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- /*
- Minetest
- Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published by
- the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.
- You should have received a copy of the GNU Lesser General Public License along
- with this program; if not, write to the Free Software Foundation, Inc.,
- 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
- */
- #include "client/renderingengine.h"
- #include "client/shader.h"
- #include "clouds.h"
- #include "constants.h"
- #include "debug.h"
- #include "irrlicht_changes/printing.h"
- #include "noise.h"
- #include "profiler.h"
- #include "settings.h"
- #include <cmath>
- // Menu clouds are created later
- class Clouds;
- Clouds *g_menuclouds = NULL;
- scene::ISceneManager *g_menucloudsmgr = NULL;
- // Constant for now
- static constexpr const float cloud_size = BS * 64.0f;
- static void cloud_3d_setting_changed(const std::string &settingname, void *data)
- {
- ((Clouds *)data)->readSettings();
- }
- Clouds::Clouds(scene::ISceneManager* mgr, IShaderSource *ssrc,
- s32 id,
- u32 seed
- ):
- scene::ISceneNode(mgr->getRootSceneNode(), mgr, id),
- m_seed(seed)
- {
- m_enable_shaders = g_settings->getBool("enable_shaders");
- // menu clouds use shader-less clouds for simplicity (ssrc == NULL)
- m_enable_shaders = m_enable_shaders && ssrc;
- m_material.Lighting = false;
- m_material.BackfaceCulling = true;
- m_material.FogEnable = true;
- m_material.AntiAliasing = video::EAAM_SIMPLE;
- if (m_enable_shaders) {
- auto sid = ssrc->getShader("cloud_shader", TILE_MATERIAL_ALPHA);
- m_material.MaterialType = ssrc->getShaderInfo(sid).material;
- } else {
- m_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
- }
- m_params = SkyboxDefaults::getCloudDefaults();
- readSettings();
- g_settings->registerChangedCallback("enable_3d_clouds",
- &cloud_3d_setting_changed, this);
- updateBox();
- m_meshbuffer.reset(new scene::SMeshBuffer());
- m_meshbuffer->setHardwareMappingHint(scene::EHM_DYNAMIC);
- }
- Clouds::~Clouds()
- {
- g_settings->deregisterChangedCallback("enable_3d_clouds",
- &cloud_3d_setting_changed, this);
- }
- void Clouds::OnRegisterSceneNode()
- {
- if(IsVisible)
- {
- SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
- }
- ISceneNode::OnRegisterSceneNode();
- }
- void Clouds::updateMesh()
- {
- // Clouds move from Z+ towards Z-
- v2f camera_pos_2d(m_camera_pos.X, m_camera_pos.Z);
- // Position of cloud noise origin from the camera
- v2f cloud_origin_from_camera_f = m_origin - camera_pos_2d;
- // 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(
- std::floor(center_of_drawing_in_noise_f.X / cloud_size),
- std::floor(center_of_drawing_in_noise_f.Y / cloud_size)
- );
- // Only update mesh if it has moved enough, this saves lots of GPU buffer uploads.
- constexpr float max_d = 5 * BS;
- if (!m_mesh_valid) {
- // mesh was never created or invalidated
- } else if (m_mesh_origin.getDistanceFrom(m_origin) >= max_d) {
- // clouds moved
- } else if (center_of_drawing_in_noise_i != m_last_noise_center) {
- // noise offset changed
- // I think in practice this never happens due to the camera offset
- // being smaller than the cloud size.(?)
- } else {
- return;
- }
- ScopeProfiler sp(g_profiler, "Clouds::updateMesh()", SPT_AVG);
- m_mesh_origin = m_origin;
- m_last_noise_center = center_of_drawing_in_noise_i;
- m_mesh_valid = true;
- const u32 num_faces_to_draw = m_enable_3d ? 6 : 1;
- // 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
- ) + m_origin;
- // Colors with primitive shading
- 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);
- if (m_enable_shaders) {
- // shader mixes the base color, set via EmissiveColor
- c_top_f = c_side_1_f = c_side_2_f = c_bottom_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
- }
- c_side_1_f.r *= 0.95f;
- c_side_1_f.g *= 0.95f;
- c_side_1_f.b *= 0.95f;
- c_side_2_f.r *= 0.90f;
- c_side_2_f.g *= 0.90f;
- c_side_2_f.b *= 0.90f;
- c_bottom_f.r *= 0.80f;
- c_bottom_f.g *= 0.80f;
- c_bottom_f.b *= 0.80f;
- 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();
- // Read noise
- std::vector<bool> grid(m_cloud_radius_i * 2 * m_cloud_radius_i * 2);
- for(s16 zi = -m_cloud_radius_i; zi < m_cloud_radius_i; zi++) {
- u32 si = (zi + m_cloud_radius_i) * m_cloud_radius_i * 2 + m_cloud_radius_i;
- for (s16 xi = -m_cloud_radius_i; xi < m_cloud_radius_i; xi++) {
- u32 i = si + xi;
- grid[i] = gridFilled(
- xi + center_of_drawing_in_noise_i.X,
- zi + center_of_drawing_in_noise_i.Y
- );
- }
- }
- auto *mb = m_meshbuffer.get();
- {
- const u32 vertex_count = num_faces_to_draw * 16 * m_cloud_radius_i * m_cloud_radius_i;
- const u32 quad_count = vertex_count / 4;
- const u32 index_count = quad_count * 6;
- // reserve memory
- mb->Vertices.reallocate(vertex_count);
- mb->Indices.reallocate(index_count);
- }
- #define GETINDEX(x, z, radius) (((z)+(radius))*(radius)*2 + (x)+(radius))
- #define INAREA(x, z, radius) \
- ((x) >= -(radius) && (x) < (radius) && (z) >= -(radius) && (z) < (radius))
- mb->Vertices.set_used(0);
- for (s16 zi0= -m_cloud_radius_i; zi0 < m_cloud_radius_i; zi0++)
- for (s16 xi0= -m_cloud_radius_i; xi0 < m_cloud_radius_i; xi0++)
- {
- s16 zi = zi0;
- s16 xi = xi0;
- // Draw from back to front for proper transparency
- if(zi >= 0)
- zi = m_cloud_radius_i - zi - 1;
- if(xi >= 0)
- xi = m_cloud_radius_i - xi - 1;
- u32 i = GETINDEX(xi, zi, m_cloud_radius_i);
- if (!grid[i])
- continue;
- v2f p0 = v2f(xi,zi)*cloud_size + world_center_of_drawing_in_noise_f;
- video::S3DVertex v[4] = {
- video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 1),
- video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 1),
- video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 0),
- video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 0)
- };
- const f32 rx = cloud_size / 2.0f;
- // if clouds are flat, the top layer should be at the given height
- const f32 ry = m_enable_3d ? m_params.thickness * BS : 0.0f;
- const f32 rz = cloud_size / 2;
- for(u32 i = 0; i < num_faces_to_draw; i++)
- {
- switch(i)
- {
- case 0: // top
- for (video::S3DVertex &vertex : v) {
- vertex.Normal.set(0,1,0);
- }
- v[0].Pos.set(-rx, ry,-rz);
- v[1].Pos.set(-rx, ry, rz);
- v[2].Pos.set( rx, ry, rz);
- v[3].Pos.set( rx, ry,-rz);
- break;
- case 1: // back
- if (INAREA(xi, zi - 1, m_cloud_radius_i)) {
- u32 j = GETINDEX(xi, zi - 1, m_cloud_radius_i);
- if(grid[j])
- continue;
- }
- for (video::S3DVertex &vertex : v) {
- vertex.Color = c_side_1;
- vertex.Normal.set(0,0,-1);
- }
- v[0].Pos.set(-rx, ry,-rz);
- v[1].Pos.set( rx, ry,-rz);
- v[2].Pos.set( rx, 0,-rz);
- v[3].Pos.set(-rx, 0,-rz);
- break;
- case 2: //right
- if (INAREA(xi + 1, zi, m_cloud_radius_i)) {
- u32 j = GETINDEX(xi+1, zi, m_cloud_radius_i);
- if(grid[j])
- continue;
- }
- for (video::S3DVertex &vertex : v) {
- vertex.Color = c_side_2;
- vertex.Normal.set(1,0,0);
- }
- v[0].Pos.set( rx, ry,-rz);
- v[1].Pos.set( rx, ry, rz);
- v[2].Pos.set( rx, 0, rz);
- v[3].Pos.set( rx, 0,-rz);
- break;
- case 3: // front
- if (INAREA(xi, zi + 1, m_cloud_radius_i)) {
- u32 j = GETINDEX(xi, zi + 1, m_cloud_radius_i);
- if(grid[j])
- continue;
- }
- for (video::S3DVertex &vertex : v) {
- vertex.Color = c_side_1;
- vertex.Normal.set(0,0,-1);
- }
- v[0].Pos.set( rx, ry, rz);
- v[1].Pos.set(-rx, ry, rz);
- v[2].Pos.set(-rx, 0, rz);
- v[3].Pos.set( rx, 0, rz);
- break;
- case 4: // left
- if (INAREA(xi-1, zi, m_cloud_radius_i)) {
- u32 j = GETINDEX(xi-1, zi, m_cloud_radius_i);
- if(grid[j])
- continue;
- }
- for (video::S3DVertex &vertex : v) {
- vertex.Color = c_side_2;
- vertex.Normal.set(-1,0,0);
- }
- v[0].Pos.set(-rx, ry, rz);
- v[1].Pos.set(-rx, ry,-rz);
- v[2].Pos.set(-rx, 0,-rz);
- v[3].Pos.set(-rx, 0, rz);
- break;
- case 5: // bottom
- for (video::S3DVertex &vertex : v) {
- vertex.Color = c_bottom;
- vertex.Normal.set(0,-1,0);
- }
- v[0].Pos.set( rx, 0, rz);
- v[1].Pos.set(-rx, 0, rz);
- v[2].Pos.set(-rx, 0,-rz);
- v[3].Pos.set( rx, 0,-rz);
- break;
- }
- v3f pos(p0.X, m_params.height * BS, p0.Y);
- for (video::S3DVertex &vertex : v) {
- vertex.Pos += pos;
- mb->Vertices.push_back(vertex);
- }
- }
- }
- mb->setDirty(scene::EBT_VERTEX);
- const u32 quad_count = mb->getVertexCount() / 4;
- const u32 index_count = quad_count * 6;
- // rewrite index array as needed
- if (mb->getIndexCount() > index_count) {
- mb->Indices.set_used(index_count);
- mb->setDirty(scene::EBT_INDEX);
- } else if (mb->getIndexCount() < index_count) {
- const u32 start = mb->getIndexCount() / 6;
- assert(start * 6 == mb->getIndexCount());
- for (u32 k = start; k < quad_count; k++) {
- mb->Indices.push_back(4 * k + 0);
- mb->Indices.push_back(4 * k + 1);
- mb->Indices.push_back(4 * k + 2);
- mb->Indices.push_back(4 * k + 2);
- mb->Indices.push_back(4 * k + 3);
- mb->Indices.push_back(4 * k + 0);
- }
- mb->setDirty(scene::EBT_INDEX);
- }
- tracestream << "Cloud::updateMesh(): " << mb->getVertexCount() << " vertices"
- << std::endl;
- }
- void Clouds::render()
- {
- if (m_params.density <= 0.0f)
- return; // no need to do anything
- video::IVideoDriver* driver = SceneManager->getVideoDriver();
- if (SceneManager->getSceneNodeRenderPass() != scene::ESNRP_TRANSPARENT)
- return;
- updateMesh();
- // Update position
- {
- v2f off_origin = m_origin - m_mesh_origin;
- v3f rel(off_origin.X, 0, off_origin.Y);
- rel -= intToFloat(m_camera_offset, BS);
- setPosition(rel);
- updateAbsolutePosition();
- }
- m_material.BackfaceCulling = m_enable_3d;
- if (m_enable_shaders)
- m_material.EmissiveColor = m_color.toSColor();
- driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
- driver->setMaterial(m_material);
- const float cloud_full_radius = cloud_size * m_cloud_radius_i;
- // 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, unless it was already disabled
- if (fog_start < FOG_RANGE_ALL) {
- driver->setFog(fog_color, fog_type, cloud_full_radius * 0.5,
- cloud_full_radius*1.2, fog_density, fog_pixelfog, fog_rangefog);
- }
- driver->drawMeshBuffer(m_meshbuffer.get());
- // Restore fog settings
- driver->setFog(fog_color, fog_type, fog_start, fog_end, fog_density,
- fog_pixelfog, fog_rangefog);
- }
- void Clouds::step(float dtime)
- {
- m_origin = m_origin + dtime * BS * m_params.speed;
- }
- void Clouds::update(const v3f &camera_p, const video::SColorf &color_diffuse)
- {
- video::SColorf ambient(m_params.color_ambient);
- video::SColorf bright(m_params.color_bright);
- m_color.r = core::clamp(color_diffuse.r * bright.r, ambient.r, 1.0f);
- m_color.g = core::clamp(color_diffuse.g * bright.g, ambient.g, 1.0f);
- m_color.b = core::clamp(color_diffuse.b * bright.b, ambient.b, 1.0f);
- m_color.a = bright.a;
- // is the camera inside the cloud mesh?
- m_camera_pos = camera_p;
- m_camera_inside_cloud = false; // default
- if (m_enable_3d) {
- float camera_height = camera_p.Y - BS * m_camera_offset.Y;
- if (camera_height >= m_box.MinEdge.Y &&
- camera_height <= m_box.MaxEdge.Y) {
- v2f camera_in_noise;
- camera_in_noise.X = floor((camera_p.X - m_origin.X) / cloud_size + 0.5);
- camera_in_noise.Y = floor((camera_p.Z - m_origin.Y) / cloud_size + 0.5);
- bool filled = gridFilled(camera_in_noise.X, camera_in_noise.Y);
- m_camera_inside_cloud = filled;
- }
- }
- }
- void Clouds::readSettings()
- {
- // The code isn't designed to go over 64k vertices so the upper limits were
- // chosen to avoid exactly that.
- // refer to vertex_count in updateMesh()
- m_enable_3d = g_settings->getBool("enable_3d_clouds");
- const u16 maximum = m_enable_3d ? 62 : 25;
- m_cloud_radius_i = rangelim(g_settings->getU16("cloud_radius"), 1, maximum);
- invalidateMesh();
- }
- bool Clouds::gridFilled(int x, int y) const
- {
- float cloud_size_noise = cloud_size / (BS * 200.f);
- float noise = noise2d_perlin(
- (float)x * cloud_size_noise,
- (float)y * cloud_size_noise,
- m_seed, 3, 0.5);
- // normalize to 0..1 (given 3 octaves)
- static constexpr const float noise_bound = 1.0f + 0.5f + 0.25f;
- float density = noise / noise_bound * 0.5f + 0.5f;
- return (density < m_params.density);
- }
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