X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fclouds.cpp;h=d754cc15e2f0b93972a517037c233b720f8c6d7c;hb=805564dcf2cf2f55fb4860f8224ae82edee75395;hp=122beedacd47133c6468c84d8c75725873c68089;hpb=72e742c24eb70fdf8aacb7d3043b6a1537ca14fb;p=dragonfireclient.git diff --git a/src/clouds.cpp b/src/clouds.cpp index 122beedac..d754cc15e 100644 --- a/src/clouds.cpp +++ b/src/clouds.cpp @@ -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 @@ -123,24 +123,88 @@ 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; - - v2f p1 = p0 + v2f(1,1)*cloud_size; - //video::SColor c(128,255,255,255); float b = m_brightness; - video::SColor c(128,b*230,b*230,b*255); - video::S3DVertex vertices[4] = + 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(p0.X,m_cloud_y,p0.Y, 0,0,0, c, 0,1), - video::S3DVertex(p0.X,m_cloud_y,p1.Y, 0,0,0, c, 1,1), - video::S3DVertex(p1.X,m_cloud_y,p1.Y, 0,0,0, c, 1,0), - video::S3DVertex(p1.X,m_cloud_y,p0.Y, 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) }; - u16 indices[] = {0,1,2,2,3,0}; - driver->drawVertexPrimitiveList(vertices, 4, indices, 2, - video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT); + + f32 rx = cloud_size; + f32 ry = 8*BS; + f32 rz = cloud_size; + + for(int i=0;i<6;i++) + { + switch(i) + { + case 0: // top + 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 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; + v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz; + break; + } + + v3f pos = v3f(p0.X,m_cloud_y,p0.Y); + + for(u16 i=0; i<4; i++) + v[i].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); + } + } }