1 /*
2 Copyright (c) 2017-2018 Timur Gafarov
3 
4 Boost Software License - Version 1.0 - August 17th, 2003
5 Permission is hereby granted, free of charge, to any person or organization
6 obtaining a copy of the software and accompanying documentation covered by
7 this license (the "Software") to use, reproduce, display, distribute,
8 execute, and transmit the Software, and to prepare derivative works of the
9 Software, and to permit third-parties to whom the Software is furnished to
10 do so, all subject to the following:
11 
12 The copyright notices in the Software and this entire statement, including
13 the above license grant, this restriction and the following disclaimer,
14 must be included in all copies of the Software, in whole or in part, and
15 all derivative works of the Software, unless such copies or derivative
16 works are solely in the form of machine-executable object code generated by
17 a source language processor.
18 
19 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
20 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT
22 SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
23 FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE,
24 ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
25 DEALINGS IN THE SOFTWARE.
26 */
27 
28 module dagon.graphics.environment;
29 
30 import dlib.core.memory;
31 import dlib.image.image;
32 import dlib.image.unmanaged;
33 import dlib.image.color;
34 import dlib.image.render.shapes;
35 import dlib.image.hsv;
36 import dlib.math.utils;
37 import dlib.math.vector;
38 import dlib.math.matrix;
39 import dlib.math.quaternion;
40 import dlib.math.interpolation;
41 
42 import dagon.core.libs;
43 import dagon.core.ownership;
44 import dagon.graphics.texture;
45 
46 class Environment: Owner
47 {
48     // TODO: change/interpolate parameters based on object position?
49 
50     bool useSkyColors = false;
51     bool atmosphericFog = false;
52 
53     Color4f backgroundColor = Color4f(0.5f, 0.5f, 0.5f, 1.0f);
54     Color4f ambientConstant = Color4f(0.5f, 0.5f, 0.5f, 1.0f);
55 
56     Texture environmentMap;
57 
58     Color4f sunZenithColor = Color4f(1.0, 0.9, 0.8, 1.0);
59     Color4f sunHorizonColor = Color4f(1.0, 0.3, 0.0, 1.0);
60     Quaternionf sunRotation;
61     float sunEnergy = 100.0f;
62 
63     Color4f skyZenithColorAtMidday = Color4f(0.223, 0.572, 0.752, 1.0); //Color4f(0.1, 0.2, 1.0, 1.0);
64     Color4f skyZenithColorAtSunset = Color4f(0.1, 0.2, 0.4, 1.0);
65     Color4f skyZenithColorAtMidnight = Color4f(0.01, 0.01, 0.05, 1.0);
66 
67     Color4f skyHorizonColorAtMidday = Color4f(0.9, 1.0, 1.0, 1.0); //Color4f(0.5, 0.6, 0.65, 1.0);
68     Color4f skyHorizonColorAtSunset = Color4f(0.87, 0.44, 0.1, 1.0);
69     Color4f skyHorizonColorAtMidnight = Color4f(0.1, 0.1, 0.1, 1.0);
70 
71     float skyEnergyAtMidday = 5.0;
72     float skyEnergyAtSunset = 1.0;
73     float skyEnergyAtMidnight = 0.001;
74 
75     Color4f groundColor = Color4f(0.5, 0.4, 0.4, 1.0);
76 
77     float groundEnergyAtMidday = 1.0;
78     float groundEnergyAtSunset = 0.01;
79     float groundEnergyAtMidnight = 0.0;
80 
81     Color4f fogColor = Color4f(0.1f, 0.1f, 0.1f, 1.0f);
82     float fogStart = 0.0f;
83     float fogEnd = 10000.0f;
84     //float fogEnergy = 0.1f;
85 
86     Color4f skyZenithColor = Color4f(0.223, 0.572, 0.752, 1.0);
87     Color4f skyHorizonColor = Color4f(0.9, 1.0, 1.0, 1.0);
88     float skyEnergy = 1.0f;
89     float groundEnergy = 1.0f;
90 
91     bool showSun = true;
92     bool showSunHalo = true;
93     float sunSize = 1.0f;
94     float sunScattering = 0.05f;
95 
96     this(Owner o)
97     {
98         super(o);
99 
100         setDayTime(9, 0, 0);
101     }
102 
103     void update(double dt)
104     {
105         skyZenithColor = lerpColorsBySunAngle(skyZenithColorAtMidday, skyZenithColorAtSunset, skyZenithColorAtMidnight);
106         skyHorizonColor = lerpColorsBySunAngle(skyHorizonColorAtMidday, skyHorizonColorAtSunset, skyHorizonColorAtMidnight);
107         //backgroundColor = skyZenithColor;
108 
109         Vector3f sunDir = sunDirection();
110 
111         float s1 = clamp(dot(sunDir, Vector3f(0.0, 1.0, 0.0)), 0.0, 1.0);
112         float s2 = clamp(dot(sunDir, Vector3f(0.0, -1.0, 0.0)), 0.0, 1.0);
113 
114         ambientConstant = (skyZenithColor + skyHorizonColor + Color4f(0.06f, 0.05f, 0.05f)) * 0.3f * lerp(lerp(0.01f, 0.001f, s2), 2.0f, s1);
115 
116         skyEnergy = lerp(lerp(skyEnergyAtSunset, skyEnergyAtMidnight, s2), skyEnergyAtMidday, s1);
117         groundEnergy = lerp(lerp(groundEnergyAtSunset, groundEnergyAtMidnight, s2), groundEnergyAtMidday, s1);
118 
119         if (atmosphericFog)
120             fogColor = skyHorizonColor * skyEnergy; //lerpColorsBySunAngle(skyZenithColor, skyHorizonColor, Color4f(0, 0, 0, 0)) * fogEnergy;
121         else
122             fogColor = backgroundColor;
123     }
124 
125     void setDayTime(uint h, uint m, float s)
126     {
127         if (h >= 24) h = h % 24;
128         if (m >= 60) m = m % 60;
129         if (s >= 60) s = s % 60;
130         
131         float t = (h * 3600.0f + m * 60.0f + s) / (3600.0f * 24.0f);
132         while (t > 1.0f) t -= 1.0f;
133         sunRotation = rotationQuaternion(Axis.x, degtorad(-(t * 360.0f - 90.0f)));
134     }
135 
136     Vector3f sunDirection()
137     {
138         return sunRotation.rotate(Vector3f(0, 0, 1));
139     }
140 
141     Vector3f sunDirectionEye(Matrix4x4f viewMatrix)
142     {
143         Vector4f sunHGVector = Vector4f(sunRotation.rotate(Vector3f(0, 0, 1)));
144         sunHGVector.w = 0.0;
145         return (sunHGVector * viewMatrix).xyz;
146     }
147 
148     Color4f sunColor()
149     {
150         return lerpColorsBySunAngle(sunZenithColor, sunHorizonColor, Color4f(0.0f, 0.0f, 0.0f, 1.0f));
151     }
152 
153     Color4f lerpColorsBySunAngle(Color4f atZenith, Color4f atHorizon, Color4f atNightSide)
154     {
155         float s = dot(sunDirection, Vector3f(0.0, 1.0, 0.0));
156         Vector3f sunColor;
157         if (s < 0.01f)
158             sunColor = atNightSide;
159         else if (s < 0.08f)
160         {
161             sunColor = lerp(atHorizon, atZenith, s);
162             sunColor = lerp(sunColor, Vector3f(atNightSide), (0.07f - (s - 0.01f)) / 0.07f);
163         }
164         else
165             sunColor = lerp(Vector3f(atHorizon), Vector3f(atZenith), s);
166         return Color4f(sunColor.x, sunColor.y, sunColor.z, 1.0f);
167     }
168 }