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Dynamic sky, fog and cloud colors; sun and moon

This commit is contained in:
Perttu Ahola 2012-03-16 16:34:30 +02:00
parent 58bed83d03
commit 2e90ed07ac
30 changed files with 1132 additions and 244 deletions

View file

@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "client.h"
#include "mapblock_mesh.h"
#include <IMaterialRenderer.h>
#include <matrix4.h>
#include "log.h"
#include "mapsector.h"
#include "main.h" // dout_client, g_settings
@ -29,6 +30,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "profiler.h"
#include "settings.h"
#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
ClientMap::ClientMap(
Client *client,
IGameDef *gamedef,
@ -189,7 +192,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
*/
float animation_time = m_client->getAnimationTime();
int crack = m_client->getCrackLevel();
u32 daynight_ratio = m_client->getDayNightRatio();
u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
m_camera_mutex.Lock();
v3f camera_position = m_camera_position;
@ -509,6 +512,182 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
<<", rendered "<<vertex_count<<" vertices."<<std::endl;*/
}
static bool getVisibleBrightness(Map *map, v3f p0, v3f dir, float step,
float step_multiplier, float start_distance, float end_distance,
INodeDefManager *ndef, u32 daylight_factor, float sunlight_min_d,
int *result, bool *sunlight_seen)
{
int brightness_sum = 0;
int brightness_count = 0;
float distance = start_distance;
dir.normalize();
v3f pf = p0;
pf += dir * distance;
int noncount = 0;
bool nonlight_seen = false;
bool allow_allowing_non_sunlight_propagates = false;
bool allow_non_sunlight_propagates = false;
// Check content nearly at camera position
{
v3s16 p = floatToInt(p0 /*+ dir * 3*BS*/, BS);
MapNode n = map->getNodeNoEx(p);
if(ndef->get(n).param_type == CPT_LIGHT &&
!ndef->get(n).sunlight_propagates)
allow_allowing_non_sunlight_propagates = true;
}
// If would start at CONTENT_IGNORE, start closer
{
v3s16 p = floatToInt(pf, BS);
MapNode n = map->getNodeNoEx(p);
if(n.getContent() == CONTENT_IGNORE){
float newd = 2*BS;
pf = p0 + dir * 2*newd;
distance = newd;
}
}
for(int i=0; distance < end_distance; i++){
pf += dir * step;
distance += step;
step *= step_multiplier;
v3s16 p = floatToInt(pf, BS);
MapNode n = map->getNodeNoEx(p);
if(allow_allowing_non_sunlight_propagates && i == 0 &&
ndef->get(n).param_type == CPT_LIGHT &&
!ndef->get(n).sunlight_propagates){
allow_non_sunlight_propagates = true;
}
if(ndef->get(n).param_type != CPT_LIGHT ||
(!ndef->get(n).sunlight_propagates &&
!allow_non_sunlight_propagates)){
nonlight_seen = true;
noncount++;
if(noncount >= 4)
break;
continue;
}
if(distance >= sunlight_min_d && *sunlight_seen == false
&& nonlight_seen == false)
if(n.getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN)
*sunlight_seen = true;
noncount = 0;
brightness_sum += decode_light(n.getLightBlend(daylight_factor, ndef));
brightness_count++;
}
*result = 0;
if(brightness_count == 0)
return false;
*result = brightness_sum / brightness_count;
/*std::cerr<<"Sampled "<<brightness_count<<" points; result="
<<(*result)<<std::endl;*/
return true;
}
int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
int oldvalue, bool *sunlight_seen_result)
{
const bool debugprint = false;
INodeDefManager *ndef = m_gamedef->ndef();
static v3f z_directions[50] = {
v3f(-100, 0, 0)
};
static f32 z_offsets[sizeof(z_directions)/sizeof(*z_directions)] = {
-1000,
};
if(z_directions[0].X < -99){
for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
z_directions[i] = v3f(
0.01 * myrand_range(-80, 80),
1.0,
0.01 * myrand_range(-80, 80)
);
z_offsets[i] = 0.01 * myrand_range(0,100);
}
}
if(debugprint)
std::cerr<<"In goes "<<PP(m_camera_direction)<<", out comes ";
int sunlight_seen_count = 0;
float sunlight_min_d = max_d*0.8;
if(sunlight_min_d > 35*BS)
sunlight_min_d = 35*BS;
core::array<int> values;
for(u32 i=0; i<sizeof(z_directions)/sizeof(*z_directions); i++){
v3f z_dir = z_directions[i];
z_dir.normalize();
core::CMatrix4<f32> a;
a.buildRotateFromTo(v3f(0,1,0), z_dir);
v3f dir = m_camera_direction;
a.rotateVect(dir);
int br = 0;
float step = BS*1.5;
if(max_d > 35*BS)
step = max_d / 35 * 1.5;
float off = step * z_offsets[i];
bool sunlight_seen_now = false;
bool ok = getVisibleBrightness(this, m_camera_position, dir,
step, 1.0, max_d*0.6+off, max_d, ndef, daylight_factor,
sunlight_min_d,
&br, &sunlight_seen_now);
if(sunlight_seen_now)
sunlight_seen_count++;
if(!ok)
continue;
values.push_back(br);
// Don't try too much if being in the sun is clear
if(sunlight_seen_count >= 20)
break;
}
int brightness_sum = 0;
int brightness_count = 0;
values.sort();
u32 num_values_to_use = values.size();
if(num_values_to_use >= 10)
num_values_to_use -= num_values_to_use/2;
else if(num_values_to_use >= 7)
num_values_to_use -= num_values_to_use/3;
u32 first_value_i = (values.size() - num_values_to_use) / 2;
if(debugprint){
for(u32 i=0; i < first_value_i; i++)
std::cerr<<values[i]<<" ";
std::cerr<<"[";
}
for(u32 i=first_value_i; i < first_value_i+num_values_to_use; i++){
if(debugprint)
std::cerr<<values[i]<<" ";
brightness_sum += values[i];
brightness_count++;
}
if(debugprint){
std::cerr<<"]";
for(u32 i=first_value_i+num_values_to_use; i < values.size(); i++)
std::cerr<<values[i]<<" ";
}
int ret = 0;
if(brightness_count == 0){
MapNode n = getNodeNoEx(floatToInt(m_camera_position, BS));
if(ndef->get(n).param_type == CPT_LIGHT){
ret = decode_light(n.getLightBlend(daylight_factor, ndef));
} else {
ret = oldvalue;
//ret = blend_light(255, 0, daylight_factor);
}
} else {
/*float pre = (float)brightness_sum / (float)brightness_count;
float tmp = pre;
const float d = 0.2;
pre *= 1.0 + d*2;
pre -= tmp * d;
int preint = pre;
ret = MYMAX(0, MYMIN(255, preint));*/
ret = brightness_sum / brightness_count;
}
if(debugprint)
std::cerr<<"Result: "<<ret<<" sunlight_seen_count="
<<sunlight_seen_count<<std::endl;
*sunlight_seen_result = (sunlight_seen_count > 0);
return ret;
}
void ClientMap::renderPostFx()
{
INodeDefManager *nodemgr = m_gamedef->ndef();