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Undo changes to the clouds
This commit is contained in:
parent
ba31db3eef
commit
6b6baf3fd7
1 changed files with 187 additions and 183 deletions
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@ -13,21 +13,22 @@
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#include "settings.h"
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#include <cmath>
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scene::ISceneManager *g_menucloudsmgr = nullptr;
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Clouds *g_menuclouds = nullptr;
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class Clouds;
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scene::ISceneManager* g_menucloudsmgr = nullptr;
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Clouds* g_menuclouds = nullptr;
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// Constant for now
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static constexpr const float cloud_size = BS * 64.0f;
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static void cloud_3d_setting_changed(const std::string &settingname, void *data)
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static void cloud_3d_setting_changed(const std::string& settingname, void* data)
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{
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((Clouds *)data)->readSettings();
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((Clouds*)data)->readSettings();
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}
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Clouds::Clouds(scene::ISceneManager* mgr, IShaderSource *ssrc,
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s32 id,
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u32 seed
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):
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Clouds::Clouds(scene::ISceneManager* mgr, IShaderSource* ssrc,
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s32 id,
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u32 seed
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) :
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scene::ISceneNode(mgr->getRootSceneNode(), mgr, id),
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m_seed(seed)
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{
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@ -62,7 +63,7 @@ Clouds::~Clouds()
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void Clouds::OnRegisterSceneNode()
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{
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if(IsVisible)
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if (IsVisible)
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{
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SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
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}
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@ -90,13 +91,16 @@ void Clouds::updateMesh()
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if (!m_mesh_valid) {
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// mesh was never created or invalidated
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} else if (m_mesh_origin.getDistanceFrom(m_origin) >= max_d) {
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}
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else if (m_mesh_origin.getDistanceFrom(m_origin) >= max_d) {
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// clouds moved
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} else if (center_of_drawing_in_noise_i != m_last_noise_center) {
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}
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else if (center_of_drawing_in_noise_i != m_last_noise_center) {
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// noise offset changed
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// I think in practice this never happens due to the camera offset
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// being smaller than the cloud size.(?)
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} else {
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}
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else {
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return;
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}
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@ -140,7 +144,7 @@ void Clouds::updateMesh()
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std::vector<bool> grid(m_cloud_radius_i * 2 * m_cloud_radius_i * 2);
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for(s16 zi = -m_cloud_radius_i; zi < m_cloud_radius_i; zi++) {
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for (s16 zi = -m_cloud_radius_i; zi < m_cloud_radius_i; zi++) {
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u32 si = (zi + m_cloud_radius_i) * m_cloud_radius_i * 2 + m_cloud_radius_i;
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for (s16 xi = -m_cloud_radius_i; xi < m_cloud_radius_i; xi++) {
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@ -154,9 +158,9 @@ void Clouds::updateMesh()
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}
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auto *mb = m_meshbuffer.get();
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auto &vertices = mb->Vertices->Data;
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auto &indices = mb->Indices->Data;
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auto* mb = m_meshbuffer.get();
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auto& vertices = mb->Vertices->Data;
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auto& indices = mb->Indices->Data;
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{
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const u32 vertex_count = num_faces_to_draw * 16 * m_cloud_radius_i * m_cloud_radius_i;
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const u32 quad_count = vertex_count / 4;
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@ -172,167 +176,166 @@ void Clouds::updateMesh()
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((x) >= -(radius) && (x) < (radius) && (z) >= -(radius) && (z) < (radius))
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vertices.clear();
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for (s16 zi0= -m_cloud_radius_i; zi0 < m_cloud_radius_i; zi0++)
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for (s16 xi0= -m_cloud_radius_i; xi0 < m_cloud_radius_i; xi0++)
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{
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s16 zi = zi0;
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s16 xi = xi0;
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// Draw from back to front for proper transparency
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if(zi >= 0)
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zi = m_cloud_radius_i - zi - 1;
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if(xi >= 0)
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xi = m_cloud_radius_i - xi - 1;
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u32 i = GETINDEX(xi, zi, m_cloud_radius_i);
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if (!grid[i])
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continue;
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v2f p0 = v2f(xi,zi)*cloud_size + world_center_of_drawing_in_noise_f;
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const f32 rx = cloud_size / 2.0f;
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// if clouds are flat, the top layer should be at the given height
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const f32 ry = is3D() ? m_params.thickness * BS : 0.0f;
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const f32 rz = cloud_size / 2;
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bool soft_clouds_enabled = g_settings->getBool("soft_clouds");
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v3f pos(p0.X, m_params.height * BS, p0.Y);
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video::S3DVertex v[4] = {
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video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 1),
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video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 1),
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video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 0),
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video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 0)
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};
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for (u32 i = 0; i < num_faces_to_draw; i++)
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for (s16 zi0 = -m_cloud_radius_i; zi0 < m_cloud_radius_i; zi0++)
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for (s16 xi0 = -m_cloud_radius_i; xi0 < m_cloud_radius_i; xi0++)
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{
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switch (i)
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{
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case 0: // top
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for (video::S3DVertex &vertex : v) {
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vertex.Normal.set(0, 1, 0);
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}
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v[0].Pos.set(-rx, ry,-rz);
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v[1].Pos.set(-rx, ry, rz);
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v[2].Pos.set( rx, ry, rz);
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v[3].Pos.set( rx, ry,-rz);
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break;
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case 1: // back
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if (INAREA(xi, zi - 1, m_cloud_radius_i)) {
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u32 j = GETINDEX(xi, zi - 1, m_cloud_radius_i);
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if (grid[j])
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continue;
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}
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if (soft_clouds_enabled) {
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for (video::S3DVertex &vertex : v) {
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vertex.Normal.set(0, 0, -1);
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}
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v[2].Color = c_bottom;
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v[3].Color = c_bottom;
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}
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else {
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for (video::S3DVertex &vertex : v) {
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vertex.Color = c_side_1;
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vertex.Normal.set(0, 0, -1);
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}
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}
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v[0].Pos.set(-rx, ry,-rz);
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v[1].Pos.set( rx, ry,-rz);
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v[2].Pos.set( rx, 0,-rz);
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v[3].Pos.set(-rx, 0,-rz);
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break;
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case 2: //right
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if (INAREA(xi + 1, zi, m_cloud_radius_i)) {
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u32 j = GETINDEX(xi + 1, zi, m_cloud_radius_i);
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if (grid[j])
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continue;
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}
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if (soft_clouds_enabled) {
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for (video::S3DVertex &vertex : v) {
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vertex.Normal.set(1, 0, 0);
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}
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v[2].Color = c_bottom;
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v[3].Color = c_bottom;
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}
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else {
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for (video::S3DVertex &vertex : v) {
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vertex.Color = c_side_2;
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vertex.Normal.set(1, 0, 0);
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}
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}
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v[0].Pos.set(rx, ry,-rz);
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v[1].Pos.set(rx, ry, rz);
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v[2].Pos.set(rx, 0, rz);
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v[3].Pos.set(rx, 0,-rz);
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break;
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case 3: // front
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if (INAREA(xi, zi + 1, m_cloud_radius_i)) {
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u32 j = GETINDEX(xi, zi + 1, m_cloud_radius_i);
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if (grid[j])
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continue;
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}
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if (soft_clouds_enabled) {
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for (video::S3DVertex &vertex : v) {
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vertex.Normal.set(0, 0, -1);
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}
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v[2].Color = c_bottom;
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v[3].Color = c_bottom;
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}
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else {
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for (video::S3DVertex &vertex : v) {
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vertex.Color = c_side_1;
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vertex.Normal.set(0, 0, -1);
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}
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}
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v[0].Pos.set( rx, ry, rz);
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v[1].Pos.set(-rx, ry, rz);
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v[2].Pos.set(-rx, 0, rz);
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v[3].Pos.set( rx, 0, rz);
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break;
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case 4: // left
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if (INAREA(xi - 1, zi, m_cloud_radius_i)) {
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u32 j = GETINDEX(xi - 1, zi, m_cloud_radius_i);
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if (grid[j])
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continue;
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}
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if (soft_clouds_enabled) {
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for (video::S3DVertex &vertex : v) {
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vertex.Normal.set(-1, 0, 0);
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}
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v[2].Color = c_bottom;
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v[3].Color = c_bottom;
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}
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else {
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for (video::S3DVertex &vertex : v) {
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vertex.Color = c_side_2;
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vertex.Normal.set(-1, 0, 0);
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}
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}
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v[0].Pos.set(-rx, ry, rz);
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v[1].Pos.set(-rx, ry,-rz);
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v[2].Pos.set(-rx, 0,-rz);
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v[3].Pos.set(-rx, 0, rz);
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break;
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case 5: // bottom
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for (video::S3DVertex &vertex : v) {
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vertex.Color = c_bottom;
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vertex.Normal.set(0, -1, 0);
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}
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v[0].Pos.set( rx, 0, rz);
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v[1].Pos.set(-rx, 0, rz);
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v[2].Pos.set(-rx, 0,-rz);
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v[3].Pos.set( rx, 0,-rz);
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break;
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}
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s16 zi = zi0;
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s16 xi = xi0;
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// Draw from back to front for proper transparency
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if (zi >= 0)
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zi = m_cloud_radius_i - zi - 1;
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if (xi >= 0)
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xi = m_cloud_radius_i - xi - 1;
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for (video::S3DVertex &vertex : v) {
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vertex.Pos += pos;
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vertices.push_back(vertex);
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u32 i = GETINDEX(xi, zi, m_cloud_radius_i);
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if (!grid[i])
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continue;
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v2f p0 = v2f(xi, zi) * cloud_size + world_center_of_drawing_in_noise_f;
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video::S3DVertex v[4] = {
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video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 1),
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video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 1),
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video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 0),
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video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 0)
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};
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const f32 rx = cloud_size / 2.0f;
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// if clouds are flat, the top layer should be at the given height
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const f32 ry = is3D() ? m_params.thickness * BS : 0.0f;
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const f32 rz = cloud_size / 2;
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bool soft_clouds_enabled = g_settings->getBool("soft_clouds");
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for (u32 i = 0; i < num_faces_to_draw; i++)
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{
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switch (i)
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{
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case 0: // top
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for (video::S3DVertex& vertex : v) {
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vertex.Normal.set(0, 1, 0);
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}
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v[0].Pos.set(-rx, ry, -rz);
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v[1].Pos.set(-rx, ry, rz);
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v[2].Pos.set(rx, ry, rz);
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v[3].Pos.set(rx, ry, -rz);
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break;
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case 1: // back
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if (INAREA(xi, zi - 1, m_cloud_radius_i)) {
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u32 j = GETINDEX(xi, zi - 1, m_cloud_radius_i);
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if (grid[j])
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continue;
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}
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if (soft_clouds_enabled) {
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for (video::S3DVertex& vertex : v) {
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vertex.Normal.set(0, 0, -1);
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}
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v[2].Color = c_bottom;
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v[3].Color = c_bottom;
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}
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else {
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for (video::S3DVertex& vertex : v) {
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vertex.Color = c_side_1;
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vertex.Normal.set(0, 0, -1);
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}
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}
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v[0].Pos.set(-rx, ry, -rz);
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v[1].Pos.set(rx, ry, -rz);
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v[2].Pos.set(rx, 0, -rz);
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v[3].Pos.set(-rx, 0, -rz);
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break;
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case 2: //right
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if (INAREA(xi + 1, zi, m_cloud_radius_i)) {
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u32 j = GETINDEX(xi + 1, zi, m_cloud_radius_i);
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if (grid[j])
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continue;
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}
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if (soft_clouds_enabled) {
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for (video::S3DVertex& vertex : v) {
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vertex.Normal.set(1, 0, 0);
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}
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v[2].Color = c_bottom;
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v[3].Color = c_bottom;
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}
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else {
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for (video::S3DVertex& vertex : v) {
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vertex.Color = c_side_2;
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vertex.Normal.set(1, 0, 0);
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}
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}
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v[0].Pos.set(rx, ry, -rz);
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v[1].Pos.set(rx, ry, rz);
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v[2].Pos.set(rx, 0, rz);
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v[3].Pos.set(rx, 0, -rz);
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break;
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case 3: // front
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if (INAREA(xi, zi + 1, m_cloud_radius_i)) {
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u32 j = GETINDEX(xi, zi + 1, m_cloud_radius_i);
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if (grid[j])
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continue;
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}
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if (soft_clouds_enabled) {
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for (video::S3DVertex& vertex : v) {
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vertex.Normal.set(0, 0, -1);
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}
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v[2].Color = c_bottom;
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v[3].Color = c_bottom;
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}
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else {
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for (video::S3DVertex& vertex : v) {
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vertex.Color = c_side_1;
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vertex.Normal.set(0, 0, -1);
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}
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}
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v[0].Pos.set(rx, ry, rz);
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v[1].Pos.set(-rx, ry, rz);
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v[2].Pos.set(-rx, 0, rz);
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v[3].Pos.set(rx, 0, rz);
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break;
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case 4: // left
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if (INAREA(xi - 1, zi, m_cloud_radius_i)) {
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u32 j = GETINDEX(xi - 1, zi, m_cloud_radius_i);
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if (grid[j])
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continue;
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}
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if (soft_clouds_enabled) {
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for (video::S3DVertex& vertex : v) {
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vertex.Normal.set(-1, 0, 0);
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}
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v[2].Color = c_bottom;
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v[3].Color = c_bottom;
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}
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else {
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for (video::S3DVertex& vertex : v) {
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vertex.Color = c_side_2;
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vertex.Normal.set(-1, 0, 0);
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}
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}
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v[0].Pos.set(-rx, ry, rz);
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v[1].Pos.set(-rx, ry, -rz);
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v[2].Pos.set(-rx, 0, -rz);
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v[3].Pos.set(-rx, 0, rz);
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break;
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case 5: // bottom
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for (video::S3DVertex& vertex : v) {
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vertex.Color = c_bottom;
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vertex.Normal.set(0, -1, 0);
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}
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v[0].Pos.set(rx, 0, rz);
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v[1].Pos.set(-rx, 0, rz);
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v[2].Pos.set(-rx, 0, -rz);
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v[3].Pos.set(rx, 0, -rz);
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break;
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}
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v3f pos(p0.X, m_params.height * BS, p0.Y);
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for (video::S3DVertex& vertex : v) {
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vertex.Pos += pos;
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vertices.push_back(vertex);
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}
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}
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}
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}
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mb->setDirty(scene::EBT_VERTEX);
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const u32 quad_count = mb->getVertexCount() / 4;
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@ -341,7 +344,8 @@ void Clouds::updateMesh()
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if (mb->getIndexCount() > index_count) {
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indices.resize(index_count);
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mb->setDirty(scene::EBT_INDEX);
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} else if (mb->getIndexCount() < index_count) {
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}
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else if (mb->getIndexCount() < index_count) {
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const u32 start = mb->getIndexCount() / 6;
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assert(start * 6 == mb->getIndexCount());
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for (u32 k = start; k < quad_count; k++) {
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@ -389,7 +393,7 @@ void Clouds::render()
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const float cloud_full_radius = cloud_size * m_cloud_radius_i;
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// Get fog parameters for setting them back later
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video::SColor fog_color(0,0,0,0);
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video::SColor fog_color(0, 0, 0, 0);
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video::E_FOG_TYPE fog_type = video::EFT_FOG_LINEAR;
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f32 fog_start = 0;
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f32 fog_end = 0;
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@ -397,19 +401,19 @@ void Clouds::render()
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bool fog_pixelfog = false;
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bool fog_rangefog = false;
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driver->getFog(fog_color, fog_type, fog_start, fog_end, fog_density,
|
||||
fog_pixelfog, fog_rangefog);
|
||||
fog_pixelfog, fog_rangefog);
|
||||
|
||||
// Set our own fog, unless it was already disabled
|
||||
if (fog_start < FOG_RANGE_ALL) {
|
||||
driver->setFog(fog_color, fog_type, cloud_full_radius * 0.5,
|
||||
cloud_full_radius*1.2, fog_density, fog_pixelfog, fog_rangefog);
|
||||
cloud_full_radius * 1.2, fog_density, fog_pixelfog, fog_rangefog);
|
||||
}
|
||||
|
||||
driver->drawMeshBuffer(m_meshbuffer.get());
|
||||
|
||||
// Restore fog settings
|
||||
driver->setFog(fog_color, fog_type, fog_start, fog_end, fog_density,
|
||||
fog_pixelfog, fog_rangefog);
|
||||
fog_pixelfog, fog_rangefog);
|
||||
}
|
||||
|
||||
void Clouds::step(float dtime)
|
||||
|
@ -417,7 +421,7 @@ void Clouds::step(float dtime)
|
|||
m_origin = m_origin + dtime * BS * m_params.speed;
|
||||
}
|
||||
|
||||
void Clouds::update(const v3f &camera_p, const video::SColorf &color_diffuse)
|
||||
void Clouds::update(const v3f& camera_p, const video::SColorf& color_diffuse)
|
||||
{
|
||||
video::SColorf ambient(m_params.color_ambient);
|
||||
video::SColorf bright(m_params.color_bright);
|
||||
|
@ -432,7 +436,7 @@ void Clouds::update(const v3f &camera_p, const video::SColorf &color_diffuse)
|
|||
if (is3D()) {
|
||||
float camera_height = camera_p.Y - BS * m_camera_offset.Y;
|
||||
if (camera_height >= m_box.MinEdge.Y &&
|
||||
camera_height <= m_box.MaxEdge.Y) {
|
||||
camera_height <= m_box.MaxEdge.Y) {
|
||||
v2f camera_in_noise;
|
||||
camera_in_noise.X = floor((camera_p.X - m_origin.X) / cloud_size + 0.5);
|
||||
camera_in_noise.Y = floor((camera_p.Z - m_origin.Y) / cloud_size + 0.5);
|
||||
|
@ -458,9 +462,9 @@ bool Clouds::gridFilled(int x, int y) const
|
|||
{
|
||||
float cloud_size_noise = cloud_size / (BS * 200.f);
|
||||
float noise = noise2d_perlin(
|
||||
(float)x * cloud_size_noise,
|
||||
(float)y * cloud_size_noise,
|
||||
m_seed, 3, 0.5);
|
||||
(float)x * cloud_size_noise,
|
||||
(float)y * cloud_size_noise,
|
||||
m_seed, 3, 0.5);
|
||||
// normalize to 0..1 (given 3 octaves)
|
||||
static constexpr const float noise_bound = 1.0f + 0.5f + 0.25f;
|
||||
float density = noise / noise_bound * 0.5f + 0.5f;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue