forked from Mirrorlandia_minetest/minetest
master #1
@ -819,6 +819,7 @@ protected:
|
||||
const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
|
||||
void updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
|
||||
const CameraOrientation &cam);
|
||||
void updateClouds(float dtime);
|
||||
void updateShadows();
|
||||
|
||||
// Misc
|
||||
@ -4012,33 +4013,8 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
|
||||
/*
|
||||
Update clouds
|
||||
*/
|
||||
if (clouds) {
|
||||
if (sky->getCloudsVisible()) {
|
||||
clouds->setVisible(true);
|
||||
clouds->step(dtime);
|
||||
// camera->getPosition is not enough for 3rd person views
|
||||
v3f camera_node_position = camera->getCameraNode()->getPosition();
|
||||
v3s16 camera_offset = camera->getOffset();
|
||||
camera_node_position.X = camera_node_position.X + camera_offset.X * BS;
|
||||
camera_node_position.Y = camera_node_position.Y + camera_offset.Y * BS;
|
||||
camera_node_position.Z = camera_node_position.Z + camera_offset.Z * BS;
|
||||
clouds->update(camera_node_position,
|
||||
sky->getCloudColor());
|
||||
if (clouds->isCameraInsideCloud() && m_cache_enable_fog) {
|
||||
// if inside clouds, and fog enabled, use that as sky
|
||||
// color(s)
|
||||
video::SColor clouds_dark = clouds->getColor()
|
||||
.getInterpolated(video::SColor(255, 0, 0, 0), 0.9);
|
||||
sky->overrideColors(clouds_dark, clouds->getColor());
|
||||
sky->setInClouds(true);
|
||||
runData.fog_range = std::fmin(runData.fog_range * 0.5f, 32.0f * BS);
|
||||
// do not draw clouds after all
|
||||
clouds->setVisible(false);
|
||||
}
|
||||
} else {
|
||||
clouds->setVisible(false);
|
||||
}
|
||||
}
|
||||
if (clouds)
|
||||
updateClouds(dtime);
|
||||
|
||||
/*
|
||||
Update particles
|
||||
@ -4217,6 +4193,33 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
|
||||
g_profiler->avg("Game::updateFrame(): update frame [ms]", tt_update.stop(true));
|
||||
}
|
||||
|
||||
void Game::updateClouds(float dtime)
|
||||
{
|
||||
if (this->sky->getCloudsVisible()) {
|
||||
this->clouds->setVisible(true);
|
||||
this->clouds->step(dtime);
|
||||
// this->camera->getPosition is not enough for third-person camera.
|
||||
v3f camera_node_position = this->camera->getCameraNode()->getPosition();
|
||||
v3s16 camera_offset = this->camera->getOffset();
|
||||
camera_node_position.X = camera_node_position.X + camera_offset.X * BS;
|
||||
camera_node_position.Y = camera_node_position.Y + camera_offset.Y * BS;
|
||||
camera_node_position.Z = camera_node_position.Z + camera_offset.Z * BS;
|
||||
this->clouds->update(camera_node_position, this->sky->getCloudColor());
|
||||
if (this->clouds->isCameraInsideCloud() && this->m_cache_enable_fog) {
|
||||
// If camera is inside cloud and fog is enabled, use cloud's colors as sky colors.
|
||||
video::SColor clouds_dark = this->clouds->getColor().getInterpolated(
|
||||
video::SColor(255, 0, 0, 0), 0.9);
|
||||
this->sky->overrideColors(clouds_dark, this->clouds->getColor());
|
||||
this->sky->setInClouds(true);
|
||||
this->runData.fog_range = std::fmin(this->runData.fog_range * 0.5f, 32.0f * BS);
|
||||
// Clouds are not drawn in this case.
|
||||
this->clouds->setVisible(false);
|
||||
}
|
||||
} else {
|
||||
this->clouds->setVisible(false);
|
||||
}
|
||||
}
|
||||
|
||||
/* Log times and stuff for visualization */
|
||||
inline void Game::updateProfilerGraphs(ProfilerGraph *graph)
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user