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in before messing with face drawing orientation

This commit is contained in:
Perttu Ahola 2010-12-14 00:21:18 +02:00
parent 3ac2abb0b5
commit 626ed6338a
15 changed files with 133 additions and 277 deletions

View file

@ -1504,7 +1504,8 @@ MapSector * ServerMap::emergeSector(v2s16 p2d)
sector->setHeightmap(p_in_sector, hm);
//TODO: Make these values configurable
hm->generateContinued(0.0, 0.0, corners);
//hm->generateContinued(0.0, 0.0, corners);
hm->generateContinued(0.5, 0.2, corners);
//hm->generateContinued(1.0, 0.2, corners);
//hm->generateContinued(2.0, 0.2, corners);
@ -2755,7 +2756,6 @@ void ServerMap::PrintInfo(std::ostream &out)
ClientMap::ClientMap(
Client *client,
video::SMaterial *materials,
scene::ISceneNode* parent,
scene::ISceneManager* mgr,
s32 id
@ -2763,7 +2763,6 @@ ClientMap::ClientMap(
Map(dout_client),
scene::ISceneNode(parent, mgr, id),
m_client(client),
m_materials(materials),
mesh(NULL)
{
/*m_box = core::aabbox3d<f32>(0,0,0,
@ -2837,8 +2836,7 @@ void ClientMap::deSerializeSector(v2s16 p2d, std::istream &is)
sector->deSerialize(is);
}
void ClientMap::renderMap(video::IVideoDriver* driver,
video::SMaterial *materials, s32 pass)
void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
{
//m_dout<<DTIME<<"Rendering map..."<<std::endl;
DSTACK(__FUNCTION_NAME);
@ -3037,193 +3035,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver,
void ClientMap::updateMesh()
{
#if 0
DSTACK(__FUNCTION_NAME);
//TODO
/*
Check what sectors don't draw anything useful at ground level
and create a mesh of the rough heightmap at those positions.
*/
m_camera_mutex.Lock();
v3f camera_position = m_camera_position;
v3f camera_direction = m_camera_direction;
m_camera_mutex.Unlock();
v3s16 cam_pos_nodes(
camera_position.X / BS,
camera_position.Y / BS,
camera_position.Z / BS);
v3s16 box_nodes_d = HEIGHTMAP_RANGE_NODES * v3s16(1,1,1);
v3s16 p_nodes_min = cam_pos_nodes - box_nodes_d;
v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
// Take a fair amount as we will be dropping more out later
v3s16 p_blocks_min(
p_nodes_min.X / MAP_BLOCKSIZE - 1,
p_nodes_min.Y / MAP_BLOCKSIZE - 1,
p_nodes_min.Z / MAP_BLOCKSIZE - 1);
v3s16 p_blocks_max(
p_nodes_max.X / MAP_BLOCKSIZE + 1,
p_nodes_max.Y / MAP_BLOCKSIZE + 1,
p_nodes_max.Z / MAP_BLOCKSIZE + 1);
/*
Initialize new mesh
*/
scene::SMesh *mesh_new = new scene::SMesh();
//scene::IMeshBuffer *buf = NULL;
scene::SMeshBuffer *buf = NULL;
u8 material_in_use = 0;
/*
Loop through sectors
*/
for(core::map<v2s16, MapSector*>::Iterator
si = m_sectors.getIterator();
si.atEnd() == false; si++)
{
MapSector *sector = si.getNode()->getValue();
if(sector->getId() != MAPSECTOR_CLIENT)
{
dstream<<"WARNING: Client has a non-client sector"
<<std::endl;
continue;
}
ClientMapSector *cs = (ClientMapSector*)sector;
v2s16 sp = sector->getPos();
if(sp.X < p_blocks_min.X
|| sp.X > p_blocks_max.X
|| sp.Y < p_blocks_min.Z
|| sp.Y > p_blocks_max.Z)
continue;
/*
Get some ground level info
*/
s16 a = -5;
s16 cn[4] =
{
cs->getCorner(0)+a,
cs->getCorner(1)+a,
cs->getCorner(2)+a,
cs->getCorner(3)+a,
};
s16 cn_avg = (cn[0]+cn[1]+cn[2]+cn[3])/4;
s16 cn_min = 32767;
s16 cn_max = -32768;
for(s16 i=0; i<4; i++)
{
if(cn[i] < cn_min)
cn_min = cn[i];
if(cn[i] > cn_max)
cn_max = cn[i];
}
s16 cn_slope = cn_max - cn_min;
/*
Generate this part of the heightmap mesh
*/
u8 material;
if(cn_avg + MAP_BLOCKSIZE/4 <= WATER_LEVEL)
material = 0;
else if(cn_slope <= MAP_BLOCKSIZE)
material = 1;
else
material = 2;
if(material != material_in_use || buf == NULL)
{
// Try to get a meshbuffer associated with the material
buf = (scene::SMeshBuffer*)mesh_new->getMeshBuffer
(g_mesh_materials[material]);
// If not found, create one
if(buf == NULL)
{
// This is a "Standard MeshBuffer",
// it's a typedeffed CMeshBuffer<video::S3DVertex>
buf = new scene::SMeshBuffer();
// Set material
buf->Material = g_mesh_materials[material];
// Use VBO
//buf->setHardwareMappingHint(scene::EHM_STATIC);
// Add to mesh
mesh_new->addMeshBuffer(buf);
// Mesh grabbed it
buf->drop();
}
material_in_use = material;
}
// Sector side width in floating-point units
f32 sd = BS * MAP_BLOCKSIZE;
// Sector position in global floating-point units
v3f spf = v3f((f32)sp.X, 0, (f32)sp.Y) * sd;
//video::SColor c(255,255,255,255);
u8 cc = 180;
video::SColor c(255,cc,cc,cc);
video::S3DVertex vertices[4] =
{
video::S3DVertex(spf.X, (f32)BS*cn[0],spf.Z, 0,0,0, c, 0,1),
video::S3DVertex(spf.X+sd,(f32)BS*cn[1],spf.Z, 0,0,0, c, 1,1),
video::S3DVertex(spf.X+sd,(f32)BS*cn[2],spf.Z+sd,0,0,0, c, 1,0),
video::S3DVertex(spf.X, (f32)BS*cn[3],spf.Z+sd,0,0,0, c, 0,0),
};
u16 indices[] = {0,1,2,2,3,0};
buf->append(vertices, 4, indices, 6);
}
// Set VBO on
//mesh_new->setHardwareMappingHint(scene::EHM_STATIC);
/*
Replace the mesh
*/
mesh_mutex.Lock();
scene::SMesh *mesh_old = mesh;
//DEBUG
/*mesh = NULL;
mesh_new->drop();*/
mesh = mesh_new;
mesh_mutex.Unlock();
if(mesh_old != NULL)
{
/*dstream<<"mesh_old refcount="<<mesh_old->getReferenceCount()
<<std::endl;
scene::IMeshBuffer *buf = mesh_new->getMeshBuffer
(g_materials[CONTENT_GRASS]);
if(buf != NULL)
dstream<<"grass buf refcount="<<buf->getReferenceCount()
<<std::endl;*/
mesh_old->drop();
}
else
{
dstream<<"WARNING: There was no old master heightmap mesh"<<std::endl;
}
#endif
//TODO: Remove this
}
void ClientMap::PrintInfo(std::ostream &out)