mirror of
https://github.com/luanti-org/luanti.git
synced 2025-10-25 21:55:25 +02:00
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>
492 lines
14 KiB
C++
492 lines
14 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "client/renderingengine.h"
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#include "client/shader.h"
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#include "clouds.h"
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#include "constants.h"
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#include "debug.h"
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#include "irrlicht_changes/printing.h"
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#include "noise.h"
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#include "profiler.h"
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#include "settings.h"
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#include <cmath>
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class Clouds;
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scene::ISceneManager *g_menucloudsmgr = nullptr;
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Clouds *g_menuclouds = nullptr;
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// Constant for now
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static constexpr const float cloud_size = BS * 64.0f;
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static void cloud_3d_setting_changed(const std::string &settingname, void *data)
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{
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((Clouds *)data)->readSettings();
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}
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Clouds::Clouds(scene::ISceneManager* mgr, IShaderSource *ssrc,
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s32 id,
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u32 seed
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):
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scene::ISceneNode(mgr->getRootSceneNode(), mgr, id),
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m_seed(seed)
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{
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assert(ssrc);
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m_enable_shaders = g_settings->getBool("enable_shaders");
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m_material.BackfaceCulling = true;
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m_material.FogEnable = true;
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m_material.AntiAliasing = video::EAAM_SIMPLE;
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if (m_enable_shaders) {
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auto sid = ssrc->getShader("cloud_shader", TILE_MATERIAL_ALPHA);
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m_material.MaterialType = ssrc->getShaderInfo(sid).material;
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} else {
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m_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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}
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m_params = SkyboxDefaults::getCloudDefaults();
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readSettings();
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g_settings->registerChangedCallback("enable_3d_clouds",
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&cloud_3d_setting_changed, this);
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g_settings->registerChangedCallback("soft_clouds",
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&cloud_3d_setting_changed, this);
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updateBox();
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m_meshbuffer.reset(new scene::SMeshBuffer());
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m_meshbuffer->setHardwareMappingHint(scene::EHM_DYNAMIC);
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}
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Clouds::~Clouds()
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{
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g_settings->deregisterChangedCallback("enable_3d_clouds",
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&cloud_3d_setting_changed, this);
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g_settings->deregisterChangedCallback("soft_clouds",
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&cloud_3d_setting_changed, this);
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}
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void Clouds::OnRegisterSceneNode()
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{
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if(IsVisible)
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{
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SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
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}
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ISceneNode::OnRegisterSceneNode();
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}
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void Clouds::updateMesh()
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{
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// Clouds move from Z+ towards Z-
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v2f camera_pos_2d(m_camera_pos.X, m_camera_pos.Z);
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// Position of cloud noise origin from the camera
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v2f cloud_origin_from_camera_f = m_origin - camera_pos_2d;
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// The center point of drawing in the noise
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v2f center_of_drawing_in_noise_f = -cloud_origin_from_camera_f;
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// The integer center point of drawing in the noise
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v2s16 center_of_drawing_in_noise_i(
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std::floor(center_of_drawing_in_noise_f.X / cloud_size),
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std::floor(center_of_drawing_in_noise_f.Y / cloud_size)
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);
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// Only update mesh if it has moved enough, this saves lots of GPU buffer uploads.
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constexpr float max_d = 5 * BS;
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if (!m_mesh_valid) {
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// mesh was never created or invalidated
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} else if (m_mesh_origin.getDistanceFrom(m_origin) >= max_d) {
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// clouds moved
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} else if (center_of_drawing_in_noise_i != m_last_noise_center) {
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// noise offset changed
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// I think in practice this never happens due to the camera offset
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// being smaller than the cloud size.(?)
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} else {
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return;
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}
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ScopeProfiler sp(g_profiler, "Clouds::updateMesh()", SPT_AVG);
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m_mesh_origin = m_origin;
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m_last_noise_center = center_of_drawing_in_noise_i;
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m_mesh_valid = true;
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const u32 num_faces_to_draw = is3D() ? 6 : 1;
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// The world position of the integer center point of drawing in the noise
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v2f world_center_of_drawing_in_noise_f = v2f(
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center_of_drawing_in_noise_i.X * cloud_size,
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center_of_drawing_in_noise_i.Y * cloud_size
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) + m_origin;
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// Colors with primitive shading
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video::SColorf c_top_f(m_color);
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video::SColorf c_side_1_f(m_color);
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video::SColorf c_side_2_f(m_color);
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video::SColorf c_bottom_f(m_color);
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if (m_enable_shaders) {
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// shader mixes the base color, set via ColorParam
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c_top_f = c_side_1_f = c_side_2_f = c_bottom_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
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}
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video::SColorf shadow = m_params.color_shadow;
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c_side_1_f.r *= shadow.r * 0.25f + 0.75f;
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c_side_1_f.g *= shadow.g * 0.25f + 0.75f;
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c_side_1_f.b *= shadow.b * 0.25f + 0.75f;
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c_side_2_f.r *= shadow.r * 0.5f + 0.5f;
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c_side_2_f.g *= shadow.g * 0.5f + 0.5f;
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c_side_2_f.b *= shadow.b * 0.5f + 0.5f;
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c_bottom_f.r *= shadow.r;
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c_bottom_f.g *= shadow.g;
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c_bottom_f.b *= shadow.b;
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video::SColor c_top = c_top_f.toSColor();
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video::SColor c_side_1 = c_side_1_f.toSColor();
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video::SColor c_side_2 = c_side_2_f.toSColor();
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video::SColor c_bottom = c_bottom_f.toSColor();
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// Read noise
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std::vector<bool> grid(m_cloud_radius_i * 2 * m_cloud_radius_i * 2);
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for(s16 zi = -m_cloud_radius_i; zi < m_cloud_radius_i; zi++) {
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u32 si = (zi + m_cloud_radius_i) * m_cloud_radius_i * 2 + m_cloud_radius_i;
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for (s16 xi = -m_cloud_radius_i; xi < m_cloud_radius_i; xi++) {
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u32 i = si + xi;
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grid[i] = gridFilled(
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xi + center_of_drawing_in_noise_i.X,
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zi + center_of_drawing_in_noise_i.Y
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);
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}
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}
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auto *mb = m_meshbuffer.get();
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auto &vertices = mb->Vertices->Data;
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auto &indices = mb->Indices->Data;
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{
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const u32 vertex_count = num_faces_to_draw * 16 * m_cloud_radius_i * m_cloud_radius_i;
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const u32 quad_count = vertex_count / 4;
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const u32 index_count = quad_count * 6;
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// reserve memory
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vertices.reserve(vertex_count);
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indices.reserve(index_count);
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}
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#define GETINDEX(x, z, radius) (((z)+(radius))*(radius)*2 + (x)+(radius))
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#define INAREA(x, z, radius) \
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((x) >= -(radius) && (x) < (radius) && (z) >= -(radius) && (z) < (radius))
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vertices.clear();
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for (s16 zi0= -m_cloud_radius_i; zi0 < m_cloud_radius_i; zi0++)
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for (s16 xi0= -m_cloud_radius_i; xi0 < m_cloud_radius_i; xi0++)
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{
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s16 zi = zi0;
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s16 xi = xi0;
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// Draw from back to front for proper transparency
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if(zi >= 0)
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zi = m_cloud_radius_i - zi - 1;
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if(xi >= 0)
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xi = m_cloud_radius_i - xi - 1;
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u32 i = GETINDEX(xi, zi, m_cloud_radius_i);
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if (!grid[i])
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continue;
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v2f p0 = v2f(xi,zi)*cloud_size + world_center_of_drawing_in_noise_f;
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video::S3DVertex v[4] = {
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video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 1),
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video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 1),
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video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 0),
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video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 0)
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};
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const f32 rx = cloud_size / 2.0f;
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// if clouds are flat, the top layer should be at the given height
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const f32 ry = is3D() ? m_params.thickness * BS : 0.0f;
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const f32 rz = cloud_size / 2;
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bool soft_clouds_enabled = g_settings->getBool("soft_clouds");
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for (u32 i = 0; i < num_faces_to_draw; i++)
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{
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switch (i)
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{
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case 0: // top
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for (video::S3DVertex& vertex : v) {
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vertex.Normal.set(0, 1, 0);
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}
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v[0].Pos.set(-rx, ry,-rz);
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v[1].Pos.set(-rx, ry, rz);
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v[2].Pos.set( rx, ry, rz);
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v[3].Pos.set( rx, ry,-rz);
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break;
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case 1: // back
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if (INAREA(xi, zi - 1, m_cloud_radius_i)) {
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u32 j = GETINDEX(xi, zi - 1, m_cloud_radius_i);
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if (grid[j])
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continue;
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}
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if (soft_clouds_enabled) {
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for (video::S3DVertex& vertex : v) {
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vertex.Normal.set(0, 0, -1);
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}
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v[2].Color = c_bottom;
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v[3].Color = c_bottom;
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} else {
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for (video::S3DVertex& vertex : v) {
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vertex.Color = c_side_1;
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vertex.Normal.set(0, 0, -1);
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}
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}
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v[0].Pos.set(-rx, ry,-rz);
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v[1].Pos.set( rx, ry,-rz);
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v[2].Pos.set( rx, 0,-rz);
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v[3].Pos.set(-rx, 0,-rz);
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break;
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case 2: //right
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if (INAREA(xi + 1, zi, m_cloud_radius_i)) {
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u32 j = GETINDEX(xi + 1, zi, m_cloud_radius_i);
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if (grid[j])
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continue;
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}
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if (soft_clouds_enabled) {
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for (video::S3DVertex& vertex : v) {
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vertex.Normal.set(1, 0, 0);
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}
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v[2].Color = c_bottom;
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v[3].Color = c_bottom;
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}
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else {
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for (video::S3DVertex& vertex : v) {
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vertex.Color = c_side_2;
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vertex.Normal.set(1, 0, 0);
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}
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}
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v[0].Pos.set(rx, ry,-rz);
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v[1].Pos.set(rx, ry, rz);
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v[2].Pos.set(rx, 0, rz);
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v[3].Pos.set(rx, 0,-rz);
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break;
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case 3: // front
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if (INAREA(xi, zi + 1, m_cloud_radius_i)) {
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u32 j = GETINDEX(xi, zi + 1, m_cloud_radius_i);
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if (grid[j])
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continue;
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}
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if (soft_clouds_enabled) {
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for (video::S3DVertex& vertex : v) {
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vertex.Normal.set(0, 0, -1);
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}
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v[2].Color = c_bottom;
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v[3].Color = c_bottom;
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} else {
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for (video::S3DVertex& vertex : v) {
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vertex.Color = c_side_1;
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vertex.Normal.set(0, 0, -1);
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}
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}
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v[0].Pos.set( rx, ry, rz);
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v[1].Pos.set(-rx, ry, rz);
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v[2].Pos.set(-rx, 0, rz);
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v[3].Pos.set( rx, 0, rz);
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break;
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case 4: // left
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if (INAREA(xi - 1, zi, m_cloud_radius_i)) {
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u32 j = GETINDEX(xi - 1, zi, m_cloud_radius_i);
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if (grid[j])
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continue;
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}
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if (soft_clouds_enabled) {
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for (video::S3DVertex& vertex : v) {
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vertex.Normal.set(-1, 0, 0);
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}
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v[2].Color = c_bottom;
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v[3].Color = c_bottom;
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} else {
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for (video::S3DVertex& vertex : v) {
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vertex.Color = c_side_2;
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vertex.Normal.set(-1, 0, 0);
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}
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}
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v[0].Pos.set(-rx, ry, rz);
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v[1].Pos.set(-rx, ry,-rz);
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v[2].Pos.set(-rx, 0,-rz);
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v[3].Pos.set(-rx, 0, rz);
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break;
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case 5: // bottom
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for (video::S3DVertex& vertex : v) {
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vertex.Color = c_bottom;
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vertex.Normal.set(0, -1, 0);
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}
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v[0].Pos.set( rx, 0, rz);
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v[1].Pos.set(-rx, 0, rz);
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v[2].Pos.set(-rx, 0,-rz);
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v[3].Pos.set( rx, 0,-rz);
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break;
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}
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v3f pos(p0.X, m_params.height * BS, p0.Y);
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for (video::S3DVertex &vertex : v) {
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vertex.Pos += pos;
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vertices.push_back(vertex);
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}
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}
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}
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mb->setDirty(scene::EBT_VERTEX);
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const u32 quad_count = mb->getVertexCount() / 4;
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const u32 index_count = quad_count * 6;
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// rewrite index array as needed
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if (mb->getIndexCount() > index_count) {
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indices.resize(index_count);
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mb->setDirty(scene::EBT_INDEX);
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} else if (mb->getIndexCount() < index_count) {
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const u32 start = mb->getIndexCount() / 6;
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assert(start * 6 == mb->getIndexCount());
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for (u32 k = start; k < quad_count; k++) {
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indices.push_back(4 * k + 0);
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indices.push_back(4 * k + 1);
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indices.push_back(4 * k + 2);
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indices.push_back(4 * k + 2);
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indices.push_back(4 * k + 3);
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indices.push_back(4 * k + 0);
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}
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mb->setDirty(scene::EBT_INDEX);
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}
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tracestream << "Cloud::updateMesh(): " << mb->getVertexCount() << " vertices"
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<< std::endl;
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}
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void Clouds::render()
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{
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if (m_params.density <= 0.0f)
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return; // no need to do anything
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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if (SceneManager->getSceneNodeRenderPass() != scene::ESNRP_TRANSPARENT)
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return;
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updateMesh();
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// Update position
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{
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v2f off_origin = m_origin - m_mesh_origin;
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v3f rel(off_origin.X, 0, off_origin.Y);
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rel -= intToFloat(m_camera_offset, BS);
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setPosition(rel);
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updateAbsolutePosition();
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}
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m_material.BackfaceCulling = is3D();
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if (m_enable_shaders)
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m_material.ColorParam = m_color.toSColor();
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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driver->setMaterial(m_material);
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const float cloud_full_radius = cloud_size * m_cloud_radius_i;
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// Get fog parameters for setting them back later
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video::SColor fog_color(0,0,0,0);
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video::E_FOG_TYPE fog_type = video::EFT_FOG_LINEAR;
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f32 fog_start = 0;
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f32 fog_end = 0;
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f32 fog_density = 0;
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bool fog_pixelfog = false;
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bool fog_rangefog = false;
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driver->getFog(fog_color, fog_type, fog_start, fog_end, fog_density,
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fog_pixelfog, fog_rangefog);
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// Set our own fog, unless it was already disabled
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if (fog_start < FOG_RANGE_ALL) {
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driver->setFog(fog_color, fog_type, cloud_full_radius * 0.5,
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cloud_full_radius*1.2, fog_density, fog_pixelfog, fog_rangefog);
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}
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driver->drawMeshBuffer(m_meshbuffer.get());
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// Restore fog settings
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driver->setFog(fog_color, fog_type, fog_start, fog_end, fog_density,
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fog_pixelfog, fog_rangefog);
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}
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void Clouds::step(float dtime)
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{
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m_origin = m_origin + dtime * BS * m_params.speed;
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}
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void Clouds::update(const v3f &camera_p, const video::SColorf &color_diffuse)
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{
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video::SColorf ambient(m_params.color_ambient);
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video::SColorf bright(m_params.color_bright);
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m_color.r = core::clamp(color_diffuse.r * bright.r, ambient.r, 1.0f);
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m_color.g = core::clamp(color_diffuse.g * bright.g, ambient.g, 1.0f);
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m_color.b = core::clamp(color_diffuse.b * bright.b, ambient.b, 1.0f);
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m_color.a = bright.a;
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// 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);
|
|
}
|