]> git.lizzy.rs Git - minetest.git/blobdiff - src/client/sky.cpp
Restore Irrlicht 1.9 support
[minetest.git] / src / client / sky.cpp
index 2e0cbca865f13fbf43282e4086f48bf4216e07cb..caf695e7a28363b71b5a50226af1733fd6da2481 100644 (file)
@@ -1,6 +1,7 @@
 /*
 Minetest
 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
+Copyright (C) 2020 numzero, Lobachevskiy Vitaliy <numzer0@yandex.ru>
 
 This program is free software; you can redistribute it and/or modify
 it under the terms of the GNU Lesser General Public License as published by
@@ -34,36 +35,46 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "config.h"
 using namespace irr::core;
 
-Sky::Sky(s32 id, ITextureSource *tsrc) :
-               scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
-                       RenderingEngine::get_scene_manager(), id)
+static video::SMaterial baseMaterial()
 {
-       setAutomaticCulling(scene::EAC_OFF);
-       m_box.MaxEdge.set(0, 0, 0);
-       m_box.MinEdge.set(0, 0, 0);
-
-       // Create material
-
        video::SMaterial mat;
        mat.Lighting = false;
-#if ENABLE_GLES
+#if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR > 8
        mat.ZBuffer = video::ECFN_DISABLED;
+       mat.ZWriteEnable = video::EZW_OFF;
 #else
+       mat.ZWriteEnable = false;
        mat.ZBuffer = video::ECFN_NEVER;
 #endif
-       mat.ZWriteEnable = false;
        mat.AntiAliasing = 0;
        mat.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
        mat.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
        mat.BackfaceCulling = false;
+       return mat;
+};
+
+Sky::Sky(s32 id, ITextureSource *tsrc, IShaderSource *ssrc) :
+               scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
+                       RenderingEngine::get_scene_manager(), id)
+{
+       setAutomaticCulling(scene::EAC_OFF);
+       m_box.MaxEdge.set(0, 0, 0);
+       m_box.MinEdge.set(0, 0, 0);
 
-       m_materials[0] = mat;
+       m_enable_shaders = g_settings->getBool("enable_shaders");
 
-       m_materials[1] = mat;
+       // Create materials
+
+       m_materials[0] = baseMaterial();
+       m_materials[0].MaterialType = ssrc->getShaderInfo(ssrc->getShader("stars_shader", TILE_MATERIAL_ALPHA)).material;
+       m_materials[0].Lighting = true;
+       m_materials[0].ColorMaterial = video::ECM_NONE;
+
+       m_materials[1] = baseMaterial();
        //m_materials[1].MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
        m_materials[1].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
 
-       m_materials[2] = mat;
+       m_materials[2] = baseMaterial();
        m_materials[2].setTexture(0, tsrc->getTextureForMesh("sunrisebg.png"));
        m_materials[2].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
        //m_materials[2].MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
@@ -80,7 +91,7 @@ Sky::Sky(s32 id, ITextureSource *tsrc) :
                tsrc->getTexture(m_moon_params.tonemap) : NULL;
 
        if (m_sun_texture) {
-               m_materials[3] = mat;
+               m_materials[3] = baseMaterial();
                m_materials[3].setTexture(0, m_sun_texture);
                m_materials[3].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
                // Disables texture filtering
@@ -92,7 +103,7 @@ Sky::Sky(s32 id, ITextureSource *tsrc) :
                        m_materials[3].Lighting = true;
        }
        if (m_moon_texture) {
-               m_materials[4] = mat;
+               m_materials[4] = baseMaterial();
                m_materials[4].setTexture(0, m_moon_texture);
                m_materials[4].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
                // Disables texture filtering
@@ -105,7 +116,7 @@ Sky::Sky(s32 id, ITextureSource *tsrc) :
        }
 
        for (int i = 5; i < 11; i++) {
-               m_materials[i] = mat;
+               m_materials[i] = baseMaterial();
                m_materials[i].Lighting = true;
                m_materials[i].MaterialType = video::EMT_SOLID;
        }
@@ -202,7 +213,7 @@ void Sky::render()
 
                const f32 t = 1.0f;
                const f32 o = 0.0f;
-               static const u16 indices[4] = {0, 1, 2, 3};
+               static const u16 indices[6] = {0, 1, 2, 0, 2, 3};
                video::S3DVertex vertices[4];
 
                driver->setMaterial(m_materials[1]);
@@ -244,7 +255,7 @@ void Sky::render()
                                                vertex.Pos.rotateXZBy(180);
                                        }
                                }
-                               driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
+                               driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
                        }
                }
 
@@ -270,7 +281,7 @@ void Sky::render()
                                                // Switch from -Z (south) to +Z (north)
                                                vertex.Pos.rotateXZBy(-180);
                                }
-                               driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
+                               driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
                        }
                }
 
@@ -301,7 +312,7 @@ void Sky::render()
                                        // Switch from -Z (south) to -X (west)
                                        vertex.Pos.rotateXZBy(-90);
                        }
-                       driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
+                       driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
                }
 
                // Draw sun
@@ -337,7 +348,7 @@ void Sky::render()
                                                // Switch from -Z (south) to +Z (north)
                                                vertex.Pos.rotateXZBy(-180);
                                }
-                               driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
+                               driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
                        }
 
                        // Draw bottom far cloudy fog thing in front of sun, moon and stars
@@ -346,7 +357,7 @@ void Sky::render()
                        vertices[1] = video::S3DVertex( 1, -1.0, -1, 0, 1, 0, c, o, t);
                        vertices[2] = video::S3DVertex( 1, -1.0, 1, 0, 1, 0, c, o, o);
                        vertices[3] = video::S3DVertex(-1, -1.0, 1, 0, 1, 0, c, t, o);
-                       driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
+                       driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
                }
        }
 }
@@ -590,7 +601,7 @@ void Sky::draw_sun(video::IVideoDriver *driver, float sunsize, const video::SCol
         * wicked_time_of_day: current time of day, to know where should be the sun in the sky
         */
 {
-       static const u16 indices[4] = {0, 1, 2, 3};
+       static const u16 indices[] = {0, 1, 2, 0, 2, 3};
        std::array<video::S3DVertex, 4> vertices;
        if (!m_sun_texture) {
                driver->setMaterial(m_materials[1]);
@@ -608,7 +619,7 @@ void Sky::draw_sun(video::IVideoDriver *driver, float sunsize, const video::SCol
                for (int i = 0; i < 4; i++) {
                        draw_sky_body(vertices, -sunsizes[i], sunsizes[i], colors[i]);
                        place_sky_body(vertices, 90, wicked_time_of_day * 360 - 90);
-                       driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
+                       driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
                }
        } else {
                driver->setMaterial(m_materials[3]);
@@ -620,7 +631,7 @@ void Sky::draw_sun(video::IVideoDriver *driver, float sunsize, const video::SCol
                        c = video::SColor(255, 255, 255, 255);
                draw_sky_body(vertices, -d, d, c);
                place_sky_body(vertices, 90, wicked_time_of_day * 360 - 90);
-               driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
+               driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
        }
 }
 
@@ -637,7 +648,7 @@ void Sky::draw_moon(video::IVideoDriver *driver, float moonsize, const video::SC
        * the sky
        */
 {
-       static const u16 indices[4] = {0, 1, 2, 3};
+       static const u16 indices[] = {0, 1, 2, 0, 2, 3};
        std::array<video::S3DVertex, 4> vertices;
        if (!m_moon_texture) {
                driver->setMaterial(m_materials[1]);
@@ -661,7 +672,7 @@ void Sky::draw_moon(video::IVideoDriver *driver, float moonsize, const video::SC
                for (int i = 0; i < 4; i++) {
                        draw_sky_body(vertices, moonsizes_1[i], moonsizes_2[i], colors[i]);
                        place_sky_body(vertices, -90, wicked_time_of_day * 360 - 90);
-                       driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
+                       driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
                }
        } else {
                driver->setMaterial(m_materials[4]);
@@ -673,13 +684,12 @@ void Sky::draw_moon(video::IVideoDriver *driver, float moonsize, const video::SC
                        c = video::SColor(255, 255, 255, 255);
                draw_sky_body(vertices, -d, d, c);
                place_sky_body(vertices, -90, wicked_time_of_day * 360 - 90);
-               driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
+               driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2);
        }
 }
 
 void Sky::draw_stars(video::IVideoDriver * driver, float wicked_time_of_day)
 {
-       driver->setMaterial(m_materials[1]);
        // Tune values so that stars first appear just after the sun
        // disappears over the horizon, and disappear just before the sun
        // appears over the horizon.
@@ -687,87 +697,18 @@ void Sky::draw_stars(video::IVideoDriver * driver, float wicked_time_of_day)
        // to time 4000.
 
        float tod = wicked_time_of_day < 0.5f ? wicked_time_of_day : (1.0f - wicked_time_of_day);
-       float starbrightness = clamp((0.25f - fabsf(tod)) * 20.0f, 0.0f, 1.0f);
-
-       float f = starbrightness;
-       float d = (0.006 / 2) * m_star_params.scale;
-
-       video::SColor starcolor = m_star_params.starcolor;
-       starcolor.setAlpha(f * m_star_params.starcolor.getAlpha());
-
-       // Stars are only drawn when not fully transparent
-       if (m_star_params.starcolor.getAlpha() < 1)
+       float starbrightness = (0.25f - fabsf(tod)) * 20.0f;
+       m_star_color = m_star_params.starcolor;
+       m_star_color.a *= clamp(starbrightness, 0.0f, 1.0f);
+       if (m_star_color.a <= 0.0f) // Stars are only drawn when not fully transparent
                return;
-#if ENABLE_GLES
-       u16 *indices = new u16[m_star_params.count * 3];
-       video::S3DVertex *vertices =
-                       new video::S3DVertex[m_star_params.count * 3];
-       for (u32 i = 0; i < m_star_params.count; i++) {
-               indices[i * 3 + 0] = i * 3 + 0;
-               indices[i * 3 + 1] = i * 3 + 1;
-               indices[i * 3 + 2] = i * 3 + 2;
-               v3f r = m_stars[i];
-               core::CMatrix4<f32> a;
-               a.buildRotateFromTo(v3f(0, 1, 0), r);
-               v3f p = v3f(-d, 1, -d);
-               v3f p1 = v3f(d, 1, 0);
-               v3f p2 = v3f(-d, 1, d);
-               a.rotateVect(p);
-               a.rotateVect(p1);
-               a.rotateVect(p2);
-               p.rotateXYBy(wicked_time_of_day * 360 - 90);
-               p1.rotateXYBy(wicked_time_of_day * 360 - 90);
-               p2.rotateXYBy(wicked_time_of_day * 360 - 90);
-               vertices[i * 3 + 0].Pos = p;
-               vertices[i * 3 + 0].Color = starcolor;
-               vertices[i * 3 + 1].Pos = p1;
-               vertices[i * 3 + 1].Color = starcolor;
-               vertices[i * 3 + 2].Pos = p2;
-               vertices[i * 3 + 2].Color = starcolor;
-       }
-       driver->drawIndexedTriangleList(vertices, m_star_params.count * 3,
-                       indices, m_star_params.count);
-       delete[] indices;
-       delete[] vertices;
-#else
-       u16 *indices = new u16[m_star_params.count * 4];
-       video::S3DVertex *vertices =
-                       new video::S3DVertex[m_star_params.count * 4];
-       for (u32 i = 0; i < m_star_params.count; i++) {
-               indices[i * 4 + 0] = i * 4 + 0;
-               indices[i * 4 + 1] = i * 4 + 1;
-               indices[i * 4 + 2] = i * 4 + 2;
-               indices[i * 4 + 3] = i * 4 + 3;
-               v3f r = m_stars[i];
-               core::CMatrix4<f32> a;
-               a.buildRotateFromTo(v3f(0, 1, 0), r);
-               v3f p = v3f(-d, 1, -d);
-               v3f p1 = v3f(d, 1, -d);
-               v3f p2 = v3f(d, 1, d);
-               v3f p3 = v3f(-d, 1, d);
-               a.rotateVect(p);
-               a.rotateVect(p1);
-               a.rotateVect(p2);
-               a.rotateVect(p3);
-               p.rotateXYBy(wicked_time_of_day * 360 - 90);
-               p1.rotateXYBy(wicked_time_of_day * 360 - 90);
-               p2.rotateXYBy(wicked_time_of_day * 360 - 90);
-               p3.rotateXYBy(wicked_time_of_day * 360 - 90);
-               vertices[i * 4 + 0].Pos = p;
-               vertices[i * 4 + 0].Color = starcolor;
-               vertices[i * 4 + 1].Pos = p1;
-               vertices[i * 4 + 1].Color = starcolor;
-               vertices[i * 4 + 2].Pos = p2;
-               vertices[i * 4 + 2].Color = starcolor;
-               vertices[i * 4 + 3].Pos = p3;
-               vertices[i * 4 + 3].Color = starcolor;
-       }
-       driver->drawVertexPrimitiveList(vertices, m_star_params.count * 4,
-                       indices, m_star_params.count, video::EVT_STANDARD,
-                       scene::EPT_QUADS, video::EIT_16BIT);
-       delete[] indices;
-       delete[] vertices;
-#endif
+       m_materials[0].DiffuseColor = m_materials[0].EmissiveColor = m_star_color.toSColor();
+       auto sky_rotation = core::matrix4().setRotationAxisRadians(2.0f * M_PI * (wicked_time_of_day - 0.25f), v3f(0.0f, 0.0f, 1.0f));
+       auto world_matrix = driver->getTransform(video::ETS_WORLD);
+       driver->setTransform(video::ETS_WORLD, world_matrix * sky_rotation);
+       driver->setMaterial(m_materials[0]);
+       driver->drawMeshBuffer(m_stars.get());
+       driver->setTransform(video::ETS_WORLD, world_matrix);
 }
 
 void Sky::draw_sky_body(std::array<video::S3DVertex, 4> &vertices, float pos_1, float pos_2, const video::SColor &c)
@@ -822,7 +763,7 @@ void Sky::setSunTexture(std::string sun_texture,
                m_sun_texture = tsrc->getTextureForMesh(m_sun_params.texture);
 
                if (m_sun_texture) {
-                       m_materials[3] = m_materials[0];
+                       m_materials[3] = baseMaterial();
                        m_materials[3].setTexture(0, m_sun_texture);
                        m_materials[3].MaterialType = video::
                                EMT_TRANSPARENT_ALPHA_CHANNEL;
@@ -870,7 +811,7 @@ void Sky::setMoonTexture(std::string moon_texture,
                m_moon_texture = tsrc->getTextureForMesh(m_moon_params.texture);
 
                if (m_moon_texture) {
-                       m_materials[4] = m_materials[0];
+                       m_materials[4] = baseMaterial();
                        m_materials[4].setTexture(0, m_moon_texture);
                        m_materials[4].MaterialType = video::
                                EMT_TRANSPARENT_ALPHA_CHANNEL;
@@ -892,19 +833,58 @@ void Sky::setStarCount(u16 star_count, bool force_update)
        // Allow force updating star count at game init.
        if (m_star_params.count != star_count || force_update) {
                m_star_params.count = star_count;
-               m_stars.clear();
-               // Rebuild the stars surrounding the camera
-               for (u16 i = 0; i < star_count; i++) {
-                       v3f star = v3f(
-                               myrand_range(-10000, 10000),
-                               myrand_range(-10000, 10000),
-                               myrand_range(-10000, 10000)
-                       );
-
-                       star.normalize();
-                       m_stars.emplace_back(star);
-               }
+               m_seed = (u64)myrand() << 32 | myrand();
+               updateStars();
+       }
+}
+
+void Sky::updateStars()
+{
+       m_stars.reset(new scene::SMeshBuffer());
+       // Stupid IrrLicht doesn’t allow non-indexed rendering, and indexed quad
+       // rendering is slow due to lack of hardware support. So as indices are
+       // 16-bit and there are 4 vertices per star... the limit is 2^16/4 = 0x4000.
+       // That should be well enough actually.
+       if (m_star_params.count > 0x4000) {
+               warningstream << "Requested " << m_star_params.count << " stars but " << 0x4000 << " is the max\n";
+               m_star_params.count = 0x4000;
+       }
+       m_stars->Vertices.reallocate(4 * m_star_params.count);
+       m_stars->Indices.reallocate(6 * m_star_params.count);
+
+       video::SColor fallback_color = m_star_params.starcolor; // used on GLES 2 “without shaders”
+       PcgRandom rgen(m_seed);
+       float d = (0.006 / 2) * m_star_params.scale;
+       for (u16 i = 0; i < m_star_params.count; i++) {
+               v3f r = v3f(
+                       rgen.range(-10000, 10000),
+                       rgen.range(-10000, 10000),
+                       rgen.range(-10000, 10000)
+               );
+               core::CMatrix4<f32> a;
+               a.buildRotateFromTo(v3f(0, 1, 0), r);
+               v3f p = v3f(-d, 1, -d);
+               v3f p1 = v3f(d, 1, -d);
+               v3f p2 = v3f(d, 1, d);
+               v3f p3 = v3f(-d, 1, d);
+               a.rotateVect(p);
+               a.rotateVect(p1);
+               a.rotateVect(p2);
+               a.rotateVect(p3);
+               m_stars->Vertices.push_back(video::S3DVertex(p, {}, fallback_color, {}));
+               m_stars->Vertices.push_back(video::S3DVertex(p1, {}, fallback_color, {}));
+               m_stars->Vertices.push_back(video::S3DVertex(p2, {}, fallback_color, {}));
+               m_stars->Vertices.push_back(video::S3DVertex(p3, {}, fallback_color, {}));
+       }
+       for (u16 i = 0; i < m_star_params.count; i++) {
+               m_stars->Indices.push_back(i * 4 + 0);
+               m_stars->Indices.push_back(i * 4 + 1);
+               m_stars->Indices.push_back(i * 4 + 2);
+               m_stars->Indices.push_back(i * 4 + 2);
+               m_stars->Indices.push_back(i * 4 + 3);
+               m_stars->Indices.push_back(i * 4 + 0);
        }
+       m_stars->setHardwareMappingHint(scene::EHM_STATIC);
 }
 
 void Sky::setSkyColors(const SkyColor &sky_color)
@@ -936,7 +916,7 @@ void Sky::addTextureToSkybox(std::string texture, int material_id,
        // Keep a list of texture names handy.
        m_sky_params.textures.emplace_back(texture);
        video::ITexture *result = tsrc->getTextureForMesh(texture);
-       m_materials[material_id+5] = m_materials[0];
+       m_materials[material_id+5] = baseMaterial();
        m_materials[material_id+5].setTexture(0, result);
        m_materials[material_id+5].MaterialType = video::EMT_SOLID;
 }