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Sky: Refactor of moon and sun drawing (#8683)
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Split sun and moon render parts from the main render function.
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Tamles authored and SmallJoker committed Jul 30, 2019
1 parent b8aaef7 commit cdc7eb2
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Showing 2 changed files with 142 additions and 149 deletions.
281 changes: 132 additions & 149 deletions src/client/sky.cpp
Expand Up @@ -118,8 +118,8 @@ void Sky::render()
if (!m_visible)
return;

video::IVideoDriver* driver = SceneManager->getVideoDriver();
scene::ICameraSceneNode* camera = SceneManager->getActiveCamera();
video::IVideoDriver *driver = SceneManager->getVideoDriver();
scene::ICameraSceneNode *camera = SceneManager->getActiveCamera();

if (!camera || !driver)
return;
Expand Down Expand Up @@ -337,7 +337,7 @@ void Sky::render()
indices, SKY_STAR_COUNT, video::EVT_STANDARD,
scene::EPT_QUADS, video::EIT_16BIT);
#endif
} while(false);
} while (false);

// Draw sunrise/sunset horizon glow texture (textures/base/pack/sunrisebg.png)
{
Expand Down Expand Up @@ -366,154 +366,12 @@ void Sky::render()

// Draw sun
if (wicked_time_of_day > 0.15 && wicked_time_of_day < 0.85) {
if (!m_sun_texture) {
driver->setMaterial(m_materials[1]);
float d = sunsize * 1.7;
video::SColor c = suncolor;
c.setAlpha(0.05 * 255);
vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o);
vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o);
for (video::S3DVertex &vertex : vertices) {
// Switch from -Z (south) to +X (east)
vertex.Pos.rotateXZBy(90);
vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
}
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);

d = sunsize * 1.2;
c = suncolor;
c.setAlpha(0.15 * 255);
vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o);
vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o);
for (video::S3DVertex &vertex : vertices) {
// Switch from -Z (south) to +X (east)
vertex.Pos.rotateXZBy(90);
vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
}
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);

d = sunsize;
vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, suncolor, t, t);
vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, suncolor, o, t);
vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, suncolor, o, o);
vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, suncolor, t, o);
for (video::S3DVertex &vertex : vertices) {
// Switch from -Z (south) to +X (east)
vertex.Pos.rotateXZBy(90);
vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
}
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);

d = sunsize * 0.7;
vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, suncolor2, t, t);
vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, suncolor2, o, t);
vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, suncolor2, o, o);
vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, suncolor2, t, o);
for (video::S3DVertex &vertex : vertices) {
// Switch from -Z (south) to +X (east)
vertex.Pos.rotateXZBy(90);
vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
}
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
} else {
driver->setMaterial(m_materials[3]);
float d = sunsize * 1.7;
video::SColor c;
if (m_sun_tonemap)
c = video::SColor (0, 0, 0, 0);
else
c = video::SColor (255, 255, 255, 255);
vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o);
vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o);
for (video::S3DVertex &vertex : vertices) {
// Switch from -Z (south) to +X (east)
vertex.Pos.rotateXZBy(90);
vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
}
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
}
draw_sun(driver, sunsize, suncolor, suncolor2, wicked_time_of_day);
}

// Draw moon
if (wicked_time_of_day < 0.3 || wicked_time_of_day > 0.7) {
if (!m_moon_texture) {
driver->setMaterial(m_materials[1]);
float d = moonsize * 1.9;
video::SColor c = mooncolor;
c.setAlpha(0.05 * 255);
vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o);
vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o);
for (video::S3DVertex &vertex : vertices) {
// Switch from -Z (south) to -X (west)
vertex.Pos.rotateXZBy(-90);
vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
}
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);

d = moonsize * 1.3;
c = mooncolor;
c.setAlpha(0.15 * 255);
vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o);
vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o);
for (video::S3DVertex &vertex : vertices) {
// Switch from -Z (south) to -X (west)
vertex.Pos.rotateXZBy(-90);
vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
}
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);

d = moonsize;
vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, mooncolor, t, t);
vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, mooncolor, o, t);
vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, mooncolor, o, o);
vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, mooncolor, t, o);
for (video::S3DVertex &vertex : vertices) {
// Switch from -Z (south) to -X (west)
vertex.Pos.rotateXZBy(-90);
vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
}
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);

float d2 = moonsize * 0.6;
vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, mooncolor2, t, t);
vertices[1] = video::S3DVertex( d2,-d, -1, 0, 0, 1, mooncolor2, o, t);
vertices[2] = video::S3DVertex( d2, d2, -1, 0, 0, 1, mooncolor2, o, o);
vertices[3] = video::S3DVertex(-d, d2, -1, 0, 0, 1, mooncolor2, t, o);
for (video::S3DVertex &vertex : vertices) {
// Switch from -Z (south) to -X (west)
vertex.Pos.rotateXZBy(-90);
vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
}
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
} else {
driver->setMaterial(m_materials[4]);
float d = moonsize * 1.9;
video::SColor c;
if (m_moon_tonemap)
c = video::SColor (0, 0, 0, 0);
else
c = video::SColor (255, 255, 255, 255);
vertices[0] = video::S3DVertex(-d, -d, -1, 0, 0, 1, c, t, t);
vertices[1] = video::S3DVertex( d, -d, -1, 0, 0, 1, c, o, t);
vertices[2] = video::S3DVertex( d, d, -1, 0, 0, 1, c, o, o);
vertices[3] = video::S3DVertex(-d, d, -1, 0, 0, 1, c, t, o);
for (video::S3DVertex &vertex : vertices) {
// Switch from -Z (south) to -X (west)
vertex.Pos.rotateXZBy(-90);
vertex.Pos.rotateXYBy(wicked_time_of_day * 360 - 90);
}
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
}
draw_moon(driver, moonsize, mooncolor, mooncolor2, wicked_time_of_day);
}

// Draw far cloudy fog thing below all horizons in front of sun, moon
Expand Down Expand Up @@ -555,8 +413,8 @@ void Sky::render()


void Sky::update(float time_of_day, float time_brightness,
float direct_brightness, bool sunlight_seen,
CameraMode cam_mode, float yaw, float pitch)
float direct_brightness, bool sunlight_seen,
CameraMode cam_mode, float yaw, float pitch)
{
// Stabilize initial brightness and color values by flooding updates
if (m_first_update) {
Expand Down Expand Up @@ -766,3 +624,128 @@ void Sky::update(float time_of_day, float time_brightness,
video::SColorf(pointcolor), m_horizon_blend() * 0.25);
}
}

void Sky::draw_sun(video::IVideoDriver *driver, float sunsize, const video::SColor &suncolor,
const video::SColor &suncolor2, float wicked_time_of_day)
/* Draw sun in the sky.
* driver: Video driver object used to draw
* sunsize: the default size of the sun
* suncolor: main sun color
* suncolor2: second sun color
* wicked_time_of_day: current time of day, to know where should be the sun in the sky
*/
{
static const u16 indices[4] = {0, 1, 2, 3};
std::array<video::S3DVertex, 4> vertices;
if (!m_sun_texture) {
driver->setMaterial(m_materials[1]);
const float sunsizes[4] = {sunsize * 1.7f, sunsize * 1.2f, sunsize, sunsize * 0.7f};
video::SColor c1 = suncolor;
video::SColor c2 = suncolor;
c1.setAlpha(0.05 * 255);
c2.setAlpha(0.15 * 255);
const video::SColor colors[4] = {c1, c2, suncolor, suncolor2};
for (int i = 0; i < 4; i++) {
draw_sky_body(vertices, -sunsizes[i], sunsizes[i], colors[i]);
place_sky_body(vertices, 90, wicked_time_of_day * 360 - 90);
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
}
} else {
driver->setMaterial(m_materials[3]);
float d = sunsize * 1.7;
video::SColor c;
if (m_sun_tonemap)
c = video::SColor(0, 0, 0, 0);
else
c = video::SColor(255, 255, 255, 255);
draw_sky_body(vertices, -d, d, c);
place_sky_body(vertices, 90, wicked_time_of_day * 360 - 90);
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
}
}


void Sky::draw_moon(video::IVideoDriver *driver, float moonsize, const video::SColor &mooncolor,
const video::SColor &mooncolor2, float wicked_time_of_day)
/*
* Draw moon in the sky.
* driver: Video driver object used to draw
* moonsize: the default size of the moon
* mooncolor: main moon color
* mooncolor2: second moon color
* wicked_time_of_day: current time of day, to know where should be the moon in the sky
*/
{
static const u16 indices[4] = {0, 1, 2, 3};
std::array<video::S3DVertex, 4> vertices;
if (!m_moon_texture) {
driver->setMaterial(m_materials[1]);
const float moonsizes_1[4] = {
-moonsize * 1.9f,
-moonsize * 1.3f,
-moonsize,
-moonsize
};
const float moonsizes_2[4] = {
moonsize * 1.9f,
moonsize * 1.3f,
moonsize,
moonsize * 0.6f
};
video::SColor c1 = mooncolor;
video::SColor c2 = mooncolor;
c1.setAlpha(0.05 * 255);
c2.setAlpha(0.15 * 255);
const video::SColor colors[4] = {c1, c2, mooncolor, mooncolor2};
for (int i = 0; i < 4; i++) {
draw_sky_body(vertices, moonsizes_1[i], moonsizes_2[i], colors[i]);
place_sky_body(vertices, -90, wicked_time_of_day * 360 - 90);
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
}
} else {
driver->setMaterial(m_materials[4]);
float d = moonsize * 1.9;
video::SColor c;
if (m_moon_tonemap)
c = video::SColor(0, 0, 0, 0);
else
c = video::SColor(255, 255, 255, 255);
draw_sky_body(vertices, -d, d, c);
place_sky_body(vertices, -90, wicked_time_of_day * 360 - 90);
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
}
}


void Sky::draw_sky_body(std::array<video::S3DVertex, 4> &vertices, float pos_1, float pos_2, const video::SColor &c)
{
/*
* Create an array of vertices with the dimensions specified.
* pos_1, pos_2: position of the body's vertices
* c: color of the body
*/

const f32 t = 1.0f;
const f32 o = 0.0f;
vertices[0] = video::S3DVertex(pos_1, pos_1, -1, 0, 0, 1, c, t, t);
vertices[1] = video::S3DVertex(pos_2, pos_1, -1, 0, 0, 1, c, o, t);
vertices[2] = video::S3DVertex(pos_2, pos_2, -1, 0, 0, 1, c, o, o);
vertices[3] = video::S3DVertex(pos_1, pos_2, -1, 0, 0, 1, c, t, o);
}


void Sky::place_sky_body(
std::array<video::S3DVertex, 4> &vertices, float horizon_position, float day_position)
/*
* Place body in the sky.
* vertices: The body as a rectangle of 4 vertices
* horizon_position: turn the body around the Y axis
* day_position: turn the body around the Z axis, to place it depending of the time of the day
*/
{
for (video::S3DVertex &vertex : vertices) {
// Body is directed to -Z (south) by default
vertex.Pos.rotateXZBy(horizon_position);
vertex.Pos.rotateXYBy(day_position);
}
}
10 changes: 10 additions & 0 deletions src/client/sky.h
Expand Up @@ -18,6 +18,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
*/

#include <ISceneNode.h>
#include <array>
#include "camera.h"
#include "irrlichttypes_extrabloated.h"

Expand Down Expand Up @@ -145,4 +146,13 @@ class Sky : public scene::ISceneNode
video::ITexture *m_moon_texture;
video::ITexture *m_sun_tonemap;
video::ITexture *m_moon_tonemap;
void draw_sun(video::IVideoDriver *driver, float sunsize, const video::SColor &suncolor,
const video::SColor &suncolor2, float wicked_time_of_day);
void draw_moon(video::IVideoDriver *driver, float moonsize, const video::SColor &mooncolor,
const video::SColor &mooncolor2, float wicked_time_of_day);
void draw_sky_body(std::array<video::S3DVertex, 4> &vertices,
float pos_1, float pos_2, const video::SColor &c);
void place_sky_body(
std::array<video::S3DVertex, 4> &vertices, float horizon_position,
float day_position);
};

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