forked from oerkki/voxelands
remove farmesh
This commit is contained in:
parent
134e1786b1
commit
77a4109b8f
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@ -239,7 +239,6 @@ set(voxelands_SRCS
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content_mapblock.cpp
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content_cao.cpp
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mapblock_mesh.cpp
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farmesh.cpp
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keycode.cpp
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camera.cpp
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clouds.cpp
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@ -100,7 +100,6 @@ void set_default_settings(Settings *settings)
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settings->setDefault("video_driver", "opengl");
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settings->setDefault("continuous_forward", "false");
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settings->setDefault("invert_mouse", "false");
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settings->setDefault("enable_farmesh", "false");
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settings->setDefault("enable_clouds", "true");
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settings->setDefault("invisible_stone", "false");
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settings->setDefault("screenshot_path", ".");
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376
src/farmesh.cpp
376
src/farmesh.cpp
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@ -1,376 +0,0 @@
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/************************************************************************
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* Minetest-c55
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* Copyright (C) 2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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*
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* farmesh.cpp
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* voxelands - 3d voxel world sandbox game
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* Copyright (C) Lisa 'darkrose' Milne 2014 <lisa@ltmnet.com>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*
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* License updated from GPLv2 or later to GPLv3 or later by Lisa Milne
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* for Voxelands.
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************************************************************************/
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/*
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A quick messy implementation of terrain rendering for a long
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distance according to map seed
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*/
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#include "farmesh.h"
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#include "constants.h"
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#include "debug.h"
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#include "noise.h"
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#include "map.h"
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#include "client.h"
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#include "path.h"
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#include "mapgen.h"
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FarMesh::FarMesh(
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scene::ISceneNode* parent,
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scene::ISceneManager* mgr,
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s32 id,
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uint64_t seed,
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MapGenType type,
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Client *client
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):
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scene::ISceneNode(parent, mgr, id),
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m_seed(seed),
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m_type(type),
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m_camera_pos(0,0),
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m_time(0),
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m_client(client),
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m_render_range(20*MAP_BLOCKSIZE)
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{
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dstream<<__FUNCTION_NAME<<std::endl;
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video::IVideoDriver* driver = mgr->getVideoDriver();
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m_materials[0].setFlag(video::EMF_LIGHTING, false);
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m_materials[0].setFlag(video::EMF_BACK_FACE_CULLING, true);
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//m_materials[0].setFlag(video::EMF_BACK_FACE_CULLING, false);
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m_materials[0].setFlag(video::EMF_BILINEAR_FILTER, false);
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m_materials[0].setFlag(video::EMF_FOG_ENABLE, false);
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//m_materials[0].setFlag(video::EMF_ANTI_ALIASING, true);
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//m_materials[0].MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
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m_materials[0].setFlag(video::EMF_FOG_ENABLE, true);
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m_materials[1].setFlag(video::EMF_LIGHTING, false);
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m_materials[1].setFlag(video::EMF_BACK_FACE_CULLING, false);
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m_materials[1].setFlag(video::EMF_BILINEAR_FILTER, false);
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m_materials[1].setFlag(video::EMF_FOG_ENABLE, false);
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m_materials[1].setTexture
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(0, driver->getTexture(getTexturePath("treeprop.png").c_str()));
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m_materials[1].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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m_materials[1].setFlag(video::EMF_FOG_ENABLE, true);
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m_box = core::aabbox3d<f32>(-BS*1000000,-BS*31000,-BS*1000000,
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BS*1000000,BS*31000,BS*1000000);
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}
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FarMesh::~FarMesh()
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{
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dstream<<__FUNCTION_NAME<<std::endl;
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}
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u32 FarMesh::getMaterialCount() const
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{
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return FARMESH_MATERIAL_COUNT;
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}
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video::SMaterial& FarMesh::getMaterial(u32 i)
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{
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return m_materials[i];
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}
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void FarMesh::OnRegisterSceneNode()
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{
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if(IsVisible)
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{
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//SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
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SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
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//SceneManager->registerNodeForRendering(this, scene::ESNRP_SKY_BOX);
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}
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ISceneNode::OnRegisterSceneNode();
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}
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#define MYROUND(x) (x > 0.0 ? (int)x : (int)x - 1)
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// Temporary hack
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struct HeightPoint
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{
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float gh; // ground height
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float ma; // mud amount
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float have_sand;
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float tree_amount;
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};
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core::map<v2s16, HeightPoint> g_heights;
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HeightPoint ground_height(mapgen::BlockMakeData *data, v2s16 p2d)
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{
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core::map<v2s16, HeightPoint>::Node *n = g_heights.find(p2d);
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if(n)
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return n->getValue();
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HeightPoint hp;
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s16 level = mapgen::find_ground_level_from_noise(data, p2d, 3);
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hp.gh = (level-4)*BS;
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hp.ma = (4)*BS;
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/*hp.gh = BS*base_rock_level_2d(seed, p2d);
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hp.ma = BS*get_mud_add_amount(seed, p2d);*/
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hp.have_sand = mapgen::get_have_sand(data->seed, p2d);
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if(hp.gh > BS*WATER_LEVEL)
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hp.tree_amount = mapgen::tree_amount_2d(data->seed, p2d);
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else
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hp.tree_amount = 0;
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// No mud has been added if mud amount is less than 1
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if(hp.ma < 1.0*BS)
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hp.ma = 0.0;
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//hp.gh -= BS*3; // Lower a bit so that it is not that much in the way
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g_heights[p2d] = hp;
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return hp;
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}
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void FarMesh::render()
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{
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SOLID)
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return;
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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//const s16 grid_radius_i = 12;
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//const float grid_size = BS*50;
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const s16 grid_radius_i = m_render_range/MAP_BLOCKSIZE;
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const float grid_size = BS*MAP_BLOCKSIZE;
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const v2f grid_speed(-BS*0, 0);
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// Position of grid noise origin in world coordinates
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v2f world_grid_origin_pos_f(0,0);
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// Position of grid noise origin from the camera
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v2f grid_origin_from_camera_f = world_grid_origin_pos_f - m_camera_pos;
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// The center point of drawing in the noise
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v2f center_of_drawing_in_noise_f = -grid_origin_from_camera_f;
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// The integer center point of drawing in the noise
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v2s16 center_of_drawing_in_noise_i(
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MYROUND(center_of_drawing_in_noise_f.X / grid_size),
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MYROUND(center_of_drawing_in_noise_f.Y / grid_size)
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);
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// The world position of the integer center point of drawing in the noise
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v2f world_center_of_drawing_in_noise_f = v2f(
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center_of_drawing_in_noise_i.X * grid_size,
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center_of_drawing_in_noise_i.Y * grid_size
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) + world_grid_origin_pos_f;
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for(s16 zi=-grid_radius_i; zi<grid_radius_i; zi++)
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for(s16 xi=-grid_radius_i; xi<grid_radius_i; xi++)
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{
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v2s16 p_in_noise_i(
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xi+center_of_drawing_in_noise_i.X,
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zi+center_of_drawing_in_noise_i.Y
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);
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// If sector was drawn, don't draw it this way
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if(m_client->m_env.getClientMap().sectorWasDrawn(p_in_noise_i))
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continue;
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v2f p0 = v2f(xi,zi)*grid_size + world_center_of_drawing_in_noise_f;
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HeightPoint hps[5];
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mapgen::BlockMakeData d;
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d.seed = m_seed;
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d.type = m_type;
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hps[0] = ground_height(&d, v2s16(
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(p_in_noise_i.X+0)*grid_size/BS,
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(p_in_noise_i.Y+0)*grid_size/BS));
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hps[1] = ground_height(&d, v2s16(
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(p_in_noise_i.X+0)*grid_size/BS,
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(p_in_noise_i.Y+1)*grid_size/BS));
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hps[2] = ground_height(&d, v2s16(
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(p_in_noise_i.X+1)*grid_size/BS,
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(p_in_noise_i.Y+1)*grid_size/BS));
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hps[3] = ground_height(&d, v2s16(
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(p_in_noise_i.X+1)*grid_size/BS,
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(p_in_noise_i.Y+0)*grid_size/BS));
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v2s16 centerpoint(
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(p_in_noise_i.X+0)*grid_size/BS+MAP_BLOCKSIZE/2,
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(p_in_noise_i.Y+0)*grid_size/BS+MAP_BLOCKSIZE/2);
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hps[4] = ground_height(&d, centerpoint);
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float noise[5];
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float h_min = BS*65535;
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float h_max = -BS*65536;
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float ma_avg = 0;
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float h_avg = 0;
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u32 have_sand_count = 0;
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float tree_amount_avg = 0;
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for(u32 i=0; i<5; i++)
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{
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noise[i] = hps[i].gh + hps[i].ma;
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if(noise[i] < h_min)
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h_min = noise[i];
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if(noise[i] > h_max)
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h_max = noise[i];
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ma_avg += hps[i].ma;
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h_avg += noise[i];
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if(hps[i].have_sand)
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have_sand_count++;
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tree_amount_avg += hps[i].tree_amount;
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}
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ma_avg /= 5.0;
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h_avg /= 5.0;
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tree_amount_avg /= 5.0;
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float steepness = (h_max - h_min)/grid_size;
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float light_f = noise[0]+noise[1]-noise[2]-noise[3];
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light_f /= 100;
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if(light_f < -1.0) light_f = -1.0;
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if(light_f > 1.0) light_f = 1.0;
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//light_f += 1.0;
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//light_f /= 2.0;
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v2f p1 = p0 + v2f(1,1)*grid_size;
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bool ground_is_mud = false;
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video::SColor c;
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// Detect water
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if(h_avg < WATER_LEVEL*BS && h_max < (WATER_LEVEL+5)*BS)
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{
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c = video::SColor(255,74,105,170);
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light_f = 0;
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}
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// Steep cliffs
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else if(steepness > 2.0)
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{
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c = video::SColor(255,128,128,128);
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}
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// Basic ground
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else
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{
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if(ma_avg < 2.0*BS)
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{
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c = video::SColor(255,128,128,128);
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}
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else
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{
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if(h_avg <= 2.5*BS && have_sand_count >= 2)
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{
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c = video::SColor(255,210,194,156);
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}
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else
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{
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/*// Trees if there are over 0.01 trees per MapNode
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if(tree_amount_avg > 0.01)
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c = video::SColor(255,50,128,50);
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else
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c = video::SColor(255,107,134,51);*/
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c = video::SColor(255,107,134,51);
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ground_is_mud = true;
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}
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}
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}
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// Set to water level
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for(u32 i=0; i<4; i++)
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{
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if(noise[i] < BS*WATER_LEVEL)
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noise[i] = BS*WATER_LEVEL;
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}
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float b = m_brightness + light_f*0.1*m_brightness;
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if(b < 0) b = 0;
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if(b > 2) b = 2;
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c = video::SColor(255, b*c.getRed(), b*c.getGreen(), b*c.getBlue());
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driver->setMaterial(m_materials[0]);
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(p0.X,noise[0],p0.Y, 0,0,0, c, 0,1),
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video::S3DVertex(p0.X,noise[1],p1.Y, 0,0,0, c, 1,1),
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video::S3DVertex(p1.X,noise[2],p1.Y, 0,0,0, c, 1,0),
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video::S3DVertex(p1.X,noise[3],p0.Y, 0,0,0, c, 0,0),
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};
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u16 indices[] = {0,1,2,2,3,0};
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driver->drawVertexPrimitiveList(vertices, 4, indices, 2,
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video::EVT_STANDARD, scene::EPT_TRIANGLES, video::EIT_16BIT);
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// Add some trees if appropriate
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if(tree_amount_avg >= 0.0065 && steepness < 1.4
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&& ground_is_mud == true)
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{
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driver->setMaterial(m_materials[1]);
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float b = m_brightness;
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c = video::SColor(255, b*255, b*255, b*255);
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{
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(p0.X,noise[0],p0.Y,
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0,0,0, c, 0,1),
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video::S3DVertex(p0.X,noise[0]+BS*MAP_BLOCKSIZE,p0.Y,
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0,0,0, c, 0,0),
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video::S3DVertex(p1.X,noise[2]+BS*MAP_BLOCKSIZE,p1.Y,
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0,0,0, c, 1,0),
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video::S3DVertex(p1.X,noise[2],p1.Y,
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0,0,0, c, 1,1),
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};
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u16 indices[] = {0,1,2,2,3,0};
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driver->drawVertexPrimitiveList(vertices, 4, indices, 2,
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video::EVT_STANDARD, scene::EPT_TRIANGLES,
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video::EIT_16BIT);
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}
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{
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(p1.X,noise[3],p0.Y,
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0,0,0, c, 0,1),
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video::S3DVertex(p1.X,noise[3]+BS*MAP_BLOCKSIZE,p0.Y,
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0,0,0, c, 0,0),
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video::S3DVertex(p0.X,noise[1]+BS*MAP_BLOCKSIZE,p1.Y,
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0,0,0, c, 1,0),
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video::S3DVertex(p0.X,noise[1],p1.Y,
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0,0,0, c, 1,1),
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};
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u16 indices[] = {0,1,2,2,3,0};
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driver->drawVertexPrimitiveList(vertices, 4, indices, 2,
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video::EVT_STANDARD, scene::EPT_TRIANGLES,
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video::EIT_16BIT);
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}
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}
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}
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//driver->clearZBuffer();
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}
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void FarMesh::step(float dtime)
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{
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m_time += dtime;
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}
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void FarMesh::update(v2f camera_p, float brightness, s16 render_range)
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{
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m_camera_pos = camera_p;
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m_brightness = brightness;
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m_render_range = render_range;
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}
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@ -1,93 +0,0 @@
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/************************************************************************
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* Minetest-c55
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* Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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*
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* farmesh.h
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* voxelands - 3d voxel world sandbox game
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* Copyright (C) Lisa 'darkrose' Milne 2014 <lisa@ltmnet.com>
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*
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* 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 3 of the License, or
|
||||
* (at your option) any later version.
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*
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* 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.
|
||||
*
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* You should have received a copy of the GNU General Public License
|
||||
* along with this program. If not, see <http://www.gnu.org/licenses/>
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*
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* License updated from GPLv2 or later to GPLv3 or later by Lisa Milne
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* for Voxelands.
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************************************************************************/
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#ifndef FARMESH_HEADER
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#define FARMESH_HEADER
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/*
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A quick messy implementation of terrain rendering for a long
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distance according to map seed
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||||
*/
|
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#include "common_irrlicht.h"
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#include "mapgen.h"
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#define FARMESH_MATERIAL_COUNT 2
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class Client;
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|
||||
class FarMesh : public scene::ISceneNode
|
||||
{
|
||||
public:
|
||||
FarMesh(
|
||||
scene::ISceneNode* parent,
|
||||
scene::ISceneManager* mgr,
|
||||
s32 id,
|
||||
uint64_t seed,
|
||||
MapGenType type,
|
||||
Client *client
|
||||
);
|
||||
|
||||
~FarMesh();
|
||||
|
||||
/*
|
||||
ISceneNode methods
|
||||
*/
|
||||
|
||||
virtual void OnRegisterSceneNode();
|
||||
|
||||
virtual void render();
|
||||
|
||||
virtual const core::aabbox3d<f32>& getBoundingBox() const
|
||||
{
|
||||
return m_box;
|
||||
}
|
||||
|
||||
virtual u32 getMaterialCount() const;
|
||||
|
||||
virtual video::SMaterial& getMaterial(u32 i);
|
||||
|
||||
/*
|
||||
Other stuff
|
||||
*/
|
||||
|
||||
void step(float dtime);
|
||||
|
||||
void update(v2f camera_p, float brightness, s16 render_range);
|
||||
|
||||
private:
|
||||
video::SMaterial m_materials[FARMESH_MATERIAL_COUNT];
|
||||
core::aabbox3d<f32> m_box;
|
||||
float m_brightness;
|
||||
uint64_t m_seed;
|
||||
MapGenType m_type;
|
||||
v2f m_camera_pos;
|
||||
float m_time;
|
||||
Client *m_client;
|
||||
s16 m_render_range;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
41
src/game.cpp
41
src/game.cpp
|
@ -40,7 +40,6 @@
|
|||
#include "config.h"
|
||||
#include "clouds.h"
|
||||
#include "camera.h"
|
||||
#include "farmesh.h"
|
||||
#include "mapblock.h"
|
||||
#include "settings.h"
|
||||
#include "profiler.h"
|
||||
|
@ -1320,10 +1319,6 @@ void update_skybox(video::IVideoDriver* driver,
|
|||
if (skybox)
|
||||
skybox->remove();
|
||||
|
||||
/*// Disable skybox if FarMesh is enabled
|
||||
if(g_settings->getBool("enable_farmesh"))
|
||||
return;*/
|
||||
|
||||
if (brightness >= 0.5) {
|
||||
skybox = smgr->addSkyBoxSceneNode(
|
||||
driver->getTexture(getTexturePath("skybox2.png").c_str()),
|
||||
|
@ -1600,14 +1595,6 @@ void the_game(
|
|||
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(), client.getMapType(), &client);
|
||||
|
||||
/*
|
||||
Move into game
|
||||
*/
|
||||
|
@ -1678,7 +1665,6 @@ void the_game(
|
|||
float use_delay_counter = 0.5;
|
||||
|
||||
float damage_flash_timer = 0;
|
||||
s16 farmesh_range = 20*MAP_BLOCKSIZE;
|
||||
|
||||
const float object_hit_delay = 0.5;
|
||||
float object_hit_delay_timer = 0.0;
|
||||
|
@ -2645,20 +2631,6 @@ void the_game(
|
|||
clouds->update(v2f(player_position.X, player_position.Z), 0.05+brightness*0.95);
|
||||
}
|
||||
|
||||
/*
|
||||
Update farmesh
|
||||
*/
|
||||
if (farmesh) {
|
||||
farmesh_range = draw_control.wanted_range * 10;
|
||||
if (draw_control.range_all && farmesh_range < 500)
|
||||
farmesh_range = 500;
|
||||
if (farmesh_range > 1000)
|
||||
farmesh_range = 1000;
|
||||
|
||||
farmesh->step(dtime);
|
||||
farmesh->update(v2f(player_position.X, player_position.Z), 0.05+brightness*0.95, farmesh_range);
|
||||
}
|
||||
|
||||
/*
|
||||
Update particles
|
||||
*/
|
||||
|
@ -2673,15 +2645,10 @@ void the_game(
|
|||
*/
|
||||
|
||||
if (enable_fog && !force_fog_off) {
|
||||
f32 range;
|
||||
if (farmesh) {
|
||||
range = BS*farmesh_range;
|
||||
}else{
|
||||
range = draw_control.wanted_range*BS + MAP_BLOCKSIZE*BS*1.5;
|
||||
range *= 0.9;
|
||||
if (draw_control.range_all)
|
||||
range = 100000*BS;
|
||||
}
|
||||
f32 range = draw_control.wanted_range*BS + MAP_BLOCKSIZE*BS*1.5;
|
||||
range *= 0.9;
|
||||
if (draw_control.range_all)
|
||||
range = 100000*BS;
|
||||
|
||||
driver->setFog(
|
||||
bgcolor,
|
||||
|
|
Loading…
Reference in New Issue