/* Minetest-c55 Copyright (C) 2010-2011 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 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 General Public License for more details. You should have received a copy of the GNU 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. */ #include "content_mapblock.h" #include "main.h" // For g_settings #include "mapblock_mesh.h" // For MapBlock_LightColor() and MeshCollector #include "settings.h" #include "nodedef.h" #include "tile.h" #include "gamedef.h" // Create a cuboid. // collector - the MeshCollector for the resulting polygons // box - the position and size of the box // materials - the materials to use (for all 6 faces) // pa - texture atlas pointers for the materials // matcount - number of entries in "materials" and "pa", 1<=matcount<=6 // c - vertex colour - used for all // txc - texture coordinates - this is a list of texture coordinates // for the opposite corners of each face - therefore, there // should be (2+2)*6=24 values in the list. Alternatively, pass // NULL to use the entire texture for each face. The order of // the faces in the list is up-down-right-left-back-front // (compatible with ContentFeatures). If you specified 0,0,1,1 // for each face, that would be the same as passing NULL. void makeCuboid(MeshCollector *collector, const aabb3f &box, const video::SMaterial *materials, const AtlasPointer *pa, int matcount, video::SColor &c, const f32* txc) { assert(matcount >= 1); v3f min = box.MinEdge; v3f max = box.MaxEdge; if(txc == NULL) { static const f32 txc_default[24] = { 0,0,1,1, 0,0,1,1, 0,0,1,1, 0,0,1,1, 0,0,1,1, 0,0,1,1 }; txc = txc_default; } video::S3DVertex vertices[24] = { // up video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]), video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]), video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]), video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]), // down video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]), video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]), video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]), video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]), // right video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]), video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]), video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]), video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]), // left video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]), video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]), video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]), video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]), // back video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]), video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]), video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]), video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]), // front video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]), video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]), video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]), video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]), }; for(s32 j=0; j<24; j++) { int matindex = MYMIN(j/4, matcount-1); vertices[j].TCoords *= pa[matindex].size; vertices[j].TCoords += pa[matindex].pos; } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector for(s32 j=0; j<24; j+=4) { int matindex = MYMIN(j/4, matcount-1); collector->append(materials[matindex], vertices+j, 4, indices, 6); } } void mapblock_mesh_generate_special(MeshMakeData *data, MeshCollector &collector, IGameDef *gamedef) { INodeDefManager *nodedef = gamedef->ndef(); ITextureSource *tsrc = gamedef->getTextureSource(); // 0ms //TimeTaker timer("mapblock_mesh_generate_special()"); /* Some settings */ bool new_style_water = g_settings->getBool("new_style_water"); float node_liquid_level = 1.0; if(new_style_water) node_liquid_level = 0.85; v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE; /*// General ground material for special output // Texture is modified just before usage video::SMaterial material_general; material_general.setFlag(video::EMF_LIGHTING, false); material_general.setFlag(video::EMF_BILINEAR_FILTER, false); material_general.setFlag(video::EMF_FOG_ENABLE, true); material_general.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;*/ for(s16 z=0; zm_vmanip.getNodeNoEx(blockpos_nodes+p); const ContentFeatures &f = nodedef->get(n); // Only solidness=0 stuff is drawn here if(f.solidness != 0) continue; switch(f.drawtype){ default: infostream<<"Got "<get(n).special_materials[0]); //assert(nodedef->get(n).special_materials[1]); assert(nodedef->get(n).special_aps[0]); video::SMaterial &liquid_material = *nodedef->get(n).special_materials[0]; /*video::SMaterial &liquid_material_bfculled = *nodedef->get(n).special_materials[1];*/ AtlasPointer &pa_liquid1 = *nodedef->get(n).special_aps[0]; bool top_is_air = false; MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); if(n.getContent() == CONTENT_AIR) top_is_air = true; if(top_is_air == false) continue; u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef)); video::SColor c = MapBlock_LightColor( nodedef->get(n).alpha, l); video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, pa_liquid1.x0(), pa_liquid1.y1()), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, pa_liquid1.x1(), pa_liquid1.y1()), video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, pa_liquid1.x1(), pa_liquid1.y0()), video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, pa_liquid1.x0(), pa_liquid1.y0()), }; for(s32 i=0; i<4; i++) { vertices[i].Pos.Y += (-0.5+node_liquid_level)*BS; vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(liquid_material, vertices, 4, indices, 6); break;} case NDT_FLOWINGLIQUID: { /* Add flowing liquid to mesh */ assert(nodedef->get(n).special_materials[0]); assert(nodedef->get(n).special_materials[1]); assert(nodedef->get(n).special_aps[0]); video::SMaterial &liquid_material = *nodedef->get(n).special_materials[0]; video::SMaterial &liquid_material_bfculled = *nodedef->get(n).special_materials[1]; AtlasPointer &pa_liquid1 = *nodedef->get(n).special_aps[0]; bool top_is_same_liquid = false; MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); content_t c_flowing = nodedef->getId(nodedef->get(n).liquid_alternative_flowing); content_t c_source = nodedef->getId(nodedef->get(n).liquid_alternative_source); if(ntop.getContent() == c_flowing || ntop.getContent() == c_source) top_is_same_liquid = true; u8 l = 0; // Use the light of the node on top if possible if(nodedef->get(ntop).param_type == CPT_LIGHT) l = decode_light(ntop.getLightBlend(data->m_daynight_ratio, nodedef)); // Otherwise use the light of this node (the liquid) else l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef)); video::SColor c = MapBlock_LightColor( nodedef->get(n).alpha, l); // Neighbor liquid levels (key = relative position) // Includes current node core::map neighbor_levels; core::map neighbor_contents; core::map neighbor_flags; const u8 neighborflag_top_is_same_liquid = 0x01; v3s16 neighbor_dirs[9] = { v3s16(0,0,0), v3s16(0,0,1), v3s16(0,0,-1), v3s16(1,0,0), v3s16(-1,0,0), v3s16(1,0,1), v3s16(-1,0,-1), v3s16(1,0,-1), v3s16(-1,0,1), }; for(u32 i=0; i<9; i++) { content_t content = CONTENT_AIR; float level = -0.5 * BS; u8 flags = 0; // Check neighbor v3s16 p2 = p + neighbor_dirs[i]; MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); if(n2.getContent() != CONTENT_IGNORE) { content = n2.getContent(); if(n2.getContent() == c_source) level = (-0.5+node_liquid_level) * BS; else if(n2.getContent() == c_flowing) level = (-0.5 + ((float)(n2.param2&LIQUID_LEVEL_MASK) + 0.5) / 8.0 * node_liquid_level) * BS; // Check node above neighbor. // NOTE: This doesn't get executed if neighbor // doesn't exist p2.Y += 1; n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); if(n2.getContent() == c_source || n2.getContent() == c_flowing) flags |= neighborflag_top_is_same_liquid; } neighbor_levels.insert(neighbor_dirs[i], level); neighbor_contents.insert(neighbor_dirs[i], content); neighbor_flags.insert(neighbor_dirs[i], flags); } // Corner heights (average between four liquids) f32 corner_levels[4]; v3s16 halfdirs[4] = { v3s16(0,0,0), v3s16(1,0,0), v3s16(1,0,1), v3s16(0,0,1), }; for(u32 i=0; i<4; i++) { v3s16 cornerdir = halfdirs[i]; float cornerlevel = 0; u32 valid_count = 0; u32 air_count = 0; for(u32 j=0; j<4; j++) { v3s16 neighbordir = cornerdir - halfdirs[j]; content_t content = neighbor_contents[neighbordir]; // If top is liquid, draw starting from top of node if(neighbor_flags[neighbordir] & neighborflag_top_is_same_liquid) { cornerlevel = 0.5*BS; valid_count = 1; break; } // Source is always the same height else if(content == c_source) { cornerlevel = (-0.5+node_liquid_level)*BS; valid_count = 1; break; } // Flowing liquid has level information else if(content == c_flowing) { cornerlevel += neighbor_levels[neighbordir]; valid_count++; } else if(content == CONTENT_AIR) { air_count++; } } if(air_count >= 2) cornerlevel = -0.5*BS; else if(valid_count > 0) cornerlevel /= valid_count; corner_levels[i] = cornerlevel; } /* Generate sides */ v3s16 side_dirs[4] = { v3s16(1,0,0), v3s16(-1,0,0), v3s16(0,0,1), v3s16(0,0,-1), }; s16 side_corners[4][2] = { {1, 2}, {3, 0}, {2, 3}, {0, 1}, }; for(u32 i=0; i<4; i++) { v3s16 dir = side_dirs[i]; /* If our topside is liquid and neighbor's topside is liquid, don't draw side face */ if(top_is_same_liquid && neighbor_flags[dir] & neighborflag_top_is_same_liquid) continue; content_t neighbor_content = neighbor_contents[dir]; const ContentFeatures &n_feat = nodedef->get(neighbor_content); // Don't draw face if neighbor is blocking the view if(n_feat.solidness == 2) continue; bool neighbor_is_same_liquid = (neighbor_content == c_source || neighbor_content == c_flowing); // Don't draw any faces if neighbor same is liquid and top is // same liquid if(neighbor_is_same_liquid == true && top_is_same_liquid == false) continue; // Use backface culled material if neighbor doesn't have a // solidness of 0 video::SMaterial *current_material = &liquid_material; if(n_feat.solidness != 0 || n_feat.visual_solidness != 0) current_material = &liquid_material_bfculled; video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, pa_liquid1.x0(), pa_liquid1.y1()), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, pa_liquid1.x1(), pa_liquid1.y1()), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, pa_liquid1.x1(), pa_liquid1.y0()), video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, pa_liquid1.x0(), pa_liquid1.y0()), }; /* If our topside is liquid, set upper border of face at upper border of node */ if(top_is_same_liquid) { vertices[2].Pos.Y = 0.5*BS; vertices[3].Pos.Y = 0.5*BS; } /* Otherwise upper position of face is corner levels */ else { vertices[2].Pos.Y = corner_levels[side_corners[i][0]]; vertices[3].Pos.Y = corner_levels[side_corners[i][1]]; } /* If neighbor is liquid, lower border of face is corner liquid levels */ if(neighbor_is_same_liquid) { vertices[0].Pos.Y = corner_levels[side_corners[i][1]]; vertices[1].Pos.Y = corner_levels[side_corners[i][0]]; } /* If neighbor is not liquid, lower border of face is lower border of node */ else { vertices[0].Pos.Y = -0.5*BS; vertices[1].Pos.Y = -0.5*BS; } for(s32 j=0; j<4; j++) { if(dir == v3s16(0,0,1)) vertices[j].Pos.rotateXZBy(0); if(dir == v3s16(0,0,-1)) vertices[j].Pos.rotateXZBy(180); if(dir == v3s16(-1,0,0)) vertices[j].Pos.rotateXZBy(90); if(dir == v3s16(1,0,-0)) vertices[j].Pos.rotateXZBy(-90); // Do this to not cause glitches when two liquids are // side-by-side /*if(neighbor_is_same_liquid == false){ vertices[j].Pos.X *= 0.98; vertices[j].Pos.Z *= 0.98; }*/ vertices[j].Pos += intToFloat(p + blockpos_nodes, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(*current_material, vertices, 4, indices, 6); } /* Generate top side, if appropriate */ if(top_is_same_liquid == false) { video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, pa_liquid1.x0(), pa_liquid1.y1()), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, pa_liquid1.x1(), pa_liquid1.y1()), video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, pa_liquid1.x1(), pa_liquid1.y0()), video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, pa_liquid1.x0(), pa_liquid1.y0()), }; // This fixes a strange bug s32 corner_resolve[4] = {3,2,1,0}; for(s32 i=0; i<4; i++) { //vertices[i].Pos.Y += liquid_level; //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)]; s32 j = corner_resolve[i]; vertices[i].Pos.Y += corner_levels[j]; vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(liquid_material, vertices, 4, indices, 6); } break;} case NDT_GLASSLIKE: { video::SMaterial material_glass; material_glass.setFlag(video::EMF_LIGHTING, false); material_glass.setFlag(video::EMF_BILINEAR_FILTER, false); material_glass.setFlag(video::EMF_FOG_ENABLE, true); material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; TileSpec tile_glass = getNodeTile(n, p, v3s16(0,0,0), &data->m_temp_mods, tsrc, nodedef); AtlasPointer pa_glass = tile_glass.texture; material_glass.setTexture(0, pa_glass.atlas); u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef))); video::SColor c = MapBlock_LightColor(255, l); for(u32 j=0; j<6; j++) { // Check this neighbor v3s16 n2p = blockpos_nodes + p + g_6dirs[j]; MapNode n2 = data->m_vmanip.getNodeNoEx(n2p); // Don't make face if neighbor is of same type if(n2.getContent() == n.getContent()) continue; // The face at Z+ video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, pa_glass.x0(), pa_glass.y1()), video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, pa_glass.x1(), pa_glass.y1()), video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, pa_glass.x1(), pa_glass.y0()), video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, pa_glass.x0(), pa_glass.y0()), }; // Rotations in the g_6dirs format if(j == 0) // Z+ for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(0); else if(j == 1) // Y+ for(u16 i=0; i<4; i++) vertices[i].Pos.rotateYZBy(-90); else if(j == 2) // X+ for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(-90); else if(j == 3) // Z- for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(180); else if(j == 4) // Y- for(u16 i=0; i<4; i++) vertices[i].Pos.rotateYZBy(90); else if(j == 5) // X- for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(90); for(u16 i=0; i<4; i++){ vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(material_glass, vertices, 4, indices, 6); } break;} case NDT_ALLFACES: { video::SMaterial material_leaves1; material_leaves1.setFlag(video::EMF_LIGHTING, false); material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false); material_leaves1.setFlag(video::EMF_FOG_ENABLE, true); material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; TileSpec tile_leaves1 = getNodeTile(n, p, v3s16(0,0,0), &data->m_temp_mods, tsrc, nodedef); AtlasPointer pa_leaves1 = tile_leaves1.texture; material_leaves1.setTexture(0, pa_leaves1.atlas); u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef))); video::SColor c = MapBlock_LightColor(255, l); v3f pos = intToFloat(p+blockpos_nodes, BS); aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2); box.MinEdge += pos; box.MaxEdge += pos; makeCuboid(&collector, box, &material_leaves1, &pa_leaves1, 1, c, NULL); break;} case NDT_ALLFACES_OPTIONAL: // This is always pre-converted to something else assert(0); break; case NDT_TORCHLIKE: { v3s16 dir = n.getWallMountedDir(nodedef); AtlasPointer ap(0); if(dir == v3s16(0,-1,0)){ ap = f.tiles[0].texture; // floor } else if(dir == v3s16(0,1,0)){ ap = f.tiles[1].texture; // ceiling // For backwards compatibility } else if(dir == v3s16(0,0,0)){ ap = f.tiles[0].texture; // floor } else { ap = f.tiles[2].texture; // side } // Set material video::SMaterial material; material.setFlag(video::EMF_LIGHTING, false); material.setFlag(video::EMF_BACK_FACE_CULLING, false); material.setFlag(video::EMF_BILINEAR_FILTER, false); material.setFlag(video::EMF_FOG_ENABLE, true); //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; material.setTexture(0, ap.atlas); video::SColor c(255,255,255,255); // Wall at X+ of node video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, ap.x0(), ap.y1()), video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, ap.x1(), ap.y1()), video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, ap.x1(), ap.y0()), video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, ap.x0(), ap.y0()), }; for(s32 i=0; i<4; i++) { if(dir == v3s16(1,0,0)) vertices[i].Pos.rotateXZBy(0); if(dir == v3s16(-1,0,0)) vertices[i].Pos.rotateXZBy(180); if(dir == v3s16(0,0,1)) vertices[i].Pos.rotateXZBy(90); if(dir == v3s16(0,0,-1)) vertices[i].Pos.rotateXZBy(-90); if(dir == v3s16(0,-1,0)) vertices[i].Pos.rotateXZBy(45); if(dir == v3s16(0,1,0)) vertices[i].Pos.rotateXZBy(-45); vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(material, vertices, 4, indices, 6); break;} case NDT_SIGNLIKE: { // Set material video::SMaterial material; material.setFlag(video::EMF_LIGHTING, false); material.setFlag(video::EMF_BACK_FACE_CULLING, false); material.setFlag(video::EMF_BILINEAR_FILTER, false); material.setFlag(video::EMF_FOG_ENABLE, true); material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; AtlasPointer ap = f.tiles[0].texture; material.setTexture(0, ap.atlas); u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef)); video::SColor c = MapBlock_LightColor(255, l); float d = (float)BS/16; // Wall at X+ of node video::S3DVertex vertices[4] = { video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, ap.x0(), ap.y0()), video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, ap.x1(), ap.y0()), video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, ap.x1(), ap.y1()), video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, ap.x0(), ap.y1()), }; v3s16 dir = n.getWallMountedDir(nodedef); for(s32 i=0; i<4; i++) { if(dir == v3s16(1,0,0)) vertices[i].Pos.rotateXZBy(0); if(dir == v3s16(-1,0,0)) vertices[i].Pos.rotateXZBy(180); if(dir == v3s16(0,0,1)) vertices[i].Pos.rotateXZBy(90); if(dir == v3s16(0,0,-1)) vertices[i].Pos.rotateXZBy(-90); if(dir == v3s16(0,-1,0)) vertices[i].Pos.rotateXYBy(-90); if(dir == v3s16(0,1,0)) vertices[i].Pos.rotateXYBy(90); vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(material, vertices, 4, indices, 6); break;} case NDT_PLANTLIKE: { video::SMaterial material_papyrus; material_papyrus.setFlag(video::EMF_LIGHTING, false); material_papyrus.setFlag(video::EMF_BILINEAR_FILTER, false); material_papyrus.setFlag(video::EMF_FOG_ENABLE, true); material_papyrus.MaterialType=video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; AtlasPointer pa_papyrus = f.tiles[0].texture; material_papyrus.setTexture(0, pa_papyrus.atlas); u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef))); video::SColor c = MapBlock_LightColor(255, l); for(u32 j=0; j<4; j++) { video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2*f.visual_scale,-BS/2,0, 0,0,0, c, pa_papyrus.x0(), pa_papyrus.y1()), video::S3DVertex( BS/2*f.visual_scale,-BS/2,0, 0,0,0, c, pa_papyrus.x1(), pa_papyrus.y1()), video::S3DVertex( BS/2*f.visual_scale, -BS/2 + f.visual_scale*BS,0, 0,0,0, c, pa_papyrus.x1(), pa_papyrus.y0()), video::S3DVertex(-BS/2*f.visual_scale, -BS/2 + f.visual_scale*BS,0, 0,0,0, c, pa_papyrus.x0(), pa_papyrus.y0()), }; if(j == 0) { for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(45); } else if(j == 1) { for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(-45); } else if(j == 2) { for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(135); } else if(j == 3) { for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(-135); } for(u16 i=0; i<4; i++) { vertices[i].Pos *= f.visual_scale; vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(material_papyrus, vertices, 4, indices, 6); } break;} case NDT_FENCELIKE: { video::SMaterial material_wood; material_wood.setFlag(video::EMF_LIGHTING, false); material_wood.setFlag(video::EMF_BILINEAR_FILTER, false); material_wood.setFlag(video::EMF_FOG_ENABLE, true); material_wood.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; TileSpec tile_wood = getNodeTile(n, p, v3s16(0,0,0), &data->m_temp_mods, tsrc, nodedef); AtlasPointer pa_wood = tile_wood.texture; material_wood.setTexture(0, pa_wood.atlas); video::SMaterial material_wood_nomod; material_wood_nomod.setFlag(video::EMF_LIGHTING, false); material_wood_nomod.setFlag(video::EMF_BILINEAR_FILTER, false); material_wood_nomod.setFlag(video::EMF_FOG_ENABLE, true); material_wood_nomod.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; TileSpec tile_wood_nomod = getNodeTile(n, p, v3s16(0,0,0), NULL, tsrc, nodedef); AtlasPointer pa_wood_nomod = tile_wood_nomod.texture; material_wood_nomod.setTexture(0, pa_wood_nomod.atlas); u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef))); video::SColor c = MapBlock_LightColor(255, l); const f32 post_rad=(f32)BS/10; const f32 bar_rad=(f32)BS/20; const f32 bar_len=(f32)(BS/2)-post_rad; v3f pos = intToFloat(p+blockpos_nodes, BS); // The post - always present aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad); post.MinEdge += pos; post.MaxEdge += pos; f32 postuv[24]={ 0.4,0.4,0.6,0.6, 0.4,0.4,0.6,0.6, 0.35,0,0.65,1, 0.35,0,0.65,1, 0.35,0,0.65,1, 0.35,0,0.65,1}; makeCuboid(&collector, post, &material_wood, &pa_wood, 1, c, postuv); // Now a section of fence, +X, if there's a post there v3s16 p2 = p; p2.X++; MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); const ContentFeatures *f2 = &nodedef->get(n2); if(f2->drawtype == NDT_FENCELIKE) { aabb3f bar(-bar_len+BS/2,-bar_rad+BS/4,-bar_rad, bar_len+BS/2,bar_rad+BS/4,bar_rad); bar.MinEdge += pos; bar.MaxEdge += pos; f32 xrailuv[24]={ 0,0.4,1,0.6, 0,0.4,1,0.6, 0,0.4,1,0.6, 0,0.4,1,0.6, 0,0.4,1,0.6, 0,0.4,1,0.6}; makeCuboid(&collector, bar, &material_wood_nomod, &pa_wood_nomod, 1, c, xrailuv); bar.MinEdge.Y -= BS/2; bar.MaxEdge.Y -= BS/2; makeCuboid(&collector, bar, &material_wood_nomod, &pa_wood_nomod, 1, c, xrailuv); } // Now a section of fence, +Z, if there's a post there p2 = p; p2.Z++; n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); f2 = &nodedef->get(n2); if(f2->drawtype == NDT_FENCELIKE) { aabb3f bar(-bar_rad,-bar_rad+BS/4,-bar_len+BS/2, bar_rad,bar_rad+BS/4,bar_len+BS/2); bar.MinEdge += pos; bar.MaxEdge += pos; f32 zrailuv[24]={ 0,0.4,1,0.6, 0,0.4,1,0.6, 0,0.4,1,0.6, 0,0.4,1,0.6, 0,0.4,1,0.6, 0,0.4,1,0.6}; makeCuboid(&collector, bar, &material_wood_nomod, &pa_wood_nomod, 1, c, zrailuv); bar.MinEdge.Y -= BS/2; bar.MaxEdge.Y -= BS/2; makeCuboid(&collector, bar, &material_wood_nomod, &pa_wood_nomod, 1, c, zrailuv); } break;} case NDT_RAILLIKE: { bool is_rail_x [] = { false, false }; /* x-1, x+1 */ bool is_rail_z [] = { false, false }; /* z-1, z+1 */ MapNode n_minus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1,y,z)); MapNode n_plus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1,y,z)); MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1)); MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1)); content_t thiscontent = n.getContent(); if(n_minus_x.getContent() == thiscontent) is_rail_x[0] = true; if(n_plus_x.getContent() == thiscontent) is_rail_x[1] = true; if(n_minus_z.getContent() == thiscontent) is_rail_z[0] = true; if(n_plus_z.getContent() == thiscontent) is_rail_z[1] = true; int adjacencies = is_rail_x[0] + is_rail_x[1] + is_rail_z[0] + is_rail_z[1]; // Assign textures AtlasPointer ap = f.tiles[0].texture; // straight if(adjacencies < 2) ap = f.tiles[0].texture; // straight else if(adjacencies == 2) { if((is_rail_x[0] && is_rail_x[1]) || (is_rail_z[0] && is_rail_z[1])) ap = f.tiles[0].texture; // straight else ap = f.tiles[1].texture; // curved } else if(adjacencies == 3) ap = f.tiles[2].texture; // t-junction else if(adjacencies == 4) ap = f.tiles[3].texture; // crossing video::SMaterial material_rail; material_rail.setFlag(video::EMF_LIGHTING, false); material_rail.setFlag(video::EMF_BACK_FACE_CULLING, false); material_rail.setFlag(video::EMF_BILINEAR_FILTER, false); material_rail.setFlag(video::EMF_FOG_ENABLE, true); material_rail.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; material_rail.setTexture(0, ap.atlas); u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef)); video::SColor c = MapBlock_LightColor(255, l); float d = (float)BS/16; video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c, ap.x0(), ap.y1()), video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c, ap.x1(), ap.y1()), video::S3DVertex(BS/2,-BS/2+d,BS/2, 0,0,0, c, ap.x1(), ap.y0()), video::S3DVertex(-BS/2,-BS/2+d,BS/2, 0,0,0, c, ap.x0(), ap.y0()), }; // Rotate textures int angle = 0; if(adjacencies == 1) { if(is_rail_x[0] || is_rail_x[1]) angle = 90; } else if(adjacencies == 2) { if(is_rail_x[0] && is_rail_x[1]) angle = 90; else if(is_rail_x[0] && is_rail_z[0]) angle = 270; else if(is_rail_x[0] && is_rail_z[1]) angle = 180; else if(is_rail_x[1] && is_rail_z[1]) angle = 90; } else if(adjacencies == 3) { if(!is_rail_x[0]) angle=0; if(!is_rail_x[1]) angle=180; if(!is_rail_z[0]) angle=90; if(!is_rail_z[1]) angle=270; } if(angle != 0) { for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(angle); } for(s32 i=0; i<4; i++) { vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); } u16 indices[] = {0,1,2,2,3,0}; collector.append(material_rail, vertices, 4, indices, 6); break;} } } }