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Extract updateClouds method from updateFrame (#13939)
Co-authored-by: Gregor Parzefall <82708541+grorp@users.noreply.github.com>
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@ -819,6 +819,7 @@ protected:
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const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
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void updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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const CameraOrientation &cam);
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void updateClouds(float dtime);
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void updateShadows();
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// Misc
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@ -4012,33 +4013,8 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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/*
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Update clouds
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*/
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if (clouds) {
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if (sky->getCloudsVisible()) {
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clouds->setVisible(true);
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clouds->step(dtime);
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// camera->getPosition is not enough for 3rd person views
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v3f camera_node_position = camera->getCameraNode()->getPosition();
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v3s16 camera_offset = camera->getOffset();
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camera_node_position.X = camera_node_position.X + camera_offset.X * BS;
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camera_node_position.Y = camera_node_position.Y + camera_offset.Y * BS;
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camera_node_position.Z = camera_node_position.Z + camera_offset.Z * BS;
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clouds->update(camera_node_position,
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sky->getCloudColor());
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if (clouds->isCameraInsideCloud() && m_cache_enable_fog) {
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// if inside clouds, and fog enabled, use that as sky
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// color(s)
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video::SColor clouds_dark = clouds->getColor()
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.getInterpolated(video::SColor(255, 0, 0, 0), 0.9);
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sky->overrideColors(clouds_dark, clouds->getColor());
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sky->setInClouds(true);
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runData.fog_range = std::fmin(runData.fog_range * 0.5f, 32.0f * BS);
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// do not draw clouds after all
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clouds->setVisible(false);
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}
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} else {
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clouds->setVisible(false);
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}
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}
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if (clouds)
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updateClouds(dtime);
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/*
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Update particles
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@ -4217,6 +4193,33 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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g_profiler->avg("Game::updateFrame(): update frame [ms]", tt_update.stop(true));
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}
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void Game::updateClouds(float dtime)
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{
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if (this->sky->getCloudsVisible()) {
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this->clouds->setVisible(true);
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this->clouds->step(dtime);
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// this->camera->getPosition is not enough for third-person camera.
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v3f camera_node_position = this->camera->getCameraNode()->getPosition();
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v3s16 camera_offset = this->camera->getOffset();
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camera_node_position.X = camera_node_position.X + camera_offset.X * BS;
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camera_node_position.Y = camera_node_position.Y + camera_offset.Y * BS;
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camera_node_position.Z = camera_node_position.Z + camera_offset.Z * BS;
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this->clouds->update(camera_node_position, this->sky->getCloudColor());
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if (this->clouds->isCameraInsideCloud() && this->m_cache_enable_fog) {
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// If camera is inside cloud and fog is enabled, use cloud's colors as sky colors.
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video::SColor clouds_dark = this->clouds->getColor().getInterpolated(
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video::SColor(255, 0, 0, 0), 0.9);
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this->sky->overrideColors(clouds_dark, this->clouds->getColor());
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this->sky->setInClouds(true);
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this->runData.fog_range = std::fmin(this->runData.fog_range * 0.5f, 32.0f * BS);
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// Clouds are not drawn in this case.
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this->clouds->setVisible(false);
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}
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} else {
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this->clouds->setVisible(false);
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}
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}
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/* Log times and stuff for visualization */
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inline void Game::updateProfilerGraphs(ProfilerGraph *graph)
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{
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