*/
#include "content_mapblock.h"
-
-#include "main.h" // For g_settings
+#include "util/numeric.h"
+#include "util/directiontables.h"
#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"
+#include "client/tile.h"
+#include "mesh.h"
+#include <IMeshManipulator.h>
+#include "client.h"
+#include "log.h"
+#include "noise.h"
+
+// Distance of light extrapolation (for oversized nodes)
+// After this distance, it gives up and considers light level constant
+#define SMOOTH_LIGHTING_OVERSIZE 1.0
+
+struct LightFrame
+{
+ f32 lightsA[8];
+ f32 lightsB[8];
+ u8 light_source;
+};
+
+static const v3s16 light_dirs[8] = {
+ v3s16(-1, -1, -1),
+ v3s16(-1, -1, 1),
+ v3s16(-1, 1, -1),
+ v3s16(-1, 1, 1),
+ v3s16( 1, -1, -1),
+ v3s16( 1, -1, 1),
+ v3s16( 1, 1, -1),
+ v3s16( 1, 1, 1),
+};
// Create a cuboid.
-// collector - the MeshCollector for the resulting polygons
-// 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
-// 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.
+// collector - the MeshCollector for the resulting polygons
+// 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 - colors of the cuboid's six sides
+// 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.
+// light source - if greater than zero, the box's faces will not be shaded
void makeCuboid(MeshCollector *collector, const aabb3f &box,
- TileSpec *tiles, int tilecount,
- video::SColor &c, const f32* txc)
+ TileSpec *tiles, int tilecount, const video::SColor *c,
+ const f32* txc, const u8 light_source)
{
- assert(tilecount >= 1 && tilecount <= 6);
+ assert(tilecount >= 1 && tilecount <= 6); // pre-condition
v3f min = box.MinEdge;
v3f max = box.MaxEdge;
-
-
-
- if(txc == NULL)
- {
+
+ if(txc == NULL) {
static const f32 txc_default[24] = {
0,0,1,1,
0,0,1,1,
txc = txc_default;
}
+ video::SColor c1 = c[0];
+ video::SColor c2 = c[1];
+ video::SColor c3 = c[2];
+ video::SColor c4 = c[3];
+ video::SColor c5 = c[4];
+ video::SColor c6 = c[5];
+ if (!light_source) {
+ applyFacesShading(c1, v3f(0, 1, 0));
+ applyFacesShading(c2, v3f(0, -1, 0));
+ applyFacesShading(c3, v3f(1, 0, 0));
+ applyFacesShading(c4, v3f(-1, 0, 0));
+ applyFacesShading(c5, v3f(0, 0, 1));
+ applyFacesShading(c6, v3f(0, 0, -1));
+ }
+
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]),
+ video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c1, txc[0],txc[1]),
+ video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c1, txc[2],txc[1]),
+ video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c1, txc[2],txc[3]),
+ video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c1, 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]),
+ video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c2, txc[4],txc[5]),
+ video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c2, txc[6],txc[5]),
+ video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c2, txc[6],txc[7]),
+ video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c2, 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]),
+ video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c3, txc[ 8],txc[9]),
+ video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c3, txc[10],txc[9]),
+ video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c3, txc[10],txc[11]),
+ video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c3, 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]),
+ video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c4, txc[12],txc[13]),
+ video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c4, txc[14],txc[13]),
+ video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c4, txc[14],txc[15]),
+ video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c4, 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]),
+ video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c5, txc[16],txc[17]),
+ video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c5, txc[18],txc[17]),
+ video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c5, txc[18],txc[19]),
+ video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c5, 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]),
+ video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c6, txc[20],txc[21]),
+ video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c6, txc[22],txc[21]),
+ video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c6, txc[22],txc[23]),
+ video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c6, txc[20],txc[23]),
};
- for(int i = 0; i < tilecount; i++)
+ for(int i = 0; i < 6; i++)
{
- switch (tiles[i].rotation)
+ switch (tiles[MYMIN(i, tilecount-1)].rotation)
{
case 0:
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);
+ for (s32 j = 0; j < 24; j += 4) {
+ int tileindex = MYMIN(j / 4, tilecount - 1);
+ collector->append(tiles[tileindex], vertices + j, 4, indices, 6);
+ }
+}
+
+// Create a cuboid.
+// collector - the MeshCollector for the resulting polygons
+// 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
+// lights - vertex light levels. The order is the same as in light_dirs
+// 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.
+// light_source - node light emission
+static void makeSmoothLightedCuboid(MeshCollector *collector, const aabb3f &box,
+ TileSpec *tiles, int tilecount, const u16 *lights , const f32 *txc,
+ const u8 light_source)
+{
+ assert(tilecount >= 1 && tilecount <= 6); // pre-condition
+
+ 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;
+ }
+ static const u8 light_indices[24] = {
+ 3, 7, 6, 2,
+ 0, 4, 5, 1,
+ 6, 7, 5, 4,
+ 3, 2, 0, 1,
+ 7, 3, 1, 5,
+ 2, 6, 4, 0
+ };
+ video::S3DVertex vertices[24] = {
+ // up
+ video::S3DVertex(min.X, max.Y, max.Z, 0, 1, 0, video::SColor(), txc[0], txc[1]),
+ video::S3DVertex(max.X, max.Y, max.Z, 0, 1, 0, video::SColor(), txc[2], txc[1]),
+ video::S3DVertex(max.X, max.Y, min.Z, 0, 1, 0, video::SColor(), txc[2], txc[3]),
+ video::S3DVertex(min.X, max.Y, min.Z, 0, 1, 0, video::SColor(), txc[0], txc[3]),
+ // down
+ video::S3DVertex(min.X, min.Y, min.Z, 0, -1, 0, video::SColor(), txc[4], txc[5]),
+ video::S3DVertex(max.X, min.Y, min.Z, 0, -1, 0, video::SColor(), txc[6], txc[5]),
+ video::S3DVertex(max.X, min.Y, max.Z, 0, -1, 0, video::SColor(), txc[6], txc[7]),
+ video::S3DVertex(min.X, min.Y, max.Z, 0, -1, 0, video::SColor(), txc[4], txc[7]),
+ // right
+ video::S3DVertex(max.X, max.Y, min.Z, 1, 0, 0, video::SColor(), txc[ 8], txc[9]),
+ video::S3DVertex(max.X, max.Y, max.Z, 1, 0, 0, video::SColor(), txc[10], txc[9]),
+ video::S3DVertex(max.X, min.Y, max.Z, 1, 0, 0, video::SColor(), txc[10], txc[11]),
+ video::S3DVertex(max.X, min.Y, min.Z, 1, 0, 0, video::SColor(), txc[ 8], txc[11]),
+ // left
+ video::S3DVertex(min.X, max.Y, max.Z, -1, 0, 0, video::SColor(), txc[12], txc[13]),
+ video::S3DVertex(min.X, max.Y, min.Z, -1, 0, 0, video::SColor(), txc[14], txc[13]),
+ video::S3DVertex(min.X, min.Y, min.Z, -1, 0, 0, video::SColor(), txc[14], txc[15]),
+ video::S3DVertex(min.X, min.Y, max.Z, -1, 0, 0, video::SColor(), txc[12], txc[15]),
+ // back
+ video::S3DVertex(max.X, max.Y, max.Z, 0, 0, 1, video::SColor(), txc[16], txc[17]),
+ video::S3DVertex(min.X, max.Y, max.Z, 0, 0, 1, video::SColor(), txc[18], txc[17]),
+ video::S3DVertex(min.X, min.Y, max.Z, 0, 0, 1, video::SColor(), txc[18], txc[19]),
+ video::S3DVertex(max.X, min.Y, max.Z, 0, 0, 1, video::SColor(), txc[16], txc[19]),
+ // front
+ video::S3DVertex(min.X, max.Y, min.Z, 0, 0, -1, video::SColor(), txc[20], txc[21]),
+ video::S3DVertex(max.X, max.Y, min.Z, 0, 0, -1, video::SColor(), txc[22], txc[21]),
+ video::S3DVertex(max.X, min.Y, min.Z, 0, 0, -1, video::SColor(), txc[22], txc[23]),
+ video::S3DVertex(min.X, min.Y, min.Z, 0, 0, -1, video::SColor(), txc[20], txc[23]),
+ };
+
+ for(int i = 0; i < 6; i++) {
+ switch (tiles[MYMIN(i, tilecount-1)].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};
+ for (s32 j = 0; j < 24; ++j) {
+ int tileindex = MYMIN(j / 4, tilecount - 1);
+ vertices[j].Color = encode_light_and_color(lights[light_indices[j]],
+ tiles[tileindex].color, light_source);
+ if (!light_source)
+ applyFacesShading(vertices[j].Color, vertices[j].Normal);
+ }
+ // Add to mesh collector
+ for (s32 k = 0; k < 6; ++k) {
+ int tileindex = MYMIN(k, tilecount - 1);
+ collector->append(tiles[tileindex], vertices + 4 * k, 4, indices, 6);
+ }
+}
+
+// Create a cuboid.
+// collector - the MeshCollector for the resulting polygons
+// 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 - color of the cuboid
+// 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.
+// light source - if greater than zero, the box's faces will not be shaded
+void makeCuboid(MeshCollector *collector, const aabb3f &box, TileSpec *tiles,
+ int tilecount, const video::SColor &c, const f32* txc,
+ const u8 light_source)
+{
+ video::SColor color[6];
+ for (u8 i = 0; i < 6; i++)
+ color[i] = c;
+ makeCuboid(collector, box, tiles, tilecount, color, txc, light_source);
+}
+
+// Gets the base lighting values for a node
+// frame - resulting (opaque) data
+// p - node position (absolute)
+// data - ...
+// light_source - node light emission level
+static void getSmoothLightFrame(LightFrame *frame, const v3s16 &p, MeshMakeData *data, u8 light_source)
+{
+ for (int k = 0; k < 8; ++k) {
+ u16 light = getSmoothLight(p, light_dirs[k], data);
+ frame->lightsA[k] = light & 0xff;
+ frame->lightsB[k] = light >> 8;
+ }
+ frame->light_source = light_source;
+}
+
+// Calculates vertex light level
+// frame - light values from getSmoothLightFrame()
+// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so)
+static u16 blendLight(const LightFrame &frame, const core::vector3df& vertex_pos)
+{
+ f32 x = core::clamp(vertex_pos.X / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
+ f32 y = core::clamp(vertex_pos.Y / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
+ f32 z = core::clamp(vertex_pos.Z / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
+ f32 lightA = 0.0;
+ f32 lightB = 0.0;
+ for (int k = 0; k < 8; ++k) {
+ f32 dx = (k & 4) ? x : 1 - x;
+ f32 dy = (k & 2) ? y : 1 - y;
+ f32 dz = (k & 1) ? z : 1 - z;
+ lightA += dx * dy * dz * frame.lightsA[k];
+ lightB += dx * dy * dz * frame.lightsB[k];
+ }
+ return
+ core::clamp(core::round32(lightA), 0, 255) |
+ core::clamp(core::round32(lightB), 0, 255) << 8;
+}
+
+// Calculates vertex color to be used in mapblock mesh
+// frame - light values from getSmoothLightFrame()
+// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so)
+// tile_color - node's tile color
+static video::SColor blendLight(const LightFrame &frame,
+ const core::vector3df& vertex_pos, video::SColor tile_color)
+{
+ u16 light = blendLight(frame, vertex_pos);
+ return encode_light_and_color(light, tile_color, frame.light_source);
+}
+
+static video::SColor blendLight(const LightFrame &frame,
+ const core::vector3df& vertex_pos, const core::vector3df& vertex_normal,
+ video::SColor tile_color)
+{
+ video::SColor color = blendLight(frame, vertex_pos, tile_color);
+ if (!frame.light_source)
+ applyFacesShading(color, vertex_normal);
+ return color;
+}
+
+static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef,
+ MeshMakeData *data, MapNode n, int v, int *neighbors)
+{
+ MapNode n2 = data->m_vmanip.getNodeNoEx(p);
+ if (nodedef->nodeboxConnects(n, n2, v))
+ *neighbors |= v;
+}
+
+static void makeAutoLightedCuboid(MeshCollector *collector, MeshMakeData *data,
+ const v3f &pos, aabb3f box, TileSpec &tile,
+ /* pre-computed, for non-smooth lighting only */ const video::SColor color,
+ /* for smooth lighting only */ const LightFrame &frame)
+{
+ f32 dx1 = box.MinEdge.X;
+ f32 dy1 = box.MinEdge.Y;
+ f32 dz1 = box.MinEdge.Z;
+ f32 dx2 = box.MaxEdge.X;
+ f32 dy2 = box.MaxEdge.Y;
+ f32 dz2 = box.MaxEdge.Z;
+ box.MinEdge += pos;
+ box.MaxEdge += pos;
+ 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] = {
+ tx1, 1-tz2, tx2, 1-tz1, // up
+ tx1, tz1, tx2, tz2, // down
+ tz1, 1-ty2, tz2, 1-ty1, // right
+ 1-tz2, 1-ty2, 1-tz1, 1-ty1, // left
+ 1-tx2, 1-ty2, 1-tx1, 1-ty1, // back
+ tx1, 1-ty2, tx2, 1-ty1, // front
+ };
+ if (data->m_smooth_lighting) {
+ u16 lights[8];
+ for (int j = 0; j < 8; ++j) {
+ f32 x = (j & 4) ? dx2 : dx1;
+ f32 y = (j & 2) ? dy2 : dy1;
+ f32 z = (j & 1) ? dz2 : dz1;
+ lights[j] = blendLight(frame, core::vector3df(x, y, z));
+ }
+ makeSmoothLightedCuboid(collector, box, &tile, 1, lights, txc, frame.light_source);
+ } else {
+ makeCuboid(collector, box, &tile, 1, color, txc, frame.light_source);
+ }
+}
+
+static void makeAutoLightedCuboidEx(MeshCollector *collector, MeshMakeData *data,
+ const v3f &pos, aabb3f box, TileSpec &tile, f32 *txc,
+ /* pre-computed, for non-smooth lighting only */ const video::SColor color,
+ /* for smooth lighting only */ const LightFrame &frame)
+{
+ f32 dx1 = box.MinEdge.X;
+ f32 dy1 = box.MinEdge.Y;
+ f32 dz1 = box.MinEdge.Z;
+ f32 dx2 = box.MaxEdge.X;
+ f32 dy2 = box.MaxEdge.Y;
+ f32 dz2 = box.MaxEdge.Z;
+ box.MinEdge += pos;
+ box.MaxEdge += pos;
+ if (data->m_smooth_lighting) {
+ u16 lights[8];
+ for (int j = 0; j < 8; ++j) {
+ f32 x = (j & 4) ? dx2 : dx1;
+ f32 y = (j & 2) ? dy2 : dy1;
+ f32 z = (j & 1) ? dz2 : dz1;
+ lights[j] = blendLight(frame, core::vector3df(x, y, z));
+ }
+ makeSmoothLightedCuboid(collector, box, &tile, 1, lights, txc, frame.light_source);
+ } else {
+ makeCuboid(collector, box, &tile, 1, color, txc, frame.light_source);
}
}
+// For use in mapblock_mesh_generate_special
+// X,Y,Z of position must be -1,0,1
+// This expression is a simplification of
+// 3 * 3 * (pos.X + 1) + 3 * (pos.Y + 1) + (pos.Z + 1)
+static inline int NeighborToIndex(const v3s16 &pos)
+{
+ return 9 * pos.X + 3 * pos.Y + pos.Z + 13;
+}
+
+/*!
+ * Returns the i-th special tile for a map node.
+ */
+static TileSpec getSpecialTile(const ContentFeatures &f,
+ const MapNode &n, u8 i)
+{
+ TileSpec copy = f.special_tiles[i];
+ if (!copy.has_color)
+ n.getColor(f, ©.color);
+ return copy;
+}
+
+/*
+ TODO: Fix alpha blending for special nodes
+ Currently only the last element rendered is blended correct
+*/
void mapblock_mesh_generate_special(MeshMakeData *data,
MeshCollector &collector)
{
- INodeDefManager *nodedef = data->m_gamedef->ndef();
+ INodeDefManager *nodedef = data->m_client->ndef();
+ scene::ISceneManager* smgr = data->m_client->getSceneManager();
+ scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator();
// 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;
-
+ bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache") &&
+ !data->m_smooth_lighting; // Mesh cache is not supported with smooth lighting
+
v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
- for(s16 z=0; z<MAP_BLOCKSIZE; z++)
- for(s16 y=0; y<MAP_BLOCKSIZE; y++)
- for(s16 x=0; x<MAP_BLOCKSIZE; x++)
+ 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);
+ MapNode n = data->m_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){
+
+ if (f.drawtype == NDT_AIRLIKE)
+ continue;
+
+ LightFrame frame;
+ if (data->m_smooth_lighting)
+ getSmoothLightFrame(&frame, blockpos_nodes + p, data, f.light_source);
+ else
+ frame.light_source = f.light_source;
+
+ switch(f.drawtype) {
default:
- infostream<<"Got "<<f.drawtype<<std::endl;
- assert(0);
- break;
- case NDT_AIRLIKE:
+ infostream << "Got " << f.drawtype << std::endl;
+ FATAL_ERROR("Unknown drawtype");
break;
case NDT_LIQUID:
{
/*
Add water sources to mesh if using new style
*/
- TileSpec tile_liquid = f.special_tiles[0];
+ TileSpec tile_liquid = getSpecialTile(f, n, 0);
TileSpec tile_liquid_bfculled = getNodeTile(n, p, v3s16(0,0,0), data);
+ u16 l = getInteriorLight(n, 0, nodedef);
+ video::SColor c1 = encode_light_and_color(l,
+ tile_liquid.color, f.light_source);
+ video::SColor c2 = encode_light_and_color(l,
+ tile_liquid_bfculled.color, f.light_source);
bool top_is_same_liquid = false;
MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
top_is_same_liquid = true;
- u16 l = getInteriorLight(n, 0, nodedef);
- video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
-
/*
Generate sides
*/
// 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)
+ video::SColor *c = &c1;
+ if(n_feat.solidness != 0 || n_feat.visual_solidness != 0) {
current_tile = &tile_liquid_bfculled;
+ c = &c2;
+ }
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),
+ 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;
- }
+ if (top_is_same_liquid) {
+ vertices[2].Pos.Y = 0.5 * BS;
+ vertices[3].Pos.Y = 0.5 * BS;
+ } else {
/*
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;
+ vertices[2].Pos.Y = 0.5 * BS;
+ vertices[3].Pos.Y = 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_same_liquid) {
+ vertices[0].Pos.Y = 0.5 * BS;
+ vertices[1].Pos.Y = 0.5 * BS;
+ } else {
/*
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;
+ vertices[0].Pos.Y = -0.5 * BS;
+ vertices[1].Pos.Y = -0.5 * BS;
}
- for(s32 j=0; j<4; j++)
- {
+ 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.Z *= 0.98;
}*/
+ if (data->m_smooth_lighting)
+ vertices[j].Color = blendLight(frame, vertices[j].Pos, current_tile->color);
vertices[j].Pos += intToFloat(p, BS);
}
*/
if(top_is_same_liquid)
continue;
-
+
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),
+ video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c1, 0,1),
+ video::S3DVertex(BS/2,0,BS/2, 0,0,0, c1, 1,1),
+ video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c1, 1,0),
+ video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c1, 0,0),
};
- v3f offset(p.X*BS, p.Y*BS + (-0.5+node_liquid_level)*BS, p.Z*BS);
- for(s32 i=0; i<4; i++)
- {
- vertices[i].Pos += offset;
+ for (s32 i = 0; i < 4; i++) {
+ vertices[i].Pos.Y += 0.5 * BS;
+ if (data->m_smooth_lighting)
+ vertices[i].Color = blendLight(frame, vertices[i].Pos, tile_liquid.color);
+ vertices[i].Pos += intToFloat(p, BS);
}
u16 indices[] = {0,1,2,2,3,0};
/*
Add flowing liquid to mesh
*/
- TileSpec tile_liquid = f.special_tiles[0];
- TileSpec tile_liquid_bfculled = f.special_tiles[1];
+ TileSpec tile_liquid = getSpecialTile(f, n, 0);
+ TileSpec tile_liquid_bfculled = getSpecialTile(f, n, 1);
bool top_is_same_liquid = false;
MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
content_t c_source = nodedef->getId(f.liquid_alternative_source);
if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
top_is_same_liquid = true;
-
+
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);
}
// Otherwise use the light of this node (the liquid)
else
l = getInteriorLight(n, 0, nodedef);
- video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
-
+ video::SColor c1 = encode_light_and_color(l,
+ tile_liquid.color, f.light_source);
+ video::SColor c2 = encode_light_and_color(l,
+ tile_liquid_bfculled.color, f.light_source);
+
u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);
// Neighbor liquid levels (key = relative position)
// Includes current node
- std::map<v3s16, f32> neighbor_levels;
- std::map<v3s16, content_t> neighbor_contents;
- std::map<v3s16, u8> neighbor_flags;
+
+ struct NeighborData {
+ f32 level;
+ content_t content;
+ u8 flags;
+ };
+ NeighborData neighbor_data_matrix[27];
+
const u8 neighborflag_top_is_same_liquid = 0x01;
v3s16 neighbor_dirs[9] = {
v3s16(0,0,0),
content = n2.getContent();
if(n2.getContent() == c_source)
- level = (-0.5+node_liquid_level) * BS;
+ level = 0.5 * BS;
else if(n2.getContent() == c_flowing){
u8 liquid_level = (n2.param2&LIQUID_LEVEL_MASK);
if (liquid_level <= LIQUID_LEVEL_MAX+1-range)
liquid_level = 0;
else
liquid_level -= (LIQUID_LEVEL_MAX+1-range);
- level = (-0.5 + ((float)liquid_level+ 0.5) / (float)range * node_liquid_level) * BS;
+ level = (-0.5 + ((float)liquid_level + 0.5) / (float)range) * BS;
}
// Check node above neighbor.
n2.getContent() == c_flowing)
flags |= neighborflag_top_is_same_liquid;
}
-
- neighbor_levels[neighbor_dirs[i]] = level;
- neighbor_contents[neighbor_dirs[i]] = content;
- neighbor_flags[neighbor_dirs[i]] = flags;
+
+ NeighborData &neighbor_data =
+ neighbor_data_matrix[NeighborToIndex(neighbor_dirs[i])];
+
+ neighbor_data.level = level;
+ neighbor_data.content = content;
+ neighbor_data.flags = flags;
}
// Corner heights (average between four liquids)
f32 corner_levels[4];
-
+
v3s16 halfdirs[4] = {
v3s16(0,0,0),
v3s16(1,0,0),
for(u32 j=0; j<4; j++)
{
v3s16 neighbordir = cornerdir - halfdirs[j];
- content_t content = neighbor_contents[neighbordir];
+
+ NeighborData &neighbor_data =
+ neighbor_data_matrix[NeighborToIndex(neighbordir)];
+ content_t content = neighbor_data.content;
// If top is liquid, draw starting from top of node
- if(neighbor_flags[neighbordir] &
- neighborflag_top_is_same_liquid)
+ if (neighbor_data.flags & neighborflag_top_is_same_liquid)
{
cornerlevel = 0.5*BS;
valid_count = 1;
// Source is always the same height
else if(content == c_source)
{
- cornerlevel = (-0.5+node_liquid_level)*BS;
+ cornerlevel = 0.5 * BS;
valid_count = 1;
break;
}
// Flowing liquid has level information
else if(content == c_flowing)
{
- cornerlevel += neighbor_levels[neighbordir];
+ cornerlevel += neighbor_data.level;
valid_count++;
}
else if(content == CONTENT_AIR)
{
v3s16 dir = side_dirs[i];
+ NeighborData& neighbor_data =
+ neighbor_data_matrix[NeighborToIndex(dir)];
/*
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)
+ if (top_is_same_liquid &&
+ (neighbor_data.flags & neighborflag_top_is_same_liquid))
continue;
- content_t neighbor_content = neighbor_contents[dir];
+ content_t neighbor_content = neighbor_data.content;
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
// 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)
+ video::SColor *c = &c1;
+ if(n_feat.solidness != 0 || n_feat.visual_solidness != 0) {
current_tile = &tile_liquid_bfculled;
-
+ c = &c2;
+ }
+
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),
+ 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
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
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(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.Z *= 0.98;
}*/
+ if (data->m_smooth_lighting)
+ vertices[j].Color = blendLight(frame, vertices[j].Pos, current_tile->color);
vertices[j].Pos += intToFloat(p, BS);
}
// Add to mesh collector
collector.append(*current_tile, 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, 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),
+ video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c1, 0,1),
+ video::S3DVertex(BS/2,0,BS/2, 0,0,0, c1, 1,1),
+ video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c1, 1,0),
+ video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c1, 0,0),
};
-
+
// 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.
//vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
s32 j = corner_resolve[i];
vertices[i].Pos.Y += corner_levels[j];
+ if (data->m_smooth_lighting)
+ vertices[i].Color = blendLight(frame, vertices[i].Pos, tile_liquid.color);
vertices[i].Pos += intToFloat(p, BS);
}
-
- // Default downwards-flowing texture animation goes from
+
+ // 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
TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
u16 l = getInteriorLight(n, 1, nodedef);
- video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
-
+ video::SColor c = encode_light_and_color(l, tile.color,
+ f.light_source);
for(u32 j=0; j<6; j++)
{
// Check this neighbor
- v3s16 n2p = blockpos_nodes + p + g_6dirs[j];
+ v3s16 dir = g_6dirs[j];
+ v3s16 n2p = blockpos_nodes + p + dir;
MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
// Don't make face if neighbor is of same type
if(n2.getContent() == n.getContent())
continue;
+ video::SColor c2=c;
+ if(!f.light_source)
+ applyFacesShading(c2, v3f(dir.X, dir.Y, dir.Z));
+
// The face at Z+
video::S3DVertex vertices[4] = {
- 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, 0,1),
- video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 0,0),
- video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
+ video::S3DVertex(-BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c2, 1,1),
+ video::S3DVertex(BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c2, 0,1),
+ video::S3DVertex(BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c2, 0,0),
+ video::S3DVertex(-BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c2, 1,0),
};
-
+
// Rotations in the g_6dirs format
if(j == 0) // Z+
for(u16 i=0; i<4; i++)
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(90);
- for(u16 i=0; i<4; i++){
+ for (u16 i = 0; i < 4; i++) {
+ if (data->m_smooth_lighting)
+ vertices[i].Color = blendLight(frame, vertices[i].Pos, vertices[i].Normal, tile.color);
vertices[i].Pos += intToFloat(p, BS);
}
collector.append(tile, vertices, 4, indices, 6);
}
break;}
+ case NDT_GLASSLIKE_FRAMED_OPTIONAL:
+ // This is always pre-converted to something else
+ FATAL_ERROR("NDT_GLASSLIKE_FRAMED_OPTIONAL not pre-converted as expected");
+ break;
case NDT_GLASSLIKE_FRAMED:
{
static const v3s16 dirs[6] = {
v3s16( 0, 0,-1)
};
+ u16 l = getInteriorLight(n, 1, nodedef);
u8 i;
TileSpec tiles[6];
for (i = 0; i < 6; i++)
tiles[i] = getNodeTile(n, p, dirs[i], data);
-
+
+ video::SColor tile0color = encode_light_and_color(l,
+ tiles[0].color, f.light_source);
+
TileSpec glass_tiles[6];
+ video::SColor glasscolor[6];
if (tiles[1].texture && tiles[2].texture && tiles[3].texture) {
glass_tiles[0] = tiles[2];
glass_tiles[1] = tiles[3];
glass_tiles[5] = tiles[1];
} else {
for (i = 0; i < 6; i++)
- glass_tiles[i] = tiles[1];
+ glass_tiles[i] = tiles[1];
}
-
+ for (i = 0; i < 6; i++)
+ glasscolor[i] = encode_light_and_color(l, glass_tiles[i].color,
+ f.light_source);
+
u8 param2 = n.getParam2();
bool H_merge = ! bool(param2 & 128);
bool V_merge = ! bool(param2 & 64);
param2 = param2 & 63;
-
- u16 l = getInteriorLight(n, 1, nodedef);
- 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 g = a - 0.003;
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(-g,-g, g, g, g, g), // z+
aabb3f(-g,-g,-g, g, g,-g) // z-
};
-
+
// table of node visible faces, 0 = invisible
int visible_faces[6] = {0,0,0,0,0,0};
-
+
// table of neighbours, 1 = same type, checked with g_26dirs
int nb[18] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
-
+
// g_26dirs to check when only horizontal merge is allowed
int nb_H_dirs[8] = {0,2,3,5,10,11,12,13};
-
+
content_t current = n.getContent();
content_t n2c;
MapNode n2;
n2 = data->m_vmanip.getNodeNoEx(n2p);
n2c = n2.getContent();
if (n2c == current || n2c == CONTENT_IGNORE)
- nb[4] = 1;
+ nb[4] = 1;
} else if (H_merge && !V_merge) {
for(i = 0; i < 8; i++) {
n2p = blockpos_nodes + p + g_26dirs[nb_H_dirs[i]];
n2 = data->m_vmanip.getNodeNoEx(n2p);
n2c = n2.getContent();
if (n2c == current || n2c == CONTENT_IGNORE)
- nb[nb_H_dirs[i]] = 1;
+ nb[nb_H_dirs[i]] = 1;
}
} else if (H_merge && V_merge) {
for(i = 0; i < 18; i++) {
visible_faces[i] = 1;
}
}
-
+
if (!H_merge) {
visible_faces[2] = 1;
visible_faces[3] = 1;
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
};
- f32 tx1, ty1, tz1, tx2, ty2, tz2;
aabb3f box;
for(i = 0; i < 12; i++)
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,
- };
- makeCuboid(&collector, box, &tiles[0], 1, c, txc1);
+ makeAutoLightedCuboid(&collector, data, pos, box, tiles[0], tile0color, frame);
}
for(i = 0; i < 6; i++)
if (!visible_faces[i])
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, &glass_tiles[i], 1, c, txc2);
+ makeAutoLightedCuboid(&collector, data, pos, box, glass_tiles[i], glasscolor[i], frame);
}
- if (param2 > 0){
+ if (param2 > 0 && f.special_tiles[0].texture) {
// Interior volume level is in range 0 .. 63,
// convert it to -0.5 .. 0.5
float vlev = (((float)param2 / 63.0 ) * 2.0 - 1.0);
- TileSpec interior_tiles[6];
- for (i = 0; i < 6; i++)
- interior_tiles[i] = f.special_tiles[0];
+ TileSpec tile = getSpecialTile(f, n, 0);
+ video::SColor special_color = encode_light_and_color(l,
+ tile.color, f.light_source);
float offset = 0.003;
box = aabb3f(visible_faces[3] ? -b : -a + offset,
visible_faces[1] ? -b : -a + offset,
visible_faces[2] ? b : a - offset,
visible_faces[0] ? b * vlev : a * vlev - offset,
visible_faces[4] ? b : a - offset);
- 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 txc3[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, interior_tiles, 6, c, txc3);
+ makeAutoLightedCuboid(&collector, data, pos, box, tile, special_color, frame);
}
break;}
case NDT_ALLFACES:
{
TileSpec tile_leaves = getNodeTile(n, p,
v3s16(0,0,0), data);
-
u16 l = getInteriorLight(n, 1, nodedef);
- video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+ video::SColor c = encode_light_and_color(l,
+ tile_leaves.color, 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);
+ makeAutoLightedCuboid(&collector, data, pos, box, tile_leaves, c, frame);
break;}
case NDT_ALLFACES_OPTIONAL:
// This is always pre-converted to something else
- assert(0);
+ FATAL_ERROR("NDT_ALLFACES_OPTIONAL not pre-converted");
break;
case NDT_TORCHLIKE:
{
v3s16 dir = n.getWallMountedDir(nodedef);
-
+
u8 tileindex = 0;
if(dir == v3s16(0,-1,0)){
tileindex = 0; // floor
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
u16 l = getInteriorLight(n, 1, nodedef);
- video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+ video::SColor c = encode_light_and_color(l, tile.color,
+ f.light_source);
float s = BS/2*f.visual_scale;
// Wall at X+ of node
video::S3DVertex(-s, s,0, 0,0,0, c, 0,0),
};
- for(s32 i=0; i<4; i++)
+ for (s32 i = 0; i < 4; i++)
{
if(dir == v3s16(1,0,0))
vertices[i].Pos.rotateXZBy(0);
if(dir == v3s16(0,1,0))
vertices[i].Pos.rotateXZBy(-45);
+ if (data->m_smooth_lighting)
+ vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color);
vertices[i].Pos += intToFloat(p, BS);
}
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
u16 l = getInteriorLight(n, 0, nodedef);
- video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
-
+ video::SColor c = encode_light_and_color(l, tile.color,
+ f.light_source);
+
float d = (float)BS/16;
float s = BS/2*f.visual_scale;
// Wall at X+ of node
v3s16 dir = n.getWallMountedDir(nodedef);
- for(s32 i=0; i<4; i++)
+ for (s32 i = 0; i < 4; i++)
{
if(dir == v3s16(1,0,0))
vertices[i].Pos.rotateXZBy(0);
if(dir == v3s16(0,1,0))
vertices[i].Pos.rotateXYBy(90);
+ if (data->m_smooth_lighting)
+ vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color);
vertices[i].Pos += intToFloat(p, BS);
}
break;}
case NDT_PLANTLIKE:
{
+ PseudoRandom rng(x<<8 | z | y<<16);
+
TileSpec tile = getNodeTileN(n, p, 0, data);
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
-
- u16 l = getInteriorLight(n, 1, nodedef);
- video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
- float s = BS/2*f.visual_scale;
+ u16 l = getInteriorLight(n, 1, nodedef);
+ video::SColor c = encode_light_and_color(l, tile.color,
+ f.light_source);
+
+ float s = BS / 2 * f.visual_scale;
+ // add sqrt(2) visual scale
+ if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x10) != 0))
+ s *= 1.41421;
+
+ float random_offset_X = .0;
+ float random_offset_Z = .0;
+ if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x8) != 0)) {
+ random_offset_X = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145);
+ random_offset_Z = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145);
+ }
- for(u32 j=0; j<2; j++)
- {
+ for (int j = 0; j < 4; j++) {
video::S3DVertex vertices[4] =
{
- 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, 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);
+ float rotate_degree = 0;
+ u8 p2mesh = 0;
+ if (f.param_type_2 == CPT2_DEGROTATE)
+ rotate_degree = n.param2 * 2;
+ if (f.param_type_2 != CPT2_MESHOPTIONS) {
+ if (j == 0) {
+ for (u16 i = 0; i < 4; i++)
+ vertices[i].Pos.rotateXZBy(46 + rotate_degree);
+ } else if (j == 1) {
+ for (u16 i = 0; i < 4; i++)
+ vertices[i].Pos.rotateXZBy(-44 + rotate_degree);
+ }
+ } else {
+ p2mesh = n.param2 & 0x7;
+ switch (p2mesh) {
+ case 0:
+ // x
+ if (j == 0) {
+ for (u16 i = 0; i < 4; i++)
+ vertices[i].Pos.rotateXZBy(46);
+ } else if (j == 1) {
+ for (u16 i = 0; i < 4; i++)
+ vertices[i].Pos.rotateXZBy(-44);
+ }
+ break;
+ case 1:
+ // +
+ if (j == 0) {
+ for (u16 i = 0; i < 4; i++)
+ vertices[i].Pos.rotateXZBy(91);
+ } else if (j == 1) {
+ for (u16 i = 0; i < 4; i++)
+ vertices[i].Pos.rotateXZBy(1);
+ }
+ break;
+ case 2:
+ // *
+ if (j == 0) {
+ for (u16 i = 0; i < 4; i++)
+ vertices[i].Pos.rotateXZBy(121);
+ } else if (j == 1) {
+ for (u16 i = 0; i < 4; i++)
+ vertices[i].Pos.rotateXZBy(241);
+ } else { // (j == 2)
+ for (u16 i = 0; i < 4; i++)
+ vertices[i].Pos.rotateXZBy(1);
+ }
+ break;
+ case 3:
+ // #
+ switch (j) {
+ case 0:
+ for (u16 i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateXZBy(1);
+ vertices[i].Pos.Z += BS / 4;
+ }
+ break;
+ case 1:
+ for (u16 i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateXZBy(91);
+ vertices[i].Pos.X += BS / 4;
+ }
+ break;
+ case 2:
+ for (u16 i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateXZBy(181);
+ vertices[i].Pos.Z -= BS / 4;
+ }
+ break;
+ case 3:
+ for (u16 i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateXZBy(271);
+ vertices[i].Pos.X -= BS / 4;
+ }
+ break;
+ }
+ break;
+ case 4:
+ // outward leaning #-like
+ switch (j) {
+ case 0:
+ for (u16 i = 2; i < 4; i++)
+ vertices[i].Pos.Z -= BS / 2;
+ for (u16 i = 0; i < 4; i++)
+ vertices[i].Pos.rotateXZBy(1);
+ break;
+ case 1:
+ for (u16 i = 2; i < 4; i++)
+ vertices[i].Pos.Z -= BS / 2;
+ for (u16 i = 0; i < 4; i++)
+ vertices[i].Pos.rotateXZBy(91);
+ break;
+ case 2:
+ for (u16 i = 2; i < 4; i++)
+ vertices[i].Pos.Z -= BS / 2;
+ for (u16 i = 0; i < 4; i++)
+ vertices[i].Pos.rotateXZBy(181);
+ break;
+ case 3:
+ for (u16 i = 2; i < 4; i++)
+ vertices[i].Pos.Z -= BS / 2;
+ for (u16 i = 0; i < 4; i++)
+ vertices[i].Pos.rotateXZBy(271);
+ break;
+ }
+ break;
+ }
}
- else if(j == 1)
- {
- for(u16 i=0; i<4; i++)
+
+ for (int i = 0; i < 4; i++) {
+ vertices[i].Pos *= f.visual_scale;
+ vertices[i].Pos.Y += BS/2 * (f.visual_scale - 1);
+ if (data->m_smooth_lighting)
+ vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color);
+ vertices[i].Pos += intToFloat(p, BS);
+ // move to a random spot to avoid moire
+ if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x8) != 0)) {
+ vertices[i].Pos.X += random_offset_X;
+ vertices[i].Pos.Z += random_offset_Z;
+ }
+ // randomly move each face up/down
+ if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x20) != 0)) {
+ PseudoRandom yrng(j | x<<16 | z<<8 | y<<24 );
+ vertices[i].Pos.Y -= BS * ((yrng.next() % 16 / 16.0) * 0.125);
+ }
+ }
+
+ u16 indices[] = {0, 1, 2, 2, 3, 0};
+ // Add to mesh collector
+ collector.append(tile, vertices, 4, indices, 6);
+
+ // stop adding faces for meshes with less than 4 faces
+ if (f.param_type_2 == CPT2_MESHOPTIONS) {
+ if (((p2mesh == 0) || (p2mesh == 1)) && (j == 1))
+ break;
+ else if ((p2mesh == 2) && (j == 2))
+ break;
+ } else if (j == 1) {
+ break;
+ }
+
+ }
+ break;}
+ case NDT_FIRELIKE:
+ {
+ TileSpec tile = getNodeTileN(n, p, 0, data);
+ tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
+
+ u16 l = getInteriorLight(n, 1, nodedef);
+ video::SColor c = encode_light_and_color(l, tile.color,
+ f.light_source);
+
+ float s = BS / 2 * f.visual_scale;
+
+ content_t current = n.getContent();
+ content_t n2c;
+ MapNode n2;
+ v3s16 n2p;
+
+ 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)
+ };
+
+ int doDraw[6] = {0, 0, 0, 0, 0, 0};
+
+ bool drawAllFaces = true;
+
+ // Check for adjacent nodes
+ for (int i = 0; i < 6; i++) {
+ n2p = blockpos_nodes + p + dirs[i];
+ n2 = data->m_vmanip.getNodeNoEx(n2p);
+ n2c = n2.getContent();
+ if (n2c != CONTENT_IGNORE && n2c != CONTENT_AIR && n2c != current) {
+ doDraw[i] = 1;
+ if (drawAllFaces)
+ drawAllFaces = false;
+
+ }
+ }
+
+ for (int j = 0; j < 6; j++) {
+
+ video::S3DVertex vertices[4] = {
+ 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),
+ };
+
+ // Calculate which faces should be drawn, (top or sides)
+ if (j == 0 && (drawAllFaces ||
+ (doDraw[3] == 1 || doDraw[1] == 1))) {
+ for (int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateXZBy(90);
+ vertices[i].Pos.rotateXYBy(-10);
+ vertices[i].Pos.X -= 4.0;
+ }
+ } else if (j == 1 && (drawAllFaces ||
+ (doDraw[5] == 1 || doDraw[1] == 1))) {
+ for (int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateXZBy(180);
+ vertices[i].Pos.rotateYZBy(10);
+ vertices[i].Pos.Z -= 4.0;
+ }
+ } else if (j == 2 && (drawAllFaces ||
+ (doDraw[2] == 1 || doDraw[1] == 1))) {
+ for (int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateXZBy(270);
+ vertices[i].Pos.rotateXYBy(10);
+ vertices[i].Pos.X += 4.0;
+ }
+ } else if (j == 3 && (drawAllFaces ||
+ (doDraw[4] == 1 || doDraw[1] == 1))) {
+ for (int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateYZBy(-10);
+ vertices[i].Pos.Z += 4.0;
+ }
+ // Center cross-flames
+ } else if (j == 4 && (drawAllFaces || doDraw[1] == 1)) {
+ for (int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateXZBy(45);
+ }
+ } else if (j == 5 && (drawAllFaces || doDraw[1] == 1)) {
+ for (int i = 0; i < 4; i++) {
vertices[i].Pos.rotateXZBy(-45);
+ }
+ // Render flames on bottom of node above
+ } else if (j == 0 && doDraw[0] == 1 && doDraw[1] == 0) {
+ for (int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateYZBy(70);
+ vertices[i].Pos.rotateXZBy(90);
+ vertices[i].Pos.Y += 4.84;
+ vertices[i].Pos.X -= 4.7;
+ }
+ } else if (j == 1 && doDraw[0] == 1 && doDraw[1] == 0) {
+ for (int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateYZBy(70);
+ vertices[i].Pos.rotateXZBy(180);
+ vertices[i].Pos.Y += 4.84;
+ vertices[i].Pos.Z -= 4.7;
+ }
+ } else if (j == 2 && doDraw[0] == 1 && doDraw[1] == 0) {
+ for (int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateYZBy(70);
+ vertices[i].Pos.rotateXZBy(270);
+ vertices[i].Pos.Y += 4.84;
+ vertices[i].Pos.X += 4.7;
+ }
+ } else if (j == 3 && doDraw[0] == 1 && doDraw[1] == 0) {
+ for (int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateYZBy(70);
+ vertices[i].Pos.Y += 4.84;
+ vertices[i].Pos.Z += 4.7;
+ }
+ } else {
+ // Skip faces that aren't adjacent to a node
+ continue;
}
- for(u16 i=0; i<4; i++)
- {
+ for (int i = 0; i < 4; i++) {
vertices[i].Pos *= f.visual_scale;
+ if (data->m_smooth_lighting)
+ vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color);
vertices[i].Pos += intToFloat(p, BS);
}
- u16 indices[] = {0,1,2,2,3,0};
+ u16 indices[] = {0, 1, 2, 2, 3, 0};
// Add to mesh collector
collector.append(tile, vertices, 4, indices, 6);
}
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";
+
+ // Put wood the right way around in the posts
TileSpec tile_rot = tile;
- tile_rot.texture = tsrc->getTexture(
- texturestring_rot,
- &tile_rot.texture_id);
-
+ tile_rot.rotation = 1;
+
u16 l = getInteriorLight(n, 1, nodedef);
- video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+ video::SColor c = encode_light_and_color(l, tile.color,
+ f.light_source);
const f32 post_rad=(f32)BS/8;
const f32 bar_rad=(f32)BS/16;
// 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.,
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);
+ makeAutoLightedCuboidEx(&collector, data, pos, post, tile_rot, postuv, c, frame);
// Now a section of fence, +X, if there's a post there
v3s16 p2 = p;
{
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.,
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);
+ makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, xrailuv, c, frame);
bar.MinEdge.Y -= BS/2;
bar.MaxEdge.Y -= BS/2;
- makeCuboid(&collector, bar, &tile_nocrack, 1,
- c, xrailuv);
+ makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, xrailuv, c, frame);
}
// Now a section of fence, +Z, if there's a post there
{
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.,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);
+ makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, zrailuv, c, frame);
bar.MinEdge.Y -= BS/2;
bar.MaxEdge.Y -= BS/2;
- makeCuboid(&collector, bar, &tile_nocrack, 1,
- c, zrailuv);
+ makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, zrailuv, c, frame);
}
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));
- 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));
+ bool is_rail_x[6]; /* (-1,-1,0) X (1,-1,0) (-1,0,0) X (1,0,0) (-1,1,0) X (1,1,0) */
+ bool is_rail_z[6];
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 ((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 ((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 ((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;
-
- 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];
+ int self_group = ((ItemGroupList) nodedef->get(n).groups)[groupname];
+
+ u8 index = 0;
+ for (s8 y0 = -1; y0 <= 1; y0++) {
+ // Prevent from indexing never used coordinates
+ for (s8 xz = -1; xz <= 1; xz++) {
+ if (xz == 0)
+ continue;
+ MapNode n_xy = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x + xz, y + y0, z));
+ MapNode n_zy = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y + y0, z + xz));
+ const ContentFeatures &def_xy = nodedef->get(n_xy);
+ const ContentFeatures &def_zy = nodedef->get(n_zy);
+
+ // Check if current node would connect with the rail
+ is_rail_x[index] = ((def_xy.drawtype == NDT_RAILLIKE
+ && ((ItemGroupList) def_xy.groups)[groupname] == self_group)
+ || n_xy.getContent() == thiscontent);
+
+ is_rail_z[index] = ((def_zy.drawtype == NDT_RAILLIKE
+ && ((ItemGroupList) def_zy.groups)[groupname] == self_group)
+ || n_zy.getContent() == thiscontent);
+ index++;
+ }
+ }
+
+ bool is_rail_x_all[2]; // [0] = negative x, [1] = positive x coordinate from the current node position
+ bool is_rail_z_all[2];
+ is_rail_x_all[0] = is_rail_x[0] || is_rail_x[2] || is_rail_x[4];
+ is_rail_x_all[1] = is_rail_x[1] || is_rail_x[3] || is_rail_x[5];
+ is_rail_z_all[0] = is_rail_z[0] || is_rail_z[2] || is_rail_z[4];
+ is_rail_z_all[1] = is_rail_z[1] || is_rail_z[3] || is_rail_z[5];
// reasonable default, flat straight unrotated rail
bool is_straight = true;
u8 tileindex = 0;
// 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])
- {
- adjacencies = 5; //5 means sloped
+ if (is_rail_x[4] || is_rail_x[5] || is_rail_z[4] || is_rail_z[5]) {
+ adjacencies = 5; // 5 means sloped
is_straight = true; // sloped is always straight
- }
- else
- {
+ } else {
// 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];
switch (adjacencies) {
case 1:
- if(is_rail_x_all[0] || is_rail_x_all[1])
+ if (is_rail_x_all[0] || is_rail_x_all[1])
angle = 90;
break;
case 2:
- if(!is_straight)
+ if (!is_straight)
tileindex = 1; // curved
- if(is_rail_x_all[0] && is_rail_x_all[1])
+ if (is_rail_x_all[0] && is_rail_x_all[1])
angle = 90;
- if(is_rail_z_all[0] && is_rail_z_all[1]){
- if (is_rail_z_plus_y[0])
+ if (is_rail_z_all[0] && is_rail_z_all[1]) {
+ if (is_rail_z[4])
angle = 180;
}
- else if(is_rail_x_all[0] && is_rail_z_all[0])
+ else if (is_rail_x_all[0] && is_rail_z_all[0])
angle = 270;
- else if(is_rail_x_all[0] && is_rail_z_all[1])
+ else if (is_rail_x_all[0] && is_rail_z_all[1])
angle = 180;
- else if(is_rail_x_all[1] && is_rail_z_all[1])
+ else if (is_rail_x_all[1] && is_rail_z_all[1])
angle = 90;
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;
+ angle = 180;
if(!is_rail_z_all[0])
- angle=90;
+ angle = 90;
if(!is_rail_z_all[1])
- angle=270;
+ angle = 270;
break;
case 4:
tileindex = 3; // crossing
break;
case 5: //sloped
- if(is_rail_z_plus_y[0])
+ if (is_rail_z[4])
angle = 180;
- if(is_rail_x_plus_y[0])
+ if (is_rail_x[4])
angle = 90;
- if(is_rail_x_plus_y[1])
+ if (is_rail_x[5])
angle = -90;
break;
default:
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
u16 l = getInteriorLight(n, 0, nodedef);
- video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+ video::SColor c = encode_light_and_color(l, tile.color,
+ f.light_source);
float d = (float)BS/64;
-
- 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 s = BS/2;
+
+ short g = -1;
+ if (is_rail_x[4] || is_rail_x[5] || is_rail_z[4] || is_rail_z[5])
+ g = 1; //Object is at a slope
video::S3DVertex vertices[4] =
{
- 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),
+ video::S3DVertex(-s, -s+d, -s, 0, 0, 0, c, 0, 1),
+ video::S3DVertex( s, -s+d, -s, 0, 0, 0, c, 1, 1),
+ video::S3DVertex( s, g*s+d, s, 0, 0, 0, c, 1, 0),
+ video::S3DVertex(-s, g*s+d, s, 0, 0, 0, c, 0, 0),
};
for(s32 i=0; i<4; i++)
{
if(angle != 0)
vertices[i].Pos.rotateXZBy(angle);
+ if (data->m_smooth_lighting)
+ vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color);
vertices[i].Pos += intToFloat(p, BS);
}
v3s16(0, 0, 1),
v3s16(0, 0, -1)
};
+
TileSpec tiles[6];
-
- u16 l = getInteriorLight(n, 0, nodedef);
- video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+ video::SColor colors[6];
+ for (int j = 0; j < 6; j++) {
+ // Handles facedir rotation for textures
+ tiles[j] = getNodeTile(n, p, tile_dirs[j], data);
+ }
+ if (!data->m_smooth_lighting) {
+ u16 l = getInteriorLight(n, 1, nodedef);
+ for (int j = 0; j < 6; j++)
+ colors[j] = encode_light_and_color(l, tiles[j].color, f.light_source);
+ }
v3f pos = intToFloat(p, BS);
- std::vector<aabb3f> boxes = n.getNodeBoxes(nodedef);
- for(std::vector<aabb3f>::iterator
+ int neighbors = 0;
+
+ // locate possible neighboring nodes to connect to
+ if (f.node_box.type == NODEBOX_CONNECTED) {
+ v3s16 p2 = p;
+
+ p2.Y++;
+ getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 1, &neighbors);
+
+ p2 = p;
+ p2.Y--;
+ getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 2, &neighbors);
+
+ p2 = p;
+ p2.Z--;
+ getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 4, &neighbors);
+
+ p2 = p;
+ p2.X--;
+ getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 8, &neighbors);
+
+ p2 = p;
+ p2.Z++;
+ getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 16, &neighbors);
+
+ p2 = p;
+ p2.X++;
+ getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 32, &neighbors);
+ }
+
+ std::vector<aabb3f> boxes;
+ n.getNodeBoxes(nodedef, &boxes, neighbors);
+ for (std::vector<aabb3f>::iterator
i = boxes.begin();
- i != boxes.end(); i++)
- {
- for(int j = 0; j < 6; j++)
- {
- // Handles facedir rotation for textures
- tiles[j] = getNodeTile(n, p, tile_dirs[j], data);
- }
+ i != boxes.end(); ++i) {
aabb3f box = *i;
+
+ f32 dx1 = box.MinEdge.X;
+ f32 dy1 = box.MinEdge.Y;
+ f32 dz1 = box.MinEdge.Z;
+ f32 dx2 = box.MaxEdge.X;
+ f32 dy2 = box.MaxEdge.Y;
+ f32 dz2 = box.MaxEdge.Z;
+
box.MinEdge += pos;
box.MaxEdge += pos;
-
- f32 temp;
+
if (box.MinEdge.X > box.MaxEdge.X)
- {
- temp=box.MinEdge.X;
- box.MinEdge.X=box.MaxEdge.X;
- box.MaxEdge.X=temp;
- }
+ std::swap(box.MinEdge.X, box.MaxEdge.X);
if (box.MinEdge.Y > box.MaxEdge.Y)
- {
- temp=box.MinEdge.Y;
- box.MinEdge.Y=box.MaxEdge.Y;
- box.MaxEdge.Y=temp;
- }
+ std::swap(box.MinEdge.Y, box.MaxEdge.Y);
if (box.MinEdge.Z > box.MaxEdge.Z)
- {
- temp=box.MinEdge.Z;
- box.MinEdge.Z=box.MaxEdge.Z;
- box.MaxEdge.Z=temp;
- }
+ std::swap(box.MinEdge.Z, box.MaxEdge.Z);
//
// Compute texture coords
// front
tx1, 1-ty2, tx2, 1-ty1,
};
- makeCuboid(&collector, box, tiles, 6, c, txc);
+ if (data->m_smooth_lighting) {
+ u16 lights[8];
+ for (int j = 0; j < 8; ++j) {
+ f32 x = (j & 4) ? dx2 : dx1;
+ f32 y = (j & 2) ? dy2 : dy1;
+ f32 z = (j & 1) ? dz2 : dz1;
+ lights[j] = blendLight(frame, core::vector3df(x, y, z));
+ }
+ makeSmoothLightedCuboid(&collector, box, tiles, 6, lights, txc, f.light_source);
+ } else {
+ makeCuboid(&collector, box, tiles, 6, colors, txc, f.light_source);
+ }
+ }
+ break;}
+ case NDT_MESH:
+ {
+ v3f pos = intToFloat(p, BS);
+ u16 l = getInteriorLight(n, 1, nodedef);
+ u8 facedir = 0;
+ if (f.param_type_2 == CPT2_FACEDIR ||
+ f.param_type_2 == CPT2_COLORED_FACEDIR) {
+ facedir = n.getFaceDir(nodedef);
+ } else if (f.param_type_2 == CPT2_WALLMOUNTED ||
+ f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
+ //convert wallmounted to 6dfacedir.
+ //when cache enabled, it is already converted
+ facedir = n.getWallMounted(nodedef);
+ if (!enable_mesh_cache) {
+ static const u8 wm_to_6d[6] = {20, 0, 16+1, 12+3, 8, 4+2};
+ facedir = wm_to_6d[facedir];
+ }
+ }
+
+ if (!data->m_smooth_lighting && f.mesh_ptr[facedir]) {
+ // use cached meshes
+ for (u16 j = 0; j < f.mesh_ptr[0]->getMeshBufferCount(); j++) {
+ const TileSpec &tile = getNodeTileN(n, p, j, data);
+ scene::IMeshBuffer *buf = f.mesh_ptr[facedir]->getMeshBuffer(j);
+ collector.append(tile, (video::S3DVertex *)
+ buf->getVertices(), buf->getVertexCount(),
+ buf->getIndices(), buf->getIndexCount(), pos,
+ encode_light_and_color(l, tile.color, f.light_source),
+ f.light_source);
+ }
+ } else if (f.mesh_ptr[0]) {
+ // no cache, clone and rotate mesh
+ scene::IMesh* mesh = cloneMesh(f.mesh_ptr[0]);
+ rotateMeshBy6dFacedir(mesh, facedir);
+ recalculateBoundingBox(mesh);
+ meshmanip->recalculateNormals(mesh, true, false);
+ for (u16 j = 0; j < mesh->getMeshBufferCount(); j++) {
+ const TileSpec &tile = getNodeTileN(n, p, j, data);
+ scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
+ video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
+ u32 vertex_count = buf->getVertexCount();
+ if (data->m_smooth_lighting) {
+ for (u16 m = 0; m < vertex_count; ++m) {
+ video::S3DVertex &vertex = vertices[m];
+ vertex.Color = blendLight(frame, vertex.Pos, vertex.Normal, tile.color);
+ vertex.Pos += pos;
+ }
+ collector.append(tile, vertices, vertex_count,
+ buf->getIndices(), buf->getIndexCount());
+ } else {
+ collector.append(tile, vertices, vertex_count,
+ buf->getIndices(), buf->getIndexCount(), pos,
+ encode_light_and_color(l, tile.color, f.light_source),
+ f.light_source);
+ }
+ }
+ mesh->drop();
}
break;}
}