Exemple #1
0
void client_view_physics(objid oid, player_controls *con, float dt)
{
   object *o = &obj[oid];
   if (con->flying) {
      view_x_vel *= (float) pow(0.75, dt);
      view_z_vel *= (float) pow(0.75, dt);

      view_x_vel += (pending_view_x - view_x_vel)*dt*60;
      view_z_vel += (pending_view_z - view_z_vel)*dt*60;

      pending_view_x -= view_x_vel * dt;
      pending_view_z -= view_z_vel * dt;

      o->ang.x += view_x_vel * dt;
      o->ang.z += view_z_vel * dt;
      o->ang.x = stb_clamp(o->ang.x, -90, 90);
      o->ang.z = (float) fmod(o->ang.z, 360);
   } else {
      o->ang.x += pending_view_x * 0.25f;
      o->ang.z += pending_view_z * 0.50f;
      pending_view_x = 0;
      pending_view_z = 0;
      o->ang.x = stb_clamp(o->ang.x, -90, 90);
      o->ang.z = (float) fmod(o->ang.z, 360);
   }
}
void write_floats(FILE *g, int len, float *left, float *right)
{
   const float scale = 32768;
   int j;
   for (j=0; j < len; ++j) {
      int16 x,y;
      x = (int) stb_clamp((int) (scale * left[j]), -32768, 32767);
      y = (int) stb_clamp((int) (scale * right[j]), -32768, 32767);
      fwrite(&x, 2, 1, g);
      fwrite(&y, 2, 1, g);
   }
}
Exemple #3
0
float compute_height_field(int x, int y)
{
   float ht = AVG_GROUND;
#if 1
   float weight=0;
   int o;
   weight = (float) stb_linear_remap(stb_perlin_noise3(x/256.0f,y/256.0f,100,256,256,256), -1.5, 1.5, -4.0f, 5.0f);
   weight = stb_clamp(weight,0,1);
   for (o=0; o < 8; ++o) {
      float scale = (float) (1 << o);
      float ns = stb_perlin_noise3(x/scale, y/scale, o*2.0f, 256,256,256), heavier;
      float sign = (ns < 0 ? -1.0f : 1.0f);
      ns = (float) fabs(ns);
      heavier = ns*ns*ns*ns*4;
      ht += scale/2 * stb_lerp(weight, ns, heavier);
   }
#else

   if (x >= 10 && x <= 50 && y >= 30 && y <= 70) {
      ht += x;
   }

   if (x >= 110 && x <= 150 && y >= 30 && y <= 70) {
      ht += y;
   }

#endif
   return ht;
}
Exemple #4
0
gen_chunk *generate_chunk(int x, int y)
{
   int z_seg;
   int i,j,z;
   int ground_top = 0;
   gen_chunk *gc = malloc(sizeof(*gc));
   float height_field[GEN_CHUNK_SIZE_Y+2][GEN_CHUNK_SIZE_X+2];
   int height_field_int[GEN_CHUNK_SIZE_Y+2][GEN_CHUNK_SIZE_X+2];
   int corner_tex[2][2], corner_weight[2][2];
   int block_type[GEN_CHUNK_SIZE_Y][GEN_CHUNK_SIZE_X];

   for (j=-1; j <= GEN_CHUNK_SIZE_Y; ++j)
      for (i=-1; i <= GEN_CHUNK_SIZE_X; ++i) {
         float ht = compute_height_field(x+i,y+j);
         height_field[j+1][i+1] = ht;
         height_field_int[j+1][i+1] = (int) height_field[j+1][i+1];
         ground_top = stb_max(ground_top, height_field_int[j+1][i+1]);
      }  

   memset(gc->non_empty, 0, sizeof(gc->non_empty));
   memset(gc->non_empty, 1, (ground_top+Z_SEGMENT_SIZE-1)>>Z_SEGMENT_SIZE_LOG2);

   for (j=0; j < 2; ++j) {
      for (i=0; i < 2; ++i) {
         unsigned int val = fast_noise(x+i*GEN_CHUNK_SIZE_X,y+j*GEN_CHUNK_SIZE_Y,3,777);
         val = (val*16)/65536;
         corner_tex[j][i] = val;
         corner_weight[j][i] = 32+(fast_noise(x+i*GEN_CHUNK_SIZE_X,y+j*GEN_CHUNK_SIZE_Y,3,666)&255);
      }
   }
   
   for (j=0; j < GEN_CHUNK_SIZE_Y; ++j) {
      for (i=0; i < GEN_CHUNK_SIZE_X; ++i) {
         int best=0, best_w=0, w;
         w = corner_weight[0][0]*(GEN_CHUNK_SIZE_X+i)*(GEN_CHUNK_SIZE_Y-j);
         if (w >= best_w) {
            best_w = w;
            best = corner_tex[0][0];
         }
         w = corner_weight[0][1]*(i)*(GEN_CHUNK_SIZE_Y-j);
         if (w >= best_w) {
            best_w = w;
            best = corner_tex[0][1];
         }
         w = corner_weight[1][0]*(GEN_CHUNK_SIZE_X-i)*(j);
         if (w >= best_w) {
            best_w = w;
            best = corner_tex[1][0];
         }
         w = corner_weight[1][1]*(i)*(j);
         if (w >= best_w) {
            best_w = w;
            best = corner_tex[1][1];
         }
         block_type[j][i] = (BT_solid + best);
      }
   }

   for (z_seg=0; z_seg < NUM_Z_SEGMENTS; ++z_seg) {
      int z0 = z_seg * Z_SEGMENT_SIZE;
      gen_chunk_partial *gcp = &gc->partial[z_seg];
      for (j=0; j < GEN_CHUNK_SIZE_Y; ++j) {
         for (i=0; i < GEN_CHUNK_SIZE_X; ++i) {
            int ht = height_field_int[j+1][i+1];
            int z_limit = stb_clamp(ht-z0, 0, Z_SEGMENT_SIZE);
            assert(z_limit >= 0 && Z_SEGMENT_SIZE - z_limit >= 0);
            memset(&gcp->block[j][i][   0   ], block_type[j][i], z_limit);
            memset(&gcp->block[j][i][z_limit],     BT_empty    , Z_SEGMENT_SIZE - z_limit);
         }
      }
   }

   // compute lighting for every block by weighted average of neighbors

   // loop through every partial chunk separately

   for (z_seg=0; (z_seg < NUM_Z_SEGMENTS); ++z_seg) {
      gen_chunk_partial *gcp = &gc->partial[z_seg];
      int z0 = z_seg * Z_SEGMENT_SIZE;
      int z_limit;
      z_limit = Z_SEGMENT_SIZE;
      if (z_limit + z0 > ground_top+1)
         z_limit = ground_top+1 - z0;
      if (z_limit < 0)
         break;
      for (j=0; j < GEN_CHUNK_SIZE_Y; ++j) {
         for (i=0; i < GEN_CHUNK_SIZE_X; ++i) {
            unsigned char *lt = &gcp->lighting[j][i][0];
            for (z=0; z < z_limit; ++z) {
               int light;
               if (z0+z < height_field_int[j+1][i+1]) {
                  light = 0;
               } else {
                  int m,n;
                  light = 0;
                  for (m=-1; m <= 1; ++m) {
                     for (n=-1; n <= 1; ++n) {
                        int ht = height_field_int[j+1+m][i+1+n];
                        int val = z0+z-ht+2;

                        if (val < 0) val=0;
                        if (val > 3) val = 3;
                        light += val;
                     }
                  }
                  // 27 ?
                  light += 4;
                  light = light << 3;
               }

               *lt++ = light;
            }
            for (; z < Z_SEGMENT_SIZE; ++z)
               *lt++ = 255;
         }
      }
   }

   for (; z_seg < NUM_Z_SEGMENTS; ++z_seg) {
      gen_chunk_partial *gcp = &gc->partial[z_seg];
      for (j=0; j < GEN_CHUNK_SIZE_Y; ++j)
         for (i=0; i < GEN_CHUNK_SIZE_X; ++i) {
            unsigned char *lt = &gcp->lighting[j][i][0];
            for (z=0; z < Z_SEGMENT_SIZE; ++z)
               *lt++ = 255;
         }
   }

   gc->ref_count = 0;

   return gc;
}