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https://github.com/minetest/minetest.git
synced 2024-11-27 01:53:45 +01:00
Store stars in a single static mesh buffer
This commit is contained in:
parent
89cc5bf537
commit
3077afc0a2
@ -1,6 +1,7 @@
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/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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Copyright (C) 2020 numzero, Lobachevskiy Vitaliy <numzer0@yandex.ru>
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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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@ -34,16 +35,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "config.h"
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using namespace irr::core;
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Sky::Sky(s32 id, ITextureSource *tsrc) :
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scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
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RenderingEngine::get_scene_manager(), id)
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{
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setAutomaticCulling(scene::EAC_OFF);
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m_box.MaxEdge.set(0, 0, 0);
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m_box.MinEdge.set(0, 0, 0);
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// Create material
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static video::SMaterial baseMaterial() {
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video::SMaterial mat;
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mat.Lighting = false;
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#if ENABLE_GLES
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@ -56,14 +48,29 @@ Sky::Sky(s32 id, ITextureSource *tsrc) :
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mat.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
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mat.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
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mat.BackfaceCulling = false;
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return mat;
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};
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m_materials[0] = mat;
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Sky::Sky(s32 id, ITextureSource *tsrc) :
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scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
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RenderingEngine::get_scene_manager(), id)
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{
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setAutomaticCulling(scene::EAC_OFF);
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m_box.MaxEdge.set(0, 0, 0);
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m_box.MinEdge.set(0, 0, 0);
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m_materials[1] = mat;
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// Create materials
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m_materials[0] = baseMaterial();
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m_materials[0].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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m_materials[0].Lighting = true;
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m_materials[0].ColorMaterial = video::ECM_NONE;
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m_materials[1] = baseMaterial();
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//m_materials[1].MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
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m_materials[1].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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m_materials[2] = mat;
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m_materials[2] = baseMaterial();
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m_materials[2].setTexture(0, tsrc->getTextureForMesh("sunrisebg.png"));
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m_materials[2].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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//m_materials[2].MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
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@ -80,7 +87,7 @@ Sky::Sky(s32 id, ITextureSource *tsrc) :
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tsrc->getTexture(m_moon_params.tonemap) : NULL;
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if (m_sun_texture) {
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m_materials[3] = mat;
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m_materials[3] = baseMaterial();
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m_materials[3].setTexture(0, m_sun_texture);
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m_materials[3].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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// Disables texture filtering
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@ -92,7 +99,7 @@ Sky::Sky(s32 id, ITextureSource *tsrc) :
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m_materials[3].Lighting = true;
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}
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if (m_moon_texture) {
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m_materials[4] = mat;
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m_materials[4] = baseMaterial();
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m_materials[4].setTexture(0, m_moon_texture);
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m_materials[4].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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// Disables texture filtering
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@ -105,7 +112,7 @@ Sky::Sky(s32 id, ITextureSource *tsrc) :
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}
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for (int i = 5; i < 11; i++) {
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m_materials[i] = mat;
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m_materials[i] = baseMaterial();
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m_materials[i].Lighting = true;
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m_materials[i].MaterialType = video::EMT_SOLID;
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}
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@ -673,13 +680,12 @@ void Sky::draw_moon(video::IVideoDriver *driver, float moonsize, const video::SC
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c = video::SColor(255, 255, 255, 255);
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draw_sky_body(vertices, -d, d, c);
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place_sky_body(vertices, -90, wicked_time_of_day * 360 - 90);
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driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
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driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
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}
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}
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void Sky::draw_stars(video::IVideoDriver * driver, float wicked_time_of_day)
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{
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driver->setMaterial(m_materials[1]);
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// Tune values so that stars first appear just after the sun
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// disappears over the horizon, and disappear just before the sun
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// appears over the horizon.
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@ -687,87 +693,19 @@ void Sky::draw_stars(video::IVideoDriver * driver, float wicked_time_of_day)
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// to time 4000.
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float tod = wicked_time_of_day < 0.5f ? wicked_time_of_day : (1.0f - wicked_time_of_day);
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float starbrightness = clamp((0.25f - fabsf(tod)) * 20.0f, 0.0f, 1.0f);
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float f = starbrightness;
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float d = (0.006 / 2) * m_star_params.scale;
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video::SColor starcolor = m_star_params.starcolor;
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starcolor.setAlpha(f * m_star_params.starcolor.getAlpha());
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// Stars are only drawn when not fully transparent
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if (m_star_params.starcolor.getAlpha() < 1)
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float starbrightness = (0.25f - fabsf(tod)) * 20.0f;
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int alpha = clamp<int>(starbrightness * m_star_params.starcolor.getAlpha(), 0, 255);
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if (!alpha) // Stars are only drawn when not fully transparent
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return;
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#if ENABLE_GLES
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u16 *indices = new u16[m_star_params.count * 3];
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video::S3DVertex *vertices =
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new video::S3DVertex[m_star_params.count * 3];
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for (u32 i = 0; i < m_star_params.count; i++) {
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indices[i * 3 + 0] = i * 3 + 0;
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indices[i * 3 + 1] = i * 3 + 1;
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indices[i * 3 + 2] = i * 3 + 2;
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v3f r = m_stars[i];
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core::CMatrix4<f32> a;
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a.buildRotateFromTo(v3f(0, 1, 0), r);
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v3f p = v3f(-d, 1, -d);
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v3f p1 = v3f(d, 1, 0);
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v3f p2 = v3f(-d, 1, d);
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a.rotateVect(p);
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a.rotateVect(p1);
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a.rotateVect(p2);
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p.rotateXYBy(wicked_time_of_day * 360 - 90);
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p1.rotateXYBy(wicked_time_of_day * 360 - 90);
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p2.rotateXYBy(wicked_time_of_day * 360 - 90);
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vertices[i * 3 + 0].Pos = p;
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vertices[i * 3 + 0].Color = starcolor;
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vertices[i * 3 + 1].Pos = p1;
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vertices[i * 3 + 1].Color = starcolor;
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vertices[i * 3 + 2].Pos = p2;
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vertices[i * 3 + 2].Color = starcolor;
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}
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driver->drawIndexedTriangleList(vertices, m_star_params.count * 3,
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indices, m_star_params.count);
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delete[] indices;
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delete[] vertices;
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#else
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u16 *indices = new u16[m_star_params.count * 4];
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video::S3DVertex *vertices =
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new video::S3DVertex[m_star_params.count * 4];
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for (u32 i = 0; i < m_star_params.count; i++) {
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indices[i * 4 + 0] = i * 4 + 0;
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indices[i * 4 + 1] = i * 4 + 1;
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indices[i * 4 + 2] = i * 4 + 2;
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indices[i * 4 + 3] = i * 4 + 3;
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v3f r = m_stars[i];
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core::CMatrix4<f32> a;
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a.buildRotateFromTo(v3f(0, 1, 0), r);
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v3f p = v3f(-d, 1, -d);
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v3f p1 = v3f(d, 1, -d);
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v3f p2 = v3f(d, 1, d);
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v3f p3 = v3f(-d, 1, d);
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a.rotateVect(p);
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a.rotateVect(p1);
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a.rotateVect(p2);
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a.rotateVect(p3);
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p.rotateXYBy(wicked_time_of_day * 360 - 90);
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p1.rotateXYBy(wicked_time_of_day * 360 - 90);
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p2.rotateXYBy(wicked_time_of_day * 360 - 90);
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p3.rotateXYBy(wicked_time_of_day * 360 - 90);
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vertices[i * 4 + 0].Pos = p;
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vertices[i * 4 + 0].Color = starcolor;
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vertices[i * 4 + 1].Pos = p1;
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vertices[i * 4 + 1].Color = starcolor;
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vertices[i * 4 + 2].Pos = p2;
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vertices[i * 4 + 2].Color = starcolor;
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vertices[i * 4 + 3].Pos = p3;
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vertices[i * 4 + 3].Color = starcolor;
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}
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driver->drawVertexPrimitiveList(vertices, m_star_params.count * 4,
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indices, m_star_params.count, video::EVT_STANDARD,
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scene::EPT_QUADS, video::EIT_16BIT);
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delete[] indices;
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delete[] vertices;
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#endif
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m_materials[0].DiffuseColor = video::SColor(alpha, 0, 0, 0);
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m_materials[0].EmissiveColor = m_star_params.starcolor;
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auto sky_rotation = core::matrix4().setRotationAxisRadians(2.0f * M_PI * (wicked_time_of_day - 0.25f), v3f(0.0f, 0.0f, 1.0f));
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auto world_matrix = driver->getTransform(video::ETS_WORLD);
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driver->setTransform(video::ETS_WORLD, world_matrix * sky_rotation);
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driver->setMaterial(m_materials[0]);
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driver->drawMeshBuffer(m_stars.get());
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driver->setTransform(video::ETS_WORLD, world_matrix);
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}
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void Sky::draw_sky_body(std::array<video::S3DVertex, 4> &vertices, float pos_1, float pos_2, const video::SColor &c)
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@ -822,7 +760,7 @@ void Sky::setSunTexture(std::string sun_texture,
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m_sun_texture = tsrc->getTextureForMesh(m_sun_params.texture);
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if (m_sun_texture) {
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m_materials[3] = m_materials[0];
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m_materials[3] = baseMaterial();
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m_materials[3].setTexture(0, m_sun_texture);
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m_materials[3].MaterialType = video::
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EMT_TRANSPARENT_ALPHA_CHANNEL;
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@ -870,7 +808,7 @@ void Sky::setMoonTexture(std::string moon_texture,
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m_moon_texture = tsrc->getTextureForMesh(m_moon_params.texture);
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if (m_moon_texture) {
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m_materials[4] = m_materials[0];
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m_materials[4] = baseMaterial();
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m_materials[4].setTexture(0, m_moon_texture);
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m_materials[4].MaterialType = video::
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EMT_TRANSPARENT_ALPHA_CHANNEL;
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@ -892,21 +830,56 @@ void Sky::setStarCount(u16 star_count, bool force_update)
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// Allow force updating star count at game init.
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if (m_star_params.count != star_count || force_update) {
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m_star_params.count = star_count;
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m_stars.clear();
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// Rebuild the stars surrounding the camera
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for (u16 i = 0; i < star_count; i++) {
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v3f star = v3f(
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myrand_range(-10000, 10000),
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myrand_range(-10000, 10000),
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myrand_range(-10000, 10000)
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);
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star.normalize();
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m_stars.emplace_back(star);
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}
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updateStars();
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}
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}
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void Sky::updateStars() {
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m_stars.reset(new scene::SMeshBuffer());
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// Stupid IrrLicht doesn’t allow non-indexed rendering, and indexed quad
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// rendering is slow due to lack of hardware support. So as indices are
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// 16-bit and there are 4 vertices per star... the limit is 2^16/4 = 0x4000.
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// That should be well enough actually.
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if (m_star_params.count > 0x4000) {
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warningstream << "Requested " << m_star_params.count << " stars but " << 0x4000 << " is the max\n";
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m_star_params.count = 0x4000;
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}
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m_stars->Vertices.reallocate(4 * m_star_params.count);
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m_stars->Indices.reallocate(6 * m_star_params.count);
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float d = (0.006 / 2) * m_star_params.scale;
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for (u16 i = 0; i < m_star_params.count; i++) {
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v3f r = v3f(
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myrand_range(-10000, 10000),
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myrand_range(-10000, 10000),
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myrand_range(-10000, 10000)
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);
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core::CMatrix4<f32> a;
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a.buildRotateFromTo(v3f(0, 1, 0), r);
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v3f p = v3f(-d, 1, -d);
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v3f p1 = v3f(d, 1, -d);
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v3f p2 = v3f(d, 1, d);
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v3f p3 = v3f(-d, 1, d);
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a.rotateVect(p);
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a.rotateVect(p1);
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a.rotateVect(p2);
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a.rotateVect(p3);
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m_stars->Vertices.push_back(video::S3DVertex(p, {}, {}, {}));
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m_stars->Vertices.push_back(video::S3DVertex(p1, {}, {}, {}));
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m_stars->Vertices.push_back(video::S3DVertex(p2, {}, {}, {}));
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m_stars->Vertices.push_back(video::S3DVertex(p3, {}, {}, {}));
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}
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for (u16 i = 0; i < m_star_params.count; i++) {
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m_stars->Indices.push_back(i * 4 + 0);
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m_stars->Indices.push_back(i * 4 + 1);
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m_stars->Indices.push_back(i * 4 + 2);
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m_stars->Indices.push_back(i * 4 + 2);
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m_stars->Indices.push_back(i * 4 + 3);
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m_stars->Indices.push_back(i * 4 + 0);
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}
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m_stars->setHardwareMappingHint(scene::EHM_STATIC);
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}
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void Sky::setSkyColors(const SkyColor &sky_color)
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{
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m_sky_params.sky_color = sky_color;
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@ -936,7 +909,7 @@ void Sky::addTextureToSkybox(std::string texture, int material_id,
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// Keep a list of texture names handy.
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m_sky_params.textures.emplace_back(texture);
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video::ITexture *result = tsrc->getTextureForMesh(texture);
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m_materials[material_id+5] = m_materials[0];
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m_materials[material_id+5] = baseMaterial();
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m_materials[material_id+5].setTexture(0, result);
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m_materials[material_id+5].MaterialType = video::EMT_SOLID;
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}
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@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <array>
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#include "camera.h"
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#include "irrlichttypes_extrabloated.h"
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#include "irr_ptr.h"
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#include "skyparams.h"
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#pragma once
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@ -77,7 +78,7 @@ public:
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void setStarsVisible(bool stars_visible) { m_star_params.visible = stars_visible; }
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void setStarCount(u16 star_count, bool force_update);
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void setStarColor(video::SColor star_color) { m_star_params.starcolor = star_color; }
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void setStarScale(f32 star_scale) { m_star_params.scale = star_scale; }
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void setStarScale(f32 star_scale) { m_star_params.scale = star_scale; updateStars(); }
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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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@ -178,13 +179,16 @@ private:
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bool m_default_tint = true;
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std::vector<v3f> m_stars;
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irr_ptr<scene::SMeshBuffer> m_stars;
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video::ITexture *m_sun_texture;
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video::ITexture *m_moon_texture;
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video::ITexture *m_sun_tonemap;
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video::ITexture *m_moon_tonemap;
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void updateStars();
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void updateStarsColor(video::SColor color);
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void draw_sun(video::IVideoDriver *driver, float sunsize, const video::SColor &suncolor,
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const video::SColor &suncolor2, float wicked_time_of_day);
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void draw_moon(video::IVideoDriver *driver, float moonsize, const video::SColor &mooncolor,
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