Day night cycle
Summary
WIP
CGameTime
CGameTime contains the logic and values necessary to determine things like: time of day progression, adjustments necessary to transform local time in to server time, etc.
CGameTime::GameTimeGetDayProgression
The GameTimeGetDayProgression function in CGameTime is frequently used in the various DayNight calculations. This function calculates the minutes since midnight in server time, and divides by the total number of minutes in a day.
The return value is a floating point that ranges from 0.0 to 1.0, measuring the distance the current server time is from midnight. 0.0 represents the time just after midnight, 0.5 represents midday, and 1.0 represents the time just before midnight.
DayNight
DayNight::InterpTable
Given a table and an interpolation factor, this function returns a value linearly interpolated out of the table. The function is commonly called in various DayNight value / color update functions.
Return values are always floating points.
Tables
Tables that are fed into DayNight::InterpTable include:
- DayNight::s_sidnTable
- DayNight::DNSky::s_darkTable
- DayNight::DNSky::s_fadeTable
- DayNight::DNStars::s_fadeTable
- DayNight::DNClouds::s_bumpFadeTable
- DayNight::CDayNightObjectInt::SetDirection(void)::phiTable
- DayNight::CDayNightObjectInt::SetDirection(void)::thetaTable
Tables are structured:
struct { float distance_along_interpolation; float value_at_distance; };
For example,
DayNight::DNStars::s_fadeTable = { {0.1250, 1.0} , {0.1875, 0.0} , {0.9375, 0.0} , {1.0000, 1.0} }
Logic
Logic WIP
DayNight::DarkenColor
Adjusts a given RGB value's brightness by a given floating point multiplier. Converts RGB to HSV, applies the multiplier to the V component, converts the adjusted HSV value back to RGB, and returns it.
Called from the various SetColors functions within DayNight.
DayNight::CDayNightObjectInt::CalcFogRate
Given a fog start distance and a fog end distance, this function uses a simple formula to calculate a fog rate. The formula makes use of a fog far clip, defined as: fogFarClip = (cameraFarClip > 700.0f) ? cameraFarClip - 200.f : 500.0f.
Note that the fog start distance fed to this function is typically computed by this formula: fogStart = fogEnd * fogScalar.
Also note that (at least from MoP+) calculating fog start from the various light DBC values uses a somewhat different formula than: fogStart = fogEnd * fogScalar.
Logic
float DayNight::CDayNightObjectInt::CalcFogRate(DayNight::CDayNightObjectInt *this, float fogStart, float fogEnd) { float fogRange = fogEnd - fogStart; float fogFarClip; if (this.info.cameraFarClip < 700.f) { fogFarClip = this.info.cameraFarClip - 200.0f; } else { fogFarClip = 500.f; } float fogRate; if (fogRange <= fogFarClip) { fogRate = ((1.0f - (fogRange / fogFarClip)) * 5.5f) + 1.5f; } else { fogRate = 1.5f; } return fogRate; }
DayNight::CDayNightObjectInt::CalcColors
This function handles lerping / copying area light colors and parameters. Area lights are the lights defined by Light.dbc (and associated DBCs).
Logic
int DayNight::CDayNightObjectInt::CalcColors(DayNight::CDayNightObjectInt *this, int time, DayNight::CurrentLight *currentLight, LightParamsRec *lightParamsRec) { int result; // eax@1 LightDataRec *v5; // esi@2 int v6; // eax@3 LightDataRec *v7; // ebx@7 float tfactor1; // xmm1_4@7 float v9; // xmm1_4@8 float v10; // xmm3_4@9 float v11; // xmm0_4@11 uint32_t v12; // eax@13 uint32_t v13; // eax@13 LightDataRec *v14; // ecx@20 LightDataRec *v15; // ecx@21 int t1; // eax@22 int t2; // edx@23 _DWORD *v18; // edx@24 int v19; // eax@24 int v20; // edx@30 int v21; // eax@30 float v22; // ST2C_4@32 uint32_t v23; // eax@32 float v24; // xmm0_4@33 float v25; // xmm2_4@34 float v26; // xmm2_4@35 float v27; // xmm0_4@36 float v28; // xmm0_4@37 int tdiff; // edx@50 float tfactor2; // [sp+2Ch] [bp-6Ch]@7 int timea; // [sp+A4h] [bp+Ch]@50 result = 0; if ( lightParamsRec ) { v5 = (LightDataRec *)DayNight::FindFirstLightData(lightParamsRec); if ( v5 ) { v6 = g_lightDataDB[1]; } else { v6 = g_lightDataDB[1]; if ( v6 < 0 ) { SErrDisplayError( (void *)0x85100000, (int)"/Users/patchman/buildserver/wow-b/work/WoW-code/trunk/WoW/Source/Mac/../DB/WowClientDB.h", (void *)0x89, "m_numRecords >= 0", 0, 1, 0, 286331153); v6 = g_lightDataDB[1]; } if ( v6 > 0 ) v5 = (LightDataRec *)g_lightDataDB[5]; } if ( v6 < 0 ) { SErrDisplayError( (void *)0x85100000, (int)"/Users/patchman/buildserver/wow-b/work/WoW-code/trunk/WoW/Source/Mac/../DB/WowClientDB.h", (void *)0x7E, "m_numRecords >= 0", 0, 1, 0, 286331153); v6 = g_lightDataDB[1]; } if ( (unsigned int)v5 >= g_lightDataDB[5] + 96 * v6 || (v7 = (LightDataRec *)((char *)v5 + 96), v5 == (LightDataRec *)-96) || v5[1].m_ID != lightParamsRec->m_ID ) { v7 = v5; tfactor2 = 0.0; tfactor1 = 0.0; } else { v14 = (LightDataRec *)((char *)v5 + 96); if ( v5 == v7 ) { LABEL_30: v20 = v7->m_time; v21 = time + 2880; if ( time >= v20 ) v21 = time; v22 = (float)(v21 - v20); v23 = v5->m_time + 2880 - v20; tfactor1 = v22 / (float)(signed int)v23; tfactor2 = v22 / (float)(signed int)v23; v7 = v5; v5 = v14; } else { v15 = v5; while ( 1 ) { t1 = v15->m_time; if ( time >= t1 ) { t2 = v7->m_time; if ( time < t2 ) break; } v18 = g_lightDataDB; v19 = g_lightDataDB[1]; if ( v19 < 0 ) { SErrDisplayError( (void *)0x85100000, (int)"/Users/patchman/buildserver/wow-b/work/WoW-code/trunk/WoW/Source/Mac/../DB/WowClientDB.h", (void *)0x7E, "m_numRecords >= 0", 0, 1, 0, 286331153); v19 = g_lightDataDB[1]; v18 = g_lightDataDB; } if ( v18[5] + 96 * v19 <= (unsigned int)v7 || v7 == (LightDataRec *)-96 || v7[1].m_ID != lightParamsRec->m_ID || (v15 = v7, (LightDataRec *)&v7->m_fogDensity == v5) ) { v14 = v7; goto LABEL_30; } v7 = (LightDataRec *)((char *)v7 + 96); } timea = time - t1; tdiff = t2 - t1; tfactor1 = (float)timea / (float)tdiff; tfactor2 = (float)timea / (float)tdiff; v5 = v15; } } // Interpolate color values 0-17 from LightData.dbc currentLight->m_directColor = DayNight::LerpColor(tfactor1, v5->m_directColor, v7->m_directColor); currentLight->m_ambientColor = DayNight::LerpColor(tfactor2, v5->m_ambientColor, v7->m_ambientColor); currentLight->m_skyTopColor = DayNight::LerpColor(tfactor2, v5->m_skyTopColor, v7->m_skyTopColor); currentLight->m_skyMiddleColor = DayNight::LerpColor(tfactor2, v5->m_skyMiddleColor, v7->m_skyMiddleColor); currentLight->m_skyBand1Color = DayNight::LerpColor(tfactor2, v5->m_skyBand1Color, v7->m_skyBand1Color); currentLight->m_skyBand2Color = DayNight::LerpColor(tfactor2, v5->m_skyBand2Color, v7->m_skyBand2Color); currentLight->m_skySmogColor = DayNight::LerpColor(tfactor2, v5->m_skySmogColor, v7->m_skySmogColor); currentLight->m_skyFogColor = DayNight::LerpColor(tfactor2, v5->m_skyFogColor, v7->m_skyFogColor); currentLight->m_shadowOpacity = DayNight::LerpColor(tfactor2, v5->m_shadowOpacity, v7->m_shadowOpacity); currentLight->m_sunColor = DayNight::LerpColor(tfactor2, v5->m_sunColor, v7->m_sunColor); currentLight->m_cloudSunColor = DayNight::LerpColor(tfactor2, v5->m_cloudSunColor, v7->m_cloudSunColor); currentLight->m_cloudLayer1AmbientColor = DayNight::LerpColor( tfactor2, v5->m_cloudLayer1AmbientColor, v7->m_cloudLayer1AmbientColor); currentLight->m_cloudEmissiveColor = DayNight::LerpColor( tfactor2, v5->m_cloudEmissiveColor, v7->m_cloudEmissiveColor); currentLight->m_cloudLayer2AmbientColor = DayNight::LerpColor( tfactor2, v5->m_cloudLayer2AmbientColor, v7->m_cloudLayer2AmbientColor); currentLight->m_oceanCloseColor = DayNight::LerpColor(tfactor2, v5->m_oceanCloseColor, v7->m_oceanCloseColor); currentLight->m_oceanFarColor = DayNight::LerpColor(tfactor2, v5->m_oceanFarColor, v7->m_oceanFarColor); currentLight->m_riverCloseColor = DayNight::LerpColor(tfactor2, v5->m_riverCloseColor, v7->m_riverCloseColor); currentLight->m_riverFarColor = DayNight::LerpColor(tfactor2, v5->m_riverFarColor, v7->m_riverFarColor); currentLight->m_fogEnd = (float)(v5->m_fogEnd + (float)((float)(v7->m_fogEnd - v5->m_fogEnd) * tfactor2)) * 0.027777778; v9 = (float)((float)(v7->m_fogScalar - v5->m_fogScalar) * tfactor2) + v5->m_fogScalar; currentLight->m_fogScalar = v9; if ( v9 < -1.0 ) { LODWORD(currentLight->m_fogScalar) = -1082130432;// if fogScaler is < -1.0, set fogScaler to -1.0 and v10 to 1.0 v10 = 1.0; } else { v10 = 1.0; if ( v9 > 1.0 ) LODWORD(currentLight->m_fogScalar) = 1065353216; } LODWORD(currentLight->m_fogRate) = 1065353216; currentLight->m_cloudDensity = v5->m_cloudDensity + (float)((float)(v7->m_cloudDensity - v5->m_cloudDensity) * tfactor2); currentLight->m_highlightSky = (float)(signed int)lightParamsRec->m_highlightSky; currentLight->m_glow = lightParamsRec->m_glow; currentLight->m_waterShallowAlpha = lightParamsRec->m_waterShallowAlpha; currentLight->m_waterDeepAlpha = lightParamsRec->m_waterDeepAlpha; currentLight->m_oceanShallowAlpha = lightParamsRec->m_oceanShallowAlpha; currentLight->m_oceanDeepAlpha = lightParamsRec->m_oceanDeepAlpha; v11 = v10; if ( !(lightParamsRec->m_flags & 1) ) // flag 1 set to off v11 = 0.0; currentLight->float7C = v11; currentLight->dword80 = (lightParamsRec->m_flags >> 1) & 1;// flag 2 set to on v12 = lightParamsRec->m_lightSkyboxID; currentLight->dword90 = 1065353216; currentLight->m_lightSkyboxID = v12; v13 = lightParamsRec->m_cloudTypeID; currentLight->dwordA8 = 1065353216; currentLight->m_cloudTypeID = v13; if ( currentLight->m_fogEnd < 10.0 ) LODWORD(currentLight->m_fogEnd) = 1092616192;// force fog end to 10.0 if below 10.0 if ( a1->m_info.unk_0 != 1 ) // fog enabled? goto LABEL_53; v24 = currentLight->m_fogEnd; if ( v24 >= 27.777779 ) { v25 = this->m_info.m_cameraFarClip; if ( v25 < 700.0 ) v26 = v25 - 200.0; else v26 = 500.0; v27 = v24 - (float)(currentLight->m_fogScalar * v24); if ( v27 <= v26 ) v28 = (float)((float)(v10 - (float)(v27 / v26)) * 5.5) + 1.5; else v28 = 1.5; currentLight->m_fogRate = v28; currentLight->m_fogEnd = this->m_info.m_cameraFarClip; } if ( currentLight->m_fogScalar >= 0.0 ) { LABEL_53: result = 1; } else { LODWORD(currentLight->m_fogScalar) = 0; result = 1; } } return result; }
CShaderEffect
CShaderEffect::SetFogParams
The given fog params and fog color set up to be passed to the GPU when this function is called. Values typically or always originate from DayNight.
Logic
void CShaderEffect::SetFogParams(float fogStart, float fogEnd, float fogRate, const CArgb *fogColor, float a5) { if (CShaderEffect::s_enableShaders) { CShaderEffect::s_fogColorAlphaRef = fogColor / 255.0f; float fogRange = fogEnd - fogStart; // s_fogMul is set to 1.0 in CShaderEffect::InitShaderSystem, and does not appear to be modified elsewhere float fogMul = CShaderEffect::s_fogMul; CShaderEffect::s_fogParams.x = -(1.0f / fogRange) * fogMul; CShaderEffect::s_fogParams.y = (1.0f / fogRange) * fogEnd; CShaderEffect::s_fogParams.z = fogRate; // w is unknown; often forcibly set to 0.0; possibly something to do with intersecting m_liquidPlane in CM2SceneRender::SetupLighting CShaderEffect::s_fogParams.w = a5; } }