/*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 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.
+GNU Lesser General Public License for more details.
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser 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 "content_mapnode.h"
+
#include "main.h" // For g_settings
-#include "mineral.h"
-#include "mapblock_mesh.h" // For MapBlock_LightColor()
+#include "mapblock_mesh.h" // For MapBlock_LightColor() and MeshCollector
#include "settings.h"
#include "nodedef.h"
+#include "tile.h"
#include "gamedef.h"
+#include "util/numeric.h"
+#include "util/directiontables.h"
-#ifndef SERVER
// Create a cuboid.
-// material - the material to use (for all 6 faces)
// collector - the MeshCollector for the resulting polygons
-// pa - texture atlas pointer for the material
+// box - the position and size of the box
+// tiles - the tiles (materials) to use (for all 6 faces)
+// tilecount - number of entries in tiles, 1<=tilecount<=6
// c - vertex colour - used for all
-// pos - the position of the centre of the cuboid
-// rz,ry,rz - the radius of the cuboid in each dimension
// 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 top-backi-right-front-left-bottom
-// If you specified 0,0,1,1 for each face, that would be the
-// same as passing NULL.
-void makeCuboid(video::SMaterial &material, MeshCollector *collector,
- AtlasPointer* pa, video::SColor &c,
- v3f &pos, f32 rx, f32 ry, f32 rz, f32* txc)
+// 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,
+ TileSpec *tiles, int tilecount,
+ video::SColor &c, const f32* txc)
{
- f32 tu0=pa->x0();
- f32 tu1=pa->x1();
- f32 tv0=pa->y0();
- f32 tv1=pa->y1();
- f32 txus=tu1-tu0;
- f32 txvs=tv1-tv0;
-
- video::S3DVertex v[4] =
+ assert(tilecount >= 1 && tilecount <= 6);
+
+ v3f min = box.MinEdge;
+ v3f max = box.MaxEdge;
+
+
+
+ if(txc == NULL)
{
- video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv1),
- video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv1),
- video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv0),
- video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv0)
- };
+ 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;
+ }
- for(int i=0;i<6;i++)
+ video::S3DVertex vertices[24] =
{
- switch(i)
- {
- case 0: // top
- v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
- v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
- v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz;
- v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz;
- break;
- case 1: // back
- v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
- v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
- v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
- v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
- break;
- case 2: //right
- v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
- v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
- v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
- v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
- break;
- case 3: // front
- v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
- v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
- v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
- v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
- break;
- case 4: // left
- v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
- v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
- v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
- v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
- break;
- case 5: // bottom
- v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz;
- v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz;
- v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
- v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
- break;
- }
-
- if(txc!=NULL)
- {
- v[0].TCoords.X=tu0+txus*txc[0]; v[0].TCoords.Y=tv0+txvs*txc[3];
- v[1].TCoords.X=tu0+txus*txc[2]; v[1].TCoords.Y=tv0+txvs*txc[3];
- v[2].TCoords.X=tu0+txus*txc[2]; v[2].TCoords.Y=tv0+txvs*txc[1];
- v[3].TCoords.X=tu0+txus*txc[0]; v[3].TCoords.Y=tv0+txvs*txc[1];
- txc+=4;
- }
-
- for(u16 i=0; i<4; i++)
- v[i].Pos += pos;
- u16 indices[] = {0,1,2,2,3,0};
- collector->append(material, v, 4, indices, 6);
+ // 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(int i = 0; i < tilecount; i++)
+ {
+ switch (tiles[i].rotation)
+ {
+ case 0:
+ break;
+ case 1: //R90
+ for (int x = 0; x < 4; x++)
+ vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
+ break;
+ case 2: //R180
+ for (int x = 0; x < 4; x++)
+ vertices[i*4+x].TCoords.rotateBy(180,irr::core::vector2df(0, 0));
+ break;
+ case 3: //R270
+ for (int x = 0; x < 4; x++)
+ vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
+ break;
+ case 4: //FXR90
+ for (int x = 0; x < 4; x++){
+ vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
+ vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
+ }
+ break;
+ case 5: //FXR270
+ for (int x = 0; x < 4; x++){
+ vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
+ vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
+ }
+ break;
+ case 6: //FYR90
+ for (int x = 0; x < 4; x++){
+ vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
+ vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
+ }
+ break;
+ case 7: //FYR270
+ for (int x = 0; x < 4; x++){
+ vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
+ vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
+ }
+ break;
+ case 8: //FX
+ for (int x = 0; x < 4; x++){
+ vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
+ }
+ break;
+ case 9: //FY
+ for (int x = 0; x < 4; x++){
+ vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
+ }
+ break;
+ default:
+ break;
+ }
+ }
+ u16 indices[] = {0,1,2,2,3,0};
+ // Add to mesh collector
+ for(s32 j=0; j<24; j+=4)
+ {
+ int tileindex = MYMIN(j/4, tilecount-1);
+ collector->append(tiles[tileindex],
+ vertices+j, 4, indices, 6);
}
-
}
-#endif
-#ifndef SERVER
void mapblock_mesh_generate_special(MeshMakeData *data,
- MeshCollector &collector, IGameDef *gamedef)
+ MeshCollector &collector)
{
- ITextureSource *tsrc = gamedef->tsrc();
- INodeDefManager *nodedef = gamedef->ndef();
+ INodeDefManager *nodedef = data->m_gamedef->ndef();
// 0ms
//TimeTaker timer("mapblock_mesh_generate_special()");
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");
float node_liquid_level = 1.0;
if(new_style_water)
v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
- // New-style leaves material
- 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;
- AtlasPointer pa_leaves1 = tsrc->getTexture(
- tsrc->getTextureId("leaves.png"));
- material_leaves1.setTexture(0, pa_leaves1.atlas);
-
- // Glass material
- 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;
- AtlasPointer pa_glass = tsrc->getTexture(
- tsrc->getTextureId("glass.png"));
- material_glass.setTexture(0, pa_glass.atlas);
-
- // Wood material
- 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;
- AtlasPointer pa_wood = tsrc->getTexture(
- tsrc->getTextureId("wood.png"));
- material_wood.setTexture(0, pa_wood.atlas);
-
- // 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;
-
-
- // Papyrus material
- 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 = tsrc->getTexture(
- tsrc->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 = tsrc->getTexture(
- tsrc->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 = tsrc->getTexture(
- tsrc->getTextureId("sapling.png"));
- material_sapling.setTexture(0, pa_sapling.atlas);
-
-
- // junglegrass material
- video::SMaterial material_junglegrass;
- material_junglegrass.setFlag(video::EMF_LIGHTING, false);
- material_junglegrass.setFlag(video::EMF_BILINEAR_FILTER, false);
- material_junglegrass.setFlag(video::EMF_FOG_ENABLE, true);
- material_junglegrass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- AtlasPointer pa_junglegrass = tsrc->getTexture(
- tsrc->getTextureId("junglegrass.png"));
- material_junglegrass.setTexture(0, pa_junglegrass.atlas);
-
for(s16 z=0; z<MAP_BLOCKSIZE; z++)
for(s16 y=0; y<MAP_BLOCKSIZE; y++)
for(s16 x=0; x<MAP_BLOCKSIZE; x++)
v3s16 p(x,y,z);
MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
-
- /*
- Add torches to mesh
- */
- if(n.getContent() == CONTENT_TORCH)
+ const ContentFeatures &f = nodedef->get(n);
+
+ // Only solidness=0 stuff is drawn here
+ if(f.solidness != 0)
+ continue;
+
+ switch(f.drawtype){
+ default:
+ infostream<<"Got "<<f.drawtype<<std::endl;
+ assert(0);
+ break;
+ case NDT_AIRLIKE:
+ break;
+ case NDT_LIQUID:
{
- v3s16 dir = unpackDir(n.param2);
-
- const char *texturename = "torch.png";
- if(dir == v3s16(0,-1,0)){
- texturename = "torch_on_floor.png";
- } else if(dir == v3s16(0,1,0)){
- texturename = "torch_on_ceiling.png";
- // For backwards compatibility
- } else if(dir == v3s16(0,0,0)){
- texturename = "torch_on_floor.png";
- } else {
- texturename = "torch.png";
- }
-
- AtlasPointer ap = tsrc->getTexture(texturename);
+ /*
+ Add water sources to mesh if using new style
+ */
+ TileSpec tile_liquid = f.special_tiles[0];
+ TileSpec tile_liquid_bfculled = getNodeTile(n, p, v3s16(0,0,0), data);
- // 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);
+ 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(f.liquid_alternative_flowing);
+ content_t c_source = nodedef->getId(f.liquid_alternative_source);
+ if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
+ top_is_same_liquid = true;
- video::SColor c(255,255,255,255);
+ u16 l = getInteriorLight(n, 0, data);
+ video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
- // 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()),
+ /*
+ Generate sides
+ */
+ v3s16 side_dirs[4] = {
+ v3s16(1,0,0),
+ v3s16(-1,0,0),
+ v3s16(0,0,1),
+ v3s16(0,0,-1),
};
-
- for(s32 i=0; i<4; i++)
+ for(u32 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);
+ v3s16 dir = side_dirs[i];
+
+ MapNode neighbor = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir);
+ content_t neighbor_content = neighbor.getContent();
+ const ContentFeatures &n_feat = nodedef->get(neighbor_content);
+ MapNode n_top = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir+ v3s16(0,1,0));
+ content_t n_top_c = n_top.getContent();
+
+ if(neighbor_content == CONTENT_IGNORE)
+ continue;
+
+ /*
+ If our topside is liquid and neighbor's topside
+ is liquid, don't draw side face
+ */
+ if(top_is_same_liquid && (n_top_c == c_flowing ||
+ n_top_c == c_source || n_top_c == CONTENT_IGNORE))
+ continue;
+
+ // 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 && !top_is_same_liquid)
+ continue;
+
+ // Use backface culled material if neighbor doesn't have a
+ // solidness of 0
+ const TileSpec *current_tile = &tile_liquid;
+ if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
+ current_tile = &tile_liquid_bfculled;
+
+ video::S3DVertex vertices[4] =
+ {
+ video::S3DVertex(-BS/2,0,BS/2,0,0,0, c, 0,1),
+ video::S3DVertex(BS/2,0,BS/2,0,0,0, c, 1,1),
+ video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
+ video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),
+ };
+
+ /*
+ 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 liquid level
+ */
+ else
+ {
+ vertices[2].Pos.Y = (node_liquid_level-0.5)*BS;
+ vertices[3].Pos.Y = (node_liquid_level-0.5)*BS;
+ }
+ /*
+ If neighbor is liquid, lower border of face is liquid level
+ */
+ if(neighbor_is_same_liquid)
+ {
+ vertices[0].Pos.Y = (node_liquid_level-0.5)*BS;
+ vertices[1].Pos.Y = (node_liquid_level-0.5)*BS;
+ }
+ /*
+ 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, BS);
+ }
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+ u16 indices[] = {0,1,2,2,3,0};
+ // Add to mesh collector
+ collector.append(*current_tile, vertices, 4, indices, 6);
}
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material, vertices, 4, indices, 6);
- }
- /*
- Signs on walls
- */
- else if(n.getContent() == CONTENT_SIGN_WALL)
- {
- AtlasPointer ap = tsrc->getTexture("sign_wall.png");
-
- // 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;
- 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
+ /*
+ Generate top
+ */
+ if(top_is_same_liquid)
+ continue;
+
video::S3DVertex vertices[4] =
{
- video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c,
- ap.x0(), ap.y1()),
- 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.x1(), ap.y0()),
- video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c,
- ap.x0(), ap.y0()),
+ video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
+ video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
+ video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,0),
+ video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0),
};
- v3s16 dir = unpackDir(n.param2);
-
+ v3f offset(p.X*BS, p.Y*BS + (-0.5+node_liquid_level)*BS, p.Z*BS);
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);
+ vertices[i].Pos += offset;
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
- collector.append(material, vertices, 4, indices, 6);
- }
- /*
- Add flowing liquid to mesh
- */
- else if(nodedef->get(n).liquid_type == LIQUID_FLOWING)
+ collector.append(tile_liquid, vertices, 4, indices, 6);
+ break;}
+ case NDT_FLOWINGLIQUID:
{
- assert(nodedef->get(n).special_material);
- video::SMaterial &liquid_material =
- *nodedef->get(n).special_material;
- video::SMaterial &liquid_material_bfculled =
- *nodedef->get(n).special_material2;
-
- assert(nodedef->get(n).special_atlas);
- AtlasPointer &pa_liquid1 =
- *nodedef->get(n).special_atlas;
+ /*
+ Add flowing liquid to mesh
+ */
+ TileSpec tile_liquid = f.special_tiles[0];
+ TileSpec tile_liquid_bfculled = f.special_tiles[1];
bool top_is_same_liquid = false;
MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
- content_t c_flowing = nodedef->get(n).liquid_alternative_flowing;
- content_t c_source = nodedef->get(n).liquid_alternative_source;
+ content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing);
+ content_t c_source = nodedef->getId(f.liquid_alternative_source);
if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
top_is_same_liquid = true;
- u8 l = 0;
+ u16 l = 0;
+ // If this liquid emits light and doesn't contain light, draw
+ // it at what it emits, for an increased effect
+ u8 light_source = nodedef->get(n).light_source;
+ if(light_source != 0){
+ //l = decode_light(undiminish_light(light_source));
+ l = decode_light(light_source);
+ l = l | (l<<8);
+ }
// 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));
+ else if(nodedef->get(ntop).param_type == CPT_LIGHT)
+ l = getInteriorLight(ntop, 0, data);
// 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).vertex_alpha, l);
+ l = getInteriorLight(n, 0, data);
+ video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
+ u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 0, 8);
+
// Neighbor liquid levels (key = relative position)
// Includes current node
- core::map<v3s16, f32> neighbor_levels;
- core::map<v3s16, content_t> neighbor_contents;
- core::map<v3s16, u8> neighbor_flags;
+ std::map<v3s16, f32> neighbor_levels;
+ std::map<v3s16, content_t> neighbor_contents;
+ std::map<v3s16, u8> neighbor_flags;
const u8 neighborflag_top_is_same_liquid = 0x01;
v3s16 neighbor_dirs[9] = {
v3s16(0,0,0),
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;
+ else if(n2.getContent() == c_flowing){
+ u8 liquid_level = (n2.param2&LIQUID_LEVEL_MASK) - (LIQUID_LEVEL_MAX+1-range);
+ level = (-0.5 + ((float)liquid_level+ 0.5) / (float)range * node_liquid_level) * BS;
+ }
// Check node above neighbor.
// NOTE: This doesn't get executed if neighbor
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);
+ neighbor_levels[neighbor_dirs[i]] = level;
+ neighbor_contents[neighbor_dirs[i]] = content;
+ neighbor_flags[neighbor_dirs[i]] = flags;
}
// Corner heights (average between four liquids)
}
}
if(air_count >= 2)
- cornerlevel = -0.5*BS;
+ cornerlevel = -0.5*BS+0.2;
else if(valid_count > 0)
cornerlevel /= valid_count;
corner_levels[i] = cornerlevel;
// Use backface culled material if neighbor doesn't have a
// solidness of 0
- video::SMaterial *current_material = &liquid_material;
+ const TileSpec *current_tile = &tile_liquid;
if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
- current_material = &liquid_material_bfculled;
+ current_tile = &tile_liquid_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()),
+ video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
+ video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
+ video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
+ video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),
};
/*
vertices[j].Pos.Z *= 0.98;
}*/
- vertices[j].Pos += intToFloat(p + blockpos_nodes, BS);
+ vertices[j].Pos += intToFloat(p, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
- collector.append(*current_material, vertices, 4, indices, 6);
+ collector.append(*current_tile, vertices, 4, indices, 6);
}
/*
{
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()),
+ video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
+ video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
+ video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,0),
+ video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,0),
};
- // This fixes a strange bug
+ // To get backface culling right, the vertices need to go
+ // clockwise around the front of the face. And we happened to
+ // calculate corner levels in exact reverse order.
s32 corner_resolve[4] = {3,2,1,0};
for(s32 i=0; i<4; i++)
//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);
+ vertices[i].Pos += intToFloat(p, BS);
+ }
+
+ // Default downwards-flowing texture animation goes from
+ // -Z towards +Z, thus the direction is +Z.
+ // Rotate texture to make animation go in flow direction
+ // Positive if liquid moves towards +Z
+ f32 dz = (corner_levels[side_corners[3][0]] +
+ corner_levels[side_corners[3][1]]) -
+ (corner_levels[side_corners[2][0]] +
+ corner_levels[side_corners[2][1]]);
+ // Positive if liquid moves towards +X
+ f32 dx = (corner_levels[side_corners[1][0]] +
+ corner_levels[side_corners[1][1]]) -
+ (corner_levels[side_corners[0][0]] +
+ corner_levels[side_corners[0][1]]);
+ f32 tcoord_angle = atan2(dz, dx) * core::RADTODEG ;
+ v2f tcoord_center(0.5, 0.5);
+ v2f tcoord_translate(
+ blockpos_nodes.Z + z,
+ blockpos_nodes.X + x);
+ tcoord_translate.rotateBy(tcoord_angle);
+ tcoord_translate.X -= floor(tcoord_translate.X);
+ tcoord_translate.Y -= floor(tcoord_translate.Y);
+
+ for(s32 i=0; i<4; i++)
+ {
+ vertices[i].TCoords.rotateBy(
+ tcoord_angle,
+ tcoord_center);
+ vertices[i].TCoords += tcoord_translate;
}
+ v2f t = vertices[0].TCoords;
+ vertices[0].TCoords = vertices[2].TCoords;
+ vertices[2].TCoords = t;
+
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
- collector.append(liquid_material, vertices, 4, indices, 6);
+ collector.append(tile_liquid, vertices, 4, indices, 6);
}
- }
- /*
- Add water sources to mesh if using new style
- */
- else if(nodedef->get(n).liquid_type == LIQUID_SOURCE
- && new_style_water)
+ break;}
+ case NDT_GLASSLIKE:
{
- assert(nodedef->get(n).special_material);
- video::SMaterial &liquid_material =
- *nodedef->get(n).special_material;
- assert(nodedef->get(n).special_atlas);
- AtlasPointer &pa_liquid1 =
- *nodedef->get(n).special_atlas;
-
- 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).vertex_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);
- }
+ TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(liquid_material, vertices, 4, indices, 6);
- }
- /*
- Add leaves if using new style
- */
- else if(n.getContent() == CONTENT_LEAVES && new_style_leaves)
- {
- /*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));*/
- u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
- video::SColor c = MapBlock_LightColor(255, l);
+ u16 l = getInteriorLight(n, 1, data);
+ video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
for(u32 j=0; j<6; j++)
{
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
- pa_leaves1.x0(), pa_leaves1.y1()),
- video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
- pa_leaves1.x1(), pa_leaves1.y1()),
- video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
- pa_leaves1.x1(), pa_leaves1.y0()),
- video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
- pa_leaves1.x0(), pa_leaves1.y0()),
- };
+ // 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;
- if(j == 0)
- {
+ // The face at Z+
+ video::S3DVertex vertices[4] = {
+ video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
+ video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
+ video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
+ video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),
+ };
+
+ // 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)
- {
+ else if(j == 1) // Y+
for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(180);
- }
- else if(j == 2)
- {
+ 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)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(90);
- }
- else if(j == 4)
- {
+ else if(j == 3) // Z-
for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateYZBy(-90);
- }
- else if(j == 5)
- {
+ 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);
+ for(u16 i=0; i<4; i++){
+ vertices[i].Pos += intToFloat(p, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
- collector.append(material_leaves1, vertices, 4, indices, 6);
+ collector.append(tile, vertices, 4, indices, 6);
}
- }
- /*
- Add glass
- */
- else if(n.getContent() == CONTENT_GLASS)
+ break;}
+ case NDT_GLASSLIKE_FRAMED:
{
- u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
- video::SColor c = MapBlock_LightColor(255, l);
+ static const v3s16 dirs[6] = {
+ v3s16( 0, 1, 0),
+ v3s16( 0,-1, 0),
+ v3s16( 1, 0, 0),
+ v3s16(-1, 0, 0),
+ v3s16( 0, 0, 1),
+ v3s16( 0, 0,-1)
+ };
+ TileSpec tiles[2];
+ tiles[0] = getNodeTile(n, p, dirs[0], data);
+ tiles[1] = getNodeTile(n, p, dirs[1], data);
+ u16 l = getInteriorLight(n, 1, data);
+ video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+ v3f pos = intToFloat(p, BS);
+ static const float a=BS/2;
+ static const float b=.876*(BS/2);
+ static const aabb3f frame_edges[12] = {
+ aabb3f( b, b,-a, a, a, a), // y+
+ aabb3f(-a, b,-a,-b, a, a), // y+
+ aabb3f( b,-a,-a, a,-b, a), // y-
+ aabb3f(-a,-a,-a,-b,-b, a), // y-
+ aabb3f( b,-a, b, a, a, a), // x+
+ aabb3f( b,-a,-a, a, a,-b), // x+
+ aabb3f(-a,-a, b,-b, a, a), // x-
+ aabb3f(-a,-a,-a,-b, a,-b), // x-
+ aabb3f(-a, b, b, a, a, a), // z+
+ aabb3f(-a,-a, b, a,-b, a), // z+
+ aabb3f(-a,-a,-a, a,-b,-b), // z-
+ aabb3f(-a, b,-a, a, a,-b) // z-
+ };
+ aabb3f glass_faces[6] = {
+ aabb3f(-a, a,-a, a, a, a), // y+
+ aabb3f(-a,-a,-a, a,-a, a), // y-
+ aabb3f( a,-a,-a, a, a, a), // x+
+ aabb3f(-a,-a,-a,-a, a, a), // x-
+ aabb3f(-a,-a, a, a, a, a), // z+
+ aabb3f(-a,-a,-a, a, a,-a) // z-
+ };
+
+ int visible_faces[6] = {0,0,0,0,0,0};
+ int nb[18] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
+ u8 i;
+ content_t current = n.getContent();
+ content_t content;
+ MapNode n2;
+ v3s16 n2p;
+ for(i=0; i<18; i++)
+ {
+ n2p = blockpos_nodes + p + g_26dirs[i];
+ n2 = data->m_vmanip.getNodeNoEx(n2p);
+ content_t n2c = n2.getContent();
+ //TODO: remove CONTENT_IGNORE check when getNodeNoEx is fixed
+ if (n2c == current || n2c == CONTENT_IGNORE)
+ nb[i]=1;
+ }
+ for(i=0; i<6; i++)
+ {
+ n2p = blockpos_nodes + p + dirs[i];
+ n2 = data->m_vmanip.getNodeNoEx(n2p);
+ content = n2.getContent();
+ const ContentFeatures &f2 = nodedef->get(content);
+ if (content == CONTENT_AIR || f2.isLiquid())
+ visible_faces[i]=1;
+ }
+ static const u8 nb_triplet[12*3] = {
+ 1,2, 7, 1,5, 6, 4,2,15, 4,5,14,
+ 2,0,11, 2,3,13, 5,0,10, 5,3,12,
+ 0,1, 8, 0,4,16, 3,4,17, 3,1, 9
+ };
- for(u32 j=0; j<6; j++)
+ f32 tx1,ty1,tz1,tx2,ty2,tz2;
+ aabb3f box;
+ for(i=0; i<12; i++)
{
- 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()),
+ int edge_invisible;
+ if (nb[nb_triplet[i*3+2]]==1)
+ edge_invisible=nb[nb_triplet[i*3]] & nb[nb_triplet[i*3+1]];
+ else
+ edge_invisible=nb[nb_triplet[i*3]] ^ nb[nb_triplet[i*3+1]];
+ if (edge_invisible)
+ continue;
+ box=frame_edges[i];
+ box.MinEdge += pos;
+ box.MaxEdge += pos;
+ tx1 = (box.MinEdge.X/BS)+0.5;
+ ty1 = (box.MinEdge.Y/BS)+0.5;
+ tz1 = (box.MinEdge.Z/BS)+0.5;
+ tx2 = (box.MaxEdge.X/BS)+0.5;
+ ty2 = (box.MaxEdge.Y/BS)+0.5;
+ tz2 = (box.MaxEdge.Z/BS)+0.5;
+ f32 txc1[24] = {
+ tx1, 1-tz2, tx2, 1-tz1,
+ tx1, tz1, tx2, tz2,
+ tz1, 1-ty2, tz2, 1-ty1,
+ 1-tz2, 1-ty2, 1-tz1, 1-ty1,
+ 1-tx2, 1-ty2, 1-tx1, 1-ty1,
+ tx1, 1-ty2, tx2, 1-ty1,
};
-
- if(j == 0)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(0);
- }
- else if(j == 1)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(180);
- }
- else if(j == 2)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(-90);
- }
- else if(j == 3)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(90);
- }
- else if(j == 4)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateYZBy(-90);
- }
- else if(j == 5)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateYZBy(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);
+ makeCuboid(&collector, box, &tiles[0], 1, c, txc1);
}
- }
- /*
- Add fence
- */
- else if(n.getContent() == CONTENT_FENCE)
+ for(i=0; i<6; i++)
+ {
+ if (visible_faces[i]==0)
+ continue;
+ box=glass_faces[i];
+ box.MinEdge += pos;
+ box.MaxEdge += pos;
+ tx1 = (box.MinEdge.X/BS)+0.5;
+ ty1 = (box.MinEdge.Y/BS)+0.5;
+ tz1 = (box.MinEdge.Z/BS)+0.5;
+ tx2 = (box.MaxEdge.X/BS)+0.5;
+ ty2 = (box.MaxEdge.Y/BS)+0.5;
+ tz2 = (box.MaxEdge.Z/BS)+0.5;
+ f32 txc2[24] = {
+ tx1, 1-tz2, tx2, 1-tz1,
+ tx1, tz1, tx2, tz2,
+ tz1, 1-ty2, tz2, 1-ty1,
+ 1-tz2, 1-ty2, 1-tz1, 1-ty1,
+ 1-tx2, 1-ty2, 1-tx1, 1-ty1,
+ tx1, 1-ty2, tx2, 1-ty1,
+ };
+ makeCuboid(&collector, box, &tiles[1], 1, c, txc2);
+ }
+ break;}
+ case NDT_ALLFACES:
+ {
+ TileSpec tile_leaves = getNodeTile(n, p,
+ v3s16(0,0,0), data);
+
+ u16 l = getInteriorLight(n, 1, data);
+ video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+
+ v3f pos = intToFloat(p, BS);
+ aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
+ box.MinEdge += pos;
+ box.MaxEdge += pos;
+ makeCuboid(&collector, box, &tile_leaves, 1, c, NULL);
+ break;}
+ case NDT_ALLFACES_OPTIONAL:
+ // This is always pre-converted to something else
+ assert(0);
+ break;
+ case NDT_TORCHLIKE:
{
- u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
- video::SColor c = MapBlock_LightColor(255, l);
+ v3s16 dir = n.getWallMountedDir(nodedef);
+
+ u8 tileindex = 0;
+ if(dir == v3s16(0,-1,0)){
+ tileindex = 0; // floor
+ } else if(dir == v3s16(0,1,0)){
+ tileindex = 1; // ceiling
+ // For backwards compatibility
+ } else if(dir == v3s16(0,0,0)){
+ tileindex = 0; // floor
+ } else {
+ tileindex = 2; // side
+ }
- const f32 post_rad=(f32)BS/10;
- const f32 bar_rad=(f32)BS/20;
- const f32 bar_len=(f32)(BS/2)-post_rad;
+ TileSpec tile = getNodeTileN(n, p, tileindex, data);
+ tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
+ tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
- // The post - always present
- v3f pos = intToFloat(p+blockpos_nodes, BS);
- f32 postuv[24]={
- 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,
- 0.4,0.4,0.6,0.6};
- makeCuboid(material_wood, &collector,
- &pa_wood, c, pos,
- post_rad,BS/2,post_rad, postuv);
+ u16 l = getInteriorLight(n, 1, data);
+ video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
- // 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);
- if(n2.getContent() == CONTENT_FENCE)
+ float s = BS/2*f.visual_scale;
+ // Wall at X+ of node
+ video::S3DVertex vertices[4] =
{
- pos = intToFloat(p+blockpos_nodes, BS);
- pos.X += BS/2;
- pos.Y += BS/4;
- 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(material_wood, &collector,
- &pa_wood, c, pos,
- bar_len,bar_rad,bar_rad, xrailuv);
-
- pos.Y -= BS/2;
- makeCuboid(material_wood, &collector,
- &pa_wood, c, pos,
- bar_len,bar_rad,bar_rad, xrailuv);
- }
+ video::S3DVertex(-s,-s,0, 0,0,0, c, 0,1),
+ video::S3DVertex( s,-s,0, 0,0,0, c, 1,1),
+ video::S3DVertex( s, s,0, 0,0,0, c, 1,0),
+ video::S3DVertex(-s, s,0, 0,0,0, c, 0,0),
+ };
- // Now a section of fence, +Z, if there's a post there
- p2 = p;
- p2.Z++;
- n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
- if(n2.getContent() == CONTENT_FENCE)
+ for(s32 i=0; i<4; i++)
{
- pos = intToFloat(p+blockpos_nodes, BS);
- pos.Z += BS/2;
- pos.Y += BS/4;
- 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(material_wood, &collector,
- &pa_wood, c, pos,
- bar_rad,bar_rad,bar_len, zrailuv);
- pos.Y -= BS/2;
- makeCuboid(material_wood, &collector,
- &pa_wood, c, pos,
- bar_rad,bar_rad,bar_len, zrailuv);
+ 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, BS);
}
- }
-#if 1
- /*
- Add stones with minerals if stone is invisible
- */
- else if(n.getContent() == CONTENT_STONE && invisible_stone && n.getMineral(nodedef) != MINERAL_NONE)
+ u16 indices[] = {0,1,2,2,3,0};
+ // Add to mesh collector
+ collector.append(tile, vertices, 4, indices, 6);
+ break;}
+ case NDT_SIGNLIKE:
{
- for(u32 j=0; j<6; j++)
- {
- // NOTE: Hopefully g_6dirs[j] is the right direction...
- v3s16 dir = g_6dirs[j];
- /*u8 l = 0;
- MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + dir);
- if(nodedef->get(n2).param_type == CPT_LIGHT)
- l = decode_light(n2.getLightBlend(data->m_daynight_ratio, nodedef));
- else
- l = 255;*/
- u8 l = 255;
- video::SColor c = MapBlock_LightColor(255, l);
+ TileSpec tile = getNodeTileN(n, p, 0, data);
+ tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
+ tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
+
+ u16 l = getInteriorLight(n, 0, data);
+ video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
- // Get the right texture
- TileSpec ts = n.getTile(dir, tsrc, nodedef);
- AtlasPointer ap = ts.texture;
- material_general.setTexture(0, ap.atlas);
+ float d = (float)BS/16;
+ float s = BS/2*f.visual_scale;
+ // Wall at X+ of node
+ video::S3DVertex vertices[4] =
+ {
+ video::S3DVertex(BS/2-d, s, s, 0,0,0, c, 0,0),
+ video::S3DVertex(BS/2-d, s, -s, 0,0,0, c, 1,0),
+ video::S3DVertex(BS/2-d, -s, -s, 0,0,0, c, 1,1),
+ video::S3DVertex(BS/2-d, -s, s, 0,0,0, c, 0,1),
+ };
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
- ap.x0(), ap.y1()),
- video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
- ap.x1(), ap.y1()),
- video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
- ap.x1(), ap.y0()),
- video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
- ap.x0(), ap.y0()),
- };
+ v3s16 dir = n.getWallMountedDir(nodedef);
- if(j == 0)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(0);
- }
- else if(j == 1)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(180);
- }
- else if(j == 2)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(-90);
- }
- else if(j == 3)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(90);
- }
- else if(j == 4)
-
- for(u16 i=0; i<4; i++)
- {
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
- }
+ 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);
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material_general, vertices, 4, indices, 6);
+ vertices[i].Pos += intToFloat(p, BS);
}
- }
-#endif
- else if(n.getContent() == CONTENT_PAPYRUS)
+
+ u16 indices[] = {0,1,2,2,3,0};
+ // Add to mesh collector
+ collector.append(tile, vertices, 4, indices, 6);
+ break;}
+ case NDT_PLANTLIKE:
{
- u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
- video::SColor c = MapBlock_LightColor(255, l);
+ TileSpec tile = getNodeTileN(n, p, 0, data);
+ tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
+
+ u16 l = getInteriorLight(n, 1, data);
+ video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
- for(u32 j=0; j<4; j++)
+ float s = BS/2*f.visual_scale;
+
+ for(u32 j=0; j<2; j++)
{
video::S3DVertex vertices[4] =
{
- video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
- pa_papyrus.x0(), pa_papyrus.y1()),
- video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
- pa_papyrus.x1(), pa_papyrus.y1()),
- video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
- pa_papyrus.x1(), pa_papyrus.y0()),
- video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
- pa_papyrus.x0(), pa_papyrus.y0()),
+ video::S3DVertex(-s,-BS/2, 0, 0,0,0, c, 0,1),
+ video::S3DVertex( s,-BS/2, 0, 0,0,0, c, 1,1),
+ video::S3DVertex( s,-BS/2 + s*2,0, 0,0,0, c, 1,0),
+ video::S3DVertex(-s,-BS/2 + s*2,0, 0,0,0, c, 0,0),
};
if(j == 0)
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);
+ vertices[i].Pos *= f.visual_scale;
+ vertices[i].Pos += intToFloat(p, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
- collector.append(material_papyrus, vertices, 4, indices, 6);
+ collector.append(tile, vertices, 4, indices, 6);
}
- }
- else if(n.getContent() == CONTENT_JUNGLEGRASS)
+ break;}
+ case NDT_FENCELIKE:
{
- u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
- video::SColor c = MapBlock_LightColor(255, l);
+ TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
+ TileSpec tile_nocrack = tile;
+ tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK;
+
+ // A hack to put wood the right way around in the posts
+ ITextureSource *tsrc = data->m_gamedef->tsrc();
+ std::string texturestring_rot = tsrc->getTextureName(
+ tile.texture_id) + "^[transformR90";
+ TileSpec tile_rot = tile;
+ tile_rot.texture = tsrc->getTexture(
+ texturestring_rot,
+ &tile_rot.texture_id);
+
+ u16 l = getInteriorLight(n, 1, data);
+ video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
- for(u32 j=0; j<4; j++)
- {
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
- pa_junglegrass.x0(), pa_junglegrass.y1()),
- video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
- pa_junglegrass.x1(), pa_junglegrass.y1()),
- video::S3DVertex(BS/2,BS/1,0, 0,0,0, c,
- pa_junglegrass.x1(), pa_junglegrass.y0()),
- video::S3DVertex(-BS/2,BS/1,0, 0,0,0, c,
- pa_junglegrass.x0(), pa_junglegrass.y0()),
- };
+ const f32 post_rad=(f32)BS/8;
+ const f32 bar_rad=(f32)BS/16;
+ const f32 bar_len=(f32)(BS/2)-post_rad;
- 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);
- }
+ v3f pos = intToFloat(p, BS);
- for(u16 i=0; i<4; i++)
- {
- vertices[i].Pos *= 1.3;
- vertices[i].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]={
+ 6/16.,6/16.,10/16.,10/16.,
+ 6/16.,6/16.,10/16.,10/16.,
+ 0/16.,0,4/16.,1,
+ 4/16.,0,8/16.,1,
+ 8/16.,0,12/16.,1,
+ 12/16.,0,16/16.,1};
+ makeCuboid(&collector, post, &tile_rot, 1, c, postuv);
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material_junglegrass, vertices, 4, indices, 6);
+ // 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]={
+ 0/16.,2/16.,16/16.,4/16.,
+ 0/16.,4/16.,16/16.,6/16.,
+ 6/16.,6/16.,8/16.,8/16.,
+ 10/16.,10/16.,12/16.,12/16.,
+ 0/16.,8/16.,16/16.,10/16.,
+ 0/16.,14/16.,16/16.,16/16.};
+ makeCuboid(&collector, bar, &tile_nocrack, 1,
+ c, xrailuv);
+ bar.MinEdge.Y -= BS/2;
+ bar.MaxEdge.Y -= BS/2;
+ makeCuboid(&collector, bar, &tile_nocrack, 1,
+ c, xrailuv);
}
- }
- else if(n.getContent() == CONTENT_RAIL)
+
+ // 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]={
+ 3/16.,1/16.,5/16.,5/16., // cannot rotate; stretch
+ 4/16.,1/16.,6/16.,5/16., // for wood texture instead
+ 0/16.,9/16.,16/16.,11/16.,
+ 0/16.,6/16.,16/16.,8/16.,
+ 6/16.,6/16.,8/16.,8/16.,
+ 10/16.,10/16.,12/16.,12/16.};
+ makeCuboid(&collector, bar, &tile_nocrack, 1,
+ c, zrailuv);
+ bar.MinEdge.Y -= BS/2;
+ bar.MaxEdge.Y -= BS/2;
+ makeCuboid(&collector, bar, &tile_nocrack, 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 */
+ bool is_rail_z_minus_y [] = { false, false }; /* z-1, z+1; y-1 */
+ bool is_rail_x_minus_y [] = { false, false }; /* x-1, z+1; y-1 */
+ bool is_rail_z_plus_y [] = { false, false }; /* z-1, z+1; y+1 */
+ bool is_rail_x_plus_y [] = { false, false }; /* x-1, x+1; y+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));
-
- if(n_minus_x.getContent() == CONTENT_RAIL)
+ MapNode n_plus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y+1, z));
+ MapNode n_plus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y-1, z));
+ MapNode n_minus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y+1, z));
+ MapNode n_minus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y-1, z));
+ MapNode n_plus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z+1));
+ MapNode n_minus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z-1));
+ MapNode n_plus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z+1));
+ MapNode n_minus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z-1));
+
+ content_t thiscontent = n.getContent();
+ std::string groupname = "connect_to_raillike"; // name of the group that enables connecting to raillike nodes of different kind
+ bool self_connect_to_raillike = ((ItemGroupList) nodedef->get(n).groups)[groupname] != 0;
+
+ if ((nodedef->get(n_minus_x).drawtype == NDT_RAILLIKE
+ && ((ItemGroupList) nodedef->get(n_minus_x).groups)[groupname] != 0
+ && self_connect_to_raillike)
+ || n_minus_x.getContent() == thiscontent)
is_rail_x[0] = true;
- if(n_plus_x.getContent() == CONTENT_RAIL)
+
+ if ((nodedef->get(n_minus_x_minus_y).drawtype == NDT_RAILLIKE
+ && ((ItemGroupList) nodedef->get(n_minus_x_minus_y).groups)[groupname] != 0
+ && self_connect_to_raillike)
+ || n_minus_x_minus_y.getContent() == thiscontent)
+ is_rail_x_minus_y[0] = true;
+
+ if ((nodedef->get(n_minus_x_plus_y).drawtype == NDT_RAILLIKE
+ && ((ItemGroupList) nodedef->get(n_minus_x_plus_y).groups)[groupname] != 0
+ && self_connect_to_raillike)
+ || n_minus_x_plus_y.getContent() == thiscontent)
+ is_rail_x_plus_y[0] = true;
+
+ if ((nodedef->get(n_plus_x).drawtype == NDT_RAILLIKE
+ && ((ItemGroupList) nodedef->get(n_plus_x).groups)[groupname] != 0
+ && self_connect_to_raillike)
+ || n_plus_x.getContent() == thiscontent)
is_rail_x[1] = true;
- if(n_minus_z.getContent() == CONTENT_RAIL)
+
+ if ((nodedef->get(n_plus_x_minus_y).drawtype == NDT_RAILLIKE
+ && ((ItemGroupList) nodedef->get(n_plus_x_minus_y).groups)[groupname] != 0
+ && self_connect_to_raillike)
+ || n_plus_x_minus_y.getContent() == thiscontent)
+ is_rail_x_minus_y[1] = true;
+
+ if ((nodedef->get(n_plus_x_plus_y).drawtype == NDT_RAILLIKE
+ && ((ItemGroupList) nodedef->get(n_plus_x_plus_y).groups)[groupname] != 0
+ && self_connect_to_raillike)
+ || n_plus_x_plus_y.getContent() == thiscontent)
+ is_rail_x_plus_y[1] = true;
+
+ if ((nodedef->get(n_minus_z).drawtype == NDT_RAILLIKE
+ && ((ItemGroupList) nodedef->get(n_minus_z).groups)[groupname] != 0
+ && self_connect_to_raillike)
+ || n_minus_z.getContent() == thiscontent)
is_rail_z[0] = true;
- if(n_plus_z.getContent() == CONTENT_RAIL)
+
+ if ((nodedef->get(n_minus_z_minus_y).drawtype == NDT_RAILLIKE
+ && ((ItemGroupList) nodedef->get(n_minus_z_minus_y).groups)[groupname] != 0
+ && self_connect_to_raillike)
+ || n_minus_z_minus_y.getContent() == thiscontent)
+ is_rail_z_minus_y[0] = true;
+
+ if ((nodedef->get(n_minus_z_plus_y).drawtype == NDT_RAILLIKE
+ && ((ItemGroupList) nodedef->get(n_minus_z_plus_y).groups)[groupname] != 0
+ && self_connect_to_raillike)
+ || n_minus_z_plus_y.getContent() == thiscontent)
+ is_rail_z_plus_y[0] = true;
+
+ if ((nodedef->get(n_plus_z).drawtype == NDT_RAILLIKE
+ && ((ItemGroupList) nodedef->get(n_plus_z).groups)[groupname] != 0
+ && self_connect_to_raillike)
+ || 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];
+ if ((nodedef->get(n_plus_z_minus_y).drawtype == NDT_RAILLIKE
+ && ((ItemGroupList) nodedef->get(n_plus_z_minus_y).groups)[groupname] != 0
+ && self_connect_to_raillike)
+ || n_plus_z_minus_y.getContent() == thiscontent)
+ is_rail_z_minus_y[1] = true;
+
+ if ((nodedef->get(n_plus_z_plus_y).drawtype == NDT_RAILLIKE
+ && ((ItemGroupList) nodedef->get(n_plus_z_plus_y).groups)[groupname] != 0
+ && self_connect_to_raillike)
+ || n_plus_z_plus_y.getContent() == thiscontent)
+ is_rail_z_plus_y[1] = true;
+
+ bool is_rail_x_all[] = {false, false};
+ bool is_rail_z_all[] = {false, false};
+ is_rail_x_all[0]=is_rail_x[0] || is_rail_x_minus_y[0] || is_rail_x_plus_y[0];
+ is_rail_x_all[1]=is_rail_x[1] || is_rail_x_minus_y[1] || is_rail_x_plus_y[1];
+ is_rail_z_all[0]=is_rail_z[0] || is_rail_z_minus_y[0] || is_rail_z_plus_y[0];
+ is_rail_z_all[1]=is_rail_z[1] || is_rail_z_minus_y[1] || is_rail_z_plus_y[1];
+
+ // reasonable default, flat straight unrotated rail
+ bool is_straight = true;
+ int adjacencies = 0;
+ int angle = 0;
+ u8 tileindex = 0;
- // Assign textures
- const char *texturename = "rail.png";
- if(adjacencies < 2)
- texturename = "rail.png";
- else if(adjacencies == 2)
+ // check for sloped rail
+ if (is_rail_x_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1])
{
- if((is_rail_x[0] && is_rail_x[1]) || (is_rail_z[0] && is_rail_z[1]))
- texturename = "rail.png";
- else
- texturename = "rail_curved.png";
+ adjacencies = 5; //5 means sloped
+ is_straight = true; // sloped is always straight
}
- else if(adjacencies == 3)
- texturename = "rail_t_junction.png";
- else if(adjacencies == 4)
- texturename = "rail_crossing.png";
-
- AtlasPointer ap = tsrc->getTexture(texturename);
-
- 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] =
+ else
{
- 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;
+ // is really straight, rails on both sides
+ is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]);
+ adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[1];
+ }
- if(adjacencies == 1)
- {
- if(is_rail_x[0] || is_rail_x[1])
+ switch (adjacencies) {
+ case 1:
+ if(is_rail_x_all[0] || is_rail_x_all[1])
angle = 90;
- }
- else if(adjacencies == 2)
- {
- if(is_rail_x[0] && is_rail_x[1])
+ break;
+ case 2:
+ if(!is_straight)
+ tileindex = 1; // curved
+ if(is_rail_x_all[0] && is_rail_x_all[1])
angle = 90;
- else if(is_rail_x[0] && is_rail_z[0])
+ if(is_rail_z_all[0] && is_rail_z_all[1]){
+ if (is_rail_z_plus_y[0])
+ angle = 180;
+ }
+ else if(is_rail_x_all[0] && is_rail_z_all[0])
angle = 270;
- else if(is_rail_x[0] && is_rail_z[1])
+ else if(is_rail_x_all[0] && is_rail_z_all[1])
angle = 180;
- else if(is_rail_x[1] && is_rail_z[1])
+ else if(is_rail_x_all[1] && is_rail_z_all[1])
angle = 90;
- }
- else if(adjacencies == 3)
- {
- if(!is_rail_x[0])
- angle=0;
- if(!is_rail_x[1])
+ break;
+ case 3:
+ // here is where the potential to 'switch' a junction is, but not implemented at present
+ tileindex = 2; // t-junction
+ if(!is_rail_x_all[1])
angle=180;
- if(!is_rail_z[0])
+ if(!is_rail_z_all[0])
angle=90;
- if(!is_rail_z[1])
+ if(!is_rail_z_all[1])
angle=270;
+ break;
+ case 4:
+ tileindex = 3; // crossing
+ break;
+ case 5: //sloped
+ if(is_rail_z_plus_y[0])
+ angle = 180;
+ if(is_rail_x_plus_y[0])
+ angle = 90;
+ if(is_rail_x_plus_y[1])
+ angle = -90;
+ break;
+ default:
+ break;
}
- if(angle != 0) {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(angle);
- }
+ TileSpec tile = getNodeTileN(n, p, tileindex, data);
+ tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
+ tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
- for(s32 i=0; i<4; i++)
- {
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
- }
+ u16 l = getInteriorLight(n, 0, data);
+ video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
- u16 indices[] = {0,1,2,2,3,0};
- collector.append(material_rail, vertices, 4, indices, 6);
- }
- else if (n.getContent() == CONTENT_LADDER) {
- AtlasPointer ap = tsrc->getTexture("ladder.png");
+ float d = (float)BS/64;
- // Set material
- video::SMaterial material_ladder;
- material_ladder.setFlag(video::EMF_LIGHTING, false);
- material_ladder.setFlag(video::EMF_BACK_FACE_CULLING, false);
- material_ladder.setFlag(video::EMF_BILINEAR_FILTER, false);
- material_ladder.setFlag(video::EMF_FOG_ENABLE, true);
- material_ladder.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- material_ladder.setTexture(0, ap.atlas);
-
- u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
- video::SColor c(255,l,l,l);
+ char g=-1;
+ if (is_rail_x_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1])
+ g=1; //Object is at a slope
- float d = (float)BS/16;
-
- // Assume wall is at X+
video::S3DVertex vertices[4] =
{
- video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c,
- ap.x0(), ap.y1()),
- 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.x1(), ap.y0()),
- video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c,
- ap.x0(), ap.y0()),
+ video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c, 0,1),
+ video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c, 1,1),
+ video::S3DVertex(BS/2,g*BS/2+d,BS/2, 0,0,0, c, 1,0),
+ video::S3DVertex(-BS/2,g*BS/2+d,BS/2, 0,0,0, c, 0,0),
};
- v3s16 dir = unpackDir(n.param2);
-
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);
+ if(angle != 0)
+ vertices[i].Pos.rotateXZBy(angle);
+ vertices[i].Pos += intToFloat(p, BS);
}
u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material_ladder, vertices, 4, indices, 6);
- }
- else if(n.getContent() == CONTENT_APPLE)
+ collector.append(tile, vertices, 4, indices, 6);
+ break;}
+ case NDT_NODEBOX:
{
- 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,-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);
- }
+ static const v3s16 tile_dirs[6] = {
+ v3s16(0, 1, 0),
+ v3s16(0, -1, 0),
+ v3s16(1, 0, 0),
+ v3s16(-1, 0, 0),
+ v3s16(0, 0, 1),
+ v3s16(0, 0, -1)
+ };
+ TileSpec tiles[6];
+
+ u16 l = getInteriorLight(n, 0, data);
+ video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
- 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, nodedef)));
- video::SColor c = MapBlock_LightColor(255, l);
+ v3f pos = intToFloat(p, BS);
- for(u32 j=0; j<4; j++)
+ std::vector<aabb3f> boxes = n.getNodeBoxes(nodedef);
+ for(std::vector<aabb3f>::iterator
+ i = boxes.begin();
+ i != boxes.end(); i++)
{
- 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(int j = 0; j < 6; j++)
{
- 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);
+ // Handles facedir rotation for textures
+ tiles[j] = getNodeTile(n, p, tile_dirs[j], data);
}
- else if(j == 2)
+ aabb3f box = *i;
+ box.MinEdge += pos;
+ box.MaxEdge += pos;
+
+ f32 temp;
+ if (box.MinEdge.X > box.MaxEdge.X)
{
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(135);
+ temp=box.MinEdge.X;
+ box.MinEdge.X=box.MaxEdge.X;
+ box.MaxEdge.X=temp;
}
- else if(j == 3)
+ if (box.MinEdge.Y > box.MaxEdge.Y)
{
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(-135);
+ temp=box.MinEdge.Y;
+ box.MinEdge.Y=box.MaxEdge.Y;
+ box.MaxEdge.Y=temp;
}
-
- for(u16 i=0; i<4; i++)
+ if (box.MinEdge.Z > box.MaxEdge.Z)
{
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+ temp=box.MinEdge.Z;
+ box.MinEdge.Z=box.MaxEdge.Z;
+ box.MaxEdge.Z=temp;
}
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material_sapling, vertices, 4, indices, 6);
+ //
+ // Compute texture coords
+ f32 tx1 = (box.MinEdge.X/BS)+0.5;
+ f32 ty1 = (box.MinEdge.Y/BS)+0.5;
+ f32 tz1 = (box.MinEdge.Z/BS)+0.5;
+ f32 tx2 = (box.MaxEdge.X/BS)+0.5;
+ f32 ty2 = (box.MaxEdge.Y/BS)+0.5;
+ f32 tz2 = (box.MaxEdge.Z/BS)+0.5;
+ f32 txc[24] = {
+ // up
+ tx1, 1-tz2, tx2, 1-tz1,
+ // down
+ tx1, tz1, tx2, tz2,
+ // right
+ tz1, 1-ty2, tz2, 1-ty1,
+ // left
+ 1-tz2, 1-ty2, 1-tz1, 1-ty1,
+ // back
+ 1-tx2, 1-ty2, 1-tx1, 1-ty1,
+ // front
+ tx1, 1-ty2, tx2, 1-ty1,
+ };
+ makeCuboid(&collector, box, tiles, 6, c, txc);
}
+ break;}
}
}
}
-#endif