mirror of
https://github.com/luanti-org/luanti.git
synced 2025-06-27 16:36:03 +00:00
farmesh is now usable.
This commit is contained in:
parent
0bd1b782d0
commit
7773e68c2a
7 changed files with 259 additions and 76 deletions
230
src/farmesh.cpp
230
src/farmesh.cpp
|
@ -27,26 +27,52 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#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);
|
||||
|
@ -58,13 +84,24 @@ FarMesh::~FarMesh()
|
|||
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();
|
||||
|
@ -73,18 +110,34 @@ void FarMesh::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)
|
||||
struct HeightPoint
|
||||
{
|
||||
core::map<v2s16, float>::Node *n = g_heights.find(p2d);
|
||||
float gh; // ground height
|
||||
float ma; // mud amount
|
||||
float have_sand;
|
||||
float tree_amount;
|
||||
};
|
||||
core::map<v2s16, HeightPoint> g_heights;
|
||||
|
||||
HeightPoint ground_height(u64 seed, v2s16 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()
|
||||
|
@ -93,16 +146,17 @@ 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
|
||||
|
@ -125,10 +179,19 @@ void FarMesh::render()
|
|||
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;*/
|
||||
|
@ -159,32 +222,50 @@ void FarMesh::render()
|
|||
(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;
|
||||
|
@ -198,7 +279,9 @@ void FarMesh::render()
|
|||
// 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++)
|
||||
{
|
||||
|
@ -207,10 +290,33 @@ void FarMesh::render()
|
|||
}*/
|
||||
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++)
|
||||
|
@ -223,7 +329,9 @@ void FarMesh::render()
|
|||
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] =
|
||||
{
|
||||
|
@ -235,9 +343,54 @@ void FarMesh::render()
|
|||
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)
|
||||
|
@ -251,3 +404,4 @@ void FarMesh::update(v2f camera_p, float brightness)
|
|||
m_brightness = brightness;
|
||||
}
|
||||
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue