voxelands/src/clouds.cpp

283 lines
7.5 KiB
C++

/************************************************************************
* Minetest-c55
* Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
*
* clouds.cpp
* voxelands - 3d voxel world sandbox game
* Copyright (C) Lisa 'darkrose' Milne 2014 <lisa@ltmnet.com>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*
* License updated from GPLv2 or later to GPLv3 or later by Lisa Milne
* for Voxelands.
************************************************************************/
#include "common.h"
#include "clouds.h"
#include "noise.h"
#include "constants.h"
#include "debug.h"
#include "main.h" // For g_profiler and g_settings
#include "profiler.h"
Clouds::Clouds(
scene::ISceneNode* parent,
scene::ISceneManager* mgr,
s32 id,
u32 seed
):
scene::ISceneNode(parent, mgr, id),
m_seed(seed),
m_camera_pos(0,0),
m_camera_offset(0,0,0),
m_time(0)
{
dstream<<__FUNCTION_NAME<<std::endl;
m_material.setFlag(video::EMF_LIGHTING, false);
m_material.setFlag(video::EMF_BACK_FACE_CULLING, false);
m_material.setFlag(video::EMF_BILINEAR_FILTER, false);
m_material.setFlag(video::EMF_FOG_ENABLE, true);
m_material.setFlag(video::EMF_ANTI_ALIASING, true);
m_cloud_y = BS*100;
m_box = core::aabbox3d<f32>(-BS*1000000,m_cloud_y-BS,-BS*1000000, BS*1000000,m_cloud_y+BS,BS*1000000);
m_face_count = 1;
if (config_get_int("client.graphics.mesh.lod") > 1)
m_face_count = 6;
}
Clouds::~Clouds()
{
dstream<<__FUNCTION_NAME<<std::endl;
}
void Clouds::OnRegisterSceneNode()
{
if (IsVisible)
SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
ISceneNode::OnRegisterSceneNode();
}
#define MYROUND(x) (x > 0.0 ? (int)x : (int)x - 1)
void Clouds::render()
{
video::IVideoDriver* driver = SceneManager->getVideoDriver();
if (SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SOLID)
return;
ScopeProfiler sp(g_profiler, "Rendering of clouds, avg", SPT_AVG);
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
driver->setMaterial(m_material);
/*
Clouds move from X+ towards X-
*/
const s16 cloud_radius_i = 12;
const float cloud_size = BS*64;
const v2f cloud_speed(0, -BS*2);
const float cloud_full_radius = cloud_size * cloud_radius_i;
// Position of cloud noise origin in world coordinates
v2f world_cloud_origin_pos_f = m_time*cloud_speed;
// Position of cloud noise origin from the camera
v2f cloud_origin_from_camera_f = world_cloud_origin_pos_f - m_camera_pos;
// The center point of drawing in the noise
v2f center_of_drawing_in_noise_f = -cloud_origin_from_camera_f;
// The integer center point of drawing in the noise
v2s16 center_of_drawing_in_noise_i(
MYROUND(center_of_drawing_in_noise_f.X / cloud_size),
MYROUND(center_of_drawing_in_noise_f.Y / cloud_size)
);
// The world position of the integer center point of drawing in the noise
v2f world_center_of_drawing_in_noise_f = v2f(
center_of_drawing_in_noise_i.X * cloud_size,
center_of_drawing_in_noise_i.Y * cloud_size
) + world_cloud_origin_pos_f;
video::SColorf c_top_f(m_color);
video::SColorf c_side_1_f(m_color);
video::SColorf c_side_2_f(m_color);
video::SColorf c_bottom_f(m_color);
c_side_1_f.r *= 0.95;
c_side_1_f.g *= 0.95;
c_side_1_f.b *= 0.95;
c_side_2_f.r *= 0.90;
c_side_2_f.g *= 0.90;
c_side_2_f.b *= 0.90;
c_bottom_f.r *= 0.80;
c_bottom_f.g *= 0.80;
c_bottom_f.b *= 0.80;
c_top_f.a = 1.0;
c_side_1_f.a = 1.0;
c_side_2_f.a = 1.0;
c_bottom_f.a = 1.0;
video::SColor c_top = c_top_f.toSColor();
video::SColor c_side_1 = c_side_1_f.toSColor();
video::SColor c_side_2 = c_side_2_f.toSColor();
video::SColor c_bottom = c_bottom_f.toSColor();
video::SColor c[6] = {
c_top,
c_side_1,
c_side_2,
c_side_1,
c_side_2,
c_bottom
};
// Get fog parameters for setting them back later
video::SColor fog_color(0,0,0,0);
video::E_FOG_TYPE fog_type = video::EFT_FOG_LINEAR;
f32 fog_start = 0;
f32 fog_end = 0;
f32 fog_density = 0;
bool fog_pixelfog = false;
bool fog_rangefog = false;
driver->getFog(
fog_color,
fog_type,
fog_start,
fog_end,
fog_density,
fog_pixelfog,
fog_rangefog
);
// Set our own fog
driver->setFog(
fog_color,
fog_type,
cloud_full_radius * 0.5,
cloud_full_radius*1.2,
fog_density,
fog_pixelfog,
fog_rangefog
);
for (s16 zi=-cloud_radius_i; zi<cloud_radius_i; zi++)
for (s16 xi=-cloud_radius_i; xi<cloud_radius_i; xi++) {
v2s16 p_in_noise_i(
xi+center_of_drawing_in_noise_i.X,
zi+center_of_drawing_in_noise_i.Y
);
v2f p0 = v2f(xi,zi)*cloud_size + world_center_of_drawing_in_noise_f;
double noise = noise2d_perlin_abs(
(float)p_in_noise_i.X*cloud_size/BS/200,
(float)p_in_noise_i.Y*cloud_size/BS/200,
m_seed,
3,
0.4
);
if (noise < 0.95)
continue;
video::S3DVertex v[4] = {
video::S3DVertex(0,0,0, 0,0,0, c[0], 0, 1),
video::S3DVertex(0,0,0, 0,0,0, c[0], 1, 1),
video::S3DVertex(0,0,0, 0,0,0, c[0], 1, 0),
video::S3DVertex(0,0,0, 0,0,0, c[0], 0, 0)
};
f32 rx = cloud_size;
f32 ry = 8*BS;
f32 rz = cloud_size;
for (int i=0; i<m_face_count; i++) {
switch (i) {
case 0: // top
v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz;
v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz;
break;
case 1: // back
v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
break;
case 2: //right
v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
break;
case 3: // front
v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
break;
case 4: // left
v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
break;
case 5: // bottom
v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz;
v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz;
v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
break;
}
v3f pos = v3f(p0.X,m_cloud_y,p0.Y);
pos -= intToFloat(m_camera_offset, BS);
for (u16 k=0; k<4; k++) {
v[k].Pos += pos;
v[k].Color= c[i];
}
u16 indices[] = {0,1,2,2,3,0};
driver->drawVertexPrimitiveList(v, 4, indices, 2, video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
}
}
driver->setFog(
fog_color,
fog_type,
fog_start,
fog_end,
fog_density,
fog_pixelfog,
fog_rangefog
);
}
void Clouds::step(float dtime)
{
m_time += dtime;
}
void Clouds::update(v2f camera_p, video::SColorf color)
{
m_camera_pos = camera_p;
m_color = color;
}