Store stars in a single static mesh buffer

This commit is contained in:
numzero 2020-11-22 16:29:31 +03:00 committed by lhofhansl
parent 89cc5bf537
commit 3077afc0a2
2 changed files with 92 additions and 115 deletions

@ -1,6 +1,7 @@
/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2020 numzero, Lobachevskiy Vitaliy <numzer0@yandex.ru>
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
@ -34,16 +35,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "config.h"
using namespace irr::core;
Sky::Sky(s32 id, ITextureSource *tsrc) :
scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
RenderingEngine::get_scene_manager(), id)
{
setAutomaticCulling(scene::EAC_OFF);
m_box.MaxEdge.set(0, 0, 0);
m_box.MinEdge.set(0, 0, 0);
// Create material
static video::SMaterial baseMaterial() {
video::SMaterial mat;
mat.Lighting = false;
#if ENABLE_GLES
@ -56,14 +48,29 @@ Sky::Sky(s32 id, ITextureSource *tsrc) :
mat.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
mat.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
mat.BackfaceCulling = false;
return mat;
};
m_materials[0] = mat;
Sky::Sky(s32 id, ITextureSource *tsrc) :
scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
RenderingEngine::get_scene_manager(), id)
{
setAutomaticCulling(scene::EAC_OFF);
m_box.MaxEdge.set(0, 0, 0);
m_box.MinEdge.set(0, 0, 0);
m_materials[1] = mat;
// Create materials
m_materials[0] = baseMaterial();
m_materials[0].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
m_materials[0].Lighting = true;
m_materials[0].ColorMaterial = video::ECM_NONE;
m_materials[1] = baseMaterial();
//m_materials[1].MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
m_materials[1].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
m_materials[2] = mat;
m_materials[2] = baseMaterial();
m_materials[2].setTexture(0, tsrc->getTextureForMesh("sunrisebg.png"));
m_materials[2].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
//m_materials[2].MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
@ -80,7 +87,7 @@ Sky::Sky(s32 id, ITextureSource *tsrc) :
tsrc->getTexture(m_moon_params.tonemap) : NULL;
if (m_sun_texture) {
m_materials[3] = mat;
m_materials[3] = baseMaterial();
m_materials[3].setTexture(0, m_sun_texture);
m_materials[3].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
// Disables texture filtering
@ -92,7 +99,7 @@ Sky::Sky(s32 id, ITextureSource *tsrc) :
m_materials[3].Lighting = true;
}
if (m_moon_texture) {
m_materials[4] = mat;
m_materials[4] = baseMaterial();
m_materials[4].setTexture(0, m_moon_texture);
m_materials[4].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
// Disables texture filtering
@ -105,7 +112,7 @@ Sky::Sky(s32 id, ITextureSource *tsrc) :
}
for (int i = 5; i < 11; i++) {
m_materials[i] = mat;
m_materials[i] = baseMaterial();
m_materials[i].Lighting = true;
m_materials[i].MaterialType = video::EMT_SOLID;
}
@ -673,13 +680,12 @@ void Sky::draw_moon(video::IVideoDriver *driver, float moonsize, const video::SC
c = video::SColor(255, 255, 255, 255);
draw_sky_body(vertices, -d, d, c);
place_sky_body(vertices, -90, wicked_time_of_day * 360 - 90);
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
}
}
void Sky::draw_stars(video::IVideoDriver * driver, float wicked_time_of_day)
{
driver->setMaterial(m_materials[1]);
// Tune values so that stars first appear just after the sun
// disappears over the horizon, and disappear just before the sun
// appears over the horizon.
@ -687,87 +693,19 @@ void Sky::draw_stars(video::IVideoDriver * driver, float wicked_time_of_day)
// to time 4000.
float tod = wicked_time_of_day < 0.5f ? wicked_time_of_day : (1.0f - wicked_time_of_day);
float starbrightness = clamp((0.25f - fabsf(tod)) * 20.0f, 0.0f, 1.0f);
float f = starbrightness;
float d = (0.006 / 2) * m_star_params.scale;
video::SColor starcolor = m_star_params.starcolor;
starcolor.setAlpha(f * m_star_params.starcolor.getAlpha());
// Stars are only drawn when not fully transparent
if (m_star_params.starcolor.getAlpha() < 1)
float starbrightness = (0.25f - fabsf(tod)) * 20.0f;
int alpha = clamp<int>(starbrightness * m_star_params.starcolor.getAlpha(), 0, 255);
if (!alpha) // Stars are only drawn when not fully transparent
return;
#if ENABLE_GLES
u16 *indices = new u16[m_star_params.count * 3];
video::S3DVertex *vertices =
new video::S3DVertex[m_star_params.count * 3];
for (u32 i = 0; i < m_star_params.count; i++) {
indices[i * 3 + 0] = i * 3 + 0;
indices[i * 3 + 1] = i * 3 + 1;
indices[i * 3 + 2] = i * 3 + 2;
v3f r = m_stars[i];
core::CMatrix4<f32> a;
a.buildRotateFromTo(v3f(0, 1, 0), r);
v3f p = v3f(-d, 1, -d);
v3f p1 = v3f(d, 1, 0);
v3f p2 = v3f(-d, 1, d);
a.rotateVect(p);
a.rotateVect(p1);
a.rotateVect(p2);
p.rotateXYBy(wicked_time_of_day * 360 - 90);
p1.rotateXYBy(wicked_time_of_day * 360 - 90);
p2.rotateXYBy(wicked_time_of_day * 360 - 90);
vertices[i * 3 + 0].Pos = p;
vertices[i * 3 + 0].Color = starcolor;
vertices[i * 3 + 1].Pos = p1;
vertices[i * 3 + 1].Color = starcolor;
vertices[i * 3 + 2].Pos = p2;
vertices[i * 3 + 2].Color = starcolor;
}
driver->drawIndexedTriangleList(vertices, m_star_params.count * 3,
indices, m_star_params.count);
delete[] indices;
delete[] vertices;
#else
u16 *indices = new u16[m_star_params.count * 4];
video::S3DVertex *vertices =
new video::S3DVertex[m_star_params.count * 4];
for (u32 i = 0; i < m_star_params.count; i++) {
indices[i * 4 + 0] = i * 4 + 0;
indices[i * 4 + 1] = i * 4 + 1;
indices[i * 4 + 2] = i * 4 + 2;
indices[i * 4 + 3] = i * 4 + 3;
v3f r = m_stars[i];
core::CMatrix4<f32> a;
a.buildRotateFromTo(v3f(0, 1, 0), r);
v3f p = v3f(-d, 1, -d);
v3f p1 = v3f(d, 1, -d);
v3f p2 = v3f(d, 1, d);
v3f p3 = v3f(-d, 1, d);
a.rotateVect(p);
a.rotateVect(p1);
a.rotateVect(p2);
a.rotateVect(p3);
p.rotateXYBy(wicked_time_of_day * 360 - 90);
p1.rotateXYBy(wicked_time_of_day * 360 - 90);
p2.rotateXYBy(wicked_time_of_day * 360 - 90);
p3.rotateXYBy(wicked_time_of_day * 360 - 90);
vertices[i * 4 + 0].Pos = p;
vertices[i * 4 + 0].Color = starcolor;
vertices[i * 4 + 1].Pos = p1;
vertices[i * 4 + 1].Color = starcolor;
vertices[i * 4 + 2].Pos = p2;
vertices[i * 4 + 2].Color = starcolor;
vertices[i * 4 + 3].Pos = p3;
vertices[i * 4 + 3].Color = starcolor;
}
driver->drawVertexPrimitiveList(vertices, m_star_params.count * 4,
indices, m_star_params.count, video::EVT_STANDARD,
scene::EPT_QUADS, video::EIT_16BIT);
delete[] indices;
delete[] vertices;
#endif
m_materials[0].DiffuseColor = video::SColor(alpha, 0, 0, 0);
m_materials[0].EmissiveColor = m_star_params.starcolor;
auto sky_rotation = core::matrix4().setRotationAxisRadians(2.0f * M_PI * (wicked_time_of_day - 0.25f), v3f(0.0f, 0.0f, 1.0f));
auto world_matrix = driver->getTransform(video::ETS_WORLD);
driver->setTransform(video::ETS_WORLD, world_matrix * sky_rotation);
driver->setMaterial(m_materials[0]);
driver->drawMeshBuffer(m_stars.get());
driver->setTransform(video::ETS_WORLD, world_matrix);
}
void Sky::draw_sky_body(std::array<video::S3DVertex, 4> &vertices, float pos_1, float pos_2, const video::SColor &c)
@ -822,7 +760,7 @@ void Sky::setSunTexture(std::string sun_texture,
m_sun_texture = tsrc->getTextureForMesh(m_sun_params.texture);
if (m_sun_texture) {
m_materials[3] = m_materials[0];
m_materials[3] = baseMaterial();
m_materials[3].setTexture(0, m_sun_texture);
m_materials[3].MaterialType = video::
EMT_TRANSPARENT_ALPHA_CHANNEL;
@ -870,7 +808,7 @@ void Sky::setMoonTexture(std::string moon_texture,
m_moon_texture = tsrc->getTextureForMesh(m_moon_params.texture);
if (m_moon_texture) {
m_materials[4] = m_materials[0];
m_materials[4] = baseMaterial();
m_materials[4].setTexture(0, m_moon_texture);
m_materials[4].MaterialType = video::
EMT_TRANSPARENT_ALPHA_CHANNEL;
@ -892,21 +830,56 @@ void Sky::setStarCount(u16 star_count, bool force_update)
// Allow force updating star count at game init.
if (m_star_params.count != star_count || force_update) {
m_star_params.count = star_count;
m_stars.clear();
// Rebuild the stars surrounding the camera
for (u16 i = 0; i < star_count; i++) {
v3f star = v3f(
myrand_range(-10000, 10000),
myrand_range(-10000, 10000),
myrand_range(-10000, 10000)
);
star.normalize();
m_stars.emplace_back(star);
}
updateStars();
}
}
void Sky::updateStars() {
m_stars.reset(new scene::SMeshBuffer());
// Stupid IrrLicht doesnt allow non-indexed rendering, and indexed quad
// rendering is slow due to lack of hardware support. So as indices are
// 16-bit and there are 4 vertices per star... the limit is 2^16/4 = 0x4000.
// That should be well enough actually.
if (m_star_params.count > 0x4000) {
warningstream << "Requested " << m_star_params.count << " stars but " << 0x4000 << " is the max\n";
m_star_params.count = 0x4000;
}
m_stars->Vertices.reallocate(4 * m_star_params.count);
m_stars->Indices.reallocate(6 * m_star_params.count);
float d = (0.006 / 2) * m_star_params.scale;
for (u16 i = 0; i < m_star_params.count; i++) {
v3f r = v3f(
myrand_range(-10000, 10000),
myrand_range(-10000, 10000),
myrand_range(-10000, 10000)
);
core::CMatrix4<f32> a;
a.buildRotateFromTo(v3f(0, 1, 0), r);
v3f p = v3f(-d, 1, -d);
v3f p1 = v3f(d, 1, -d);
v3f p2 = v3f(d, 1, d);
v3f p3 = v3f(-d, 1, d);
a.rotateVect(p);
a.rotateVect(p1);
a.rotateVect(p2);
a.rotateVect(p3);
m_stars->Vertices.push_back(video::S3DVertex(p, {}, {}, {}));
m_stars->Vertices.push_back(video::S3DVertex(p1, {}, {}, {}));
m_stars->Vertices.push_back(video::S3DVertex(p2, {}, {}, {}));
m_stars->Vertices.push_back(video::S3DVertex(p3, {}, {}, {}));
}
for (u16 i = 0; i < m_star_params.count; i++) {
m_stars->Indices.push_back(i * 4 + 0);
m_stars->Indices.push_back(i * 4 + 1);
m_stars->Indices.push_back(i * 4 + 2);
m_stars->Indices.push_back(i * 4 + 2);
m_stars->Indices.push_back(i * 4 + 3);
m_stars->Indices.push_back(i * 4 + 0);
}
m_stars->setHardwareMappingHint(scene::EHM_STATIC);
}
void Sky::setSkyColors(const SkyColor &sky_color)
{
m_sky_params.sky_color = sky_color;
@ -936,7 +909,7 @@ void Sky::addTextureToSkybox(std::string texture, int material_id,
// Keep a list of texture names handy.
m_sky_params.textures.emplace_back(texture);
video::ITexture *result = tsrc->getTextureForMesh(texture);
m_materials[material_id+5] = m_materials[0];
m_materials[material_id+5] = baseMaterial();
m_materials[material_id+5].setTexture(0, result);
m_materials[material_id+5].MaterialType = video::EMT_SOLID;
}

@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <array>
#include "camera.h"
#include "irrlichttypes_extrabloated.h"
#include "irr_ptr.h"
#include "skyparams.h"
#pragma once
@ -77,7 +78,7 @@ public:
void setStarsVisible(bool stars_visible) { m_star_params.visible = stars_visible; }
void setStarCount(u16 star_count, bool force_update);
void setStarColor(video::SColor star_color) { m_star_params.starcolor = star_color; }
void setStarScale(f32 star_scale) { m_star_params.scale = star_scale; }
void setStarScale(f32 star_scale) { m_star_params.scale = star_scale; updateStars(); }
bool getCloudsVisible() const { return m_clouds_visible && m_clouds_enabled; }
const video::SColorf &getCloudColor() const { return m_cloudcolor_f; }
@ -178,13 +179,16 @@ private:
bool m_default_tint = true;
std::vector<v3f> m_stars;
irr_ptr<scene::SMeshBuffer> m_stars;
video::ITexture *m_sun_texture;
video::ITexture *m_moon_texture;
video::ITexture *m_sun_tonemap;
video::ITexture *m_moon_tonemap;
void updateStars();
void updateStarsColor(video::SColor color);
void draw_sun(video::IVideoDriver *driver, float sunsize, const video::SColor &suncolor,
const video::SColor &suncolor2, float wicked_time_of_day);
void draw_moon(video::IVideoDriver *driver, float moonsize, const video::SColor &mooncolor,