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5 Commits

Author SHA1 Message Date
Vaughan Lapsley a80ecbee1e Mapgen: Add Carpathian mapgen (#6015) 2017-07-06 13:53:56 +02:00
Ben Deutsch 6bedb6de40 Fog effect when camera is inside cloud
Fixes issue #3576

* Clouds now take camera position as 3D, not 2D

* Cloud grid filling extracted to gridFilled method

* Clouds detect whether camera is inside cloud

* Camera in cloud changes fog by overriding sky colors
  with cloud color

* Sun, moon and stars can be temporarily disabled
  with setBodiesVisible

* Disabling fog also disables all "inside cloud" behaviors
2017-07-05 15:39:49 +02:00
Vincent Glize 61a3de42fd Treegen: Fix s16 overflow warning (#6082) 2017-07-04 23:18:28 +02:00
Elijah Duffy 66c4108581 Main Menu: Allow copying directories from non-Minetest locations (#6095)
Allow `core.copy_dir` (main menu API) to copy directories from a
non-Minetest location. The check to disallow copying to non-Minetest
locations is retained.
2017-07-04 09:27:29 +02:00
kilbith 7c24889773 Camera: Arm inertia code cleanup (#6094) 2017-07-04 09:25:36 +02:00
20 changed files with 846 additions and 83 deletions

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@ -175,6 +175,7 @@ LOCAL_SRC_FILES := \
jni/src/mapblock.cpp \
jni/src/mapblock_mesh.cpp \
jni/src/mapgen.cpp \
jni/src/mapgen_carpathian.cpp \
jni/src/mapgen_flat.cpp \
jni/src/mapgen_fractal.cpp \
jni/src/mapgen_singlenode.cpp \

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@ -1220,6 +1220,76 @@ mgv7_np_cave1 (Cave1 noise) noise_params 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
# Second of 2 3D noises that together define tunnels.
mgv7_np_cave2 (Cave2 noise) noise_params 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
[***Mapgen carpathian]
# Map generation attributes specific to Mapgen Carpathian.
# Flags that are not specified in the flag string are not modified from the default.
# Flags starting with 'no' are used to explicitly disable them.
mgcarpathian_spflags (Mapgen Carpathian specific flags) flags caverns caverns,nocaverns
# Controls width of tunnels, a smaller value creates wider tunnels.
mgcarpathian_cave_width (Cave width) float 0.09
# Y of upper limit of large pseudorandom caves.
mgcarpathian_large_cave_depth (Large cave depth) int -33
# Y-level of cavern upper limit.
mgcarpathian_cavern_limit (Cavern limit) int -256
# Y-distance over which caverns expand to full size.
mgcarpathian_cavern_taper (Cavern taper) int 256
# Defines full size of caverns, smaller values create larger caverns.
mgcarpathian_cavern_threshold (Cavern threshold) float 0.7
# 2D noise that defines the base ground level.
mgcarpathian_np_base (Base ground noise) noise_params 12, 1, (2557, 2557, 2557), 6538, 4, 0.8, 0.5
# Variation of biome filler depth.
mgcarpathian_np_filler_depth (Filler depth noise) noise_params 0, 1, (128, 128, 128), 261, 3, 0.7, 2.0
# First of 4 3D noises that together define hill/mountain range height.
mgcarpathian_np_height1 (Hilliness1 noise) noise_params 0, 5, (251, 251, 251), 9613, 5, 0.5, 2.0
# Second of 4 3D noises that together define hill/mountain range height.
mgcarpathian_np_height2 (Hilliness2 noise) noise_params 0, 5, (383, 383, 383), 1949, 5, 0.5, 2.0
# Third of 4 3D noises that together define hill/mountain range height.
mgcarpathian_np_height3 (Hilliness3 noise) noise_params 0, 5, (509, 509, 509), 3211, 5, 0.5, 2.0
# Fourth of 4 3D noises that together define hill/mountain range height.
mgcarpathian_np_height4 (Hilliness4 noise) noise_params 0, 5, (631, 631, 631), 1583, 5, 0.5, 2.0
# 2D noise that controls the size/occurance of rolling hills.
mgcarpathian_np_hills_terrain (Rolling hills spread noise) noise_params 1, 1, (1301, 1301, 1301), 1692, 3, 0.5, 2.0
# 2D noise that controls the size/occurance of ridged mountain ranges.
mgcarpathian_np_ridge_terrain (Ridge mountain spread noise) noise_params 1, 1, (1889, 1889, 1889), 3568, 3, 0.5, 2.0
# 2D noise that controls the size/occurance of step mountain ranges.
mgcarpathian_np_step_terrain (Step mountain spread noise) noise_params 1, 1, (1889, 1889, 1889), 4157, 3, 0.5, 2.0
# 2D noise that controls the shape/size of rolling hills.
mgcarpathian_np_hills (Rolling hill size noise) noise_params 0, 3, (257, 257, 257), 6604, 6, 0.5, 2.0
# 2D noise that controls the shape/size of ridged mountains.
mgcarpathian_np_ridge_mnt (Ridged mountain size noise) noise_params 0, 12, (743, 743, 743), 5520, 6, 0.7, 2.0
# 2D noise that controls the shape/size of step mountains.
mgcarpathian_np_step_mnt (Step mountain size noise) noise_params 0, 8, (509, 509, 509), 2590, 6, 0.6, 2.0
# 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
mgcarpathian_np_mnt_var (Mountain variation noise) noise_params 0, 1, (499, 499, 499), 2490, 5, 0.6, 2.0
# First of 2 3D noises that together define tunnels.
mgcarpathian_np_cave1 (Cave1 noise) noise_params 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
# Second of 2 3D noises that together define tunnels.
mgcarpathian_np_cave2 (Cave2 noise) noise_params 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
# 3D noise defining giant caverns.
mgcarpathian_np_cavern (Cavern noise) noise_params 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
[***Mapgen flat]
# Map generation attributes specific to Mapgen flat.

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@ -1484,6 +1484,98 @@
# type: noise_params
# mgv7_np_cave2 = 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
#### Mapgen carpathian
# Map generation attributes specific to Mapgen Carpathian.
# Flags that are not specified in the flag string are not modified from the default.
# Flags starting with 'no' are used to explicitly disable them.
# type: flags possible values: caverns, nocaverns
# mgcarpathian_spflags = caverns
# Controls width of tunnels, a smaller value creates wider tunnels.
# type: float
# mgcarpathian_cave_width = 0.09
# Y of upper limit of large pseudorandom caves.
# type: int
# mgcarpathian_large_cave_depth = -33
# Y-level of cavern upper limit.
# type: int
# mgcarpathian_cavern_limit = -256
# Y-distance over which caverns expand to full size.
# type: int
# mgcarpathian_cavern_taper = 256
# Defines full size of caverns, smaller values create larger caverns.
# type: float
# mgcarpathian_cavern_threshold = 0.7
# 2D noise that defines the base ground level.
# type: noise_params
# mgcarpathian_np_base = 12, 1, (2557, 2557, 2557), 6538, 4, 0.8, 0.5
# Variation of biome filler depth.
# type: noise_params
# mgcarpathian_np_filler_depth = 0, 1, (128, 128, 128), 261, 3, 0.7, 2.0
# First of 4 3D noises that together define hill/mountain range height.
# type: noise_params
# mgcarpathian_np_height1 = 0, 5, (251, 251, 251), 9613, 5, 0.5, 2.0
# Second of 4 3D noises that together define hill/mountain range height.
# type: noise_params
# mgcarpathian_np_height2 = 0, 5, (383, 383, 383), 1949, 5, 0.5, 2.0
# Third of 4 3D noises that together definehill/mountain range height.
# type: noise_params
# mgcarpathian_np_height3 = 0, 5, (509, 509, 509), 3211, 5, 0.5, 2.0
# Fourth of 4 3D noises that together define hill/mountain range height.
# type: noise_params
# mgcarpathian_np_height4 = 0, 5, (631, 631, 631), 1583, 5, 0.5, 2.0
# 2D noise that controls the size/occurance of rolling hills.
# type: noise_params
# mgcarpathian_np_hills_terrain = 1, 1, (1301, 1301, 1301), 1692, 3, 0.5, 2.0
# 2D noise that controls the size/occurance of ridged mountain ranges.
# type: noise_params
# mgcarpathian_np_ridge_terrain = 1, 1, (1889, 1889, 1889), 3568, 3, 0.5, 2.0
# 2D noise that controls the size/occurance of step mountain ranges.
# type: noise_params
# mgcarpathian_np_step_terrain = 1, 1, (1889, 1889, 1889), 4157, 3, 0.5, 2.0
# 2D noise that controls the shape/size of rolling hills.
# type: noise_params
# mgcarpathian_np_hills = 0, 3, (257, 257, 257), 6604, 6, 0.5, 2.0
# 2D noise that controls the shape/size of ridged mountains.
# type: noise_params
# mgcarpathian_np_ridge_mnt = 0, 12, (743, 743, 743), 5520, 6, 0.7, 2.0
# 2D noise that controls the shape/size of step mountains.
# type: noise_params
# mgcarpathian_np_step_mnt = 0, 8, (509, 509, 509), 2590, 6, 0.6, 2.0
# 3D noise for mountain overhangs, cliffs, etc. Usually small variations.
# type: noise_params
# mgcarpathian_np_mnt_var = 0, 1, (499, 499, 499), 2490, 5, 0.6, 2.0
# First of 2 3D noises that together define tunnels.
# type: noise_params
# mgcarpathian_np_cave1 = 0, 12, (61, 61, 61), 52534, 3, 0.5, 2.0
# Second of 2 3D noises that together define tunnels.
# type: noise_params
# mgcarpathian_np_cave2 = 0, 12, (67, 67, 67), 10325, 3, 0.5, 2.0
# 3D noise defining giant caverns.
# type: noise_params
# mgcarpathian_np_cavern = 0, 1, (384, 128, 384), 723, 5, 0.63, 2.0
#### Mapgen flat
# Map generation attributes specific to Mapgen flat.

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@ -400,6 +400,7 @@ set(common_SRCS
map_settings_manager.cpp
mapblock.cpp
mapgen.cpp
mapgen_carpathian.cpp
mapgen_flat.cpp
mapgen_fractal.cpp
mapgen_singlenode.cpp

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@ -37,6 +37,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "script/scripting_client.h"
#define CAMERA_OFFSET_STEP 200
#define WIELDMESH_OFFSET_X 55.0f
#define WIELDMESH_OFFSET_Y -35.0f
Camera::Camera(MapDrawControl &draw_control, Client *client):
m_draw_control(draw_control),
@ -192,8 +194,8 @@ void Camera::step(f32 dtime)
static inline v2f dir(const v2f &pos_dist)
{
f32 x = pos_dist.X - 55.0f;
f32 y = pos_dist.Y + 35.0f;
f32 x = pos_dist.X - WIELDMESH_OFFSET_X;
f32 y = pos_dist.Y - WIELDMESH_OFFSET_Y;
f32 x_abs = std::fabs(x);
f32 y_abs = std::fabs(y);
@ -211,10 +213,12 @@ static inline v2f dir(const v2f &pos_dist)
return v2f(std::fabs(x), std::fabs(y));
}
void Camera::addArmInertia(f32 player_yaw, f32 frametime)
void Camera::addArmInertia(f32 player_yaw)
{
m_cam_vel.X = std::fabs((m_last_cam_pos.X - player_yaw) / frametime) * 0.01f;
m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / frametime);
m_cam_vel.X = std::fabs((m_last_cam_pos.X - player_yaw) / 0.016f) * 0.01f;
m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / 0.016f);
f32 gap_X = std::fabs(WIELDMESH_OFFSET_X - m_wieldmesh_offset.X);
f32 gap_Y = std::fabs(WIELDMESH_OFFSET_Y - m_wieldmesh_offset.Y);
if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) {
/*
@ -226,40 +230,29 @@ void Camera::addArmInertia(f32 player_yaw, f32 frametime)
if (m_cam_vel.X > m_cam_vel_old.X)
m_cam_vel_old.X = m_cam_vel.X;
if (m_last_cam_pos.X > player_yaw) {
// right
m_cam_vel.X -= std::fabs(55.0f - m_wieldmesh_offset.X) * 0.1f;
m_wieldmesh_offset.X -= (0.1f + frametime) * m_cam_vel.X;
} else {
// left
m_cam_vel.X += std::fabs(55.0f - m_wieldmesh_offset.X) * 0.1f;
m_wieldmesh_offset.X += (0.1f + frametime) * m_cam_vel.X;
}
f32 acc_X = 0.12f * (m_cam_vel.X - (gap_X * 0.1f));
m_wieldmesh_offset.X += m_last_cam_pos.X < player_yaw ? acc_X : -acc_X;
if (m_last_cam_pos.X != player_yaw)
m_last_cam_pos.X = player_yaw;
m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X, 48.0f, 62.0f);
m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X,
WIELDMESH_OFFSET_X - 7.0f, WIELDMESH_OFFSET_X + 7.0f);
}
if (m_cam_vel.Y > 1.0f) {
if (m_cam_vel.Y > m_cam_vel_old.Y)
m_cam_vel_old.Y = m_cam_vel.Y;
if (m_last_cam_pos.Y > m_camera_direction.Y) {
// down
m_cam_vel.Y -= std::fabs(-35.0f - m_wieldmesh_offset.Y) * 0.1f;
m_wieldmesh_offset.Y += (0.1f + frametime) * m_cam_vel.Y;
} else {
// up
m_cam_vel.Y += std::fabs(-35.0f - m_wieldmesh_offset.Y) * 0.1f;
m_wieldmesh_offset.Y -= (0.1f + frametime) * m_cam_vel.Y;
}
f32 acc_Y = 0.12f * (m_cam_vel.Y - (gap_Y * 0.1f));
m_wieldmesh_offset.Y +=
m_last_cam_pos.Y > m_camera_direction.Y ? acc_Y : -acc_Y;
if (m_last_cam_pos.Y != m_camera_direction.Y)
m_last_cam_pos.Y = m_camera_direction.Y;
m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y, -45.0f, -30.0f);
m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y,
WIELDMESH_OFFSET_Y - 10.0f, WIELDMESH_OFFSET_Y + 5.0f);
}
m_arm_dir = dir(m_wieldmesh_offset);
@ -269,28 +262,23 @@ void Camera::addArmInertia(f32 player_yaw, f32 frametime)
following a vector, with a smooth deceleration factor.
*/
f32 acc_X = (m_cam_vel_old.X * (1.0f + (1.0f - m_arm_dir.X))) /
(20.0f / std::fabs(55.0f - m_wieldmesh_offset.X));
f32 acc_Y = (m_cam_vel_old.Y * (1.0f + (1.0f - m_arm_dir.Y))) /
(15.0f / std::fabs(-35.0f - m_wieldmesh_offset.Y));
f32 dec_X = 0.12f * (m_cam_vel_old.X * (1.0f +
(1.0f - m_arm_dir.X))) * (gap_X / 20.0f);
if (std::fabs(55.0f - m_wieldmesh_offset.X) < 0.1f)
f32 dec_Y = 0.06f * (m_cam_vel_old.Y * (1.0f +
(1.0f - m_arm_dir.Y))) * (gap_Y / 15.0f);
if (gap_X < 0.1f)
m_cam_vel_old.X = 0.0f;
if (m_wieldmesh_offset.X > 55.0f)
m_wieldmesh_offset.X -= (0.2f + frametime) * acc_X;
m_wieldmesh_offset.X -=
m_wieldmesh_offset.X > WIELDMESH_OFFSET_X ? dec_X : -dec_X;
if (m_wieldmesh_offset.X < 55.0f)
m_wieldmesh_offset.X += (0.2f + frametime) * acc_X;
if (std::fabs(-35.0f - m_wieldmesh_offset.Y) < 0.1f)
if (gap_Y < 0.1f)
m_cam_vel_old.Y = 0.0f;
if (m_wieldmesh_offset.Y > -35.0f)
m_wieldmesh_offset.Y -= (0.1f + frametime) * acc_Y;
if (m_wieldmesh_offset.Y < -35.0f)
m_wieldmesh_offset.Y += (0.1f + frametime) * acc_Y;
m_wieldmesh_offset.Y -=
m_wieldmesh_offset.Y > WIELDMESH_OFFSET_Y ? dec_Y : -dec_Y;
}
}
@ -482,8 +470,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
m_cameranode->setAspectRatio(m_aspect);
m_cameranode->setFOV(m_fov_y);
if (m_arm_inertia && frametime > 0.0f)
addArmInertia(player->getYaw(), frametime);
if (m_arm_inertia)
addArmInertia(player->getYaw());
// Position the wielded item
//v3f wield_position = v3f(45, -35, 65);

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@ -165,7 +165,7 @@ public:
void drawNametags();
inline void addArmInertia(f32 player_yaw, f32 frametime);
inline void addArmInertia(f32 player_yaw);
private:
// Nodes

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@ -129,7 +129,7 @@ bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)
g_menucloudsmgr = RenderingEngine::get_scene_manager()->createNewSceneManager();
if (!g_menuclouds)
g_menuclouds = new Clouds(g_menucloudsmgr, -1, rand(), 100);
g_menuclouds->update(v2f(0, 0), video::SColor(255, 200, 200, 255));
g_menuclouds->update(v3f(0, 0, 0), video::SColor(255, 200, 200, 255));
scene::ICameraSceneNode* camera;
camera = g_menucloudsmgr->addCameraSceneNode(0,
v3f(0, 0, 0), v3f(0, 60, 100));

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@ -24,6 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "debug.h"
#include "profiler.h"
#include "settings.h"
#include <cmath>
// Menu clouds are created later
@ -31,6 +32,9 @@ class Clouds;
Clouds *g_menuclouds = NULL;
irr::scene::ISceneManager *g_menucloudsmgr = NULL;
// Constant for now
static constexpr const float cloud_size = BS * 64.0f;
static void cloud_3d_setting_changed(const std::string &settingname, void *data)
{
// TODO: only re-read cloud settings, not height or radius
@ -85,8 +89,6 @@ void Clouds::OnRegisterSceneNode()
ISceneNode::OnRegisterSceneNode();
}
#define MYROUND(x) (x > 0.0 ? (int)x : (int)x - 1)
void Clouds::render()
{
@ -112,19 +114,19 @@ void Clouds::render()
Clouds move from Z+ towards Z-
*/
static const float cloud_size = BS * 64.0f;
const float cloud_full_radius = cloud_size * m_cloud_radius_i;
v2f camera_pos_2d(m_camera_pos.X, m_camera_pos.Z);
// Position of cloud noise origin from the camera
v2f cloud_origin_from_camera_f = m_origin - m_camera_pos;
v2f cloud_origin_from_camera_f = m_origin - camera_pos_2d;
// The center point of drawing in the noise
v2f center_of_drawing_in_noise_f = -cloud_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 / cloud_size),
MYROUND(center_of_drawing_in_noise_f.Y / cloud_size)
std::floor(center_of_drawing_in_noise_f.X / cloud_size),
std::floor(center_of_drawing_in_noise_f.Y / cloud_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 * cloud_size,
@ -172,7 +174,6 @@ void Clouds::render()
bool *grid = new bool[m_cloud_radius_i * 2 * m_cloud_radius_i * 2];
float cloud_size_noise = cloud_size / BS / 200;
for(s16 zi = -m_cloud_radius_i; zi < m_cloud_radius_i; zi++) {
u32 si = (zi + m_cloud_radius_i) * m_cloud_radius_i * 2 + m_cloud_radius_i;
@ -180,19 +181,10 @@ void Clouds::render()
for (s16 xi = -m_cloud_radius_i; xi < m_cloud_radius_i; xi++) {
u32 i = si + xi;
v2s16 p_in_noise_i(
grid[i] = gridFilled(
xi + center_of_drawing_in_noise_i.X,
zi + center_of_drawing_in_noise_i.Y
);
float noise = noise2d_perlin(
(float)p_in_noise_i.X * cloud_size_noise,
(float)p_in_noise_i.Y * cloud_size_noise,
m_seed, 3, 0.5);
// normalize to 0..1 (given 3 octaves)
static const float noise_bound = 1.0f + 0.5f + 0.25f;
float density = noise / noise_bound * 0.5f + 0.5f;
grid[i] = (density < m_params.density);
}
}
@ -350,7 +342,7 @@ void Clouds::step(float dtime)
m_origin = m_origin + dtime * BS * m_params.speed;
}
void Clouds::update(v2f camera_p, video::SColorf color_diffuse)
void Clouds::update(const v3f &camera_p, const video::SColorf &color_diffuse)
{
m_camera_pos = camera_p;
m_color.r = MYMIN(MYMAX(color_diffuse.r * m_params.color_bright.getRed(),
@ -360,6 +352,20 @@ void Clouds::update(v2f camera_p, video::SColorf color_diffuse)
m_color.b = MYMIN(MYMAX(color_diffuse.b * m_params.color_bright.getBlue(),
m_params.color_ambient.getBlue()), 255) / 255.0f;
m_color.a = m_params.color_bright.getAlpha() / 255.0f;
// is the camera inside the cloud mesh?
m_camera_inside_cloud = false; // default
if (m_enable_3d) {
float camera_height = camera_p.Y;
if (camera_height >= m_box.MinEdge.Y &&
camera_height <= m_box.MaxEdge.Y) {
v2f camera_in_noise;
camera_in_noise.X = floor((camera_p.X - m_origin.X) / cloud_size + 0.5);
camera_in_noise.Y = floor((camera_p.Z - m_origin.Y) / cloud_size + 0.5);
bool filled = gridFilled(camera_in_noise.X, camera_in_noise.Y);
m_camera_inside_cloud = filled;
}
}
}
void Clouds::readSettings()
@ -369,3 +375,16 @@ void Clouds::readSettings()
m_cloud_radius_i = g_settings->getU16("cloud_radius");
m_enable_3d = g_settings->getBool("enable_3d_clouds");
}
bool Clouds::gridFilled(int x, int y) const
{
float cloud_size_noise = cloud_size / (BS * 200.f);
float noise = noise2d_perlin(
(float)x * cloud_size_noise,
(float)y * cloud_size_noise,
m_seed, 3, 0.5);
// normalize to 0..1 (given 3 octaves)
static constexpr const float noise_bound = 1.0f + 0.5f + 0.25f;
float density = noise / noise_bound * 0.5f + 0.5f;
return (density < m_params.density);
}

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@ -73,7 +73,7 @@ public:
void step(float dtime);
void update(v2f camera_p, video::SColorf color);
void update(const v3f &camera_p, const video::SColorf &color);
void updateCameraOffset(v3s16 camera_offset)
{
@ -116,6 +116,10 @@ public:
updateBox();
}
bool isCameraInsideCloud() const { return m_camera_inside_cloud; }
const video::SColor getColor() const { return m_color.toSColor(); }
private:
void updateBox()
{
@ -125,17 +129,20 @@ private:
BS * 1000000.0f, height_bs + thickness_bs - BS * m_camera_offset.Y, BS * 1000000.0f);
}
bool gridFilled(int x, int y) const;
video::SMaterial m_material;
aabb3f m_box;
s16 m_passed_cloud_y;
u16 m_cloud_radius_i;
bool m_enable_3d;
u32 m_seed;
v2f m_camera_pos;
v3f m_camera_pos;
v2f m_origin;
v3s16 m_camera_offset;
video::SColorf m_color = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
CloudParams m_params;
bool m_camera_inside_cloud = false;
};

View File

@ -4104,12 +4104,29 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
Update clouds
*/
if (clouds) {
v3f player_position = player->getPosition();
if (sky->getCloudsVisible()) {
clouds->setVisible(true);
clouds->step(dtime);
clouds->update(v2f(player_position.X, player_position.Z),
sky->getCloudColor());
// camera->getPosition is not enough for 3rd person views
v3f camera_node_position = camera->getCameraNode()->getPosition();
v3s16 camera_offset = camera->getOffset();
camera_node_position.X = camera_node_position.X + camera_offset.X * BS;
camera_node_position.Y = camera_node_position.Y + camera_offset.Y * BS;
camera_node_position.Z = camera_node_position.Z + camera_offset.Z * BS;
clouds->update(camera_node_position,
sky->getCloudColor());
if (clouds->isCameraInsideCloud() && m_cache_enable_fog &&
!flags.force_fog_off) {
// if inside clouds, and fog enabled, use that as sky
// color(s)
video::SColor clouds_dark = clouds->getColor()
.getInterpolated(video::SColor(255, 0, 0, 0), 0.9);
sky->overrideColors(clouds_dark, clouds->getColor());
sky->setBodiesVisible(false);
runData.fog_range = 20.0f * BS;
// do not draw clouds after all
clouds->setVisible(false);
}
} else {
clouds->setVisible(false);
}
@ -4221,7 +4238,6 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
/*
Drawing begins
*/
const video::SColor &skycolor = sky->getSkyColor();
TimeTaker tt_draw("mainloop: draw");

View File

@ -314,7 +314,7 @@ GUIEngine::~GUIEngine()
void GUIEngine::cloudInit()
{
m_cloud.clouds = new Clouds(m_smgr, -1, rand(), 100);
m_cloud.clouds->update(v2f(0, 0), video::SColor(255,200,200,255));
m_cloud.clouds->update(v3f(0, 0, 0), video::SColor(255,200,200,255));
m_cloud.camera = m_smgr->addCameraSceneNode(0,
v3f(0,0,0), v3f(0, 60, 100));

View File

@ -40,6 +40,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "util/numeric.h"
#include "filesys.h"
#include "log.h"
#include "mapgen_carpathian.h"
#include "mapgen_flat.h"
#include "mapgen_fractal.h"
#include "mapgen_v5.h"
@ -86,6 +87,7 @@ static MapgenDesc g_reg_mapgens[] = {
{"fractal", true},
{"valleys", true},
{"singlenode", true},
{"carpathian", true},
};
STATIC_ASSERT(
@ -159,6 +161,8 @@ Mapgen *Mapgen::createMapgen(MapgenType mgtype, int mgid,
MapgenParams *params, EmergeManager *emerge)
{
switch (mgtype) {
case MAPGEN_CARPATHIAN:
return new MapgenCarpathian(mgid, (MapgenCarpathianParams *)params, emerge);
case MAPGEN_FLAT:
return new MapgenFlat(mgid, (MapgenFlatParams *)params, emerge);
case MAPGEN_FRACTAL:
@ -182,6 +186,8 @@ Mapgen *Mapgen::createMapgen(MapgenType mgtype, int mgid,
MapgenParams *Mapgen::createMapgenParams(MapgenType mgtype)
{
switch (mgtype) {
case MAPGEN_CARPATHIAN:
return new MapgenCarpathianParams;
case MAPGEN_FLAT:
return new MapgenFlatParams;
case MAPGEN_FRACTAL:

View File

@ -118,6 +118,7 @@ enum MapgenType {
MAPGEN_FRACTAL,
MAPGEN_VALLEYS,
MAPGEN_SINGLENODE,
MAPGEN_CARPATHIAN,
MAPGEN_INVALID,
};

448
src/mapgen_carpathian.cpp Normal file
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@ -0,0 +1,448 @@
/*
Minetest
Copyright (C) 2010-2016 paramat, Matt Gregory
Copyright (C) 2010-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
Copyright (C) 2017 vlapsley, Vaughan Lapsley <vlapsley@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.
*/
#include <cmath>
#include "mapgen.h"
#include "voxel.h"
#include "noise.h"
#include "mapblock.h"
#include "mapnode.h"
#include "map.h"
#include "content_sao.h"
#include "nodedef.h"
#include "voxelalgorithms.h"
//#include "profiler.h" // For TimeTaker
#include "settings.h" // For g_settings
#include "emerge.h"
#include "dungeongen.h"
#include "cavegen.h"
#include "mg_biome.h"
#include "mg_ore.h"
#include "mg_decoration.h"
#include "mapgen_carpathian.h"
FlagDesc flagdesc_mapgen_carpathian[] = {
{"caverns", MGCARPATHIAN_CAVERNS},
{NULL, 0}
};
///////////////////////////////////////////////////////////////////////////////
MapgenCarpathian::MapgenCarpathian(
int mapgenid, MapgenCarpathianParams *params, EmergeManager *emerge)
: MapgenBasic(mapgenid, params, emerge)
{
spflags = params->spflags;
cave_width = params->cave_width;
large_cave_depth = params->large_cave_depth;
cavern_limit = params->cavern_limit;
cavern_taper = params->cavern_taper;
cavern_threshold = params->cavern_threshold;
grad_wl = 1 - water_level;
//// 2D Terrain noise
noise_base = new Noise(&params->np_base, seed, csize.X, csize.Z);
noise_filler_depth = new Noise(&params->np_filler_depth, seed, csize.X, csize.Z);
noise_height1 = new Noise(&params->np_height1, seed, csize.X, csize.Z);
noise_height2 = new Noise(&params->np_height2, seed, csize.X, csize.Z);
noise_height3 = new Noise(&params->np_height3, seed, csize.X, csize.Z);
noise_height4 = new Noise(&params->np_height4, seed, csize.X, csize.Z);
noise_hills_terrain = new Noise(&params->np_hills_terrain, seed, csize.X, csize.Z);
noise_ridge_terrain = new Noise(&params->np_ridge_terrain, seed, csize.X, csize.Z);
noise_step_terrain = new Noise(&params->np_step_terrain, seed, csize.X, csize.Z);
noise_hills = new Noise(&params->np_hills, seed, csize.X, csize.Z);
noise_ridge_mnt = new Noise(&params->np_ridge_mnt, seed, csize.X, csize.Z);
noise_step_mnt = new Noise(&params->np_step_mnt, seed, csize.X, csize.Z);
//// 3D terrain noise
// 1 up 1 down overgeneration
noise_mnt_var = new Noise(&params->np_mnt_var, seed, csize.X, csize.Y + 2, csize.Z);
//// Cave noise
MapgenBasic::np_cave1 = params->np_cave1;
MapgenBasic::np_cave2 = params->np_cave2;
MapgenBasic::np_cavern = params->np_cavern;
}
MapgenCarpathian::~MapgenCarpathian()
{
delete noise_base;
delete noise_filler_depth;
delete noise_height1;
delete noise_height2;
delete noise_height3;
delete noise_height4;
delete noise_hills_terrain;
delete noise_ridge_terrain;
delete noise_step_terrain;
delete noise_hills;
delete noise_ridge_mnt;
delete noise_step_mnt;
delete noise_mnt_var;
}
MapgenCarpathianParams::MapgenCarpathianParams()
{
np_base = NoiseParams(12, 1, v3f(2557, 2557, 2557), 6538, 4, 0.8, 0.5);
np_filler_depth = NoiseParams(0, 1, v3f(128, 128, 128), 261, 3, 0.7, 2.0);
np_height1 = NoiseParams(0, 5, v3f(251, 251, 251), 9613, 5, 0.5, 2.0);
np_height2 = NoiseParams(0, 5, v3f(383, 383, 383), 1949, 5, 0.5, 2.0);
np_height3 = NoiseParams(0, 5, v3f(509, 509, 509), 3211, 5, 0.5, 2.0);
np_height4 = NoiseParams(0, 5, v3f(631, 631, 631), 1583, 5, 0.5, 2.0);
np_hills_terrain = NoiseParams(1, 1, v3f(1301, 1301, 1301), 1692, 5, 0.5, 2.0);
np_ridge_terrain = NoiseParams(1, 1, v3f(1889, 1889, 1889), 3568, 5, 0.5, 2.0);
np_step_terrain = NoiseParams(1, 1, v3f(1889, 1889, 1889), 4157, 5, 0.5, 2.0);
np_hills = NoiseParams(0, 3, v3f(257, 257, 257), 6604, 6, 0.5, 2.0);
np_ridge_mnt = NoiseParams(0, 12, v3f(743, 743, 743), 5520, 6, 0.7, 2.0);
np_step_mnt = NoiseParams(0, 8, v3f(509, 509, 509), 2590, 6, 0.6, 2.0);
np_mnt_var = NoiseParams(0, 1, v3f(499, 499, 499), 2490, 5, 0.6, 2.0);
np_cave1 = NoiseParams(0, 12, v3f(61, 61, 61), 52534, 3, 0.5, 2.0);
np_cave2 = NoiseParams(0, 12, v3f(67, 67, 67), 10325, 3, 0.5, 2.0);
np_cavern = NoiseParams(0, 1, v3f(384, 128, 384), 723, 5, 0.63, 2.0);
}
void MapgenCarpathianParams::readParams(const Settings *settings)
{
settings->getFlagStrNoEx("mgcarpathian_spflags", spflags, flagdesc_mapgen_carpathian);
settings->getFloatNoEx("mgcarpathian_cave_width", cave_width);
settings->getS16NoEx("mgcarpathian_large_cave_depth", large_cave_depth);
settings->getS16NoEx("mgcarpathian_cavern_limit", cavern_limit);
settings->getS16NoEx("mgcarpathian_cavern_taper", cavern_taper);
settings->getFloatNoEx("mgcarpathian_cavern_threshold", cavern_threshold);
settings->getNoiseParams("mgcarpathian_np_base", np_base);
settings->getNoiseParams("mgcarpathian_np_filler_depth", np_filler_depth);
settings->getNoiseParams("mgcarpathian_np_height1", np_height1);
settings->getNoiseParams("mgcarpathian_np_height2", np_height2);
settings->getNoiseParams("mgcarpathian_np_height3", np_height3);
settings->getNoiseParams("mgcarpathian_np_height4", np_height4);
settings->getNoiseParams("mgcarpathian_np_hills_terrain", np_hills_terrain);
settings->getNoiseParams("mgcarpathian_np_ridge_terrain", np_ridge_terrain);
settings->getNoiseParams("mgcarpathian_np_step_terrain", np_step_terrain);
settings->getNoiseParams("mgcarpathian_np_hills", np_hills);
settings->getNoiseParams("mgcarpathian_np_ridge_mnt", np_ridge_mnt);
settings->getNoiseParams("mgcarpathian_np_step_mnt", np_step_mnt);
settings->getNoiseParams("mgcarpathian_np_mnt_var", np_mnt_var);
settings->getNoiseParams("mgcarpathian_np_cave1", np_cave1);
settings->getNoiseParams("mgcarpathian_np_cave2", np_cave2);
settings->getNoiseParams("mgcarpathian_np_cavern", np_cavern);
}
void MapgenCarpathianParams::writeParams(Settings *settings) const
{
settings->setFlagStr("mgcarpathian_spflags", spflags, flagdesc_mapgen_carpathian, U32_MAX);
settings->setFloat("mgcarpathian_cave_width", cave_width);
settings->setS16("mgcarpathian_large_cave_depth", large_cave_depth);
settings->setS16("mgcarpathian_cavern_limit", cavern_limit);
settings->setS16("mgcarpathian_cavern_taper", cavern_taper);
settings->setFloat("mgcarpathian_cavern_threshold", cavern_threshold);
settings->setNoiseParams("mgcarpathian_np_base", np_base);
settings->setNoiseParams("mgcarpathian_np_filler_depth", np_filler_depth);
settings->setNoiseParams("mgcarpathian_np_height1", np_height1);
settings->setNoiseParams("mgcarpathian_np_height2", np_height2);
settings->setNoiseParams("mgcarpathian_np_height3", np_height3);
settings->setNoiseParams("mgcarpathian_np_height4", np_height4);
settings->setNoiseParams("mgcarpathian_np_hills_terrain", np_hills_terrain);
settings->setNoiseParams("mgcarpathian_np_ridge_terrain", np_ridge_terrain);
settings->setNoiseParams("mgcarpathian_np_step_terrain", np_step_terrain);
settings->setNoiseParams("mgcarpathian_np_hills", np_hills);
settings->setNoiseParams("mgcarpathian_np_ridge_mnt", np_ridge_mnt);
settings->setNoiseParams("mgcarpathian_np_step_mnt", np_step_mnt);
settings->setNoiseParams("mgcarpathian_np_mnt_var", np_mnt_var);
settings->setNoiseParams("mgcarpathian_np_cave1", np_cave1);
settings->setNoiseParams("mgcarpathian_np_cave2", np_cave2);
settings->setNoiseParams("mgcarpathian_np_cavern", np_cavern);
}
///////////////////////////////////////////////////////////////////////////////
// Lerp function
inline float MapgenCarpathian::getLerp(float noise1, float noise2, float mod)
{
return noise1 + mod * (noise2 - noise1);
}
// Steps function
float MapgenCarpathian::getSteps(float noise1, float noise2)
{
float w = fabs(noise2);
float k = floor(noise1 / w);
float f = (noise1 - k * w) / w;
float s = std::fmin(2.f * f, 1.f);
return (k + s) * w;
}
///////////////////////////////////////////////////////////////////////////////
void MapgenCarpathian::makeChunk(BlockMakeData *data)
{
// Pre-conditions
assert(data->vmanip);
assert(data->nodedef);
assert(data->blockpos_requested.X >= data->blockpos_min.X &&
data->blockpos_requested.Y >= data->blockpos_min.Y &&
data->blockpos_requested.Z >= data->blockpos_min.Z);
assert(data->blockpos_requested.X <= data->blockpos_max.X &&
data->blockpos_requested.Y <= data->blockpos_max.Y &&
data->blockpos_requested.Z <= data->blockpos_max.Z);
this->generating = true;
this->vm = data->vmanip;
this->ndef = data->nodedef;
v3s16 blockpos_min = data->blockpos_min;
v3s16 blockpos_max = data->blockpos_max;
node_min = blockpos_min * MAP_BLOCKSIZE;
node_max = (blockpos_max + v3s16(1, 1, 1)) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
full_node_min = (blockpos_min - 1) * MAP_BLOCKSIZE;
full_node_max = (blockpos_max + 2) * MAP_BLOCKSIZE - v3s16(1, 1, 1);
// Create a block-specific seed
blockseed = getBlockSeed2(full_node_min, seed);
// Generate terrain
s16 stone_surface_max_y = generateTerrain();
// Create heightmap
updateHeightmap(node_min, node_max);
// Init biome generator, place biome-specific nodes, and build biomemap
biomegen->calcBiomeNoise(node_min);
MgStoneType stone_type = generateBiomes();
// Generate caverns, tunnels and classic caves
if (flags & MG_CAVES) {
bool has_cavern = false;
// Generate caverns
if (spflags & MGCARPATHIAN_CAVERNS)
has_cavern = generateCaverns(stone_surface_max_y);
// Generate tunnels and classic caves
if (has_cavern)
// Disable classic caves in this mapchunk by setting
// 'large cave depth' to world base. Avoids excessive liquid in
// large caverns and floating blobs of overgenerated liquid.
generateCaves(stone_surface_max_y, -MAX_MAP_GENERATION_LIMIT);
else
generateCaves(stone_surface_max_y, large_cave_depth);
}
// Generate dungeons
if (flags & MG_DUNGEONS)
generateDungeons(stone_surface_max_y, stone_type);
// Generate the registered decorations
if (flags & MG_DECORATIONS)
m_emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
// Generate the registered ores
m_emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
// Sprinkle some dust on top after everything else was generated
dustTopNodes();
// Update liquids
updateLiquid(&data->transforming_liquid, full_node_min, full_node_max);
// Calculate lighting
if (flags & MG_LIGHT) {
calcLighting(node_min - v3s16(0, 1, 0), node_max + v3s16(0, 1, 0),
full_node_min, full_node_max);
}
this->generating = false;
}
///////////////////////////////////////////////////////////////////////////////
int MapgenCarpathian::getSpawnLevelAtPoint(v2s16 p)
{
s16 level_at_point = terrainLevelAtPoint(p.X, p.Y);
if (level_at_point <= water_level || level_at_point > water_level + 32)
return MAX_MAP_GENERATION_LIMIT; // Unsuitable spawn point
else
return level_at_point;
}
float MapgenCarpathian::terrainLevelAtPoint(s16 x, s16 z)
{
float ground = NoisePerlin2D(&noise_base->np, x, z, seed);
float height1 = NoisePerlin2D(&noise_height1->np, x, z, seed);
float height2 = NoisePerlin2D(&noise_height2->np, x, z, seed);
float height3 = NoisePerlin2D(&noise_height3->np, x, z, seed);
float height4 = NoisePerlin2D(&noise_height4->np, x, z, seed);
float hter = NoisePerlin2D(&noise_hills_terrain->np, x, z, seed);
float rter = NoisePerlin2D(&noise_ridge_terrain->np, x, z, seed);
float ster = NoisePerlin2D(&noise_step_terrain->np, x, z, seed);
float n_hills = NoisePerlin2D(&noise_hills->np, x, z, seed);
float n_ridge_mnt = NoisePerlin2D(&noise_ridge_mnt->np, x, z, seed);
float n_step_mnt = NoisePerlin2D(&noise_step_mnt->np, x, z, seed);
int height = -MAX_MAP_GENERATION_LIMIT;
for (s16 y = 1; y <= 30; y++) {
float mnt_var = NoisePerlin3D(&noise_mnt_var->np, x, y, z, seed);
// Gradient & shallow seabed
s32 grad = (y < water_level) ? grad_wl + (water_level - y) * 3 : 1 - y;
// Hill/Mountain height (hilliness)
float hill1 = getLerp(height1, height2, mnt_var);
float hill2 = getLerp(height3, height4, mnt_var);
float hill3 = getLerp(height3, height2, mnt_var);
float hill4 = getLerp(height1, height4, mnt_var);
float hilliness = std::fmax(std::fmin(hill1, hill2), std::fmin(hill3, hill4));
// Rolling hills
float hill_mnt = hilliness * pow(n_hills, 2.f);
float hills = pow(hter, 3.f) * hill_mnt;
// Ridged mountains
float ridge_mnt = hilliness * (1.f - fabs(n_ridge_mnt));
float ridged_mountains = pow(rter, 3.f) * ridge_mnt;
// Step (terraced) mountains
float step_mnt = hilliness * getSteps(n_step_mnt, fabs(mnt_var));
float step_mountains = pow(ster, 3.f) * step_mnt;
// Final terrain level
float mountains = hills + ridged_mountains + step_mountains;
float surface_level = ground + mountains + grad;
if (y > surface_level && height < 0)
height = y;
}
return height;
}
///////////////////////////////////////////////////////////////////////////////
int MapgenCarpathian::generateTerrain()
{
MapNode mn_air(CONTENT_AIR);
MapNode mn_stone(c_stone);
MapNode mn_water(c_water_source);
s16 stone_surface_max_y = -MAX_MAP_GENERATION_LIMIT;
u32 index2d = 0;
u32 index3d = 0;
// Calculate noise for terrain generation
noise_base->perlinMap2D(node_min.X, node_min.Z);
noise_height1->perlinMap2D(node_min.X, node_min.Z);
noise_height2->perlinMap2D(node_min.X, node_min.Z);
noise_height3->perlinMap2D(node_min.X, node_min.Z);
noise_height4->perlinMap2D(node_min.X, node_min.Z);
noise_hills_terrain->perlinMap2D(node_min.X, node_min.Z);
noise_ridge_terrain->perlinMap2D(node_min.X, node_min.Z);
noise_step_terrain->perlinMap2D(node_min.X, node_min.Z);
noise_hills->perlinMap2D(node_min.X, node_min.Z);
noise_ridge_mnt->perlinMap2D(node_min.X, node_min.Z);
noise_step_mnt->perlinMap2D(node_min.X, node_min.Z);
noise_mnt_var->perlinMap3D(node_min.X, node_min.Y - 1, node_min.Z);
//// Place nodes
for (s16 z = node_min.Z; z <= node_max.Z; z++) {
for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
u32 vi = vm->m_area.index(node_min.X, y, z);
for (s16 x = node_min.X; x <= node_max.X;
x++, vi++, index2d++, index3d++) {
if (vm->m_data[vi].getContent() != CONTENT_IGNORE)
continue;
// Base terrain
float ground = noise_base->result[index2d];
// Gradient & shallow seabed
s32 grad = (y < water_level) ? grad_wl + (water_level - y) * 3 : 1 - y;
// Hill/Mountain height (hilliness)
float height1 = noise_height1->result[index2d];
float height2 = noise_height2->result[index2d];
float height3 = noise_height3->result[index2d];
float height4 = noise_height4->result[index2d];
float mnt_var = noise_mnt_var->result[index3d];
// Combine height noises and apply 3D variation
float hill1 = getLerp(height1, height2, mnt_var);
float hill2 = getLerp(height3, height4, mnt_var);
float hill3 = getLerp(height3, height2, mnt_var);
float hill4 = getLerp(height1, height4, mnt_var);
// 'hilliness' determines whether hills/mountains are
// small or large
float hilliness = std::fmax(std::fmin(hill1, hill2), std::fmin(hill3, hill4));
// Rolling hills
float hter = noise_hills_terrain->result[index2d];
float n_hills = noise_hills->result[index2d];
float hill_mnt = hilliness * pow(n_hills, 2.f);
float hills = pow(fabs(hter), 3.f) * hill_mnt;
// Ridged mountains
float rter = noise_ridge_terrain->result[index2d];
float n_ridge_mnt = noise_ridge_mnt->result[index2d];
float ridge_mnt = hilliness * (1.f - fabs(n_ridge_mnt));
float ridged_mountains = pow(fabs(rter), 3.f) * ridge_mnt;
// Step (terraced) mountains
float ster = noise_step_terrain->result[index2d];
float n_step_mnt = noise_step_mnt->result[index2d];
float step_mnt = hilliness * getSteps(n_step_mnt, fabs(mnt_var));
float step_mountains = pow(fabs(ster), 3.f) * step_mnt;
// Final terrain level
float mountains = hills + ridged_mountains + step_mountains;
float surface_level = ground + mountains + grad;
if (y < surface_level) {
vm->m_data[vi] = mn_stone; // Stone
if (y > stone_surface_max_y)
stone_surface_max_y = y;
} else if (y <= water_level) {
vm->m_data[vi] = mn_water; // Sea water
} else {
vm->m_data[vi] = mn_air; // Air
}
}
index2d -= ystride;
}
index2d += ystride;
}
return stone_surface_max_y;
}

104
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@ -0,0 +1,104 @@
/*
Minetest
Copyright (C) 2010-2016 paramat, Matt Gregory
Copyright (C) 2010-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
Copyright (C) 2017 vlapsley, Vaughan Lapsley <vlapsley@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.
*/
#ifndef MAPGEN_CARPATHIAN_HEADER
#define MAPGEN_CARPATHIAN_HEADER
#include "mapgen.h"
///////// Mapgen Carpathian flags
#define MGCARPATHIAN_CAVERNS 0x01
class BiomeManager;
extern FlagDesc flagdesc_mapgen_carpathian[];
struct MapgenCarpathianParams : public MapgenParams
{
u32 spflags = MGCARPATHIAN_CAVERNS;
float cave_width = 0.09f;
s16 large_cave_depth = -33;
s16 cavern_limit = -256;
s16 cavern_taper = 256;
float cavern_threshold = 0.7f;
NoiseParams np_base;
NoiseParams np_filler_depth;
NoiseParams np_height1;
NoiseParams np_height2;
NoiseParams np_height3;
NoiseParams np_height4;
NoiseParams np_hills_terrain;
NoiseParams np_ridge_terrain;
NoiseParams np_step_terrain;
NoiseParams np_hills;
NoiseParams np_ridge_mnt;
NoiseParams np_step_mnt;
NoiseParams np_mnt_var;
NoiseParams np_cave1;
NoiseParams np_cave2;
NoiseParams np_cavern;
MapgenCarpathianParams();
~MapgenCarpathianParams() {}
void readParams(const Settings *settings);
void writeParams(Settings *settings) const;
};
class MapgenCarpathian : public MapgenBasic
{
public:
MapgenCarpathian(int mapgenid, MapgenCarpathianParams *params,
EmergeManager *emerge);
~MapgenCarpathian();
virtual MapgenType getType() const { return MAPGEN_CARPATHIAN; }
float getSteps(float noise1, float noise2);
inline float getLerp(float noise1, float noise2, float mod);
virtual void makeChunk(BlockMakeData *data);
int getSpawnLevelAtPoint(v2s16 p);
private:
s16 large_cave_depth;
s32 grad_wl;
Noise *noise_base;
Noise *noise_height1;
Noise *noise_height2;
Noise *noise_height3;
Noise *noise_height4;
Noise *noise_hills_terrain;
Noise *noise_ridge_terrain;
Noise *noise_step_terrain;
Noise *noise_hills;
Noise *noise_ridge_mnt;
Noise *noise_step_mnt;
Noise *noise_mnt_var;
float terrainLevelAtPoint(s16 x, s16 z);
int generateTerrain();
};
#endif

View File

@ -813,8 +813,7 @@ int ModApiMainMenu::l_copy_dir(lua_State *L)
std::string absolute_destination = fs::RemoveRelativePathComponents(destination);
std::string absolute_source = fs::RemoveRelativePathComponents(source);
if ((ModApiMainMenu::isMinetestPath(absolute_source)) &&
(ModApiMainMenu::isMinetestPath(absolute_destination))) {
if ((ModApiMainMenu::isMinetestPath(absolute_destination))) {
bool retval = fs::CopyDir(absolute_source,absolute_destination);
if (retval && (!keep_source)) {

View File

@ -233,6 +233,10 @@ void Sky::render()
vertices[3] = video::S3DVertex(-1, -1.0, 1, 0, 1, 0, c, t, o);
driver->drawIndexedTriangleFan(&vertices[0], 4, indices, 2);
// If sun, moon and stars are (temporarily) disabled, abort here
if (!m_bodies_visible)
return;
driver->setMaterial(m_materials[2]);
// Draw sunrise/sunset horizon glow texture (textures/base/pack/sunrisebg.png)
@ -412,8 +416,8 @@ void Sky::render()
}
// Draw stars
driver->setMaterial(m_materials[1]);
do {
driver->setMaterial(m_materials[1]);
float starbrightness = MYMAX(0, MYMIN(1,
(0.285 - fabs(wicked_time_of_day < 0.5 ?
wicked_time_of_day : (1.0 - wicked_time_of_day))) * 10));
@ -501,6 +505,7 @@ void Sky::update(float time_of_day, float time_brightness,
m_time_of_day = time_of_day;
m_time_brightness = time_brightness;
m_sunlight_seen = sunlight_seen;
m_bodies_visible = true;
bool is_dawn = (time_brightness >= 0.20 && time_brightness < 0.35);

View File

@ -64,8 +64,8 @@ public:
return m_visible ? m_skycolor : m_fallback_bg_color;
}
bool getCloudsVisible() { return m_clouds_visible && m_clouds_enabled; }
const video::SColorf &getCloudColor() { return m_cloudcolor_f; }
bool getCloudsVisible() const { return m_clouds_visible && m_clouds_enabled; }
const video::SColorf &getCloudColor() const { return m_cloudcolor_f; }
void setVisible(bool visible) { m_visible = visible; }
// Set only from set_sky API
@ -74,6 +74,12 @@ public:
{
m_fallback_bg_color = fallback_bg_color;
}
void overrideColors(const video::SColor &bgcolor, const video::SColor &skycolor)
{
m_bgcolor = bgcolor;
m_skycolor = skycolor;
}
void setBodiesVisible(bool visible) { m_bodies_visible = visible; }
private:
aabb3f m_box;
@ -128,6 +134,7 @@ private:
bool m_clouds_visible; // Whether clouds are disabled due to player underground
bool m_clouds_enabled = true; // Initialised to true, reset only by set_sky API
bool m_directional_colored_fog;
bool m_bodies_visible = true; // sun, moon, stars
video::SColorf m_bgcolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
video::SColorf m_skycolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
video::SColorf m_cloudcolor_bright_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);

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@ -802,12 +802,9 @@ void make_pine_tree(MMVManip &vmanip, v3s16 p0, INodeDefManager *ndef, s32 seed)
}
// Centre top nodes
u32 i = leaves_a.index(v3s16(0, 1, 0));
leaves_d[i] = 1;
i = leaves_a.index(v3s16(0, 2, 0));
leaves_d[i] = 1;
i = leaves_a.index(v3s16(0, 3, 0));
leaves_d[i] = 2;
leaves_d[leaves_a.index(v3s16(0, 1, 0))] = 1;
leaves_d[leaves_a.index(v3s16(0, 2, 0))] = 1;
leaves_d[leaves_a.index(v3s16(0, 3, 0))] = 2;
// Lower branches
s16 my = -6;
@ -820,7 +817,7 @@ void make_pine_tree(MMVManip &vmanip, v3s16 p0, INodeDefManager *ndef, s32 seed)
for (s16 zz = zi; zz <= zi + 1; zz++) {
u32 i = leaves_a.index(v3s16(xi, yy, zz));
u32 ia = leaves_a.index(v3s16(xi, yy + 1, zz));
for (s16 xx = xi; xx <= xi + 1; xx++) {
for (s32 xx = xi; xx <= xi + 1; xx++) {
leaves_d[i] = 1;
if (leaves_d[ia] == 0)
leaves_d[ia] = 2;

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@ -129,6 +129,8 @@ src/mapblock_mesh.cpp
src/mapblock_mesh.h
src/map.cpp
src/mapgen.cpp
src/mapgen_carpathian.cpp
src/mapgen_carpathian.h
src/mapgen_flat.cpp
src/mapgen_fractal.cpp
src/mapgen.h