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minetest/src/farmesh.cpp

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/*
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Part of Minetest
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Copyright (C) 2013 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 Lesser General Public License as published by
the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.
You should have received a copy of the GNU Lesser 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"
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#include "client.h"
#include "tile.h" // ITextureSource
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#include "clientmap.h"
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#include "mapgen.h" // Shouldn't really be done this way
FarMesh::FarMesh(
scene::ISceneNode* parent,
scene::ISceneManager* mgr,
s32 id,
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u64 seed,
Client *client
):
scene::ISceneNode(parent, mgr, id),
m_seed(seed),
m_camera_pos(0,0),
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m_time(0),
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m_client(client),
m_render_range(20*MAP_BLOCKSIZE)
{
dstream<<__FUNCTION_NAME<<std::endl;
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//video::IVideoDriver* driver = mgr->getVideoDriver();
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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, client->tsrc()->getTextureRaw("treeprop.png"));
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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);
}
FarMesh::~FarMesh()
{
dstream<<__FUNCTION_NAME<<std::endl;
}
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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);
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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
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struct HeightPoint
{
float gh; // ground height
float ma; // mud amount
float have_sand;
float tree_amount;
};
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std::map<v2s16, HeightPoint> g_heights;
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HeightPoint ground_height(u64 seed, v2s16 p2d)
{
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std::map<v2s16, HeightPoint>::iterator n = g_heights.find(p2d);
if(n != g_heights.end())
return n->second;
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HeightPoint hp;
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_beach(seed, p2d);
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if(hp.gh > BS*WATER_LEVEL)
hp.tree_amount = Mapgen::tree_amount_2d(seed, p2d);
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else
hp.tree_amount = 0;
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// No mud has been added if mud amount is less than 1
if(hp.ma < 1.0*BS)
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hp.ma = 0.0;
//hp.gh -= BS*3; // Lower a bit so that it is not that much in the way
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g_heights[p2d] = hp;
return hp;
}
void FarMesh::render()
{
video::IVideoDriver* driver = SceneManager->getVideoDriver();
/*if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_TRANSPARENT)
return;*/
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if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SOLID)
return;
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/*if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SKY_BOX)
return;*/
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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//const s16 grid_radius_i = 12;
//const float grid_size = BS*50;
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const s16 grid_radius_i = m_render_range/MAP_BLOCKSIZE;
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const float grid_size = BS*MAP_BLOCKSIZE;
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++)
{
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/*// 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
);
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// 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;*/
/*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);*/
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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));
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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));
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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));
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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));
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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;
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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++)
{
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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];
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ma_avg += hps[i].ma;
h_avg += noise[i];
if(hps[i].have_sand)
have_sand_count++;
tree_amount_avg += hps[i].tree_amount;
}
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ma_avg /= 5.0;
h_avg /= 5.0;
tree_amount_avg /= 5.0;
float steepness = (h_max - h_min)/grid_size;
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;
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bool ground_is_sand = false;
bool ground_is_rock = false;
bool ground_is_mud = false;
video::SColor c;
// Detect water
if(h_avg < WATER_LEVEL*BS && h_max < (WATER_LEVEL+5)*BS)
{
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//c = video::SColor(255,59,86,146);
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//c = video::SColor(255,82,120,204);
c = video::SColor(255,74,105,170);
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/*// 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;
}
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// Steep cliffs
else if(steepness > 2.0)
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{
c = video::SColor(255,128,128,128);
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ground_is_rock = true;
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}
// Basic ground
else
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{
if(ma_avg < 2.0*BS)
{
c = video::SColor(255,128,128,128);
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ground_is_rock = true;
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}
else
{
if(h_avg <= 2.5*BS && have_sand_count >= 2)
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{
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c = video::SColor(255,210,194,156);
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ground_is_sand = true;
}
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else
{
/*// Trees if there are over 0.01 trees per MapNode
if(tree_amount_avg > 0.01)
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c = video::SColor(255,50,128,50);
else
c = video::SColor(255,107,134,51);*/
c = video::SColor(255,107,134,51);
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ground_is_mud = true;
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}
}
}
// 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;
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c = video::SColor(255, b*c.getRed(), b*c.getGreen(), b*c.getBlue());
driver->setMaterial(m_materials[0]);
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);
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// Add some trees if appropriate
if(tree_amount_avg >= 0.0065 && steepness < 1.4
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&& ground_is_mud == true)
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{
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),
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video::S3DVertex(p0.X,noise[0]+BS*MAP_BLOCKSIZE,p0.Y,
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0,0,0, c, 0,0),
video::S3DVertex(p1.X,noise[2]+BS*MAP_BLOCKSIZE,p1.Y,
0,0,0, c, 1,0),
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video::S3DVertex(p1.X,noise[2],p1.Y,
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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] =
{
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video::S3DVertex(p1.X,noise[3],p0.Y,
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0,0,0, c, 0,1),
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video::S3DVertex(p1.X,noise[3]+BS*MAP_BLOCKSIZE,p0.Y,
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0,0,0, c, 0,0),
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video::S3DVertex(p0.X,noise[1]+BS*MAP_BLOCKSIZE,p1.Y,
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0,0,0, c, 1,0),
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video::S3DVertex(p0.X,noise[1],p1.Y,
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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);
}
}
}
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//driver->clearZBuffer();
}
void FarMesh::step(float dtime)
{
m_time += dtime;
}
void FarMesh::update(v2f camera_p, float brightness, s16 render_range)
{
m_camera_pos = camera_p;
m_brightness = brightness;
m_render_range = render_range;
}
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