Remove farmesh
This commit is contained in:
parent
c06caa14c3
commit
c8930850e3
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@ -127,10 +127,6 @@
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#fast_move = false
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# Invert mouse
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#invert_mouse = false
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# FarMesh thingy
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#enable_farmesh = false
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#farmesh_trees = true
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#farmesh_distance = 40
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# Enable/disable clouds
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#enable_clouds = true
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#cloud_height = 120
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@ -306,7 +306,6 @@ set(minetest_SRCS
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content_cao.cpp
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mesh.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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@ -473,7 +473,6 @@ private:
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u32 m_media_received_count;
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bool m_itemdef_received;
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bool m_nodedef_received;
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friend class FarMesh;
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// time_of_day speed approximation for old protocol
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bool m_time_of_day_set;
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@ -103,7 +103,6 @@ void set_default_settings(Settings *settings)
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settings->setDefault("continuous_forward", "false");
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settings->setDefault("fast_move", "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("screenshot_path", ".");
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settings->setDefault("view_bobbing_amount", "1.0");
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416
src/farmesh.cpp
416
src/farmesh.cpp
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@ -1,416 +0,0 @@
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/*
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Part of Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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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 Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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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 "tile.h" // ITextureSource
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#include "clientmap.h"
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#include "mapgen.h" // Shouldn't really be done this way
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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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u64 seed,
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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_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(0, client->tsrc()->getTexture("treeprop.png"));
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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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std::map<v2s16, HeightPoint> g_heights;
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HeightPoint ground_height(u64 seed, v2s16 p2d)
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{
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std::map<v2s16, HeightPoint>::iterator n = g_heights.find(p2d);
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if(n != g_heights.end())
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return n->second;
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HeightPoint hp;
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s16 level = Mapgen::find_ground_level_from_noise(seed, 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_beach(seed, p2d);
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if(hp.gh > BS*WATER_LEVEL)
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hp.tree_amount = Mapgen::tree_amount_2d(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_TRANSPARENT)
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return;*/
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if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SOLID)
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return;
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/*if(SceneManager->getSceneNodeRenderPass() != scene::ESNRP_SKY_BOX)
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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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/*// Don't draw very close to player
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s16 dd = 3;
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if(zi > -dd && zi < dd && xi > -dd && xi < dd)
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continue;*/
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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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/*if((p_in_noise_i.X + p_in_noise_i.Y)%2==0)
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continue;*/
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/*if((p_in_noise_i.X/2 + p_in_noise_i.Y/2)%2==0)
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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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/*double noise[4];
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double d = 100*BS;
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noise[0] = d*noise2d_perlin(
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(float)(p_in_noise_i.X+0)*grid_size/BS/100,
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(float)(p_in_noise_i.Y+0)*grid_size/BS/100,
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m_seed, 3, 0.5);
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noise[1] = d*noise2d_perlin(
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(float)(p_in_noise_i.X+0)*grid_size/BS/100,
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(float)(p_in_noise_i.Y+1)*grid_size/BS/100,
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m_seed, 3, 0.5);
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noise[2] = d*noise2d_perlin(
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(float)(p_in_noise_i.X+1)*grid_size/BS/100,
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(float)(p_in_noise_i.Y+1)*grid_size/BS/100,
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m_seed, 3, 0.5);
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noise[3] = d*noise2d_perlin(
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(float)(p_in_noise_i.X+1)*grid_size/BS/100,
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(float)(p_in_noise_i.Y+0)*grid_size/BS/100,
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m_seed, 3, 0.5);*/
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HeightPoint hps[5];
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hps[0] = ground_height(m_seed, 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(m_seed, 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(m_seed, 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(m_seed, 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(m_seed, 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_sand = false;
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bool ground_is_rock = false;
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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(255,59,86,146);
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//c = video::SColor(255,82,120,204);
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c = video::SColor(255,74,105,170);
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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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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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ground_is_rock = true;
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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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ground_is_rock = true;
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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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ground_is_sand = true;
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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),
|
||||
video::S3DVertex(p0.X,noise[1]+BS*MAP_BLOCKSIZE,p1.Y,
|
||||
0,0,0, c, 1,0),
|
||||
video::S3DVertex(p0.X,noise[1],p1.Y,
|
||||
0,0,0, c, 1,1),
|
||||
};
|
||||
u16 indices[] = {0,1,2,2,3,0};
|
||||
driver->drawVertexPrimitiveList(vertices, 4, indices, 2,
|
||||
video::EVT_STANDARD, scene::EPT_TRIANGLES,
|
||||
video::EIT_16BIT);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//driver->clearZBuffer();
|
||||
}
|
||||
|
||||
void FarMesh::step(float dtime)
|
||||
{
|
||||
m_time += dtime;
|
||||
}
|
||||
|
||||
void FarMesh::update(v2f camera_p, float brightness, s16 render_range)
|
||||
{
|
||||
m_camera_pos = camera_p;
|
||||
m_brightness = brightness;
|
||||
m_render_range = render_range;
|
||||
}
|
||||
|
||||
|
|
@ -1,85 +0,0 @@
|
|||
/*
|
||||
Part of Minetest
|
||||
Copyright (C) 2010-2013 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 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 FARMESH_HEADER
|
||||
#define FARMESH_HEADER
|
||||
|
||||
/*
|
||||
A quick messy implementation of terrain rendering for a long
|
||||
distance according to map seed
|
||||
*/
|
||||
|
||||
#include "irrlichttypes_extrabloated.h"
|
||||
|
||||
#define FARMESH_MATERIAL_COUNT 2
|
||||
|
||||
class Client;
|
||||
|
||||
class FarMesh : public scene::ISceneNode
|
||||
{
|
||||
public:
|
||||
FarMesh(
|
||||
scene::ISceneNode* parent,
|
||||
scene::ISceneManager* mgr,
|
||||
s32 id,
|
||||
u64 seed,
|
||||
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_cloud_y;
|
||||
float m_brightness;
|
||||
u64 m_seed;
|
||||
v2f m_camera_pos;
|
||||
float m_time;
|
||||
Client *m_client;
|
||||
s16 m_render_range;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
40
src/game.cpp
40
src/game.cpp
|
@ -40,7 +40,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#include "clouds.h"
|
||||
#include "particles.h"
|
||||
#include "camera.h"
|
||||
#include "farmesh.h"
|
||||
#include "mapblock.h"
|
||||
#include "settings.h"
|
||||
#include "profiler.h"
|
||||
|
@ -1307,16 +1306,6 @@ void the_game(
|
|||
Sky *sky = NULL;
|
||||
sky = new Sky(smgr->getRootSceneNode(), smgr, -1);
|
||||
|
||||
/*
|
||||
FarMesh
|
||||
*/
|
||||
|
||||
FarMesh *farmesh = NULL;
|
||||
if(g_settings->getBool("enable_farmesh"))
|
||||
{
|
||||
farmesh = new FarMesh(smgr->getRootSceneNode(), smgr, -1, client.getMapSeed(), &client);
|
||||
}
|
||||
|
||||
/*
|
||||
A copy of the local inventory
|
||||
*/
|
||||
|
@ -1406,7 +1395,6 @@ void the_game(
|
|||
bool ldown_for_dig = false;
|
||||
|
||||
float damage_flash = 0;
|
||||
s16 farmesh_range = 20*MAP_BLOCKSIZE;
|
||||
|
||||
float jump_timer = 0;
|
||||
bool reset_jump_timer = false;
|
||||
|
@ -2869,17 +2857,12 @@ void the_game(
|
|||
Fog range
|
||||
*/
|
||||
|
||||
if(farmesh)
|
||||
{
|
||||
fog_range = BS*farmesh_range;
|
||||
}
|
||||
else
|
||||
{
|
||||
if(draw_control.range_all)
|
||||
fog_range = 100000*BS;
|
||||
else {
|
||||
fog_range = draw_control.wanted_range*BS + 0.0*MAP_BLOCKSIZE*BS;
|
||||
fog_range = MYMIN(fog_range, (draw_control.farthest_drawn+20)*BS);
|
||||
fog_range *= 0.9;
|
||||
if(draw_control.range_all)
|
||||
fog_range = 100000*BS;
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -2918,7 +2901,6 @@ void the_game(
|
|||
sky->update(time_of_day_smooth, time_brightness, direct_brightness,
|
||||
sunlight_seen);
|
||||
|
||||
float brightness = sky->getBrightness();
|
||||
video::SColor bgcolor = sky->getBgColor();
|
||||
video::SColor skycolor = sky->getSkyColor();
|
||||
|
||||
|
@ -2936,22 +2918,6 @@ void the_game(
|
|||
}
|
||||
}
|
||||
|
||||
/*
|
||||
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),
|
||||
brightness, farmesh_range);
|
||||
}
|
||||
|
||||
/*
|
||||
Update particles
|
||||
*/
|
||||
|
|
|
@ -1130,33 +1130,3 @@ void MapgenV7Params::writeParams(Settings *settings) {
|
|||
settings->setNoiseParams("mgv7_np_mountain", np_mountain);
|
||||
settings->setNoiseParams("mgv7_np_ridge", np_ridge);
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////////// legacy static functions for farmesh
|
||||
|
||||
s16 Mapgen::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
|
||||
//just need to return something
|
||||
s16 level = 5;
|
||||
return level;
|
||||
}
|
||||
|
||||
|
||||
bool Mapgen::get_have_beach(u64 seed, v2s16 p2d) {
|
||||
double sandnoise = noise2d_perlin(
|
||||
0.2+(float)p2d.X/250, 0.7+(float)p2d.Y/250,
|
||||
seed+59420, 3, 0.50);
|
||||
|
||||
return (sandnoise > 0.15);
|
||||
}
|
||||
|
||||
|
||||
double Mapgen::tree_amount_2d(u64 seed, v2s16 p) {
|
||||
double noise = noise2d_perlin(
|
||||
0.5+(float)p.X/125, 0.5+(float)p.Y/125,
|
||||
seed+2, 4, 0.66);
|
||||
double zeroval = -0.39;
|
||||
if(noise < zeroval)
|
||||
return 0;
|
||||
else
|
||||
return 0.04 * (noise-zeroval) / (1.0-zeroval);
|
||||
}
|
||||
|
|
|
@ -114,11 +114,6 @@ public:
|
|||
|
||||
virtual void makeChunk(BlockMakeData *data) {}
|
||||
virtual int getGroundLevelAtPoint(v2s16 p) { return 0; }
|
||||
|
||||
//Legacy functions for Farmesh (pending removal)
|
||||
static bool get_have_beach(u64 seed, v2s16 p2d);
|
||||
static double tree_amount_2d(u64 seed, v2s16 p);
|
||||
static s16 find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision);
|
||||
};
|
||||
|
||||
struct MapgenFactory {
|
||||
|
|
Loading…
Reference in New Issue