#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)
AtlasPointer pa_papyrus = g_texturesource->getTexture(
g_texturesource->getTextureId("papyrus.png"));
material_papyrus.setTexture(0, pa_papyrus.atlas);
+
+ // Apple material
+ video::SMaterial material_apple;
+ material_apple.setFlag(video::EMF_LIGHTING, false);
+ material_apple.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material_apple.setFlag(video::EMF_FOG_ENABLE, true);
+ material_apple.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ AtlasPointer pa_apple = g_texturesource->getTexture(
+ 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;
};
for(u32 i=0; i<9; i++)
{
- u8 content = CONTENT_AIR;
+ content_t content = CONTENT_AIR;
float level = -0.5 * BS;
u8 flags = 0;
// Check neighbor
if(n2.getContent() == c_source)
level = (-0.5+node_liquid_level) * BS;
else if(n2.getContent() == c_flowing)
- level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0
- * node_liquid_level) * BS;
+ 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
neighbor_flags.insert(neighbor_dirs[i], flags);
}
- //float liquid_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
- //float liquid_level = neighbor_levels[v3s16(0,0,0)];
-
// Corner heights (average between four liquids)
f32 corner_levels[4];
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];
- u8 content = neighbor_contents[neighbordir];
- // Special case for source nodes
- if(content == c_source)
+ 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];
}
else if(content == CONTENT_AIR)
{
- cornerlevel += -0.5*BS;
- valid_count++;
+ air_count++;
}
}
- if(valid_count > 0)
+ if(air_count >= 2)
+ cornerlevel = -0.5*BS;
+ else if(valid_count > 0)
cornerlevel /= valid_count;
corner_levels[i] = cornerlevel;
}
neighbor_flags[dir] & neighborflag_top_is_same_liquid)
continue;
- u8 neighbor_content = neighbor_contents[dir];
+ content_t neighbor_content = neighbor_contents[dir];
// Don't draw face if neighbor is not air or liquid
if(neighbor_content != CONTENT_AIR
- && neighbor_content != c_source)
+ && content_liquid(neighbor_content) == false)
continue;
- bool neighbor_is_liquid = (neighbor_content == c_source);
+ bool neighbor_is_same_liquid = (neighbor_content == c_source
+ || neighbor_content == c_flowing);
- // Don't draw any faces if neighbor is liquid and top is liquid
- if(neighbor_is_liquid == true && top_is_same_liquid == false)
+ // 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;
video::S3DVertex vertices[4] =
If neighbor is liquid, lower border of face is corner
liquid levels
*/
- if(neighbor_is_liquid)
+ 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]];
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);
}
// Add to mesh collector
collector.append(material_ladder, vertices, 4, indices, 6);
}
+ else if(n.getContent() == CONTENT_APPLE)
+ {
+ 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_apple.x0(), pa_apple.y1()),
+ video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
+ pa_apple.x1(), pa_apple.y1()),
+ video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
+ pa_apple.x1(), pa_apple.y0()),
+ video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
+ pa_apple.x0(), pa_apple.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_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