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diff --git a/src/farmesh.cpp b/src/farmesh.cpp
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+/*
+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;
+}
+
+