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
27 #include "constants.h"
32 #include "tile.h" // ITextureSource
34 #include "mapgen.h" // Shouldn't really be done this way
37 scene::ISceneNode* parent,
38 scene::ISceneManager* mgr,
43 scene::ISceneNode(parent, mgr, id),
48 m_render_range(20*MAP_BLOCKSIZE)
50 dstream<<__FUNCTION_NAME<<std::endl;
52 //video::IVideoDriver* driver = mgr->getVideoDriver();
54 m_materials[0].setFlag(video::EMF_LIGHTING, false);
55 m_materials[0].setFlag(video::EMF_BACK_FACE_CULLING, true);
56 //m_materials[0].setFlag(video::EMF_BACK_FACE_CULLING, false);
57 m_materials[0].setFlag(video::EMF_BILINEAR_FILTER, false);
58 m_materials[0].setFlag(video::EMF_FOG_ENABLE, false);
59 //m_materials[0].setFlag(video::EMF_ANTI_ALIASING, true);
60 //m_materials[0].MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
61 m_materials[0].setFlag(video::EMF_FOG_ENABLE, true);
63 m_materials[1].setFlag(video::EMF_LIGHTING, false);
64 m_materials[1].setFlag(video::EMF_BACK_FACE_CULLING, false);
65 m_materials[1].setFlag(video::EMF_BILINEAR_FILTER, false);
66 m_materials[1].setFlag(video::EMF_FOG_ENABLE, false);
67 m_materials[1].setTexture(0, client->tsrc()->getTextureRaw("treeprop.png"));
68 m_materials[1].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
69 m_materials[1].setFlag(video::EMF_FOG_ENABLE, true);
71 m_box = core::aabbox3d<f32>(-BS*1000000,-BS*31000,-BS*1000000,
72 BS*1000000,BS*31000,BS*1000000);
78 dstream<<__FUNCTION_NAME<<std::endl;
81 u32 FarMesh::getMaterialCount() const
83 return FARMESH_MATERIAL_COUNT;
86 video::SMaterial& FarMesh::getMaterial(u32 i)
88 return m_materials[i];
92 void FarMesh::OnRegisterSceneNode()
96 //SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
97 SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
98 //SceneManager->registerNodeForRendering(this, scene::ESNRP_SKY_BOX);
101 ISceneNode::OnRegisterSceneNode();
104 #define MYROUND(x) (x > 0.0 ? (int)x : (int)x - 1)
109 float gh; // ground height
110 float ma; // mud amount
114 core::map<v2s16, HeightPoint> g_heights;
116 HeightPoint ground_height(u64 seed, v2s16 p2d)
118 core::map<v2s16, HeightPoint>::Node *n = g_heights.find(p2d);
120 return n->getValue();
122 s16 level = mapgen::find_ground_level_from_noise(seed, p2d, 3);
123 hp.gh = (level-4)*BS;
125 /*hp.gh = BS*base_rock_level_2d(seed, p2d);
126 hp.ma = BS*get_mud_add_amount(seed, p2d);*/
127 hp.have_sand = mapgen::get_have_sand(seed, p2d);
128 if(hp.gh > BS*WATER_LEVEL)
129 hp.tree_amount = mapgen::tree_amount_2d(seed, p2d);
132 // No mud has been added if mud amount is less than 1
135 //hp.gh -= BS*3; // Lower a bit so that it is not that much in the way
140 void FarMesh::render()
142 video::IVideoDriver* driver = SceneManager->getVideoDriver();
144 /*if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_TRANSPARENT)
146 if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SOLID)
148 /*if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SKY_BOX)
151 driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
153 //const s16 grid_radius_i = 12;
154 //const float grid_size = BS*50;
155 const s16 grid_radius_i = m_render_range/MAP_BLOCKSIZE;
156 const float grid_size = BS*MAP_BLOCKSIZE;
157 const v2f grid_speed(-BS*0, 0);
159 // Position of grid noise origin in world coordinates
160 v2f world_grid_origin_pos_f(0,0);
161 // Position of grid noise origin from the camera
162 v2f grid_origin_from_camera_f = world_grid_origin_pos_f - m_camera_pos;
163 // The center point of drawing in the noise
164 v2f center_of_drawing_in_noise_f = -grid_origin_from_camera_f;
165 // The integer center point of drawing in the noise
166 v2s16 center_of_drawing_in_noise_i(
167 MYROUND(center_of_drawing_in_noise_f.X / grid_size),
168 MYROUND(center_of_drawing_in_noise_f.Y / grid_size)
170 // The world position of the integer center point of drawing in the noise
171 v2f world_center_of_drawing_in_noise_f = v2f(
172 center_of_drawing_in_noise_i.X * grid_size,
173 center_of_drawing_in_noise_i.Y * grid_size
174 ) + world_grid_origin_pos_f;
176 for(s16 zi=-grid_radius_i; zi<grid_radius_i; zi++)
177 for(s16 xi=-grid_radius_i; xi<grid_radius_i; xi++)
179 /*// Don't draw very close to player
181 if(zi > -dd && zi < dd && xi > -dd && xi < dd)
185 xi+center_of_drawing_in_noise_i.X,
186 zi+center_of_drawing_in_noise_i.Y
189 // If sector was drawn, don't draw it this way
190 if(m_client->m_env.getClientMap().sectorWasDrawn(p_in_noise_i))
193 /*if((p_in_noise_i.X + p_in_noise_i.Y)%2==0)
195 /*if((p_in_noise_i.X/2 + p_in_noise_i.Y/2)%2==0)
198 v2f p0 = v2f(xi,zi)*grid_size + world_center_of_drawing_in_noise_f;
202 noise[0] = d*noise2d_perlin(
203 (float)(p_in_noise_i.X+0)*grid_size/BS/100,
204 (float)(p_in_noise_i.Y+0)*grid_size/BS/100,
207 noise[1] = d*noise2d_perlin(
208 (float)(p_in_noise_i.X+0)*grid_size/BS/100,
209 (float)(p_in_noise_i.Y+1)*grid_size/BS/100,
212 noise[2] = d*noise2d_perlin(
213 (float)(p_in_noise_i.X+1)*grid_size/BS/100,
214 (float)(p_in_noise_i.Y+1)*grid_size/BS/100,
217 noise[3] = d*noise2d_perlin(
218 (float)(p_in_noise_i.X+1)*grid_size/BS/100,
219 (float)(p_in_noise_i.Y+0)*grid_size/BS/100,
223 hps[0] = ground_height(m_seed, v2s16(
224 (p_in_noise_i.X+0)*grid_size/BS,
225 (p_in_noise_i.Y+0)*grid_size/BS));
226 hps[1] = ground_height(m_seed, v2s16(
227 (p_in_noise_i.X+0)*grid_size/BS,
228 (p_in_noise_i.Y+1)*grid_size/BS));
229 hps[2] = ground_height(m_seed, v2s16(
230 (p_in_noise_i.X+1)*grid_size/BS,
231 (p_in_noise_i.Y+1)*grid_size/BS));
232 hps[3] = ground_height(m_seed, v2s16(
233 (p_in_noise_i.X+1)*grid_size/BS,
234 (p_in_noise_i.Y+0)*grid_size/BS));
236 (p_in_noise_i.X+0)*grid_size/BS+MAP_BLOCKSIZE/2,
237 (p_in_noise_i.Y+0)*grid_size/BS+MAP_BLOCKSIZE/2);
238 hps[4] = ground_height(m_seed, centerpoint);
241 float h_min = BS*65535;
242 float h_max = -BS*65536;
245 u32 have_sand_count = 0;
246 float tree_amount_avg = 0;
247 for(u32 i=0; i<5; i++)
249 noise[i] = hps[i].gh + hps[i].ma;
258 tree_amount_avg += hps[i].tree_amount;
262 tree_amount_avg /= 5.0;
264 float steepness = (h_max - h_min)/grid_size;
266 float light_f = noise[0]+noise[1]-noise[2]-noise[3];
268 if(light_f < -1.0) light_f = -1.0;
269 if(light_f > 1.0) light_f = 1.0;
273 v2f p1 = p0 + v2f(1,1)*grid_size;
275 bool ground_is_sand = false;
276 bool ground_is_rock = false;
277 bool ground_is_mud = false;
280 if(h_avg < WATER_LEVEL*BS && h_max < (WATER_LEVEL+5)*BS)
282 //c = video::SColor(255,59,86,146);
283 //c = video::SColor(255,82,120,204);
284 c = video::SColor(255,74,105,170);
286 /*// Set to water level
287 for(u32 i=0; i<4; i++)
289 if(noise[i] < BS*WATER_LEVEL)
290 noise[i] = BS*WATER_LEVEL;
295 else if(steepness > 2.0)
297 c = video::SColor(255,128,128,128);
298 ground_is_rock = true;
305 c = video::SColor(255,128,128,128);
306 ground_is_rock = true;
310 if(h_avg <= 2.5*BS && have_sand_count >= 2)
312 c = video::SColor(255,210,194,156);
313 ground_is_sand = true;
317 /*// Trees if there are over 0.01 trees per MapNode
318 if(tree_amount_avg > 0.01)
319 c = video::SColor(255,50,128,50);
321 c = video::SColor(255,107,134,51);*/
322 c = video::SColor(255,107,134,51);
323 ground_is_mud = true;
328 // Set to water level
329 for(u32 i=0; i<4; i++)
331 if(noise[i] < BS*WATER_LEVEL)
332 noise[i] = BS*WATER_LEVEL;
335 float b = m_brightness + light_f*0.1*m_brightness;
339 c = video::SColor(255, b*c.getRed(), b*c.getGreen(), b*c.getBlue());
341 driver->setMaterial(m_materials[0]);
343 video::S3DVertex vertices[4] =
345 video::S3DVertex(p0.X,noise[0],p0.Y, 0,0,0, c, 0,1),
346 video::S3DVertex(p0.X,noise[1],p1.Y, 0,0,0, c, 1,1),
347 video::S3DVertex(p1.X,noise[2],p1.Y, 0,0,0, c, 1,0),
348 video::S3DVertex(p1.X,noise[3],p0.Y, 0,0,0, c, 0,0),
350 u16 indices[] = {0,1,2,2,3,0};
351 driver->drawVertexPrimitiveList(vertices, 4, indices, 2,
352 video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
354 // Add some trees if appropriate
355 if(tree_amount_avg >= 0.0065 && steepness < 1.4
356 && ground_is_mud == true)
358 driver->setMaterial(m_materials[1]);
360 float b = m_brightness;
361 c = video::SColor(255, b*255, b*255, b*255);
364 video::S3DVertex vertices[4] =
366 video::S3DVertex(p0.X,noise[0],p0.Y,
368 video::S3DVertex(p0.X,noise[0]+BS*MAP_BLOCKSIZE,p0.Y,
370 video::S3DVertex(p1.X,noise[2]+BS*MAP_BLOCKSIZE,p1.Y,
372 video::S3DVertex(p1.X,noise[2],p1.Y,
375 u16 indices[] = {0,1,2,2,3,0};
376 driver->drawVertexPrimitiveList(vertices, 4, indices, 2,
377 video::EVT_STANDARD, scene::EPT_TRIANGLES,
381 video::S3DVertex vertices[4] =
383 video::S3DVertex(p1.X,noise[3],p0.Y,
385 video::S3DVertex(p1.X,noise[3]+BS*MAP_BLOCKSIZE,p0.Y,
387 video::S3DVertex(p0.X,noise[1]+BS*MAP_BLOCKSIZE,p1.Y,
389 video::S3DVertex(p0.X,noise[1],p1.Y,
392 u16 indices[] = {0,1,2,2,3,0};
393 driver->drawVertexPrimitiveList(vertices, 4, indices, 2,
394 video::EVT_STANDARD, scene::EPT_TRIANGLES,
400 //driver->clearZBuffer();
403 void FarMesh::step(float dtime)
408 void FarMesh::update(v2f camera_p, float brightness, s16 render_range)
410 m_camera_pos = camera_p;
411 m_brightness = brightness;
412 m_render_range = render_range;