if (special)
getSpecialTile(index, &tile, p == data->m_crack_pos_relative);
else
- getNodeTileN(n, p, index, data, tile);
+ getTile(index, &tile);
if (!data->m_smooth_lighting)
color = encode_light(light, f->light_source);
}
}
+// Returns a tile, ready for use, non-rotated.
+void MapblockMeshGenerator::getTile(int index, TileSpec *tile)
+{
+ getNodeTileN(n, p, index, data, *tile);
+}
+
+// Returns a tile, ready for use, rotated according to the node facedir.
void MapblockMeshGenerator::getTile(v3s16 direction, TileSpec *tile)
{
getNodeTile(n, p, direction, data, *tile);
}
-/*!
- * Returns the i-th special tile for a map node.
- */
+// Returns a special tile, ready for use, non-rotated.
void MapblockMeshGenerator::getSpecialTile(int index, TileSpec *tile, bool apply_crack)
{
*tile = f->special_tiles[index];
- TileLayer *top_layer = NULL;
+ TileLayer *top_layer = nullptr;
for (auto &layernum : tile->layers) {
TileLayer *layer = &layernum;
// the faces in the list is up-down-right-left-back-front
// (compatible with ContentFeatures).
void MapblockMeshGenerator::drawCuboid(const aabb3f &box,
- TileSpec *tiles, int tilecount, const u16 *lights, const f32 *txc)
+ TileSpec *tiles, int tilecount, const LightPair *lights, const f32 *txc)
{
assert(tilecount >= 1 && tilecount <= 6); // pre-condition
void MapblockMeshGenerator::getSmoothLightFrame()
{
for (int k = 0; k < 8; ++k) {
- u16 light = getSmoothLightTransparent(blockpos_nodes + p, light_dirs[k], data);
- frame.lightsA[k] = light & 0xff;
- frame.lightsB[k] = light >> 8;
+ LightPair light(getSmoothLightTransparent(blockpos_nodes + p, light_dirs[k], data));
+ frame.lightsA[k] = light.lightA;
+ frame.lightsB[k] = light.lightB;
}
}
// Calculates vertex light level
// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so)
-u16 MapblockMeshGenerator::blendLight(const v3f &vertex_pos)
+LightPair MapblockMeshGenerator::blendLight(const v3f &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);
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;
+ return LightPair(lightA, lightB);
}
// Calculates vertex color to be used in mapblock mesh
// tile_color - node's tile color
video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos)
{
- u16 light = blendLight(vertex_pos);
+ LightPair light = blendLight(vertex_pos);
return encode_light(light, f->light_source);
}
tile_count = 1;
}
if (data->m_smooth_lighting) {
- u16 lights[8];
+ LightPair lights[8];
for (int j = 0; j < 8; ++j) {
v3f d;
d.X = (j & 4) ? dx2 : dx1;
}
drawCuboid(box, tiles, tile_count, lights, txc);
} else {
- drawCuboid(box, tiles, tile_count, NULL, txc);
+ drawCuboid(box, tiles, tile_count, nullptr, txc);
}
}
if (f->light_source != 0) {
// If this liquid emits light and doesn't contain light, draw
// it at what it emits, for an increased effect
- light = decode_light(f->light_source);
- light = light | (light << 8);
+ u8 e = decode_light(f->light_source);
+ light = LightPair(std::max(e, light.lightA), std::max(e, light.lightB));
} else if (nodedef->get(ntop).param_type == CPT_LIGHT) {
// Otherwise, use the light of the node on top if possible
- light = getInteriorLight(ntop, 0, nodedef);
+ light = LightPair(getInteriorLight(ntop, 0, nodedef));
}
color_liquid_top = encode_light(light, f->light_source);
v3s16 n2p = blockpos_nodes + p + g_26dirs[i];
MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
content_t n2c = n2.getContent();
- if (n2c == current || n2c == CONTENT_IGNORE)
+ if (n2c == current)
nb[i] = 1;
}
}
getSmoothLightFrame();
} else {
MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
- light = getInteriorLight(ntop, 1, nodedef);
+ light = LightPair(getInteriorLight(ntop, 1, nodedef));
}
drawPlantlike();
p.Y--;
std::vector<aabb3f> boxes;
n.getNodeBoxes(nodedef, &boxes, neighbors_set);
for (const auto &box : boxes)
- drawAutoLightedCuboid(box, NULL, tiles, 6);
+ drawAutoLightedCuboid(box, nullptr, tiles, 6);
}
void MapblockMeshGenerator::drawMeshNode()
// 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 (!enable_mesh_cache)
+ facedir = wallmounted_to_facedir[facedir];
}
if (!data->m_smooth_lighting && f->mesh_ptr[facedir]) {
if (data->m_smooth_lighting)
getSmoothLightFrame();
else
- light = getInteriorLight(n, 1, nodedef);
+ light = LightPair(getInteriorLight(n, 1, nodedef));
switch (f->drawtype) {
case NDT_FLOWINGLIQUID: drawLiquidNode(); break;
case NDT_GLASSLIKE: drawGlasslikeNode(); break;
drawNode();
}
}
+
+void MapblockMeshGenerator::renderSingle(content_t node)
+{
+ p = {0, 0, 0};
+ n = MapNode(node, 0xff, 0x00);
+ f = &nodedef->get(n);
+ drawNode();
+}