Added an experimental "far view" thing. Doesn't work exactly like it should and not...
[oweals/minetest.git] / src / farmesh.cpp
diff --git a/src/farmesh.cpp b/src/farmesh.cpp
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+/*
+Part of Minetest-c55
+Copyright (C) 2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+/*
+       A quick messy implementation of terrain rendering for a long
+       distance according to map seed
+*/
+
+#include "farmesh.h"
+#include "constants.h"
+#include "debug.h"
+#include "noise.h"
+#include "map.h"
+
+FarMesh::FarMesh(
+               scene::ISceneNode* parent,
+               scene::ISceneManager* mgr,
+               s32 id,
+               u64 seed
+):
+       scene::ISceneNode(parent, mgr, id),
+       m_seed(seed),
+       m_camera_pos(0,0),
+       m_time(0)
+{
+       dstream<<__FUNCTION_NAME<<std::endl;
+
+       m_material.setFlag(video::EMF_LIGHTING, false);
+       m_material.setFlag(video::EMF_BACK_FACE_CULLING, true);
+       m_material.setFlag(video::EMF_BILINEAR_FILTER, false);
+       m_material.setFlag(video::EMF_FOG_ENABLE, false);
+       //m_material.setFlag(video::EMF_ANTI_ALIASING, true);
+       //m_material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
+
+       m_box = core::aabbox3d<f32>(-BS*1000000,-BS*31000,-BS*1000000,
+                       BS*1000000,BS*31000,BS*1000000);
+
+}
+
+FarMesh::~FarMesh()
+{
+       dstream<<__FUNCTION_NAME<<std::endl;
+}
+
+void FarMesh::OnRegisterSceneNode()
+{
+       if(IsVisible)
+       {
+               //SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
+               //SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
+               SceneManager->registerNodeForRendering(this, scene::ESNRP_SKY_BOX);
+       }
+
+       ISceneNode::OnRegisterSceneNode();
+}
+
+#define MYROUND(x) (x > 0.0 ? (int)x : (int)x - 1)
+
+// Temporary hack
+core::map<v2s16, float> g_heights;
+
+float ground_height(u64 seed, v2s16 p2d)
+{
+       core::map<v2s16, float>::Node *n = g_heights.find(p2d);
+       if(n)
+               return n->getValue();
+       float avg_mud_amount = 4;
+       float gh = BS*base_rock_level_2d(seed, p2d) + avg_mud_amount*BS;
+       //gh *= 10;
+       g_heights[p2d] = gh;
+       return gh;
+}
+
+void FarMesh::render()
+{
+       video::IVideoDriver* driver = SceneManager->getVideoDriver();
+
+       /*if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_TRANSPARENT)
+               return;*/
+       /*if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SOLID)
+               return;*/
+       if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SKY_BOX)
+               return;
+
+       driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
+       driver->setMaterial(m_material);
+       
+       const s16 grid_radius_i = 12;
+       const float grid_size = BS*50;
+       const v2f grid_speed(-BS*0, 0);
+       
+       // Position of grid noise origin in world coordinates
+       v2f world_grid_origin_pos_f(0,0);
+       // Position of grid noise origin from the camera
+       v2f grid_origin_from_camera_f = world_grid_origin_pos_f - m_camera_pos;
+       // The center point of drawing in the noise
+       v2f center_of_drawing_in_noise_f = -grid_origin_from_camera_f;
+       // The integer center point of drawing in the noise
+       v2s16 center_of_drawing_in_noise_i(
+               MYROUND(center_of_drawing_in_noise_f.X / grid_size),
+               MYROUND(center_of_drawing_in_noise_f.Y / grid_size)
+       );
+       // The world position of the integer center point of drawing in the noise
+       v2f world_center_of_drawing_in_noise_f = v2f(
+               center_of_drawing_in_noise_i.X * grid_size,
+               center_of_drawing_in_noise_i.Y * grid_size
+       ) + world_grid_origin_pos_f;
+
+       for(s16 zi=-grid_radius_i; zi<grid_radius_i; zi++)
+       for(s16 xi=-grid_radius_i; xi<grid_radius_i; xi++)
+       {
+               v2s16 p_in_noise_i(
+                       xi+center_of_drawing_in_noise_i.X,
+                       zi+center_of_drawing_in_noise_i.Y
+               );
+
+               /*if((p_in_noise_i.X + p_in_noise_i.Y)%2==0)
+                       continue;*/
+               /*if((p_in_noise_i.X/2 + p_in_noise_i.Y/2)%2==0)
+                       continue;*/
+
+               v2f p0 = v2f(xi,zi)*grid_size + world_center_of_drawing_in_noise_f;
+               
+               /*double noise[4];
+               double d = 100*BS;
+               noise[0] = d*noise2d_perlin(
+                               (float)(p_in_noise_i.X+0)*grid_size/BS/100,
+                               (float)(p_in_noise_i.Y+0)*grid_size/BS/100,
+                               m_seed, 3, 0.5);
+               
+               noise[1] = d*noise2d_perlin(
+                               (float)(p_in_noise_i.X+0)*grid_size/BS/100,
+                               (float)(p_in_noise_i.Y+1)*grid_size/BS/100,
+                               m_seed, 3, 0.5);
+               
+               noise[2] = d*noise2d_perlin(
+                               (float)(p_in_noise_i.X+1)*grid_size/BS/100,
+                               (float)(p_in_noise_i.Y+1)*grid_size/BS/100,
+                               m_seed, 3, 0.5);
+               
+               noise[3] = d*noise2d_perlin(
+                               (float)(p_in_noise_i.X+1)*grid_size/BS/100,
+                               (float)(p_in_noise_i.Y+0)*grid_size/BS/100,
+                               m_seed, 3, 0.5);*/
+               
+               float noise[4];
+               noise[0] = ground_height(m_seed, v2s16(
+                               (p_in_noise_i.X+0)*grid_size/BS,
+                               (p_in_noise_i.Y+0)*grid_size/BS));
+               noise[1] = ground_height(m_seed, v2s16(
+                               (p_in_noise_i.X+0)*grid_size/BS,
+                               (p_in_noise_i.Y+1)*grid_size/BS));
+               noise[2] = ground_height(m_seed, v2s16(
+                               (p_in_noise_i.X+1)*grid_size/BS,
+                               (p_in_noise_i.Y+1)*grid_size/BS));
+               noise[3] = ground_height(m_seed, v2s16(
+                               (p_in_noise_i.X+1)*grid_size/BS,
+                               (p_in_noise_i.Y+0)*grid_size/BS));
+
+               float h_min = BS*65535;
+               float h_max = -BS*65536;
+               for(u32 i=0; i<4; i++)
+               {
+                       if(noise[i] < h_min)
+                               h_min = noise[i];
+                       if(noise[i] > h_max)
+                               h_max = noise[i];
+               }
+               float steepness = (h_max - h_min)/grid_size;
+               
+               float h_avg = (noise[0]+noise[1]+noise[2]+noise[3])/4.0;
+               float light_f = noise[0]+noise[1]-noise[2]-noise[3];
+               light_f /= 100;
+               if(light_f < -1.0) light_f = -1.0;
+               if(light_f > 1.0) light_f = 1.0;
+               //light_f += 1.0;
+               //light_f /= 2.0;
+               
+               v2f p1 = p0 + v2f(1,1)*grid_size;
+
+               video::SColor c;
+               // Detect water
+               if(h_avg < WATER_LEVEL*BS && h_max < (WATER_LEVEL+5)*BS)
+               {
+                       c = video::SColor(128,59,86,146);
+                       /*// Set to water level
+                       for(u32 i=0; i<4; i++)
+                       {
+                               if(noise[i] < BS*WATER_LEVEL)
+                                       noise[i] = BS*WATER_LEVEL;
+                       }*/
+                       light_f = 0;
+               }
+               else if(steepness > 2.0)
+                       c = video::SColor(128,128,128,128);
+               else
+                       c = video::SColor(128,107,134,51);
+               
+               // Set to water level
+               for(u32 i=0; i<4; i++)
+               {
+                       if(noise[i] < BS*WATER_LEVEL)
+                               noise[i] = BS*WATER_LEVEL;
+               }
+
+               float b = m_brightness + light_f*0.1*m_brightness;
+               if(b < 0) b = 0;
+               if(b > 2) b = 2;
+               
+               c = video::SColor(128, b*c.getRed(), b*c.getGreen(), b*c.getBlue());
+
+               video::S3DVertex vertices[4] =
+               {
+                       video::S3DVertex(p0.X,noise[0],p0.Y, 0,0,0, c, 0,1),
+                       video::S3DVertex(p0.X,noise[1],p1.Y, 0,0,0, c, 1,1),
+                       video::S3DVertex(p1.X,noise[2],p1.Y, 0,0,0, c, 1,0),
+                       video::S3DVertex(p1.X,noise[3],p0.Y, 0,0,0, c, 0,0),
+               };
+               u16 indices[] = {0,1,2,2,3,0};
+               driver->drawVertexPrimitiveList(vertices, 4, indices, 2,
+                               video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
+       }
+
+       driver->clearZBuffer();
+}
+
+void FarMesh::step(float dtime)
+{
+       m_time += dtime;
+}
+
+void FarMesh::update(v2f camera_p, float brightness)
+{
+       m_camera_pos = camera_p;
+       m_brightness = brightness;
+}
+