283 lines
7.5 KiB
C++
283 lines
7.5 KiB
C++
/************************************************************************
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* Minetest-c55
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* Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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*
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* clouds.cpp
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* voxelands - 3d voxel world sandbox game
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* Copyright (C) Lisa 'darkrose' Milne 2014 <lisa@ltmnet.com>
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*
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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 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*
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* License updated from GPLv2 or later to GPLv3 or later by Lisa Milne
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* for Voxelands.
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************************************************************************/
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#include "common.h"
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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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#include "main.h" // For g_profiler and g_settings
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#include "profiler.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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u32 seed
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):
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scene::ISceneNode(parent, mgr, id),
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m_seed(seed),
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m_camera_pos(0,0),
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m_camera_offset(0,0,0),
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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, true);
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m_material.setFlag(video::EMF_ANTI_ALIASING, true);
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m_cloud_y = BS*100;
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m_box = core::aabbox3d<f32>(-BS*1000000,m_cloud_y-BS,-BS*1000000, BS*1000000,m_cloud_y+BS,BS*1000000);
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m_face_count = 1;
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if (config_get_int("client.graphics.mesh.lod") > 1)
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m_face_count = 6;
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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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SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
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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_SOLID)
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return;
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ScopeProfiler sp(g_profiler, "Rendering of clouds, avg", SPT_AVG);
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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*64;
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const v2f cloud_speed(0, -BS*2);
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const float cloud_full_radius = cloud_size * cloud_radius_i;
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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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video::SColorf c_top_f(m_color);
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video::SColorf c_side_1_f(m_color);
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video::SColorf c_side_2_f(m_color);
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video::SColorf c_bottom_f(m_color);
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c_side_1_f.r *= 0.95;
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c_side_1_f.g *= 0.95;
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c_side_1_f.b *= 0.95;
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c_side_2_f.r *= 0.90;
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c_side_2_f.g *= 0.90;
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c_side_2_f.b *= 0.90;
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c_bottom_f.r *= 0.80;
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c_bottom_f.g *= 0.80;
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c_bottom_f.b *= 0.80;
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c_top_f.a = 1.0;
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c_side_1_f.a = 1.0;
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c_side_2_f.a = 1.0;
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c_bottom_f.a = 1.0;
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video::SColor c_top = c_top_f.toSColor();
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video::SColor c_side_1 = c_side_1_f.toSColor();
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video::SColor c_side_2 = c_side_2_f.toSColor();
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video::SColor c_bottom = c_bottom_f.toSColor();
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video::SColor c[6] = {
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c_top,
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c_side_1,
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c_side_2,
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c_side_1,
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c_side_2,
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c_bottom
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};
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// Get fog parameters for setting them back later
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video::SColor fog_color(0,0,0,0);
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video::E_FOG_TYPE fog_type = video::EFT_FOG_LINEAR;
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f32 fog_start = 0;
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f32 fog_end = 0;
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f32 fog_density = 0;
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bool fog_pixelfog = false;
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bool fog_rangefog = false;
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driver->getFog(
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fog_color,
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fog_type,
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fog_start,
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fog_end,
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fog_density,
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fog_pixelfog,
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fog_rangefog
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);
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// Set our own fog
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driver->setFog(
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fog_color,
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fog_type,
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cloud_full_radius * 0.5,
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cloud_full_radius*1.2,
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fog_density,
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fog_pixelfog,
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fog_rangefog
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);
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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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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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v2f p0 = v2f(xi,zi)*cloud_size + world_center_of_drawing_in_noise_f;
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double noise = noise2d_perlin_abs(
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(float)p_in_noise_i.X*cloud_size/BS/200,
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(float)p_in_noise_i.Y*cloud_size/BS/200,
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m_seed,
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3,
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0.4
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);
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if (noise < 0.95)
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continue;
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video::S3DVertex v[4] = {
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video::S3DVertex(0,0,0, 0,0,0, c[0], 0, 1),
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video::S3DVertex(0,0,0, 0,0,0, c[0], 1, 1),
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video::S3DVertex(0,0,0, 0,0,0, c[0], 1, 0),
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video::S3DVertex(0,0,0, 0,0,0, c[0], 0, 0)
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};
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f32 rx = cloud_size;
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f32 ry = 8*BS;
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f32 rz = cloud_size;
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for (int i=0; i<m_face_count; i++) {
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switch (i) {
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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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pos -= intToFloat(m_camera_offset, BS);
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for (u16 k=0; k<4; k++) {
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v[k].Pos += pos;
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v[k].Color= c[i];
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}
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u16 indices[] = {0,1,2,2,3,0};
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driver->drawVertexPrimitiveList(v, 4, indices, 2, video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
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}
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}
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driver->setFog(
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fog_color,
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fog_type,
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fog_start,
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fog_end,
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fog_density,
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fog_pixelfog,
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fog_rangefog
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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, video::SColorf color)
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{
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m_camera_pos = camera_p;
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m_color = color;
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}
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