/* Part of Minetest-c55 Copyright (C) 2011 celeron55, Perttu Ahola 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" #include "client.h" #include "tile.h" // ITextureSource #include "clientmap.h" #include "mapgen.h" // Shouldn't really be done this way 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<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, client->tsrc()->getTextureRaw("treeprop.png")); m_materials[1].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; m_materials[1].setFlag(video::EMF_FOG_ENABLE, true); m_box = core::aabbox3d(-BS*1000000,-BS*31000,-BS*1000000, BS*1000000,BS*31000,BS*1000000); } FarMesh::~FarMesh() { dstream<<__FUNCTION_NAME<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 g_heights; HeightPoint ground_height(u64 seed, v2s16 p2d) { core::map::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_beach(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 -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); c = video::SColor(255,74,105,170); /*// 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; }