コード例 #1
0
WEmitter::WEmitter(scene::ISceneNode* parent, scene::ISceneManager* mgr,
		s32 id, v3s16 position, s16 height) :
	scene::ISceneNode(parent, mgr, id), m_position(position), m_height(height),
			m_texture_v(0.5) {
	m_material.setFlag(video::EMF_LIGHTING, false);
	m_material.setFlag(video::EMF_BACK_FACE_CULLING, false);
	m_material.setFlag(video::EMF_BILINEAR_FILTER, false);
	m_material.setFlag(video::EMF_FOG_ENABLE, false);
	m_material.setFlag(video::EMF_ANTI_ALIASING, false);
	video::IVideoDriver* driver = SceneManager->getVideoDriver();
//	driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
	m_material.setTexture(0,
			driver->getTexture(getTexturePath("rain.png").c_str()));
	m_material.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
	m_box = core::aabbox3d<f32>(m_position.X * BS - BS / 2,
			m_position.Y * BS - BS / 2, m_position.Z * BS - BS / 2,
			m_position.X * BS + BS / 2,
			m_position.Y * BS + BS / 2 + m_height * BS,
			m_position.Z * BS + BS / 2);

	f32 rx = BS / 2;
	f32 ry = BS / 2;
	f32 rz = BS / 2;
	f32 h = m_height * BS;
	m_material.getTextureMatrix(0).setTextureScale(1.0, -m_height);

	video::SColor c_top(128, 240, 240, 255);
	m_planes[0] = video::S3DVertex(-rx,   h, 0, 0, 0, 0, c_top, 0, 1);
	m_planes[1] = video::S3DVertex( rx,   h, 0, 0, 0, 0, c_top, 1, 1);
	m_planes[2] = video::S3DVertex( rx, -ry, 0, 0, 0, 0, c_top, 1, 0);
 	m_planes[3] = video::S3DVertex(-rx, -ry, 0, 0, 0, 0, c_top, 0, 0);
 	m_planes[4] = video::S3DVertex(0,   h, -rz, 0, 0, 0, c_top, 0, 1);
	m_planes[5] = video::S3DVertex(0,   h,  rz, 0, 0, 0, c_top, 1, 1);
	m_planes[6] = video::S3DVertex(0, -ry,  rz, 0, 0, 0, c_top, 1, 0);
 	m_planes[7] = video::S3DVertex(0, -ry, -rz, 0, 0, 0, c_top, 0, 0);
 	
	for (u16 i = 0; i < 8; i++)
	    m_planes[i].Pos += v3f(m_position.X * BS, m_position.Y * BS,
					m_position.Z * BS);
	m_indices = { 0, 1, 2, 2, 3, 0,
	              4, 5, 6, 6, 7, 4 };


}
コード例 #2
0
ファイル: clouds.cpp プロジェクト: erlehmann/minetest
void Clouds::render()
{
	video::IVideoDriver* driver = SceneManager->getVideoDriver();

	/*if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_TRANSPARENT)
		return;*/
	if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SOLID)
		return;

	ScopeProfiler sp(g_profiler, "Rendering of clouds, avg", SPT_AVG);

	int num_faces_to_draw = 6;
	if(g_settings->getBool("enable_2d_clouds"))
		num_faces_to_draw = 1;

	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*48;
	const v2f cloud_speed(-BS*2, 0);
	
	// 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;

	for(s16 zi=-cloud_radius_i; zi<cloud_radius_i; zi++)
	for(s16 xi=-cloud_radius_i; xi<cloud_radius_i; xi++)
	{
		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;
		
		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)
			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);

		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)
		};

		f32 rx = cloud_size;
		f32 ry = 8*BS;
		f32 rz = cloud_size;

		for(int i=0; i<num_faces_to_draw; i++)
		{
			switch(i)
			{
				case 0:	// top
					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++)
						v[j].Color=c_side_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++)
						v[j].Color=c_side_2;
					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++)
						v[j].Color=c_side_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++)
						v[j].Color=c_side_2;
					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++)
						v[j].Color=c_bottom;
					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;
			}

			v3f pos = v3f(p0.X,m_cloud_y,p0.Y);

			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);
		}

	}
}