#include "main.h" // For g_settings and g_texturesource
#include "mineral.h"
#include "mapblock_mesh.h" // For MapBlock_LightColor()
+#include "settings.h"
#ifndef SERVER
// Create a cuboid.
/*
Some settings
*/
- bool new_style_water = g_settings.getBool("new_style_water");
- bool new_style_leaves = g_settings.getBool("new_style_leaves");
- //bool smooth_lighting = g_settings.getBool("smooth_lighting");
- bool invisible_stone = g_settings.getBool("invisible_stone");
+ bool new_style_water = g_settings->getBool("new_style_water");
+ bool new_style_leaves = g_settings->getBool("new_style_leaves");
+ //bool smooth_lighting = g_settings->getBool("smooth_lighting");
+ bool invisible_stone = g_settings->getBool("invisible_stone");
float node_liquid_level = 1.0;
if(new_style_water)
g_texturesource->getTextureId("apple.png"));
material_apple.setTexture(0, pa_apple.atlas);
+
+ // Sapling material
+ video::SMaterial material_sapling;
+ material_sapling.setFlag(video::EMF_LIGHTING, false);
+ material_sapling.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material_sapling.setFlag(video::EMF_FOG_ENABLE, true);
+ material_sapling.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ AtlasPointer pa_sapling = g_texturesource->getTexture(
+ g_texturesource->getTextureId("sapling.png"));
+ material_sapling.setTexture(0, pa_sapling.atlas);
+
+
// junglegrass material
video::SMaterial material_junglegrass;
material_junglegrass.setFlag(video::EMF_LIGHTING, false);
collector.append(material_apple, vertices, 4, indices, 6);
}
}
+ else if(n.getContent() == CONTENT_SAPLING) {
+ u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
+ video::SColor c = MapBlock_LightColor(255, l);
+
+ for(u32 j=0; j<4; j++)
+ {
+ video::S3DVertex vertices[4] =
+ {
+ video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
+ pa_sapling.x0(), pa_sapling.y1()),
+ video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
+ pa_sapling.x1(), pa_sapling.y1()),
+ video::S3DVertex(BS/2,BS/1,0, 0,0,0, c,
+ pa_sapling.x1(), pa_sapling.y0()),
+ video::S3DVertex(-BS/2,BS/1,0, 0,0,0, c,
+ pa_sapling.x0(), pa_sapling.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 += intToFloat(p + blockpos_nodes, BS);
+ }
+
+ u16 indices[] = {0,1,2,2,3,0};
+ // Add to mesh collector
+ collector.append(material_sapling, vertices, 4, indices, 6);
+ }
+ }
}
}
#endif