]> git.lizzy.rs Git - dragonfireclient.git/blob - src/clouds.cpp
Improve rendering and fix tiling in mesh generation
[dragonfireclient.git] / src / clouds.cpp
1 /*
2 Minetest-c55
3 Copyright (C) 2010-2011 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 General Public License as published by
7 the Free Software Foundation; either version 2 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 General Public License for more details.
14
15 You should have received a copy of the GNU 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 "clouds.h"
21 #include "noise.h"
22 #include "constants.h"
23 #include "debug.h"
24 #include "profiler.h"
25 #include "main.h" // For g_profiler
26
27 Clouds::Clouds(
28                 scene::ISceneNode* parent,
29                 scene::ISceneManager* mgr,
30                 s32 id,
31                 float cloud_y,
32                 u32 seed
33 ):
34         scene::ISceneNode(parent, mgr, id),
35         m_cloud_y(cloud_y),
36         m_seed(seed),
37         m_camera_pos(0,0),
38         m_time(0)
39 {
40         dstream<<__FUNCTION_NAME<<std::endl;
41
42         m_material.setFlag(video::EMF_LIGHTING, false);
43         m_material.setFlag(video::EMF_BACK_FACE_CULLING, false);
44         m_material.setFlag(video::EMF_BILINEAR_FILTER, false);
45         m_material.setFlag(video::EMF_FOG_ENABLE, false);
46         //m_material.setFlag(video::EMF_ANTI_ALIASING, true);
47         //m_material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
48
49         m_box = core::aabbox3d<f32>(-BS*1000000,cloud_y-BS,-BS*1000000,
50                         BS*1000000,cloud_y+BS,BS*1000000);
51
52 }
53
54 Clouds::~Clouds()
55 {
56         dstream<<__FUNCTION_NAME<<std::endl;
57 }
58
59 void Clouds::OnRegisterSceneNode()
60 {
61         if(IsVisible)
62         {
63                 //SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
64                 SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
65         }
66
67         ISceneNode::OnRegisterSceneNode();
68 }
69
70 #define MYROUND(x) (x > 0.0 ? (int)x : (int)x - 1)
71
72 void Clouds::render()
73 {
74         video::IVideoDriver* driver = SceneManager->getVideoDriver();
75
76         /*if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_TRANSPARENT)
77                 return;*/
78         if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SOLID)
79                 return;
80
81         ScopeProfiler sp(g_profiler, "Rendering of clouds, avg", SPT_AVG);
82
83         driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
84         driver->setMaterial(m_material);
85         
86         /*
87                 Clouds move from X+ towards X-
88         */
89
90         const s16 cloud_radius_i = 12;
91         const float cloud_size = BS*48;
92         const v2f cloud_speed(-BS*2, 0);
93         
94         // Position of cloud noise origin in world coordinates
95         v2f world_cloud_origin_pos_f = m_time*cloud_speed;
96         // Position of cloud noise origin from the camera
97         v2f cloud_origin_from_camera_f = world_cloud_origin_pos_f - m_camera_pos;
98         // The center point of drawing in the noise
99         v2f center_of_drawing_in_noise_f = -cloud_origin_from_camera_f;
100         // The integer center point of drawing in the noise
101         v2s16 center_of_drawing_in_noise_i(
102                 MYROUND(center_of_drawing_in_noise_f.X / cloud_size),
103                 MYROUND(center_of_drawing_in_noise_f.Y / cloud_size)
104         );
105         // The world position of the integer center point of drawing in the noise
106         v2f world_center_of_drawing_in_noise_f = v2f(
107                 center_of_drawing_in_noise_i.X * cloud_size,
108                 center_of_drawing_in_noise_i.Y * cloud_size
109         ) + world_cloud_origin_pos_f;
110
111         for(s16 zi=-cloud_radius_i; zi<cloud_radius_i; zi++)
112         for(s16 xi=-cloud_radius_i; xi<cloud_radius_i; xi++)
113         {
114                 v2s16 p_in_noise_i(
115                         xi+center_of_drawing_in_noise_i.X,
116                         zi+center_of_drawing_in_noise_i.Y
117                 );
118
119                 /*if((p_in_noise_i.X + p_in_noise_i.Y)%2==0)
120                         continue;*/
121                 /*if((p_in_noise_i.X/2 + p_in_noise_i.Y/2)%2==0)
122                         continue;*/
123
124                 v2f p0 = v2f(xi,zi)*cloud_size + world_center_of_drawing_in_noise_f;
125                 
126                 double noise = noise2d_perlin_abs(
127                                 (float)p_in_noise_i.X*cloud_size/BS/200,
128                                 (float)p_in_noise_i.Y*cloud_size/BS/200,
129                                 m_seed, 3, 0.4);
130                 if(noise < 0.95)
131                         continue;
132
133                 float b = m_brightness;
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
139                 video::S3DVertex v[4] =
140                 {
141                         video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 1),
142                         video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 1),
143                         video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 0),
144                         video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 0)
145                 };
146
147                 f32 rx = cloud_size;
148                 f32 ry = 8*BS;
149                 f32 rz = cloud_size;
150
151                 for(int i=0;i<6;i++)
152                 {
153                         switch(i)
154                         {
155                                 case 0: // top
156                                         v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
157                                         v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
158                                         v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz;
159                                         v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz;
160                                         break;
161                                 case 1: // back
162                                         for(int j=0;j<4;j++)
163                                                 v[j].Color=c_side_1;
164                                         v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
165                                         v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
166                                         v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
167                                         v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
168                                         break;
169                                 case 2: //right
170                                         for(int j=0;j<4;j++)
171                                                 v[j].Color=c_side_2;
172                                         v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
173                                         v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
174                                         v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
175                                         v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
176                                         break;
177                                 case 3: // front
178                                         for(int j=0;j<4;j++)
179                                                 v[j].Color=c_side_1;
180                                         v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
181                                         v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
182                                         v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
183                                         v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
184                                         break;
185                                 case 4: // left
186                                         for(int j=0;j<4;j++)
187                                                 v[j].Color=c_side_2;
188                                         v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
189                                         v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
190                                         v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
191                                         v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
192                                         break;
193                                 case 5: // bottom
194                                         for(int j=0;j<4;j++)
195                                                 v[j].Color=c_bottom;
196                                         v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz;
197                                         v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz;
198                                         v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
199                                         v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
200                                         break;
201                         }
202
203                         v3f pos = v3f(p0.X,m_cloud_y,p0.Y);
204
205                         for(u16 i=0; i<4; i++)
206                                 v[i].Pos += pos;
207                         u16 indices[] = {0,1,2,2,3,0};
208                         driver->drawVertexPrimitiveList(v, 4, indices, 2,
209                                         video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
210                 }
211
212         }
213 }
214
215 void Clouds::step(float dtime)
216 {
217         m_time += dtime;
218 }
219
220 void Clouds::update(v2f camera_p, float brightness)
221 {
222         m_camera_pos = camera_p;
223         m_brightness = brightness;
224 }
225