farmesh is now usable.

master
Perttu Ahola 2011-06-18 12:42:17 +03:00
parent 0bd1b782d0
commit 7773e68c2a
7 changed files with 259 additions and 76 deletions

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@ -450,6 +450,8 @@ private:
InventoryContext m_inventory_context;
Queue<ClientEvent> m_client_event_queue;
friend class FarMesh;
};
#endif // !SERVER

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@ -49,7 +49,7 @@ void set_default_settings()
g_settings.setDefault("wanted_fps", "30");
g_settings.setDefault("fps_max", "60");
g_settings.setDefault("viewing_range_nodes_max", "300");
g_settings.setDefault("viewing_range_nodes_min", "35");
g_settings.setDefault("viewing_range_nodes_min", "28");
g_settings.setDefault("screenW", "800");
g_settings.setDefault("screenH", "600");
g_settings.setDefault("address", "");
@ -67,7 +67,7 @@ void set_default_settings()
g_settings.setDefault("continuous_forward", "false");
g_settings.setDefault("fast_move", "false");
g_settings.setDefault("invert_mouse", "false");
g_settings.setDefault("enable_farmesh", "false");
g_settings.setDefault("enable_farmesh", "true");
g_settings.setDefault("enable_clouds", "true");
// Server stuff

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@ -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;
}

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@ -27,6 +27,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "common_irrlicht.h"
#define FARMESH_MATERIAL_COUNT 2
class Client;
class FarMesh : public scene::ISceneNode
{
public:
@ -34,7 +38,8 @@ public:
scene::ISceneNode* parent,
scene::ISceneManager* mgr,
s32 id,
u64 seed
u64 seed,
Client *client
);
~FarMesh();
@ -52,15 +57,9 @@ public:
return m_box;
}
virtual u32 getMaterialCount() const
{
return 1;
}
virtual u32 getMaterialCount() const;
virtual video::SMaterial& getMaterial(u32 i)
{
return m_material;
}
virtual video::SMaterial& getMaterial(u32 i);
/*
Other stuff
@ -71,13 +70,14 @@ public:
void update(v2f camera_p, float brightness);
private:
video::SMaterial m_material;
video::SMaterial m_materials[FARMESH_MATERIAL_COUNT];
core::aabbox3d<f32> m_box;
float m_cloud_y;
float m_brightness;
u32 m_seed;
u64 m_seed;
v2f m_camera_pos;
float m_time;
Client *m_client;
};
#endif

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@ -599,9 +599,9 @@ void update_skybox(video::IVideoDriver* driver,
skybox->remove();
}
// Disable skybox if FarMesh is enabled
/*// Disable skybox if FarMesh is enabled
if(g_settings.getBool("enable_farmesh"))
return;
return;*/
if(brightness >= 0.5)
{
@ -836,7 +836,7 @@ void the_game(
FarMesh *farmesh = NULL;
if(g_settings.getBool("enable_farmesh"))
{
farmesh = new FarMesh(smgr->getRootSceneNode(), smgr, -1, client.getMapSeed());
farmesh = new FarMesh(smgr->getRootSceneNode(), smgr, -1, client.getMapSeed(), &client);
}
/*
@ -1844,11 +1844,19 @@ void the_game(
if(g_settings.getBool("enable_fog") == true)
{
f32 range = draw_control.wanted_range*BS + MAP_BLOCKSIZE*BS*1.5;
if(draw_control.range_all)
range = 100000*BS;
if(range < 50*BS)
range = range * 0.5 + 25*BS;
f32 range;
if(farmesh)
{
range = BS*MAP_BLOCKSIZE*20;
}
else
{
range = draw_control.wanted_range*BS + MAP_BLOCKSIZE*BS*1.5;
if(draw_control.range_all)
range = 100000*BS;
if(range < 50*BS)
range = range * 0.5 + 25*BS;
}
driver->setFog(
bgcolor,

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@ -2129,6 +2129,16 @@ double get_mud_add_amount(u64 seed, v2s16 p)
seed+91013, 3, 0.55));
}
bool get_have_sand(u64 seed, v2s16 p2d)
{
// Determine whether to have sand here
double sandnoise = noise2d_perlin(
0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
seed+59420, 3, 0.50);
return (sandnoise > -0.15);
}
/*
Adds random objects to block, depending on the content of the block
*/
@ -3118,12 +3128,7 @@ void makeChunk(ChunkMakeData *data)
// Node position in 2d
v2s16 p2d = data->sectorpos_base*MAP_BLOCKSIZE + v2s16(x,z);
// Determine whether to have sand here
double sandnoise = noise2d_perlin(
0.5+(float)p2d.X/500, 0.5+(float)p2d.Y/500,
data->seed+59420, 3, 0.50);
bool have_sand = (sandnoise > -0.15);
bool have_sand = get_have_sand(data->seed, p2d);
if(have_sand == false)
continue;
@ -5658,6 +5663,14 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
DSTACK(__FUNCTION_NAME);
bool is_transparent_pass = pass == scene::ESNRP_TRANSPARENT;
/*
This is called two times per frame, reset on the non-transparent one
*/
if(pass == scene::ESNRP_SOLID)
{
m_last_drawn_sectors.clear();
}
/*
Get time for measuring timeout.
@ -5706,9 +5719,6 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
u32 blocks_would_have_drawn = 0;
u32 blocks_drawn = 0;
//NOTE: The sectors map should be locked but we're not doing it
// because it'd cause too much delays
int timecheck_counter = 0;
core::map<v2s16, MapSector*>::Iterator si;
si = m_sectors.getIterator();
@ -5748,6 +5758,8 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
/*
Draw blocks
*/
u32 sector_blocks_drawn = 0;
core::list< MapBlock * >::Iterator i;
for(i=sectorblocks.begin(); i!=sectorblocks.end(); i++)
@ -5840,7 +5852,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
&& m_control.range_all == false
&& d > m_control.wanted_min_range * BS)
continue;
blocks_drawn++;
sector_blocks_drawn++;
u32 c = mesh->getMeshBufferCount();
@ -5866,6 +5880,11 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
}
}
} // foreach sectorblocks
if(sector_blocks_drawn != 0)
{
m_last_drawn_sectors[sp] = true;
}
}
m_control.blocks_drawn = blocks_drawn;

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@ -41,13 +41,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapchunk.h"
#include "nodemetadata.h"
/*
Temporarily exposed map generator stuff
Should only be used for testing
*/
double base_rock_level_2d(u64 seed, v2s16 p);
/*
MapEditEvent
*/
@ -751,6 +744,12 @@ public:
// For debug printing
virtual void PrintInfo(std::ostream &out);
// Check if sector was drawn on last render()
bool sectorWasDrawn(v2s16 p)
{
return (m_last_drawn_sectors.find(p) != NULL);
}
private:
Client *m_client;
@ -765,7 +764,8 @@ private:
v3f m_camera_position;
v3f m_camera_direction;
JMutex m_camera_mutex;
core::map<v2s16, bool> m_last_drawn_sectors;
};
#endif