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mirror of https://github.com/moparisthebest/minetest synced 2024-12-26 01:18:50 -05:00
minetest/src/clouds.cpp
2011-07-20 02:44:51 +02:00

222 lines
6.4 KiB
C++

/*
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"
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)
{
dstream<<__FUNCTION_NAME<<std::endl;
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()
{
dstream<<__FUNCTION_NAME<<std::endl;
}
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;
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<6;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;
}