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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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936 lines
29 KiB
C++
936 lines
29 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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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 Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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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 Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/cloud_scape.h"
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#include "nel/3d/driver.h"
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#include "nel/3d/scissor.h"
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#include "nel/3d/viewport.h"
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// ------------------------------------------------------------------------------------------------
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using namespace NLMISC;
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namespace NL3D
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{
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// ------------------------------------------------------------------------------------------------
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#define SQR(x) (x)*(x)
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#define MAX_DIST 400.0f
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#define MAX_CLOUDS 256
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// QUEUE_SIZE must be at least 2*MAX_CLOUDS
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#define QUEUE_SIZE 512
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static const double MAX_CLOUDS_ANIM_DELTA_TIME = 0.075; // maximum delta time handled by cloud animation, delta t above that are clamped
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static const double MIN_CLOUDS_ANIM_DELTA_TIME = 0.005; // minimum delta time handled by clouds animation
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static const double MAX_TIME_FOR_CLOUD_ANIM = 0.02; // max number of second spent for cloud render before we check if too slow
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static const double MAX_FRAME_PERCENT_FOR_CLOUD_RENDERING = 20 / 100; // at most 20 % of the frame for cloud render
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// ------------------------------------------------------------------------------------------------
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// SCloudTexture3D
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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SCloudTexture3D::SCloudTexture3D ()
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{
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Mem = NULL;
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Mem2 = NULL;
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MemBuffer = NULL;
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ToLightRGB.initUnlit();
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ToLightRGB.setShader (CMaterial::Normal);
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ToLightRGB.setZFunc (CMaterial::always);
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ToLightRGB.setZWrite (false);
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ToLightRGB.texEnvOpRGB (0, CMaterial::Replace);
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ToLightRGB.texEnvArg0RGB (0, CMaterial::Diffuse, CMaterial::SrcColor);
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ToLightRGB.texEnvOpAlpha (0, CMaterial::Replace);
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ToLightRGB.texEnvArg0Alpha (0, CMaterial::Texture, CMaterial::SrcAlpha);
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ToLightRGB.setBlend (true);
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ToLightRGB.setBlendFunc (CMaterial::invsrcalpha, CMaterial::srcalpha);
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ToLightRGB.setColor (CRGBA(0,0,0,255));
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ToLightAlpha.initUnlit();
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ToLightAlpha.setShader (CMaterial::Normal);
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ToLightAlpha.setZFunc (CMaterial::always);
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ToLightAlpha.setZWrite (false);
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ToLightAlpha.texEnvOpRGB (0, CMaterial::Replace);
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ToLightAlpha.texEnvArg0RGB (0, CMaterial::Diffuse, CMaterial::SrcColor);
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ToLightAlpha.texEnvOpAlpha (0, CMaterial::Replace);
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ToLightAlpha.texEnvArg0Alpha (0, CMaterial::Texture, CMaterial::InvSrcAlpha);
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ToLightAlpha.setColor (CRGBA(0,0,0,255));
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ToBill.initUnlit();
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ToBill.setZFunc (CMaterial::always);
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ToBill.setZWrite (false);
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ToBill.setDoubleSided(true);
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ToBill.texEnvOpRGB (0, CMaterial::Add);
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ToBill.texEnvArg0RGB (0, CMaterial::Texture, CMaterial::SrcColor);
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ToBill.texEnvArg1RGB (0, CMaterial::Diffuse, CMaterial::SrcColor);
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ToBill.setColor (CRGBA(80,80,80,255));
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ToBill.texEnvOpAlpha (0, CMaterial::Replace);
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ToBill.texEnvArg0Alpha (0, CMaterial::Texture, CMaterial::SrcAlpha);
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ToBill.texEnvOpRGB (1, CMaterial::Modulate);
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ToBill.texEnvArg0RGB (1, CMaterial::Previous, CMaterial::SrcColor);
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ToBill.texEnvArg1RGB (1, CMaterial::Previous, CMaterial::SrcAlpha);
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ToBill.texEnvOpAlpha (1, CMaterial::Replace);
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ToBill.texEnvArg0Alpha (1, CMaterial::Previous, CMaterial::SrcAlpha);
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ToBill.setBlendFunc (CMaterial::one, CMaterial::invsrcalpha);
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ToBill.setBlend (true);
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MatCopy.initUnlit();
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MatCopy.setShader (CMaterial::Normal);
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MatCopy.setZFunc (CMaterial::always);
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MatCopy.setZWrite (false);
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MatCopy.texEnvOpRGB (0, CMaterial::Replace);
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MatCopy.texEnvArg0RGB (0, CMaterial::Texture, CMaterial::SrcColor);
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MatCopy.texEnvOpAlpha (0, CMaterial::Replace);
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MatCopy.texEnvArg0Alpha (0, CMaterial::Texture, CMaterial::SrcAlpha);
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MatCopy.setBlend (false);
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MatCopy.setColor (CRGBA(255,255,255,255));
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}
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// ------------------------------------------------------------------------------------------------
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void SCloudTexture3D::init (uint32 nWidth, uint32 nHeight, uint32 nDepth)
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{
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if (Mem != NULL)
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return;
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Width = raiseToNextPowerOf2 (nWidth);
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Height = raiseToNextPowerOf2 (nHeight);
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Depth = raiseToNextPowerOf2 (nDepth);
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uint32 vdpo2 = getPowerOf2(Depth);
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NbW = 1 << (vdpo2 / 2);
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if ((vdpo2 & 1) != 0)
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NbH = 2 << (vdpo2 / 2);
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else
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NbH = 1 << (vdpo2 / 2);
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Mem = new uint8[4*NbW*Width*NbH*Height];
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Mem2 = new uint8[4*NbW*Width*NbH*Height];
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MemBuffer = new uint8[4*Width*Height];
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Tex = new CTextureMem (Mem, 4*NbW*Width*NbH*Height, true, false, NbW*Width, NbH*Height, CBitmap::RGBA);
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Tex2 = new CTextureMem (Mem2, 4*NbW*Width*NbH*Height, true, false, NbW*Width, NbH*Height, CBitmap::RGBA);
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TexBuffer = new CTextureMem (MemBuffer, 4*Width*Height, true, false, Width, Height, CBitmap::RGBA);
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Tex->setWrapS (ITexture::Clamp);
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Tex->setWrapT (ITexture::Clamp);
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Tex->setFilterMode (ITexture::Linear, ITexture::LinearMipMapOff);
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Tex->setReleasable (false);
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Tex->setRenderTarget (true);
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Tex->generate ();
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Tex2->setWrapS (ITexture::Clamp);
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Tex2->setWrapT (ITexture::Clamp);
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Tex2->setFilterMode (ITexture::Linear, ITexture::LinearMipMapOff);
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Tex2->setReleasable (false);
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Tex2->setRenderTarget (true);
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Tex2->generate ();
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TexBuffer->setWrapS (ITexture::Clamp);
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TexBuffer->setWrapT (ITexture::Clamp);
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TexBuffer->setFilterMode (ITexture::Linear, ITexture::LinearMipMapOff);
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TexBuffer->setReleasable (false);
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TexBuffer->setRenderTarget (true);
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TexBuffer->generate ();
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ToLightRGB.setTexture (0, Tex);
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ToLightAlpha.setTexture (0, Tex);
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ToBill.setTexture(0, Tex2);
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ToBill.setTexture(1, Tex2);
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MatCopy.setTexture(0, TexBuffer);
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}
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// ------------------------------------------------------------------------------------------------
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// SCloudTextureClamp
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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SCloudTextureClamp::SCloudTextureClamp ()
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{
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Mem = NULL;
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ToClamp.initUnlit();
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ToClamp.setShader (CMaterial::Normal);
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ToClamp.texEnvOpAlpha (0, CMaterial::Add);
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ToClamp.texEnvArg0Alpha (0, CMaterial::Texture, CMaterial::SrcAlpha);
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ToClamp.texEnvArg1Alpha (0, CMaterial::Diffuse, CMaterial::SrcAlpha);
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ToClamp.setColor (CRGBA(255,255,255,255));
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ToClamp.setBlend (true);
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ToClamp.setBlendFunc (CMaterial::one, CMaterial::one);
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ToClamp.setZFunc (CMaterial::always);
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ToClamp.setZWrite (false);
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}
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// ------------------------------------------------------------------------------------------------
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void SCloudTextureClamp::init (uint32 nWidth, uint32 nHeight, uint32 nDepth, const std::string &filename)
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{
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if (Mem != NULL)
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return;
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Width = raiseToNextPowerOf2 (nWidth);
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Height = raiseToNextPowerOf2 (nHeight);
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Depth = raiseToNextPowerOf2 (nDepth);
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uint32 vdpo2 = getPowerOf2(Depth);
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NbW = 1 << (vdpo2 / 2);
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if ((vdpo2 & 1) != 0)
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NbH = 2 << (vdpo2 / 2);
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else
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NbH = 1 << (vdpo2 / 2);
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Mem = new uint8[NbW*Width*NbH*Height];
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uint32 i, j;
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if (filename.empty())
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{
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// No filename so init with default
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for (i = 0; i < NbW; ++i)
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{
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for (j = 0; j < NbH; ++j)
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{
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uint32 d = i+j*NbW;
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uint32 k, l;
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for (k = 0; k < Width; ++k)
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for (l = 0; l < Height; ++l)
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{
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float x = k+0.5f;
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float y = l+0.5f;
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float z = d+0.5f;
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float xc = Width/2.0f;
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float yc = Height/2.0f;
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float zc = Depth/2.0f;
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float r = (x-xc)*(x-xc)/(Width*Width/4.0f) + (y-yc)*(y-yc)/(Height*Height/4.0f)
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+ (z-zc)*(z-zc)/(Depth*Depth/4.0f);
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uint8 col = 255;
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if (r < 1.0f)
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{
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col = (uint8)((r)*223+32);
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}
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Mem[i*Width+k + (j*Height+l)*NbW*Width] = col;
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}
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}
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}
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}
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else
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{
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// Load file TODO !
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}
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Tex = new CTextureMem (Mem, NbW*Width*NbH*Height, true, false, NbW*Width, NbH*Height, CBitmap::Alpha);
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Tex->setWrapS (ITexture::Repeat);
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Tex->setWrapT (ITexture::Repeat);
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Tex->setFilterMode (ITexture::Linear, ITexture::LinearMipMapOff);
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Tex->touch();
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Tex->setReleasable (false);
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Tex->generate();
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ToClamp.setTexture(0, Tex);
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}
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// ------------------------------------------------------------------------------------------------
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// CCloudScape
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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CCloudScape::CCloudScape (NL3D::IDriver *pDriver) : _Noise3D (pDriver)
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{
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_Driver = pDriver;
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// Misc purpose VB
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_VertexBuffer.setVertexFormat (CVertexBuffer::PositionFlag | CVertexBuffer::TexCoord0Flag | CVertexBuffer::TexCoord1Flag);
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_VertexBuffer.setNumVertices (4);
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_VertexBuffer.setName("CloudScape");
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// Material used for cleaning
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_MatClear.initUnlit();
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_MatClear.setDoubleSided (true);
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_MatClear.setZFunc (CMaterial::always);
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_MatClear.setZWrite (false);
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_MatClear.setBlend (false);
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_MatBill.initUnlit();
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_MatBill.setShader (CMaterial::Normal); // not needed
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_MatBill.texEnvOpRGB (0, CMaterial::Replace);
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_MatBill.texEnvArg0RGB (0, CMaterial::Texture, CMaterial::SrcColor);
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_MatBill.texEnvOpAlpha (0, CMaterial::Replace);
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_MatBill.texEnvArg0Alpha (0, CMaterial::Texture, CMaterial::SrcAlpha);
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_MatBill.texEnvOpRGB (1, CMaterial::InterpolateDiffuse);
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_MatBill.texEnvArg0RGB (1, CMaterial::Texture, CMaterial::SrcColor);
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_MatBill.texEnvArg1RGB (1, CMaterial::Previous, CMaterial::SrcColor);
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_MatBill.texEnvOpAlpha (1, CMaterial::InterpolateDiffuse);
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_MatBill.texEnvArg0Alpha (1, CMaterial::Texture, CMaterial::SrcAlpha);
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_MatBill.texEnvArg1Alpha (1, CMaterial::Previous, CMaterial::SrcAlpha);
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_MatBill.setBlend (true);
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_MatBill.setBlendFunc(CMaterial::one, CMaterial::invsrcalpha);
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_MatBill.setZFunc (CMaterial::always);
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_MatBill.setZWrite (false);
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_MatBill.setDoubleSided (true);
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_MatBill.setAlphaTest(true);
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_MatBill.setAlphaTestThreshold(2.0f/256.0f);
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_LODQualityThreshold = 160.0f;
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_IsIncomingCSS = false;
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_DebugQuad = false;
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_NbHalfCloudToUpdate = 1;
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_CurrentCloudInProcess = NULL;
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_LastAnimRenderTime = 0;
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_MaxDeltaTime = 0.1; // 100 ms
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}
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// ------------------------------------------------------------------------------------------------
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CCloudScape::~CCloudScape ()
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{
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}
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// ------------------------------------------------------------------------------------------------
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void CCloudScape::init (SCloudScapeSetup *pCSS, NL3D::CCamera *pCamera)
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{
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_ResetCounter = _Driver->getResetCounter();
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_ViewerCam = pCamera;
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_Noise3D.init();
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_AllClouds.resize (MAX_CLOUDS, CCloud(this));
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_CloudPower.resize (MAX_CLOUDS);
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_ShouldProcessCloud.resize (MAX_CLOUDS);
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// For the moment only one clamp texture (generated)
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Tex3DTemp.init (64, 32, 32);
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TexClamp.init (64, 32, 32,"");
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if (pCSS != NULL)
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{
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_CurrentCSS = *pCSS;
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_NewCSS = *pCSS;
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_OldCSS = *pCSS;
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}
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_IsIncomingCSS = false;
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_TimeNewCSS = 60.0*60.0;
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uint32 i;
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for (i = 0; i < MAX_CLOUDS; ++i)
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{
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float newX, newY, newZ, newSizeX, newSizeY, newSizeZ;
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CCloud &c = _AllClouds[i];
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c.setTex3DTemp (Tex3DTemp);
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c.setTexClamp (TexClamp);
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for(;;)
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{
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bool bRecalc = false;
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newX = MAX_DIST*(1.0f-2.0f*(((float)rand())/RAND_MAX));
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newY = MAX_DIST*(1.0f-2.0f*(((float)rand())/RAND_MAX));
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newZ = 85.0f+40.0f*(1.0f-2.0f*(((float)rand())/RAND_MAX));
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newSizeX = 60.0f+10.0f*(1.0f-2.0f*(((float)rand())/RAND_MAX));
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newSizeY = 30.0f+10.0f*(1.0f-2.0f*(((float)rand())/RAND_MAX));
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newSizeZ = 30.0f+10.0f*(1.0f-2.0f*(((float)rand())/RAND_MAX));
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float f = 0.7f+0.3f*((float)rand())/RAND_MAX;
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newSizeX *= 1.5f*f;
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newSizeY *= 1.5f*f;
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newSizeZ *= 1.5f*f;
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float d = sqrtf(SQR(newX)+SQR(newY));
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if (d > MAX_DIST) bRecalc = true;
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for (uint32 k = 0;k < i; ++k)
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{
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CCloud &c2 = _AllClouds[k];
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if ((fabs(newX-c2.getX()) < (newSizeX/2+c2.getSizeX()/2)) &&
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(fabs(newY-c2.getY()) < (newSizeY/2+c2.getSizeY()/2)) &&
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(fabs(newZ-c2.getZ()) < (newSizeZ/2+c2.getSizeZ()/2)))
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bRecalc = true;
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}
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if (!bRecalc) break;
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}
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c.init (64, 32, 32, 0.122f, 4);
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c.setX (newX-newSizeX/2);
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c.setY (newY-newSizeY/2);
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c.setZ (newZ-newSizeZ/2);
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c.setSizeX (newSizeX);
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c.setSizeY (newSizeY);
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c.setSizeZ (newSizeZ);
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c.Time = 0;
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c.FuturTime = _CurrentCSS.NbCloud * 2 * (0.04/_NbHalfCloudToUpdate);
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if (i < _CurrentCSS.NbCloud)
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{
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_CloudPower[i] = 255;
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_ShouldProcessCloud[i] = true;
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}
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else
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{
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_CloudPower[i] = 0;
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_ShouldProcessCloud[i] = false;
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}
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}
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_SortedClouds.resize (MAX_CLOUDS);
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_CloudSchedulerSize = _CurrentCSS.NbCloud;
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_CloudSchedulerLastAdded.resize (MAX_CLOUDS);
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_FrameCounter = 0;
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_CloudScheduler.clear();
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for (i = 0; i < MAX_CLOUDS; ++i)
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_CloudSchedulerLastAdded[i].ValidPos = false;
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if (_CurrentCSS.NbCloud == 0)
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{
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for (i = 0; i < QUEUE_SIZE; ++i)
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{
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SCloudSchedulerEntry cse;
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cse.CloudIndex = -1;
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cse.Frame = _FrameCounter;
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cse.Ambient = _CurrentCSS.Ambient;
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cse.Diffuse = _CurrentCSS.Diffuse;
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_CloudScheduler.insert(_CloudScheduler.end(), cse);
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++_FrameCounter;
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}
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}
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else
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{
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for (i = 0; i < QUEUE_SIZE; ++i)
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{
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sint32 nCloudNb;
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nCloudNb = i%_CurrentCSS.NbCloud;
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SCloudSchedulerEntry cse;
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cse.CloudIndex = nCloudNb;
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if (_CloudSchedulerLastAdded[nCloudNb].ValidPos == true)
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{
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SCloudSchedulerEntry &lastCSE = *_CloudSchedulerLastAdded[nCloudNb].Pos;
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sint32 delta = _FrameCounter - lastCSE.Frame;
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lastCSE.DeltaNextCalc = delta;
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}
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cse.Frame = _FrameCounter;
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cse.Ambient = _CurrentCSS.Ambient;
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cse.Diffuse = _CurrentCSS.Diffuse;
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cse.Power = _CloudPower[cse.CloudIndex];
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_CloudSchedulerLastAdded[cse.CloudIndex].Pos = _CloudScheduler.insert(_CloudScheduler.end(), cse);
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_CloudSchedulerLastAdded[cse.CloudIndex].ValidPos = true;
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//_CloudSchedulerLastAdded[cse.CloudIndex].Pos = _CloudScheduler.end()-1;
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++_FrameCounter;
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}
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}
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_GlobalTime = 0.0f;
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_DTRest = 0.0f;
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_Generate = true;
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_AverageFrameRate.init(16);
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for (i = 0; i < 16; ++i)
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_AverageFrameRate.addValue (40.0f/1000.0f);
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_ExtrapolatedPriorities.resize (MAX_CLOUDS);
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for (i = 0; i < QUEUE_SIZE; ++i)
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anim (41.0/1000.0, _ViewerCam);
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}
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// ------------------------------------------------------------------------------------------------
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void CCloudScape::set (SCloudScapeSetup &css)
|
|
{
|
|
_IncomingCSS = css;
|
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_IsIncomingCSS = true;
|
|
}
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|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void CCloudScape::anim (double dt, NL3D::CCamera *pCamera)
|
|
{
|
|
double startDate = double(CTime::getLocalTime())/1000.0;
|
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sint32 i;
|
|
|
|
// Disable fog
|
|
bool fog = _Driver->fogEnabled();
|
|
_Driver->enableFog (false);
|
|
|
|
_ViewerCam = pCamera;
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|
|
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// update the max delta time
|
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// If rendering was too slow and took too much time of the previous frame, we decrease the max delta time to give clouds less processing time
|
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// Otherwise a cycle occurs, and slow rendering propagate from frame to frame
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|
|
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|
|
|
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if (dt != 0 && _LastAnimRenderTime > MAX_TIME_FOR_CLOUD_ANIM && (_LastAnimRenderTime / dt) > MAX_FRAME_PERCENT_FOR_CLOUD_RENDERING)
|
|
{
|
|
// if cloud rendering take too much time of previous frame, allocate less time for clouds
|
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// NB : check is only done if clouds rendering is above a given thrheshold, because if only clouds are rendered, then they may take 100% of frame without
|
|
// having slow rendering
|
|
_MaxDeltaTime = std::max(MIN_CLOUDS_ANIM_DELTA_TIME, _MaxDeltaTime / 2);
|
|
}
|
|
else
|
|
{
|
|
// clouds didn't take too much time -> allocate more time for them
|
|
_MaxDeltaTime = std::min(MAX_CLOUDS_ANIM_DELTA_TIME , _MaxDeltaTime + 0.002);
|
|
}
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|
|
|
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|
|
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// 10 fps -> 200 fps
|
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if (dt > _MaxDeltaTime) dt = _MaxDeltaTime;
|
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if (dt < MIN_CLOUDS_ANIM_DELTA_TIME) dt = MIN_CLOUDS_ANIM_DELTA_TIME;
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|
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_DeltaTime = dt;
|
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_GlobalTime += _DeltaTime;
|
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_AverageFrameRate.addValue ((float)_DeltaTime);
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|
|
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// Animate the CSS
|
|
if (_TimeNewCSS > _NewCSS.TimeToChange)
|
|
{
|
|
_CurrentCSS = _NewCSS;
|
|
_OldCSS = _NewCSS;
|
|
if (_IsIncomingCSS)
|
|
{
|
|
_IsIncomingCSS = false;
|
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_NewCSS = _IncomingCSS;
|
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_TimeNewCSS = 0;
|
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if (_NewCSS.NbCloud > _OldCSS.NbCloud)
|
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for (i = 0; i < (sint32)(_NewCSS.NbCloud-_OldCSS.NbCloud); ++i)
|
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{
|
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CCloud &c = _AllClouds[_OldCSS.NbCloud+i];
|
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c.CloudPower = 0;
|
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_CloudPower[_OldCSS.NbCloud+i] = 0;
|
|
}
|
|
}
|
|
}
|
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else
|
|
{
|
|
float inter = (float)(_TimeNewCSS / _NewCSS.TimeToChange);
|
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_CurrentCSS.WindSpeed = (_NewCSS.WindSpeed - _OldCSS.WindSpeed)*inter + _OldCSS.WindSpeed;
|
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_CurrentCSS.CloudSpeed = (_NewCSS.CloudSpeed - _OldCSS.CloudSpeed)*inter + _OldCSS.CloudSpeed;
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|
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_CurrentCSS.Ambient.R = (uint8)((_NewCSS.Ambient.R - _OldCSS.Ambient.R)*inter + _OldCSS.Ambient.R);
|
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_CurrentCSS.Ambient.G = (uint8)((_NewCSS.Ambient.G - _OldCSS.Ambient.G)*inter + _OldCSS.Ambient.G);
|
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_CurrentCSS.Ambient.B = (uint8)((_NewCSS.Ambient.B - _OldCSS.Ambient.B)*inter + _OldCSS.Ambient.B);
|
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_CurrentCSS.Ambient.A = (uint8)((_NewCSS.Ambient.A - _OldCSS.Ambient.A)*inter + _OldCSS.Ambient.A);
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|
|
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_CurrentCSS.Diffuse.R = (uint8)((_NewCSS.Diffuse.R - _OldCSS.Diffuse.R)*inter + _OldCSS.Diffuse.R);
|
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_CurrentCSS.Diffuse.G = (uint8)((_NewCSS.Diffuse.G - _OldCSS.Diffuse.G)*inter + _OldCSS.Diffuse.G);
|
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_CurrentCSS.Diffuse.B = (uint8)((_NewCSS.Diffuse.B - _OldCSS.Diffuse.B)*inter + _OldCSS.Diffuse.B);
|
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_CurrentCSS.Diffuse.A = (uint8)((_NewCSS.Diffuse.A - _OldCSS.Diffuse.A)*inter + _OldCSS.Diffuse.A);
|
|
|
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if (_NewCSS.NbCloud > _OldCSS.NbCloud)
|
|
{
|
|
// Add some clouds
|
|
float slice = (_NewCSS.TimeToChange/4) / (_NewCSS.NbCloud-_OldCSS.NbCloud);
|
|
sint32 diffCloud = _NewCSS.NbCloud-_OldCSS.NbCloud;
|
|
|
|
_CurrentCSS.NbCloud = _OldCSS.NbCloud + (1+(uint32)(_TimeNewCSS/slice));
|
|
if (_CurrentCSS.NbCloud > _NewCSS.NbCloud)
|
|
_CurrentCSS.NbCloud = _NewCSS.NbCloud;
|
|
|
|
for (i = 0; i < diffCloud; ++i)
|
|
{
|
|
_ShouldProcessCloud[_OldCSS.NbCloud+i] = true;
|
|
if (_TimeNewCSS < i*slice)
|
|
_CloudPower[_OldCSS.NbCloud+i] = 1;
|
|
else if (_TimeNewCSS > (i*slice+3*_NewCSS.TimeToChange/4))
|
|
_CloudPower[_OldCSS.NbCloud+i] = 255;
|
|
else
|
|
_CloudPower[_OldCSS.NbCloud+i] = (uint8)(255*(_TimeNewCSS-i*slice)/(3*_NewCSS.TimeToChange/4));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Remove some clouds
|
|
sint32 diffCloud = _OldCSS.NbCloud-_NewCSS.NbCloud;
|
|
if (diffCloud)
|
|
{
|
|
float slice = (_NewCSS.TimeToChange/4) / (float)diffCloud;
|
|
_CurrentCSS.NbCloud = _OldCSS.NbCloud;
|
|
|
|
for (i = 0; i < diffCloud; ++i)
|
|
{
|
|
if (_TimeNewCSS < i*slice)
|
|
_CloudPower[_OldCSS.NbCloud-i-1] = 255;
|
|
else if (_TimeNewCSS > (i*slice+3*_NewCSS.TimeToChange/4))
|
|
_CloudPower[_OldCSS.NbCloud-i-1] = 0;
|
|
else
|
|
_CloudPower[_OldCSS.NbCloud-i-1] = (uint8)(255-255*(_TimeNewCSS-i*slice)/(3*_NewCSS.TimeToChange/4));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Make the right number of half cloud
|
|
_DTRest += dt;
|
|
|
|
while (_DTRest > (0.04/_NbHalfCloudToUpdate))
|
|
{
|
|
makeHalfCloud ();
|
|
_DTRest -= 0.04/_NbHalfCloudToUpdate;
|
|
|
|
for (i = 0; i < MAX_CLOUDS; ++i)
|
|
{
|
|
CCloud &c = _AllClouds[i];
|
|
c.Time += 0.04/_NbHalfCloudToUpdate;
|
|
}
|
|
|
|
_TimeNewCSS += 0.04/_NbHalfCloudToUpdate;
|
|
}
|
|
|
|
// Backup fog
|
|
_Driver->enableFog (fog);
|
|
|
|
// Has the driver been reseted ?
|
|
if (_ResetCounter != _Driver->getResetCounter())
|
|
{
|
|
/* Yes. Force the rebuild of all the clouds not setuped in VRAM */
|
|
_ResetCounter = _Driver->getResetCounter();
|
|
i = 0;
|
|
while (i < MAX_CLOUDS)
|
|
{
|
|
while (_ShouldProcessCloud[i] &&
|
|
(!_AllClouds[i]._TexBill->setupedIntoDriver() || !_AllClouds[i]._TexOldBill->setupedIntoDriver()))
|
|
{
|
|
// Force a cloudscape rebuild
|
|
anim (41.0/1000.0, _ViewerCam);
|
|
}
|
|
i++;
|
|
}
|
|
}
|
|
double endDate = double(CTime::getLocalTime())/1000.0;
|
|
_LastAnimRenderTime = endDate - startDate;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void CCloudScape::makeHalfCloud ()
|
|
{
|
|
CVector Viewer = CVector(0,0,0); //_ViewerCam->getMatrix().getPos();
|
|
|
|
if (_Generate)
|
|
{
|
|
// Find the next cloud in the list
|
|
SCloudSchedulerEntry FrontCSE;
|
|
|
|
FrontCSE = _CloudScheduler.front();
|
|
|
|
// Is the cloud do not have another reference in the list add it now because it should be processed
|
|
sint32 CloudIndexToAdd = -1;
|
|
|
|
if ((FrontCSE.CloudIndex != -1) &&
|
|
(_ShouldProcessCloud[FrontCSE.CloudIndex] == true) &&
|
|
( (_CloudSchedulerLastAdded[FrontCSE.CloudIndex].ValidPos == false) ||
|
|
((_CloudSchedulerLastAdded[FrontCSE.CloudIndex].ValidPos == true) &&
|
|
(_CloudSchedulerLastAdded[FrontCSE.CloudIndex].Pos == _CloudScheduler.begin()))
|
|
))
|
|
{
|
|
// It should be added now !
|
|
CloudIndexToAdd = FrontCSE.CloudIndex;
|
|
FrontCSE.DeltaNextCalc = QUEUE_SIZE;
|
|
}
|
|
else if (_CurrentCSS.NbCloud != 0)
|
|
{
|
|
// Choose a Cloud Index To Add at the end of the list
|
|
uint32 nPeriodeMax = _CurrentCSS.NbCloud+_CurrentCSS.NbCloud/10;
|
|
sint32 Priority = -10000;
|
|
uint32 i;
|
|
|
|
float sumPrior = 0.0f;
|
|
for (i = 0; i < MAX_CLOUDS; ++i)
|
|
if (_ShouldProcessCloud[i])
|
|
{
|
|
CCloud &rC = _AllClouds[i];
|
|
float ExtrapolatedTime = ((0.04f/_NbHalfCloudToUpdate) * QUEUE_SIZE * 2);
|
|
float x = rC.getLastX () + ExtrapolatedTime * _CurrentCSS.WindSpeed;
|
|
//float d = sqrtf(SQR(x+rC.getSizeX()/2-Viewer.x)+SQR(rC.getY()+rC.getSizeY()/2-Viewer.y)+
|
|
// SQR(rC.getZ()+rC.getSizeZ()/2-Viewer.z));
|
|
float d = SQR(x+rC.getSizeX()/2-Viewer.x)+SQR(rC.getY()+rC.getSizeY()/2-Viewer.y)+
|
|
SQR(rC.getZ()+rC.getSizeZ()/2-Viewer.z);
|
|
float d05 = sqrtf(d);
|
|
float d025 = sqrtf(d05);
|
|
float d075 = d05*d025;
|
|
|
|
_ExtrapolatedPriorities[i] = 1.0f / d075;
|
|
sumPrior += _ExtrapolatedPriorities[i];
|
|
}
|
|
|
|
sint32 sumJeton = 0;
|
|
for (i = 0; i < MAX_CLOUDS; ++i)
|
|
if (_ShouldProcessCloud[i])
|
|
{
|
|
// Normalize priorities
|
|
float factor = ((float)QUEUE_SIZE) / sumPrior;
|
|
sint32 nbJeton = (sint32)(0.5f+(factor * _ExtrapolatedPriorities[i]));
|
|
|
|
if (nbJeton < 1)
|
|
nbJeton = 1;
|
|
|
|
_ExtrapolatedPriorities[i] = (float)nbJeton;
|
|
sumJeton += nbJeton;
|
|
}
|
|
|
|
if (sumJeton > QUEUE_SIZE)
|
|
{
|
|
do
|
|
{
|
|
for (i = 0; i < MAX_CLOUDS; ++i)
|
|
if (_ShouldProcessCloud[i])
|
|
{
|
|
if (_ExtrapolatedPriorities[i] > 1)
|
|
{
|
|
_ExtrapolatedPriorities[i] -= 1;
|
|
--sumJeton;
|
|
if (sumJeton == QUEUE_SIZE) break;
|
|
}
|
|
}
|
|
}
|
|
while (sumJeton > QUEUE_SIZE);
|
|
}
|
|
|
|
for (i = 0; i < MAX_CLOUDS; ++i)
|
|
if (_ShouldProcessCloud[i])
|
|
{
|
|
// Cloud Period
|
|
sint32 newPriority = nPeriodeMax;
|
|
// Is there a last entry in array ?
|
|
if (_CloudSchedulerLastAdded[i].ValidPos == true)
|
|
{
|
|
SCloudSchedulerEntry &rLastCSE = *_CloudSchedulerLastAdded[i].Pos;
|
|
newPriority = (sint32)(QUEUE_SIZE/_ExtrapolatedPriorities[i]);
|
|
newPriority = (_FrameCounter - rLastCSE.Frame) - newPriority;
|
|
}
|
|
else
|
|
{
|
|
newPriority = 10000;
|
|
}
|
|
if (newPriority > Priority)
|
|
{
|
|
Priority = newPriority;
|
|
CloudIndexToAdd = i;
|
|
}
|
|
}
|
|
nlassert (CloudIndexToAdd != -1);
|
|
}
|
|
|
|
// Ok now we have a good cloud index to add so make the new cloud entry
|
|
SCloudSchedulerEntry newCSE;
|
|
|
|
newCSE.CloudIndex = CloudIndexToAdd;
|
|
newCSE.Frame = _FrameCounter;
|
|
newCSE.Ambient = _CurrentCSS.Ambient;
|
|
newCSE.Diffuse = _CurrentCSS.Diffuse;
|
|
if (CloudIndexToAdd != -1)
|
|
{
|
|
newCSE.Power = _CloudPower[CloudIndexToAdd];
|
|
|
|
// If the cloud where added previously to the list
|
|
if (_CloudSchedulerLastAdded[CloudIndexToAdd].ValidPos == true)
|
|
{
|
|
// This means that the cloud were added from a long time ago
|
|
SCloudSchedulerEntry &lastCSE = *_CloudSchedulerLastAdded[CloudIndexToAdd].Pos;
|
|
sint32 delta = _FrameCounter - lastCSE.Frame;
|
|
lastCSE.DeltaNextCalc = delta;
|
|
|
|
// But the cloud can be removed (if so we have to not process it anymore)
|
|
if (newCSE.Power == 0)
|
|
_ShouldProcessCloud[CloudIndexToAdd] = false;
|
|
}
|
|
else
|
|
{
|
|
// No the cloud do not appear previously in the list... So its a new one
|
|
_AllClouds[CloudIndexToAdd].reset (_ViewerCam);
|
|
}
|
|
|
|
// If the last cloud occurence of the cloud appear at beginning so no more occurence in list
|
|
if (_CloudSchedulerLastAdded[FrontCSE.CloudIndex].Pos == _CloudScheduler.begin())
|
|
_CloudSchedulerLastAdded[FrontCSE.CloudIndex].ValidPos = false;
|
|
|
|
_CloudSchedulerLastAdded[CloudIndexToAdd].Pos = _CloudScheduler.insert(_CloudScheduler.end(), newCSE);
|
|
_CloudSchedulerLastAdded[CloudIndexToAdd].ValidPos = true;
|
|
//_CloudSchedulerLastAdded[CloudIndexToAdd].Pos = _CloudScheduler.end()-1;
|
|
}
|
|
else
|
|
{
|
|
_CloudScheduler.insert(_CloudScheduler.end(), newCSE);
|
|
}
|
|
_CloudScheduler.pop_front ();
|
|
++_FrameCounter;
|
|
// End of scheduling
|
|
|
|
// Get the cloud to process (this must be the next occurence of front cloud)
|
|
std::list<SCloudSchedulerEntry>::iterator it = _CloudScheduler.begin();
|
|
while (it != _CloudScheduler.end())
|
|
{
|
|
SCloudSchedulerEntry &rCSE = *it;
|
|
if (rCSE.CloudIndex == FrontCSE.CloudIndex)
|
|
break;
|
|
++it;
|
|
}
|
|
|
|
SCloudSchedulerEntry CSEToCalc;
|
|
// The cloud is no more present in the list
|
|
if (it == _CloudScheduler.end())
|
|
{
|
|
FrontCSE.DeltaNextCalc = 1;
|
|
CSEToCalc = FrontCSE;
|
|
}
|
|
else
|
|
{
|
|
CSEToCalc = *it;
|
|
}
|
|
|
|
// Is the cloud to calc is a real cloud
|
|
if (CSEToCalc.CloudIndex == -1)
|
|
{
|
|
_CurrentCloudInProcess = NULL;
|
|
}
|
|
else
|
|
{
|
|
_CurrentCloudInProcess = &_AllClouds[CSEToCalc.CloudIndex];
|
|
CCloud &c = *_CurrentCloudInProcess;
|
|
|
|
// To go from Front cloud to CSEToCalc cloud we should take the front DeltaNextCalc
|
|
|
|
_CurrentCloudInProcessFuturTime = ((0.04/_NbHalfCloudToUpdate) * FrontCSE.DeltaNextCalc * 2);
|
|
c.setX ((float)(c.getLastX() + _CurrentCloudInProcessFuturTime * _CurrentCSS.WindSpeed));
|
|
|
|
float d2D = sqrtf(SQR(c.getX()+c.getSizeX()/2-Viewer.x)+SQR(c.getY()+c.getSizeY()/2-Viewer.y));
|
|
|
|
if (d2D > MAX_DIST)
|
|
c.CloudDistAtt = 255;
|
|
else if (d2D > (MAX_DIST-100.0f))
|
|
c.CloudDistAtt = (uint8)(255*((d2D-(MAX_DIST-100.0f))/100.0f));
|
|
else
|
|
c.CloudDistAtt = 0;
|
|
|
|
c.LastCloudPower = c.CloudPower;
|
|
c.CloudPower = CSEToCalc.Power;
|
|
c.CloudDiffuse = CSEToCalc.Diffuse;
|
|
c.CloudAmbient = CSEToCalc.Ambient;
|
|
|
|
c.anim (_CurrentCloudInProcessFuturTime*_CurrentCSS.CloudSpeed,
|
|
_CurrentCloudInProcessFuturTime*_CurrentCSS.WindSpeed);
|
|
|
|
c.generate (_Noise3D);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (_CurrentCloudInProcess != NULL)
|
|
{
|
|
CCloud &c = *_CurrentCloudInProcess;
|
|
|
|
c.Time = 0;
|
|
c.FuturTime = _CurrentCloudInProcessFuturTime;
|
|
c.light();
|
|
|
|
if (c.getX() > MAX_DIST)
|
|
{
|
|
c.setX (c.getX() - (2 * MAX_DIST));
|
|
c.setLooping ();
|
|
}
|
|
|
|
float r = sqrtf(SQR(c.getSizeX()/2)+SQR(c.getSizeY()/2)+SQR(c.getSizeZ()/2));
|
|
float d = sqrtf(SQR(c.getX()+c.getSizeX()/2-Viewer.x)+SQR(c.getY()+c.getSizeY()/2-Viewer.y)+
|
|
SQR(c.getZ()+c.getSizeZ()/2-Viewer.z));
|
|
uint32 lookAtSize = (uint32)(_LODQualityThreshold*r/d);
|
|
lookAtSize = raiseToNextPowerOf2 (lookAtSize);
|
|
if (lookAtSize > 128) lookAtSize = 128;
|
|
|
|
c.genBill (_ViewerCam, lookAtSize);
|
|
}
|
|
}
|
|
_Generate = !_Generate;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void CCloudScape::render ()
|
|
{
|
|
uint32 i, j;
|
|
|
|
CVector Viewer = CVector (0,0,0);
|
|
|
|
// Disable fog
|
|
bool fog = _Driver->fogEnabled();
|
|
_Driver->enableFog (false);
|
|
|
|
CMatrix viewMat;
|
|
viewMat = _ViewerCam->getMatrix ();
|
|
viewMat.setPos(CVector(0,0,0));
|
|
viewMat.invert ();
|
|
CScissor s;
|
|
s.initFullScreen ();
|
|
_Driver->setupScissor (s);
|
|
CViewport v;
|
|
_Driver->setupViewport (v);
|
|
CFrustum f = _ViewerCam->getFrustum();
|
|
_Driver->setFrustum (f.Left, f.Right, f.Bottom, f.Top, f.Near, f.Far, f.Perspective);
|
|
_Driver->setupViewMatrix (viewMat);
|
|
_Driver->setupModelMatrix (CMatrix::Identity);
|
|
|
|
uint32 nNbCloudToRender = 0;
|
|
|
|
for (i = 0; i < MAX_CLOUDS; ++i)
|
|
{
|
|
CCloud &c = _AllClouds[i];
|
|
SSortedCloudEntry &sce = _SortedClouds[nNbCloudToRender];
|
|
sce.Cloud = &c;
|
|
sce.Distance = sqrtf(SQR(c.getX()+c.getSizeX()/2-Viewer.x)+SQR(c.getY()+c.getSizeY()/2-Viewer.y)+
|
|
SQR(c.getZ()+c.getSizeZ()/2-Viewer.z));
|
|
nNbCloudToRender++;
|
|
}
|
|
|
|
for (i = 0; i < nNbCloudToRender-1; ++i)
|
|
for (j = i+1; j < nNbCloudToRender; ++j)
|
|
{
|
|
if (_SortedClouds[i].Distance < _SortedClouds[j].Distance)
|
|
{
|
|
SSortedCloudEntry sceTmp = _SortedClouds[i];
|
|
_SortedClouds[i] = _SortedClouds[j];
|
|
_SortedClouds[j] = sceTmp;
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < nNbCloudToRender; ++i)
|
|
{
|
|
CCloud *pC = _SortedClouds[i].Cloud;
|
|
if ((pC->CloudPower > 0) || (pC->LastCloudPower > 0))
|
|
pC->dispBill (_ViewerCam);
|
|
}
|
|
|
|
// Backup fog
|
|
_Driver->enableFog (fog);
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
uint32 CCloudScape::getMemSize()
|
|
{
|
|
uint32 nMemSize = 0;
|
|
for (uint32 i = 0; i < MAX_CLOUDS; ++i)
|
|
{
|
|
CCloud &c = _AllClouds[i];
|
|
nMemSize += c.getMemSize();
|
|
}
|
|
return nMemSize;
|
|
}
|
|
|
|
} // namespace NL3D
|
|
|