#include "debug.h"
#include "noise.h"
#include "map.h"
+#include "client.h"
+
+/*
+ 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);
+
FarMesh::FarMesh(
scene::ISceneNode* parent,
scene::ISceneManager* mgr,
s32 id,
- u64 seed
+ u64 seed,
+ Client *client
):
scene::ISceneNode(parent, mgr, id),
m_seed(seed),
m_camera_pos(0,0),
- m_time(0)
+ m_time(0),
+ m_client(client)
{
dstream<<__FUNCTION_NAME<<std::endl;
+
+ video::IVideoDriver* driver = mgr->getVideoDriver();
- 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_materials[0].setFlag(video::EMF_LIGHTING, false);
+ m_materials[0].setFlag(video::EMF_BACK_FACE_CULLING, true);
+ //m_materials[0].setFlag(video::EMF_BACK_FACE_CULLING, false);
+ m_materials[0].setFlag(video::EMF_BILINEAR_FILTER, false);
+ m_materials[0].setFlag(video::EMF_FOG_ENABLE, false);
+ //m_materials[0].setFlag(video::EMF_ANTI_ALIASING, true);
+ //m_materials[0].MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
+ m_materials[0].setFlag(video::EMF_FOG_ENABLE, true);
+
+ m_materials[1].setFlag(video::EMF_LIGHTING, false);
+ 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].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ m_materials[1].setFlag(video::EMF_FOG_ENABLE, true);
m_box = core::aabbox3d<f32>(-BS*1000000,-BS*31000,-BS*1000000,
BS*1000000,BS*31000,BS*1000000);
dstream<<__FUNCTION_NAME<<std::endl;
}
+u32 FarMesh::getMaterialCount() const
+{
+ return FARMESH_MATERIAL_COUNT;
+}
+
+video::SMaterial& FarMesh::getMaterial(u32 i)
+{
+ return m_materials[i];
+}
+
+
void FarMesh::OnRegisterSceneNode()
{
if(IsVisible)
{
//SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
- //SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
- SceneManager->registerNodeForRendering(this, scene::ESNRP_SKY_BOX);
+ 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;
+struct HeightPoint
+{
+ float gh; // ground height
+ float ma; // mud amount
+ float have_sand;
+ float tree_amount;
+};
+core::map<v2s16, HeightPoint> g_heights;
-float ground_height(u64 seed, v2s16 p2d)
+HeightPoint ground_height(u64 seed, v2s16 p2d)
{
- core::map<v2s16, float>::Node *n = g_heights.find(p2d);
+ core::map<v2s16, HeightPoint>::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;
+ HeightPoint hp;
+ hp.gh = BS*base_rock_level_2d(seed, p2d);
+ hp.gh -= BS*2; // Lower a bit so that it is not that much in the way
+ hp.ma = BS*get_mud_add_amount(seed, p2d);
+ hp.have_sand = get_have_sand(seed, p2d);
+ if(hp.gh > BS*WATER_LEVEL)
+ hp.tree_amount = tree_amount_2d(seed, p2d);
+ else
+ hp.tree_amount = 0;
+ // No mud has been added if mud amount is less than 2
+ if(hp.ma < 2.0*BS)
+ hp.ma = 0.0;
+ g_heights[p2d] = hp;
+ return hp;
}
void FarMesh::render()
/*if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_TRANSPARENT)
return;*/
- /*if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SOLID)
- return;*/
- if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SKY_BOX)
+ 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 s16 grid_radius_i = 12;
+ //const float grid_size = BS*50;
+ const s16 grid_radius_i = 20;
+ const float grid_size = BS*MAP_BLOCKSIZE;
const v2f grid_speed(-BS*0, 0);
// Position of grid noise origin in world coordinates
for(s16 zi=-grid_radius_i; zi<grid_radius_i; zi++)
for(s16 xi=-grid_radius_i; xi<grid_radius_i; xi++)
{
+ /*// Don't draw very close to player
+ s16 dd = 3;
+ if(zi > -dd && zi < dd && xi > -dd && xi < dd)
+ continue;*/
+
v2s16 p_in_noise_i(
xi+center_of_drawing_in_noise_i.X,
zi+center_of_drawing_in_noise_i.Y
);
+
+ // If sector was drawn, don't draw it this way
+ if(m_client->m_env.getClientMap().sectorWasDrawn(p_in_noise_i))
+ continue;
/*if((p_in_noise_i.X + p_in_noise_i.Y)%2==0)
continue;*/
(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(
+ HeightPoint hps[5];
+ hps[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(
+ hps[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(
+ hps[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(
+ hps[3] = ground_height(m_seed, v2s16(
(p_in_noise_i.X+1)*grid_size/BS,
(p_in_noise_i.Y+0)*grid_size/BS));
-
+ v2s16 centerpoint(
+ (p_in_noise_i.X+0)*grid_size/BS+MAP_BLOCKSIZE/2,
+ (p_in_noise_i.Y+0)*grid_size/BS+MAP_BLOCKSIZE/2);
+ hps[4] = ground_height(m_seed, centerpoint);
+
+ float noise[5];
float h_min = BS*65535;
float h_max = -BS*65536;
- for(u32 i=0; i<4; i++)
+ float ma_avg = 0;
+ float h_avg = 0;
+ u32 have_sand_count = 0;
+ float tree_amount_avg = 0;
+ for(u32 i=0; i<5; i++)
{
+ noise[i] = hps[i].gh + hps[i].ma;
if(noise[i] < h_min)
h_min = noise[i];
if(noise[i] > h_max)
h_max = noise[i];
+ ma_avg += hps[i].ma;
+ h_avg += noise[i];
+ if(hps[i].have_sand)
+ have_sand_count++;
+ tree_amount_avg += hps[i].tree_amount;
}
+ ma_avg /= 5.0;
+ h_avg /= 5.0;
+ tree_amount_avg /= 5.0;
+
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;
// Detect water
if(h_avg < WATER_LEVEL*BS && h_max < (WATER_LEVEL+5)*BS)
{
- c = video::SColor(128,59,86,146);
+ //c = video::SColor(255,59,86,146);
+ c = video::SColor(255,82,120,204);
+
/*// Set to water level
for(u32 i=0; i<4; i++)
{
}*/
light_f = 0;
}
+ // Steep cliffs
else if(steepness > 2.0)
- c = video::SColor(128,128,128,128);
+ {
+ c = video::SColor(255,128,128,128);
+ }
+ // Basic ground
else
- c = video::SColor(128,107,134,51);
+ {
+ if(ma_avg < 2.0*BS)
+ {
+ c = video::SColor(255,128,128,128);
+ }
+ else
+ {
+ if(h_avg <= 2.5*BS && have_sand_count >= 2)
+ c = video::SColor(255,210,194,156);
+ else
+ {
+ /*// Trees if there are over 0.01 trees per MapNode
+ if(tree_amount_avg > 0.01)
+ c = video::SColor(255,50,128,50);
+ else
+ c = video::SColor(255,107,134,51);*/
+ c = video::SColor(255,107,134,51);
+ }
+ }
+ }
// Set to water level
for(u32 i=0; i<4; i++)
if(b < 0) b = 0;
if(b > 2) b = 2;
- c = video::SColor(128, b*c.getRed(), b*c.getGreen(), b*c.getBlue());
+ c = video::SColor(255, b*c.getRed(), b*c.getGreen(), b*c.getBlue());
+
+ driver->setMaterial(m_materials[0]);
video::S3DVertex vertices[4] =
{
u16 indices[] = {0,1,2,2,3,0};
driver->drawVertexPrimitiveList(vertices, 4, indices, 2,
video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
+
+ // Add some trees if appropriate
+ if(tree_amount_avg > 0.006 && steepness < 1.0
+ && ma_avg >= 2.0*BS && have_sand_count <= 2)
+ {
+ driver->setMaterial(m_materials[1]);
+
+ float b = m_brightness;
+ c = video::SColor(255, b*255, b*255, b*255);
+
+ {
+ video::S3DVertex vertices[4] =
+ {
+ video::S3DVertex(p0.X,noise[0],p0.Y,
+ 0,0,0, c, 0,1),
+ video::S3DVertex(p0.X,noise[1]+BS*MAP_BLOCKSIZE,p0.Y,
+ 0,0,0, c, 0,0),
+ video::S3DVertex(p1.X,noise[2]+BS*MAP_BLOCKSIZE,p1.Y,
+ 0,0,0, c, 1,0),
+ video::S3DVertex(p1.X,noise[3],p1.Y,
+ 0,0,0, c, 1,1),
+ };
+ u16 indices[] = {0,1,2,2,3,0};
+ driver->drawVertexPrimitiveList(vertices, 4, indices, 2,
+ video::EVT_STANDARD, scene::EPT_TRIANGLES,
+ video::EIT_16BIT);
+ }
+ {
+ video::S3DVertex vertices[4] =
+ {
+ video::S3DVertex(p1.X,noise[0],p0.Y,
+ 0,0,0, c, 0,1),
+ video::S3DVertex(p1.X,noise[1]+BS*MAP_BLOCKSIZE,p0.Y,
+ 0,0,0, c, 0,0),
+ video::S3DVertex(p0.X,noise[2]+BS*MAP_BLOCKSIZE,p1.Y,
+ 0,0,0, c, 1,0),
+ video::S3DVertex(p0.X,noise[3],p1.Y,
+ 0,0,0, c, 1,1),
+ };
+ 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();
+ //driver->clearZBuffer();
}
void FarMesh::step(float dtime)
m_brightness = brightness;
}
+