Added an experimental "far view" thing. Doesn't work exactly like it should and not...
authorPerttu Ahola <celeron55@gmail.com>
Tue, 7 Jun 2011 19:08:16 +0000 (22:08 +0300)
committerPerttu Ahola <celeron55@gmail.com>
Tue, 7 Jun 2011 19:08:16 +0000 (22:08 +0300)
minetest.conf.example
src/CMakeLists.txt
src/clouds.cpp
src/defaultsettings.cpp
src/farmesh.cpp [new file with mode: 0644]
src/farmesh.h [new file with mode: 0644]
src/game.cpp

index 743186853b2cc69cb641c90c0332d545ab2d4034..6e8a82bacc1a6c62b0a72095b8bb0cd4b9d26fcb 100644 (file)
 # Whether to fog out the end of the visible area
 #enable_fog = true
 
+# Enable/disable clouds
+#enable_clouds = true
+
+# Experimental
+#enable_farmesh = false
+
 # Enable a bit lower water surface; disable for speed
 #new_style_water = true
 
index 367b38818004f9d893258a76b636c58d8e37a9e5..558c2802724b3f424af4878b5b5a6fb2b26cda72 100644 (file)
@@ -85,6 +85,7 @@ set(common_SRCS
 # Client sources
 set(minetest_SRCS
        ${common_SRCS}
+       farmesh.cpp
        keycode.cpp
        clouds.cpp
        clientobject.cpp
index 70d19fde5ac4c2e4645a81f23b8291b0f865d97d..122beedacd47133c6468c84d8c75725873c68089 100644 (file)
@@ -58,8 +58,8 @@ void Clouds::OnRegisterSceneNode()
 {
        if(IsVisible)
        {
-               SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
                //SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
+               SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
        }
 
        ISceneNode::OnRegisterSceneNode();
index 73f22a7f77128bdde417d55890ecce4bc492c7cf..e57157a8238449f7fe0f4221f1ef59fa8b71c513 100644 (file)
@@ -61,11 +61,12 @@ void set_default_settings()
        g_settings.setDefault("enable_texture_atlas", "true");
        g_settings.setDefault("texture_path", "");
        g_settings.setDefault("video_driver", "opengl");
-       
        g_settings.setDefault("free_move", "false");
        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_clouds", "true");
 
        // Server stuff
        g_settings.setDefault("enable_experimental", "false");
diff --git a/src/farmesh.cpp b/src/farmesh.cpp
new file mode 100644 (file)
index 0000000..e484796
--- /dev/null
@@ -0,0 +1,253 @@
+/*
+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"
+
+FarMesh::FarMesh(
+               scene::ISceneNode* parent,
+               scene::ISceneManager* mgr,
+               s32 id,
+               u64 seed
+):
+       scene::ISceneNode(parent, mgr, id),
+       m_seed(seed),
+       m_camera_pos(0,0),
+       m_time(0)
+{
+       dstream<<__FUNCTION_NAME<<std::endl;
+
+       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_box = core::aabbox3d<f32>(-BS*1000000,-BS*31000,-BS*1000000,
+                       BS*1000000,BS*31000,BS*1000000);
+
+}
+
+FarMesh::~FarMesh()
+{
+       dstream<<__FUNCTION_NAME<<std::endl;
+}
+
+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
+core::map<v2s16, float> g_heights;
+
+float ground_height(u64 seed, v2s16 p2d)
+{
+       core::map<v2s16, float>::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;
+}
+
+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);
+       driver->setMaterial(m_material);
+       
+       const s16 grid_radius_i = 12;
+       const float grid_size = BS*50;
+       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++)
+       {
+               v2s16 p_in_noise_i(
+                       xi+center_of_drawing_in_noise_i.X,
+                       zi+center_of_drawing_in_noise_i.Y
+               );
+
+               /*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);*/
+               
+               float noise[4];
+               noise[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(
+                               (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(
+                               (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(
+                               (p_in_noise_i.X+1)*grid_size/BS,
+                               (p_in_noise_i.Y+0)*grid_size/BS));
+
+               float h_min = BS*65535;
+               float h_max = -BS*65536;
+               for(u32 i=0; i<4; i++)
+               {
+                       if(noise[i] < h_min)
+                               h_min = noise[i];
+                       if(noise[i] > h_max)
+                               h_max = noise[i];
+               }
+               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;
+               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;
+
+               video::SColor c;
+               // Detect water
+               if(h_avg < WATER_LEVEL*BS && h_max < (WATER_LEVEL+5)*BS)
+               {
+                       c = video::SColor(128,59,86,146);
+                       /*// 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;
+               }
+               else if(steepness > 2.0)
+                       c = video::SColor(128,128,128,128);
+               else
+                       c = video::SColor(128,107,134,51);
+               
+               // 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(128, b*c.getRed(), b*c.getGreen(), b*c.getBlue());
+
+               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);
+       }
+
+       driver->clearZBuffer();
+}
+
+void FarMesh::step(float dtime)
+{
+       m_time += dtime;
+}
+
+void FarMesh::update(v2f camera_p, float brightness)
+{
+       m_camera_pos = camera_p;
+       m_brightness = brightness;
+}
+
diff --git a/src/farmesh.h b/src/farmesh.h
new file mode 100644 (file)
index 0000000..12f5879
--- /dev/null
@@ -0,0 +1,84 @@
+/*
+Part of Minetest-c55
+Copyright (C) 2010-2011 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.
+*/
+
+#ifndef FARMESH_HEADER
+#define FARMESH_HEADER
+
+/*
+       A quick messy implementation of terrain rendering for a long
+       distance according to map seed
+*/
+
+#include "common_irrlicht.h"
+
+class FarMesh : public scene::ISceneNode
+{
+public:
+       FarMesh(
+                       scene::ISceneNode* parent,
+                       scene::ISceneManager* mgr,
+                       s32 id,
+                       u64 seed
+       );
+
+       ~FarMesh();
+
+       /*
+               ISceneNode methods
+       */
+
+       virtual void OnRegisterSceneNode();
+
+       virtual void render();
+       
+       virtual const core::aabbox3d<f32>& getBoundingBox() const
+       {
+               return m_box;
+       }
+
+       virtual u32 getMaterialCount() const
+       {
+               return 1;
+       }
+
+       virtual video::SMaterial& getMaterial(u32 i)
+       {
+               return m_material;
+       }
+       
+       /*
+               Other stuff
+       */
+
+       void step(float dtime);
+
+       void update(v2f camera_p, float brightness);
+
+private:
+       video::SMaterial m_material;
+       core::aabbox3d<f32> m_box;
+       float m_cloud_y;
+       float m_brightness;
+       u32 m_seed;
+       v2f m_camera_pos;
+       float m_time;
+};
+
+#endif
+
index e8e6cb71f042f6364e6e2da0f7300346a39a5ebc..ef574c3486cfbf5cf8c84e16e886c52465657eb7 100644 (file)
@@ -30,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "config.h"
 #include "clouds.h"
 #include "keycode.h"
+#include "farmesh.h"
 
 /*
        Setting this to 1 enables a special camera mode that forces
@@ -595,6 +596,10 @@ void update_skybox(video::IVideoDriver* driver,
                skybox->remove();
        }
        
+       // Disable skybox if FarMesh is enabled
+       if(g_settings.getBool("enable_farmesh"))
+               return;
+       
        if(brightness >= 0.5)
        {
                skybox = smgr->addSkyBoxSceneNode(
@@ -815,8 +820,21 @@ void the_game(
        
        float cloud_height = BS*100;
        Clouds *clouds = NULL;
-       clouds = new Clouds(smgr->getRootSceneNode(), smgr, -1,
-                       cloud_height, time(0));
+       if(g_settings.getBool("enable_clouds"))
+       {
+               clouds = new Clouds(smgr->getRootSceneNode(), smgr, -1,
+                               cloud_height, time(0));
+       }
+       
+       /*
+               FarMesh
+       */
+
+       FarMesh *farmesh = NULL;
+       if(g_settings.getBool("enable_farmesh"))
+       {
+               farmesh = new FarMesh(smgr->getRootSceneNode(), smgr, -1, client.getMapSeed());
+       }
 
        /*
                Move into game
@@ -1789,6 +1807,16 @@ void the_game(
                                        0.05+brightness*0.95);
                }
                
+               /*
+                       Update farmesh (TODO: Remove from here)
+               */
+               if(farmesh)
+               {
+                       farmesh->step(dtime);
+                       farmesh->update(v2f(player_position.X, player_position.Z),
+                                       0.05+brightness*0.95);
+               }
+               
                // Store brightness value
                old_brightness = brightness;
 
@@ -1999,6 +2027,13 @@ void the_game(
                        //driver->beginScene(false, true, bgcolor);
                        beginscenetime = timer.stop(true);
                }
+               
+               /*
+                       Draw farmesh before everything else
+               */
+               {
+                       //farmesh->render();
+               }
 
                //timer3.stop();
                
@@ -2131,7 +2166,8 @@ void the_game(
        /*
                Drop stuff
        */
-       clouds->drop();
+       if(clouds)
+               clouds->drop();
        
        /*
                Draw a "shutting down" screen, which will be shown while the map