Added an experimental "far view" thing. Doesn't work exactly like it should and not suitable for real use yet, and might never be.

This commit is contained in:
Perttu Ahola 2011-06-07 22:08:16 +03:00
parent fdee31abf1
commit 72e742c24e
7 changed files with 386 additions and 5 deletions

@ -58,6 +58,12 @@
# Whether to fog out the end of the visible area # Whether to fog out the end of the visible area
#enable_fog = true #enable_fog = true
# Enable/disable clouds
#enable_clouds = true
# Experimental
#enable_farmesh = false
# Enable a bit lower water surface; disable for speed # Enable a bit lower water surface; disable for speed
#new_style_water = true #new_style_water = true

@ -85,6 +85,7 @@ set(common_SRCS
# Client sources # Client sources
set(minetest_SRCS set(minetest_SRCS
${common_SRCS} ${common_SRCS}
farmesh.cpp
keycode.cpp keycode.cpp
clouds.cpp clouds.cpp
clientobject.cpp clientobject.cpp

@ -58,8 +58,8 @@ void Clouds::OnRegisterSceneNode()
{ {
if(IsVisible) if(IsVisible)
{ {
SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
//SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT); //SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
} }
ISceneNode::OnRegisterSceneNode(); ISceneNode::OnRegisterSceneNode();

@ -61,11 +61,12 @@ void set_default_settings()
g_settings.setDefault("enable_texture_atlas", "true"); g_settings.setDefault("enable_texture_atlas", "true");
g_settings.setDefault("texture_path", ""); g_settings.setDefault("texture_path", "");
g_settings.setDefault("video_driver", "opengl"); g_settings.setDefault("video_driver", "opengl");
g_settings.setDefault("free_move", "false"); g_settings.setDefault("free_move", "false");
g_settings.setDefault("continuous_forward", "false"); g_settings.setDefault("continuous_forward", "false");
g_settings.setDefault("fast_move", "false"); g_settings.setDefault("fast_move", "false");
g_settings.setDefault("invert_mouse", "false"); g_settings.setDefault("invert_mouse", "false");
g_settings.setDefault("enable_farmesh", "false");
g_settings.setDefault("enable_clouds", "true");
// Server stuff // Server stuff
g_settings.setDefault("enable_experimental", "false"); g_settings.setDefault("enable_experimental", "false");

253
src/farmesh.cpp Normal file

@ -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;
}

84
src/farmesh.h Normal file

@ -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

@ -30,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "config.h" #include "config.h"
#include "clouds.h" #include "clouds.h"
#include "keycode.h" #include "keycode.h"
#include "farmesh.h"
/* /*
Setting this to 1 enables a special camera mode that forces Setting this to 1 enables a special camera mode that forces
@ -595,6 +596,10 @@ void update_skybox(video::IVideoDriver* driver,
skybox->remove(); skybox->remove();
} }
// Disable skybox if FarMesh is enabled
if(g_settings.getBool("enable_farmesh"))
return;
if(brightness >= 0.5) if(brightness >= 0.5)
{ {
skybox = smgr->addSkyBoxSceneNode( skybox = smgr->addSkyBoxSceneNode(
@ -815,8 +820,21 @@ void the_game(
float cloud_height = BS*100; float cloud_height = BS*100;
Clouds *clouds = NULL; Clouds *clouds = NULL;
clouds = new Clouds(smgr->getRootSceneNode(), smgr, -1, if(g_settings.getBool("enable_clouds"))
cloud_height, time(0)); {
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 Move into game
@ -1789,6 +1807,16 @@ void the_game(
0.05+brightness*0.95); 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 // Store brightness value
old_brightness = brightness; old_brightness = brightness;
@ -1999,6 +2027,13 @@ void the_game(
//driver->beginScene(false, true, bgcolor); //driver->beginScene(false, true, bgcolor);
beginscenetime = timer.stop(true); beginscenetime = timer.stop(true);
} }
/*
Draw farmesh before everything else
*/
{
//farmesh->render();
}
//timer3.stop(); //timer3.stop();
@ -2131,7 +2166,8 @@ void the_game(
/* /*
Drop stuff Drop stuff
*/ */
clouds->drop(); if(clouds)
clouds->drop();
/* /*
Draw a "shutting down" screen, which will be shown while the map Draw a "shutting down" screen, which will be shown while the map