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* Credits: Make that easy to add/removeRui2016-03-24
* Make `options` local here.Auke Kok2016-03-24
* Fix connected nodes' selection boxes.Auke Kok2016-03-21
* Mgv7/flat/fractal: Stop tunnel-floor biome nodes being placed everywhereparamat2016-03-21
* Clean up StrfndShadowNinja2016-03-19
* Tweak travis scriptShadowNinja2016-03-19
* Builtin/game/falling: Re-add comma removed by recent commitparamat2016-03-19
* Set acceleration only once in falling nodeRui9142016-03-19
* Mgv7: Limit pseudorandom caves to surface mapchunk or belowparamat2016-03-19
* Allow NodeTimer, ABM and block mgmt interval changes.Auke Kok2016-03-19
* lua_api.txt: improve vector documentationest312016-03-19
* Set EXAMPLE_CONF_DIR to DOCDIR if DOCDIR gets customizedest312016-03-16
* Remove chat escape sequences from chat messages, for future colored chat.Ekdohibs2016-03-15
* Add option to not send pre v25 init packetest312016-03-15
* Fix two reconnect bugsest312016-03-15
* Much better API for auth.{cpp, h}est312016-03-15
* Mapgen: Fix light in tunnels at mapchunk bordersparamat2016-03-14
* Fix player teleportation bug whilst sneakingHybridDog2016-03-14
* Connected nodes: fix 2 minor bugsAuke Kok2016-03-14
* Resend blocks when modified while sending to clientJeija2016-03-12
* Add options for screenshot format and qualityDiego Martinez2016-03-12
* Allow nodes to specify which sides to connect to.Auke Kok2016-03-12
* Nodebox: Allow nodeboxes to "connect"Auke Kok2016-03-12
* Fix chat console not opening after formspec opened over itShadowNinja2016-03-12
* Documentation: Auto-update conf.example and settings_translation_file.cppparamat2016-03-12
* Fix ask_reconnect_on_crash option being ignoredorwell962016-03-11
* Documentation: Clarify global and mapgen-specific mapgen flagsparamat2016-03-11
* Introduce "protection_bypass" privilege.Auke Kok2016-03-11
* Avoid try/catch for settings.Auke Kok2016-03-09
* Add consistent monotonic day counter - get_day_count()Auke Kok2016-03-09
* Add AreaStore custom ID APIShadowNinja2016-03-07
* Implement AreaStore serializationShadowNinja2016-03-07
* Fix SpatialAreaStore not freeing removed areasShadowNinja2016-03-07
* Add basic AreaStore method documentationShadowNinja2016-03-07
* Sort AreaStore headerShadowNinja2016-03-07
* Clean up VectorAreaStoreShadowNinja2016-03-07
* Move AreaStore container selection logic into getOptimalImplementationShadowNinja2016-03-07
* Move AreaStore to utilShadowNinja2016-03-07
* Make AreaStore cache setting privateShadowNinja2016-03-07
* Simplify AreaStore ID managementShadowNinja2016-03-07
* s_env.{cpp, h} cleanupsest312016-03-07
* Add minetest.register_lbm() to run code on block load onlyest312016-03-07
* Use LuaErrors in security check macrosShadowNinja2016-03-07
* Settings Tab: Regroup dropdown datas in tablesJean-Patrick Guerrero2016-03-06
* Faster insertion into tableRui9142016-03-06
* Add forgotten valleys mapgen in mapgen nameMuhammad Rifqi Priyo Susanto2016-03-05
* Update settings tab + some misc. clean-upJean-Patrick Guerrero2016-03-05
* Update Android dependencies, -O3 optimization, remove old ARMv5 configMaksim Gamarnik2016-03-05
* Mgvalleys: Correct spawn problemsDuane Robertson2016-03-04
* Decoration API: Allow force_placement of simple decorationsparamat2016-03-04
> Clouds::Clouds( scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id, u32 seed ): scene::ISceneNode(parent, mgr, id), m_seed(seed), m_camera_pos(0,0), m_time(0) { m_material.setFlag(video::EMF_LIGHTING, 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, 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*100; //m_cloud_y = BS*50; m_box = core::aabbox3d<f32>(-BS*1000000,m_cloud_y-BS,-BS*1000000, BS*1000000,m_cloud_y+BS,BS*1000000); } Clouds::~Clouds() { } void Clouds::OnRegisterSceneNode() { if(IsVisible) { 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() { video::IVideoDriver* driver = SceneManager->getVideoDriver(); 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); /* Clouds move from X+ towards X- */ const s16 cloud_radius_i = 12; 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; // Position of cloud noise origin from the camera v2f cloud_origin_from_camera_f = world_cloud_origin_pos_f - m_camera_pos; // 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) ); // 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; /*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 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); 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 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) }; /*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); 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) { m_time += dtime; } void Clouds::update(v2f camera_p, video::SColorf color) { m_camera_pos = camera_p; m_color = color; //m_brightness = brightness; //dstream<<"m_brightness="<<m_brightness<<std::endl; }