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.quaternion; 39 import dlib.math.interpolation; 40 import derelict.opengl; 41 import dagon.core.ownership; 42 import dagon.graphics.texture; 43 44 Color4f saturation(Color4f c, float s) 45 { 46 ColorHSVAf hsv = ColorHSVAf(c); 47 hsv.scaleSaturation(s); 48 return hsv.rgba; 49 } 50 51 class Environment: Owner 52 { 53 // TODO: change/interpolate parameters based on object position? 54 55 bool useSkyColors = false; 56 bool atmosphericFog = false; 57 58 Color4f backgroundColor = Color4f(0.1f, 0.1f, 0.1f, 1.0f); 59 Color4f ambientConstant = Color4f(0.1f, 0.1f, 0.1f, 1.0f); 60 61 Texture environmentMap; 62 63 Color4f sunZenithColor = Color4f(1.0, 0.9, 0.8, 1.0); 64 Color4f sunHorizonColor = Color4f(1.0, 0.2, 0.0, 1.0); 65 Quaternionf sunRotation; 66 float sunEnergy = 50.0f; 67 68 Color4f skyZenithColorAtMidday = Color4f(0.1, 0.2, 1.0, 1.0); 69 Color4f skyZenithColorAtSunset = Color4f(0.1, 0.2, 0.4, 1.0); 70 Color4f skyZenithColorAtMidnight = Color4f(0.01, 0.01, 0.05, 1.0); 71 72 Color4f skyHorizonColorAtMidday = Color4f(0.5, 0.6, 0.65, 1.0); 73 Color4f skyHorizonColorAtSunset = Color4f(0.87, 0.44, 0.1, 1.0); 74 Color4f skyHorizonColorAtMidnight = Color4f(0.1, 0.1, 0.1, 1.0); 75 76 float skyEnergyAtMidday = 5.0; 77 float skyEnergyAtSunset = 0.5; 78 float skyEnergyAtMidnight = 0.001; 79 80 Color4f groundColor = Color4f(0.06, 0.05, 0.05, 1.0); 81 82 float groundEnergyAtMidday = 0.001; 83 float groundEnergyAtSunset = 0.0005; 84 float groundEnergyAtMidnight = 0.0; 85 86 Color4f fogColor = Color4f(0.1f, 0.1f, 0.1f, 1.0f); 87 float fogStart = 0.0f; 88 float fogEnd = 10000.0f; 89 //float fogEnergy = 0.1f; 90 91 92 Color4f skyZenithColor = Color4f(0.223, 0.572, 0.752, 1.0); 93 Color4f skyHorizonColor = Color4f(0.9, 1.0, 1.0, 1.0); 94 float skyEnergy = 1.0f; 95 float groundEnergy = 1.0f; 96 97 this(Owner o) 98 { 99 super(o); 100 101 sunRotation = rotationQuaternion(Axis.x, degtorad(-45.0f)); 102 } 103 104 void update(double dt) 105 { 106 if (useSkyColors) 107 { 108 skyZenithColor = lerpColorsBySunAngle(skyZenithColorAtMidday, skyZenithColorAtSunset, skyZenithColorAtMidnight); 109 skyHorizonColor = lerpColorsBySunAngle(skyHorizonColorAtMidday, skyHorizonColorAtSunset, skyHorizonColorAtMidnight); 110 backgroundColor = skyZenithColor; 111 112 float s1 = clamp(dot(sunDirection, Vector3f(0.0, 1.0, 0.0)), 0.0, 1.0); 113 float s2 = clamp(dot(sunDirection, Vector3f(0.0, -1.0, 0.0)), 0.0, 1.0); 114 115 ambientConstant = (skyZenithColor + skyHorizonColor + Color4f(0.06f, 0.05f, 0.05f)) * 0.3f * lerp(lerp(0.01f, 0.001f, s2), 2.0f, s1); 116 117 skyEnergy = lerp(lerp(skyEnergyAtSunset, skyEnergyAtMidnight, s2), skyEnergyAtMidday, s1); 118 groundEnergy = lerp(lerp(groundEnergyAtSunset, groundEnergyAtMidnight, s2), groundEnergyAtMidday, s1); 119 120 if (atmosphericFog) 121 fogColor = skyHorizonColor * skyEnergy; //lerpColorsBySunAngle(skyZenithColor, skyHorizonColor, Color4f(0, 0, 0, 0)) * fogEnergy; 122 else 123 fogColor = backgroundColor; 124 } 125 else 126 { 127 fogColor = backgroundColor; 128 } 129 } 130 131 Vector3f sunDirection() 132 { 133 return sunRotation.rotate(Vector3f(0, 0, 1)); 134 } 135 136 Color4f sunColor() 137 { 138 return lerpColorsBySunAngle(sunZenithColor, sunHorizonColor, Color4f(0.0f, 0.0f, 0.0f, 1.0f)); 139 } 140 141 Color4f lerpColorsBySunAngle(Color4f atZenith, Color4f atHorizon, Color4f atNightSide) 142 { 143 float s = dot(sunDirection, Vector3f(0.0, 1.0, 0.0)); 144 Vector3f sunColor; 145 if (s < 0.01f) 146 sunColor = atNightSide; 147 else if (s < 0.08f) 148 { 149 sunColor = lerp(atHorizon, atZenith, s); 150 sunColor = lerp(sunColor, Vector3f(atNightSide), (0.07f - (s - 0.01f)) / 0.07f); 151 } 152 else 153 sunColor = lerp(Vector3f(atHorizon), Vector3f(atZenith), s); 154 return Color4f(sunColor.x, sunColor.y, sunColor.z, 1.0f); 155 } 156 }