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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include <cfloat>
#include "SkyLight.h"
#include "Map/BaseGroundDrawer.h"
#include "Map/MapInfo.h"
#include "Map/ReadMap.h"
#include "Rendering/GroundDecalHandler.h"
#include "Rendering/UnitDrawer.h"
#include "Rendering/Env/ISky.h"
#include "Sim/Misc/GlobalSynced.h"
#include "System/EventHandler.h"
#include "System/myMath.h"
#include "System/Config/ConfigHandler.h"
CONFIG(float, DynamicSunMinElevation).defaultValue(0.1f);
StaticSkyLight::StaticSkyLight() {
const CMapInfo::light_t& light = mapInfo->light;
lightIntensity = 1.0f;
groundShadowDensity = light.groundShadowDensity;
unitShadowDensity = light.unitShadowDensity;
lightDir = light.sunDir;
lightDir.w = 0.0f;
}
DynamicSkyLight::DynamicSkyLight()
: luaControl(false)
, updateNeeded(true)
{
const CMapInfo::light_t& light = mapInfo->light;
lightIntensity = 1.0f;
groundShadowDensity = light.groundShadowDensity;
unitShadowDensity = light.unitShadowDensity;
orbitMinSunHeight = configHandler->GetFloat("DynamicSunMinElevation"); //FIXME mapinfo option???
orbitMinSunHeight = Clamp(orbitMinSunHeight, -1.0f, 1.0f);
// light.sunDir has already been normalized (in 3D) in MapInfo
SetLightParams(light.sunDir, light.sunStartAngle, light.sunOrbitTime);
}
void DynamicSkyLight::Update() {
if (!luaControl) {
SetLightDir(CalculateSunPos(sunStartAngle).ANormalize());
lightIntensity = math::sqrt(Clamp(lightDir.y, 0.0f, 1.0f));
const float shadowDensity = std::min(1.0f, lightIntensity * shadowDensityFactor);
const CMapInfo::light_t& light = mapInfo->light;
groundShadowDensity = shadowDensity * light.groundShadowDensity;
unitShadowDensity = shadowDensity * light.unitShadowDensity;
}
if (updateNeeded) {
updateNeeded = false;
sky->UpdateSunDir();
readmap->GetGroundDrawer()->UpdateSunDir();
eventHandler.SunChanged(lightDir);
}
}
bool DynamicSkyLight::SetLightDir(const float4& newLightDir) {
if (newLightDir != lightDir) {
static float4 lastUpdate = ZeroVector;
static const float minCosAngle = cos(1.5f * (PI/180.f));
if (lastUpdate.dot(newLightDir) < minCosAngle) {
lastUpdate = newLightDir;
updateNeeded = true;
}
lightDir = newLightDir;
lightDir.w = 0.0f;
return true;
}
return false;
}
float4 DynamicSkyLight::CalculateSunPos(const float startAngle) const {
const float gameSeconds = gs->frameNum / (float)GAME_SPEED;
const float angularVelocity = 2.0f * PI / sunOrbitTime;
const float sunAng = startAngle - initialSunAngle - angularVelocity * gameSeconds;
const float4 sunPos = sunRotation.Mul(float3(sunOrbitRad * cos(sunAng), sunOrbitHeight, sunOrbitRad * sin(sunAng)));
return sunPos;
}
void DynamicSkyLight::SetLightParams(float4 newLightDir, float startAngle, float orbitTime) {
newLightDir.ANormalize();
sunStartAngle = PI + startAngle; //FIXME WHY +PI?
sunOrbitTime = orbitTime;
initialSunAngle = GetRadFromXY(newLightDir.x, newLightDir.z);
//FIXME This function really really needs comments about what it does!
if (newLightDir.w == FLT_MAX) {
// old: newLightDir is position where sun reaches highest altitude
const float sunLen = newLightDir.Length2D();
const float sunAzimuth = (sunLen <= 0.001f) ? PI / 2.0f : atan(newLightDir.y / sunLen);
const float sunHeight = tan(sunAzimuth - 0.001f);
float3 v1(cos(initialSunAngle), sunHeight, sin(initialSunAngle));
v1.ANormalize();
if (v1.y <= orbitMinSunHeight) {
newLightDir = UpVector;
sunOrbitHeight = v1.y;
sunOrbitRad = sqrt(1.0f - sunOrbitHeight * sunOrbitHeight);
} else {
float3 v2(cos(initialSunAngle + PI), orbitMinSunHeight, sin(initialSunAngle + PI));
v2.ANormalize();
float3 v3 = v2 - v1;
sunOrbitRad = v3.Length() / 2.0f;
v3.ANormalize();
float3 v4 = (v3.cross(UpVector)).ANormalize();
float3 v5 = (v3.cross(v4)).ANormalize();
if (v5.y < 0.0f)
v5 = -v5;
newLightDir = v5;
sunOrbitHeight = v5.dot(v1);
}
} else {
// new: newLightDir is center position of orbit, and newLightDir.w is orbit height
sunOrbitHeight = std::max(-1.0f, std::min(newLightDir.w, 1.0f));
sunOrbitRad = sqrt(1.0f - sunOrbitHeight * sunOrbitHeight);
}
sunRotation.LoadIdentity();
sunRotation.SetUpVector(newLightDir);
const float4& peakDir = CalculateSunPos(0.0f);
const float peakElev = std::max(0.01f, peakDir.y);
shadowDensityFactor = 1.0f / peakElev;
SetLightDir(CalculateSunPos(sunStartAngle).ANormalize());
}
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