diff options
-rw-r--r-- | .gitignore | 2 | ||||
-rw-r--r-- | scene.cpp | 31 | ||||
-rw-r--r-- | shaders/terrain_fragment.glsl | 3 | ||||
-rw-r--r-- | terrain.cpp | 17 | ||||
-rw-r--r-- | video.cpp | 2 |
5 files changed, 41 insertions, 14 deletions
@@ -5,3 +5,5 @@ /textures/unused/ /CEGUI.log /dist +/Session.vim +/map @@ -316,15 +316,18 @@ void Scene::render() { //glLightfv(GL_LIGHT0, GL_POSITION, light_pos); if(render_terrain) { + const float fog_color[4] = {1, 1, 1, 0}; + glFogfv(GL_FOG_COLOR, fog_color); terrain_program.use(); GLint show_sel = glGetUniformLocation(terrain_program.get_program(), "show_sel"); glUniform1i(show_sel, show_selection ? 1 : 0); - GLint chunk_pos; if(show_selection) { GLint selpos = glGetUniformLocation(terrain_program.get_program(), "selpos"); glUniform3f(selpos, selected.x, selected.y, selected.z); - chunk_pos = glGetUniformLocation(terrain_program.get_program(), "chunk_pos"); } + GLint chunk_pos = glGetUniformLocation(terrain_program.get_program(), "chunk_pos"); + GLint player_pos = glGetUniformLocation(terrain_program.get_program(), "player_pos"); + glUniform3f(player_pos, pos.x, pos.y, pos.z); glEnable(GL_TEXTURE_2D); @@ -355,8 +358,7 @@ void Scene::render() { continue;*/ glPushMatrix(); glTranslatef(-pos.x + chunk->x, -pos.y, -pos.z + chunk->y); - if(show_selection) - glUniform2f(chunk_pos, chunk->x, chunk->y); + glUniform2f(chunk_pos, chunk->x, chunk->y); glBindBuffer(GL_ARRAY_BUFFER, chunk->vbo_object); glVertexPointer(3, GL_FLOAT, 0, NULL); @@ -423,6 +425,27 @@ void Scene::render() { show_selection = true; } + glDisable(GL_TEXTURE_2D); + + glPushMatrix(); + glTranslatef(700*cosf(yaw), 0, 700*sinf(yaw)); + glRotatef(-yaw*180/M_PI+180, 0, 1, 0); + glBegin(GL_QUADS); + glColor3f(1, 1, 1); + glVertex3f(0, 0, -700); + glVertex3f(0, 0, 700); + glColor3f(.5, .5, 1); + glVertex3f(0, 550, 700); + glVertex3f(0, 550, -700); + + glVertex3f(0, 550, -700); + glVertex3f(0, 550, 700); + glColor3f(0, 0, .3); + glVertex3f(1000, 550, 700); + glVertex3f(1000, 550, -700); + glEnd(); + glPopMatrix(); + video::ortho(); float height = font->LineHeight(); glColor3f(1, 1, 1); diff --git a/shaders/terrain_fragment.glsl b/shaders/terrain_fragment.glsl index 0925c6b..c3f0d46 100644 --- a/shaders/terrain_fragment.glsl +++ b/shaders/terrain_fragment.glsl @@ -4,7 +4,7 @@ varying vec3 normal, light_pos, pos; uniform sampler2D tex[3]; uniform sampler2D marktex; -uniform vec3 selpos; +uniform vec3 selpos, player_pos; uniform bool show_sel; void main() { @@ -27,6 +27,7 @@ void main() { vec2 st = vec2((pos.x + 1 - selpos.x) / 2, (pos.z + 1 - selpos.z) / 2); gl_FragColor += texture2D(marktex, st); } + gl_FragColor = mix(gl_FragColor, gl_Fog.color, pow(length(player_pos - pos), 2) / 10000); } /* vim: set syn=glsl: */ diff --git a/terrain.cpp b/terrain.cpp index 359cb84..35aef58 100644 --- a/terrain.cpp +++ b/terrain.cpp @@ -507,16 +507,17 @@ void Terrain::raise(float x, float z, float radius, float focus, float strength, } void Terrain::update(float x, float z) { + const int chunk_dist_threshold = chunk_size*4; std::set<std::pair<int, int> > chunk_indices; - int i = x - 100; + int i = x - chunk_dist_threshold; i -= i % chunk_size; - for(; i < x + 100; i += chunk_size) { - int j = z - 100; + for(; i < x + chunk_dist_threshold; i += chunk_size) { + int j = z - chunk_dist_threshold; j -= j % chunk_size; - for(; j < z + 100; j += chunk_size) { - float a = i - x; - float b = j - z; - if(sqrtf(a*a + b*b) < 100) + for(; j < z + chunk_dist_threshold; j += chunk_size) { + float a = i - x + chunk_size/2; + float b = j - z + chunk_size/2; + if(sqrtf(a*a + b*b) < chunk_dist_threshold) chunk_indices.insert(std::pair<int, int>(i, j)); } } @@ -525,7 +526,7 @@ void Terrain::update(float x, float z) { if(ind_it != chunk_indices.end()) { chunk_indices.erase(ind_it); } - if((*it)->distance(x, z) > 100) { + if((*it)->distance(x, z) > chunk_dist_threshold) { it = chunks.erase(it); } } @@ -11,7 +11,7 @@ void video::init() { surface = SDL_SetVideoMode(width, height, 32, SDL_OPENGL); - glClearColor(0, 0, 0, 0); + glClearColor(1, 1, 1, 0); glClearDepth(1); glDepthFunc(GL_LESS); glEnable(GL_DEPTH_TEST); |