]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/clouds.cpp
Clean up stack after script_get_backtrace (#7854)
[dragonfireclient.git] / src / clouds.cpp
index 0225504146d9e88b1b739a6b22b2bd3e4affc0df..13051f32ce16d5c03344312e69ab05c4dbabbab5 100644 (file)
 /*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
 (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
 
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
 with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
 
+#include "client/renderingengine.h"
 #include "clouds.h"
 #include "noise.h"
 #include "constants.h"
 #include "debug.h"
+#include "profiler.h"
+#include "settings.h"
+#include <cmath>
 
-Clouds::Clouds(
-               scene::ISceneNode* parent,
-               scene::ISceneManager* mgr,
+
+// Menu clouds are created later
+class Clouds;
+Clouds *g_menuclouds = NULL;
+irr::scene::ISceneManager *g_menucloudsmgr = NULL;
+
+// Constant for now
+static constexpr const float cloud_size = BS * 64.0f;
+
+static void cloud_3d_setting_changed(const std::string &settingname, void *data)
+{
+       ((Clouds *)data)->readSettings();
+}
+
+Clouds::Clouds(scene::ISceneManager* mgr,
                s32 id,
-               float cloud_y,
                u32 seed
 ):
-       scene::ISceneNode(parent, mgr, id),
-       m_cloud_y(cloud_y),
-       m_seed(seed),
-       m_camera_pos(0,0),
-       m_time(0)
+       scene::ISceneNode(mgr->getRootSceneNode(), mgr, id),
+       m_seed(seed)
 {
-       dstream<<__FUNCTION_NAME<<std::endl;
-
        m_material.setFlag(video::EMF_LIGHTING, false);
-       m_material.setFlag(video::EMF_BACK_FACE_CULLING, false);
+       //m_material.setFlag(video::EMF_BACK_FACE_CULLING, false);
+       m_material.setFlag(video::EMF_BACK_FACE_CULLING, true);
        m_material.setFlag(video::EMF_BILINEAR_FILTER, false);
-       m_material.setFlag(video::EMF_FOG_ENABLE, false);
-       //m_material.setFlag(video::EMF_ANTI_ALIASING, true);
+       m_material.setFlag(video::EMF_FOG_ENABLE, true);
+       m_material.setFlag(video::EMF_ANTI_ALIASING, true);
        //m_material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
+       m_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+
+       m_params.height        = 120;
+       m_params.density       = 0.4f;
+       m_params.thickness     = 16.0f;
+       m_params.color_bright  = video::SColor(229, 240, 240, 255);
+       m_params.color_ambient = video::SColor(255, 0, 0, 0);
+       m_params.speed         = v2f(0.0f, -2.0f);
 
-       m_box = core::aabbox3d<f32>(-BS*1000000,cloud_y-BS,-BS*1000000,
-                       BS*1000000,cloud_y+BS,BS*1000000);
+       readSettings();
+       g_settings->registerChangedCallback("enable_3d_clouds",
+               &cloud_3d_setting_changed, this);
 
+       updateBox();
 }
 
 Clouds::~Clouds()
 {
-       dstream<<__FUNCTION_NAME<<std::endl;
+       g_settings->deregisterChangedCallback("enable_3d_clouds",
+               &cloud_3d_setting_changed, this);
 }
 
 void Clouds::OnRegisterSceneNode()
 {
        if(IsVisible)
        {
-               //SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
-               SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
+               SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
+               //SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
        }
 
        ISceneNode::OnRegisterSceneNode();
 }
 
-#define MYROUND(x) (x > 0.0 ? (int)x : (int)x - 1)
-
 void Clouds::render()
 {
+
+       if (m_params.density <= 0.0f)
+               return; // no need to do anything
+
        video::IVideoDriver* driver = SceneManager->getVideoDriver();
 
-       /*if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_TRANSPARENT)
-               return;*/
-       if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SOLID)
+       if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_TRANSPARENT)
+       //if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SOLID)
                return;
 
+       ScopeProfiler sp(g_profiler, "Rendering of clouds, avg", SPT_AVG);
+
+       int num_faces_to_draw = m_enable_3d ? 6 : 1;
+
+       m_material.setFlag(video::EMF_BACK_FACE_CULLING, m_enable_3d);
+
        driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
        driver->setMaterial(m_material);
-       
+
        /*
-               Clouds move from X+ towards X-
+               Clouds move from Z+ towards Z-
        */
 
-       const s16 cloud_radius_i = 12;
-       const float cloud_size = BS*50;
-       const v2f cloud_speed(-BS*2, 0);
-       
-       // Position of cloud noise origin in world coordinates
-       v2f world_cloud_origin_pos_f = m_time*cloud_speed;
+       const float cloud_full_radius = cloud_size * m_cloud_radius_i;
+
+       v2f camera_pos_2d(m_camera_pos.X, m_camera_pos.Z);
        // Position of cloud noise origin from the camera
-       v2f cloud_origin_from_camera_f = world_cloud_origin_pos_f - m_camera_pos;
+       v2f cloud_origin_from_camera_f = m_origin - camera_pos_2d;
        // The center point of drawing in the noise
        v2f center_of_drawing_in_noise_f = -cloud_origin_from_camera_f;
        // The integer center point of drawing in the noise
        v2s16 center_of_drawing_in_noise_i(
-               MYROUND(center_of_drawing_in_noise_f.X / cloud_size),
-               MYROUND(center_of_drawing_in_noise_f.Y / cloud_size)
+               std::floor(center_of_drawing_in_noise_f.X / cloud_size),
+               std::floor(center_of_drawing_in_noise_f.Y / cloud_size)
        );
+
        // The world position of the integer center point of drawing in the noise
        v2f world_center_of_drawing_in_noise_f = v2f(
                center_of_drawing_in_noise_i.X * cloud_size,
                center_of_drawing_in_noise_i.Y * cloud_size
-       ) + world_cloud_origin_pos_f;
+       ) + m_origin;
+
+       /*video::SColor c_top(128,b*240,b*240,b*255);
+       video::SColor c_side_1(128,b*230,b*230,b*255);
+       video::SColor c_side_2(128,b*220,b*220,b*245);
+       video::SColor c_bottom(128,b*205,b*205,b*230);*/
+       video::SColorf c_top_f(m_color);
+       video::SColorf c_side_1_f(m_color);
+       video::SColorf c_side_2_f(m_color);
+       video::SColorf c_bottom_f(m_color);
+       c_side_1_f.r *= 0.95;
+       c_side_1_f.g *= 0.95;
+       c_side_1_f.b *= 0.95;
+       c_side_2_f.r *= 0.90;
+       c_side_2_f.g *= 0.90;
+       c_side_2_f.b *= 0.90;
+       c_bottom_f.r *= 0.80;
+       c_bottom_f.g *= 0.80;
+       c_bottom_f.b *= 0.80;
+       video::SColor c_top = c_top_f.toSColor();
+       video::SColor c_side_1 = c_side_1_f.toSColor();
+       video::SColor c_side_2 = c_side_2_f.toSColor();
+       video::SColor c_bottom = c_bottom_f.toSColor();
+
+       // Get fog parameters for setting them back later
+       video::SColor fog_color(0,0,0,0);
+       video::E_FOG_TYPE fog_type = video::EFT_FOG_LINEAR;
+       f32 fog_start = 0;
+       f32 fog_end = 0;
+       f32 fog_density = 0;
+       bool fog_pixelfog = false;
+       bool fog_rangefog = false;
+       driver->getFog(fog_color, fog_type, fog_start, fog_end, fog_density,
+                       fog_pixelfog, fog_rangefog);
+
+       // Set our own fog
+       driver->setFog(fog_color, fog_type, cloud_full_radius * 0.5,
+                       cloud_full_radius*1.2, fog_density, fog_pixelfog, fog_rangefog);
+
+       // Read noise
+
+       bool *grid = new bool[m_cloud_radius_i * 2 * m_cloud_radius_i * 2];
 
-       for(s16 zi=-cloud_radius_i; zi<cloud_radius_i; zi++)
-       for(s16 xi=-cloud_radius_i; xi<cloud_radius_i; xi++)
+
+       for(s16 zi = -m_cloud_radius_i; zi < m_cloud_radius_i; zi++) {
+               u32 si = (zi + m_cloud_radius_i) * m_cloud_radius_i * 2 + m_cloud_radius_i;
+
+               for (s16 xi = -m_cloud_radius_i; xi < m_cloud_radius_i; xi++) {
+                       u32 i = si + xi;
+
+                       grid[i] = gridFilled(
+                               xi + center_of_drawing_in_noise_i.X,
+                               zi + center_of_drawing_in_noise_i.Y
+                       );
+               }
+       }
+
+#define GETINDEX(x, z, radius) (((z)+(radius))*(radius)*2 + (x)+(radius))
+#define INAREA(x, z, radius) \
+       ((x) >= -(radius) && (x) < (radius) && (z) >= -(radius) && (z) < (radius))
+
+       for (s16 zi0= -m_cloud_radius_i; zi0 < m_cloud_radius_i; zi0++)
+       for (s16 xi0= -m_cloud_radius_i; xi0 < m_cloud_radius_i; xi0++)
        {
-               v2s16 p_in_noise_i(
-                       xi+center_of_drawing_in_noise_i.X,
-                       zi+center_of_drawing_in_noise_i.Y
-               );
+               s16 zi = zi0;
+               s16 xi = xi0;
+               // Draw from front to back (needed for transparency)
+               /*if(zi <= 0)
+                       zi = -m_cloud_radius_i - zi;
+               if(xi <= 0)
+                       xi = -m_cloud_radius_i - xi;*/
+               // Draw from back to front
+               if(zi >= 0)
+                       zi = m_cloud_radius_i - zi - 1;
+               if(xi >= 0)
+                       xi = m_cloud_radius_i - xi - 1;
 
-               /*if((p_in_noise_i.X + p_in_noise_i.Y)%2==0)
-                       continue;*/
-               /*if((p_in_noise_i.X/2 + p_in_noise_i.Y/2)%2==0)
-                       continue;*/
+               u32 i = GETINDEX(xi, zi, m_cloud_radius_i);
 
-               v2f p0 = v2f(xi,zi)*cloud_size + world_center_of_drawing_in_noise_f;
-               
-               double noise = noise2d_perlin_abs(
-                               (float)p_in_noise_i.X*cloud_size/BS/200,
-                               (float)p_in_noise_i.Y*cloud_size/BS/200,
-                               m_seed, 3, 0.4);
-               if(noise < 0.8)
+               if (!grid[i])
                        continue;
 
-               float b = m_brightness;
-               video::SColor c(128,b*230,b*230,b*255);
+               v2f p0 = v2f(xi,zi)*cloud_size + world_center_of_drawing_in_noise_f;
 
-               video::S3DVertex v[4] =
-               {
-                       video::S3DVertex(0,0,0, 0,0,0, c, 0, 1),
-                       video::S3DVertex(0,0,0, 0,0,0, c, 1, 1),
-                       video::S3DVertex(0,0,0, 0,0,0, c, 1, 0),
-                       video::S3DVertex(0,0,0, 0,0,0, c, 0, 0)
+               video::S3DVertex v[4] = {
+                       video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 1),
+                       video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 1),
+                       video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 0),
+                       video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 0)
                };
 
-               f32 rx = cloud_size;
-               f32 ry = 16*BS;
-               f32 rz = cloud_size;
+               /*if(zi <= 0 && xi <= 0){
+                       v[0].Color.setBlue(255);
+                       v[1].Color.setBlue(255);
+                       v[2].Color.setBlue(255);
+                       v[3].Color.setBlue(255);
+               }*/
+
+               f32 rx = cloud_size / 2.0f;
+               // if clouds are flat, the top layer should be at the given height
+               f32 ry = m_enable_3d ? m_params.thickness * BS : 0.0f;
+               f32 rz = cloud_size / 2;
 
-               for(int i=0;i<6;i++)
+               for(int i=0; i<num_faces_to_draw; i++)
                {
                        switch(i)
                        {
-                               case 0: // top
-                                       v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
-                                       v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
-                                       v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz;
-                                       v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz;
-                                       break;
-                               case 1: // back
-                                       v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
-                                       v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
-                                       v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
-                                       v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
-                                       break;
-                               case 2: //right
-                                       v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
-                                       v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
-                                       v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
-                                       v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
-                                       break;
-                               case 3: // front
-                                       v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
-                                       v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
-                                       v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
-                                       v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
-                                       break;
-                               case 4: // left
-                                       v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
-                                       v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
-                                       v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
-                                       v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
-                                       break;
-                               case 5: // bottom
-                                       v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz;
-                                       v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz;
-                                       v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
-                                       v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
-                                       break;
+                       case 0: // top
+                               for (video::S3DVertex &vertex : v) {
+                                       vertex.Normal.set(0,1,0);
+                               }
+                               v[0].Pos.set(-rx, ry,-rz);
+                               v[1].Pos.set(-rx, ry, rz);
+                               v[2].Pos.set( rx, ry, rz);
+                               v[3].Pos.set( rx, ry,-rz);
+                               break;
+                       case 1: // back
+                               if (INAREA(xi, zi - 1, m_cloud_radius_i)) {
+                                       u32 j = GETINDEX(xi, zi - 1, m_cloud_radius_i);
+                                       if(grid[j])
+                                               continue;
+                               }
+                               for (video::S3DVertex &vertex : v) {
+                                       vertex.Color = c_side_1;
+                                       vertex.Normal.set(0,0,-1);
+                               }
+                               v[0].Pos.set(-rx, ry,-rz);
+                               v[1].Pos.set( rx, ry,-rz);
+                               v[2].Pos.set( rx,  0,-rz);
+                               v[3].Pos.set(-rx,  0,-rz);
+                               break;
+                       case 2: //right
+                               if (INAREA(xi + 1, zi, m_cloud_radius_i)) {
+                                       u32 j = GETINDEX(xi+1, zi, m_cloud_radius_i);
+                                       if(grid[j])
+                                               continue;
+                               }
+                               for (video::S3DVertex &vertex : v) {
+                                       vertex.Color = c_side_2;
+                                       vertex.Normal.set(1,0,0);
+                               }
+                               v[0].Pos.set( rx, ry,-rz);
+                               v[1].Pos.set( rx, ry, rz);
+                               v[2].Pos.set( rx,  0, rz);
+                               v[3].Pos.set( rx,  0,-rz);
+                               break;
+                       case 3: // front
+                               if (INAREA(xi, zi + 1, m_cloud_radius_i)) {
+                                       u32 j = GETINDEX(xi, zi + 1, m_cloud_radius_i);
+                                       if(grid[j])
+                                               continue;
+                               }
+                               for (video::S3DVertex &vertex : v) {
+                                       vertex.Color = c_side_1;
+                                       vertex.Normal.set(0,0,-1);
+                               }
+                               v[0].Pos.set( rx, ry, rz);
+                               v[1].Pos.set(-rx, ry, rz);
+                               v[2].Pos.set(-rx,  0, rz);
+                               v[3].Pos.set( rx,  0, rz);
+                               break;
+                       case 4: // left
+                               if (INAREA(xi-1, zi, m_cloud_radius_i)) {
+                                       u32 j = GETINDEX(xi-1, zi, m_cloud_radius_i);
+                                       if(grid[j])
+                                               continue;
+                               }
+                               for (video::S3DVertex &vertex : v) {
+                                       vertex.Color = c_side_2;
+                                       vertex.Normal.set(-1,0,0);
+                               }
+                               v[0].Pos.set(-rx, ry, rz);
+                               v[1].Pos.set(-rx, ry,-rz);
+                               v[2].Pos.set(-rx,  0,-rz);
+                               v[3].Pos.set(-rx,  0, rz);
+                               break;
+                       case 5: // bottom
+                               for (video::S3DVertex &vertex : v) {
+                                       vertex.Color = c_bottom;
+                                       vertex.Normal.set(0,-1,0);
+                               }
+                               v[0].Pos.set( rx,  0, rz);
+                               v[1].Pos.set(-rx,  0, rz);
+                               v[2].Pos.set(-rx,  0,-rz);
+                               v[3].Pos.set( rx,  0,-rz);
+                               break;
                        }
 
-                       v3f pos = v3f(p0.X,m_cloud_y,p0.Y);
+                       v3f pos(p0.X, m_params.height * BS, p0.Y);
+                       pos -= intToFloat(m_camera_offset, BS);
 
-                       for(u16 i=0; i<4; i++)
-                               v[i].Pos += pos;
+                       for (video::S3DVertex &vertex : v)
+                               vertex.Pos += pos;
                        u16 indices[] = {0,1,2,2,3,0};
                        driver->drawVertexPrimitiveList(v, 4, indices, 2,
                                        video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
                }
-
        }
+
+       delete[] grid;
+
+       // Restore fog settings
+       driver->setFog(fog_color, fog_type, fog_start, fog_end, fog_density,
+                       fog_pixelfog, fog_rangefog);
 }
 
 void Clouds::step(float dtime)
 {
-       m_time += dtime;
+       m_origin = m_origin + dtime * BS * m_params.speed;
 }
 
-void Clouds::update(v2f camera_p, float brightness)
+void Clouds::update(const v3f &camera_p, const video::SColorf &color_diffuse)
 {
        m_camera_pos = camera_p;
-       m_brightness = brightness;
+       m_color.r = MYMIN(MYMAX(color_diffuse.r * m_params.color_bright.getRed(),
+                       m_params.color_ambient.getRed()), 255) / 255.0f;
+       m_color.g = MYMIN(MYMAX(color_diffuse.g * m_params.color_bright.getGreen(),
+                       m_params.color_ambient.getGreen()), 255) / 255.0f;
+       m_color.b = MYMIN(MYMAX(color_diffuse.b * m_params.color_bright.getBlue(),
+                       m_params.color_ambient.getBlue()), 255) / 255.0f;
+       m_color.a = m_params.color_bright.getAlpha() / 255.0f;
+
+       // is the camera inside the cloud mesh?
+       m_camera_inside_cloud = false; // default
+       if (m_enable_3d) {
+               float camera_height = camera_p.Y;
+               if (camera_height >= m_box.MinEdge.Y &&
+                               camera_height <= m_box.MaxEdge.Y) {
+                       v2f camera_in_noise;
+                       camera_in_noise.X = floor((camera_p.X - m_origin.X) / cloud_size + 0.5);
+                       camera_in_noise.Y = floor((camera_p.Z - m_origin.Y) / cloud_size + 0.5);
+                       bool filled = gridFilled(camera_in_noise.X, camera_in_noise.Y);
+                       m_camera_inside_cloud = filled;
+               }
+       }
 }
 
+void Clouds::readSettings()
+{
+       m_cloud_radius_i = g_settings->getU16("cloud_radius");
+       m_enable_3d = g_settings->getBool("enable_3d_clouds");
+}
+
+bool Clouds::gridFilled(int x, int y) const
+{
+       float cloud_size_noise = cloud_size / (BS * 200.f);
+       float noise = noise2d_perlin(
+                       (float)x * cloud_size_noise,
+                       (float)y * cloud_size_noise,
+                       m_seed, 3, 0.5);
+       // normalize to 0..1 (given 3 octaves)
+       static constexpr const float noise_bound = 1.0f + 0.5f + 0.25f;
+       float density = noise / noise_bound * 0.5f + 0.5f;
+       return (density < m_params.density);
+}