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1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #include "client/renderingengine.h"
21 #include "clouds.h"
22 #include "noise.h"
23 #include "constants.h"
24 #include "debug.h"
25 #include "profiler.h"
26 #include "settings.h"
27 #include <cmath>
28
29
30 // Menu clouds are created later
31 class Clouds;
32 Clouds *g_menuclouds = NULL;
33 scene::ISceneManager *g_menucloudsmgr = NULL;
34
35 // Constant for now
36 static constexpr const float cloud_size = BS * 64.0f;
37
38 static void cloud_3d_setting_changed(const std::string &settingname, void *data)
39 {
40         ((Clouds *)data)->readSettings();
41 }
42
43 Clouds::Clouds(scene::ISceneManager* mgr,
44                 s32 id,
45                 u32 seed
46 ):
47         scene::ISceneNode(mgr->getRootSceneNode(), mgr, id),
48         m_seed(seed)
49 {
50         m_material.setFlag(video::EMF_LIGHTING, false);
51         //m_material.setFlag(video::EMF_BACK_FACE_CULLING, false);
52         m_material.setFlag(video::EMF_BACK_FACE_CULLING, true);
53         m_material.setFlag(video::EMF_BILINEAR_FILTER, false);
54         m_material.setFlag(video::EMF_FOG_ENABLE, true);
55         m_material.setFlag(video::EMF_ANTI_ALIASING, true);
56         //m_material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
57         m_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
58
59         m_params.height        = 120;
60         m_params.density       = 0.4f;
61         m_params.thickness     = 16.0f;
62         m_params.color_bright  = video::SColor(229, 240, 240, 255);
63         m_params.color_ambient = video::SColor(255, 0, 0, 0);
64         m_params.speed         = v2f(0.0f, -2.0f);
65
66         readSettings();
67         g_settings->registerChangedCallback("enable_3d_clouds",
68                 &cloud_3d_setting_changed, this);
69
70         updateBox();
71 }
72
73 Clouds::~Clouds()
74 {
75         g_settings->deregisterChangedCallback("enable_3d_clouds",
76                 &cloud_3d_setting_changed, this);
77 }
78
79 void Clouds::OnRegisterSceneNode()
80 {
81         if(IsVisible)
82         {
83                 SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
84                 //SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
85         }
86
87         ISceneNode::OnRegisterSceneNode();
88 }
89
90 void Clouds::render()
91 {
92
93         if (m_params.density <= 0.0f)
94                 return; // no need to do anything
95
96         video::IVideoDriver* driver = SceneManager->getVideoDriver();
97
98         if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_TRANSPARENT)
99         //if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SOLID)
100                 return;
101
102         ScopeProfiler sp(g_profiler, "Clouds::render()", SPT_AVG);
103
104         int num_faces_to_draw = m_enable_3d ? 6 : 1;
105
106         m_material.setFlag(video::EMF_BACK_FACE_CULLING, m_enable_3d);
107
108         driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
109         driver->setMaterial(m_material);
110
111         /*
112                 Clouds move from Z+ towards Z-
113         */
114
115         const float cloud_full_radius = cloud_size * m_cloud_radius_i;
116
117         v2f camera_pos_2d(m_camera_pos.X, m_camera_pos.Z);
118         // Position of cloud noise origin from the camera
119         v2f cloud_origin_from_camera_f = m_origin - camera_pos_2d;
120         // The center point of drawing in the noise
121         v2f center_of_drawing_in_noise_f = -cloud_origin_from_camera_f;
122         // The integer center point of drawing in the noise
123         v2s16 center_of_drawing_in_noise_i(
124                 std::floor(center_of_drawing_in_noise_f.X / cloud_size),
125                 std::floor(center_of_drawing_in_noise_f.Y / cloud_size)
126         );
127
128         // The world position of the integer center point of drawing in the noise
129         v2f world_center_of_drawing_in_noise_f = v2f(
130                 center_of_drawing_in_noise_i.X * cloud_size,
131                 center_of_drawing_in_noise_i.Y * cloud_size
132         ) + m_origin;
133
134         /*video::SColor c_top(128,b*240,b*240,b*255);
135         video::SColor c_side_1(128,b*230,b*230,b*255);
136         video::SColor c_side_2(128,b*220,b*220,b*245);
137         video::SColor c_bottom(128,b*205,b*205,b*230);*/
138         video::SColorf c_top_f(m_color);
139         video::SColorf c_side_1_f(m_color);
140         video::SColorf c_side_2_f(m_color);
141         video::SColorf c_bottom_f(m_color);
142         c_side_1_f.r *= 0.95;
143         c_side_1_f.g *= 0.95;
144         c_side_1_f.b *= 0.95;
145         c_side_2_f.r *= 0.90;
146         c_side_2_f.g *= 0.90;
147         c_side_2_f.b *= 0.90;
148         c_bottom_f.r *= 0.80;
149         c_bottom_f.g *= 0.80;
150         c_bottom_f.b *= 0.80;
151         video::SColor c_top = c_top_f.toSColor();
152         video::SColor c_side_1 = c_side_1_f.toSColor();
153         video::SColor c_side_2 = c_side_2_f.toSColor();
154         video::SColor c_bottom = c_bottom_f.toSColor();
155
156         // Get fog parameters for setting them back later
157         video::SColor fog_color(0,0,0,0);
158         video::E_FOG_TYPE fog_type = video::EFT_FOG_LINEAR;
159         f32 fog_start = 0;
160         f32 fog_end = 0;
161         f32 fog_density = 0;
162         bool fog_pixelfog = false;
163         bool fog_rangefog = false;
164         driver->getFog(fog_color, fog_type, fog_start, fog_end, fog_density,
165                         fog_pixelfog, fog_rangefog);
166
167         // Set our own fog
168         driver->setFog(fog_color, fog_type, cloud_full_radius * 0.5,
169                         cloud_full_radius*1.2, fog_density, fog_pixelfog, fog_rangefog);
170
171         // Read noise
172
173         std::vector<bool> grid(m_cloud_radius_i * 2 * m_cloud_radius_i * 2);
174         std::vector<video::S3DVertex> vertices;
175         vertices.reserve(16 * m_cloud_radius_i * m_cloud_radius_i);
176
177         for(s16 zi = -m_cloud_radius_i; zi < m_cloud_radius_i; zi++) {
178                 u32 si = (zi + m_cloud_radius_i) * m_cloud_radius_i * 2 + m_cloud_radius_i;
179
180                 for (s16 xi = -m_cloud_radius_i; xi < m_cloud_radius_i; xi++) {
181                         u32 i = si + xi;
182
183                         grid[i] = gridFilled(
184                                 xi + center_of_drawing_in_noise_i.X,
185                                 zi + center_of_drawing_in_noise_i.Y
186                         );
187                 }
188         }
189
190 #define GETINDEX(x, z, radius) (((z)+(radius))*(radius)*2 + (x)+(radius))
191 #define INAREA(x, z, radius) \
192         ((x) >= -(radius) && (x) < (radius) && (z) >= -(radius) && (z) < (radius))
193
194         for (s16 zi0= -m_cloud_radius_i; zi0 < m_cloud_radius_i; zi0++)
195         for (s16 xi0= -m_cloud_radius_i; xi0 < m_cloud_radius_i; xi0++)
196         {
197                 s16 zi = zi0;
198                 s16 xi = xi0;
199                 // Draw from back to front for proper transparency
200                 if(zi >= 0)
201                         zi = m_cloud_radius_i - zi - 1;
202                 if(xi >= 0)
203                         xi = m_cloud_radius_i - xi - 1;
204
205                 u32 i = GETINDEX(xi, zi, m_cloud_radius_i);
206
207                 if (!grid[i])
208                         continue;
209
210                 v2f p0 = v2f(xi,zi)*cloud_size + world_center_of_drawing_in_noise_f;
211
212                 video::S3DVertex v[4] = {
213                         video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 1),
214                         video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 1),
215                         video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 0),
216                         video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 0)
217                 };
218
219                 const f32 rx = cloud_size / 2.0f;
220                 // if clouds are flat, the top layer should be at the given height
221                 const f32 ry = m_enable_3d ? m_params.thickness * BS : 0.0f;
222                 const f32 rz = cloud_size / 2;
223
224                 for(int i=0; i<num_faces_to_draw; i++)
225                 {
226                         switch(i)
227                         {
228                         case 0: // top
229                                 for (video::S3DVertex &vertex : v) {
230                                         vertex.Normal.set(0,1,0);
231                                 }
232                                 v[0].Pos.set(-rx, ry,-rz);
233                                 v[1].Pos.set(-rx, ry, rz);
234                                 v[2].Pos.set( rx, ry, rz);
235                                 v[3].Pos.set( rx, ry,-rz);
236                                 break;
237                         case 1: // back
238                                 if (INAREA(xi, zi - 1, m_cloud_radius_i)) {
239                                         u32 j = GETINDEX(xi, zi - 1, m_cloud_radius_i);
240                                         if(grid[j])
241                                                 continue;
242                                 }
243                                 for (video::S3DVertex &vertex : v) {
244                                         vertex.Color = c_side_1;
245                                         vertex.Normal.set(0,0,-1);
246                                 }
247                                 v[0].Pos.set(-rx, ry,-rz);
248                                 v[1].Pos.set( rx, ry,-rz);
249                                 v[2].Pos.set( rx,  0,-rz);
250                                 v[3].Pos.set(-rx,  0,-rz);
251                                 break;
252                         case 2: //right
253                                 if (INAREA(xi + 1, zi, m_cloud_radius_i)) {
254                                         u32 j = GETINDEX(xi+1, zi, m_cloud_radius_i);
255                                         if(grid[j])
256                                                 continue;
257                                 }
258                                 for (video::S3DVertex &vertex : v) {
259                                         vertex.Color = c_side_2;
260                                         vertex.Normal.set(1,0,0);
261                                 }
262                                 v[0].Pos.set( rx, ry,-rz);
263                                 v[1].Pos.set( rx, ry, rz);
264                                 v[2].Pos.set( rx,  0, rz);
265                                 v[3].Pos.set( rx,  0,-rz);
266                                 break;
267                         case 3: // front
268                                 if (INAREA(xi, zi + 1, m_cloud_radius_i)) {
269                                         u32 j = GETINDEX(xi, zi + 1, m_cloud_radius_i);
270                                         if(grid[j])
271                                                 continue;
272                                 }
273                                 for (video::S3DVertex &vertex : v) {
274                                         vertex.Color = c_side_1;
275                                         vertex.Normal.set(0,0,-1);
276                                 }
277                                 v[0].Pos.set( rx, ry, rz);
278                                 v[1].Pos.set(-rx, ry, rz);
279                                 v[2].Pos.set(-rx,  0, rz);
280                                 v[3].Pos.set( rx,  0, rz);
281                                 break;
282                         case 4: // left
283                                 if (INAREA(xi-1, zi, m_cloud_radius_i)) {
284                                         u32 j = GETINDEX(xi-1, zi, m_cloud_radius_i);
285                                         if(grid[j])
286                                                 continue;
287                                 }
288                                 for (video::S3DVertex &vertex : v) {
289                                         vertex.Color = c_side_2;
290                                         vertex.Normal.set(-1,0,0);
291                                 }
292                                 v[0].Pos.set(-rx, ry, rz);
293                                 v[1].Pos.set(-rx, ry,-rz);
294                                 v[2].Pos.set(-rx,  0,-rz);
295                                 v[3].Pos.set(-rx,  0, rz);
296                                 break;
297                         case 5: // bottom
298                                 for (video::S3DVertex &vertex : v) {
299                                         vertex.Color = c_bottom;
300                                         vertex.Normal.set(0,-1,0);
301                                 }
302                                 v[0].Pos.set( rx,  0, rz);
303                                 v[1].Pos.set(-rx,  0, rz);
304                                 v[2].Pos.set(-rx,  0,-rz);
305                                 v[3].Pos.set( rx,  0,-rz);
306                                 break;
307                         }
308
309                         v3f pos(p0.X, m_params.height * BS, p0.Y);
310                         pos -= intToFloat(m_camera_offset, BS);
311
312                         for (video::S3DVertex &vertex : v) {
313                                 vertex.Pos += pos;
314                                 vertices.push_back(vertex);
315                         }
316                 }
317         }
318         int quad_count = vertices.size() / 4;
319         std::vector<u16> indices;
320         indices.reserve(quad_count * 6);
321         for (int k = 0; k < quad_count; k++) {
322                 indices.push_back(4 * k + 0);
323                 indices.push_back(4 * k + 1);
324                 indices.push_back(4 * k + 2);
325                 indices.push_back(4 * k + 2);
326                 indices.push_back(4 * k + 3);
327                 indices.push_back(4 * k + 0);
328         }
329         driver->drawVertexPrimitiveList(vertices.data(), vertices.size(), indices.data(), 2 * quad_count,
330                         video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
331
332         // Restore fog settings
333         driver->setFog(fog_color, fog_type, fog_start, fog_end, fog_density,
334                         fog_pixelfog, fog_rangefog);
335 }
336
337 void Clouds::step(float dtime)
338 {
339         m_origin = m_origin + dtime * BS * m_params.speed;
340 }
341
342 void Clouds::update(const v3f &camera_p, const video::SColorf &color_diffuse)
343 {
344         video::SColorf ambient(m_params.color_ambient);
345         video::SColorf bright(m_params.color_bright);
346         m_camera_pos = camera_p;
347         m_color.r = core::clamp(color_diffuse.r * bright.r, ambient.r, 1.0f);
348         m_color.g = core::clamp(color_diffuse.g * bright.g, ambient.g, 1.0f);
349         m_color.b = core::clamp(color_diffuse.b * bright.b, ambient.b, 1.0f);
350         m_color.a = bright.a;
351
352         // is the camera inside the cloud mesh?
353         m_camera_inside_cloud = false; // default
354         if (m_enable_3d) {
355                 float camera_height = camera_p.Y - BS * m_camera_offset.Y;
356                 if (camera_height >= m_box.MinEdge.Y &&
357                                 camera_height <= m_box.MaxEdge.Y) {
358                         v2f camera_in_noise;
359                         camera_in_noise.X = floor((camera_p.X - m_origin.X) / cloud_size + 0.5);
360                         camera_in_noise.Y = floor((camera_p.Z - m_origin.Y) / cloud_size + 0.5);
361                         bool filled = gridFilled(camera_in_noise.X, camera_in_noise.Y);
362                         m_camera_inside_cloud = filled;
363                 }
364         }
365 }
366
367 void Clouds::readSettings()
368 {
369         // Upper limit was chosen due to posible render bugs
370         m_cloud_radius_i = rangelim(g_settings->getU16("cloud_radius"), 1, 62);
371         m_enable_3d = g_settings->getBool("enable_3d_clouds");
372 }
373
374 bool Clouds::gridFilled(int x, int y) const
375 {
376         float cloud_size_noise = cloud_size / (BS * 200.f);
377         float noise = noise2d_perlin(
378                         (float)x * cloud_size_noise,
379                         (float)y * cloud_size_noise,
380                         m_seed, 3, 0.5);
381         // normalize to 0..1 (given 3 octaves)
382         static constexpr const float noise_bound = 1.0f + 0.5f + 0.25f;
383         float density = noise / noise_bound * 0.5f + 0.5f;
384         return (density < m_params.density);
385 }