+ volumetric clouds (thanks teddydestodes)

This commit is contained in:
Nils Dagsson Moskopp 2011-07-18 22:50:14 +02:00
parent 7d92ce061d
commit 414d1ff9e2

@ -126,22 +126,73 @@ void Clouds::render()
if(noise < 0.8) if(noise < 0.8)
continue; continue;
v2f p1 = p0 + v2f(1,1)*cloud_size;
//video::SColor c(128,255,255,255);
float b = m_brightness; float b = m_brightness;
video::SColor c(128,b*230,b*230,b*255); 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(0,0,0, 0,0,0, c, 0, 1),
video::S3DVertex(p0.X,m_cloud_y,p1.Y, 0,0,0, c, 1,1), video::S3DVertex(0,0,0, 0,0,0, c, 1, 1),
video::S3DVertex(p1.X,m_cloud_y,p1.Y, 0,0,0, c, 1,0), video::S3DVertex(0,0,0, 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, 0)
}; };
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}; u16 indices[] = {0,1,2,2,3,0};
driver->drawVertexPrimitiveList(vertices, 4, indices, 2, driver->drawVertexPrimitiveList(v, 4, indices, 2,
video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT); video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
} }
}
} }
void Clouds::step(float dtime) void Clouds::step(float dtime)