forked from Mirrorlandia_minetest/minetest
539f016c1b
Update the profiler names to make more sense of what they actually represent Move the profiler code from header to its source file Use monospace font to align lines Format the statistics line to align better with surrounding values Refresh the profiler each 3 seconds (roughly)
387 lines
11 KiB
C++
387 lines
11 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "client/renderingengine.h"
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#include "clouds.h"
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#include "noise.h"
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#include "constants.h"
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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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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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((Clouds *)data)->readSettings();
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}
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Clouds::Clouds(scene::ISceneManager* mgr,
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s32 id,
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u32 seed
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):
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scene::ISceneNode(mgr->getRootSceneNode(), mgr, id),
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m_seed(seed)
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{
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m_material.setFlag(video::EMF_LIGHTING, false);
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//m_material.setFlag(video::EMF_BACK_FACE_CULLING, false);
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m_material.setFlag(video::EMF_BACK_FACE_CULLING, true);
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m_material.setFlag(video::EMF_BILINEAR_FILTER, false);
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m_material.setFlag(video::EMF_FOG_ENABLE, true);
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m_material.setFlag(video::EMF_ANTI_ALIASING, true);
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//m_material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
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m_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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m_params.height = 120;
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m_params.density = 0.4f;
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m_params.thickness = 16.0f;
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m_params.color_bright = video::SColor(229, 240, 240, 255);
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m_params.color_ambient = video::SColor(255, 0, 0, 0);
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m_params.speed = v2f(0.0f, -2.0f);
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readSettings();
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g_settings->registerChangedCallback("enable_3d_clouds",
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&cloud_3d_setting_changed, this);
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updateBox();
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}
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Clouds::~Clouds()
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{
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g_settings->deregisterChangedCallback("enable_3d_clouds",
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&cloud_3d_setting_changed, this);
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}
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void Clouds::OnRegisterSceneNode()
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{
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if(IsVisible)
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{
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SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
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//SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
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}
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ISceneNode::OnRegisterSceneNode();
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}
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void Clouds::render()
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{
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if (m_params.density <= 0.0f)
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return; // no need to do anything
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_TRANSPARENT)
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//if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SOLID)
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return;
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ScopeProfiler sp(g_profiler, "Clouds::render()", SPT_AVG);
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int num_faces_to_draw = m_enable_3d ? 6 : 1;
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m_material.setFlag(video::EMF_BACK_FACE_CULLING, m_enable_3d);
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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driver->setMaterial(m_material);
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/*
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Clouds move from Z+ towards Z-
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*/
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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 - 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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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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center_of_drawing_in_noise_i.Y * cloud_size
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) + m_origin;
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/*video::SColor c_top(128,b*240,b*240,b*255);
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video::SColor c_side_1(128,b*230,b*230,b*255);
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video::SColor c_side_2(128,b*220,b*220,b*245);
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video::SColor c_bottom(128,b*205,b*205,b*230);*/
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video::SColorf c_top_f(m_color);
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video::SColorf c_side_1_f(m_color);
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video::SColorf c_side_2_f(m_color);
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video::SColorf c_bottom_f(m_color);
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c_side_1_f.r *= 0.95;
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c_side_1_f.g *= 0.95;
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c_side_1_f.b *= 0.95;
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c_side_2_f.r *= 0.90;
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c_side_2_f.g *= 0.90;
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c_side_2_f.b *= 0.90;
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c_bottom_f.r *= 0.80;
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c_bottom_f.g *= 0.80;
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c_bottom_f.b *= 0.80;
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video::SColor c_top = c_top_f.toSColor();
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video::SColor c_side_1 = c_side_1_f.toSColor();
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video::SColor c_side_2 = c_side_2_f.toSColor();
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video::SColor c_bottom = c_bottom_f.toSColor();
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// Get fog parameters for setting them back later
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video::SColor fog_color(0,0,0,0);
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video::E_FOG_TYPE fog_type = video::EFT_FOG_LINEAR;
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f32 fog_start = 0;
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f32 fog_end = 0;
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f32 fog_density = 0;
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bool fog_pixelfog = false;
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bool fog_rangefog = false;
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driver->getFog(fog_color, fog_type, fog_start, fog_end, fog_density,
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fog_pixelfog, fog_rangefog);
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// Set our own fog
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driver->setFog(fog_color, fog_type, cloud_full_radius * 0.5,
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cloud_full_radius*1.2, fog_density, fog_pixelfog, fog_rangefog);
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// Read noise
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bool *grid = new bool[m_cloud_radius_i * 2 * m_cloud_radius_i * 2];
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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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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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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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}
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}
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#define GETINDEX(x, z, radius) (((z)+(radius))*(radius)*2 + (x)+(radius))
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#define INAREA(x, z, radius) \
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((x) >= -(radius) && (x) < (radius) && (z) >= -(radius) && (z) < (radius))
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for (s16 zi0= -m_cloud_radius_i; zi0 < m_cloud_radius_i; zi0++)
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for (s16 xi0= -m_cloud_radius_i; xi0 < m_cloud_radius_i; xi0++)
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{
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s16 zi = zi0;
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s16 xi = xi0;
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// Draw from front to back (needed for transparency)
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/*if(zi <= 0)
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zi = -m_cloud_radius_i - zi;
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if(xi <= 0)
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xi = -m_cloud_radius_i - xi;*/
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// Draw from back to front
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if(zi >= 0)
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zi = m_cloud_radius_i - zi - 1;
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if(xi >= 0)
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xi = m_cloud_radius_i - xi - 1;
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u32 i = GETINDEX(xi, zi, m_cloud_radius_i);
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if (!grid[i])
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continue;
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v2f p0 = v2f(xi,zi)*cloud_size + world_center_of_drawing_in_noise_f;
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video::S3DVertex v[4] = {
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video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 1),
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video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 1),
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video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 0),
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video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 0)
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};
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/*if(zi <= 0 && xi <= 0){
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v[0].Color.setBlue(255);
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v[1].Color.setBlue(255);
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v[2].Color.setBlue(255);
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v[3].Color.setBlue(255);
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}*/
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f32 rx = cloud_size / 2.0f;
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// if clouds are flat, the top layer should be at the given height
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f32 ry = m_enable_3d ? m_params.thickness * BS : 0.0f;
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f32 rz = cloud_size / 2;
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for(int i=0; i<num_faces_to_draw; i++)
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{
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switch(i)
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{
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case 0: // top
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for (video::S3DVertex &vertex : v) {
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vertex.Normal.set(0,1,0);
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}
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v[0].Pos.set(-rx, ry,-rz);
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v[1].Pos.set(-rx, ry, rz);
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v[2].Pos.set( rx, ry, rz);
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v[3].Pos.set( rx, ry,-rz);
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break;
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case 1: // back
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if (INAREA(xi, zi - 1, m_cloud_radius_i)) {
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u32 j = GETINDEX(xi, zi - 1, m_cloud_radius_i);
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if(grid[j])
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continue;
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}
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for (video::S3DVertex &vertex : v) {
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vertex.Color = c_side_1;
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vertex.Normal.set(0,0,-1);
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}
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v[0].Pos.set(-rx, ry,-rz);
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v[1].Pos.set( rx, ry,-rz);
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v[2].Pos.set( rx, 0,-rz);
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v[3].Pos.set(-rx, 0,-rz);
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break;
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case 2: //right
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if (INAREA(xi + 1, zi, m_cloud_radius_i)) {
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u32 j = GETINDEX(xi+1, zi, m_cloud_radius_i);
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if(grid[j])
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continue;
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}
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for (video::S3DVertex &vertex : v) {
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vertex.Color = c_side_2;
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vertex.Normal.set(1,0,0);
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}
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v[0].Pos.set( rx, ry,-rz);
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v[1].Pos.set( rx, ry, rz);
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v[2].Pos.set( rx, 0, rz);
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v[3].Pos.set( rx, 0,-rz);
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break;
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case 3: // front
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if (INAREA(xi, zi + 1, m_cloud_radius_i)) {
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u32 j = GETINDEX(xi, zi + 1, m_cloud_radius_i);
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if(grid[j])
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continue;
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}
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for (video::S3DVertex &vertex : v) {
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vertex.Color = c_side_1;
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vertex.Normal.set(0,0,-1);
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}
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v[0].Pos.set( rx, ry, rz);
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v[1].Pos.set(-rx, ry, rz);
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v[2].Pos.set(-rx, 0, rz);
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v[3].Pos.set( rx, 0, rz);
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break;
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case 4: // left
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if (INAREA(xi-1, zi, m_cloud_radius_i)) {
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u32 j = GETINDEX(xi-1, zi, m_cloud_radius_i);
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if(grid[j])
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continue;
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}
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for (video::S3DVertex &vertex : v) {
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vertex.Color = c_side_2;
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vertex.Normal.set(-1,0,0);
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}
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v[0].Pos.set(-rx, ry, rz);
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v[1].Pos.set(-rx, ry,-rz);
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v[2].Pos.set(-rx, 0,-rz);
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v[3].Pos.set(-rx, 0, rz);
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break;
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case 5: // bottom
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for (video::S3DVertex &vertex : v) {
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vertex.Color = c_bottom;
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vertex.Normal.set(0,-1,0);
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}
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v[0].Pos.set( rx, 0, rz);
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v[1].Pos.set(-rx, 0, rz);
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v[2].Pos.set(-rx, 0,-rz);
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v[3].Pos.set( rx, 0,-rz);
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break;
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}
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v3f pos(p0.X, m_params.height * BS, p0.Y);
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pos -= intToFloat(m_camera_offset, BS);
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for (video::S3DVertex &vertex : v)
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vertex.Pos += pos;
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u16 indices[] = {0,1,2,2,3,0};
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driver->drawVertexPrimitiveList(v, 4, indices, 2,
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video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
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}
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}
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delete[] grid;
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// Restore fog settings
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driver->setFog(fog_color, fog_type, fog_start, fog_end, fog_density,
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fog_pixelfog, fog_rangefog);
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}
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void Clouds::step(float dtime)
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{
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m_origin = m_origin + dtime * BS * m_params.speed;
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}
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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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m_params.color_ambient.getRed()), 255) / 255.0f;
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m_color.g = MYMIN(MYMAX(color_diffuse.g * m_params.color_bright.getGreen(),
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m_params.color_ambient.getGreen()), 255) / 255.0f;
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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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{
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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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