forked from Mirrorlandia_minetest/minetest
Fog effect when camera is inside cloud
Fixes issue #3576 * Clouds now take camera position as 3D, not 2D * Cloud grid filling extracted to gridFilled method * Clouds detect whether camera is inside cloud * Camera in cloud changes fog by overriding sky colors with cloud color * Sun, moon and stars can be temporarily disabled with setBodiesVisible * Disabling fog also disables all "inside cloud" behaviors
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@ -129,7 +129,7 @@ bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)
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g_menucloudsmgr = RenderingEngine::get_scene_manager()->createNewSceneManager();
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if (!g_menuclouds)
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g_menuclouds = new Clouds(g_menucloudsmgr, -1, rand(), 100);
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g_menuclouds->update(v2f(0, 0), video::SColor(255, 200, 200, 255));
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g_menuclouds->update(v3f(0, 0, 0), video::SColor(255, 200, 200, 255));
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scene::ICameraSceneNode* camera;
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camera = g_menucloudsmgr->addCameraSceneNode(0,
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v3f(0, 0, 0), v3f(0, 60, 100));
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@ -24,6 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "debug.h"
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#include "profiler.h"
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#include "settings.h"
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#include <cmath>
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// Menu clouds are created later
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@ -31,6 +32,9 @@ class Clouds;
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Clouds *g_menuclouds = NULL;
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irr::scene::ISceneManager *g_menucloudsmgr = NULL;
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// Constant for now
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static constexpr const float cloud_size = BS * 64.0f;
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static void cloud_3d_setting_changed(const std::string &settingname, void *data)
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{
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// TODO: only re-read cloud settings, not height or radius
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@ -85,8 +89,6 @@ void Clouds::OnRegisterSceneNode()
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ISceneNode::OnRegisterSceneNode();
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}
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#define MYROUND(x) (x > 0.0 ? (int)x : (int)x - 1)
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void Clouds::render()
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{
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@ -112,19 +114,19 @@ void Clouds::render()
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Clouds move from Z+ towards Z-
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*/
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static const float cloud_size = BS * 64.0f;
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const float cloud_full_radius = cloud_size * m_cloud_radius_i;
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v2f camera_pos_2d(m_camera_pos.X, m_camera_pos.Z);
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// Position of cloud noise origin from the camera
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v2f cloud_origin_from_camera_f = m_origin - m_camera_pos;
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v2f cloud_origin_from_camera_f = m_origin - camera_pos_2d;
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// The center point of drawing in the noise
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v2f center_of_drawing_in_noise_f = -cloud_origin_from_camera_f;
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// The integer center point of drawing in the noise
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v2s16 center_of_drawing_in_noise_i(
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MYROUND(center_of_drawing_in_noise_f.X / cloud_size),
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MYROUND(center_of_drawing_in_noise_f.Y / cloud_size)
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std::floor(center_of_drawing_in_noise_f.X / cloud_size),
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std::floor(center_of_drawing_in_noise_f.Y / cloud_size)
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);
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// The world position of the integer center point of drawing in the noise
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v2f world_center_of_drawing_in_noise_f = v2f(
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center_of_drawing_in_noise_i.X * cloud_size,
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@ -172,7 +174,6 @@ void Clouds::render()
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bool *grid = new bool[m_cloud_radius_i * 2 * m_cloud_radius_i * 2];
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float cloud_size_noise = cloud_size / BS / 200;
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for(s16 zi = -m_cloud_radius_i; zi < m_cloud_radius_i; zi++) {
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u32 si = (zi + m_cloud_radius_i) * m_cloud_radius_i * 2 + m_cloud_radius_i;
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@ -180,19 +181,10 @@ void Clouds::render()
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for (s16 xi = -m_cloud_radius_i; xi < m_cloud_radius_i; xi++) {
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u32 i = si + xi;
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v2s16 p_in_noise_i(
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grid[i] = gridFilled(
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xi + center_of_drawing_in_noise_i.X,
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zi + center_of_drawing_in_noise_i.Y
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);
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float noise = noise2d_perlin(
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(float)p_in_noise_i.X * cloud_size_noise,
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(float)p_in_noise_i.Y * cloud_size_noise,
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m_seed, 3, 0.5);
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// normalize to 0..1 (given 3 octaves)
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static const float noise_bound = 1.0f + 0.5f + 0.25f;
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float density = noise / noise_bound * 0.5f + 0.5f;
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grid[i] = (density < m_params.density);
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}
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}
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@ -350,7 +342,7 @@ void Clouds::step(float dtime)
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m_origin = m_origin + dtime * BS * m_params.speed;
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}
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void Clouds::update(v2f camera_p, video::SColorf color_diffuse)
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void Clouds::update(const v3f &camera_p, const video::SColorf &color_diffuse)
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{
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m_camera_pos = camera_p;
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m_color.r = MYMIN(MYMAX(color_diffuse.r * m_params.color_bright.getRed(),
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@ -360,6 +352,20 @@ void Clouds::update(v2f camera_p, video::SColorf color_diffuse)
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m_color.b = MYMIN(MYMAX(color_diffuse.b * m_params.color_bright.getBlue(),
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m_params.color_ambient.getBlue()), 255) / 255.0f;
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m_color.a = m_params.color_bright.getAlpha() / 255.0f;
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// is the camera inside the cloud mesh?
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m_camera_inside_cloud = false; // default
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if (m_enable_3d) {
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float camera_height = camera_p.Y;
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if (camera_height >= m_box.MinEdge.Y &&
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camera_height <= m_box.MaxEdge.Y) {
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v2f camera_in_noise;
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camera_in_noise.X = floor((camera_p.X - m_origin.X) / cloud_size + 0.5);
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camera_in_noise.Y = floor((camera_p.Z - m_origin.Y) / cloud_size + 0.5);
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bool filled = gridFilled(camera_in_noise.X, camera_in_noise.Y);
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m_camera_inside_cloud = filled;
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}
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}
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}
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void Clouds::readSettings()
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@ -369,3 +375,16 @@ void Clouds::readSettings()
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m_cloud_radius_i = g_settings->getU16("cloud_radius");
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m_enable_3d = g_settings->getBool("enable_3d_clouds");
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}
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bool Clouds::gridFilled(int x, int y) const
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{
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float cloud_size_noise = cloud_size / (BS * 200.f);
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float noise = noise2d_perlin(
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(float)x * cloud_size_noise,
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(float)y * cloud_size_noise,
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m_seed, 3, 0.5);
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// normalize to 0..1 (given 3 octaves)
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static constexpr const float noise_bound = 1.0f + 0.5f + 0.25f;
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float density = noise / noise_bound * 0.5f + 0.5f;
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return (density < m_params.density);
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}
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11
src/clouds.h
11
src/clouds.h
@ -73,7 +73,7 @@ public:
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void step(float dtime);
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void update(v2f camera_p, video::SColorf color);
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void update(const v3f &camera_p, const video::SColorf &color);
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void updateCameraOffset(v3s16 camera_offset)
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{
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@ -116,6 +116,10 @@ public:
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updateBox();
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}
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bool isCameraInsideCloud() const { return m_camera_inside_cloud; }
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const video::SColor getColor() const { return m_color.toSColor(); }
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private:
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void updateBox()
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{
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@ -125,17 +129,20 @@ private:
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BS * 1000000.0f, height_bs + thickness_bs - BS * m_camera_offset.Y, BS * 1000000.0f);
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}
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bool gridFilled(int x, int y) const;
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video::SMaterial m_material;
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aabb3f m_box;
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s16 m_passed_cloud_y;
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u16 m_cloud_radius_i;
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bool m_enable_3d;
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u32 m_seed;
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v2f m_camera_pos;
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v3f m_camera_pos;
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v2f m_origin;
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v3s16 m_camera_offset;
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video::SColorf m_color = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
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CloudParams m_params;
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bool m_camera_inside_cloud = false;
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};
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22
src/game.cpp
22
src/game.cpp
@ -4104,12 +4104,29 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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Update clouds
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*/
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if (clouds) {
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v3f player_position = player->getPosition();
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if (sky->getCloudsVisible()) {
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clouds->setVisible(true);
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clouds->step(dtime);
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clouds->update(v2f(player_position.X, player_position.Z),
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// camera->getPosition is not enough for 3rd person views
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v3f camera_node_position = camera->getCameraNode()->getPosition();
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v3s16 camera_offset = camera->getOffset();
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camera_node_position.X = camera_node_position.X + camera_offset.X * BS;
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camera_node_position.Y = camera_node_position.Y + camera_offset.Y * BS;
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camera_node_position.Z = camera_node_position.Z + camera_offset.Z * BS;
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clouds->update(camera_node_position,
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sky->getCloudColor());
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if (clouds->isCameraInsideCloud() && m_cache_enable_fog &&
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!flags.force_fog_off) {
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// if inside clouds, and fog enabled, use that as sky
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// color(s)
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video::SColor clouds_dark = clouds->getColor()
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.getInterpolated(video::SColor(255, 0, 0, 0), 0.9);
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sky->overrideColors(clouds_dark, clouds->getColor());
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sky->setBodiesVisible(false);
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runData.fog_range = 20.0f * BS;
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// do not draw clouds after all
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clouds->setVisible(false);
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}
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} else {
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clouds->setVisible(false);
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}
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@ -4221,7 +4238,6 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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/*
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Drawing begins
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*/
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const video::SColor &skycolor = sky->getSkyColor();
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TimeTaker tt_draw("mainloop: draw");
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@ -314,7 +314,7 @@ GUIEngine::~GUIEngine()
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void GUIEngine::cloudInit()
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{
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m_cloud.clouds = new Clouds(m_smgr, -1, rand(), 100);
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m_cloud.clouds->update(v2f(0, 0), video::SColor(255,200,200,255));
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m_cloud.clouds->update(v3f(0, 0, 0), video::SColor(255,200,200,255));
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m_cloud.camera = m_smgr->addCameraSceneNode(0,
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v3f(0,0,0), v3f(0, 60, 100));
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@ -233,6 +233,10 @@ void Sky::render()
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vertices[3] = video::S3DVertex(-1, -1.0, 1, 0, 1, 0, c, t, o);
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driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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// If sun, moon and stars are (temporarily) disabled, abort here
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if (!m_bodies_visible)
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return;
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driver->setMaterial(m_materials[2]);
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// Draw sunrise/sunset horizon glow texture (textures/base/pack/sunrisebg.png)
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@ -412,8 +416,8 @@ void Sky::render()
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}
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// Draw stars
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driver->setMaterial(m_materials[1]);
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do {
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driver->setMaterial(m_materials[1]);
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float starbrightness = MYMAX(0, MYMIN(1,
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(0.285 - fabs(wicked_time_of_day < 0.5 ?
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wicked_time_of_day : (1.0 - wicked_time_of_day))) * 10));
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@ -501,6 +505,7 @@ void Sky::update(float time_of_day, float time_brightness,
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m_time_of_day = time_of_day;
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m_time_brightness = time_brightness;
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m_sunlight_seen = sunlight_seen;
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m_bodies_visible = true;
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bool is_dawn = (time_brightness >= 0.20 && time_brightness < 0.35);
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11
src/sky.h
11
src/sky.h
@ -64,8 +64,8 @@ public:
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return m_visible ? m_skycolor : m_fallback_bg_color;
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}
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bool getCloudsVisible() { return m_clouds_visible && m_clouds_enabled; }
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const video::SColorf &getCloudColor() { return m_cloudcolor_f; }
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bool getCloudsVisible() const { return m_clouds_visible && m_clouds_enabled; }
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const video::SColorf &getCloudColor() const { return m_cloudcolor_f; }
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void setVisible(bool visible) { m_visible = visible; }
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// Set only from set_sky API
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@ -74,6 +74,12 @@ public:
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{
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m_fallback_bg_color = fallback_bg_color;
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}
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void overrideColors(const video::SColor &bgcolor, const video::SColor &skycolor)
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{
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m_bgcolor = bgcolor;
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m_skycolor = skycolor;
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}
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void setBodiesVisible(bool visible) { m_bodies_visible = visible; }
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private:
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aabb3f m_box;
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@ -128,6 +134,7 @@ private:
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bool m_clouds_visible; // Whether clouds are disabled due to player underground
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bool m_clouds_enabled = true; // Initialised to true, reset only by set_sky API
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bool m_directional_colored_fog;
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bool m_bodies_visible = true; // sun, moon, stars
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video::SColorf m_bgcolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
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video::SColorf m_skycolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
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video::SColorf m_cloudcolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
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