#include "client/tile.h"
#include "mesh.h"
#include <IMeshManipulator.h>
+#include "client/renderingengine.h"
#include "client.h"
-#include "log.h"
#include "noise.h"
-#include "util/cpp11.h"
// Distance of light extrapolation (for oversized nodes)
// After this distance, it gives up and considers light level constant
// Corresponding offsets are listed in g_27dirs
#define FRAMED_NEIGHBOR_COUNT 18
-static constexpr v3s16 light_dirs[8] = {
+static const v3s16 light_dirs[8] = {
v3s16(-1, -1, -1),
v3s16(-1, -1, 1),
v3s16(-1, 1, -1),
collector = output;
nodedef = data->m_client->ndef();
- smgr = data->m_client->getSceneManager();
- meshmanip = smgr->getMeshManipulator();
+ meshmanip = RenderingEngine::get_scene_manager()->getMeshManipulator();
enable_mesh_cache = g_settings->getBool("enable_mesh_cache") &&
!data->m_smooth_lighting; // Mesh cache is not supported with smooth lighting
blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
}
-void MapblockMeshGenerator::useTile(int index, bool disable_backface_culling)
+void MapblockMeshGenerator::useTile(int index, u8 set_flags, u8 reset_flags, bool special)
{
- getNodeTileN(n, p, index, data, tile);
+ if (special)
+ getSpecialTile(index, &tile, p == data->m_crack_pos_relative);
+ else
+ getNodeTileN(n, p, index, data, tile);
if (!data->m_smooth_lighting)
color = encode_light(light, f->light_source);
- for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
- tile.layers[layer].material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
- if (disable_backface_culling)
- tile.layers[layer].material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
+
+ for (auto &layer : tile.layers) {
+ layer.material_flags |= set_flags;
+ layer.material_flags &= ~reset_flags;
}
}
-void MapblockMeshGenerator::useDefaultTile(bool set_color)
+void MapblockMeshGenerator::getTile(v3s16 direction, TileSpec *tile)
{
- getNodeTile(n, p, v3s16(0, 0, 0), data, tile);
- if (set_color && !data->m_smooth_lighting)
- color = encode_light(light, f->light_source);
+ getNodeTile(n, p, direction, data, *tile);
}
-void MapblockMeshGenerator::getTile(const v3s16& direction, TileSpec &tile)
+/*!
+ * Returns the i-th special tile for a map node.
+ */
+void MapblockMeshGenerator::getSpecialTile(int index, TileSpec *tile, bool apply_crack)
{
- getNodeTile(n, p, direction, data, tile);
+ *tile = f->special_tiles[index];
+ TileLayer *top_layer = NULL;
+
+ for (auto &layernum : tile->layers) {
+ TileLayer *layer = &layernum;
+ if (layer->texture_id == 0)
+ continue;
+ top_layer = layer;
+ if (!layer->has_color)
+ n.getColor(*f, &layer->color);
+ }
+
+ if (apply_crack)
+ top_layer->material_flags |= MATERIAL_FLAG_CRACK;
}
-void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal)
+void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal,
+ float vertical_tiling)
{
- static const v2f tcoords[4] = {v2f(0, 0), v2f(1, 0), v2f(1, 1), v2f(0, 1)};
+ const v2f tcoords[4] = {v2f(0.0, 0.0), v2f(1.0, 0.0),
+ v2f(1.0, vertical_tiling), v2f(0.0, vertical_tiling)};
video::S3DVertex vertices[4];
bool shade_face = !f->light_source && (normal != v3s16(0, 0, 0));
v3f normal2(normal.X, normal.Y, normal.Z);
}
}
-/*!
- * Returns the i-th special tile for a map node.
- */
-static TileSpec getSpecialTile(const ContentFeatures &f,
- const MapNode &n, u8 i)
+void MapblockMeshGenerator::prepareLiquidNodeDrawing()
{
- TileSpec copy = f.special_tiles[i];
- for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
- TileLayer *layer = ©.layers[layernum];
- if (layer->texture_id == 0)
- continue;
- if (!layer->has_color)
- n.getColor(f, &(layer->color));
- }
- return copy;
-}
-
-void MapblockMeshGenerator::prepareLiquidNodeDrawing(bool flowing)
-{
- tile_liquid_top = getSpecialTile(*f, n, 0);
- tile_liquid = getSpecialTile(*f, n, flowing ? 1 : 0);
+ getSpecialTile(0, &tile_liquid_top);
+ getSpecialTile(1, &tile_liquid);
MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(p.X, p.Y + 1, p.Z));
c_flowing = nodedef->getId(f->liquid_alternative_flowing);
color = encode_light(light, f->light_source);
}
-void MapblockMeshGenerator::getLiquidNeighborhood(bool flowing)
+void MapblockMeshGenerator::getLiquidNeighborhood()
{
u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);
for (int w = -1; w <= 1; w++)
for (int u = -1; u <= 1; u++) {
- // Skip getting unneeded data
- if (!flowing && u && w)
- continue;
-
NeighborData &neighbor = liquid_neighbors[w + 1][u + 1];
v3s16 p2 = p + v3s16(u, 0, w);
MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
}
}
-void MapblockMeshGenerator::resetCornerLevels()
-{
- for (int k = 0; k < 2; k++)
- for (int i = 0; i < 2; i++)
- corner_levels[k][i] = 0.5 * BS;
-}
-
void MapblockMeshGenerator::calculateCornerLevels()
{
for (int k = 0; k < 2; k++)
return 0;
}
-void MapblockMeshGenerator::drawLiquidSides(bool flowing)
+void MapblockMeshGenerator::drawLiquidSides()
{
struct LiquidFaceDesc {
v3s16 dir; // XZ
{1, 0},
{0, 0}
};
- for (int i = 0; i < 4; i++) {
- const LiquidFaceDesc &face = base_faces[i];
+
+ for (const auto &face : base_faces) {
const NeighborData &neighbor = liquid_neighbors[face.dir.Z + 1][face.dir.X + 1];
// No face between nodes of the same liquid, unless there is node
// at the top to which it should be connected. Again, unless the face
// there would be inside the liquid
if (neighbor.is_same_liquid) {
- if (!flowing)
- continue;
if (!top_is_same_liquid)
continue;
if (neighbor.top_is_same_liquid)
continue;
}
- if (!flowing && (neighbor.content == CONTENT_IGNORE))
- continue;
-
const ContentFeatures &neighbor_features = nodedef->get(neighbor.content);
// Don't draw face if neighbor is blocking the view
if (neighbor_features.solidness == 2)
}
}
-void MapblockMeshGenerator::drawLiquidTop(bool flowing)
+void MapblockMeshGenerator::drawLiquidTop()
{
// To get backface culling right, the vertices need to go
// clockwise around the front of the face. And we happened to
vertices[i].Pos += origin;
}
- if (flowing) {
- // 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[0][0] + corner_levels[0][1]) -
- (corner_levels[1][0] + corner_levels[1][1]);
- // Positive if liquid moves towards +X
- f32 dx = (corner_levels[0][0] + corner_levels[1][0]) -
- (corner_levels[0][1] + corner_levels[1][1]);
- f32 tcoord_angle = atan2(dz, dx) * core::RADTODEG;
- v2f tcoord_center(0.5, 0.5);
- v2f tcoord_translate(blockpos_nodes.Z + p.Z, blockpos_nodes.X + p.X);
- tcoord_translate.rotateBy(tcoord_angle);
- tcoord_translate.X -= floor(tcoord_translate.X);
- tcoord_translate.Y -= floor(tcoord_translate.Y);
-
- for (int i = 0; i < 4; i++) {
- vertices[i].TCoords.rotateBy(tcoord_angle, tcoord_center);
- vertices[i].TCoords += tcoord_translate;
- }
-
- std::swap(vertices[0].TCoords, vertices[2].TCoords);
+ // 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[0][0] + corner_levels[0][1]) -
+ (corner_levels[1][0] + corner_levels[1][1]);
+ // Positive if liquid moves towards +X
+ f32 dx = (corner_levels[0][0] + corner_levels[1][0]) -
+ (corner_levels[0][1] + corner_levels[1][1]);
+ f32 tcoord_angle = atan2(dz, dx) * core::RADTODEG;
+ v2f tcoord_center(0.5, 0.5);
+ v2f tcoord_translate(blockpos_nodes.Z + p.Z, blockpos_nodes.X + p.X);
+ tcoord_translate.rotateBy(tcoord_angle);
+ tcoord_translate.X -= floor(tcoord_translate.X);
+ tcoord_translate.Y -= floor(tcoord_translate.Y);
+
+ for (auto &vertice : vertices) {
+ vertice.TCoords.rotateBy(tcoord_angle, tcoord_center);
+ vertice.TCoords += tcoord_translate;
}
+ std::swap(vertices[0].TCoords, vertices[2].TCoords);
+
collector->append(tile_liquid_top, vertices, 4, quad_indices, 6);
}
-void MapblockMeshGenerator::drawLiquidNode(bool flowing)
+void MapblockMeshGenerator::drawLiquidNode()
{
- prepareLiquidNodeDrawing(flowing);
- getLiquidNeighborhood(flowing);
- if (flowing)
- calculateCornerLevels();
- else
- resetCornerLevels();
- drawLiquidSides(flowing);
+ prepareLiquidNodeDrawing();
+ getLiquidNeighborhood();
+ calculateCornerLevels();
+ drawLiquidSides();
if (!top_is_same_liquid)
- drawLiquidTop(flowing);
+ drawLiquidTop();
}
void MapblockMeshGenerator::drawGlasslikeNode()
{
- useDefaultTile();
+ useTile(0, 0, 0);
for (int face = 0; face < 6; face++) {
// Check this neighbor
v3f( BS / 2, -BS / 2, -BS / 2),
v3f(-BS / 2, -BS / 2, -BS / 2),
};
- for (int i = 0; i < 4; i++) {
+
+ for (auto &vertice : vertices) {
switch (face) {
- case D6D_ZP: vertices[i].rotateXZBy(180); break;
- case D6D_YP: vertices[i].rotateYZBy( 90); break;
- case D6D_XP: vertices[i].rotateXZBy( 90); break;
- case D6D_ZN: vertices[i].rotateXZBy( 0); break;
- case D6D_YN: vertices[i].rotateYZBy(-90); break;
- case D6D_XN: vertices[i].rotateXZBy(-90); break;
+ case D6D_ZP:
+ vertice.rotateXZBy(180); break;
+ case D6D_YP:
+ vertice.rotateYZBy( 90); break;
+ case D6D_XP:
+ vertice.rotateXZBy( 90); break;
+ case D6D_ZN:
+ vertice.rotateXZBy( 0); break;
+ case D6D_YN:
+ vertice.rotateYZBy(-90); break;
+ case D6D_XN:
+ vertice.rotateXZBy(-90); break;
}
}
drawQuad(vertices, dir);
{
TileSpec tiles[6];
for (int face = 0; face < 6; face++)
- getTile(g_6dirs[face], tiles[face]);
+ getTile(g_6dirs[face], &tiles[face]);
TileSpec glass_tiles[6];
if (tiles[1].layers[0].texture &&
glass_tiles[4] = tiles[3];
glass_tiles[5] = tiles[4];
} else {
- for (int face = 0; face < 6; face++)
- glass_tiles[face] = tiles[4];
+ for (auto &glass_tile : glass_tiles)
+ glass_tile = tiles[4];
}
u8 param2 = n.getParam2();
// Internal liquid level has param2 range 0 .. 63,
// convert it to -0.5 .. 0.5
float vlev = (param2 / 63.0) * 2.0 - 1.0;
- tile = getSpecialTile(*f, n, 0);
+ getSpecialTile(0, &tile);
drawAutoLightedCuboid(aabb3f(-(nb[5] ? g : b),
-(nb[4] ? g : b),
-(nb[3] ? g : b),
void MapblockMeshGenerator::drawAllfacesNode()
{
static const aabb3f box(-BS / 2, -BS / 2, -BS / 2, BS / 2, BS / 2, BS / 2);
- useDefaultTile(false);
+ useTile(0, 0, 0);
drawAutoLightedCuboid(box);
}
case DWM_YN: tileindex = 0; break; // floor
default: tileindex = 2; // side (or invalid—should we care?)
}
- useTile(tileindex, true);
+ useTile(tileindex, MATERIAL_FLAG_CRACK_OVERLAY, MATERIAL_FLAG_BACKFACE_CULLING);
float size = BS / 2 * f->visual_scale;
v3f vertices[4] = {
v3f( size, -size, 0),
v3f(-size, -size, 0),
};
- for (int i = 0; i < 4; i++) {
+
+ for (auto &vertice : vertices) {
switch (wall) {
- case DWM_YP: vertices[i].rotateXZBy(-45); break;
- case DWM_YN: vertices[i].rotateXZBy( 45); break;
- case DWM_XP: vertices[i].rotateXZBy( 0); break;
- case DWM_XN: vertices[i].rotateXZBy(180); break;
- case DWM_ZP: vertices[i].rotateXZBy( 90); break;
- case DWM_ZN: vertices[i].rotateXZBy(-90); break;
+ case DWM_YP:
+ vertice.rotateXZBy(-45); break;
+ case DWM_YN:
+ vertice.rotateXZBy( 45); break;
+ case DWM_XP:
+ vertice.rotateXZBy( 0); break;
+ case DWM_XN:
+ vertice.rotateXZBy(180); break;
+ case DWM_ZP:
+ vertice.rotateXZBy( 90); break;
+ case DWM_ZN:
+ vertice.rotateXZBy(-90); break;
}
}
drawQuad(vertices);
void MapblockMeshGenerator::drawSignlikeNode()
{
u8 wall = n.getWallMounted(nodedef);
- useTile(0, true);
+ useTile(0, MATERIAL_FLAG_CRACK_OVERLAY, MATERIAL_FLAG_BACKFACE_CULLING);
static const float offset = BS / 16;
float size = BS / 2 * f->visual_scale;
// Wall at X+ of node
v3f(BS / 2 - offset, -size, -size),
v3f(BS / 2 - offset, -size, size),
};
- for (int i = 0; i < 4; i++) {
+
+ for (auto &vertice : vertices) {
switch (wall) {
- case DWM_YP: vertices[i].rotateXYBy( 90); break;
- case DWM_YN: vertices[i].rotateXYBy(-90); break;
- case DWM_XP: vertices[i].rotateXZBy( 0); break;
- case DWM_XN: vertices[i].rotateXZBy(180); break;
- case DWM_ZP: vertices[i].rotateXZBy( 90); break;
- case DWM_ZN: vertices[i].rotateXZBy(-90); break;
+ case DWM_YP:
+ vertice.rotateXYBy( 90); break;
+ case DWM_YN:
+ vertice.rotateXYBy(-90); break;
+ case DWM_XP:
+ vertice.rotateXZBy( 0); break;
+ case DWM_XN:
+ vertice.rotateXZBy(180); break;
+ case DWM_ZP:
+ vertice.rotateXZBy( 90); break;
+ case DWM_ZN:
+ vertice.rotateXZBy(-90); break;
}
}
drawQuad(vertices);
bool offset_top_only)
{
v3f vertices[4] = {
- v3f(-scale, -BS / 2 + scale * 2, 0),
- v3f( scale, -BS / 2 + scale * 2, 0),
+ v3f(-scale, -BS / 2 + 2.0 * scale * plant_height, 0),
+ v3f( scale, -BS / 2 + 2.0 * scale * plant_height, 0),
v3f( scale, -BS / 2, 0),
v3f(-scale, -BS / 2, 0),
};
if (random_offset_Y) {
PseudoRandom yrng(face_num++ | p.X << 16 | p.Z << 8 | p.Y << 24);
- offset.Y = BS * ((yrng.next() % 16 / 16.0) * 0.125);
+ offset.Y = -BS * ((yrng.next() % 16 / 16.0) * 0.125);
}
int offset_count = offset_top_only ? 2 : 4;
for (int i = 0; i < offset_count; i++)
vertices[i].Z += quad_offset;
- for (int i = 0; i < 4; i++) {
- vertices[i].rotateXZBy(rotation + rotate_degree);
- vertices[i] += offset;
+
+ for (auto &vertice : vertices) {
+ vertice.rotateXZBy(rotation + rotate_degree);
+ vertice += offset;
}
- drawQuad(vertices);
+ drawQuad(vertices, v3s16(0, 0, 0), plant_height);
}
-void MapblockMeshGenerator::drawPlantlikeNode()
+void MapblockMeshGenerator::drawPlantlike()
{
- useTile(0, false);
draw_style = PLANT_STYLE_CROSS;
scale = BS / 2 * f->visual_scale;
offset = v3f(0, 0, 0);
rotate_degree = 0;
random_offset_Y = false;
face_num = 0;
+ plant_height = 1.0;
switch (f->param_type_2) {
case CPT2_MESHOPTIONS:
rotate_degree = n.param2 * 2;
break;
+ case CPT2_LEVELED:
+ plant_height = n.param2 / 16.0;
+ break;
+
default:
break;
}
}
}
+void MapblockMeshGenerator::drawPlantlikeNode()
+{
+ useTile();
+ drawPlantlike();
+}
+
+void MapblockMeshGenerator::drawPlantlikeRootedNode()
+{
+ useTile(0, MATERIAL_FLAG_CRACK_OVERLAY, 0, true);
+ origin += v3f(0.0, BS, 0.0);
+ p.Y++;
+ if (data->m_smooth_lighting) {
+ getSmoothLightFrame();
+ } else {
+ MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
+ light = getInteriorLight(ntop, 1, nodedef);
+ }
+ drawPlantlike();
+ p.Y--;
+}
+
void MapblockMeshGenerator::drawFirelikeQuad(float rotation, float opening_angle,
float offset_h, float offset_v)
{
v3f( scale, -BS / 2, 0),
v3f(-scale, -BS / 2, 0),
};
- for (int i = 0; i < 4; i++) {
- vertices[i].rotateYZBy(opening_angle);
- vertices[i].Z += offset_h;
- vertices[i].rotateXZBy(rotation);
- vertices[i].Y += offset_v;
+
+ for (auto &vertice : vertices) {
+ vertice.rotateYZBy(opening_angle);
+ vertice.Z += offset_h;
+ vertice.rotateXZBy(rotation);
+ vertice.Y += offset_v;
}
drawQuad(vertices);
}
void MapblockMeshGenerator::drawFirelikeNode()
{
- useTile(0, false);
+ useTile();
scale = BS / 2 * f->visual_scale;
// Check for adjacent nodes
void MapblockMeshGenerator::drawFencelikeNode()
{
- useDefaultTile(false);
+ useTile(0, 0, 0);
TileSpec tile_nocrack = tile;
- for (int layer = 0; layer < MAX_TILE_LAYERS; layer++)
- tile_nocrack.layers[layer].material_flags &= ~MATERIAL_FLAG_CRACK;
+
+ for (auto &layer : tile_nocrack.layers)
+ layer.material_flags &= ~MATERIAL_FLAG_CRACK;
// Put wood the right way around in the posts
TileSpec tile_rot = tile;
angle = rail_kinds[code].angle;
}
- useTile(tile_index, true);
+ useTile(tile_index, MATERIAL_FLAG_CRACK_OVERLAY, MATERIAL_FLAG_BACKFACE_CULLING);
static const float offset = BS / 64;
static const float size = BS / 2;
v3f(-size, -size + offset, -size),
};
if (angle)
- for (int i = 0; i < 4; i++)
- vertices[i].rotateXZBy(angle);
+ for (auto &vertice : vertices)
+ vertice.rotateXZBy(angle);
drawQuad(vertices);
}
TileSpec tiles[6];
for (int face = 0; face < 6; face++) {
// Handles facedir rotation for textures
- getTile(tile_dirs[face], tiles[face]);
+ getTile(tile_dirs[face], &tiles[face]);
}
// locate possible neighboring nodes to connect to
std::vector<aabb3f> boxes;
n.getNodeBoxes(nodedef, &boxes, neighbors_set);
- for (std::vector<aabb3f>::iterator i = boxes.begin(); i != boxes.end(); ++i)
- drawAutoLightedCuboid(*i, NULL, tiles, 6);
+ for (const auto &box : boxes)
+ drawAutoLightedCuboid(box, NULL, tiles, 6);
}
void MapblockMeshGenerator::drawMeshNode()
int mesh_buffer_count = mesh->getMeshBufferCount();
for (int j = 0; j < mesh_buffer_count; j++) {
- useTile(j, false);
+ useTile(j);
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
int vertex_count = buf->getVertexCount();
void MapblockMeshGenerator::drawNode()
{
+ // skip some drawtypes early
+ switch (f->drawtype) {
+ case NDT_NORMAL: // Drawn by MapBlockMesh
+ case NDT_AIRLIKE: // Not drawn at all
+ case NDT_LIQUID: // Drawn by MapBlockMesh
+ return;
+ default:
+ break;
+ }
+ origin = intToFloat(p, BS);
if (data->m_smooth_lighting)
getSmoothLightFrame();
else
light = getInteriorLight(n, 1, nodedef);
switch (f->drawtype) {
- case NDT_LIQUID: drawLiquidNode(false); break;
- case NDT_FLOWINGLIQUID: drawLiquidNode(true); break;
+ case NDT_FLOWINGLIQUID: drawLiquidNode(); break;
case NDT_GLASSLIKE: drawGlasslikeNode(); break;
case NDT_GLASSLIKE_FRAMED: drawGlasslikeFramedNode(); break;
case NDT_ALLFACES: drawAllfacesNode(); break;
case NDT_TORCHLIKE: drawTorchlikeNode(); break;
case NDT_SIGNLIKE: drawSignlikeNode(); break;
case NDT_PLANTLIKE: drawPlantlikeNode(); break;
+ case NDT_PLANTLIKE_ROOTED: drawPlantlikeRootedNode(); break;
case NDT_FIRELIKE: drawFirelikeNode(); break;
case NDT_FENCELIKE: drawFencelikeNode(); break;
case NDT_RAILLIKE: drawRaillikeNode(); break;
for (p.X = 0; p.X < MAP_BLOCKSIZE; p.X++) {
n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
f = &nodedef->get(n);
- // Solid nodes are drawn by MapBlockMesh
- if (f->solidness != 0)
- continue;
- if (f->drawtype == NDT_AIRLIKE)
- continue;
- origin = intToFloat(p, BS);
drawNode();
}
}