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-rw-r--r--src/clouds.cpp57
1 files changed, 38 insertions, 19 deletions
diff --git a/src/clouds.cpp b/src/clouds.cpp
index dd6a2dcbd..eeac774a9 100644
--- a/src/clouds.cpp
+++ b/src/clouds.cpp
@@ -24,6 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "debug.h"
#include "profiler.h"
#include "settings.h"
+#include <cmath>
// Menu clouds are created later
@@ -31,6 +32,9 @@ class Clouds;
Clouds *g_menuclouds = NULL;
irr::scene::ISceneManager *g_menucloudsmgr = NULL;
+// Constant for now
+static constexpr const float cloud_size = BS * 64.0f;
+
static void cloud_3d_setting_changed(const std::string &settingname, void *data)
{
// TODO: only re-read cloud settings, not height or radius
@@ -85,8 +89,6 @@ void Clouds::OnRegisterSceneNode()
ISceneNode::OnRegisterSceneNode();
}
-#define MYROUND(x) (x > 0.0 ? (int)x : (int)x - 1)
-
void Clouds::render()
{
@@ -112,19 +114,19 @@ void Clouds::render()
Clouds move from Z+ towards Z-
*/
- static const float cloud_size = BS * 64.0f;
-
const float cloud_full_radius = cloud_size * m_cloud_radius_i;
+ v2f camera_pos_2d(m_camera_pos.X, m_camera_pos.Z);
// Position of cloud noise origin from the camera
- v2f cloud_origin_from_camera_f = m_origin - m_camera_pos;
+ v2f cloud_origin_from_camera_f = m_origin - camera_pos_2d;
// The center point of drawing in the noise
v2f center_of_drawing_in_noise_f = -cloud_origin_from_camera_f;
// The integer center point of drawing in the noise
v2s16 center_of_drawing_in_noise_i(
- MYROUND(center_of_drawing_in_noise_f.X / cloud_size),
- MYROUND(center_of_drawing_in_noise_f.Y / cloud_size)
+ std::floor(center_of_drawing_in_noise_f.X / cloud_size),
+ std::floor(center_of_drawing_in_noise_f.Y / cloud_size)
);
+
// The world position of the integer center point of drawing in the noise
v2f world_center_of_drawing_in_noise_f = v2f(
center_of_drawing_in_noise_i.X * cloud_size,
@@ -172,7 +174,6 @@ void Clouds::render()
bool *grid = new bool[m_cloud_radius_i * 2 * m_cloud_radius_i * 2];
- float cloud_size_noise = cloud_size / BS / 200;
for(s16 zi = -m_cloud_radius_i; zi < m_cloud_radius_i; zi++) {
u32 si = (zi + m_cloud_radius_i) * m_cloud_radius_i * 2 + m_cloud_radius_i;
@@ -180,19 +181,10 @@ void Clouds::render()
for (s16 xi = -m_cloud_radius_i; xi < m_cloud_radius_i; xi++) {
u32 i = si + xi;
- v2s16 p_in_noise_i(
+ grid[i] = gridFilled(
xi + center_of_drawing_in_noise_i.X,
zi + center_of_drawing_in_noise_i.Y
);
-
- float noise = noise2d_perlin(
- (float)p_in_noise_i.X * cloud_size_noise,
- (float)p_in_noise_i.Y * cloud_size_noise,
- m_seed, 3, 0.5);
- // normalize to 0..1 (given 3 octaves)
- static const float noise_bound = 1.0f + 0.5f + 0.25f;
- float density = noise / noise_bound * 0.5f + 0.5f;
- grid[i] = (density < m_params.density);
}
}
@@ -350,7 +342,7 @@ void Clouds::step(float dtime)
m_origin = m_origin + dtime * BS * m_params.speed;
}
-void Clouds::update(v2f camera_p, video::SColorf color_diffuse)
+void Clouds::update(const v3f &camera_p, const video::SColorf &color_diffuse)
{
m_camera_pos = camera_p;
m_color.r = MYMIN(MYMAX(color_diffuse.r * m_params.color_bright.getRed(),
@@ -360,6 +352,20 @@ void Clouds::update(v2f camera_p, video::SColorf color_diffuse)
m_color.b = MYMIN(MYMAX(color_diffuse.b * m_params.color_bright.getBlue(),
m_params.color_ambient.getBlue()), 255) / 255.0f;
m_color.a = m_params.color_bright.getAlpha() / 255.0f;
+
+ // is the camera inside the cloud mesh?
+ m_camera_inside_cloud = false; // default
+ if (m_enable_3d) {
+ float camera_height = camera_p.Y;
+ if (camera_height >= m_box.MinEdge.Y &&
+ camera_height <= m_box.MaxEdge.Y) {
+ v2f camera_in_noise;
+ camera_in_noise.X = floor((camera_p.X - m_origin.X) / cloud_size + 0.5);
+ camera_in_noise.Y = floor((camera_p.Z - m_origin.Y) / cloud_size + 0.5);
+ bool filled = gridFilled(camera_in_noise.X, camera_in_noise.Y);
+ m_camera_inside_cloud = filled;
+ }
+ }
}
void Clouds::readSettings()
@@ -369,3 +375,16 @@ void Clouds::readSettings()
m_cloud_radius_i = g_settings->getU16("cloud_radius");
m_enable_3d = g_settings->getBool("enable_3d_clouds");
}
+
+bool Clouds::gridFilled(int x, int y) const
+{
+ float cloud_size_noise = cloud_size / (BS * 200.f);
+ float noise = noise2d_perlin(
+ (float)x * cloud_size_noise,
+ (float)y * cloud_size_noise,
+ m_seed, 3, 0.5);
+ // normalize to 0..1 (given 3 octaves)
+ static constexpr const float noise_bound = 1.0f + 0.5f + 0.25f;
+ float density = noise / noise_bound * 0.5f + 0.5f;
+ return (density < m_params.density);
+}