*/
#include "farmesh.h"
+
#include "constants.h"
#include "debug.h"
#include "noise.h"
#include "map.h"
#include "client.h"
+#include "tile.h" // ITextureSource
+#include "clientmap.h"
-#include "mapgen.h"
+#include "mapgen.h" // Shouldn't really be done this way
FarMesh::FarMesh(
scene::ISceneNode* parent,
{
dstream<<__FUNCTION_NAME<<std::endl;
- video::IVideoDriver* driver = mgr->getVideoDriver();
+ //video::IVideoDriver* driver = mgr->getVideoDriver();
m_materials[0].setFlag(video::EMF_LIGHTING, false);
m_materials[0].setFlag(video::EMF_BACK_FACE_CULLING, true);
m_materials[1].setFlag(video::EMF_BACK_FACE_CULLING, false);
m_materials[1].setFlag(video::EMF_BILINEAR_FILTER, false);
m_materials[1].setFlag(video::EMF_FOG_ENABLE, false);
- m_materials[1].setTexture
- (0, driver->getTexture(getTexturePath("treeprop.png").c_str()));
+ m_materials[1].setTexture(0, client->tsrc()->getTextureRaw("treeprop.png"));
m_materials[1].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
m_materials[1].setFlag(video::EMF_FOG_ENABLE, true);
m_box = core::aabbox3d<f32>(-BS*1000000,-BS*31000,-BS*1000000,
BS*1000000,BS*31000,BS*1000000);
- trees = g_settings.getBool("farmesh_trees");
}
FarMesh::~FarMesh()
hp.ma = (4)*BS;
/*hp.gh = BS*base_rock_level_2d(seed, p2d);
hp.ma = BS*get_mud_add_amount(seed, p2d);*/
- hp.have_sand = mapgen::get_have_sand(seed, p2d);
+ hp.have_sand = mapgen::get_have_beach(seed, p2d);
if(hp.gh > BS*WATER_LEVEL)
hp.tree_amount = mapgen::tree_amount_2d(seed, p2d);
else
}
else
{
- // Trees if there are over 0.01 trees per MapNode
- if(trees && tree_amount_avg > 0.01)
+ /*// Trees if there are over 0.01 trees per MapNode
+ if(tree_amount_avg > 0.01)
c = video::SColor(255,50,128,50);
else
- c = video::SColor(255,107,134,51);
+ c = video::SColor(255,107,134,51);*/
+ c = video::SColor(255,107,134,51);
ground_is_mud = true;
}
}
video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
// Add some trees if appropriate
- if(trees && tree_amount_avg >= 0.0065 && steepness < 1.4
+ if(tree_amount_avg >= 0.0065 && steepness < 1.4
&& ground_is_mud == true)
{
driver->setMaterial(m_materials[1]);
m_time += dtime;
}
-void FarMesh::update(v2f camera_p, float brightness)
+void FarMesh::update(v2f camera_p, float brightness, s16 render_range)
{
m_camera_pos = camera_p;
m_brightness = brightness;
- m_render_range = g_settings.getS16("farmesh_distance")*10;
+ m_render_range = render_range;
}