]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/clouds.cpp
This looks more like MC view bobbing, but still not even close
[dragonfireclient.git] / src / clouds.cpp
index 0225504146d9e88b1b739a6b22b2bd3e4affc0df..d754cc15e2f0b93972a517037c233b720f8c6d7c 100644 (file)
@@ -84,7 +84,7 @@ 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
@@ -123,22 +123,25 @@ 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++)
@@ -152,30 +155,40 @@ 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;