]> git.lizzy.rs Git - minetest.git/blobdiff - src/particles.cpp
Lua API: Document shader dependencies of set_lighting() (#13079)
[minetest.git] / src / particles.cpp
index fef21d91b1f043fd08a080f6d85abe7c44a6a1b7..e495ecd0395459ac31e44ae426d5f7c9dac6e7d0 100644 (file)
@@ -1,6 +1,6 @@
 /*
 Minetest
-Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
+Copyright (C) 2020 sfan5 <sfan5@live.de>
 
 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
@@ -18,212 +18,159 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 */
 
 #include "particles.h"
-#include "constants.h"
-#include "debug.h"
-#include "main.h" // For g_profiler and g_settings
-#include "settings.h"
-#include "tile.h"
-#include "gamedef.h"
-#include "collision.h"
-#include <stdlib.h>
-#include "util/numeric.h"
-#include "light.h"
-#include "environment.h"
-#include "clientmap.h"
-#include "mapnode.h"
-
-Particle::Particle(
-       IGameDef *gamedef,
-       scene::ISceneManager* smgr,
-       LocalPlayer *player,
-       s32 id,
-       v3f pos,
-       v3f velocity,
-       v3f acceleration,
-       float expirationtime,
-       float size,
-       AtlasPointer ap
-):
-       scene::ISceneNode(smgr->getRootSceneNode(), smgr, id)
-{
-       // Misc
-       m_gamedef = gamedef;
-
-       // Texture
-       m_material.setFlag(video::EMF_LIGHTING, false);
-       m_material.setFlag(video::EMF_BACK_FACE_CULLING, false);
-       m_material.setFlag(video::EMF_BILINEAR_FILTER, false);
-       m_material.setFlag(video::EMF_FOG_ENABLE, true);
-       m_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
-       m_material.setTexture(0, ap.atlas);
-       m_ap = ap;
-       m_light = 0;
-
-
-       // Particle related
-       m_pos = pos;
-       m_velocity = velocity;
-       m_acceleration = acceleration;
-       m_expiration = expirationtime;
-       m_time = 0;
-       m_player = player;
-       m_size = size;
-
-       // Irrlicht stuff (TODO)
-       m_collisionbox = core::aabbox3d<f32>(-size/2,-size/2,-size/2,size/2,size/2,size/2);
-       this->setAutomaticCulling(scene::EAC_OFF);
+#include <type_traits>
+using namespace ParticleParamTypes;
+
+#define PARAM_PVFN(n) ParticleParamTypes::n##ParameterValue
+v2f PARAM_PVFN(pick) (float* f, const v2f a, const v2f b) {
+       return v2f(
+               numericalBlend(f[0], a.X, b.X),
+               numericalBlend(f[1], a.Y, b.Y)
+       );
 }
 
-Particle::~Particle()
-{
+v3f PARAM_PVFN(pick) (float* f, const v3f a, const v3f b) {
+       return v3f(
+               numericalBlend(f[0], a.X, b.X),
+               numericalBlend(f[1], a.Y, b.Y),
+               numericalBlend(f[2], a.Z, b.Z)
+       );
 }
 
-void Particle::OnRegisterSceneNode()
+v2f PARAM_PVFN(interpolate) (float fac, const v2f a, const v2f b)
+       { return b.getInterpolated(a, fac); }
+v3f PARAM_PVFN(interpolate) (float fac, const v3f a, const v3f b)
+       { return b.getInterpolated(a, fac); }
+
+#define PARAM_DEF_SRZR(T, wr, rd) \
+       void PARAM_PVFN(serialize)  (std::ostream& os, T  v) {wr(os,v);  } \
+       void PARAM_PVFN(deSerialize)(std::istream& is, T& v) {v = rd(is);}
+
+
+#define PARAM_DEF_NUM(T, wr, rd) PARAM_DEF_SRZR(T, wr, rd) \
+       T PARAM_PVFN(interpolate)(float fac, const T a, const T b) \
+                       { return numericalBlend<T>(fac,a,b); } \
+       T PARAM_PVFN(pick)       (float* f, const T a, const T b) \
+                       { return numericalBlend<T>(f[0],a,b); }
+
+PARAM_DEF_NUM(u8,  writeU8,    readU8);  PARAM_DEF_NUM(s8,  writeS8,    readS8);
+PARAM_DEF_NUM(u16, writeU16,   readU16); PARAM_DEF_NUM(s16, writeS16,   readS16);
+PARAM_DEF_NUM(u32, writeU32,   readU32); PARAM_DEF_NUM(s32, writeS32,   readS32);
+PARAM_DEF_NUM(f32, writeF32,   readF32);
+PARAM_DEF_SRZR(v2f, writeV2F32, readV2F32);
+PARAM_DEF_SRZR(v3f, writeV3F32, readV3F32);
+
+enum class ParticleTextureFlags : u8 {
+       /* each value specifies a bit in a bitmask; if the maximum value
+        * goes above 1<<7 the type of the flags field must be changed
+        * from u8, which will necessitate a protocol change! */
+
+       // the first bit indicates whether the texture is animated
+       animated = 1,
+
+       /* the next three bits indicate the blending mode of the texture
+        * blendmode is encoded by (flags |= (u8)blend << 1); retrieve with
+        * (flags & ParticleTextureFlags::blend) >> 1. note that the third
+        * bit is currently reserved for adding more blend modes in the future */
+       blend = 0x7 << 1,
+};
+
+/* define some shorthand so we don't have to repeat ourselves or use
+ * decltype everywhere */
+using FlagT = std::underlying_type_t<ParticleTextureFlags>;
+
+void ServerParticleTexture::serialize(std::ostream &os, u16 protocol_ver, bool newPropertiesOnly) const
 {
-       if (IsVisible)
-       {
-               SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
-               SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
-       }
-
-       ISceneNode::OnRegisterSceneNode();
+       /* newPropertiesOnly is used to de/serialize parameters of the legacy texture
+        * field, which are encoded separately from the texspec string */
+       FlagT flags = 0;
+       if (animated)
+               flags |= FlagT(ParticleTextureFlags::animated);
+       if (blendmode != BlendMode::alpha)
+               flags |= FlagT(blendmode) << 1;
+       serializeParameterValue(os, flags);
+
+       alpha.serialize(os);
+       scale.serialize(os);
+       if (!newPropertiesOnly)
+               os << serializeString32(string);
+
+       if (animated)
+               animation.serialize(os, protocol_ver);
 }
 
-void Particle::render()
+void ServerParticleTexture::deSerialize(std::istream &is, u16 protocol_ver, bool newPropertiesOnly)
 {
-       // TODO: Render particles in front of water and the selectionbox
-
-       video::IVideoDriver* driver = SceneManager->getVideoDriver();
-       driver->setMaterial(m_material);
-       driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
-       video::SColor c(255, m_light, m_light, m_light);
-
-       video::S3DVertex vertices[4] =
-       {
-               video::S3DVertex(-m_size/2,-m_size/2,0, 0,0,0, c, m_ap.x0(), m_ap.y1()),
-               video::S3DVertex(m_size/2,-m_size/2,0, 0,0,0, c, m_ap.x1(), m_ap.y1()),
-               video::S3DVertex(m_size/2,m_size/2,0, 0,0,0, c, m_ap.x1(), m_ap.y0()),
-               video::S3DVertex(-m_size/2,m_size/2,0, 0,0,0, c ,m_ap.x0(), m_ap.y0()),
-       };
-
-       for(u16 i=0; i<4; i++)
-       {
-               vertices[i].Pos.rotateYZBy(m_player->getPitch());
-               vertices[i].Pos.rotateXZBy(m_player->getYaw());
-               m_box.addInternalPoint(vertices[i].Pos);
-               vertices[i].Pos += m_pos*BS;
-       }
-
-       u16 indices[] = {0,1,2, 2,3,0};
-       driver->drawVertexPrimitiveList(vertices, 4, indices, 2,
-                       video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
-}
+       FlagT flags = 0;
+       deSerializeParameterValue(is, flags);
 
-void Particle::step(float dtime, ClientEnvironment &env)
-{
-       core::aabbox3d<f32> box = m_collisionbox;
-       v3f p_pos = m_pos*BS;
-       v3f p_velocity = m_velocity*BS;
-       v3f p_acceleration = m_acceleration*BS;
-       collisionMoveSimple(&env.getClientMap(), m_gamedef,
-               BS*0.5, box,
-               0, dtime,
-               p_pos, p_velocity, p_acceleration);
-       m_pos = p_pos/BS;
-       m_velocity = p_velocity/BS;
-       m_acceleration = p_acceleration/BS;
-       m_time += dtime;
-
-       // Update lighting
-       u8 light = 0;
-       try{
-               v3s16 p = v3s16(
-                       floor(m_pos.X+0.5),
-                       floor(m_pos.Y+0.5),
-                       floor(m_pos.Z+0.5)
-               );
-               MapNode n = env.getClientMap().getNode(p);
-               light = n.getLightBlend(env.getDayNightRatio(), m_gamedef->ndef());
-       }
-       catch(InvalidPositionException &e){
-               light = blend_light(env.getDayNightRatio(), LIGHT_SUN, 0);
-       }
-       m_light = decode_light(light);
-}
+       animated = !!(flags & FlagT(ParticleTextureFlags::animated));
+       blendmode = BlendMode((flags & FlagT(ParticleTextureFlags::blend)) >> 1);
 
-std::vector<Particle*> all_particles;
+       alpha.deSerialize(is);
+       scale.deSerialize(is);
+       if (!newPropertiesOnly)
+               string = deSerializeString32(is);
 
-void allparticles_step (float dtime, ClientEnvironment &env)
-{
-       for(std::vector<Particle*>::iterator i = all_particles.begin(); i != all_particles.end();)
-       {
-               if ((*i)->get_expired())
-               {
-                       (*i)->remove();
-                       delete *i;
-                       all_particles.erase(i);
-               }
-               else
-               {
-                       (*i)->step(dtime, env);
-                       i++;
-               }
-       }
+       if (animated)
+               animation.deSerialize(is, protocol_ver);
 }
 
-void addDiggingParticles(IGameDef* gamedef, scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
+void ParticleParameters::serialize(std::ostream &os, u16 protocol_ver) const
 {
-       for (u16 j = 0; j < 32; j++) // set the amount of particles here
-       {
-               addNodeParticle(gamedef, smgr, player, pos, tiles);
-       }
+       writeV3F32(os, pos);
+       writeV3F32(os, vel);
+       writeV3F32(os, acc);
+       writeF32(os, expirationtime);
+       writeF32(os, size);
+       writeU8(os, collisiondetection);
+       os << serializeString32(texture.string);
+       writeU8(os, vertical);
+       writeU8(os, collision_removal);
+       animation.serialize(os, protocol_ver);
+       writeU8(os, glow);
+       writeU8(os, object_collision);
+       writeU16(os, node.param0);
+       writeU8(os, node.param2);
+       writeU8(os, node_tile);
+       writeV3F32(os, drag);
+       jitter.serialize(os);
+       bounce.serialize(os);
 }
 
-void addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
+template <typename T, T (reader)(std::istream& is)>
+inline bool streamEndsBeforeParam(T& val, std::istream& is)
 {
-       addNodeParticle(gamedef, smgr, player, pos, tiles);
+       // This is kinda awful
+       T tmp = reader(is);
+       if (is.eof())
+               return true;
+       val = tmp;
+       return false;
 }
 
-// add a particle of a node
-// used by digging and punching particles
-void addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos, const TileSpec tiles[])
+void ParticleParameters::deSerialize(std::istream &is, u16 protocol_ver)
 {
-       // Texture
-       u8 texid = myrand_range(0,5);
-       AtlasPointer ap = tiles[texid].texture;
-       float size = rand()%64/512.;
-       float visual_size = BS*size;
-       float texsize = size*2;
-
-       float x1 = ap.x1();
-       float y1 = ap.y1();
-
-       ap.size.X = (ap.x1() - ap.x0()) * texsize;
-       ap.size.Y = (ap.x1() - ap.x0()) * texsize;
-
-       ap.pos.X = ap.x0() + (x1 - ap.x0()) * ((rand()%64)/64.-texsize);
-       ap.pos.Y = ap.y0() + (y1 - ap.y0()) * ((rand()%64)/64.-texsize);
-
-       // Physics
-       v3f velocity((rand()%100/50.-1)/1.5, rand()%100/35., (rand()%100/50.-1)/1.5);
-       v3f acceleration(0,-9,0);
-       v3f particlepos = v3f(
-               (f32)pos.X+rand()%100/200.-0.25,
-               (f32)pos.Y+rand()%100/200.-0.25,
-               (f32)pos.Z+rand()%100/200.-0.25
-       );
-
-       Particle *particle = new Particle(
-               gamedef,
-               smgr,
-               player,
-               0,
-               particlepos,
-               velocity,
-               acceleration,
-               rand()%100/100., // expiration time
-               visual_size,
-               ap);
-
-       all_particles.push_back(particle);
+       pos                = readV3F32(is);
+       vel                = readV3F32(is);
+       acc                = readV3F32(is);
+       expirationtime     = readF32(is);
+       size               = readF32(is);
+       collisiondetection = readU8(is);
+       texture.string     = deSerializeString32(is);
+       vertical           = readU8(is);
+       collision_removal  = readU8(is);
+       animation.deSerialize(is, protocol_ver);
+       glow               = readU8(is);
+       object_collision   = readU8(is);
+
+       if (streamEndsBeforeParam<u16, readU16>(node.param0, is))
+               return;
+       node.param2 = readU8(is);
+       node_tile   = readU8(is);
+
+       if (streamEndsBeforeParam<v3f, readV3F32>(drag, is))
+               return;
+       jitter.deSerialize(is);
+       bounce.deSerialize(is);
 }