]> git.lizzy.rs Git - minetest.git/blobdiff - src/clouds.cpp
Let lighting be done only CPU side. Remove finalColorBlend implementation from shaders.
[minetest.git] / src / clouds.cpp
index 122beedacd47133c6468c84d8c75725873c68089..1bf6dc9c1170d46318ee97431c3e6558da505e1f 100644 (file)
@@ -1,18 +1,18 @@
 /*
-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.
 */
@@ -21,45 +21,50 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "noise.h"
 #include "constants.h"
 #include "debug.h"
+#include "main.h" // For g_profiler and g_settings
+#include "profiler.h"
+#include "settings.h"
 
 Clouds::Clouds(
                scene::ISceneNode* parent,
                scene::ISceneManager* mgr,
                s32 id,
-               float cloud_y,
-               u32 seed
+               u32 seed,
+               s16 cloudheight
 ):
        scene::ISceneNode(parent, mgr, id),
-       m_cloud_y(cloud_y),
        m_seed(seed),
        m_camera_pos(0,0),
-       m_time(0)
+       m_time(0),
+       m_camera_offset(0,0,0)
 {
-       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_cloud_y = BS * (cloudheight ? cloudheight :
+                               g_settings->getS16("cloud_height"));
 
-       m_box = core::aabbox3d<f32>(-BS*1000000,cloud_y-BS,-BS*1000000,
-                       BS*1000000,cloud_y+BS,BS*1000000);
+       m_box = core::aabbox3d<f32>(-BS*1000000,m_cloud_y-BS,-BS*1000000,
+                       BS*1000000,m_cloud_y+BS,BS*1000000);
 
 }
 
 Clouds::~Clouds()
 {
-       dstream<<__FUNCTION_NAME<<std::endl;
 }
 
 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();
@@ -71,11 +76,17 @@ void Clouds::render()
 {
        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);
+       
+       bool enable_3d = g_settings->getBool("enable_3d_clouds");
+       int num_faces_to_draw = enable_3d ? 6 : 1;
+       
+       m_material.setFlag(video::EMF_BACK_FACE_CULLING, enable_3d);
+
        driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
        driver->setMaterial(m_material);
        
@@ -84,8 +95,10 @@ void Clouds::render()
        */
 
        const s16 cloud_radius_i = 12;
-       const float cloud_size = BS*50;
-       const v2f cloud_speed(-BS*2, 0);
+       const float cloud_size = BS*64;
+       const v2f cloud_speed(0, -BS*2);
+       
+       const float cloud_full_radius = cloud_size * cloud_radius_i;
        
        // Position of cloud noise origin in world coordinates
        v2f world_cloud_origin_pos_f = m_time*cloud_speed;
@@ -104,44 +117,223 @@ void Clouds::render()
                center_of_drawing_in_noise_i.Y * cloud_size
        ) + world_cloud_origin_pos_f;
 
+       /*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;
+       c_top_f.a = 0.9;
+       c_side_1_f.a = 0.9;
+       c_side_2_f.a = 0.9;
+       c_bottom_f.a = 0.9;
+       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[cloud_radius_i*2*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++)
        {
+               u32 i = (zi+cloud_radius_i)*cloud_radius_i*2 + xi+cloud_radius_i;
+
                v2s16 p_in_noise_i(
                        xi+center_of_drawing_in_noise_i.X,
                        zi+center_of_drawing_in_noise_i.Y
                );
 
-               /*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;*/
-
-               v2f p0 = v2f(xi,zi)*cloud_size + world_center_of_drawing_in_noise_f;
-               
+#if 0
                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)
+               grid[i] = (noise >= 0.80);
+#endif
+#if 1
+               double noise = noise2d_perlin(
+                               (float)p_in_noise_i.X*cloud_size/BS/200,
+                               (float)p_in_noise_i.Y*cloud_size/BS/200,
+                               m_seed, 3, 0.5);
+               grid[i] = (noise >= 0.4);
+#endif
+       }
+
+#define GETINDEX(x, z, radius) (((z)+(radius))*(radius)*2 + (x)+(radius))
+#define CONTAINS(x, z, radius) \
+       ((x) >= -(radius) && (x) < (radius) && (z) >= -(radius) && (z) < (radius))
+
+       for(s16 zi0=-cloud_radius_i; zi0<cloud_radius_i; zi0++)
+       for(s16 xi0=-cloud_radius_i; xi0<cloud_radius_i; xi0++)
+       {
+               s16 zi = zi0;
+               s16 xi = xi0;
+               // Draw from front to back (needed for transparency)
+               /*if(zi <= 0)
+                       zi = -cloud_radius_i - zi;
+               if(xi <= 0)
+                       xi = -cloud_radius_i - xi;*/
+               // Draw from back to front
+               if(zi >= 0)
+                       zi = cloud_radius_i - zi - 1;
+               if(xi >= 0)
+                       xi = cloud_radius_i - xi - 1;
+
+               u32 i = GETINDEX(xi, zi, cloud_radius_i);
+
+               if(grid[i] == false)
                        continue;
-               
-               v2f p1 = p0 + v2f(1,1)*cloud_size;
 
-               //video::SColor c(128,255,255,255);
-               float b = m_brightness;
-               video::SColor c(128,b*230,b*230,b*255);
-               video::S3DVertex vertices[4] =
-               {
-                       video::S3DVertex(p0.X,m_cloud_y,p0.Y, 0,0,0, c, 0,1),
-                       video::S3DVertex(p0.X,m_cloud_y,p1.Y, 0,0,0, c, 1,1),
-                       video::S3DVertex(p1.X,m_cloud_y,p1.Y, 0,0,0, c, 1,0),
-                       video::S3DVertex(p1.X,m_cloud_y,p0.Y, 0,0,0, c, 0,0),
+               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_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)
                };
-               u16 indices[] = {0,1,2,2,3,0};
-               driver->drawVertexPrimitiveList(vertices, 4, indices, 2,
-                               video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
+
+               /*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;
+               f32 ry = 8*BS;
+               f32 rz = cloud_size/2;
+
+               for(int i=0; i<num_faces_to_draw; i++)
+               {
+                       switch(i)
+                       {
+                       case 0: // top
+                               for(int j=0;j<4;j++){
+                                       v[j].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(CONTAINS(xi, zi-1, cloud_radius_i)){
+                                       u32 j = GETINDEX(xi, zi-1, cloud_radius_i);
+                                       if(grid[j])
+                                               continue;
+                               }
+                               for(int j=0;j<4;j++){
+                                       v[j].Color = c_side_1;
+                                       v[j].Normal.set(0,0,-1);
+                               }
+                               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 2: //right
+                               if(CONTAINS(xi+1, zi, cloud_radius_i)){
+                                       u32 j = GETINDEX(xi+1, zi, cloud_radius_i);
+                                       if(grid[j])
+                                               continue;
+                               }
+                               for(int j=0;j<4;j++){
+                                       v[j].Color = c_side_2;
+                                       v[j].Normal.set(1,0,0);
+                               }
+                               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 3: // front
+                               if(CONTAINS(xi, zi+1, cloud_radius_i)){
+                                       u32 j = GETINDEX(xi, zi+1, cloud_radius_i);
+                                       if(grid[j])
+                                               continue;
+                               }
+                               for(int j=0;j<4;j++){
+                                       v[j].Color = c_side_1;
+                                       v[j].Normal.set(0,0,-1);
+                               }
+                               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 4: // left
+                               if(CONTAINS(xi-1, zi, cloud_radius_i)){
+                                       u32 j = GETINDEX(xi-1, zi, cloud_radius_i);
+                                       if(grid[j])
+                                               continue;
+                               }
+                               for(int j=0;j<4;j++){
+                                       v[j].Color = c_side_2;
+                                       v[j].Normal.set(-1,0,0);
+                               }
+                               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 5: // bottom
+                               for(int j=0;j<4;j++){
+                                       v[j].Color = c_bottom;
+                                       v[j].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;
+                       }
+
+                       v3f pos(p0.X, m_cloud_y, p0.Y);
+                       pos -= intToFloat(m_camera_offset, BS);
+
+                       for(u16 i=0; i<4; i++)
+                               v[i].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)
@@ -149,9 +341,11 @@ void Clouds::step(float dtime)
        m_time += dtime;
 }
 
-void Clouds::update(v2f camera_p, float brightness)
+void Clouds::update(v2f camera_p, video::SColorf color)
 {
        m_camera_pos = camera_p;
-       m_brightness = brightness;
+       m_color = color;
+       //m_brightness = brightness;
+       //dstream<<"m_brightness="<<m_brightness<<std::endl;
 }