3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 #include "client/renderingengine.h"
23 #include "constants.h"
30 // Menu clouds are created later
32 Clouds *g_menuclouds = NULL;
33 irr::scene::ISceneManager *g_menucloudsmgr = NULL;
36 static constexpr const float cloud_size = BS * 64.0f;
38 static void cloud_3d_setting_changed(const std::string &settingname, void *data)
40 // TODO: only re-read cloud settings, not height or radius
41 ((Clouds *)data)->readSettings();
44 Clouds::Clouds(scene::ISceneManager* mgr,
49 scene::ISceneNode(mgr->getRootSceneNode(), mgr, id),
52 m_material.setFlag(video::EMF_LIGHTING, false);
53 //m_material.setFlag(video::EMF_BACK_FACE_CULLING, false);
54 m_material.setFlag(video::EMF_BACK_FACE_CULLING, true);
55 m_material.setFlag(video::EMF_BILINEAR_FILTER, false);
56 m_material.setFlag(video::EMF_FOG_ENABLE, true);
57 m_material.setFlag(video::EMF_ANTI_ALIASING, true);
58 //m_material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
59 m_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
61 m_params.density = 0.4f;
62 m_params.thickness = 16.0f;
63 m_params.color_bright = video::SColor(229, 240, 240, 255);
64 m_params.color_ambient = video::SColor(255, 0, 0, 0);
65 m_params.speed = v2f(0.0f, -2.0f);
67 m_passed_cloud_y = cloudheight;
69 g_settings->registerChangedCallback("enable_3d_clouds",
70 &cloud_3d_setting_changed, this);
77 g_settings->deregisterChangedCallback("enable_3d_clouds",
78 &cloud_3d_setting_changed, this);
81 void Clouds::OnRegisterSceneNode()
85 SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
86 //SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
89 ISceneNode::OnRegisterSceneNode();
95 if (m_params.density <= 0.0f)
96 return; // no need to do anything
98 video::IVideoDriver* driver = SceneManager->getVideoDriver();
100 if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_TRANSPARENT)
101 //if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SOLID)
104 ScopeProfiler sp(g_profiler, "Rendering of clouds, avg", SPT_AVG);
106 int num_faces_to_draw = m_enable_3d ? 6 : 1;
108 m_material.setFlag(video::EMF_BACK_FACE_CULLING, m_enable_3d);
110 driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
111 driver->setMaterial(m_material);
114 Clouds move from Z+ towards Z-
117 const float cloud_full_radius = cloud_size * m_cloud_radius_i;
119 v2f camera_pos_2d(m_camera_pos.X, m_camera_pos.Z);
120 // Position of cloud noise origin from the camera
121 v2f cloud_origin_from_camera_f = m_origin - camera_pos_2d;
122 // The center point of drawing in the noise
123 v2f center_of_drawing_in_noise_f = -cloud_origin_from_camera_f;
124 // The integer center point of drawing in the noise
125 v2s16 center_of_drawing_in_noise_i(
126 std::floor(center_of_drawing_in_noise_f.X / cloud_size),
127 std::floor(center_of_drawing_in_noise_f.Y / cloud_size)
130 // The world position of the integer center point of drawing in the noise
131 v2f world_center_of_drawing_in_noise_f = v2f(
132 center_of_drawing_in_noise_i.X * cloud_size,
133 center_of_drawing_in_noise_i.Y * cloud_size
136 /*video::SColor c_top(128,b*240,b*240,b*255);
137 video::SColor c_side_1(128,b*230,b*230,b*255);
138 video::SColor c_side_2(128,b*220,b*220,b*245);
139 video::SColor c_bottom(128,b*205,b*205,b*230);*/
140 video::SColorf c_top_f(m_color);
141 video::SColorf c_side_1_f(m_color);
142 video::SColorf c_side_2_f(m_color);
143 video::SColorf c_bottom_f(m_color);
144 c_side_1_f.r *= 0.95;
145 c_side_1_f.g *= 0.95;
146 c_side_1_f.b *= 0.95;
147 c_side_2_f.r *= 0.90;
148 c_side_2_f.g *= 0.90;
149 c_side_2_f.b *= 0.90;
150 c_bottom_f.r *= 0.80;
151 c_bottom_f.g *= 0.80;
152 c_bottom_f.b *= 0.80;
153 video::SColor c_top = c_top_f.toSColor();
154 video::SColor c_side_1 = c_side_1_f.toSColor();
155 video::SColor c_side_2 = c_side_2_f.toSColor();
156 video::SColor c_bottom = c_bottom_f.toSColor();
158 // Get fog parameters for setting them back later
159 video::SColor fog_color(0,0,0,0);
160 video::E_FOG_TYPE fog_type = video::EFT_FOG_LINEAR;
164 bool fog_pixelfog = false;
165 bool fog_rangefog = false;
166 driver->getFog(fog_color, fog_type, fog_start, fog_end, fog_density,
167 fog_pixelfog, fog_rangefog);
170 driver->setFog(fog_color, fog_type, cloud_full_radius * 0.5,
171 cloud_full_radius*1.2, fog_density, fog_pixelfog, fog_rangefog);
175 bool *grid = new bool[m_cloud_radius_i * 2 * m_cloud_radius_i * 2];
178 for(s16 zi = -m_cloud_radius_i; zi < m_cloud_radius_i; zi++) {
179 u32 si = (zi + m_cloud_radius_i) * m_cloud_radius_i * 2 + m_cloud_radius_i;
181 for (s16 xi = -m_cloud_radius_i; xi < m_cloud_radius_i; xi++) {
184 grid[i] = gridFilled(
185 xi + center_of_drawing_in_noise_i.X,
186 zi + center_of_drawing_in_noise_i.Y
191 #define GETINDEX(x, z, radius) (((z)+(radius))*(radius)*2 + (x)+(radius))
192 #define INAREA(x, z, radius) \
193 ((x) >= -(radius) && (x) < (radius) && (z) >= -(radius) && (z) < (radius))
195 for (s16 zi0= -m_cloud_radius_i; zi0 < m_cloud_radius_i; zi0++)
196 for (s16 xi0= -m_cloud_radius_i; xi0 < m_cloud_radius_i; xi0++)
200 // Draw from front to back (needed for transparency)
202 zi = -m_cloud_radius_i - zi;
204 xi = -m_cloud_radius_i - xi;*/
205 // Draw from back to front
207 zi = m_cloud_radius_i - zi - 1;
209 xi = m_cloud_radius_i - xi - 1;
211 u32 i = GETINDEX(xi, zi, m_cloud_radius_i);
216 v2f p0 = v2f(xi,zi)*cloud_size + world_center_of_drawing_in_noise_f;
218 video::S3DVertex v[4] = {
219 video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 1),
220 video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 1),
221 video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 0),
222 video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 0)
225 /*if(zi <= 0 && xi <= 0){
226 v[0].Color.setBlue(255);
227 v[1].Color.setBlue(255);
228 v[2].Color.setBlue(255);
229 v[3].Color.setBlue(255);
232 f32 rx = cloud_size / 2.0f;
233 // if clouds are flat, the top layer should be at the given height
234 f32 ry = m_enable_3d ? m_params.thickness * BS : 0.0f;
235 f32 rz = cloud_size / 2;
237 for(int i=0; i<num_faces_to_draw; i++)
242 for(int j=0;j<4;j++){
243 v[j].Normal.set(0,1,0);
245 v[0].Pos.set(-rx, ry,-rz);
246 v[1].Pos.set(-rx, ry, rz);
247 v[2].Pos.set( rx, ry, rz);
248 v[3].Pos.set( rx, ry,-rz);
251 if (INAREA(xi, zi - 1, m_cloud_radius_i)) {
252 u32 j = GETINDEX(xi, zi - 1, m_cloud_radius_i);
256 for(int j=0;j<4;j++){
257 v[j].Color = c_side_1;
258 v[j].Normal.set(0,0,-1);
260 v[0].Pos.set(-rx, ry,-rz);
261 v[1].Pos.set( rx, ry,-rz);
262 v[2].Pos.set( rx, 0,-rz);
263 v[3].Pos.set(-rx, 0,-rz);
266 if (INAREA(xi + 1, zi, m_cloud_radius_i)) {
267 u32 j = GETINDEX(xi+1, zi, m_cloud_radius_i);
271 for(int j=0;j<4;j++){
272 v[j].Color = c_side_2;
273 v[j].Normal.set(1,0,0);
275 v[0].Pos.set( rx, ry,-rz);
276 v[1].Pos.set( rx, ry, rz);
277 v[2].Pos.set( rx, 0, rz);
278 v[3].Pos.set( rx, 0,-rz);
281 if (INAREA(xi, zi + 1, m_cloud_radius_i)) {
282 u32 j = GETINDEX(xi, zi + 1, m_cloud_radius_i);
286 for(int j=0;j<4;j++){
287 v[j].Color = c_side_1;
288 v[j].Normal.set(0,0,-1);
290 v[0].Pos.set( rx, ry, rz);
291 v[1].Pos.set(-rx, ry, rz);
292 v[2].Pos.set(-rx, 0, rz);
293 v[3].Pos.set( rx, 0, rz);
296 if (INAREA(xi-1, zi, m_cloud_radius_i)) {
297 u32 j = GETINDEX(xi-1, zi, m_cloud_radius_i);
301 for(int j=0;j<4;j++){
302 v[j].Color = c_side_2;
303 v[j].Normal.set(-1,0,0);
305 v[0].Pos.set(-rx, ry, rz);
306 v[1].Pos.set(-rx, ry,-rz);
307 v[2].Pos.set(-rx, 0,-rz);
308 v[3].Pos.set(-rx, 0, rz);
311 for(int j=0;j<4;j++){
312 v[j].Color = c_bottom;
313 v[j].Normal.set(0,-1,0);
315 v[0].Pos.set( rx, 0, rz);
316 v[1].Pos.set(-rx, 0, rz);
317 v[2].Pos.set(-rx, 0,-rz);
318 v[3].Pos.set( rx, 0,-rz);
322 v3f pos(p0.X, m_params.height * BS, p0.Y);
323 pos -= intToFloat(m_camera_offset, BS);
325 for(u16 i=0; i<4; i++)
327 u16 indices[] = {0,1,2,2,3,0};
328 driver->drawVertexPrimitiveList(v, 4, indices, 2,
329 video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
335 // Restore fog settings
336 driver->setFog(fog_color, fog_type, fog_start, fog_end, fog_density,
337 fog_pixelfog, fog_rangefog);
340 void Clouds::step(float dtime)
342 m_origin = m_origin + dtime * BS * m_params.speed;
345 void Clouds::update(const v3f &camera_p, const video::SColorf &color_diffuse)
347 m_camera_pos = camera_p;
348 m_color.r = MYMIN(MYMAX(color_diffuse.r * m_params.color_bright.getRed(),
349 m_params.color_ambient.getRed()), 255) / 255.0f;
350 m_color.g = MYMIN(MYMAX(color_diffuse.g * m_params.color_bright.getGreen(),
351 m_params.color_ambient.getGreen()), 255) / 255.0f;
352 m_color.b = MYMIN(MYMAX(color_diffuse.b * m_params.color_bright.getBlue(),
353 m_params.color_ambient.getBlue()), 255) / 255.0f;
354 m_color.a = m_params.color_bright.getAlpha() / 255.0f;
356 // is the camera inside the cloud mesh?
357 m_camera_inside_cloud = false; // default
359 float camera_height = camera_p.Y;
360 if (camera_height >= m_box.MinEdge.Y &&
361 camera_height <= m_box.MaxEdge.Y) {
363 camera_in_noise.X = floor((camera_p.X - m_origin.X) / cloud_size + 0.5);
364 camera_in_noise.Y = floor((camera_p.Z - m_origin.Y) / cloud_size + 0.5);
365 bool filled = gridFilled(camera_in_noise.X, camera_in_noise.Y);
366 m_camera_inside_cloud = filled;
371 void Clouds::readSettings()
373 m_params.height = (m_passed_cloud_y ? m_passed_cloud_y :
374 g_settings->getS16("cloud_height"));
375 m_cloud_radius_i = g_settings->getU16("cloud_radius");
376 m_enable_3d = g_settings->getBool("enable_3d_clouds");
379 bool Clouds::gridFilled(int x, int y) const
381 float cloud_size_noise = cloud_size / (BS * 200.f);
382 float noise = noise2d_perlin(
383 (float)x * cloud_size_noise,
384 (float)y * cloud_size_noise,
386 // normalize to 0..1 (given 3 octaves)
387 static constexpr const float noise_bound = 1.0f + 0.5f + 0.25f;
388 float density = noise / noise_bound * 0.5f + 0.5f;
389 return (density < m_params.density);