]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/content_mapblock.cpp
Merge remote branch 'origin/master'
[dragonfireclient.git] / src / content_mapblock.cpp
index 4a5c001d5201aa889fb8c9ed0c94661144940276..84d5f067c90704c928b8e7985b44b346e8676839 100644 (file)
@@ -42,14 +42,16 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 //              (compatible with ContentFeatures). If you specified 0,0,1,1
 //              for each face, that would be the same as passing NULL.
 void makeCuboid(MeshCollector *collector, const aabb3f &box,
-       const TileSpec *tiles, int tilecount,
+       TileSpec *tiles, int tilecount,
        video::SColor &c, const f32* txc)
 {
        assert(tilecount >= 1 && tilecount <= 6);
 
        v3f min = box.MinEdge;
        v3f max = box.MaxEdge;
-
        if(txc == NULL)
        {
                static const f32 txc_default[24] = {
@@ -97,15 +99,70 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box,
                video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
        };
 
-       for(s32 j=0; j<24; j++)
+       v2f t;
+       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.rotateBy(90,irr::core::vector2df(0, 0));
+
+                                       tiles[i].texture.pos.Y += tiles[i].texture.size.Y;
+                                       tiles[i].texture.size.Y *= -1;
+                                       break;
+                               case 5: //FXR270
+                                       for (int x = 0; x < 4; x++)
+                                               vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
+                                       t=vertices[i*4].TCoords;
+                                       tiles[i].texture.pos.Y += tiles[i].texture.size.Y;
+                                       tiles[i].texture.size.Y *= -1;
+                                       break;
+                               case 6: //FYR90
+                                       for (int x = 0; x < 4; x++)
+                                               vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
+                                       tiles[i].texture.pos.X += tiles[i].texture.size.X;
+                                       tiles[i].texture.size.X *= -1;
+                                       break;
+                               case 7: //FYR270
+                                       for (int x = 0; x < 4; x++)
+                                               vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
+                                       tiles[i].texture.pos.X += tiles[i].texture.size.X;
+                                       tiles[i].texture.size.X *= -1;
+                                       break;
+                               case 8: //FX
+                                       tiles[i].texture.pos.Y += tiles[i].texture.size.Y;
+                                       tiles[i].texture.size.Y *= -1;
+                                       break;
+                               case 9: //FY
+                                       tiles[i].texture.pos.X += tiles[i].texture.size.X;
+                                       tiles[i].texture.size.X *= -1;
+                                       break;
+                               default:
+                                       break;
+                               }
+                       }
+               for(s32 j=0; j<24; j++)
        {
                int tileindex = MYMIN(j/4, tilecount-1);
                vertices[j].TCoords *= tiles[tileindex].texture.size;
                vertices[j].TCoords += tiles[tileindex].texture.pos;
        }
-
        u16 indices[] = {0,1,2,2,3,0};
-
        // Add to mesh collector
        for(s32 j=0; j<24; j+=4)
        {
@@ -160,18 +217,145 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                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);
                        AtlasPointer &pa_liquid = tile_liquid.texture;
 
-                       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;
+                       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;
 
                        u16 l = getInteriorLight(n, 0, data);
                        video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
+
+                       /*
+                               Generate sides
+                        */
+                       v3s16 side_dirs[4] = {
+                               v3s16(1,0,0),
+                               v3s16(-1,0,0),
+                               v3s16(0,0,1),
+                               v3s16(0,0,-1),
+                       };
+                       for(u32 i=0; i<4; i++)
+                       {
+                               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,
+                                                       pa_liquid.x0(), pa_liquid.y1()),
+                                       video::S3DVertex(BS/2,0,BS/2,0,0,0, c,
+                                                       pa_liquid.x1(), pa_liquid.y1()),
+                                       video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
+                                                       pa_liquid.x1(), pa_liquid.y0()),
+                                       video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
+                                                       pa_liquid.x0(), pa_liquid.y0()),
+                               };
+
+                               /*
+                                       If our topside is liquid, set upper border of face
+                                       at upper border of node
+                               */
+                               if(top_is_same_liquid)
+                               {
+                                       vertices[2].Pos.Y = 0.5*BS;
+                                       vertices[3].Pos.Y = 0.5*BS;
+                               }
+                               /*
+                                       Otherwise upper position of face is 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);
+                               }
+
+                               u16 indices[] = {0,1,2,2,3,0};
+                               // Add to mesh collector
+                               collector.append(*current_tile, vertices, 4, indices, 6);
+                       }
+
+                       /*
+                               Generate top
+                        */
+                       if(top_is_same_liquid)
+                               continue;
                        
                        video::S3DVertex vertices[4] =
                        {
@@ -185,7 +369,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                                pa_liquid.x0(), pa_liquid.y0()),
                        };
 
-                       v3f offset(p.X, p.Y + (-0.5+node_liquid_level)*BS, p.Z);
+                       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;
@@ -230,9 +414,9 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        
                        // 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),
@@ -261,7 +445,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                                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;
+                                                               + 0.5) / (float)LIQUID_LEVEL_SOURCE * node_liquid_level) * BS;
 
                                        // Check node above neighbor.
                                        // NOTE: This doesn't get executed if neighbor
@@ -273,9 +457,9 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                                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)
@@ -324,7 +508,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        }
                                }
                                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;
@@ -1027,14 +1211,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                v3s16(0, 0, 1),
                                v3s16(0, 0, -1)
                        };
-
                        TileSpec tiles[6];
-                       for(int i = 0; i < 6; i++)
-                       {
-                               // Handles facedir rotation for textures
-                               tiles[i] = getNodeTile(n, p, tile_dirs[i], data);
-                       }
-
+                       
                        u16 l = getInteriorLight(n, 0, data);
                        video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
 
@@ -1045,17 +1223,43 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        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);
+                               }
                                aabb3f box = *i;
                                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;
+                               }
+                               if (box.MinEdge.Y > box.MaxEdge.Y)
+                               {
+                                       temp=box.MinEdge.Y;
+                                       box.MinEdge.Y=box.MaxEdge.Y;
+                                       box.MaxEdge.Y=temp;
+                               }
+                               if (box.MinEdge.Z > box.MaxEdge.Z)
+                               {
+                                       temp=box.MinEdge.Z;
+                                       box.MinEdge.Z=box.MaxEdge.Z;
+                                       box.MaxEdge.Z=temp;
+                               }
 
+                               //
                                // Compute texture coords
-                               f32 tx1 = (i->MinEdge.X/BS)+0.5;
-                               f32 ty1 = (i->MinEdge.Y/BS)+0.5;
-                               f32 tz1 = (i->MinEdge.Z/BS)+0.5;
-                               f32 tx2 = (i->MaxEdge.X/BS)+0.5;
-                               f32 ty2 = (i->MaxEdge.Y/BS)+0.5;
-                               f32 tz2 = (i->MaxEdge.Z/BS)+0.5;
+                               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,
@@ -1070,7 +1274,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        // front
                                        tx1, 1-ty2, tx2, 1-ty1,
                                };
-
                                makeCuboid(&collector, box, tiles, 6, c, txc);
                        }
                break;}