3 Copyright (C) 2013 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 Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser 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
27 #include "constants.h"
32 #include "tile.h" // ITextureSource
33 #include "clientmap.h"
35 #include "mapgen.h" // Shouldn't really be done this way
38 scene::ISceneNode* parent,
39 scene::ISceneManager* mgr,
44 scene::ISceneNode(parent, mgr, id),
49 m_render_range(20*MAP_BLOCKSIZE)
51 dstream<<__FUNCTION_NAME<<std::endl;
53 //video::IVideoDriver* driver = mgr->getVideoDriver();
55 m_materials[0].setFlag(video::EMF_LIGHTING, false);
56 m_materials[0].setFlag(video::EMF_BACK_FACE_CULLING, true);
57 //m_materials[0].setFlag(video::EMF_BACK_FACE_CULLING, false);
58 m_materials[0].setFlag(video::EMF_BILINEAR_FILTER, false);
59 m_materials[0].setFlag(video::EMF_FOG_ENABLE, false);
60 //m_materials[0].setFlag(video::EMF_ANTI_ALIASING, true);
61 //m_materials[0].MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
62 m_materials[0].setFlag(video::EMF_FOG_ENABLE, true);
64 m_materials[1].setFlag(video::EMF_LIGHTING, false);
65 m_materials[1].setFlag(video::EMF_BACK_FACE_CULLING, false);
66 m_materials[1].setFlag(video::EMF_BILINEAR_FILTER, false);
67 m_materials[1].setFlag(video::EMF_FOG_ENABLE, false);
68 m_materials[1].setTexture(0, client->tsrc()->getTextureRaw("treeprop.png"));
69 m_materials[1].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
70 m_materials[1].setFlag(video::EMF_FOG_ENABLE, true);
72 m_box = core::aabbox3d<f32>(-BS*1000000,-BS*31000,-BS*1000000,
73 BS*1000000,BS*31000,BS*1000000);
79 dstream<<__FUNCTION_NAME<<std::endl;
82 u32 FarMesh::getMaterialCount() const
84 return FARMESH_MATERIAL_COUNT;
87 video::SMaterial& FarMesh::getMaterial(u32 i)
89 return m_materials[i];
93 void FarMesh::OnRegisterSceneNode()
97 //SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
98 SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
99 //SceneManager->registerNodeForRendering(this, scene::ESNRP_SKY_BOX);
102 ISceneNode::OnRegisterSceneNode();
105 #define MYROUND(x) (x > 0.0 ? (int)x : (int)x - 1)
110 float gh; // ground height
111 float ma; // mud amount
115 std::map<v2s16, HeightPoint> g_heights;
117 HeightPoint ground_height(u64 seed, v2s16 p2d)
119 std::map<v2s16, HeightPoint>::iterator n = g_heights.find(p2d);
120 if(n != g_heights.end())
123 s16 level = Mapgen::find_ground_level_from_noise(seed, p2d, 3);
124 hp.gh = (level-4)*BS;
126 /*hp.gh = BS*base_rock_level_2d(seed, p2d);
127 hp.ma = BS*get_mud_add_amount(seed, p2d);*/
128 hp.have_sand = Mapgen::get_have_beach(seed, p2d);
129 if(hp.gh > BS*WATER_LEVEL)
130 hp.tree_amount = Mapgen::tree_amount_2d(seed, p2d);
133 // No mud has been added if mud amount is less than 1
136 //hp.gh -= BS*3; // Lower a bit so that it is not that much in the way
141 void FarMesh::render()
143 video::IVideoDriver* driver = SceneManager->getVideoDriver();
145 /*if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_TRANSPARENT)
147 if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SOLID)
149 /*if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SKY_BOX)
152 driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
154 //const s16 grid_radius_i = 12;
155 //const float grid_size = BS*50;
156 const s16 grid_radius_i = m_render_range/MAP_BLOCKSIZE;
157 const float grid_size = BS*MAP_BLOCKSIZE;
158 const v2f grid_speed(-BS*0, 0);
160 // Position of grid noise origin in world coordinates
161 v2f world_grid_origin_pos_f(0,0);
162 // Position of grid noise origin from the camera
163 v2f grid_origin_from_camera_f = world_grid_origin_pos_f - m_camera_pos;
164 // The center point of drawing in the noise
165 v2f center_of_drawing_in_noise_f = -grid_origin_from_camera_f;
166 // The integer center point of drawing in the noise
167 v2s16 center_of_drawing_in_noise_i(
168 MYROUND(center_of_drawing_in_noise_f.X / grid_size),
169 MYROUND(center_of_drawing_in_noise_f.Y / grid_size)
171 // The world position of the integer center point of drawing in the noise
172 v2f world_center_of_drawing_in_noise_f = v2f(
173 center_of_drawing_in_noise_i.X * grid_size,
174 center_of_drawing_in_noise_i.Y * grid_size
175 ) + world_grid_origin_pos_f;
177 for(s16 zi=-grid_radius_i; zi<grid_radius_i; zi++)
178 for(s16 xi=-grid_radius_i; xi<grid_radius_i; xi++)
180 /*// Don't draw very close to player
182 if(zi > -dd && zi < dd && xi > -dd && xi < dd)
186 xi+center_of_drawing_in_noise_i.X,
187 zi+center_of_drawing_in_noise_i.Y
190 // If sector was drawn, don't draw it this way
191 if(m_client->m_env.getClientMap().sectorWasDrawn(p_in_noise_i))
194 /*if((p_in_noise_i.X + p_in_noise_i.Y)%2==0)
196 /*if((p_in_noise_i.X/2 + p_in_noise_i.Y/2)%2==0)
199 v2f p0 = v2f(xi,zi)*grid_size + world_center_of_drawing_in_noise_f;
203 noise[0] = d*noise2d_perlin(
204 (float)(p_in_noise_i.X+0)*grid_size/BS/100,
205 (float)(p_in_noise_i.Y+0)*grid_size/BS/100,
208 noise[1] = d*noise2d_perlin(
209 (float)(p_in_noise_i.X+0)*grid_size/BS/100,
210 (float)(p_in_noise_i.Y+1)*grid_size/BS/100,
213 noise[2] = d*noise2d_perlin(
214 (float)(p_in_noise_i.X+1)*grid_size/BS/100,
215 (float)(p_in_noise_i.Y+1)*grid_size/BS/100,
218 noise[3] = d*noise2d_perlin(
219 (float)(p_in_noise_i.X+1)*grid_size/BS/100,
220 (float)(p_in_noise_i.Y+0)*grid_size/BS/100,
224 hps[0] = ground_height(m_seed, v2s16(
225 (p_in_noise_i.X+0)*grid_size/BS,
226 (p_in_noise_i.Y+0)*grid_size/BS));
227 hps[1] = ground_height(m_seed, v2s16(
228 (p_in_noise_i.X+0)*grid_size/BS,
229 (p_in_noise_i.Y+1)*grid_size/BS));
230 hps[2] = ground_height(m_seed, v2s16(
231 (p_in_noise_i.X+1)*grid_size/BS,
232 (p_in_noise_i.Y+1)*grid_size/BS));
233 hps[3] = ground_height(m_seed, v2s16(
234 (p_in_noise_i.X+1)*grid_size/BS,
235 (p_in_noise_i.Y+0)*grid_size/BS));
237 (p_in_noise_i.X+0)*grid_size/BS+MAP_BLOCKSIZE/2,
238 (p_in_noise_i.Y+0)*grid_size/BS+MAP_BLOCKSIZE/2);
239 hps[4] = ground_height(m_seed, centerpoint);
242 float h_min = BS*65535;
243 float h_max = -BS*65536;
246 u32 have_sand_count = 0;
247 float tree_amount_avg = 0;
248 for(u32 i=0; i<5; i++)
250 noise[i] = hps[i].gh + hps[i].ma;
259 tree_amount_avg += hps[i].tree_amount;
263 tree_amount_avg /= 5.0;
265 float steepness = (h_max - h_min)/grid_size;
267 float light_f = noise[0]+noise[1]-noise[2]-noise[3];
269 if(light_f < -1.0) light_f = -1.0;
270 if(light_f > 1.0) light_f = 1.0;
274 v2f p1 = p0 + v2f(1,1)*grid_size;
276 bool ground_is_sand = false;
277 bool ground_is_rock = false;
278 bool ground_is_mud = false;
281 if(h_avg < WATER_LEVEL*BS && h_max < (WATER_LEVEL+5)*BS)
283 //c = video::SColor(255,59,86,146);
284 //c = video::SColor(255,82,120,204);
285 c = video::SColor(255,74,105,170);
287 /*// Set to water level
288 for(u32 i=0; i<4; i++)
290 if(noise[i] < BS*WATER_LEVEL)
291 noise[i] = BS*WATER_LEVEL;
296 else if(steepness > 2.0)
298 c = video::SColor(255,128,128,128);
299 ground_is_rock = true;
306 c = video::SColor(255,128,128,128);
307 ground_is_rock = true;
311 if(h_avg <= 2.5*BS && have_sand_count >= 2)
313 c = video::SColor(255,210,194,156);
314 ground_is_sand = true;
318 /*// Trees if there are over 0.01 trees per MapNode
319 if(tree_amount_avg > 0.01)
320 c = video::SColor(255,50,128,50);
322 c = video::SColor(255,107,134,51);*/
323 c = video::SColor(255,107,134,51);
324 ground_is_mud = true;
329 // Set to water level
330 for(u32 i=0; i<4; i++)
332 if(noise[i] < BS*WATER_LEVEL)
333 noise[i] = BS*WATER_LEVEL;
336 float b = m_brightness + light_f*0.1*m_brightness;
340 c = video::SColor(255, b*c.getRed(), b*c.getGreen(), b*c.getBlue());
342 driver->setMaterial(m_materials[0]);
344 video::S3DVertex vertices[4] =
346 video::S3DVertex(p0.X,noise[0],p0.Y, 0,0,0, c, 0,1),
347 video::S3DVertex(p0.X,noise[1],p1.Y, 0,0,0, c, 1,1),
348 video::S3DVertex(p1.X,noise[2],p1.Y, 0,0,0, c, 1,0),
349 video::S3DVertex(p1.X,noise[3],p0.Y, 0,0,0, c, 0,0),
351 u16 indices[] = {0,1,2,2,3,0};
352 driver->drawVertexPrimitiveList(vertices, 4, indices, 2,
353 video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
355 // Add some trees if appropriate
356 if(tree_amount_avg >= 0.0065 && steepness < 1.4
357 && ground_is_mud == true)
359 driver->setMaterial(m_materials[1]);
361 float b = m_brightness;
362 c = video::SColor(255, b*255, b*255, b*255);
365 video::S3DVertex vertices[4] =
367 video::S3DVertex(p0.X,noise[0],p0.Y,
369 video::S3DVertex(p0.X,noise[0]+BS*MAP_BLOCKSIZE,p0.Y,
371 video::S3DVertex(p1.X,noise[2]+BS*MAP_BLOCKSIZE,p1.Y,
373 video::S3DVertex(p1.X,noise[2],p1.Y,
376 u16 indices[] = {0,1,2,2,3,0};
377 driver->drawVertexPrimitiveList(vertices, 4, indices, 2,
378 video::EVT_STANDARD, scene::EPT_TRIANGLES,
382 video::S3DVertex vertices[4] =
384 video::S3DVertex(p1.X,noise[3],p0.Y,
386 video::S3DVertex(p1.X,noise[3]+BS*MAP_BLOCKSIZE,p0.Y,
388 video::S3DVertex(p0.X,noise[1]+BS*MAP_BLOCKSIZE,p1.Y,
390 video::S3DVertex(p0.X,noise[1],p1.Y,
393 u16 indices[] = {0,1,2,2,3,0};
394 driver->drawVertexPrimitiveList(vertices, 4, indices, 2,
395 video::EVT_STANDARD, scene::EPT_TRIANGLES,
401 //driver->clearZBuffer();
404 void FarMesh::step(float dtime)
409 void FarMesh::update(v2f camera_p, float brightness, s16 render_range)
411 m_camera_pos = camera_p;
412 m_brightness = brightness;
413 m_render_range = render_range;