3 Copyright (C) 2011 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation; either version 2 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
21 A quick messy implementation of terrain rendering for a long
22 distance according to map seed
26 #include "constants.h"
33 Temporarily exposed map generator stuff
34 Should only be used for testing
36 extern double base_rock_level_2d(u64 seed, v2s16 p);
37 extern double get_mud_add_amount(u64 seed, v2s16 p);
38 extern bool get_have_sand(u64 seed, v2s16 p2d);
39 extern double tree_amount_2d(u64 seed, v2s16 p);
43 scene::ISceneNode* parent,
44 scene::ISceneManager* mgr,
49 scene::ISceneNode(parent, mgr, id),
55 dstream<<__FUNCTION_NAME<<std::endl;
57 video::IVideoDriver* driver = mgr->getVideoDriver();
59 m_materials[0].setFlag(video::EMF_LIGHTING, false);
60 m_materials[0].setFlag(video::EMF_BACK_FACE_CULLING, true);
61 //m_materials[0].setFlag(video::EMF_BACK_FACE_CULLING, false);
62 m_materials[0].setFlag(video::EMF_BILINEAR_FILTER, false);
63 m_materials[0].setFlag(video::EMF_FOG_ENABLE, false);
64 //m_materials[0].setFlag(video::EMF_ANTI_ALIASING, true);
65 //m_materials[0].MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
66 m_materials[0].setFlag(video::EMF_FOG_ENABLE, true);
68 m_materials[1].setFlag(video::EMF_LIGHTING, false);
69 m_materials[1].setFlag(video::EMF_BACK_FACE_CULLING, false);
70 m_materials[1].setFlag(video::EMF_BILINEAR_FILTER, false);
71 m_materials[1].setFlag(video::EMF_FOG_ENABLE, false);
72 m_materials[1].setTexture
73 (0, driver->getTexture(getTexturePath("treeprop.png").c_str()));
74 m_materials[1].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
75 m_materials[1].setFlag(video::EMF_FOG_ENABLE, true);
77 m_box = core::aabbox3d<f32>(-BS*1000000,-BS*31000,-BS*1000000,
78 BS*1000000,BS*31000,BS*1000000);
84 dstream<<__FUNCTION_NAME<<std::endl;
87 u32 FarMesh::getMaterialCount() const
89 return FARMESH_MATERIAL_COUNT;
92 video::SMaterial& FarMesh::getMaterial(u32 i)
94 return m_materials[i];
98 void FarMesh::OnRegisterSceneNode()
102 //SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
103 SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
104 //SceneManager->registerNodeForRendering(this, scene::ESNRP_SKY_BOX);
107 ISceneNode::OnRegisterSceneNode();
110 #define MYROUND(x) (x > 0.0 ? (int)x : (int)x - 1)
115 float gh; // ground height
116 float ma; // mud amount
120 core::map<v2s16, HeightPoint> g_heights;
122 HeightPoint ground_height(u64 seed, v2s16 p2d)
124 core::map<v2s16, HeightPoint>::Node *n = g_heights.find(p2d);
126 return n->getValue();
128 hp.gh = BS*base_rock_level_2d(seed, p2d);
129 hp.ma = BS*get_mud_add_amount(seed, p2d);
130 hp.have_sand = get_have_sand(seed, p2d);
131 if(hp.gh > BS*WATER_LEVEL)
132 hp.tree_amount = tree_amount_2d(seed, p2d);
135 // No mud has been added if mud amount is less than 1
138 hp.gh -= BS*3; // Lower a bit so that it is not that much in the way
143 void FarMesh::render()
145 video::IVideoDriver* driver = SceneManager->getVideoDriver();
147 /*if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_TRANSPARENT)
149 if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SOLID)
151 /*if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SKY_BOX)
154 driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
156 //const s16 grid_radius_i = 12;
157 //const float grid_size = BS*50;
158 const s16 grid_radius_i = 20;
159 const float grid_size = BS*MAP_BLOCKSIZE;
160 const v2f grid_speed(-BS*0, 0);
162 // Position of grid noise origin in world coordinates
163 v2f world_grid_origin_pos_f(0,0);
164 // Position of grid noise origin from the camera
165 v2f grid_origin_from_camera_f = world_grid_origin_pos_f - m_camera_pos;
166 // The center point of drawing in the noise
167 v2f center_of_drawing_in_noise_f = -grid_origin_from_camera_f;
168 // The integer center point of drawing in the noise
169 v2s16 center_of_drawing_in_noise_i(
170 MYROUND(center_of_drawing_in_noise_f.X / grid_size),
171 MYROUND(center_of_drawing_in_noise_f.Y / grid_size)
173 // The world position of the integer center point of drawing in the noise
174 v2f world_center_of_drawing_in_noise_f = v2f(
175 center_of_drawing_in_noise_i.X * grid_size,
176 center_of_drawing_in_noise_i.Y * grid_size
177 ) + world_grid_origin_pos_f;
179 for(s16 zi=-grid_radius_i; zi<grid_radius_i; zi++)
180 for(s16 xi=-grid_radius_i; xi<grid_radius_i; xi++)
182 /*// Don't draw very close to player
184 if(zi > -dd && zi < dd && xi > -dd && xi < dd)
188 xi+center_of_drawing_in_noise_i.X,
189 zi+center_of_drawing_in_noise_i.Y
192 // If sector was drawn, don't draw it this way
193 if(m_client->m_env.getClientMap().sectorWasDrawn(p_in_noise_i))
196 /*if((p_in_noise_i.X + p_in_noise_i.Y)%2==0)
198 /*if((p_in_noise_i.X/2 + p_in_noise_i.Y/2)%2==0)
201 v2f p0 = v2f(xi,zi)*grid_size + world_center_of_drawing_in_noise_f;
205 noise[0] = d*noise2d_perlin(
206 (float)(p_in_noise_i.X+0)*grid_size/BS/100,
207 (float)(p_in_noise_i.Y+0)*grid_size/BS/100,
210 noise[1] = d*noise2d_perlin(
211 (float)(p_in_noise_i.X+0)*grid_size/BS/100,
212 (float)(p_in_noise_i.Y+1)*grid_size/BS/100,
215 noise[2] = d*noise2d_perlin(
216 (float)(p_in_noise_i.X+1)*grid_size/BS/100,
217 (float)(p_in_noise_i.Y+1)*grid_size/BS/100,
220 noise[3] = d*noise2d_perlin(
221 (float)(p_in_noise_i.X+1)*grid_size/BS/100,
222 (float)(p_in_noise_i.Y+0)*grid_size/BS/100,
226 hps[0] = ground_height(m_seed, v2s16(
227 (p_in_noise_i.X+0)*grid_size/BS,
228 (p_in_noise_i.Y+0)*grid_size/BS));
229 hps[1] = ground_height(m_seed, v2s16(
230 (p_in_noise_i.X+0)*grid_size/BS,
231 (p_in_noise_i.Y+1)*grid_size/BS));
232 hps[2] = ground_height(m_seed, v2s16(
233 (p_in_noise_i.X+1)*grid_size/BS,
234 (p_in_noise_i.Y+1)*grid_size/BS));
235 hps[3] = ground_height(m_seed, v2s16(
236 (p_in_noise_i.X+1)*grid_size/BS,
237 (p_in_noise_i.Y+0)*grid_size/BS));
239 (p_in_noise_i.X+0)*grid_size/BS+MAP_BLOCKSIZE/2,
240 (p_in_noise_i.Y+0)*grid_size/BS+MAP_BLOCKSIZE/2);
241 hps[4] = ground_height(m_seed, centerpoint);
244 float h_min = BS*65535;
245 float h_max = -BS*65536;
248 u32 have_sand_count = 0;
249 float tree_amount_avg = 0;
250 for(u32 i=0; i<5; i++)
252 noise[i] = hps[i].gh + hps[i].ma;
261 tree_amount_avg += hps[i].tree_amount;
265 tree_amount_avg /= 5.0;
267 float steepness = (h_max - h_min)/grid_size;
269 float light_f = noise[0]+noise[1]-noise[2]-noise[3];
271 if(light_f < -1.0) light_f = -1.0;
272 if(light_f > 1.0) light_f = 1.0;
276 v2f p1 = p0 + v2f(1,1)*grid_size;
278 bool ground_is_sand = false;
279 bool ground_is_rock = false;
280 bool ground_is_mud = false;
283 if(h_avg < WATER_LEVEL*BS && h_max < (WATER_LEVEL+5)*BS)
285 //c = video::SColor(255,59,86,146);
286 c = video::SColor(255,82,120,204);
288 /*// Set to water level
289 for(u32 i=0; i<4; i++)
291 if(noise[i] < BS*WATER_LEVEL)
292 noise[i] = BS*WATER_LEVEL;
297 else if(steepness > 2.0)
299 c = video::SColor(255,128,128,128);
300 ground_is_rock = true;
307 c = video::SColor(255,128,128,128);
308 ground_is_rock = true;
312 if(h_avg <= 2.5*BS && have_sand_count >= 2)
314 c = video::SColor(255,210,194,156);
315 ground_is_sand = true;
319 /*// Trees if there are over 0.01 trees per MapNode
320 if(tree_amount_avg > 0.01)
321 c = video::SColor(255,50,128,50);
323 c = video::SColor(255,107,134,51);*/
324 c = video::SColor(255,107,134,51);
325 ground_is_mud = true;
330 // Set to water level
331 for(u32 i=0; i<4; i++)
333 if(noise[i] < BS*WATER_LEVEL)
334 noise[i] = BS*WATER_LEVEL;
337 float b = m_brightness + light_f*0.1*m_brightness;
341 c = video::SColor(255, b*c.getRed(), b*c.getGreen(), b*c.getBlue());
343 driver->setMaterial(m_materials[0]);
345 video::S3DVertex vertices[4] =
347 video::S3DVertex(p0.X,noise[0],p0.Y, 0,0,0, c, 0,1),
348 video::S3DVertex(p0.X,noise[1],p1.Y, 0,0,0, c, 1,1),
349 video::S3DVertex(p1.X,noise[2],p1.Y, 0,0,0, c, 1,0),
350 video::S3DVertex(p1.X,noise[3],p0.Y, 0,0,0, c, 0,0),
352 u16 indices[] = {0,1,2,2,3,0};
353 driver->drawVertexPrimitiveList(vertices, 4, indices, 2,
354 video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
356 // Add some trees if appropriate
357 if(tree_amount_avg >= 0.005 && steepness < 1.0
358 && ground_is_mud == true)
360 driver->setMaterial(m_materials[1]);
362 float b = m_brightness;
363 c = video::SColor(255, b*255, b*255, b*255);
366 video::S3DVertex vertices[4] =
368 video::S3DVertex(p0.X,noise[0],p0.Y,
370 video::S3DVertex(p0.X,noise[1]+BS*MAP_BLOCKSIZE,p0.Y,
372 video::S3DVertex(p1.X,noise[2]+BS*MAP_BLOCKSIZE,p1.Y,
374 video::S3DVertex(p1.X,noise[3],p1.Y,
377 u16 indices[] = {0,1,2,2,3,0};
378 driver->drawVertexPrimitiveList(vertices, 4, indices, 2,
379 video::EVT_STANDARD, scene::EPT_TRIANGLES,
383 video::S3DVertex vertices[4] =
385 video::S3DVertex(p1.X,noise[0],p0.Y,
387 video::S3DVertex(p1.X,noise[1]+BS*MAP_BLOCKSIZE,p0.Y,
389 video::S3DVertex(p0.X,noise[2]+BS*MAP_BLOCKSIZE,p1.Y,
391 video::S3DVertex(p0.X,noise[3],p1.Y,
394 u16 indices[] = {0,1,2,2,3,0};
395 driver->drawVertexPrimitiveList(vertices, 4, indices, 2,
396 video::EVT_STANDARD, scene::EPT_TRIANGLES,
402 //driver->clearZBuffer();
405 void FarMesh::step(float dtime)
410 void FarMesh::update(v2f camera_p, float brightness)
412 m_camera_pos = camera_p;
413 m_brightness = brightness;