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Dynamic sky, fog and cloud colors; sun and moon

This commit is contained in:
Perttu Ahola 2012-03-16 16:34:30 +02:00
parent 58bed83d03
commit 2e90ed07ac
30 changed files with 1132 additions and 244 deletions

View file

@ -29,24 +29,27 @@ 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_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, false);
//m_material.setFlag(video::EMF_ANTI_ALIASING, true);
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_box = core::aabbox3d<f32>(-BS*1000000,cloud_y-BS,-BS*1000000,
BS*1000000,cloud_y+BS,BS*1000000);
m_cloud_y = BS*100;
//m_cloud_y = BS*50;
m_box = core::aabbox3d<f32>(-BS*1000000,m_cloud_y-BS,-BS*1000000,
BS*1000000,m_cloud_y+BS,BS*1000000);
}
@ -58,8 +61,8 @@ void Clouds::OnRegisterSceneNode()
{
if(IsVisible)
{
//SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
//SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
}
ISceneNode::OnRegisterSceneNode();
@ -71,16 +74,16 @@ void Clouds::render()
{
video::IVideoDriver* driver = SceneManager->getVideoDriver();
/*if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_TRANSPARENT)
return;*/
if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SOLID)
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 = 1;
if(g_settings->getBool("enable_3d_clouds"))
num_faces_to_draw = 6;
bool enable_3d = g_settings->getBool("enable_3d_clouds");
int num_faces_to_draw = enable_3d ? 6 : 1;
m_material.setFlag(video::EMF_BACK_FACE_CULLING, enable_3d);
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
driver->setMaterial(m_material);
@ -90,8 +93,10 @@ void Clouds::render()
*/
const s16 cloud_radius_i = 12;
const float cloud_size = BS*48;
const v2f cloud_speed(-BS*2, 0);
const float cloud_size = BS*64;
const v2f cloud_speed(0, -BS*2);
const float cloud_full_radius = cloud_size * cloud_radius_i;
// Position of cloud noise origin in world coordinates
v2f world_cloud_origin_pos_f = m_time*cloud_speed;
@ -110,33 +115,103 @@ void Clouds::render()
center_of_drawing_in_noise_i.Y * cloud_size
) + world_cloud_origin_pos_f;
/*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;
c_top_f.a = 0.9;
c_side_1_f.a = 0.9;
c_side_2_f.a = 0.9;
c_bottom_f.a = 0.9;
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[cloud_radius_i*2*cloud_radius_i*2];
for(s16 zi=-cloud_radius_i; zi<cloud_radius_i; zi++)
for(s16 xi=-cloud_radius_i; xi<cloud_radius_i; xi++)
{
u32 i = (zi+cloud_radius_i)*cloud_radius_i*2 + xi+cloud_radius_i;
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;
#if 0
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)
grid[i] = (noise >= 0.80);
#endif
#if 1
double noise = noise2d_perlin(
(float)p_in_noise_i.X*cloud_size/BS/200,
(float)p_in_noise_i.Y*cloud_size/BS/200,
m_seed, 3, 0.5);
grid[i] = (noise >= 0.4);
#endif
}
#define GETINDEX(x, z, radius) (((z)+(radius))*(radius)*2 + (x)+(radius))
#define CONTAINS(x, z, radius) \
((x) >= -(radius) && (x) < (radius) && (z) >= -(radius) && (z) < (radius))
for(s16 zi0=-cloud_radius_i; zi0<cloud_radius_i; zi0++)
for(s16 xi0=-cloud_radius_i; xi0<cloud_radius_i; xi0++)
{
s16 zi = zi0;
s16 xi = xi0;
// Draw from front to back (needed for transparency)
/*if(zi <= 0)
zi = -cloud_radius_i - zi;
if(xi <= 0)
xi = -cloud_radius_i - xi;*/
// Draw from back to front
if(zi >= 0)
zi = cloud_radius_i - zi - 1;
if(xi >= 0)
xi = cloud_radius_i - xi - 1;
u32 i = GETINDEX(xi, zi, cloud_radius_i);
if(grid[i] == false)
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);
v2f p0 = v2f(xi,zi)*cloud_size + world_center_of_drawing_in_noise_f;
video::S3DVertex v[4] =
{
@ -146,55 +221,95 @@ void Clouds::render()
video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 0)
};
f32 rx = cloud_size;
/*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;
f32 ry = 8*BS;
f32 rz = cloud_size;
f32 rz = cloud_size/2;
for(int i=0; i<num_faces_to_draw; i++)
{
switch(i)
{
case 0: // top
for(int j=0;j<4;j++){
v[j].Normal = v3f(0,1,0);
}
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++)
if(CONTAINS(xi, zi-1, cloud_radius_i)){
u32 j = GETINDEX(xi, zi-1, cloud_radius_i);
if(grid[j])
continue;
}
for(int j=0;j<4;j++){
v[j].Color=c_side_1;
v[j].Normal = v3f(0,0,-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++)
if(CONTAINS(xi+1, zi, cloud_radius_i)){
u32 j = GETINDEX(xi+1, zi, cloud_radius_i);
if(grid[j])
continue;
}
for(int j=0;j<4;j++){
v[j].Color=c_side_2;
v[j].Normal = v3f(1,0,0);
}
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++)
if(CONTAINS(xi, zi+1, cloud_radius_i)){
u32 j = GETINDEX(xi, zi+1, cloud_radius_i);
if(grid[j])
continue;
}
for(int j=0;j<4;j++){
v[j].Color=c_side_1;
v[j].Normal = v3f(0,0,-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++)
if(CONTAINS(xi-1, zi, cloud_radius_i)){
u32 j = GETINDEX(xi-1, zi, cloud_radius_i);
if(grid[j])
continue;
}
for(int j=0;j<4;j++){
v[j].Color=c_side_2;
v[j].Normal = v3f(-1,0,0);
}
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++)
for(int j=0;j<4;j++){
v[j].Color=c_bottom;
v[j].Normal = v3f(0,-1,0);
}
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;
@ -210,8 +325,13 @@ void Clouds::render()
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)
@ -219,9 +339,11 @@ void Clouds::step(float dtime)
m_time += dtime;
}
void Clouds::update(v2f camera_p, float brightness)
void Clouds::update(v2f camera_p, video::SColorf color)
{
m_camera_pos = camera_p;
m_brightness = brightness;
m_color = color;
//m_brightness = brightness;
//dstream<<"m_brightness="<<m_brightness<<std::endl;
}