#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,
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);
*/
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
(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)
{
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;