added clouds
parent
0fecd24758
commit
7a367f96e1
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@ -81,6 +81,7 @@ set(common_SRCS
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# Client sources
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# Client sources
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set(minetest_SRCS
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set(minetest_SRCS
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${common_SRCS}
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${common_SRCS}
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clouds.cpp
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clientobject.cpp
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clientobject.cpp
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guiFurnaceMenu.cpp
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guiFurnaceMenu.cpp
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guiMainMenu.cpp
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guiMainMenu.cpp
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@ -0,0 +1,157 @@
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/*
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Minetest-c55
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Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "clouds.h"
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#include "noise.h"
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#include "constants.h"
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#include "debug.h"
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Clouds::Clouds(
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scene::ISceneNode* parent,
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scene::ISceneManager* mgr,
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s32 id,
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float cloud_y,
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u32 seed
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):
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scene::ISceneNode(parent, mgr, id),
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m_cloud_y(cloud_y),
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m_seed(seed),
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m_camera_pos(0,0),
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m_time(0)
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{
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dstream<<__FUNCTION_NAME<<std::endl;
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m_material.setFlag(video::EMF_LIGHTING, false);
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m_material.setFlag(video::EMF_BACK_FACE_CULLING, false);
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m_material.setFlag(video::EMF_BILINEAR_FILTER, false);
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m_material.setFlag(video::EMF_FOG_ENABLE, false);
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//m_material.setFlag(video::EMF_ANTI_ALIASING, true);
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//m_material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
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m_box = core::aabbox3d<f32>(-BS*1000000,cloud_y-BS,-BS*1000000,
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BS*1000000,cloud_y+BS,BS*1000000);
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}
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Clouds::~Clouds()
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{
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dstream<<__FUNCTION_NAME<<std::endl;
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}
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void Clouds::OnRegisterSceneNode()
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{
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if(IsVisible)
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{
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SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
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//SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
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}
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ISceneNode::OnRegisterSceneNode();
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}
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#define MYROUND(x) (x > 0.0 ? (int)x : (int)x - 1)
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void Clouds::render()
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{
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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/*if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_TRANSPARENT)
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return;*/
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if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SOLID)
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return;
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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driver->setMaterial(m_material);
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/*
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Clouds move from X+ towards X-
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*/
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const s16 cloud_radius_i = 12;
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const float cloud_size = BS*50;
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const v2f cloud_speed(-BS*2, 0);
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// Position of cloud noise origin in world coordinates
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v2f world_cloud_origin_pos_f = m_time*cloud_speed;
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// Position of cloud noise origin from the camera
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v2f cloud_origin_from_camera_f = world_cloud_origin_pos_f - m_camera_pos;
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// The center point of drawing in the noise
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v2f center_of_drawing_in_noise_f = -cloud_origin_from_camera_f;
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// The integer center point of drawing in the noise
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v2s16 center_of_drawing_in_noise_i(
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MYROUND(center_of_drawing_in_noise_f.X / cloud_size),
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MYROUND(center_of_drawing_in_noise_f.Y / cloud_size)
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);
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// The world position of the integer center point of drawing in the noise
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v2f world_center_of_drawing_in_noise_f = v2f(
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center_of_drawing_in_noise_i.X * cloud_size,
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center_of_drawing_in_noise_i.Y * cloud_size
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) + world_cloud_origin_pos_f;
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for(s16 zi=-cloud_radius_i; zi<cloud_radius_i; zi++)
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for(s16 xi=-cloud_radius_i; xi<cloud_radius_i; xi++)
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{
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v2s16 p_in_noise_i(
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xi+center_of_drawing_in_noise_i.X,
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zi+center_of_drawing_in_noise_i.Y
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);
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/*if((p_in_noise_i.X + p_in_noise_i.Y)%2==0)
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continue;*/
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/*if((p_in_noise_i.X/2 + p_in_noise_i.Y/2)%2==0)
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continue;*/
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v2f p0 = v2f(xi,zi)*cloud_size + world_center_of_drawing_in_noise_f;
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double noise = noise2d_perlin(
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(float)p_in_noise_i.X*cloud_size/BS/100,
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(float)p_in_noise_i.Y*cloud_size/BS/100,
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m_seed, 3, 0.5);
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if(noise < 0)
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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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video::SColor c(128,b*230,b*230,b*255);
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video::S3DVertex vertices[4] =
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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(p0.X,m_cloud_y,p1.Y, 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(p1.X,m_cloud_y,p0.Y, 0,0,0, c, 0,0),
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};
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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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video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
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}
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}
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void Clouds::step(float dtime)
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{
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m_time += dtime;
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}
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void Clouds::update(v2f camera_p, float brightness)
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{
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m_camera_pos = camera_p;
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m_brightness = brightness;
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}
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@ -0,0 +1,83 @@
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/*
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Minetest-c55
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Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef CLOUDS_HEADER
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#define CLOUDS_HEADER
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#include "common_irrlicht.h"
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#include <iostream>
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class Clouds : public scene::ISceneNode
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{
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public:
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Clouds(
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scene::ISceneNode* parent,
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scene::ISceneManager* mgr,
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s32 id,
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float cloud_y,
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u32 seed
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);
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~Clouds();
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/*
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ISceneNode methods
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*/
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virtual void OnRegisterSceneNode();
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virtual void render();
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virtual const core::aabbox3d<f32>& getBoundingBox() const
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{
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return m_box;
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}
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virtual u32 getMaterialCount() const
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{
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return 1;
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}
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virtual video::SMaterial& getMaterial(u32 i)
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{
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return m_material;
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}
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/*
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Other stuff
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*/
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void step(float dtime);
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void update(v2f camera_p, float brightness);
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private:
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video::SMaterial m_material;
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core::aabbox3d<f32> m_box;
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float m_cloud_y;
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float m_brightness;
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u32 m_seed;
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v2f m_camera_pos;
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float m_time;
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};
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#endif
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33
src/game.cpp
33
src/game.cpp
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@ -27,6 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "guiFurnaceMenu.h"
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#include "guiFurnaceMenu.h"
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#include "materials.h"
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#include "materials.h"
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#include "config.h"
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#include "config.h"
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#include "clouds.h"
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/*
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/*
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Setting this to 1 enables a special camera mode that forces
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Setting this to 1 enables a special camera mode that forces
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@ -602,6 +603,13 @@ void the_game(
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const s32 hotbar_itemcount = 8;
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const s32 hotbar_itemcount = 8;
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const s32 hotbar_imagesize = 36;
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const s32 hotbar_imagesize = 36;
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// The color of the sky
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//video::SColor skycolor = video::SColor(255,90,140,200);
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//video::SColor skycolor = video::SColor(255,166,202,244);
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//video::SColor skycolor = video::SColor(255,120,185,244);
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video::SColor skycolor = video::SColor(255,140,186,250);
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/*
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/*
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Draw "Loading" screen
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Draw "Loading" screen
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*/
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*/
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@ -737,11 +745,6 @@ void the_game(
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return;
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return;
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}
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}
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//video::SColor skycolor = video::SColor(255,90,140,200);
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//video::SColor skycolor = video::SColor(255,166,202,244);
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//video::SColor skycolor = video::SColor(255,120,185,244);
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video::SColor skycolor = video::SColor(255,140,186,250);
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camera->setFOV(FOV_ANGLE);
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camera->setFOV(FOV_ANGLE);
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// Just so big a value that everything rendered is visible
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// Just so big a value that everything rendered is visible
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@ -750,6 +753,16 @@ void the_game(
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f32 camera_yaw = 0; // "right/left"
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f32 camera_yaw = 0; // "right/left"
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f32 camera_pitch = 0; // "up/down"
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f32 camera_pitch = 0; // "up/down"
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/*
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Clouds
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*/
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float cloud_height = BS*100;
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//float cloud_height = BS*55;
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//float cloud_height = BS*20;
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Clouds *clouds = new Clouds(smgr->getRootSceneNode(), smgr, -1,
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cloud_height, 0);
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/*
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/*
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Move into game
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Move into game
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*/
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*/
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@ -1667,15 +1680,19 @@ void the_game(
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skycolor.getGreen() * l / 255,
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skycolor.getGreen() * l / 255,
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skycolor.getBlue() * l / 255);
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skycolor.getBlue() * l / 255);
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/*
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Update coulds
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*/
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clouds->step(dtime);
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clouds->update(v2f(player_position.X, player_position.Z), (float)l/255.0);
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/*
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/*
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Fog
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Fog
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*/
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*/
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if(g_settings.getBool("enable_fog") == true)
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if(g_settings.getBool("enable_fog") == true)
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{
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{
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//f32 range = draw_control.wanted_range * BS + MAP_BLOCKSIZE/2*BS;
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f32 range = draw_control.wanted_range*BS + MAP_BLOCKSIZE*BS*1.5;
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f32 range = draw_control.wanted_range * BS + 0.8*MAP_BLOCKSIZE*BS;
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//f32 range = draw_control.wanted_range * BS + 0.0*MAP_BLOCKSIZE*BS;
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if(draw_control.range_all)
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if(draw_control.range_all)
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range = 100000*BS;
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range = 100000*BS;
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Loading…
Reference in New Issue