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 s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision);
39 extern bool get_have_sand(u64 seed, v2s16 p2d);
40 extern double tree_amount_2d(u64 seed, v2s16 p);
44 scene::ISceneNode* parent,
45 scene::ISceneManager* mgr,
50 scene::ISceneNode(parent, mgr, id),
55 m_render_range(20*MAP_BLOCKSIZE)
57 dstream<<__FUNCTION_NAME<<std::endl;
59 video::IVideoDriver* driver = mgr->getVideoDriver();
61 m_materials[0].setFlag(video::EMF_LIGHTING, false);
62 m_materials[0].setFlag(video::EMF_BACK_FACE_CULLING, true);
63 //m_materials[0].setFlag(video::EMF_BACK_FACE_CULLING, false);
64 m_materials[0].setFlag(video::EMF_BILINEAR_FILTER, false);
65 m_materials[0].setFlag(video::EMF_FOG_ENABLE, false);
66 //m_materials[0].setFlag(video::EMF_ANTI_ALIASING, true);
67 //m_materials[0].MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
68 m_materials[0].setFlag(video::EMF_FOG_ENABLE, true);
70 m_materials[1].setFlag(video::EMF_LIGHTING, false);
71 m_materials[1].setFlag(video::EMF_BACK_FACE_CULLING, false);
72 m_materials[1].setFlag(video::EMF_BILINEAR_FILTER, false);
73 m_materials[1].setFlag(video::EMF_FOG_ENABLE, false);
74 m_materials[1].setTexture
75 (0, driver->getTexture(getTexturePath("treeprop.png").c_str()));
76 m_materials[1].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
77 m_materials[1].setFlag(video::EMF_FOG_ENABLE, true);
79 m_box = core::aabbox3d<f32>(-BS*1000000,-BS*31000,-BS*1000000,
80 BS*1000000,BS*31000,BS*1000000);
86 dstream<<__FUNCTION_NAME<<std::endl;
89 u32 FarMesh::getMaterialCount() const
91 return FARMESH_MATERIAL_COUNT;
94 video::SMaterial& FarMesh::getMaterial(u32 i)
96 return m_materials[i];
100 void FarMesh::OnRegisterSceneNode()
104 //SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
105 SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
106 //SceneManager->registerNodeForRendering(this, scene::ESNRP_SKY_BOX);
109 ISceneNode::OnRegisterSceneNode();
112 #define MYROUND(x) (x > 0.0 ? (int)x : (int)x - 1)
117 float gh; // ground height
118 float ma; // mud amount
122 core::map<v2s16, HeightPoint> g_heights;
124 HeightPoint ground_height(u64 seed, v2s16 p2d)
126 core::map<v2s16, HeightPoint>::Node *n = g_heights.find(p2d);
128 return n->getValue();
130 s16 level = find_ground_level_from_noise(seed, p2d, 3);
131 hp.gh = (level-4)*BS;
133 /*hp.gh = BS*base_rock_level_2d(seed, p2d);
134 hp.ma = BS*get_mud_add_amount(seed, p2d);*/
135 hp.have_sand = get_have_sand(seed, p2d);
136 if(hp.gh > BS*WATER_LEVEL)
137 hp.tree_amount = tree_amount_2d(seed, p2d);
140 // No mud has been added if mud amount is less than 1
143 //hp.gh -= BS*3; // Lower a bit so that it is not that much in the way
148 void FarMesh::render()
150 video::IVideoDriver* driver = SceneManager->getVideoDriver();
152 /*if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_TRANSPARENT)
154 if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SOLID)
156 /*if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SKY_BOX)
159 driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
161 //const s16 grid_radius_i = 12;
162 //const float grid_size = BS*50;
163 const s16 grid_radius_i = m_render_range/MAP_BLOCKSIZE;
164 const float grid_size = BS*MAP_BLOCKSIZE;
165 const v2f grid_speed(-BS*0, 0);
167 // Position of grid noise origin in world coordinates
168 v2f world_grid_origin_pos_f(0,0);
169 // Position of grid noise origin from the camera
170 v2f grid_origin_from_camera_f = world_grid_origin_pos_f - m_camera_pos;
171 // The center point of drawing in the noise
172 v2f center_of_drawing_in_noise_f = -grid_origin_from_camera_f;
173 // The integer center point of drawing in the noise
174 v2s16 center_of_drawing_in_noise_i(
175 MYROUND(center_of_drawing_in_noise_f.X / grid_size),
176 MYROUND(center_of_drawing_in_noise_f.Y / grid_size)
178 // The world position of the integer center point of drawing in the noise
179 v2f world_center_of_drawing_in_noise_f = v2f(
180 center_of_drawing_in_noise_i.X * grid_size,
181 center_of_drawing_in_noise_i.Y * grid_size
182 ) + world_grid_origin_pos_f;
184 for(s16 zi=-grid_radius_i; zi<grid_radius_i; zi++)
185 for(s16 xi=-grid_radius_i; xi<grid_radius_i; xi++)
187 /*// Don't draw very close to player
189 if(zi > -dd && zi < dd && xi > -dd && xi < dd)
193 xi+center_of_drawing_in_noise_i.X,
194 zi+center_of_drawing_in_noise_i.Y
197 // If sector was drawn, don't draw it this way
198 if(m_client->m_env.getClientMap().sectorWasDrawn(p_in_noise_i))
201 /*if((p_in_noise_i.X + p_in_noise_i.Y)%2==0)
203 /*if((p_in_noise_i.X/2 + p_in_noise_i.Y/2)%2==0)
206 v2f p0 = v2f(xi,zi)*grid_size + world_center_of_drawing_in_noise_f;
210 noise[0] = d*noise2d_perlin(
211 (float)(p_in_noise_i.X+0)*grid_size/BS/100,
212 (float)(p_in_noise_i.Y+0)*grid_size/BS/100,
215 noise[1] = d*noise2d_perlin(
216 (float)(p_in_noise_i.X+0)*grid_size/BS/100,
217 (float)(p_in_noise_i.Y+1)*grid_size/BS/100,
220 noise[2] = d*noise2d_perlin(
221 (float)(p_in_noise_i.X+1)*grid_size/BS/100,
222 (float)(p_in_noise_i.Y+1)*grid_size/BS/100,
225 noise[3] = d*noise2d_perlin(
226 (float)(p_in_noise_i.X+1)*grid_size/BS/100,
227 (float)(p_in_noise_i.Y+0)*grid_size/BS/100,
231 hps[0] = ground_height(m_seed, v2s16(
232 (p_in_noise_i.X+0)*grid_size/BS,
233 (p_in_noise_i.Y+0)*grid_size/BS));
234 hps[1] = ground_height(m_seed, v2s16(
235 (p_in_noise_i.X+0)*grid_size/BS,
236 (p_in_noise_i.Y+1)*grid_size/BS));
237 hps[2] = ground_height(m_seed, v2s16(
238 (p_in_noise_i.X+1)*grid_size/BS,
239 (p_in_noise_i.Y+1)*grid_size/BS));
240 hps[3] = ground_height(m_seed, v2s16(
241 (p_in_noise_i.X+1)*grid_size/BS,
242 (p_in_noise_i.Y+0)*grid_size/BS));
244 (p_in_noise_i.X+0)*grid_size/BS+MAP_BLOCKSIZE/2,
245 (p_in_noise_i.Y+0)*grid_size/BS+MAP_BLOCKSIZE/2);
246 hps[4] = ground_height(m_seed, centerpoint);
249 float h_min = BS*65535;
250 float h_max = -BS*65536;
253 u32 have_sand_count = 0;
254 float tree_amount_avg = 0;
255 for(u32 i=0; i<5; i++)
257 noise[i] = hps[i].gh + hps[i].ma;
266 tree_amount_avg += hps[i].tree_amount;
270 tree_amount_avg /= 5.0;
272 float steepness = (h_max - h_min)/grid_size;
274 float light_f = noise[0]+noise[1]-noise[2]-noise[3];
276 if(light_f < -1.0) light_f = -1.0;
277 if(light_f > 1.0) light_f = 1.0;
281 v2f p1 = p0 + v2f(1,1)*grid_size;
283 bool ground_is_sand = false;
284 bool ground_is_rock = false;
285 bool ground_is_mud = false;
288 if(h_avg < WATER_LEVEL*BS && h_max < (WATER_LEVEL+5)*BS)
290 //c = video::SColor(255,59,86,146);
291 c = video::SColor(255,82,120,204);
293 /*// Set to water level
294 for(u32 i=0; i<4; i++)
296 if(noise[i] < BS*WATER_LEVEL)
297 noise[i] = BS*WATER_LEVEL;
302 else if(steepness > 2.0)
304 c = video::SColor(255,128,128,128);
305 ground_is_rock = true;
312 c = video::SColor(255,128,128,128);
313 ground_is_rock = true;
317 if(h_avg <= 2.5*BS && have_sand_count >= 2)
319 c = video::SColor(255,210,194,156);
320 ground_is_sand = true;
324 /*// Trees if there are over 0.01 trees per MapNode
325 if(tree_amount_avg > 0.01)
326 c = video::SColor(255,50,128,50);
328 c = video::SColor(255,107,134,51);*/
329 c = video::SColor(255,107,134,51);
330 ground_is_mud = true;
335 // Set to water level
336 for(u32 i=0; i<4; i++)
338 if(noise[i] < BS*WATER_LEVEL)
339 noise[i] = BS*WATER_LEVEL;
342 float b = m_brightness + light_f*0.1*m_brightness;
346 c = video::SColor(255, b*c.getRed(), b*c.getGreen(), b*c.getBlue());
348 driver->setMaterial(m_materials[0]);
350 video::S3DVertex vertices[4] =
352 video::S3DVertex(p0.X,noise[0],p0.Y, 0,0,0, c, 0,1),
353 video::S3DVertex(p0.X,noise[1],p1.Y, 0,0,0, c, 1,1),
354 video::S3DVertex(p1.X,noise[2],p1.Y, 0,0,0, c, 1,0),
355 video::S3DVertex(p1.X,noise[3],p0.Y, 0,0,0, c, 0,0),
357 u16 indices[] = {0,1,2,2,3,0};
358 driver->drawVertexPrimitiveList(vertices, 4, indices, 2,
359 video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
361 // Add some trees if appropriate
362 if(tree_amount_avg >= 0.0065 && steepness < 1.4
363 && ground_is_mud == true)
365 driver->setMaterial(m_materials[1]);
367 float b = m_brightness;
368 c = video::SColor(255, b*255, b*255, b*255);
371 video::S3DVertex vertices[4] =
373 video::S3DVertex(p0.X,noise[0],p0.Y,
375 video::S3DVertex(p0.X,noise[0]+BS*MAP_BLOCKSIZE,p0.Y,
377 video::S3DVertex(p1.X,noise[2]+BS*MAP_BLOCKSIZE,p1.Y,
379 video::S3DVertex(p1.X,noise[2],p1.Y,
382 u16 indices[] = {0,1,2,2,3,0};
383 driver->drawVertexPrimitiveList(vertices, 4, indices, 2,
384 video::EVT_STANDARD, scene::EPT_TRIANGLES,
388 video::S3DVertex vertices[4] =
390 video::S3DVertex(p1.X,noise[3],p0.Y,
392 video::S3DVertex(p1.X,noise[3]+BS*MAP_BLOCKSIZE,p0.Y,
394 video::S3DVertex(p0.X,noise[1]+BS*MAP_BLOCKSIZE,p1.Y,
396 video::S3DVertex(p0.X,noise[1],p1.Y,
399 u16 indices[] = {0,1,2,2,3,0};
400 driver->drawVertexPrimitiveList(vertices, 4, indices, 2,
401 video::EVT_STANDARD, scene::EPT_TRIANGLES,
407 //driver->clearZBuffer();
410 void FarMesh::step(float dtime)
415 void FarMesh::update(v2f camera_p, float brightness, s16 render_range)
417 m_camera_pos = camera_p;
418 m_brightness = brightness;
419 m_render_range = render_range;