+ volumetric clouds (thanks teddydestodes)
authorNils Dagsson Moskopp <nils@dieweltistgarnichtso.net>
Mon, 18 Jul 2011 20:50:14 +0000 (22:50 +0200)
committerNils Dagsson Moskopp <nils@dieweltistgarnichtso.net>
Mon, 18 Jul 2011 20:50:14 +0000 (22:50 +0200)
src/clouds.cpp

index 122beedacd47133c6468c84d8c75725873c68089..0225504146d9e88b1b739a6b22b2bd3e4affc0df 100644 (file)
@@ -125,22 +125,73 @@ void Clouds::render()
                                m_seed, 3, 0.4);
                if(noise < 0.8)
                        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::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, 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)
                };
-               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 = 16*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
+                                       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
+                                       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
+                                       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
+                                       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
+                                       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);
+               }
+
        }
 }