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luanti/src/client/clouds.cpp
GefullteTaubenbrust2 d8f1daac25 Visual Effects Vol. 1 (#14610)
This PR adds a variety of effects to enhance the visual experience.

    "soft" clouds look
    Tinted shadows
    Crude water reflections (sky and sun) and waves
    Translucent foliage
    Node specular highlights
    Adjusted fog color (more saturated where the fog is lighter)
    Minor changes to volumetric lighting (crudely simulates the effect of depth)

Co-authored-by: sfan5 <sfan5@live.de>
2024-09-24 11:14:27 -07:00

492 lines
14 KiB
C++

/*
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 "client/shader.h"
#include "clouds.h"
#include "constants.h"
#include "debug.h"
#include "irrlicht_changes/printing.h"
#include "noise.h"
#include "profiler.h"
#include "settings.h"
#include <cmath>
class Clouds;
scene::ISceneManager *g_menucloudsmgr = nullptr;
Clouds *g_menuclouds = nullptr;
// 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, IShaderSource *ssrc,
s32 id,
u32 seed
):
scene::ISceneNode(mgr->getRootSceneNode(), mgr, id),
m_seed(seed)
{
assert(ssrc);
m_enable_shaders = g_settings->getBool("enable_shaders");
m_material.BackfaceCulling = true;
m_material.FogEnable = true;
m_material.AntiAliasing = video::EAAM_SIMPLE;
if (m_enable_shaders) {
auto sid = ssrc->getShader("cloud_shader", TILE_MATERIAL_ALPHA);
m_material.MaterialType = ssrc->getShaderInfo(sid).material;
} else {
m_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
}
m_params = SkyboxDefaults::getCloudDefaults();
readSettings();
g_settings->registerChangedCallback("enable_3d_clouds",
&cloud_3d_setting_changed, this);
g_settings->registerChangedCallback("soft_clouds",
&cloud_3d_setting_changed, this);
updateBox();
m_meshbuffer.reset(new scene::SMeshBuffer());
m_meshbuffer->setHardwareMappingHint(scene::EHM_DYNAMIC);
}
Clouds::~Clouds()
{
g_settings->deregisterChangedCallback("enable_3d_clouds",
&cloud_3d_setting_changed, this);
g_settings->deregisterChangedCallback("soft_clouds",
&cloud_3d_setting_changed, this);
}
void Clouds::OnRegisterSceneNode()
{
if(IsVisible)
{
SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
}
ISceneNode::OnRegisterSceneNode();
}
void Clouds::updateMesh()
{
// Clouds move from Z+ towards Z-
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)
);
// Only update mesh if it has moved enough, this saves lots of GPU buffer uploads.
constexpr float max_d = 5 * BS;
if (!m_mesh_valid) {
// mesh was never created or invalidated
} else if (m_mesh_origin.getDistanceFrom(m_origin) >= max_d) {
// clouds moved
} else if (center_of_drawing_in_noise_i != m_last_noise_center) {
// noise offset changed
// I think in practice this never happens due to the camera offset
// being smaller than the cloud size.(?)
} else {
return;
}
ScopeProfiler sp(g_profiler, "Clouds::updateMesh()", SPT_AVG);
m_mesh_origin = m_origin;
m_last_noise_center = center_of_drawing_in_noise_i;
m_mesh_valid = true;
const u32 num_faces_to_draw = is3D() ? 6 : 1;
// 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;
// Colors with primitive shading
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);
if (m_enable_shaders) {
// shader mixes the base color, set via ColorParam
c_top_f = c_side_1_f = c_side_2_f = c_bottom_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
}
video::SColorf shadow = m_params.color_shadow;
c_side_1_f.r *= shadow.r * 0.25f + 0.75f;
c_side_1_f.g *= shadow.g * 0.25f + 0.75f;
c_side_1_f.b *= shadow.b * 0.25f + 0.75f;
c_side_2_f.r *= shadow.r * 0.5f + 0.5f;
c_side_2_f.g *= shadow.g * 0.5f + 0.5f;
c_side_2_f.b *= shadow.b * 0.5f + 0.5f;
c_bottom_f.r *= shadow.r;
c_bottom_f.g *= shadow.g;
c_bottom_f.b *= shadow.b;
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();
// Read noise
std::vector<bool> grid(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
);
}
}
auto *mb = m_meshbuffer.get();
auto &vertices = mb->Vertices->Data;
auto &indices = mb->Indices->Data;
{
const u32 vertex_count = num_faces_to_draw * 16 * m_cloud_radius_i * m_cloud_radius_i;
const u32 quad_count = vertex_count / 4;
const u32 index_count = quad_count * 6;
// reserve memory
vertices.reserve(vertex_count);
indices.reserve(index_count);
}
#define GETINDEX(x, z, radius) (((z)+(radius))*(radius)*2 + (x)+(radius))
#define INAREA(x, z, radius) \
((x) >= -(radius) && (x) < (radius) && (z) >= -(radius) && (z) < (radius))
vertices.clear();
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 back to front for proper transparency
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)
};
const f32 rx = cloud_size / 2.0f;
// if clouds are flat, the top layer should be at the given height
const f32 ry = is3D() ? m_params.thickness * BS : 0.0f;
const f32 rz = cloud_size / 2;
bool soft_clouds_enabled = g_settings->getBool("soft_clouds");
for (u32 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;
}
if (soft_clouds_enabled) {
for (video::S3DVertex& vertex : v) {
vertex.Normal.set(0, 0, -1);
}
v[2].Color = c_bottom;
v[3].Color = c_bottom;
} else {
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;
}
if (soft_clouds_enabled) {
for (video::S3DVertex& vertex : v) {
vertex.Normal.set(1, 0, 0);
}
v[2].Color = c_bottom;
v[3].Color = c_bottom;
}
else {
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;
}
if (soft_clouds_enabled) {
for (video::S3DVertex& vertex : v) {
vertex.Normal.set(0, 0, -1);
}
v[2].Color = c_bottom;
v[3].Color = c_bottom;
} else {
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;
}
if (soft_clouds_enabled) {
for (video::S3DVertex& vertex : v) {
vertex.Normal.set(-1, 0, 0);
}
v[2].Color = c_bottom;
v[3].Color = c_bottom;
} else {
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);
for (video::S3DVertex &vertex : v) {
vertex.Pos += pos;
vertices.push_back(vertex);
}
}
}
mb->setDirty(scene::EBT_VERTEX);
const u32 quad_count = mb->getVertexCount() / 4;
const u32 index_count = quad_count * 6;
// rewrite index array as needed
if (mb->getIndexCount() > index_count) {
indices.resize(index_count);
mb->setDirty(scene::EBT_INDEX);
} else if (mb->getIndexCount() < index_count) {
const u32 start = mb->getIndexCount() / 6;
assert(start * 6 == mb->getIndexCount());
for (u32 k = start; k < quad_count; k++) {
indices.push_back(4 * k + 0);
indices.push_back(4 * k + 1);
indices.push_back(4 * k + 2);
indices.push_back(4 * k + 2);
indices.push_back(4 * k + 3);
indices.push_back(4 * k + 0);
}
mb->setDirty(scene::EBT_INDEX);
}
tracestream << "Cloud::updateMesh(): " << mb->getVertexCount() << " vertices"
<< std::endl;
}
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)
return;
updateMesh();
// Update position
{
v2f off_origin = m_origin - m_mesh_origin;
v3f rel(off_origin.X, 0, off_origin.Y);
rel -= intToFloat(m_camera_offset, BS);
setPosition(rel);
updateAbsolutePosition();
}
m_material.BackfaceCulling = is3D();
if (m_enable_shaders)
m_material.ColorParam = m_color.toSColor();
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
driver->setMaterial(m_material);
const float cloud_full_radius = cloud_size * m_cloud_radius_i;
// 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, unless it was already disabled
if (fog_start < FOG_RANGE_ALL) {
driver->setFog(fog_color, fog_type, cloud_full_radius * 0.5,
cloud_full_radius*1.2, fog_density, fog_pixelfog, fog_rangefog);
}
driver->drawMeshBuffer(m_meshbuffer.get());
// 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)
{
video::SColorf ambient(m_params.color_ambient);
video::SColorf bright(m_params.color_bright);
m_color.r = core::clamp(color_diffuse.r * bright.r, ambient.r, 1.0f);
m_color.g = core::clamp(color_diffuse.g * bright.g, ambient.g, 1.0f);
m_color.b = core::clamp(color_diffuse.b * bright.b, ambient.b, 1.0f);
m_color.a = bright.a;
// is the camera inside the cloud mesh?
m_camera_pos = camera_p;
m_camera_inside_cloud = false; // default
if (is3D()) {
float camera_height = camera_p.Y - BS * m_camera_offset.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()
{
// The code isn't designed to go over 64k vertices so the upper limits were
// chosen to avoid exactly that.
// refer to vertex_count in updateMesh()
m_enable_3d = g_settings->getBool("enable_3d_clouds");
const u16 maximum = m_enable_3d ? 62 : 25;
m_cloud_radius_i = rangelim(g_settings->getU16("cloud_radius"), 1, maximum);
invalidateMesh();
}
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);
}