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mirror of https://github.com/Dejvino/roadtrip synced 2024-11-13 04:27:30 +00:00

Map: flattened the terrain a bit.

This commit is contained in:
Dejvino 2017-01-25 22:31:10 +01:00
parent 275bea8a91
commit 33185850a1

View File

@ -77,6 +77,8 @@ public class GameWorldView {
if (DEBUG) {
terrain.mat_terrain.getAdditionalRenderState().setWireframe(true);
}
float heightScale = 100f;
// Parameters to material:
// regionXColorMap: X = 1..4 the texture that should be appliad to state X
@ -96,17 +98,18 @@ public class GameWorldView {
Texture rock = this.assetManager.loadTexture("Textures/solid-stone.png");
rock.setWrap(Texture.WrapMode.Repeat);
float modif = (heightScale / 100f) / 3f;
terrain.mat_terrain.setTexture("region1ColorMap", dirt);
terrain.mat_terrain.setVector3("region1", new Vector3f(0, 80, terrain.dirtScale));
terrain.mat_terrain.setVector3("region1", new Vector3f(0, 80 * modif, terrain.dirtScale));
terrain.mat_terrain.setTexture("region2ColorMap", grass);
terrain.mat_terrain.setVector3("region2", new Vector3f(100, 160, terrain.grassScale));
terrain.mat_terrain.setVector3("region2", new Vector3f(100 * modif, 160 * modif, terrain.grassScale));
terrain.mat_terrain.setTexture("region3ColorMap", rock);
terrain.mat_terrain.setVector3("region3", new Vector3f(190, 240, terrain.rockScale));
terrain.mat_terrain.setVector3("region3", new Vector3f(190 * modif, 240 * modif, terrain.rockScale));
terrain.mat_terrain.setTexture("region4ColorMap", dirt);
terrain.mat_terrain.setVector3("region4", new Vector3f(250, 350, terrain.dirtScale));
terrain.mat_terrain.setVector3("region4", new Vector3f(250 * modif, 350 * modif, terrain.dirtScale));
terrain.mat_terrain.setTexture("slopeColorMap", rock);
terrain.mat_terrain.setFloat("slopeTileFactor", 32);
@ -151,7 +154,7 @@ public class GameWorldView {
int patchSize = 32;
//terrain.terrainGrid = new TerrainGrid("terrain", 16 + 1, 512 + 1, new FractalTileLoader(ground, 300f));
terrain.terrainGrid = new FineTerrainGrid("terrain", patchSize + 1, 512 + 1, new FractalTileLoader(ground, 300f));
terrain.terrainGrid = new FineTerrainGrid("terrain", patchSize + 1, 512 + 1, new FractalTileLoader(ground, heightScale));
terrain.terrainGrid.setMaterial(terrain.mat_terrain);
//terrain.terrainGrid.setLocalTranslation(0, -200, 0);