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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 "main.h" // For g_profiler and g_settings
25 #include "profiler.h"
26 #include "settings.h"
27
28 Clouds::Clouds(
29                 scene::ISceneNode* parent,
30                 scene::ISceneManager* mgr,
31                 s32 id,
32                 float cloud_y,
33                 u32 seed
34 ):
35         scene::ISceneNode(parent, mgr, id),
36         m_cloud_y(cloud_y),
37         m_seed(seed),
38         m_camera_pos(0,0),
39         m_time(0)
40 {
41         m_material.setFlag(video::EMF_LIGHTING, false);
42         m_material.setFlag(video::EMF_BACK_FACE_CULLING, false);
43         m_material.setFlag(video::EMF_BILINEAR_FILTER, false);
44         m_material.setFlag(video::EMF_FOG_ENABLE, false);
45         //m_material.setFlag(video::EMF_ANTI_ALIASING, true);
46         //m_material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
47
48         m_box = core::aabbox3d<f32>(-BS*1000000,cloud_y-BS,-BS*1000000,
49                         BS*1000000,cloud_y+BS,BS*1000000);
50
51 }
52
53 Clouds::~Clouds()
54 {
55 }
56
57 void Clouds::OnRegisterSceneNode()
58 {
59         if(IsVisible)
60         {
61                 //SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
62                 SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
63         }
64
65         ISceneNode::OnRegisterSceneNode();
66 }
67
68 #define MYROUND(x) (x > 0.0 ? (int)x : (int)x - 1)
69
70 void Clouds::render()
71 {
72         video::IVideoDriver* driver = SceneManager->getVideoDriver();
73
74         /*if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_TRANSPARENT)
75                 return;*/
76         if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SOLID)
77                 return;
78
79         ScopeProfiler sp(g_profiler, "Rendering of clouds, avg", SPT_AVG);
80
81         int num_faces_to_draw = 1;
82         if(g_settings->getBool("enable_3d_clouds"))
83                 num_faces_to_draw = 6;
84
85         driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
86         driver->setMaterial(m_material);
87         
88         /*
89                 Clouds move from X+ towards X-
90         */
91
92         const s16 cloud_radius_i = 12;
93         const float cloud_size = BS*48;
94         const v2f cloud_speed(-BS*2, 0);
95         
96         // Position of cloud noise origin in world coordinates
97         v2f world_cloud_origin_pos_f = m_time*cloud_speed;
98         // Position of cloud noise origin from the camera
99         v2f cloud_origin_from_camera_f = world_cloud_origin_pos_f - m_camera_pos;
100         // The center point of drawing in the noise
101         v2f center_of_drawing_in_noise_f = -cloud_origin_from_camera_f;
102         // The integer center point of drawing in the noise
103         v2s16 center_of_drawing_in_noise_i(
104                 MYROUND(center_of_drawing_in_noise_f.X / cloud_size),
105                 MYROUND(center_of_drawing_in_noise_f.Y / cloud_size)
106         );
107         // The world position of the integer center point of drawing in the noise
108         v2f world_center_of_drawing_in_noise_f = v2f(
109                 center_of_drawing_in_noise_i.X * cloud_size,
110                 center_of_drawing_in_noise_i.Y * cloud_size
111         ) + world_cloud_origin_pos_f;
112
113         for(s16 zi=-cloud_radius_i; zi<cloud_radius_i; zi++)
114         for(s16 xi=-cloud_radius_i; xi<cloud_radius_i; xi++)
115         {
116                 v2s16 p_in_noise_i(
117                         xi+center_of_drawing_in_noise_i.X,
118                         zi+center_of_drawing_in_noise_i.Y
119                 );
120
121                 /*if((p_in_noise_i.X + p_in_noise_i.Y)%2==0)
122                         continue;*/
123                 /*if((p_in_noise_i.X/2 + p_in_noise_i.Y/2)%2==0)
124                         continue;*/
125
126                 v2f p0 = v2f(xi,zi)*cloud_size + world_center_of_drawing_in_noise_f;
127                 
128                 double noise = noise2d_perlin_abs(
129                                 (float)p_in_noise_i.X*cloud_size/BS/200,
130                                 (float)p_in_noise_i.Y*cloud_size/BS/200,
131                                 m_seed, 3, 0.4);
132                 if(noise < 0.95)
133                         continue;
134
135                 float b = m_brightness;
136                 video::SColor c_top(128,b*240,b*240,b*255);
137                 video::SColor c_side_1(128,b*230,b*230,b*255);
138                 video::SColor c_side_2(128,b*220,b*220,b*245);
139                 video::SColor c_bottom(128,b*205,b*205,b*230);
140
141                 video::S3DVertex v[4] =
142                 {
143                         video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 1),
144                         video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 1),
145                         video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 0),
146                         video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 0)
147                 };
148
149                 f32 rx = cloud_size;
150                 f32 ry = 8*BS;
151                 f32 rz = cloud_size;
152
153                 for(int i=0; i<num_faces_to_draw; i++)
154                 {
155                         switch(i)
156                         {
157                                 case 0: // top
158                                         v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
159                                         v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
160                                         v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz;
161                                         v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz;
162                                         break;
163                                 case 1: // back
164                                         for(int j=0;j<4;j++)
165                                                 v[j].Color=c_side_1;
166                                         v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
167                                         v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
168                                         v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
169                                         v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
170                                         break;
171                                 case 2: //right
172                                         for(int j=0;j<4;j++)
173                                                 v[j].Color=c_side_2;
174                                         v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
175                                         v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
176                                         v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
177                                         v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
178                                         break;
179                                 case 3: // front
180                                         for(int j=0;j<4;j++)
181                                                 v[j].Color=c_side_1;
182                                         v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
183                                         v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
184                                         v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
185                                         v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
186                                         break;
187                                 case 4: // left
188                                         for(int j=0;j<4;j++)
189                                                 v[j].Color=c_side_2;
190                                         v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
191                                         v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
192                                         v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
193                                         v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
194                                         break;
195                                 case 5: // bottom
196                                         for(int j=0;j<4;j++)
197                                                 v[j].Color=c_bottom;
198                                         v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz;
199                                         v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz;
200                                         v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
201                                         v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
202                                         break;
203                         }
204
205                         v3f pos = v3f(p0.X,m_cloud_y,p0.Y);
206
207                         for(u16 i=0; i<4; i++)
208                                 v[i].Pos += pos;
209                         u16 indices[] = {0,1,2,2,3,0};
210                         driver->drawVertexPrimitiveList(v, 4, indices, 2,
211                                         video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
212                 }
213
214         }
215 }
216
217 void Clouds::step(float dtime)
218 {
219         m_time += dtime;
220 }
221
222 void Clouds::update(v2f camera_p, float brightness)
223 {
224         m_camera_pos = camera_p;
225         m_brightness = brightness;
226 }
227