#include "map.h"
#include "client.h"
-/*
- Temporarily exposed map generator stuff
- Should only be used for testing
-*/
-extern double base_rock_level_2d(u64 seed, v2s16 p);
-extern double get_mud_add_amount(u64 seed, v2s16 p);
-extern bool get_have_sand(u64 seed, v2s16 p2d);
-extern double tree_amount_2d(u64 seed, v2s16 p);
-
+#include "mapgen.h"
FarMesh::FarMesh(
scene::ISceneNode* parent,
m_seed(seed),
m_camera_pos(0,0),
m_time(0),
- m_client(client)
+ m_client(client),
+ m_render_range(20*MAP_BLOCKSIZE)
{
dstream<<__FUNCTION_NAME<<std::endl;
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()
if(n)
return n->getValue();
HeightPoint hp;
- hp.gh = BS*base_rock_level_2d(seed, p2d);
- hp.ma = BS*get_mud_add_amount(seed, p2d);
- hp.have_sand = get_have_sand(seed, p2d);
+ s16 level = mapgen::find_ground_level_from_noise(seed, p2d, 3);
+ hp.gh = (level-4)*BS;
+ 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);
if(hp.gh > BS*WATER_LEVEL)
- hp.tree_amount = tree_amount_2d(seed, p2d);
+ hp.tree_amount = mapgen::tree_amount_2d(seed, p2d);
else
hp.tree_amount = 0;
// No mud has been added if mud amount is less than 1
if(hp.ma < 1.0*BS)
hp.ma = 0.0;
- hp.gh -= BS*3; // Lower a bit so that it is not that much in the way
+ //hp.gh -= BS*3; // Lower a bit so that it is not that much in the way
g_heights[p2d] = hp;
return hp;
}
//const s16 grid_radius_i = 12;
//const float grid_size = BS*50;
- const s16 grid_radius_i = 20;
+ const s16 grid_radius_i = m_render_range/MAP_BLOCKSIZE;
const float grid_size = BS*MAP_BLOCKSIZE;
const v2f grid_speed(-BS*0, 0);
if(h_avg < WATER_LEVEL*BS && h_max < (WATER_LEVEL+5)*BS)
{
//c = video::SColor(255,59,86,146);
- c = video::SColor(255,82,120,204);
+ //c = video::SColor(255,82,120,204);
+ c = video::SColor(255,74,105,170);
/*// Set to water level
for(u32 i=0; i<4; i++)
}
else
{
- /*// Trees if there are over 0.01 trees per MapNode
- if(tree_amount_avg > 0.01)
+ // Trees if there are over 0.01 trees per MapNode
+ if(trees && 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(tree_amount_avg >= 0.005 && steepness < 1.0
+ if(trees && tree_amount_avg >= 0.0065 && steepness < 1.4
&& ground_is_mud == true)
{
driver->setMaterial(m_materials[1]);
{
video::S3DVertex(p0.X,noise[0],p0.Y,
0,0,0, c, 0,1),
- video::S3DVertex(p0.X,noise[1]+BS*MAP_BLOCKSIZE,p0.Y,
+ video::S3DVertex(p0.X,noise[0]+BS*MAP_BLOCKSIZE,p0.Y,
0,0,0, c, 0,0),
video::S3DVertex(p1.X,noise[2]+BS*MAP_BLOCKSIZE,p1.Y,
0,0,0, c, 1,0),
- video::S3DVertex(p1.X,noise[3],p1.Y,
+ video::S3DVertex(p1.X,noise[2],p1.Y,
0,0,0, c, 1,1),
};
u16 indices[] = {0,1,2,2,3,0};
{
video::S3DVertex vertices[4] =
{
- video::S3DVertex(p1.X,noise[0],p0.Y,
+ video::S3DVertex(p1.X,noise[3],p0.Y,
0,0,0, c, 0,1),
- video::S3DVertex(p1.X,noise[1]+BS*MAP_BLOCKSIZE,p0.Y,
+ video::S3DVertex(p1.X,noise[3]+BS*MAP_BLOCKSIZE,p0.Y,
0,0,0, c, 0,0),
- video::S3DVertex(p0.X,noise[2]+BS*MAP_BLOCKSIZE,p1.Y,
+ video::S3DVertex(p0.X,noise[1]+BS*MAP_BLOCKSIZE,p1.Y,
0,0,0, c, 1,0),
- video::S3DVertex(p0.X,noise[3],p1.Y,
+ video::S3DVertex(p0.X,noise[1],p1.Y,
0,0,0, c, 1,1),
};
u16 indices[] = {0,1,2,2,3,0};
{
m_camera_pos = camera_p;
m_brightness = brightness;
+ m_render_range = g_settings.getS16("farmesh_distance")*10;
}