; ; ------------------------------------------------------------ ; ; PureBasic - Terrain : Create 9 terrains in one TerrainGroup ; ; (c) Fantaisie Software ; ; ------------------------------------------------------------ ; ; It can take few minutes to build all terrains (it will be more faster after saving it) MessageRequester("Warning !", "It can take a few minutes to build all terrains...", 0) IncludeFile #PB_Compiler_Home + "examples/3d/Screen3DRequester.pb" #CameraSpeed = 2 #TerrainMiniX = -1 #TerrainMiniY = -1 #TerrainMaxiX = 1 #TerrainMaxiY = 1 Define.f KeyX, KeyY, MouseX, MouseY Declare InitBlendMaps() ; OpenGL needs to have CG enabled to work (Linux and OS X have OpenGL by default) ; CompilerIf #PB_Compiler_OS <> #PB_OS_Windows Or Subsystem("OpenGL") Flags = #PB_Engine3D_EnableCG CompilerEndIf If InitEngine3D(Flags) InitSprite() InitKeyboard() InitMouse() If Screen3DRequester() Add3DArchive(#PB_Compiler_Home + "examples/3d/Data/Textures/", #PB_3DArchive_FileSystem) Add3DArchive(#PB_Compiler_Home + "examples/3d/Data/Textures/nvidia", #PB_3DArchive_FileSystem) Add3DArchive(#PB_Compiler_Home + "examples/3d/Data/Packs/desert.zip", #PB_3DArchive_Zip) ;- Light ; light = CreateLight(#PB_Any ,RGB(190, 190, 190), 4000, 1200, 1000,#PB_Light_Directional) SetLightColor(light, #PB_Light_SpecularColor, RGB(255*0.4, 255*0.4,255*0.4)) LightDirection(light ,0.55, -0.3, -0.75) AmbientColor(RGB(255*0.2, 255*0.2,255*0.2)) ;- Camera ; CreateCamera(0, 0, 0, 100, 100) MoveCamera(0, 800, 400, 80, #PB_Absolute) CameraBackColor(0, RGB(5, 5, 10)) ;- Terrain definition SetupTerrains(LightID(Light), 3000, #PB_Terrain_NormalMapping) ; initialize terrain CreateTerrain(0, 513, 12000, 600, 3, "TerrainGroup", "dat") ; set all texture will be use when terrrain will be constructed AddTerrainTexture(0, 0, 100, "dirt_grayrocky_diffusespecular.jpg", "dirt_grayrocky_normalheight.jpg") AddTerrainTexture(0, 1, 30, "grass_green-01_diffusespecular.jpg", "grass_green-01_normalheight.jpg") AddTerrainTexture(0, 2, 200, "growth_weirdfungus-03_diffusespecular.jpg", "growth_weirdfungus-03_normalheight.jpg") ; Build terrains For ty = #TerrainMiniY To #TerrainMaxiY For tx = #TerrainMiniX To #TerrainMaxiX Imported = DefineTerrainTile(0, tx, ty, "terrain513.png", ty % 2, tx % 2) Next Next BuildTerrain(0) If imported = #True InitBlendMaps() UpdateTerrain(0) ; If enabled, it will save the terrain as a (big) cache for a faster load next time the program is executed ; SaveTerrain(0, #False) EndIf ; SkyBox ; SkyBox("desert07.jpg") Repeat Screen3DEvents() If ExamineKeyboard() If KeyboardPushed(#PB_Key_Left) KeyX = -#CameraSpeed ElseIf KeyboardPushed(#PB_Key_Right) KeyX = #CameraSpeed Else KeyX = 0 EndIf If KeyboardPushed(#PB_Key_Up) KeyY = -#CameraSpeed ElseIf KeyboardPushed(#PB_Key_Down) KeyY = #CameraSpeed Else KeyY = 0 EndIf EndIf If ExamineMouse() MouseX = -MouseDeltaX() * #CameraSpeed * 0.05 MouseY = -MouseDeltaY() * #CameraSpeed * 0.05 EndIf MoveCamera(0, CameraX(0), TerrainHeight(0, CameraX(0), CameraZ(0)) + 20, CameraZ(0), #PB_Absolute) MoveCamera (0, KeyX, 0, KeyY) RotateCamera(0, MouseY, MouseX, 0, #PB_Relative) RenderWorld() FlipBuffers() Until KeyboardPushed(#PB_Key_Escape) End EndIf Else CompilerIf #PB_Compiler_OS <> #PB_OS_Windows Or Subsystem("OpenGL") ; ; Terrain on Linux/OSX and Windows with OpenGL needs CG toolkit from nvidia ; It can be freely downloaded and installed from this site: https://developer.nvidia.com/cg-toolkit-download ; MessageRequester("Error","Can't initialize engine3D (Please ensures than CG Toolkit from nvidia is correcly installed)") CompilerElse MessageRequester("Error","Can't initialize engine3D") CompilerEndIf EndIf Procedure Clamp(*var.float, min.f, max.f) If *var\f < min *var\f = min ElseIf *var\f > max *var\f = max EndIf EndProcedure Procedure InitBlendMaps() minHeight1.f = 70 fadeDist1.f = 40 minHeight2.f = 70 fadeDist2.f = 15 For ty = #TerrainMiniY To #TerrainMaxiY For tx = #TerrainMiniX To #TerrainMaxiX Size = TerrainTileLayerMapSize(0, tx, ty) For y = 0 To Size-1 For x = 0 To Size-1 Height.f = TerrainTileHeightAtPosition(0, tx, ty, 1, x, y) val.f = (Height - minHeight1) / fadeDist1 Clamp(@val, 0, 1) SetTerrainTileLayerBlend(0, tx, ty, 1, x, y, val) val.f = (Height - minHeight2) / fadeDist2 Clamp(@val, 0, 1) SetTerrainTileLayerBlend(0, tx, ty, 2, x, y, val) Next Next UpdateTerrainTileLayerBlend(0, tx, ty, 1) UpdateTerrainTileLayerBlend(0, tx, ty, 2) Next Next EndProcedure