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+ volumetric clouds (thanks teddydestodes)
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commit
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@ -126,22 +126,73 @@ void Clouds::render()
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if(noise < 0.8)
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if(noise < 0.8)
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continue;
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continue;
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v2f p1 = p0 + v2f(1,1)*cloud_size;
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//video::SColor c(128,255,255,255);
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float b = m_brightness;
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float b = m_brightness;
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video::SColor c(128,b*230,b*230,b*255);
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video::SColor c(128,b*230,b*230,b*255);
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video::S3DVertex vertices[4] =
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video::S3DVertex v[4] =
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{
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{
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video::S3DVertex(p0.X,m_cloud_y,p0.Y, 0,0,0, c, 0,1),
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video::S3DVertex(0,0,0, 0,0,0, c, 0, 1),
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video::S3DVertex(p0.X,m_cloud_y,p1.Y, 0,0,0, c, 1,1),
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video::S3DVertex(0,0,0, 0,0,0, c, 1, 1),
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video::S3DVertex(p1.X,m_cloud_y,p1.Y, 0,0,0, c, 1,0),
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video::S3DVertex(0,0,0, 0,0,0, c, 1, 0),
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video::S3DVertex(p1.X,m_cloud_y,p0.Y, 0,0,0, c, 0,0),
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video::S3DVertex(0,0,0, 0,0,0, c, 0, 0)
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};
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};
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f32 rx = cloud_size;
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f32 ry = 16*BS;
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f32 rz = cloud_size;
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for(int i=0;i<6;i++)
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{
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switch(i)
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{
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case 0: // top
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v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
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v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
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v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz;
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v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz;
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break;
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case 1: // back
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v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
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v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
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v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
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v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
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break;
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case 2: //right
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v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
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v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
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v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
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v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
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break;
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case 3: // front
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v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
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v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
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v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
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v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
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break;
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case 4: // left
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v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
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v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
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v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
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v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
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break;
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case 5: // bottom
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v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz;
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v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz;
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v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
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v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
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break;
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}
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v3f pos = v3f(p0.X,m_cloud_y,p0.Y);
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for(u16 i=0; i<4; i++)
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v[i].Pos += pos;
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u16 indices[] = {0,1,2,2,3,0};
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u16 indices[] = {0,1,2,2,3,0};
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driver->drawVertexPrimitiveList(vertices, 4, indices, 2,
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driver->drawVertexPrimitiveList(v, 4, indices, 2,
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video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
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video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
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}
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}
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}
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}
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}
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void Clouds::step(float dtime)
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void Clouds::step(float dtime)
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