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- //
- // Copyright (c) 2014-2016, THUNDERBEAST GAMES LLC All rights reserved
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #include "Precompiled.h"
- #include "../Core/Context.h"
- #include "../Graphics/Graphics.h"
- #include "../Graphics/GraphicsEvents.h"
- #include "../Graphics/View.h"
- #include "../Scene/Scene.h"
- #include "../Graphics/Camera.h"
- #include "../Scene/SceneEvents.h"
- #include "../Graphics/Light.h"
- #include "../Resource/ResourceCache.h"
- #include "../Graphics/Technique.h"
- #include "../Environment/ProcSky.h"
- #include "../Graphics/Renderer.h"
- #if defined(_MSC_VER)
- #include "stdint.h"
- #endif
- #if defined(EMSCRIPTEN) || defined(ATOMIC_PLATFORM_LINUX)
- #include <stdint.h>
- #endif
- namespace Atomic
- {
- extern const char* GEOMETRY_CATEGORY;
- float ProcSky::timeOfDay_ = 0.0f;
- ProcSky::ProcSky(Context* context) :
- Drawable(context, DRAWABLE_GEOMETRY),
- geometry_(new Geometry(context)),
- vertexBuffer_(new VertexBuffer(context_)),
- indexBuffer_(new IndexBuffer(context_)),
- autoUpdate_(false),
- dayTime_(0.0f),
- lastDayTimeUpdate_(-1.0f),
- shadowFade_(1.0f),
- customWorldTransform_(Matrix3x4::IDENTITY),
- initialized_(false),
- flipped_(false)
- {
- }
- ProcSky::~ProcSky()
- {
- }
- void ProcSky::RegisterObject(Context* context)
- {
- context->RegisterFactory<ProcSky>(GEOMETRY_CATEGORY);
- ATOMIC_COPY_BASE_ATTRIBUTES(Drawable);
- }
- void ProcSky::UpdateBatches(const FrameInfo& frame)
- {
- if (!initialized_)
- Initialize();
- distance_ = 0.0f;
- // Follow only the camera rotation, not position
- Matrix3x4 customView(Vector3::ZERO, frame.camera_->GetNode()->GetWorldRotation().Inverse(), Vector3::ONE);
- customWorldTransform_ = customView * node_->GetWorldTransform();
- for (unsigned i = 0; i < batches_.Size(); ++i)
- {
- batches_[i].worldTransform_ = &customWorldTransform_;
- batches_[i].numWorldTransforms_ = 1;
- batches_[i].distance_ = 0.0f;
- }
- }
- void ProcSky::UpdateGeometry(const FrameInfo& frame)
- {
- if (!initialized_)
- Initialize();
- if ( indexBuffer_->IsDataLost())
- UpdateIndexBuffer();
- UpdateVertexBuffer(frame);
- }
- UpdateGeometryType ProcSky::GetUpdateGeometryType()
- {
- // updates vertex buffer per frame
- return UPDATE_MAIN_THREAD;
- }
- void ProcSky::OnWorldBoundingBoxUpdate()
- {
- // The skybox is supposed to be visible everywhere, so set a humongous bounding box
- worldBoundingBox_.Define(-M_LARGE_VALUE, M_LARGE_VALUE);
- }
- void ProcSky::OnNodeSet(Node* node)
- {
- Drawable::OnNodeSet(node);
- if (node && node->GetScene())
- {
- SubscribeToEvent(node->GetScene(), E_SCENEUPDATE, ATOMIC_HANDLER(ProcSky, HandleSceneUpdate));
- SubscribeToEvent(E_BEGINVIEWUPDATE, ATOMIC_HANDLER(ProcSky, HandleBeginViewUpdate));
- }
- }
- void ProcSky::HandleBeginViewUpdate(StringHash eventType, VariantMap& eventData)
- {
- #ifdef ATOMIC_OPENGL
- flipped_ = false;
- View* view = static_cast<View*>(eventData[BeginViewUpdate::P_VIEW].GetPtr());
- if (view && view->GetRenderTarget())
- flipped_ = true;
- #endif
- }
- void ProcSky::HandleSceneUpdate(StringHash eventType, VariantMap& eventData)
- {
- using namespace SceneUpdate;
- if (!initialized_)
- Initialize();
- float timeStep = eventData[P_TIMESTEP].GetFloat();
- if (autoUpdate_)
- {
- dayTime_ += timeStep * .1f;
- SetDayTime(dayTime_);
- }
- }
- float ProcSky::SetDayTime(float time)
- {
- if (!initialized_)
- Initialize();
- sunAngle_ = (time+0.5f) * M_PI;
- int degrees = int(sunAngle_ * M_RADTODEG);
- degrees %= 360;
- timeOfDay_ = ((degrees + 90) % 360) / 15.0f;
- if (degrees >= 150 || degrees <= 15)
- {
- // fade out
- if (shadowFade_ < 0.0f || shadowFade_ != 1.0f)
- {
- if (autoUpdate_)
- {
- shadowFade_ += .05f;
- if (shadowFade_ > 1.0f)
- shadowFade_ = 1.0f;
- }
- else
- {
- shadowFade_ = 1.0f;
- }
- sunlight_->SetShadowIntensity(shadowFade_);
- if (!sunlight_->GetCastShadows())
- sunlight_->SetCastShadows(true);
- }
- else
- {
- if (sunlight_->GetCastShadows())
- sunlight_->SetCastShadows(false);
- }
- }
- else
- {
- // fade in
- if (shadowFade_ < 0.0f || shadowFade_ != 0.0f)
- {
- if (autoUpdate_)
- {
- shadowFade_ -= .05f;
- if (shadowFade_ < 0.0f)
- shadowFade_ = 0.0f;
- }
- else
- {
- shadowFade_ = 0.0f;
- }
- sunlight_->SetShadowIntensity(shadowFade_);
- if (!sunlight_->GetCastShadows())
- sunlight_->SetCastShadows(true);
- }
- else
- {
- if (!sunlight_->GetCastShadows())
- sunlight_->SetCastShadows(true);
- }
- }
- Quaternion rot(degrees, Vector3::RIGHT);
- node_->SetRotation(rot);
- float daylight = cosf( time * M_PI ) * 0.8f + 0.4f;
- if( daylight > 1.0f )
- daylight = 1.0f;
- if( daylight < 0.0f )
- daylight = 0.0f;
- daylight = sqrtf( daylight );
- float dawnGlow = sinf( time * M_PI * 1.0f );
- int glowX = dawnGlow > 0.0f ? 0 : 7;
- dawnGlow = Atomic::Max( 0.0f, fabs( dawnGlow * dawnGlow * dawnGlow ) * 1.1f - 0.1f );
- Color top = Color(0,0,0,1).Lerp(topColor_, daylight);
- Color horiz = Color(.1,.1,.1,1).Lerp(horizColor_, daylight);
- uint8_t skytex[32 * 8 * 4 ];
- uint8_t* p;
- // bottom row is black
- p = &skytex[31*8*4];
- for( uint32_t x = 0; x < 8; x++ )
- {
- *p++ = 0;
- *p++ = 0;
- *p++ = 0;
- *p++ = 255;
- }
- p = skytex;
- for( uint32_t z = 0; z < 31; z++ )
- {
- for( uint32_t x = 0; x < 8; x++ )
- {
- float xGlow = Atomic::Max( 0, -abs((int)x-glowX) + 5 ) / 5.0f;
- float hGlow = z/31.0f;
- float glow = (dawnGlow * hGlow * hGlow * sqrtf( xGlow ));
- Color baseColor = top.Lerp(horiz, Atomic::Min( 1.0f, float (z*11) / 255.0f));
- baseColor = baseColor.Lerp(lerpColor_, glow );
- // pic a color from the mid - horizon (this is cheesy!)
- if (z == 28 && x == 4)
- {
- fogColor_ = baseColor;
- zone_->SetFogColor(fogColor_);
- Color sunColor (.3f, .2f, .1f);
- sunColor += fogColor_;
- sunlight_->SetColor(sunColor);
- Color ambient = sunColor * .75f;
- if (ambient.r_ < .25f)
- ambient.r_ = .25f;
- if (ambient.g_ < .25f)
- ambient.g_ = .25f;
- if (ambient.b_ < .25f)
- ambient.b_ = .25f;
- zone_->SetAmbientColor(ambient);
- }
- unsigned r = Clamp(((int)(baseColor.r_ * 255.0f)), 0, 255);
- unsigned g = Clamp(((int)(baseColor.g_ * 255.0f)), 0, 255);
- unsigned b = Clamp(((int)(baseColor.b_ * 255.0f)), 0, 255);
- *p++ = (uint8_t) r;
- *p++ = (uint8_t) g;
- *p++ = (uint8_t) b;
- *p++ = 255;
- }
- }
- //if (fabs(lastDayTimeUpdate_ - dayTime_) > .005f)
- {
- skyTexture_->SetData(0,0,0,8,32,skytex);
- lastDayTimeUpdate_ = dayTime_;
- }
- return Atomic::Max( 4.0f/15.0f, daylight );
- }
- void ProcSky::UpdateIndexBuffer()
- {
- unsigned short* dest = (unsigned short*)indexBuffer_->Lock(0, 6, true);
- *dest++ = 2; *dest++ = 1; *dest++ = 0;
- *dest++ = 0; *dest++ = 3; *dest++ = 2;
- indexBuffer_->Unlock();
- indexBuffer_->ClearDataLost();
- }
- void ProcSky::UpdateVertexBuffer(const FrameInfo &frame)
- {
- float* vdest = (float*)vertexBuffer_->Lock(0, 4, true);
- const Frustum& frustum = frame.camera_->GetFrustum();
- // Upper left corner
- Vector3 n;
- Vector3 planes[4];
- planes[0] = frustum.planes_[PLANE_LEFT].normal_;
- planes[1] = frustum.planes_[PLANE_RIGHT].normal_;
- planes[2] = frustum.planes_[PLANE_UP].normal_;
- planes[3] = frustum.planes_[PLANE_DOWN].normal_;
- float top = 1.0f;
- float bottom = -1.0f;
- #ifdef ATOMIC_OPENGL
- if (flipped_)
- {
- top = -1.0f;
- bottom = 1.0f;
- }
- #endif
- // 0 2
- n = planes[0].CrossProduct(planes[2]);
- *vdest++ = -1.0f;
- *vdest++ = top;
- *vdest++ = 1.0f;
- *vdest++ = n.x_;
- *vdest++ = -n.y_;
- *vdest++ = n.z_ ;
- // Lower left corner
- // 3 0
- n = planes[3].CrossProduct(planes[0]);
- *vdest++ = -1.0f;
- *vdest++ = bottom;
- *vdest++ = 1.0f;
- *vdest++ = n.x_;
- *vdest++ = -n.y_;
- *vdest++ = n.z_;
- // Lower right corner
- // 1 3
- n = planes[1].CrossProduct(planes[3]);
- *vdest++ = 1.0f;
- *vdest++ = bottom;
- *vdest++ = 1.0f;
- *vdest++ = n.x_;
- *vdest++ = -n.y_;
- *vdest++ = n.z_;
- // Upper right corner
- // 2 1
- n = planes[2].CrossProduct(planes[1]);
- *vdest++ = 1.0f;
- *vdest++ = top;
- *vdest++ = 1.0f;
- *vdest++ = n.x_;
- *vdest++ = -n.y_;
- *vdest++ = n.z_;
- vertexBuffer_->Unlock();
- vertexBuffer_->ClearDataLost();
- }
- void ProcSky::Initialize()
- {
- initialized_ = true;
- topColor_.b_ = float(0x76) / 255.0f;
- topColor_.g_ = float(0x4a) / 255.0f;
- topColor_.r_ = float(0x1f) / 255.0f;
- topColor_.a_ = 1.0f;
- horizColor_.b_ = float(0xca) / 255.0f;
- horizColor_.g_ = float(0x9b) / 255.0f;
- horizColor_.r_ = float(0x65) / 255.0f;
- horizColor_.a_ = 1.0f;
- lerpColor_.b_ = float(0x16) / 255.0f;
- lerpColor_.g_ = float(0x40) / 255.0f;
- lerpColor_.r_ = float(0x9b) / 255.0f;
- lerpColor_.a_ = 1.0f;
- sunlight_ = node_->CreateComponent<Light>();
- sunlight_->SetLightType(LIGHT_DIRECTIONAL);
- sunlight_->SetCastShadows(true);
- sunlight_->SetShadowBias(BiasParameters(0.0001f, 0.5f));
- // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
- #if ANDROID
- sunlight_->SetShadowCascade(CascadeParameters(50.0f, 0.0f, 0.0f, 0.0f, 0.8f));
- #else
- sunlight_->SetShadowCascade(CascadeParameters(30.0f, 60.0f, 120.0f, 200.0f, 0.8f));
- #endif
- ResourceCache* cache = GetSubsystem<ResourceCache>();
- skyMaterial_ = cache->GetResource<Material>("Materials/ProcSky.xml");
- geometry_->SetVertexBuffer(0, vertexBuffer_);
- geometry_->SetIndexBuffer(indexBuffer_);
- indexBuffer_->SetSize( 6, false);
- UpdateIndexBuffer();
- // updated per frame
- vertexBuffer_->SetSize(4, MASK_POSITION | MASK_NORMAL , true);
- batches_.Resize(1);
- batches_[0].geometry_ = geometry_;
- batches_[0].geometryType_ = GEOM_STATIC_NOINSTANCING;
- batches_[0].worldTransform_ = &customWorldTransform_;
- batches_[0].material_ = skyMaterial_;
- batches_[0].geometry_->SetDrawRange(TRIANGLE_LIST, 0, 6, false);
- skyTexture_ = new Texture2D(context_);
- skyMaterial_->SetTexture(TU_DIFFUSE , skyTexture_);
- skyTexture_->SetMipsToSkip(QUALITY_LOW, 0); // No quality reduction
- skyTexture_->SetNumLevels(1); // No mipmaps
- skyTexture_->SetAddressMode(COORD_U, ADDRESS_CLAMP);
- skyTexture_->SetAddressMode(COORD_V, ADDRESS_CLAMP);
- int width = 8;
- int height = 32;
- skyTexture_->SetSize(width, height, Graphics::GetRGBAFormat(), TEXTURE_DYNAMIC);
- SharedArrayPtr<unsigned char> emptyBitmap(new unsigned char[width * height * 4]);
- memset(emptyBitmap.Get(), 0, width * height * 4);
- skyTexture_->SetData(0, 0, 0, width, height, emptyBitmap.Get());
- PODVector<Component*> components;
- node_->GetScene()->GetComponents(components, Zone::GetTypeStatic(), true);
- zone_ = (Zone*)components[0];
- }
- void ProcSky::ProcessRayQuery(const RayOctreeQuery& query, PODVector<RayQueryResult>& results)
- {
- // Do not record a raycast result for a skybox, as it would block all other results
- }
- }
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