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 Texture skyMap; 58 59 Color4f sunZenithColor = Color4f(1.0, 0.9, 0.8, 1.0); 60 Color4f sunHorizonColor = Color4f(1.0, 0.3, 0.0, 1.0); 61 Quaternionf sunRotation; 62 float sunEnergy = 100.0f; 63 64 Color4f skyZenithColorAtMidday = Color4f(0.223, 0.572, 0.752, 1.0); //Color4f(0.1, 0.2, 1.0, 1.0); 65 Color4f skyZenithColorAtSunset = Color4f(0.1, 0.2, 0.4, 1.0); 66 Color4f skyZenithColorAtMidnight = Color4f(0.01, 0.01, 0.05, 1.0); 67 68 Color4f skyHorizonColorAtMidday = Color4f(0.9, 1.0, 1.0, 1.0); //Color4f(0.5, 0.6, 0.65, 1.0); 69 Color4f skyHorizonColorAtSunset = Color4f(0.87, 0.44, 0.1, 1.0); 70 Color4f skyHorizonColorAtMidnight = Color4f(0.1, 0.1, 0.1, 1.0); 71 72 float skyEnergyAtMidday = 5.0; 73 float skyEnergyAtSunset = 2.0; 74 float skyEnergyAtMidnight = 0.01; 75 76 Color4f groundColor = Color4f(0.5, 0.4, 0.4, 1.0); 77 78 float groundEnergyAtMidday = 1.0; 79 float groundEnergyAtSunset = 0.01; 80 float groundEnergyAtMidnight = 0.0; 81 82 Color4f fogColor = Color4f(0.1f, 0.1f, 0.1f, 1.0f); 83 float fogStart = 0.0f; 84 float fogEnd = 10000.0f; 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 float skyBrightness = 1.0f; 92 float environmentBrightness = 1.0f; 93 94 bool showSun = true; 95 bool showSunHalo = true; 96 float sunSize = 1.0f; 97 float sunScattering = 0.05f; 98 99 this(Owner o) 100 { 101 super(o); 102 103 setDayTime(9, 0, 0); 104 } 105 106 void update(double dt) 107 { 108 skyZenithColor = lerpColorsBySunAngle(skyZenithColorAtMidday, skyZenithColorAtSunset, skyZenithColorAtMidnight); 109 skyHorizonColor = lerpColorsBySunAngle(skyHorizonColorAtMidday, skyHorizonColorAtSunset, skyHorizonColorAtMidnight); 110 111 Vector3f sunDir = sunDirection(); 112 113 float s1 = clamp(dot(sunDir, Vector3f(0.0, 1.0, 0.0)), 0.0, 1.0); 114 float s2 = clamp(dot(sunDir, Vector3f(0.0, -1.0, 0.0)), 0.0, 1.0); 115 116 ambientConstant = (skyZenithColor + skyHorizonColor + Color4f(0.06f, 0.05f, 0.05f)) * 0.3f * lerp(lerp(0.01f, 0.001f, s2), 2.0f, s1); 117 118 skyEnergy = lerp(lerp(skyEnergyAtSunset, skyEnergyAtMidnight, s2), skyEnergyAtMidday, s1); 119 groundEnergy = lerp(lerp(groundEnergyAtSunset, groundEnergyAtMidnight, s2), groundEnergyAtMidday, s1); 120 121 if (atmosphericFog) 122 fogColor = skyZenithColor * skyEnergy * 0.5f; 123 else 124 fogColor = backgroundColor; 125 } 126 127 void setDayTime(uint h, uint m, float s) 128 { 129 if (h >= 24) h = h % 24; 130 if (m >= 60) m = m % 60; 131 if (s >= 60) s = s % 60; 132 133 float t = (h * 3600.0f + m * 60.0f + s) / (3600.0f * 24.0f); 134 while (t > 1.0f) t -= 1.0f; 135 sunRotation = rotationQuaternion(Axis.x, degtorad(-(t * 360.0f - 90.0f))); 136 } 137 138 Vector3f sunDirection() 139 { 140 return sunRotation.rotate(Vector3f(0, 0, 1)); 141 } 142 143 Vector3f sunDirectionEye(Matrix4x4f viewMatrix) 144 { 145 Vector4f sunHGVector = Vector4f(sunRotation.rotate(Vector3f(0, 0, 1))); 146 sunHGVector.w = 0.0; 147 return (sunHGVector * viewMatrix).xyz; 148 } 149 150 Color4f sunColor() 151 { 152 return lerpColorsBySunAngle(sunZenithColor, sunHorizonColor, Color4f(0.0f, 0.0f, 0.0f, 1.0f)); 153 } 154 155 Color4f lerpColorsBySunAngle(Color4f atZenith, Color4f atHorizon, Color4f atNightSide) 156 { 157 float s = dot(sunDirection, Vector3f(0.0, 1.0, 0.0)); 158 Vector3f sunColor; 159 if (s < 0.01f) 160 sunColor = atNightSide; 161 else if (s < 0.08f) 162 { 163 sunColor = lerp(atHorizon, atZenith, s); 164 sunColor = lerp(sunColor, Vector3f(atNightSide), (0.07f - (s - 0.01f)) / 0.07f); 165 } 166 else 167 sunColor = lerp(Vector3f(atHorizon), Vector3f(atZenith), s); 168 return Color4f(sunColor.x, sunColor.y, sunColor.z, 1.0f); 169 } 170 }