SColor (0, 0, 0, 0);
322                                 else
323                                         c = video::SColor (255, 255, 255, 255);
324                                 vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
325                                 vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
326                                 vertices[2] = video::S3DVertex( d,  d, -1, 0, 0, 1, c, o, o);
327                                 vertices[3] = video::S3DVertex(-d,  d, -1, 0, 0, 1, c, t, o);
328                                 for(u32 i = 0; i < 4; i++) {
329                                         // Switch from -Z (south) to +X (east)
330                                         vertices[i].Pos.rotateXZBy(90);
331                                         vertices[i].Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
332                                 }
333                                 driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
334                         }
335                 }
336
337                 // Draw moon
338                 if (wicked_time_of_day < 0.3 || wicked_time_of_day > 0.7) {
339                         if (!m_moon_texture) {
340                                 driver->setMaterial(m_materials[1]);
341                                 float d = moonsize * 1.9;
342                                 video::SColor c = mooncolor;
343                                 c.setAlpha(0.05 * 255);
344                                 vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
345                                 vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
346                                 vertices[2] = video::S3DVertex( d,  d, -1, 0, 0, 1, c, o, o);
347                                 vertices[3] = video::S3DVertex(-d,  d, -1, 0, 0, 1, c, t, o);
348                                 for (u32 i = 0; i < 4; i++) {
349                                         // Switch from -Z (south) to -X (west)
350                                         vertices[i].Pos.rotateXZBy(-90);
351                                         vertices[i].Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
352                                 }
353                                 driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
354                         
355                                 d = moonsize * 1.3;
356                                 c = mooncolor;
357                                 c.setAlpha(0.15 * 255);
358                                 vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
359                                 vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
360                                 vertices[2] = video::S3DVertex( d,  d, -1, 0, 0, 1, c, o, o);
361                                 vertices[3] = video::S3DVertex(-d,  d, -1, 0, 0, 1, c, t, o);
362                                 for (u32 i = 0; i < 4; i++) {
363                                         // Switch from -Z (south) to -X (west)
364                                         vertices[i].Pos.rotateXZBy(-90);
365                                         vertices[i].Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
366                                 }
367                                 driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
368
369                                 d = moonsize;
370                                 vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, mooncolor, t, t);
371                                 vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, mooncolor, o, t);
372                                 vertices[2] = video::S3DVertex( d,  d, -1, 0, 0, 1, mooncolor, o, o);
373                                 vertices[3] = video::S3DVertex(-d,  d, -1, 0, 0, 1, mooncolor, t, o);
374                                 for (u32 i = 0; i < 4; i++) {
375                                         // Switch from -Z (south) to -X (west)
376                                         vertices[i].Pos.rotateXZBy(-90);
377                                         vertices[i].Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
378                                 }
379                                 driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
380
381                                 float d2 = moonsize * 0.6;
382                                 vertices[0] = video::S3DVertex(-d, -d,  -1, 0, 0, 1, mooncolor2, t, t);
383                                 vertices[1] = video::S3DVertex( d2,-d,  -1, 0, 0, 1, mooncolor2, o, t);
384                                 vertices[2] = video::S3DVertex( d2, d2, -1, 0, 0, 1, mooncolor2, o, o);
385                                 vertices[3] = video::S3DVertex(-d,  d2, -1, 0, 0, 1, mooncolor2, t, o);
386                                 for (u32 i = 0; i < 4; i++) {
387                                         // Switch from -Z (south) to -X (west)
388                                         vertices[i].Pos.rotateXZBy(-90);
389                                         vertices[i].Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
390                                 }
391                                 driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
392                         } else {
393                                 driver->setMaterial(m_materials[4]);
394                                 float d = moonsize * 1.9;
395                                 video::SColor c;
396                                 if (m_moon_tonemap)
397                                         c = video::SColor (0, 0, 0, 0);
398                                 else
399                                         c = video::SColor (255, 255, 255, 255);
400                                 vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
401                                 vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
402                                 vertices[2] = video::S3DVertex( d,  d, -1, 0, 0, 1, c, o, o);
403                                 vertices[3] = video::S3DVertex(-d,  d, -1, 0, 0, 1, c, t, o);
404                                 for (u32 i = 0; i < 4; i++) {
405                                         // Switch from -Z (south) to -X (west)
406                                         vertices[i].Pos.rotateXZBy(-90);
407                                         vertices[i].Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
408                                 }
409                                 driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
410                         }
411                 }
412
413                 // Draw stars
414                 driver->setMaterial(m_materials[1]);
415                 do {
416                         float starbrightness = MYMAX(0, MYMIN(1,
417                                 (0.285 - fabs(wicked_time_of_day < 0.5 ?
418                                 wicked_time_of_day : (1.0 - wicked_time_of_day))) * 10));
419                         float f = starbrightness;
420                         float d = 0.007;
421                         video::SColor starcolor(255, f * 90, f * 90, f * 90);
422                         if (starcolor.getBlue() < m_skycolor.getBlue())
423                                 break;
424                         u16 indices[SKY_STAR_COUNT * 4];
425                         video::S3DVertex vertices[SKY_STAR_COUNT * 4];
426                         for (u32 i = 0; i < SKY_STAR_COUNT; i++) {
427                                 indices[i * 4 + 0] = i * 4 + 0;
428                                 indices[i * 4 + 1] = i * 4 + 1;
429                                 indices[i * 4 + 2] = i * 4 + 2;
430                                 indices[i * 4 + 3] = i * 4 + 3;
431                                 v3f p = m_stars[i];
432                                 core::CMatrix4<f32> a;
433                                 a.buildRotateFromTo(v3f(0, 1, 0), v3f(d, 1 + d / 2, 0));
434                                 v3f p1 = p;
435                                 a.rotateVect(p1);
436                                 a.buildRotateFromTo(v3f(0, 1, 0), v3f(d, 1, d));
437                                 v3f p2 = p;
438                                 a.rotateVect(p2);
439                                 a.buildRotateFromTo(v3f(0, 1, 0), v3f(0, 1 - d / 2, d));
440                                 v3f p3 = p;
441                                 a.rotateVect(p3);
442                                 p.rotateXYBy(wicked_time_of_day * 360 - 90);
443                                 p1.rotateXYBy(wicked_time_of_day * 360 - 90);
444                                 p2.rotateXYBy(wicked_time_of_day * 360 - 90);
445                                 p3.rotateXYBy(wicked_time_of_day * 360 - 90);
446                                 vertices[i * 4 + 0].Pos = p;
447                                 vertices[i * 4 + 0].Color = starcolor;
448                                 vertices[i * 4 + 1].Pos = p1;
449                                 vertices[i * 4 + 1].Color = starcolor;
450                                 vertices[i * 4 + 2].Pos = p2;
451                                 vertices[i * 4 + 2].Color = starcolor;
452                                 vertices[i * 4 + 3].Pos = p3;
453                                 vertices[i * 4 + 3].Color = starcolor;
454                         }
455                         driver->drawVertexPrimitiveList(vertices, SKY_STAR_COUNT * 4,
456                                 indices, SKY_STAR_COUNT, video::EVT_STANDARD,
457                                 scene::EPT_QUADS, video::EIT_16BIT);
458                 } while(0);
459                 
460                 // Draw far cloudy fog thing below east and west horizons
461                 for (u32 j = 0; j < 2; j++) {
462                         video::SColor c = cloudyfogcolor;
463                         vertices[0] = video::S3DVertex(-1, -1.0,  -1, 0, 0, 1, c, t, t);
464                         vertices[1] = video::S3DVertex( 1, -1.0,  -1, 0, 0, 1, c, o, t);
465                         vertices[2] = video::S3DVertex( 1, -0.02, -1, 0, 0, 1, c, o, o);
466                         vertices[3] = video::S3DVertex(-1, -0.02, -1, 0, 0, 1, c, t, o);
467                         for (u32 i = 0; i < 4; i++) {
468                                 //if (wicked_time_of_day < 0.5)
469                                 if (j == 0)
470                                         // Switch from -Z (south) to +X (east)
471                                         vertices[i].Pos.rotateXZBy(90);
472                                 else
473                                         // Switch from -Z (south) to -X (west)
474                                         vertices[i].Pos.rotateXZBy(-90);
475                         }
476                         driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
477                 }
478         }
479 }
480
481
482 void Sky::update(float time_of_day, float time_brightness,
483                 float direct_brightness, bool sunlight_seen,
484                 CameraMode cam_mode, float yaw, float pitch)
485 {
486         // Stabilize initial brightness and color values by flooding updates
487         if (m_first_update) {
488                 /*dstream<<"First update with time_of_day="<<time_of_day
489                                 <<" time_brightness="<<time_brightness
490                                 <<" direct_brightness="<<direct_brightness
491                                 <<" sunlight_seen="<<sunlight_seen<<std::endl;*/
492                 m_first_update = false;
493                 for (u32 i = 0; i < 100; i++) {
494                         update(time_of_day, time_brightness, direct_brightness,
495                                 sunlight_seen, cam_mode, yaw, pitch);
496                 }
497                 return;
498         }
499
500         m_time_of_day = time_of_day;
501         m_time_brightness = time_brightness;
502         m_sunlight_seen = sunlight_seen;
503         
504         bool is_dawn = (time_brightness >= 0.20 && time_brightness < 0.35);
505
506         /*
507         Development colours
508
509         video::SColorf bgcolor_bright_normal_f(170. / 255, 200. / 255, 230. / 255, 1.0);
510         video::SColorf bgcolor_bright_dawn_f(0.666, 200. / 255 * 0.7, 230. / 255 * 0.5, 1.0);
511         video::SColorf bgcolor_bright_dawn_f(0.666, 0.549, 0.220, 1.0);
512         video::SColorf bgcolor_bright_dawn_f(0.666 * 1.2, 0.549 * 1.0, 0.220 * 1.0, 1.0);
513         video::SColorf bgcolor_bright_dawn_f(0.666 * 1.2, 0.549 * 1.0, 0.220 * 1.2, 1.0);
514
515         video::SColorf cloudcolor_bright_dawn_f(1.0, 0.591, 0.4);
516         video::SColorf cloudcolor_bright_dawn_f(1.0, 0.65, 0.44);
517         video::SColorf cloudcolor_bright_dawn_f(1.0, 0.7, 0.5);
518         */
519
520         video::SColorf bgcolor_bright_normal_f = video::SColor(255, 155, 193, 240);
521         video::SColorf bgcolor_bright_indoor_f = video::SColor(255, 100, 100, 100);
522         video::SColorf bgcolor_bright_dawn_f = video::SColor(255, 186, 193, 240);
523         video::SColorf bgcolor_bright_night_f = video::SColor(255, 64, 144, 255);
524
525         video::SColorf skycolor_bright_normal_f = video::SColor(255, 140, 186, 250);
526         video::SColorf skycolor_bright_dawn_f = video::SColor(255, 180, 186, 250);
527         video::SColorf skycolor_bright_night_f = video::SColor(255, 0, 107, 255);
528         
529         video::SColorf cloudcolor_bright_normal_f = video::SColor(255, 240, 240, 255);
530         video::SColorf cloudcolor_bright_dawn_f = video::SColor(255, 255, 223, 191);
531
532         float cloud_color_change_fraction = 0.95;
533         if (sunlight_seen) {
534                 if (fabs(time_brightness - m_brightness) < 0.2) {
535                         m_brightness = m_brightness * 0.95 + time_brightness * 0.05;
536                 } else {
537                         m_brightness = m_brightness * 0.80 + time_brightness * 0.20;
538                         cloud_color_change_fraction = 0.0;
539                 }
540         } else {
541                 if (direct_brightness < m_brightness)
542                         m_brightness = m_brightness * 0.95 + direct_brightness * 0.05;
543                 else
544                         m_brightness = m_brightness * 0.98 + direct_brightness * 0.02;
545         }
546         
547         m_clouds_visible = true;
548         float color_change_fraction = 0.98;
549         if (sunlight_seen) {
550                 if (is_dawn) {  // Dawn
551                         m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
552                                 bgcolor_bright_dawn_f, color_change_fraction);
553                         m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
554                                 skycolor_bright_dawn_f, color_change_fraction);
555                         m_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated(
556                                 cloudcolor_bright_dawn_f, color_change_fraction);
557                 } else {
558                         if (time_brightness < 0.07) {  // Night
559                                 m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
560                                         bgcolor_bright_night_f, color_change_fraction);
561                                 m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
562                                         skycolor_bright_night_f, color_change_fraction);
563                         } else {  // Day
564                                 m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
565                                         bgcolor_bright_normal_f, color_change_fraction);
566                                 m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
567                                         skycolor_bright_normal_f, color_change_fraction);
568                         }
569
570                         m_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated(
571                                 cloudcolor_bright_normal_f, color_change_fraction);
572                 }
573         } else {
574                 m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
575                         bgcolor_bright_indoor_f, color_change_fraction);
576                 m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
577                         bgcolor_bright_indoor_f, color_change_fraction);
578                 m_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated(
579                         cloudcolor_bright_normal_f, color_change_fraction);
580                 m_clouds_visible = false;
581         }
582
583         video::SColor bgcolor_bright = m_bgcolor_bright_f.toSColor();
584         m_bgcolor = video::SColor(
585                 255,
586                 bgcolor_bright.getRed() * m_brightness,
587                 bgcolor_bright.getGreen() * m_brightness,
588                 bgcolor_bright.getBlue() * m_brightness
589         );
590
591         video::SColor skycolor_bright = m_skycolor_bright_f.toSColor();
592         m_skycolor = video::SColor(
593                 255,
594                 skycolor_bright.getRed() * m_brightness,
595                 skycolor_bright.getGreen() * m_brightness,
596                 skycolor_bright.getBlue() * m_brightness
597         );
598
599         // Horizon coloring based on sun and moon direction during sunset and sunrise
600         video::SColor pointcolor = video::SColor(255, 255, 255, m_bgcolor.getAlpha());
601         if (m_directional_colored_fog) {
602                 if (m_horizon_blend() != 0) {
603                         // Calculate hemisphere value from yaw, (inverted in third person front view)
604                         s8 dir_factor = 1;
605                         if (cam_mode > CAMERA_MODE_THIRD)
606                                 dir_factor = -1;
607                         f32 pointcolor_blend = wrapDegrees_0_360(yaw * dir_factor + 90);
608                         if (pointcolor_blend > 180)
609                                 pointcolor_blend = 360 - pointcolor_blend;
610                         pointcolor_blend /= 180;
611                         // Bound view angle to determine where transition starts and ends
612                         pointcolor_blend = rangelim(1 - pointcolor_blend * 1.375, 0, 1 / 1.375) *
613                                 1.375;
614                         // Combine the colors when looking up or down, otherwise turning looks weird
615                         pointcolor_blend += (0.5 - pointcolor_blend) *
616                                 (1 - MYMIN((90 - std::fabs(pitch)) / 90 * 1.5, 1));
617                         // Invert direction to match where the sun and moon are rising
618                         if (m_time_of_day > 0.5)
619                                 pointcolor_blend = 1 - pointcolor_blend;
620                         // Horizon colors of sun and moon
621                         f32 pointcolor_light = rangelim(m_time_brightness * 3, 0.2, 1);
622
623                         video::SColorf pointcolor_sun_f(1, 1, 1, 1);
624                         if (m_sun_tonemap) {
625                                 pointcolor_sun_f.r = pointcolor_light *
626                                         (float)m_materials[3].EmissiveColor.getRed() / 255;
627                                 pointcolor_sun_f.b = pointcolor_light *
628                                         (float)m_materials[3].EmissiveColor.getBlue() / 255;
629                                 pointcolor_sun_f.g = pointcolor_light *
630                                         (float)m_materials[3].EmissiveColor.getGreen() / 255;
631                         } else {
632                                 pointcolor_sun_f.r = pointcolor_light * 1;
633                                 pointcolor_sun_f.b = pointcolor_light *
634                                         (0.25 + (rangelim(m_time_brightness, 0.25, 0.75) - 0.25) * 2 * 0.75);
635                                 pointcolor_sun_f.g = pointcolor_light * (pointcolor_sun_f.b * 0.375 +
636                                         (rangelim(m_time_brightness, 0.05, 0.15) - 0.05) * 10 * 0.625);
637                         }
638
639                         video::SColorf pointcolor_moon_f(0.5 * pointcolor_light,
640                                 0.6 * pointcolor_light, 0.8 * pointcolor_light, 1);
641                         if (m_moon_tonemap) {
642                                 pointcolor_moon_f.r = pointcolor_light *
643                                         (float)m_materials[4].EmissiveColor.getRed() / 255;
644                                 pointcolor_moon_f.b = pointcolor_light *
645                                         (float)m_materials[4].EmissiveColor.getBlue() / 255;
646                                 pointcolor_moon_f.g = pointcolor_light *
647                                         (float)m_materials[4].EmissiveColor.getGreen() / 255;
648                         }
649
650                         video::SColor pointcolor_sun = pointcolor_sun_f.toSColor();
651                         video::SColor pointcolor_moon = pointcolor_moon_f.toSColor();
652                         // Calculate the blend color
653                         pointcolor = m_mix_scolor(pointcolor_moon, pointcolor_sun, pointcolor_blend);
654                 }
655                 m_bgcolor = m_mix_scolor(m_bgcolor, pointcolor, m_horizon_blend() * 0.5);
656                 m_skycolor = m_mix_scolor(m_skycolor, pointcolor, m_horizon_blend() * 0.25);
657         }
658
659         float cloud_direct_brightness = 0;
660         if (sunlight_seen) {
661                 if (!m_directional_colored_fog) {
662                         cloud_direct_brightness = time_brightness;
663                         if (time_brightness >= 0.2 && time_brightness < 0.7)
664                                 cloud_direct_brightness *= 1.3;
665                 } else {
666                         cloud_direct_brightness = MYMIN(m_horizon_blend() * 0.15 +
667                                 m_time_brightness, 1);
668                 }
669         } else {
670                 cloud_direct_brightness = direct_brightness;
671         }
672
673         m_cloud_brightness = m_cloud_brightness * cloud_color_change_fraction +
674                 cloud_direct_brightness * (1.0 - cloud_color_change_fraction);
675         m_cloudcolor_f = video::SColorf(
676                 m_cloudcolor_bright_f.r * m_cloud_brightness,
677                 m_cloudcolor_bright_f.g * m_cloud_brightness,
678                 m_cloudcolor_bright_f.b * m_cloud_brightness,
679                 1.0
680         );
681         if (m_directional_colored_fog) {
682                 m_cloudcolor_f = m_mix_scolorf(m_cloudcolor_f,
683                         video::SColorf(pointcolor), m_horizon_blend() * 0.25);
684         }
685 }