# ============================================================================ # daylight.ludic — a time of day over the HDRI sky. The photograph is one late # morning; the game wants a whole day. The sun's direction and colour follow a # simple solar arc from the time (`daylight_set`), the sky image turns to keep # its disc under that sun, the image-based light is scaled toward a deep-blue # night (`u_ibl_scale`), and after dusk the light becomes a moon so the world # still has shadows and form. A campfire is the one point light (`u_fire_*`). # The convolved sky maps are rebuilt only when the sky has turned far from the # angle they were baked at; the height-field shadow rebakes as the sun moves. # ============================================================================ var day_on: bool = false var day_hours: int = 0 # float bits, 0 .. 24 var day_light: int = 0 # 0 night .. 1 full day (float bits) var day_ibl: words = null # rgb scale on the sky's light var day_sun_base: words = null # the HDRI's sun radiance, kept var day_az0: int = 0 # the sun's azimuth at the reference hour (radians, yaw convention) var day_yaw0: int = 0 # the sky yaw the scene was tuned at var day_hour0: int = 0 # the hour the photograph was taken (10.5) var day_dir: int = 0 # +1 / -1: which way the sun travels in yaw var day_az: int = 0 var day_el: int = 0 var day_gen: int = 0 # bumps when the light moved enough to rebake the terrain shadow var day_baked_az: int = 0 var day_baked_el: int = 0 var day_sky_baked: int = 0 # the sky yaw the convolutions were baked at var fire_pos: words = null var fire_color: words = null var day_moon: bool = false var hand_pos: words = null var hand_color: words = null var hand_dir: words = null var hand_cone: int = 0 var day_overcast: int = 0 # 0 clear .. 1 a low grey sky (float bits): dims the sun and the sky's light var day_flash: int = 0 # a lightning flash this frame (0..1): the sun brightens for it var day_fog_mul: int = 0x3F800000 # multiplies the base fog density (rain and snow thicken the air) var day_fog_base: int = 0 function daylight_init() -> void { day_ibl = v3_new(F_ONE, F_ONE, F_ONE) day_sun_base = v3_new(sun_color[0], sun_color[1], sun_color[2]) fire_pos = v3_new(F_ZERO, fi(-1000), F_ZERO) fire_color = v3_new(F_ZERO, F_ZERO, F_ZERO) hand_pos = v3_new(F_ZERO, fi(-1000), F_ZERO); hand_color = v3_new(F_ZERO, F_ZERO, F_ZERO); hand_dir = v3_new(F_ZERO, F_ZERO, f_neg(F_ONE)); hand_cone = f_neg(F_TWO) day_light = F_ONE } # Start the clock: the scene as tuned (sky yaw `yaw0`) is the photograph's hour `hour0`; # the sun rises and sets toward `set_yaw` (the direction it should be in at 19:00). function daylight_start(yaw0: int, hour0: int, set_yaw: int) -> void { day_yaw0 = yaw0; day_hour0 = hour0 day_az0 = f_atan2(f_neg(sun_dir[0]), f_neg(sun_dir[2])) day_sky_baked = yaw0 # which way does the sun travel? the way that puts it nearest `set_yaw` at 19:00 let step = f_mul(f_sub(fl(19.0), hour0), f_rad(fi(15))) let da = f_abs(day_wrap(f_sub(f_add(day_az0, step), set_yaw))) let db = f_abs(day_wrap(f_sub(f_sub(day_az0, step), set_yaw))) day_dir = F_ONE if f_ls(db, da) { day_dir = f_neg(F_ONE) } day_on = true day_baked_az = fi(1000) daylight_set(hour0) } function day_wrap(a: int) -> int { let two_pi = f_mul(F_TWO, F_PI) var d = a while f_gt(d, F_PI) { d = f_sub(d, two_pi) } while f_ls(d, f_neg(F_PI)) { d = f_add(d, two_pi) } return d } function smoothf(a: int, b: int, x: int) -> int { let t = f_clamp(f_div(f_sub(x, a), f_sub(b, a)), F_ZERO, F_ONE) return f_mul(f_mul(t, t), f_sub(fi(3), f_mul(F_TWO, t))) } function daylight_set(hours: int) -> void { var h = f_mod(hours, fi(24)) if f_ls(h, F_ZERO) { h = f_add(h, fi(24)) } day_hours = h # the arc: up at 5:30, highest (about 57 degrees) at 12:45, down at 20:00 let t = f_mul(f_div(f_sub(h, fl(5.5)), fl(14.5)), F_PI) let el = f_rad(f_add(fi(-6), f_mul(fi(63), f_sin(t)))) let az = f_add(day_az0, f_mul(f_mul(f_sub(h, day_hour0), f_rad(fi(15))), day_dir)) day_az = az; day_el = el let d = smoothf(f_rad(fi(-8)), f_rad(fi(12)), el) day_light = d # the sun, warm and dim near the horizon; past dusk, the moon from across the sky var laz = az; var lel = f_max(el, f_rad(fi(3))) var warm_r = F_ONE; var warm_g = F_ONE; var warm_b = F_ONE let low = smoothf(F_ZERO, f_rad(fi(24)), el) warm_g = f_lerp(fl(0.55), F_ONE, low); warm_b = f_lerp(fl(0.28), F_ONE, low) # an overcast sky: the sun goes diffuse and grey, a lightning flash brings it back white let oc = f_clamp(day_overcast, F_ZERO, F_ONE) let sunk = f_add(f_sub(F_ONE, f_mul(fl(0.92), oc)), f_mul(fl(2.5), day_flash)) var sr = f_mul(day_sun_base[0], f_mul(f_mul(d, warm_r), sunk)) var sg = f_mul(day_sun_base[1], f_mul(f_mul(d, warm_g), sunk)) var sb = f_mul(day_sun_base[2], f_mul(f_mul(d, warm_b), sunk)) day_moon = false if f_ls(el, f_rad(fi(-7))) { day_moon = true laz = f_add(az, F_PI) lel = f_clamp(f_neg(el), f_rad(fi(10)), f_rad(fi(55))) let m = smoothf(f_rad(fi(-7)), f_rad(fi(-16)), el) sr = f_mul(day_sun_base[0], f_mul(fl(0.0045), m)) sg = f_mul(day_sun_base[1], f_mul(fl(0.0060), m)) sb = f_mul(day_sun_base[2], f_mul(fl(0.0095), m)) } let ce = f_cos(lel) v3_set(sun_dir, f_neg(f_mul(f_sin(laz), ce)), f_sin(lel), f_neg(f_mul(f_cos(laz), ce))) v3_set(sun_color, sr, sg, sb) # the sky's light: full by day, a deep blue by night, amber through the dusk let dusk = f_mul(smoothf(f_rad(fi(-10)), f_rad(fi(2)), el), f_sub(F_ONE, smoothf(f_rad(fi(2)), f_rad(fi(18)), el))) v3_set(day_ibl, f_lerp(fl(0.020), F_ONE, d), f_lerp(fl(0.026), F_ONE, d), f_lerp(fl(0.045), F_ONE, d)) day_ibl[0] = f_mul(day_ibl[0], f_add(F_ONE, f_mul(fl(0.35), dusk))) day_ibl[2] = f_mul(day_ibl[2], f_sub(F_ONE, f_mul(fl(0.25), dusk))) # clouds: less light, and greyer (the blue and the warmth both fade) let grey = f_add(f_mul(f_add(day_ibl[0], f_add(day_ibl[1], day_ibl[2])), fl(0.3333)), f_mul(fl(0.6), day_flash)) let dim = f_sub(F_ONE, f_mul(fl(0.55), oc)) for i in 0 .. 3 { day_ibl[i] = f_mul(f_lerp(day_ibl[i], grey, f_mul(fl(0.7), oc)), dim) } if day_fog_base == 0 { day_fog_base = r3d_fog_density } r3d_fog_density = f_mul(day_fog_base, day_fog_mul) # exposure: auto-exposure must not turn the night into day post_exposure_max = f_lerp(fl(4.5), fi(20), d) # the visible sky turns with the sun (cheap); its convolutions rebake when far off let sky_yaw_now = f_add(day_yaw0, f_mul(f_mul(f_sub(h, day_hour0), f_rad(fi(15))), day_dir)) sky_set_rot(sky_yaw_now) if f_gt(f_abs(day_wrap(f_sub(sky_yaw_now, day_sky_baked))), f_rad(fi(35))) and f_gt(d, fl(0.05)) { day_sky_baked = sky_yaw_now sky_precompute() } # the terrain's baked shadow follows the light in steps if f_gt(f_abs(day_wrap(f_sub(laz, day_baked_az))), f_rad(fi(4))) or f_gt(f_abs(f_sub(lel, day_baked_el)), f_rad(fi(3))) { day_baked_az = laz; day_baked_el = lel day_gen += 1 } } # the weather over the valley: overcast 0..1, a fog multiplier, a lightning flash 0..1 function daylight_weather(overcast: int, fog_mul: int, flash: int) -> void { day_overcast = overcast; day_fog_mul = fog_mul; day_flash = flash } # the campfire: a point light at (x, y, z) of `strength` (0 = out) function daylight_fire(x: int, y: int, z: int, strength: int) -> void { v3_set(fire_pos, x, y, z) v3_set(fire_color, f_mul(fl(9.0), strength), f_mul(fl(4.6), strength), f_mul(fl(1.4), strength)) } # the light in the hand: a point light (cone < -1) or a cone along dir (cone = cos half-angle) function daylight_hand(x: int, y: int, z: int, dx: int, dy: int, dz: int, cone: int, r: int, g: int, b: int) -> void { v3_set(hand_pos, x, y, z); v3_set(hand_dir, dx, dy, dz); hand_cone = cone v3_set(hand_color, r, g, b) } function daylight_bind(prog: int) -> void { u_v3(gl_uniform(prog, "u_hand_pos"), hand_pos) u_v3(gl_uniform(prog, "u_hand_color"), hand_color) u_v3(gl_uniform(prog, "u_hand_dir"), hand_dir) u_f(gl_uniform(prog, "u_hand_cone"), hand_cone) u_v3(gl_uniform(prog, "u_ibl_scale"), day_ibl) u_f(gl_uniform(prog, "u_daylight"), day_light) u_v3(gl_uniform(prog, "u_fire_pos"), fire_pos) u_v3(gl_uniform(prog, "u_fire_color"), fire_color) }