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Author SHA1 Message Date
Leonid Pershin 96e19c7c61 Lighting: directional sun shadows from the day/night sun angle
DayNight.SunShadow returns a cell offset opposite the sun's east-west position, longest near sunrise/sunset (low sun) and zero at noon/night, tilted slightly south so shadows fall in front of occluders. LightmapBuilder gains a directional shadow pass (MaxShadowCells length cap, SunShadowStrength darkening); LightmapSystem feeds it the current sun shadow each rebuild. Tests cover SunShadow's day-arc behaviour and the builder's directional darkening.
2026-06-14 07:04:11 +03:00
5 changed files with 136 additions and 4 deletions
@@ -52,6 +52,26 @@ public sealed class DayNight
/// <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>
/// Offset, in grid cells, of the shadow an occluder casts under the current sun: opposite the
/// sun's eastwest position and longest near sunrise/sunset (low sun), shrinking to zero at noon
/// and at night. Feeds the lightmap's directional shadow pass; <paramref name="maxLength"/> caps
/// the dawn/dusk shadow length. Tilted slightly "south" (down) so shadows fall in front of objects.
/// </summary>
public Vector2 SunShadow(float maxLength)
{
var day = (_calendar.DayProgress - 0.25f) / 0.5f; // daytime fraction over [06:00, 18:00]
if (day <= 0f || day >= 1f)
{
return Vector2.Zero; // night — no sun; the ambient floor handles darkness
}
var altitude = MathF.Sin(day * MathF.PI); // 0 at dawn/dusk, 1 at noon
var direction = new Vector2(2f * day - 1f, 0.4f); // sun east→west ⇒ shadow west→east, tilted south
direction.Normalize();
return direction * (maxLength * (1f - altitude));
}
/// <summary>Ambient tint for the scene: night color at night, day color at noon, eased between.</summary>
public Color Ambient
{
@@ -1,3 +1,5 @@
using Microsoft.Xna.Framework;
namespace MrGameEng.Lighting;
/// <summary>One point light projected onto the light grid: a cell position, a radius in cells and an intensity.</summary>
@@ -16,8 +18,10 @@ public static class LightmapBuilder
/// <summary>
/// Fills <paramref name="light"/> (length <paramref name="width"/>×<paramref name="height"/>) with
/// ambient light, shading occluder cells, then adds each point light with grid-traced occlusion.
/// Values end clamped to <c>[0, 1]</c>.
/// ambient light, shading occluder cells, casts each occluder's directional sun shadow along
/// <paramref name="sunShadow"/> (cells), then adds each point light with grid-traced occlusion.
/// Values end clamped to <c>[0, 1]</c>. A zero <paramref name="sunShadow"/> or
/// <paramref name="sunShadowStrength"/> skips the directional pass (e.g. at night/noon).
/// </summary>
public static void Build(
float[] light,
@@ -25,7 +29,9 @@ public static class LightmapBuilder
int height,
float ambient,
ReadOnlySpan<bool> occluders,
IReadOnlyList<LightSample> lights
IReadOnlyList<LightSample> lights,
Vector2 sunShadow = default,
float sunShadowStrength = 0f
)
{
for (var i = 0; i < light.Length; i++)
@@ -33,6 +39,8 @@ public static class LightmapBuilder
light[i] = occluders[i] ? ambient * OccluderShade : ambient;
}
CastSunShadows(light, width, height, occluders, sunShadow, sunShadowStrength);
foreach (var l in lights)
{
if (l.Radius <= 0f || l.Intensity <= 0f)
@@ -73,6 +81,62 @@ public static class LightmapBuilder
}
}
// Направленная тень от солнца: каждый окклюдер (гора/зрелая крона) отбрасывает тень вдоль
// вектора sunShadow (в клетках). Затемнение гуще у основания и тает к концу тени; сами клетки-
// окклюдеры не трогаем (они уже затенены). Окклюдеры разрежены, так что проход дёшев.
private static void CastSunShadows(
float[] light,
int width,
int height,
ReadOnlySpan<bool> occluders,
Vector2 sunShadow,
float strength
)
{
if (strength <= 0f)
{
return;
}
var steps = (int)MathF.Ceiling(sunShadow.Length());
if (steps <= 0)
{
return;
}
var stepX = sunShadow.X / steps;
var stepY = sunShadow.Y / steps;
for (var oy = 0; oy < height; oy++)
{
for (var ox = 0; ox < width; ox++)
{
if (!occluders[oy * width + ox])
{
continue;
}
for (var s = 1; s <= steps; s++)
{
var cx = ox + (int)MathF.Round(stepX * s);
var cy = oy + (int)MathF.Round(stepY * s);
if (cx < 0 || cx >= width || cy < 0 || cy >= height)
{
break;
}
var index = cy * width + cx;
if (occluders[index])
{
continue; // тень проходит над другими окклюдерами — они и так тёмные
}
var falloff = 1f - (float)(s - 1) / steps; // гуще у основания тени
light[index] *= 1f - strength * falloff;
}
}
}
}
// Есть ли прямая видимость между клетками: проводим линию (Брезенхем) и проверяем
// промежуточные клетки на окклюдер (концы исключены).
private static bool Visible(
@@ -15,6 +15,8 @@ public sealed class LightmapSystem : BaseSystem
{
private const int RebuildEvery = 6; // ~10 Гц при 60 fps
private const float NightFloor = 0.18f; // ночь тусклая, но не чёрная (лунный свет)
private const float MaxShadowCells = 7f; // макс. длина тени от солнца (на рассвете/закате)
private const float SunShadowStrength = 0.5f; // насколько темнеет клетка у основания тени
private readonly Lightmap _lightmap;
private readonly DayNight _dayNight;
@@ -77,7 +79,9 @@ public sealed class LightmapSystem : BaseSystem
_lightmap.Height,
ambient,
_occluders(),
_lights
_lights,
_dayNight.SunShadow(MaxShadowCells),
SunShadowStrength
);
_lightmap.Upload();
}
@@ -1,3 +1,4 @@
using Microsoft.Xna.Framework;
using MrGameEng.Core;
using MrGameEng.Lighting;
using Xunit;
@@ -39,6 +40,25 @@ public class DayNightTests
Assert.True(dawn < mid && mid < noon, "daylight should rise from dawn to noon");
}
[Fact]
public void SunShadow_ZeroAtNight_PointsWestInMorning_EastInAfternoon_ShortAtNoon()
{
var (clock, dayNight) = Make(); // 1s = 1 in-game hour
Assert.Equal(Vector2.Zero, dayNight.SunShadow(8f)); // 00:00 — night, no sun
clock.Advance(7f); // 07:00 — low morning sun in the east
var morning = dayNight.SunShadow(8f);
Assert.True(morning.X < 0f, "morning shadow points west");
Assert.True(morning.Length() > 2f, "low sun casts a long shadow");
clock.Advance(5f); // 12:00 — sun overhead
Assert.True(dayNight.SunShadow(8f).Length() < 1f, "noon sun casts almost no shadow");
clock.Advance(5f); // 17:00 — afternoon sun in the west
Assert.True(dayNight.SunShadow(8f).X > 0f, "afternoon shadow points east");
}
[Fact]
public void Ambient_DarkerAtNightThanAtNoon()
{
@@ -1,3 +1,4 @@
using Microsoft.Xna.Framework;
using MrGameEng.Lighting;
using Xunit;
@@ -54,6 +55,29 @@ public class LightmapBuilderTests
Assert.Equal(0f, light[5], 5); // за препятствием — тень
}
[Fact]
public void SunShadow_DarkensCellsInTheShadowDirection_FadingFromTheCaster()
{
var occ = new bool[7];
occ[3] = true; // occluder in the middle
var light = new float[7];
LightmapBuilder.Build(
light,
7,
1,
1f,
occ,
[],
sunShadow: new Vector2(3f, 0f),
sunShadowStrength: 0.6f
);
Assert.Equal(1f, light[2], 5); // toward the sun (opposite the shadow) — unshadowed
Assert.Equal(LightmapBuilder.OccluderShade, light[3], 5); // occluder cell stays self-shaded
Assert.True(light[4] < 1f); // in shadow
Assert.True(light[4] < light[6]); // darker near the caster, fading along the shadow
}
[Fact]
public void Values_StayWithinUnitRange()
{