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/*
Minetest
Copyright (C) 2013 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 Lesser General Public License as published by
the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.

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

/*
	Used for tuning constants when developing.

	Eg. if you have this constant somewhere that you just can't get right
	by changing it and recompiling all over again:
		v3f wield_position = v3f(55, -35, 65);
	
	Make it look like this:
		v3f wield_position = v3f(55, -35, 65);
		QUICKTUNE_AUTONAME(QVT_FLOAT, wield_position.X, 0, 100);
		QUICKTUNE_AUTONAME(QVT_FLOAT, wield_position.Y, -80, 20);
		QUICKTUNE_AUTONAME(QVT_FLOAT, wield_position.Z, 0, 100);

	Then you can modify the values at runtime, using the keys
		keymap_quicktune_prev
		keymap_quicktune_next
		keymap_quicktune_dec
		keymap_quicktune_inc
	
	Once you have modified the values at runtime and then quit, the game
	will print out all the modified values at the end:
		Modified quicktune values:
		wield_position.X = 60
		wield_position.Y = -30
		wield_position.Z = 65
	
	The QUICKTUNE macros shouldn't generally be left in committed code.
*/

#ifndef QUICKTUNE_HEADER
#define QUICKTUNE_HEADER

#include <string>
#include <map>
#include <vector>

enum QuicktuneValueType{
	QVT_NONE,
	QVT_FLOAT
};
struct QuicktuneValue
{
	QuicktuneValueType type;
	union{
		struct{
			float current;
			float min;
			float max;
		} value_QVT_FLOAT;
	};
	bool modified;

	QuicktuneValue():
		type(QVT_NONE),
		modified(false)
	{}
	std::string getString();
	void relativeAdd(float amount);
};

std::vector<std::string> getQuicktuneNames();
QuicktuneValue getQuicktuneValue(const std::string &name);
void setQuicktuneValue(const std::string &name, const QuicktuneValue &val);

void updateQuicktuneValue(const std::string &name, QuicktuneValue &val);

#ifndef NDEBUG
	#define QUICKTUNE(type_, var, min_, max_, name){\
		QuicktuneValue qv;\
		qv.type = type_;\
		qv.value_##type_.current = var;\
		qv.value_##type_.min = min_;\
		qv.value_##type_.max = max_;\
		updateQuicktuneValue(name, qv);\
		var = qv.value_##type_.current;\
	}
#else // NDEBUG
	#define QUICKTUNE(type, var, min_, max_, name){}
#endif

#define QUICKTUNE_AUTONAME(type_, var, min_, max_)\
	QUICKTUNE(type_, var, min_, max_, #var)

#endif

>315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386
/*
Minetest
Copyright (C) 2010-2013 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 Lesser General Public License as published by
the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.

You should have received a copy of the GNU Lesser 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 "client/renderingengine.h"
#include "clouds.h"
#include "noise.h"
#include "constants.h"
#include "debug.h"
#include "profiler.h"
#include "settings.h"
#include <cmath>


// Menu clouds are created later
class Clouds;
Clouds *g_menuclouds = NULL;
irr::scene::ISceneManager *g_menucloudsmgr = NULL;

// Constant for now
static constexpr const float cloud_size = BS * 64.0f;

static void cloud_3d_setting_changed(const std::string &settingname, void *data)
{
	((Clouds *)data)->readSettings();
}

Clouds::Clouds(scene::ISceneManager* mgr,
		s32 id,
		u32 seed
):
	scene::ISceneNode(mgr->getRootSceneNode(), mgr, id),
	m_seed(seed)
{
	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_params.height        = 120;
	m_params.density       = 0.4f;
	m_params.thickness     = 16.0f;
	m_params.color_bright  = video::SColor(229, 240, 240, 255);
	m_params.color_ambient = video::SColor(255, 0, 0, 0);
	m_params.speed         = v2f(0.0f, -2.0f);

	readSettings();
	g_settings->registerChangedCallback("enable_3d_clouds",
		&cloud_3d_setting_changed, this);

	updateBox();
}

Clouds::~Clouds()
{
	g_settings->deregisterChangedCallback("enable_3d_clouds",
		&cloud_3d_setting_changed, this);
}

void Clouds::OnRegisterSceneNode()
{
	if(IsVisible)
	{
		SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
		//SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
	}

	ISceneNode::OnRegisterSceneNode();
}

void Clouds::render()
{

	if (m_params.density <= 0.0f)
		return; // no need to do anything

	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);

	int num_faces_to_draw = m_enable_3d ? 6 : 1;

	m_material.setFlag(video::EMF_BACK_FACE_CULLING, m_enable_3d);

	driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
	driver->setMaterial(m_material);

	/*
		Clouds move from Z+ towards Z-
	*/

	const float cloud_full_radius = cloud_size * m_cloud_radius_i;

	v2f camera_pos_2d(m_camera_pos.X, m_camera_pos.Z);
	// Position of cloud noise origin from the camera
	v2f cloud_origin_from_camera_f = m_origin - camera_pos_2d;
	// 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(
		std::floor(center_of_drawing_in_noise_f.X / cloud_size),
		std::floor(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
	) + m_origin;

	/*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;
	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[m_cloud_radius_i * 2 * m_cloud_radius_i * 2];


	for(s16 zi = -m_cloud_radius_i; zi < m_cloud_radius_i; zi++) {
		u32 si = (zi + m_cloud_radius_i) * m_cloud_radius_i * 2 + m_cloud_radius_i;

		for (s16 xi = -m_cloud_radius_i; xi < m_cloud_radius_i; xi++) {
			u32 i = si + xi;

			grid[i] = gridFilled(
				xi + center_of_drawing_in_noise_i.X,
				zi + center_of_drawing_in_noise_i.Y
			);
		}
	}

#define GETINDEX(x, z, radius) (((z)+(radius))*(radius)*2 + (x)+(radius))
#define INAREA(x, z, radius) \
	((x) >= -(radius) && (x) < (radius) && (z) >= -(radius) && (z) < (radius))

	for (s16 zi0= -m_cloud_radius_i; zi0 < m_cloud_radius_i; zi0++)
	for (s16 xi0= -m_cloud_radius_i; xi0 < m_cloud_radius_i; xi0++)
	{
		s16 zi = zi0;
		s16 xi = xi0;
		// Draw from front to back (needed for transparency)
		/*if(zi <= 0)
			zi = -m_cloud_radius_i - zi;
		if(xi <= 0)
			xi = -m_cloud_radius_i - xi;*/
		// Draw from back to front
		if(zi >= 0)
			zi = m_cloud_radius_i - zi - 1;
		if(xi >= 0)
			xi = m_cloud_radius_i - xi - 1;

		u32 i = GETINDEX(xi, zi, m_cloud_radius_i);

		if (!grid[i])
			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 / 2.0f;
		// if clouds are flat, the top layer should be at the given height
		f32 ry = m_enable_3d ? m_params.thickness * BS : 0.0f;
		f32 rz = cloud_size / 2;

		for(int i=0; i<num_faces_to_draw; i++)
		{
			switch(i)
			{
			case 0:	// top
				for (video::S3DVertex &vertex : v) {
					vertex.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 (INAREA(xi, zi - 1, m_cloud_radius_i)) {
					u32 j = GETINDEX(xi, zi - 1, m_cloud_radius_i);
					if(grid[j])
						continue;
				}
				for (video::S3DVertex &vertex : v) {
					vertex.Color = c_side_1;
					vertex.Normal.set(0,0,-1);
				}
				v[0].Pos.set(-rx, ry,-rz);
				v[1].Pos.set( rx, ry,-rz);
				v[2].Pos.set( rx,  0,-rz);
				v[3].Pos.set(-rx,  0,-rz);
				break;
			case 2: //right
				if (INAREA(xi + 1, zi, m_cloud_radius_i)) {
					u32 j = GETINDEX(xi+1, zi, m_cloud_radius_i);
					if(grid[j])
						continue;
				}
				for (video::S3DVertex &vertex : v) {
					vertex.Color = c_side_2;
					vertex.Normal.set(1,0,0);
				}
				v[0].Pos.set( rx, ry,-rz);
				v[1].Pos.set( rx, ry, rz);
				v[2].Pos.set( rx,  0, rz);
				v[3].Pos.set( rx,  0,-rz);
				break;
			case 3: // front
				if (INAREA(xi, zi + 1, m_cloud_radius_i)) {
					u32 j = GETINDEX(xi, zi + 1, m_cloud_radius_i);
					if(grid[j])
						continue;
				}
				for (video::S3DVertex &vertex : v) {
					vertex.Color = c_side_1;
					vertex.Normal.set(0,0,-1);
				}
				v[0].Pos.set( rx, ry, rz);
				v[1].Pos.set(-rx, ry, rz);
				v[2].Pos.set(-rx,  0, rz);
				v[3].Pos.set( rx,  0, rz);
				break;
			case 4: // left
				if (INAREA(xi-1, zi, m_cloud_radius_i)) {
					u32 j = GETINDEX(xi-1, zi, m_cloud_radius_i);
					if(grid[j])
						continue;
				}
				for (video::S3DVertex &vertex : v) {
					vertex.Color = c_side_2;
					vertex.Normal.set(-1,0,0);
				}
				v[0].Pos.set(-rx, ry, rz);
				v[1].Pos.set(-rx, ry,-rz);
				v[2].Pos.set(-rx,  0,-rz);
				v[3].Pos.set(-rx,  0, rz);
				break;
			case 5: // bottom
				for (video::S3DVertex &vertex : v) {
					vertex.Color = c_bottom;
					vertex.Normal.set(0,-1,0);
				}
				v[0].Pos.set( rx,  0, rz);
				v[1].Pos.set(-rx,  0, rz);
				v[2].Pos.set(-rx,  0,-rz);
				v[3].Pos.set( rx,  0,-rz);
				break;
			}

			v3f pos(p0.X, m_params.height * BS, p0.Y);
			pos -= intToFloat(m_camera_offset, BS);

			for (video::S3DVertex &vertex : v)
				vertex.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_origin = m_origin + dtime * BS * m_params.speed;
}

void Clouds::update(const v3f &camera_p, const video::SColorf &color_diffuse)
{
	m_camera_pos = camera_p;
	m_color.r = MYMIN(MYMAX(color_diffuse.r * m_params.color_bright.getRed(),
			m_params.color_ambient.getRed()), 255) / 255.0f;
	m_color.g = MYMIN(MYMAX(color_diffuse.g * m_params.color_bright.getGreen(),
			m_params.color_ambient.getGreen()), 255) / 255.0f;
	m_color.b = MYMIN(MYMAX(color_diffuse.b * m_params.color_bright.getBlue(),
			m_params.color_ambient.getBlue()), 255) / 255.0f;
	m_color.a = m_params.color_bright.getAlpha() / 255.0f;

	// is the camera inside the cloud mesh?
	m_camera_inside_cloud = false; // default
	if (m_enable_3d) {
		float camera_height = camera_p.Y;
		if (camera_height >= m_box.MinEdge.Y &&
				camera_height <= m_box.MaxEdge.Y) {
			v2f camera_in_noise;
			camera_in_noise.X = floor((camera_p.X - m_origin.X) / cloud_size + 0.5);
			camera_in_noise.Y = floor((camera_p.Z - m_origin.Y) / cloud_size + 0.5);
			bool filled = gridFilled(camera_in_noise.X, camera_in_noise.Y);
			m_camera_inside_cloud = filled;
		}
	}
}

void Clouds::readSettings()
{
	m_cloud_radius_i = g_settings->getU16("cloud_radius");
	m_enable_3d = g_settings->getBool("enable_3d_clouds");
}

bool Clouds::gridFilled(int x, int y) const
{
	float cloud_size_noise = cloud_size / (BS * 200.f);
	float noise = noise2d_perlin(
			(float)x * cloud_size_noise,
			(float)y * cloud_size_noise,
			m_seed, 3, 0.5);
	// normalize to 0..1 (given 3 octaves)
	static constexpr const float noise_bound = 1.0f + 0.5f + 0.25f;
	float density = noise / noise_bound * 0.5f + 0.5f;
	return (density < m_params.density);
}