minetest/src/client/clouds.h
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

190 lines
4 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.
*/
#pragma once
#include "irrlichttypes_bloated.h"
#include "constants.h"
#include "irr_ptr.h"
#include "skyparams.h"
#include <iostream>
#include <ISceneNode.h>
#include <SMaterial.h>
#include <SMeshBuffer.h>
class IShaderSource;
namespace irr::scene
{
class ISceneManager;
}
// Menu clouds
// The mainmenu and the loading screen use the same Clouds object so that the
// clouds don't jump when switching between the two.
class Clouds;
extern scene::ISceneManager *g_menucloudsmgr;
extern Clouds *g_menuclouds;
class Clouds : public scene::ISceneNode
{
public:
Clouds(scene::ISceneManager* mgr, IShaderSource *ssrc,
s32 id,
u32 seed
);
~Clouds();
/*
ISceneNode methods
*/
virtual void OnRegisterSceneNode();
virtual void render();
virtual const aabb3f &getBoundingBox() const
{
return m_box;
}
virtual u32 getMaterialCount() const
{
return 1;
}
virtual video::SMaterial& getMaterial(u32 i)
{
return m_material;
}
/*
Other stuff
*/
void step(float dtime);
void update(const v3f &camera_p, const video::SColorf &color);
void updateCameraOffset(v3s16 camera_offset)
{
m_camera_offset = camera_offset;
updateBox();
}
void readSettings();
void setDensity(float density)
{
if (m_params.density == density)
return;
m_params.density = density;
invalidateMesh();
}
void setColorBright(video::SColor color_bright)
{
m_params.color_bright = color_bright;
}
void setColorAmbient(video::SColor color_ambient)
{
m_params.color_ambient = color_ambient;
}
void setColorShadow(video::SColor color_shadow)
{
if (m_params.color_shadow == color_shadow)
return;
m_params.color_shadow = color_shadow;
invalidateMesh();
}
void setHeight(float height)
{
if (m_params.height == height)
return;
m_params.height = height;
updateBox();
invalidateMesh();
}
void setSpeed(v2f speed)
{
m_params.speed = speed;
}
void setThickness(float thickness)
{
if (m_params.thickness == thickness)
return;
m_params.thickness = thickness;
updateBox();
invalidateMesh();
}
bool isCameraInsideCloud() const { return m_camera_inside_cloud; }
const video::SColor getColor() const { return m_color.toSColor(); }
private:
void updateBox()
{
float height_bs = m_params.height * BS;
float thickness_bs = m_params.thickness * BS;
m_box = aabb3f(-BS * 1000000.0f, height_bs, -BS * 1000000.0f,
BS * 1000000.0f, height_bs + thickness_bs, BS * 1000000.0f);
}
void updateMesh();
void invalidateMesh()
{
m_mesh_valid = false;
}
bool gridFilled(int x, int y) const;
// Are the clouds 3D?
inline bool is3D() const {
return m_enable_3d && m_params.thickness >= 0.01f;
}
video::SMaterial m_material;
irr_ptr<scene::SMeshBuffer> m_meshbuffer;
// Value of m_origin at the time the mesh was last updated
v2f m_mesh_origin;
// Value of center_of_drawing_in_noise_i at the time the mesh was last updated
v2s16 m_last_noise_center;
// Was the mesh ever generated?
bool m_mesh_valid = false;
aabb3f m_box;
v2f m_origin;
u16 m_cloud_radius_i;
u32 m_seed;
v3f m_camera_pos;
v3s16 m_camera_offset;
bool m_camera_inside_cloud = false;
bool m_enable_shaders, m_enable_3d;
video::SColorf m_color = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
CloudParams m_params;
};