+
+ /*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 / 2.0f;
+ // if clouds are flat, the top layer should be at the given height
+ f32 ry = m_enable_3d ? m_params.thickness * BS : 0.0f;
+ f32 rz = cloud_size / 2;
+
+ for(int i=0; i<num_faces_to_draw; i++)
+ {
+ switch(i)
+ {
+ case 0: // top
+ for (video::S3DVertex &vertex : v) {
+ vertex.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, m_cloud_radius_i)) {
+ u32 j = GETINDEX(xi, zi - 1, m_cloud_radius_i);
+ if(grid[j])
+ continue;
+ }
+ for (video::S3DVertex &vertex : v) {
+ vertex.Color = c_side_1;
+ vertex.Normal.set(0,0,-1);
+ }
+ v[0].Pos.set(-rx, ry,-rz);
+ v[1].Pos.set( rx, ry,-rz);
+ v[2].Pos.set( rx, 0,-rz);
+ v[3].Pos.set(-rx, 0,-rz);
+ break;
+ case 2: //right
+ if (INAREA(xi + 1, zi, m_cloud_radius_i)) {
+ u32 j = GETINDEX(xi+1, zi, m_cloud_radius_i);
+ if(grid[j])
+ continue;
+ }
+ for (video::S3DVertex &vertex : v) {
+ vertex.Color = c_side_2;
+ vertex.Normal.set(1,0,0);
+ }
+ v[0].Pos.set( rx, ry,-rz);
+ v[1].Pos.set( rx, ry, rz);
+ v[2].Pos.set( rx, 0, rz);
+ v[3].Pos.set( rx, 0,-rz);
+ break;
+ case 3: // front
+ if (INAREA(xi, zi + 1, m_cloud_radius_i)) {
+ u32 j = GETINDEX(xi, zi + 1, m_cloud_radius_i);
+ if(grid[j])
+ continue;
+ }
+ for (video::S3DVertex &vertex : v) {
+ vertex.Color = c_side_1;
+ vertex.Normal.set(0,0,-1);
+ }
+ v[0].Pos.set( rx, ry, rz);
+ v[1].Pos.set(-rx, ry, rz);
+ v[2].Pos.set(-rx, 0, rz);
+ v[3].Pos.set( rx, 0, rz);
+ break;
+ case 4: // left
+ if (INAREA(xi-1, zi, m_cloud_radius_i)) {
+ u32 j = GETINDEX(xi-1, zi, m_cloud_radius_i);
+ if(grid[j])
+ continue;
+ }
+ for (video::S3DVertex &vertex : v) {
+ vertex.Color = c_side_2;
+ vertex.Normal.set(-1,0,0);
+ }
+ v[0].Pos.set(-rx, ry, rz);
+ v[1].Pos.set(-rx, ry,-rz);
+ v[2].Pos.set(-rx, 0,-rz);
+ v[3].Pos.set(-rx, 0, rz);
+ break;
+ case 5: // bottom
+ for (video::S3DVertex &vertex : v) {
+ vertex.Color = c_bottom;
+ vertex.Normal.set(0,-1,0);
+ }
+ v[0].Pos.set( rx, 0, rz);
+ v[1].Pos.set(-rx, 0, rz);
+ v[2].Pos.set(-rx, 0,-rz);
+ v[3].Pos.set( rx, 0,-rz);
+ break;
+ }
+
+ v3f pos(p0.X, m_params.height * BS, p0.Y);
+ pos -= intToFloat(m_camera_offset, BS);
+
+ for (video::S3DVertex &vertex : v)
+ vertex.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);
+ }