Add Climate and day/night ambient lighting
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Climate (Core) layers a continuous seasonal-plus-daily temperature and the
current season over the Calendar, registered via context.UseClimate. A new
Lighting module (Graphics) adds DayNight: a daylight factor and ambient
color from the calendar's time of day, pushed into the renderer's new
AmbientLight (multiplied into world-space sprites only, so the scene
darkens at night while screen-space overlays stay readable) and exposed as
a sampleable SampleAt for the simulation. Both deterministic and GPU-free,
covered by tests; docs updated.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Leonid Pershin
2026-06-12 16:45:49 +03:00
co-authored by Claude Opus 4.8
parent f39ee9e787
commit a684c23cd9
8 changed files with 413 additions and 5 deletions
+7 -2
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@@ -29,12 +29,17 @@ Engine libraries (each feature is a namespaced subfolder of its host):
- **`Core`** — game loop, ECS world, scenes, time (`GameClock` with `TimeScale`; `GameSpeed`
for discrete pause/1×/3×/6× speed control over the clock, `context.UseGameSpeed(...)`;
`Calendar` turning scaled time into in-game days, `context.UseCalendar(secondsPerDay)`),
`Calendar` turning scaled time into in-game days, `context.UseCalendar(secondsPerDay)`;
`Climate` — continuous seasonal/daily temperature and season over the calendar,
`context.UseClimate(settings)`),
plus **Input** (`MrGameEng.Input`: `InputManager`, `ActionMap`, `InputSystem`, in
`Core/Input/`). Depends only on MonoGame and Friflo.Engine.ECS.
- **`Graphics`** — custom batched renderer, camera, sprites, plus **Tilemaps**
(`MrGameEng.Tilemaps`: code-built tile grids rendered through the batcher,
`scene.UseTilemaps()` after `UseRenderer2D()`, in `Graphics/Tilemaps/`). → `Core`.
`scene.UseTilemaps()` after `UseRenderer2D()`, in `Graphics/Tilemaps/`) and **Lighting**
(`MrGameEng.Lighting`, `Graphics/Lighting/`: day/night ambient over the `Calendar` driving
`Renderer2D.AmbientLight` on world layers, `scene.UseDayNight(renderer)`; a sampleable
`DayNight.SampleAt` for the simulation — point lights and shadows land here later). → `Core`.
- **`Audio`** — ogg playback (NVorbis); `AudioManager` with `SoundVolume`/`MasterVolume`
(one knob for effects + music). → `Core`.
- **`Content`** — the asset/content pipeline: **Assets** (`MrGameEng.Assets`: runtime
+2 -2
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@@ -33,8 +33,8 @@
| Библиотека (сборка) | Фичи (неймспейсы) и ответственность |
|------------------------------|------------------------------------------------------------|
| `MrGameEng.Core` | Игровой цикл (хост над `Game`), `EntityStore`, `SystemRoot`, сцены, время (`GameClock.TimeScale`; `GameSpeed` — дискретная скорость пауза/1×/3×/6× поверх часов; `Calendar` — игровые дни поверх масштабированного времени, `context.UseCalendar(...)`), жизненный цикл. **Input** (`MrGameEng.Input`, `Core/Input/`): клавиатура, мышь, геймпад, action maps |
| `MrGameEng.Graphics` | Собственный батчер-рендерер (см. «Рендеринг»), камера, спрайты, анимации, слои. **Tilemaps** (`MrGameEng.Tilemaps`, `Graphics/Tilemaps/`): тайловые карты кодом — `TileGrid` + `TileSet` + компонент `Tilemap`, отрисовка видимых клеток через батчер |
| `MrGameEng.Core` | Игровой цикл (хост над `Game`), `EntityStore`, `SystemRoot`, сцены, время (`GameClock.TimeScale`; `GameSpeed` — дискретная скорость пауза/1×/3×/6× поверх часов; `Calendar` — игровые дни поверх масштабированного времени, `context.UseCalendar(...)`; `Climate` — непрерывная сезонная/суточная температура и сезон поверх календаря, `context.UseClimate(...)`), жизненный цикл. **Input** (`MrGameEng.Input`, `Core/Input/`): клавиатура, мышь, геймпад, action maps |
| `MrGameEng.Graphics` | Собственный батчер-рендерер (см. «Рендеринг»), камера, спрайты, анимации, слои. **Tilemaps** (`MrGameEng.Tilemaps`, `Graphics/Tilemaps/`): тайловые карты кодом — `TileGrid` + `TileSet` + компонент `Tilemap`, отрисовка видимых клеток через батчер. **Lighting** (`MrGameEng.Lighting`, `Graphics/Lighting/`): амбиент день/ночь поверх `Calendar``Renderer2D.AmbientLight` на World-слоях, `scene.UseDayNight(renderer)`, сэмплируемый `DayNight.SampleAt` для симуляции |
| `MrGameEng.Audio` | Звуковые эффекты и музыка (NVorbis); `AudioManager` с `SoundVolume`/`MasterVolume` (одна ручка на эффекты и музыку) |
| `MrGameEng.Content` | Пайплайн контента. **Assets** (`MrGameEng.Assets`): runtime-загрузка без Content Pipeline, кэш, `AssetRef<T>`. **Atlases** (`MrGameEng.Atlases`): текстурные атласы — сборка из дерева картинок (`AtlasBuilder`) и рантайм-загрузка (`TextureAtlas`), CLI `tools/MrGameEng.AtlasTool`. **Mods** (`MrGameEng.Mods`): система модов — порядок загрузки, JSON-дефы, локализация, слияние деревьев контента |
| `MrGameEng.Simulation` | Детерминированные геймплей-примитивы без данных мира. **Pathfinding** (`MrGameEng.Pathfinding`): A*, Dijkstra, BFS, flow fields по гриду. **AI** (`MrGameEng.AI`): utility-ИИ — кривые отклика, соображения, действия, выбор (`UtilityAi<TContext>`), `Blackboard`. **Collisions** (`MrGameEng.Collisions`): компонент `Collider`, spatial hash, пары/запросы/raycast |
+137
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@@ -0,0 +1,137 @@
namespace MrGameEng.Core;
/// <summary>The four seasons, in calendar order from the start of the year.</summary>
public enum Season
{
/// <summary>First quarter of the year — warming.</summary>
Spring,
/// <summary>Second quarter — warmest.</summary>
Summer,
/// <summary>Third quarter — cooling.</summary>
Autumn,
/// <summary>Last quarter — coldest.</summary>
Winter,
}
/// <summary>
/// Tuning for <see cref="Climate"/>. A year spans <see cref="DaysPerYear"/> in-game days; temperature
/// follows a seasonal cosine peaking on <see cref="WarmestDay"/>, plus a daily swing (cooler at night).
/// </summary>
public readonly record struct ClimateSettings
{
/// <summary>In-game days in one year (e.g. 60 = four 15-day seasons).</summary>
public int DaysPerYear { get; init; }
/// <summary>Yearly mean temperature.</summary>
public float MeanTemperature { get; init; }
/// <summary>Peak deviation from the mean across the seasons (summer high / winter low).</summary>
public float SeasonalAmplitude { get; init; }
/// <summary>Peak deviation from the seasonal mean across one day (warmer at noon, cooler at night).</summary>
public float DailyAmplitude { get; init; }
/// <summary>Day of the year (0-based) with the highest temperature; defaults to mid-summer.</summary>
public int WarmestDay { get; init; }
/// <summary>Temperate defaults: a 60-day year, mean 12°, ±14° seasonal, ±5° daily, warmest mid-summer.</summary>
public static ClimateSettings Default =>
new()
{
DaysPerYear = 60,
MeanTemperature = 12f,
SeasonalAmplitude = 14f,
DailyAmplitude = 5f,
WarmestDay = 22, // ~middle of the summer quarter of a 60-day year
};
}
/// <summary>
/// Continuous climate layered over <see cref="Calendar"/>: a temperature that varies smoothly with the
/// season and the time of day, plus the current season and year. The whole curve is derived from the
/// calendar's elapsed time, so it slows or stops with the game clock. Pure read-side, GPU-free and
/// deterministic; registered as a service via <see cref="ClimateEngineExtensions.UseClimate"/>.
/// </summary>
public sealed class Climate
{
private readonly Calendar _calendar;
private readonly ClimateSettings _settings;
/// <summary>Creates a climate reading <paramref name="calendar"/> with the given <paramref name="settings"/>.</summary>
public Climate(Calendar calendar, ClimateSettings settings)
{
_calendar = calendar ?? throw new ArgumentNullException(nameof(calendar));
if (settings.DaysPerYear <= 0)
{
throw new ArgumentOutOfRangeException(
nameof(settings),
"Days per year must be positive."
);
}
_settings = settings;
}
/// <summary>In-game days per year.</summary>
public int DaysPerYear => _settings.DaysPerYear;
/// <summary>Continuous position within the current year in <c>[0, 1)</c>.</summary>
public double YearProgress
{
get
{
var years = _calendar.TotalDays / _settings.DaysPerYear;
return years - Math.Floor(years);
}
}
/// <summary>The current year, counting from 1.</summary>
public int Year => (int)(_calendar.TotalDays / _settings.DaysPerYear) + 1;
/// <summary>Day within the current year, 0-based.</summary>
public int DayOfYear => (int)(YearProgress * _settings.DaysPerYear);
/// <summary>The current season, derived from the quarter of the year.</summary>
public Season Season => (Season)Math.Clamp((int)(YearProgress * 4.0), 0, 3);
/// <summary>Current temperature: seasonal cosine peaking on the warmest day, plus a daily swing.</summary>
public float Temperature
{
get
{
var warmFraction = _settings.WarmestDay / (float)_settings.DaysPerYear;
var seasonal =
_settings.MeanTemperature
+ _settings.SeasonalAmplitude
* MathF.Cos(MathF.Tau * ((float)YearProgress - warmFraction));
var daily = _settings.DailyAmplitude * (2f * Daylight() - 1f);
return seasonal + daily;
}
}
// Daytime factor 0..1 (0 at midnight, 1 at noon). Mirrors the day/night curve without a
// Graphics dependency — Core owns the daily temperature swing.
private float Daylight()
{
var value = -MathF.Cos(MathF.Tau * _calendar.DayProgress);
return value > 0f ? value : 0f;
}
}
/// <summary>Wires the climate model into the engine.</summary>
public static class ClimateEngineExtensions
{
/// <summary>
/// Creates a <see cref="Climate"/> bound to the context's <see cref="Calendar"/> service and
/// registers it. Call once per world, after <see cref="CalendarEngineExtensions.UseCalendar"/>.
/// </summary>
public static Climate UseClimate(this EngineContext context, ClimateSettings settings)
{
var climate = new Climate(context.Services.Get<Calendar>(), settings);
context.Services.Add(climate);
return climate;
}
}
@@ -0,0 +1,66 @@
using Microsoft.Xna.Framework;
using MrGameEng.Core;
namespace MrGameEng.Lighting;
/// <summary>Colors for the day/night ambient: the tint at deep night and at midday.</summary>
public readonly record struct DayNightSettings
{
/// <summary>Ambient tint at midnight (a dim, cool night).</summary>
public Color NightColor { get; init; }
/// <summary>Ambient tint at noon (white = no tint).</summary>
public Color DayColor { get; init; }
/// <summary>Sensible defaults: a dim blue night, untinted day.</summary>
public static DayNightSettings Default =>
new() { NightColor = new Color(45, 55, 95), DayColor = Color.White };
}
/// <summary>
/// Day/night ambient driven by <see cref="Calendar.DayProgress"/>: a daylight factor (0 at midnight,
/// 1 at noon) and an ambient color lerped from night to day. <see cref="SampleAt"/> is the sampleable
/// light interface read by both the renderer (scene darkening) and the simulation (plant light);
/// it returns the global daylight today and will return locally-shadowed light once point lights and
/// occlusion land. Pure read-side, GPU-free and deterministic.
/// </summary>
public sealed class DayNight
{
private readonly Calendar _calendar;
private readonly DayNightSettings _settings;
/// <summary>Creates the cycle reading <paramref name="calendar"/> with the given <paramref name="settings"/>.</summary>
public DayNight(Calendar calendar, DayNightSettings settings)
{
_calendar = calendar ?? throw new ArgumentNullException(nameof(calendar));
_settings = settings;
}
/// <summary>Daylight factor in <c>[0, 1]</c> — 0 at midnight, 1 at noon, 0 again at midnight.</summary>
public float Daylight
{
get
{
var value = -MathF.Cos(MathF.Tau * _calendar.DayProgress);
return value > 0f ? value : 0f;
}
}
/// <summary>Global light intensity in <c>[0, 1]</c>; same as <see cref="Daylight"/> today.</summary>
public float Intensity => Daylight;
/// <summary>Light intensity at a world point in <c>[0, 1]</c>. Global today; local (with shadows) later.</summary>
public float SampleAt(Vector2 world) => Daylight;
/// <summary>Ambient tint for the scene: night color at night, day color at noon, eased between.</summary>
public Color Ambient
{
get
{
var t = Smoothstep(Daylight);
return Color.Lerp(_settings.NightColor, _settings.DayColor, t);
}
}
private static float Smoothstep(float x) => x * x * (3f - 2f * x);
}
@@ -0,0 +1,49 @@
using Friflo.Engine.ECS.Systems;
using MrGameEng.Core;
using MrGameEng.Graphics;
namespace MrGameEng.Lighting;
/// <summary>
/// Update-phase system that pushes the current <see cref="DayNight.Ambient"/> into the renderer's
/// <see cref="Renderer2D.AmbientLight"/> each frame, so the world darkens toward night and brightens
/// toward noon. Runs in the update phase, before the draw phase consumes the value.
/// </summary>
public sealed class DayNightSystem : BaseSystem
{
private readonly DayNight _dayNight;
private readonly Renderer2D _renderer;
internal DayNightSystem(DayNight dayNight, Renderer2D renderer)
{
_dayNight = dayNight;
_renderer = renderer;
}
/// <inheritdoc />
protected override void OnUpdateGroup() => _renderer.AmbientLight = _dayNight.Ambient;
}
/// <summary>Wires the day/night ambient cycle into a <see cref="Scene"/>.</summary>
public static class SceneLightingExtensions
{
/// <summary>
/// Creates a <see cref="DayNight"/> bound to the scene's <see cref="Calendar"/> service, registers
/// it, and drives <paramref name="renderer"/>'s ambient light from it. Call from <c>OnLoad</c>
/// after <see cref="CalendarEngineExtensions.UseCalendar"/> and <c>UseRenderer2D</c>.
/// </summary>
public static DayNight UseDayNight(
this Scene scene,
Renderer2D renderer,
DayNightSettings? settings = null
)
{
var dayNight = new DayNight(
scene.Context.Services.Get<Calendar>(),
settings ?? DayNightSettings.Default
);
scene.Context.Services.Add(dayNight);
scene.UpdateSystems.Add(new DayNightSystem(dayNight, renderer));
return dayNight;
}
}
+14 -1
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@@ -27,6 +27,13 @@ public sealed class Renderer2D : IDisposable
/// <summary>Camera state of the current frame. Valid between BeginFrame and the next BeginFrame.</summary>
public CameraState Camera { get; private set; }
/// <summary>
/// Global ambient light multiplied into every <see cref="LayerSpace.World"/> sprite — the engine
/// hook a day/night cycle drives. <see cref="Color.White"/> (default) leaves the scene unchanged;
/// screen-space layers (HUD overlays) are never tinted.
/// </summary>
public Color AmbientLight { get; set; } = Color.White;
/// <summary>Draw calls issued by the last <see cref="EndFrame"/>.</summary>
public int DrawCalls { get; private set; }
@@ -338,6 +345,12 @@ public sealed class Renderer2D : IDisposable
// высоты с origin «в ногах» сортируются по ногам, как принято в top-down.
var depth = layer.SortMode == LayerSortMode.YSort ? transform.Position.Y : sprite.Depth;
// Ambient light tints world sprites (day/night); screen-space overlays stay at full brightness.
var color =
layer.Space == LayerSpace.World && AmbientLight != Color.White
? new Color(sprite.Color.ToVector4() * AmbientLight.ToVector4())
: sprite.Color;
instance = new SpriteInstance
{
Region = region,
@@ -346,7 +359,7 @@ public sealed class Renderer2D : IDisposable
new Vector2(region.Width * transform.Scale.X, region.Height * transform.Scale.Y)
/ 2f,
Rotation = transform.Rotation,
Color = sprite.Color,
Color = color,
Flip = sprite.Flip,
Layer = sprite.Layer.Value,
};
@@ -0,0 +1,84 @@
using MrGameEng.Core;
using Xunit;
namespace MrGameEng.Core.Tests;
public class ClimateTests
{
private static (GameClock Clock, Climate Climate) Make(ClimateSettings settings)
{
var clock = new GameClock();
var calendar = new Calendar(clock, secondsPerDay: 10f);
return (clock, new Climate(calendar, settings));
}
private static ClimateSettings Seasonal =>
new()
{
DaysPerYear = 60,
MeanTemperature = 10f,
SeasonalAmplitude = 20f,
DailyAmplitude = 0f,
WarmestDay = 15,
};
[Fact]
public void Constructor_NonPositiveYear_Throws()
{
Assert.Throws<ArgumentOutOfRangeException>(() =>
new Climate(new Calendar(new GameClock(), 10f), Seasonal with { DaysPerYear = 0 })
);
}
[Fact]
public void Temperature_PeaksOnWarmestDay_AndBottomsHalfYearLater()
{
var (clock, climate) = Make(Seasonal);
clock.Advance(15 * 10f); // day 15 = warmest
Assert.Equal(30f, climate.Temperature, 2); // mean 10 + amplitude 20
clock.Advance(30 * 10f); // +30 days = half a 60-day year later
Assert.Equal(-10f, climate.Temperature, 2); // mean 10 - amplitude 20
}
[Fact]
public void DailySwing_WarmerAtNoonThanMidnight()
{
var settings = Seasonal with { SeasonalAmplitude = 0f, DailyAmplitude = 6f };
var (clock, climate) = Make(settings);
clock.Advance(5f); // day 0, noon (DayProgress 0.5)
Assert.Equal(16f, climate.Temperature, 2); // mean 10 + daily 6
clock.Advance(5f); // day 1, midnight (DayProgress 0)
Assert.Equal(4f, climate.Temperature, 2); // mean 10 - daily 6
}
[Fact]
public void Season_FollowsTheQuarterOfTheYear()
{
var (clock, climate) = Make(Seasonal); // 60-day year → 15 days per season
Assert.Equal(Season.Spring, climate.Season);
clock.Advance(20 * 10f);
Assert.Equal(Season.Summer, climate.Season);
clock.Advance(15 * 10f);
Assert.Equal(Season.Autumn, climate.Season);
clock.Advance(15 * 10f);
Assert.Equal(Season.Winter, climate.Season);
}
[Fact]
public void YearAndDayOfYear_RollOver()
{
var (clock, climate) = Make(Seasonal);
Assert.Equal(1, climate.Year);
Assert.Equal(0, climate.DayOfYear);
clock.Advance(60 * 10f); // exactly one year
Assert.Equal(2, climate.Year);
Assert.Equal(0, climate.DayOfYear);
}
}
@@ -0,0 +1,54 @@
using MrGameEng.Core;
using MrGameEng.Lighting;
using Xunit;
namespace MrGameEng.Lighting.Tests;
public class DayNightTests
{
private static (GameClock Clock, DayNight DayNight) Make()
{
var clock = new GameClock();
var calendar = new Calendar(clock, secondsPerDay: 24f); // 1 second = 1 in-game hour
return (clock, new DayNight(calendar, DayNightSettings.Default));
}
[Fact]
public void Daylight_ZeroAtMidnight_OneAtNoon()
{
var (clock, dayNight) = Make();
Assert.Equal(0f, dayNight.Daylight, 3); // 00:00
clock.Advance(12f); // 12:00
Assert.Equal(1f, dayNight.Daylight, 3);
}
[Fact]
public void Daylight_RisesFromDawnToNoon()
{
var (clock, dayNight) = Make();
clock.Advance(6f); // 06:00
var dawn = dayNight.Daylight;
clock.Advance(3f); // 09:00
var mid = dayNight.Daylight;
clock.Advance(3f); // 12:00
var noon = dayNight.Daylight;
Assert.True(dawn < mid && mid < noon, "daylight should rise from dawn to noon");
}
[Fact]
public void Ambient_DarkerAtNightThanAtNoon()
{
var (clock, dayNight) = Make();
var night = dayNight.Ambient; // 00:00
clock.Advance(12f); // 12:00
var noon = dayNight.Ambient;
Assert.True(night.R < noon.R && night.G < noon.G && night.B < noon.B);
Assert.Equal(255, noon.R); // day color is white at noon
}
}