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Diffstat (limited to 'src/farmesh.cpp')
-rw-r--r-- | src/farmesh.cpp | 413 |
1 files changed, 413 insertions, 0 deletions
diff --git a/src/farmesh.cpp b/src/farmesh.cpp new file mode 100644 index 000000000..72dbe11c2 --- /dev/null +++ b/src/farmesh.cpp @@ -0,0 +1,413 @@ +/* +Part of Minetest-c55 +Copyright (C) 2011 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 General Public License as published by +the Free Software Foundation; either version 2 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 General Public License for more details. + +You should have received a copy of the GNU 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" +#include "client.h" + +#include "mapgen.h" + +FarMesh::FarMesh( + scene::ISceneNode* parent, + scene::ISceneManager* mgr, + s32 id, + u64 seed, + Client *client +): + scene::ISceneNode(parent, mgr, id), + m_seed(seed), + m_camera_pos(0,0), + m_time(0), + m_client(client), + m_render_range(20*MAP_BLOCKSIZE) +{ + dstream<<__FUNCTION_NAME<<std::endl; + + 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[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); + +} + +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); + } + + ISceneNode::OnRegisterSceneNode(); +} + +#define MYROUND(x) (x > 0.0 ? (int)x : (int)x - 1) + +// Temporary hack +struct HeightPoint +{ + 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(); + 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_sand(seed, p2d); + if(hp.gh > BS*WATER_LEVEL) + 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 + g_heights[p2d] = hp; + return hp; +} + +void FarMesh::render() +{ + video::IVideoDriver* driver = SceneManager->getVideoDriver(); + + /*if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_TRANSPARENT) + return;*/ + if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SOLID) + return; + /*if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SKY_BOX) + return;*/ + + driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); + + //const s16 grid_radius_i = 12; + //const float grid_size = BS*50; + const s16 grid_radius_i = m_render_range/MAP_BLOCKSIZE; + 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++) + { + /*// 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;*/ + /*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);*/ + + 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)); + 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)); + 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)); + 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; + 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 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; + + 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) + { + //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++) + { + if(noise[i] < BS*WATER_LEVEL) + noise[i] = BS*WATER_LEVEL; + }*/ + light_f = 0; + } + // Steep cliffs + else if(steepness > 2.0) + { + c = video::SColor(255,128,128,128); + ground_is_rock = true; + } + // Basic ground + else + { + if(ma_avg < 2.0*BS) + { + c = video::SColor(255,128,128,128); + ground_is_rock = true; + } + else + { + if(h_avg <= 2.5*BS && have_sand_count >= 2) + { + c = video::SColor(255,210,194,156); + ground_is_sand = true; + } + 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); + ground_is_mud = true; + } + } + } + + // 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; + + 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); + + // Add some trees if appropriate + if(tree_amount_avg >= 0.0065 && steepness < 1.4 + && ground_is_mud == true) + { + 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[0]+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[2],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[3],p0.Y, + 0,0,0, c, 0,1), + video::S3DVertex(p1.X,noise[3]+BS*MAP_BLOCKSIZE,p0.Y, + 0,0,0, c, 0,0), + video::S3DVertex(p0.X,noise[1]+BS*MAP_BLOCKSIZE,p1.Y, + 0,0,0, c, 1,0), + video::S3DVertex(p0.X,noise[1],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(); +} + +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; +} + + |