]> git.lizzy.rs Git - minetest.git/blobdiff - src/clouds.cpp
tile: don't duplicate std::string::find_last_of
[minetest.git] / src / clouds.cpp
index 0225504146d9e88b1b739a6b22b2bd3e4affc0df..23243659707bb8c56ddc2a9ce72f920d57d5e4f9 100644 (file)
@@ -21,6 +21,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "noise.h"
 #include "constants.h"
 #include "debug.h"
+#include "main.h" // For g_profiler and g_settings
+#include "profiler.h"
+#include "settings.h"
 
 Clouds::Clouds(
                scene::ISceneNode* parent,
@@ -76,6 +79,12 @@ void Clouds::render()
        if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SOLID)
                return;
 
+       ScopeProfiler sp(g_profiler, "Rendering of clouds, avg", SPT_AVG);
+
+       int num_faces_to_draw = 1;
+       if(g_settings->getBool("enable_3d_clouds"))
+               num_faces_to_draw = 6;
+
        driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
        driver->setMaterial(m_material);
        
@@ -84,7 +93,7 @@ void Clouds::render()
        */
 
        const s16 cloud_radius_i = 12;
-       const float cloud_size = BS*50;
+       const float cloud_size = BS*48;
        const v2f cloud_speed(-BS*2, 0);
        
        // Position of cloud noise origin in world coordinates
@@ -123,25 +132,28 @@ void Clouds::render()
                                (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 < 0.8)
+               if(noise < 0.95)
                        continue;
 
                float b = m_brightness;
-               video::SColor c(128,b*230,b*230,b*255);
+               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, 0, 1),
-                       video::S3DVertex(0,0,0, 0,0,0, c, 1, 1),
-                       video::S3DVertex(0,0,0, 0,0,0, c, 1, 0),
-                       video::S3DVertex(0,0,0, 0,0,0, c, 0, 0)
+                       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 = 16*BS;
+               f32 ry = 8*BS;
                f32 rz = cloud_size;
 
-               for(int i=0;i<6;i++)
+               for(int i=0; i<num_faces_to_draw; i++)
                {
                        switch(i)
                        {
@@ -152,30 +164,40 @@ void Clouds::render()
                                        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;