void Clouds::render() { video::IVideoDriver* driver = SceneManager->getVideoDriver(); if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_TRANSPARENT) //if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SOLID) return; ScopeProfiler sp(g_profiler, "Rendering of clouds, avg", SPT_AVG); 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); /* Clouds move from X+ towards X- */ const s16 cloud_radius_i = 12; 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; // Position of cloud noise origin from the camera v2f cloud_origin_from_camera_f = world_cloud_origin_pos_f - m_camera_pos; // The center point of drawing in the noise v2f center_of_drawing_in_noise_f = -cloud_origin_from_camera_f; // The integer center point of drawing in the noise v2s16 center_of_drawing_in_noise_i( MYROUND(center_of_drawing_in_noise_f.X / cloud_size), MYROUND(center_of_drawing_in_noise_f.Y / cloud_size) ); // The world position of the integer center point of drawing in the noise v2f world_center_of_drawing_in_noise_f = v2f( center_of_drawing_in_noise_i.X * cloud_size, center_of_drawing_in_noise_i.Y * cloud_size ) + 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 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); 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 INAREA(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; v2f p0 = v2f(xi,zi)*cloud_size + world_center_of_drawing_in_noise_f; video::S3DVertex v[4] = { video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 1), video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 1), video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 0), video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 0) }; /*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/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.set(0,1,0); } v[0].Pos.set(-rx, ry,-rz); v[1].Pos.set(-rx, ry, rz); v[2].Pos.set( rx, ry, rz); v[3].Pos.set( rx, ry,-rz); break; case 1: // back if(INAREA(xi, zi-1, 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.set(0,0,-1); } v[0].Pos.set(-rx, ry,-rz); v[1].Pos.set( rx, ry,-rz); v[2].Pos.set( rx,-ry,-rz); v[3].Pos.set(-rx,-ry,-rz); break; case 2: //right if(INAREA(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.set(1,0,0); } v[0].Pos.set( rx, ry,-rz); v[1].Pos.set( rx, ry, rz); v[2].Pos.set( rx,-ry, rz); v[3].Pos.set( rx,-ry,-rz); break; case 3: // front if(INAREA(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.set(0,0,-1); } v[0].Pos.set( rx, ry, rz); v[1].Pos.set(-rx, ry, rz); v[2].Pos.set(-rx,-ry, rz); v[3].Pos.set( rx,-ry, rz); break; case 4: // left if(INAREA(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.set(-1,0,0); } v[0].Pos.set(-rx, ry, rz); v[1].Pos.set(-rx, ry,-rz); v[2].Pos.set(-rx,-ry,-rz); v[3].Pos.set(-rx,-ry, rz); break; case 5: // bottom for(int j=0;j<4;j++){ v[j].Color = c_bottom; v[j].Normal.set(0,-1,0); } v[0].Pos.set( rx,-ry, rz); v[1].Pos.set(-rx,-ry, rz); v[2].Pos.set(-rx,-ry,-rz); v[3].Pos.set( rx,-ry,-rz); break; } v3f pos(p0.X, m_cloud_y, p0.Y); pos -= intToFloat(m_camera_offset, BS); for(u16 i=0; i<4; i++) v[i].Pos += pos; u16 indices[] = {0,1,2,2,3,0}; 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 NurbsBasis2D::computeLocalBasisFunctionsAndDerivatives(double* _basisFctsAndDerivs, int _derivDegree, double _uPrm, int _KnotSpanIndexU, double _vPrm, int _KnotSpanIndexV) { /* * Computes the NURBS basis functions and their derivatives at (_uPrm,_vPrm) surface parameters and stores them into the * input/output array _basisFctsAndDerivs. * * Sorting idea for the 2D NURBS basis functions: * * eta * | * | CP(1,m) --> (m-1)*n+1 CP(2,m) --> (m-1)*n+2 ... CP(n,m) --> n*m * | * | ... ... ... ... * | * | CP(1,2) --> n+1 CP(2,2) --> n+2 ... CP(n,2) --> 2*n * | * | CP(1,1) --> 1 CP(2,1) --> 2 ... CP(n,1) --> n * |_______________________________________________________________________________xi * * On the input/output array _basisFctsAndDerivs: * _____________________________________________ * * · The functional values are sorted in a 3 dimensional array which is in turned sorted in an 1D pointer array: * _basisFctsAndDerivs = new double[(_derivDegree + 1) * (_derivDegree + 1) * noBasisFcts] * computing all the partial derivatives in u-direction k-th and in v-direction l-th as 0 <= k + l <= _derivDegree * * · The element _bSplineBasisFctsAndDerivs[index] where index = indexDerivativeBasisFunction(_derivDegree,i,j,k) of the output array * returns the i-th derivative with respect to u and the j-th derivative with respect to v (in total i+j-th partial derivative) * of the k-th basis B-Spline basis function N_(k) sorted as in the above table * * Reference: Piegl, Les and Tiller, Wayne, The NURBS Book. Springer-Verlag: Berlin 1995; p. 137. * _________ * * It is also assumed that there are n basis functions in u-direction and m basis functions in v-direction. */ // Read input assert(_basisFctsAndDerivs!=NULL); // Get the polynomial degrees int pDegree = getUBSplineBasis1D()->getPolynomialDegree(); int qDegree = getVBSplineBasis1D()->getPolynomialDegree(); // The number of the basis functions int noBasisFcts = (pDegree + 1) * (qDegree + 1); // Initialize the index of the basis int indexBSplineBasis = 0; int indexNurbsBasis = 0; // Initialize the output array to zero for (int i = 0; i <= _derivDegree; i++) for (int j = 0; j <= _derivDegree - i; j++) for (int k = 0; k < noBasisFcts; k++) { // Compute the index of the basis indexNurbsBasis = indexDerivativeBasisFunction(_derivDegree, i, j, k); // Initialize the B-Spline basis function value _basisFctsAndDerivs[indexNurbsBasis] = 0.0; } // Compute the B-Spline basis functions and their partial derivatives up to _derivDegree absolute order double* bSplineBasisFctAndDeriv = new double[(_derivDegree + 1) * (_derivDegree + 2) * noBasisFcts / 2]; BSplineBasis2D::computeLocalBasisFunctionsAndDerivatives(bSplineBasisFctAndDeriv, _derivDegree, _uPrm, _KnotSpanIndexU, _vPrm, _KnotSpanIndexV); // Initialize the counter of the basis functions int counterBasis = 0; // Initialize the index the Control Point weights int uIndexCP = 0; int vIndexCP = 0; // Compute the denominator function double* denominatorFct = new double[(_derivDegree + 1) * (_derivDegree + 1)]; computeDenominatorFunctionAndDerivatives(denominatorFct, bSplineBasisFctAndDeriv, _derivDegree, _KnotSpanIndexU, _KnotSpanIndexV); // Initialize auxiliary variables double v = 0.0; double v2 = 0.0; // Reset basis function counter to zero counterBasis = 0; // Loop over all the basis functions in v-direction for (int vBasis = 0; vBasis <= qDegree; vBasis++) { // Loop over all the basis functions in u-direction for (int uBasis = 0; uBasis <= pDegree; uBasis++) { // Loop over all the derivatives in u-direction for (int k = 0; k <= _derivDegree; k++) { // Loop over all the derivatives in v-direction for (int l = 0; l <= _derivDegree - k; l++) { // Compute the B-Spline basis function index indexBSplineBasis = indexDerivativeBasisFunction(_derivDegree, k, l, counterBasis); // Compute the Control Point indices uIndexCP = _KnotSpanIndexU - pDegree + uBasis; vIndexCP = _KnotSpanIndexV - qDegree + vBasis; // Store temporary value v = bSplineBasisFctAndDeriv[indexBSplineBasis] * IGAControlPointWeights[vIndexCP * uNoBasisFnc + uIndexCP]; for (int j = 1; j <= l; j++) { // Compute the NURBS basis function index indexNurbsBasis = indexDerivativeBasisFunction(_derivDegree, k, l - j, counterBasis); // Update the scalar value v -= EMPIRE::MathLibrary::binomialCoefficients[GETINDEX(l, j)] * denominatorFct[j * (_derivDegree + 1)] * _basisFctsAndDerivs[indexNurbsBasis]; } for (int i = 1; i <= k; i++) { // Compute the NURBS basis function index indexNurbsBasis = indexDerivativeBasisFunction(_derivDegree, k - i, l, counterBasis); // Update the scalar value v -= EMPIRE::MathLibrary::binomialCoefficients[GETINDEX(k, i)] * denominatorFct[i] * _basisFctsAndDerivs[indexNurbsBasis]; v2 = 0.0; for (int j = 1; j <= l; j++) { // Compute the NURBS basis function index indexNurbsBasis = indexDerivativeBasisFunction(_derivDegree, k - i, l - j, counterBasis); // Update the scalar value v2 += EMPIRE::MathLibrary::binomialCoefficients[GETINDEX(l, j)] * denominatorFct[j * (_derivDegree + 1) + i] * _basisFctsAndDerivs[indexNurbsBasis]; } v -= EMPIRE::MathLibrary::binomialCoefficients[GETINDEX(k, i)] * v2; } // Compute the NURBS basis function index indexNurbsBasis = indexDerivativeBasisFunction(_derivDegree, k, l, counterBasis); // Update the value of the basis function derivatives _basisFctsAndDerivs[indexNurbsBasis] = v / denominatorFct[0]; } } // Update basis function's counter counterBasis++; } } // Free the memory from the heap delete[] bSplineBasisFctAndDeriv; delete[] denominatorFct; }