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* Fix regression & replace more occurrences of vector.new with vector.copy (#12...Lars Müller2022-07-14
* Add missing item alias metatables to async environment (#12458)sfan52022-07-04
* FormSpec: 9-slice images, animated_images, and fgimg_middle (#12453)Vincent Robinson2022-07-03
* DevTest: Add item meta editor (#12307)Wuzzy2022-07-02
* Add unittests for entity lifecycle and callbackssfan52022-06-15
* on_deactivate: distinguish removal and unloading (#11931)Lars Müller2022-06-11
* Get rid of node metadata when it becomes emptysfan52022-05-29
* DevTest: Add nodes and items for testing overlays (#12304)Wuzzy2022-05-27
* Deprecate game.conf name, use title instead (#12030)rubenwardy2022-05-21
* DevTest: Fix broken PNG texturesWuzzy2022-05-17
* Support packing arbitrary graphs (#12289)Jude Melton-Houghton2022-05-10
* Fix cooking and fuel crafts with aliasesJude Melton-Houghton2022-05-10
* Async environment for mods to do concurrent tasks (#11131)sfan52022-05-02
* Run automated tests when lua files change (#12184)x20482022-04-30
* DevTest: Fix armorball sprite (#12228)Wuzzy2022-04-28
* DevTest: Add more test weapons and armorball modes (#11870)Wuzzy2022-04-24
* Remove reference to a removed file in devtest (followup to #12157)Dmitry Kostenko2022-04-07
* Enable shadows by default in devtest (#12157)x20482022-04-07
* Store vector metatable in registryJude Melton-Houghton2022-03-29
* Add API to control shadow intensity from the game/mod (#11944)x20482022-03-26
* FormspecMenu: make drawing of backgrounds less hacky (#9517)DS2022-02-22
* Add TGA test nodes to devtest (#11978)Nils Dagsson Moskopp2022-02-22
* Use absolute value for bouncy in collision (#11969)pecksin2022-02-16
* Allow to set the displayed item count and its alignment via meta (#8448)DS2022-02-10
* Add padding[] element to formspecs (#11821)Vincent Robinson2021-12-30
* Restructure devtest's unittests and run them in CI (#11859)sfan52021-12-18
* Fix number of tool uses being off by 1..32767 (#11110)Wuzzy2021-10-31
* Add no_texture.png as fallback for unspecified texturesWuzzy2021-10-20
* Add embedded PNG texture modifier (#11498)hecks2021-10-13
* Split liquid_viscosity to liquid_viscosity and move_resistance (#10810)Wuzzy2021-10-01
* Chop game background in mainmenu (#10796)Lars Müller2021-09-14
* Add a simple PNG image encoder with Lua API (#11485)hecks2021-07-29
* Add bold, italic and monospace font styling for HUD text elements (#11478)sfan52021-07-27
* Add wallmounted support for plantlike and plantlike_rooted nodes (#11379)Wuzzy2021-07-15
* Fix rotation for falling mesh degrotate nodes (#11159)Wuzzy2021-04-28
* Fix devtest Lua errorsfan52021-04-21
* Put torch/signlike node on floor if no paramtype2 (#11074)Wuzzy2021-04-20
* Devtest: Remove testnodes_show_fallback_imageWuzzy2021-04-05
* Degrotate support for mesh nodes (#7840)Vitaliy2021-03-30
* DevTest: Formspec tests, children getter, better lighttool (#10918)Wuzzy2021-03-16
* Devtest: Fix missing log level in minetest.log (#11068)Wuzzy2021-03-15
* Allow overwriting media files of dependencies (#10752)DS2021-02-23
* Fix wrong reported item counts for inventory actions using Shift-Move (#10930)Lars Müller2021-02-21
* Add nametag background setting and object property (#10937)rubenwardy2021-02-17
* Fix short_description fallback order (#10943)rubenwardy2021-02-17
* Fix animation_image support in scroll containersJean-Patrick Guerrero2021-02-08
* Devtest: Remove bumpmap/parallax occl. test nodes (#10902)Wuzzy2021-02-04
* Fix list spacing and size (again) (#10869)Vincent Robinson2021-02-02
* devtest: Fix deprecated alpha usagesfan52021-01-29
* Drop never documented 'alpha' property from nodedefsfan52021-01-29
opt">), 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 * (cloudheight ? cloudheight : g_settings->getS16("cloud_height")); 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; }