diff options
Diffstat (limited to 'src/client/sky.cpp')
-rw-r--r-- | src/client/sky.cpp | 225 |
1 files changed, 102 insertions, 123 deletions
diff --git a/src/client/sky.cpp b/src/client/sky.cpp index 2e0cbca86..3a40321dd 100644 --- a/src/client/sky.cpp +++ b/src/client/sky.cpp @@ -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 @@ -34,16 +35,8 @@ 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 @@ -56,14 +49,31 @@ Sky::Sky(s32 id, ITextureSource *tsrc) : 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_enable_shaders = g_settings->getBool("enable_shaders"); - m_materials[0] = mat; + // Create materials - m_materials[1] = mat; + 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 +90,7 @@ 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 +102,7 @@ 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 +115,7 @@ 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 +212,7 @@ 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 +254,7 @@ void Sky::render() vertex.Pos.rotateXZBy(180); } } - driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2); + driver->drawIndexedTriangleList(&vertices[0], 4, indices, 2); } } @@ -270,7 +280,7 @@ 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 +311,7 @@ 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 +347,7 @@ 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 +356,7 @@ 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 +600,7 @@ 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 +618,7 @@ 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 +630,7 @@ 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 +647,7 @@ 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 +671,7 @@ 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 +683,12 @@ 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 +696,18 @@ 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 +762,7 @@ 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 +810,7 @@ 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 +832,58 @@ 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 +915,7 @@ 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; } |