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path: root/src/script/cpp_api/s_server.cpp
Commit message (Expand)AuthorAge
* Push error handler afresh each time lua_pcall is usedKahrl2015-08-27
* SAPI: Track last executed mod and include in error messageskwolekr2015-08-12
* Improve Script CPP API diagnosticskwolekr2015-08-05
* Use "core" namespace internallyShadowNinja2014-05-08
* Only push the Lua error handler onceShadowNinja2014-04-27
* Remove lua_State parameter from LuaError::LuaErrorShadowNinja2014-03-15
* Revert "Make sure we get a stacktrace for as many lua errors as possible"ShadowNinja2014-03-15
* Make sure we get a stacktrace for as many lua errors as possibleSfan52014-03-15
* Handle LuaErrors in Lua -> C++ calls on LuaJITShadowNinja2013-12-18
* Pass a errfunc to lua_pcall to get a tracebackShadowNinja2013-11-15
* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
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/*
Minetest-c55
Copyright (C) 2010-2011 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
(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.

You should have received a copy of the GNU 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.
*/

#include "clouds.h"
#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
):
	scene::ISceneNode(parent, mgr, id),
	m_cloud_y(cloud_y),
	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_BILINEAR_FILTER, false);
	m_material.setFlag(video::EMF_FOG_ENABLE, false);
	//m_material.setFlag(video::EMF_ANTI_ALIASING, true);
	//m_material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;

	m_box = core::aabbox3d<f32>(-BS*1000000,cloud_y-BS,-BS*1000000,
			BS*1000000,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)
		return;*/
	if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SOLID)
		return;

	ScopeProfiler sp(g_profiler, "Rendering of clouds, avg", SPT_AVG);

	int num_faces_to_draw = 1;
	if(g_settings->getBool("enable_3d_clouds"))
		num_faces_to_draw = 6;

	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*48;
	const v2f cloud_speed(-BS*2, 0);
	
	// 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;

	for(s16 zi=-cloud_radius_i; zi<cloud_radius_i; zi++)
	for(s16 xi=-cloud_radius_i; xi<cloud_radius_i; xi++)
	{
		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;
		
		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 < 0.95)
			continue;

		float b = m_brightness;
		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::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)
		};

		f32 rx = cloud_size;
		f32 ry = 8*BS;
		f32 rz = cloud_size;

		for(int i=0; i<num_faces_to_draw; i++)
		{
			switch(i)
			{
				case 0:	// top
					v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
					v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
					v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz;
					v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz;
					break;
				case 1: // back
					for(int j=0;j<4;j++)
						v[j].Color=c_side_1;
					v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
					v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
					v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
					v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
					break;
				case 2: //right
					for(int j=0;j<4;j++)
						v[j].Color=c_side_2;
					v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
					v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
					v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
					v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
					break;
				case 3: // front
					for(int j=0;j<4;j++)
						v[j].Color=c_side_1;
					v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
					v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
					v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
					v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
					break;
				case 4: // left
					for(int j=0;j<4;j++)
						v[j].Color=c_side_2;
					v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
					v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
					v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
					v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
					break;
				case 5: // bottom
					for(int j=0;j<4;j++)
						v[j].Color=c_bottom;
					v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz;
					v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz;
					v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
					v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
					break;
			}

			v3f pos = v3f(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);
		}

	}
}

void Clouds::step(float dtime)
{
	m_time += dtime;
}

void Clouds::update(v2f camera_p, float brightness)
{
	m_camera_pos = camera_p;
	m_brightness = brightness;
}