*/
#include "farmesh.h"
+
#include "constants.h"
#include "debug.h"
#include "noise.h"
#include "map.h"
#include "client.h"
+#include "tile.h" // ITextureSource
-/*
- 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" // Shouldn't really be done this way
FarMesh::FarMesh(
scene::ISceneNode* parent,
{
dstream<<__FUNCTION_NAME<<std::endl;
- video::IVideoDriver* driver = mgr->getVideoDriver();
+ //video::IVideoDriver* driver = mgr->getVideoDriver();
m_materials[0].setFlag(video::EMF_LIGHTING, false);
m_materials[0].setFlag(video::EMF_BACK_FACE_CULLING, true);
m_materials[1].setFlag(video::EMF_BACK_FACE_CULLING, false);
m_materials[1].setFlag(video::EMF_BILINEAR_FILTER, false);
m_materials[1].setFlag(video::EMF_FOG_ENABLE, false);
- m_materials[1].setTexture
- (0, driver->getTexture(getTexturePath("treeprop.png").c_str()));
+ m_materials[1].setTexture(0, client->tsrc()->getTextureRaw("treeprop.png"));
m_materials[1].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
m_materials[1].setFlag(video::EMF_FOG_ENABLE, true);
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;
}
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++)