video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
};
- v2f t;
for(int i = 0; i < tilecount; i++)
{
switch (tiles[i].rotation)
vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
break;
case 4: //FXR90
- for (int x = 0; x < 4; x++)
+ 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));
-
- 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++)
+ 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));
- 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++)
+ 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));
- 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++)
+ 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));
- 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;
+ 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
- tiles[i].texture.pos.X += tiles[i].texture.size.X;
- tiles[i].texture.size.X *= -1;
+ for (int x = 0; x < 4; x++){
+ vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
+ }
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)
*/
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_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, data);
+ u16 l = getInteriorLight(n, 0, nodedef);
video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
/*
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()),
+ 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 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()),
+ 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),
};
v3f offset(p.X*BS, p.Y*BS + (-0.5+node_liquid_level)*BS, p.Z*BS);
*/
TileSpec tile_liquid = f.special_tiles[0];
TileSpec tile_liquid_bfculled = f.special_tiles[1];
- AtlasPointer &pa_liquid = tile_liquid.texture;
bool top_is_same_liquid = false;
MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
}
// Use the light of the node on top if possible
else if(nodedef->get(ntop).param_type == CPT_LIGHT)
- l = getInteriorLight(ntop, 0, data);
+ l = getInteriorLight(ntop, 0, nodedef);
// Otherwise use the light of this node (the liquid)
else
- l = getInteriorLight(n, 0, data);
+ l = getInteriorLight(n, 0, nodedef);
video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(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;
if(n2.getContent() == c_source)
level = (-0.5+node_liquid_level) * BS;
- else if(n2.getContent() == c_flowing)
- level = (-0.5 + ((float)(n2.param2&LIQUID_LEVEL_MASK)
- + 0.5) / (float)LIQUID_LEVEL_SOURCE * node_liquid_level) * 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;
+ }
// Check node above neighbor.
// NOTE: This doesn't get executed if neighbor
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()),
+ 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 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()),
+ 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),
};
// To get backface culling right, the vertices need to go
// -Z towards +Z, thus the direction is +Z.
// Rotate texture to make animation go in flow direction
// Positive if liquid moves towards +Z
- int dz = (corner_levels[side_corners[3][0]] +
+ f32 dz = (corner_levels[side_corners[3][0]] +
corner_levels[side_corners[3][1]]) -
(corner_levels[side_corners[2][0]] +
corner_levels[side_corners[2][1]]);
// Positive if liquid moves towards +X
- int dx = (corner_levels[side_corners[1][0]] +
+ f32 dx = (corner_levels[side_corners[1][0]] +
corner_levels[side_corners[1][1]]) -
(corner_levels[side_corners[0][0]] +
corner_levels[side_corners[0][1]]);
- // -X
- if(-dx >= abs(dz))
- {
- v2f t = vertices[0].TCoords;
- vertices[0].TCoords = vertices[1].TCoords;
- vertices[1].TCoords = vertices[2].TCoords;
- vertices[2].TCoords = vertices[3].TCoords;
- vertices[3].TCoords = t;
- }
- // +X
- if(dx >= abs(dz))
- {
- v2f t = vertices[0].TCoords;
- vertices[0].TCoords = vertices[3].TCoords;
- vertices[3].TCoords = vertices[2].TCoords;
- vertices[2].TCoords = vertices[1].TCoords;
- vertices[1].TCoords = t;
- }
- // -Z
- if(-dz >= abs(dx))
+ f32 tcoord_angle = atan2(dz, dx) * core::RADTODEG ;
+ v2f tcoord_center(0.5, 0.5);
+ v2f tcoord_translate(
+ blockpos_nodes.Z + z,
+ blockpos_nodes.X + x);
+ tcoord_translate.rotateBy(tcoord_angle);
+ tcoord_translate.X -= floor(tcoord_translate.X);
+ tcoord_translate.Y -= floor(tcoord_translate.Y);
+
+ for(s32 i=0; i<4; i++)
{
- v2f t = vertices[0].TCoords;
- vertices[0].TCoords = vertices[3].TCoords;
- vertices[3].TCoords = vertices[2].TCoords;
- vertices[2].TCoords = vertices[1].TCoords;
- vertices[1].TCoords = t;
- t = vertices[0].TCoords;
- vertices[0].TCoords = vertices[3].TCoords;
- vertices[3].TCoords = vertices[2].TCoords;
- vertices[2].TCoords = vertices[1].TCoords;
- vertices[1].TCoords = t;
+ vertices[i].TCoords.rotateBy(
+ tcoord_angle,
+ tcoord_center);
+ vertices[i].TCoords += tcoord_translate;
}
+ v2f t = vertices[0].TCoords;
+ vertices[0].TCoords = vertices[2].TCoords;
+ vertices[2].TCoords = t;
+
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(tile_liquid, vertices, 4, indices, 6);
case NDT_GLASSLIKE:
{
TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
- AtlasPointer ap = tile.texture;
- u16 l = getInteriorLight(n, 1, data);
+ u16 l = getInteriorLight(n, 1, nodedef);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
for(u32 j=0; j<6; j++)
// The face at Z+
video::S3DVertex vertices[4] = {
- video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
- ap.x0(), ap.y1()),
- video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
- ap.x1(), ap.y1()),
- video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
- ap.x1(), ap.y0()),
- video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
- ap.x0(), ap.y0()),
+ video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
+ video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
+ video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
+ video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),
};
// Rotations in the g_6dirs format
v3s16( 0, 0, 1),
v3s16( 0, 0,-1)
};
- TileSpec tiles[2];
- tiles[0] = getNodeTile(n, p, dirs[0], data);
- tiles[1] = getNodeTile(n, p, dirs[1], data);
- u16 l = getInteriorLight(n, 1, data);
+
+ u8 i;
+ TileSpec tiles[6];
+ for (i = 0; i < 6; i++)
+ tiles[i] = getNodeTile(n, p, dirs[i], data);
+
+ TileSpec glass_tiles[6];
+ if (tiles[1].texture && tiles[2].texture && tiles[3].texture) {
+ glass_tiles[0] = tiles[2];
+ glass_tiles[1] = tiles[3];
+ glass_tiles[2] = tiles[1];
+ glass_tiles[3] = tiles[1];
+ glass_tiles[4] = tiles[1];
+ glass_tiles[5] = tiles[1];
+ } else {
+ for (i = 0; i < 6; i++)
+ glass_tiles[i] = tiles[1];
+ }
+
+ 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 b=.876*(BS/2);
+ 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(-a,-a,-a, a,-b,-b), // z-
aabb3f(-a, b,-a, a, a,-b) // z-
};
- aabb3f glass_faces[6] = {
- aabb3f(-a, a,-a, a, a, a), // y+
- aabb3f(-a,-a,-a, a,-a, a), // y-
- aabb3f( a,-a,-a, a, a, a), // x+
- aabb3f(-a,-a,-a,-a, a, a), // x-
- aabb3f(-a,-a, a, a, a, a), // z+
- aabb3f(-a,-a,-a, a, a,-a) // z-
+ static const aabb3f glass_faces[6] = {
+ aabb3f(-g, g,-g, g, g, g), // y+
+ aabb3f(-g,-g,-g, g,-g, g), // y-
+ aabb3f( g,-g,-g, g, g, g), // x+
+ aabb3f(-g,-g,-g,-g, g, g), // x-
+ 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};
- u8 i;
+
+ // 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 content;
+ content_t n2c;
MapNode n2;
v3s16 n2p;
- for(i=0; i<18; i++)
- {
- n2p = blockpos_nodes + p + g_26dirs[i];
+
+ // neighbours checks for frames visibility
+
+ if (!H_merge && V_merge) {
+ n2p = blockpos_nodes + p + g_26dirs[1];
n2 = data->m_vmanip.getNodeNoEx(n2p);
- content_t n2c = n2.getContent();
- //TODO: remove CONTENT_IGNORE check when getNodeNoEx is fixed
+ n2c = n2.getContent();
if (n2c == current || n2c == CONTENT_IGNORE)
- nb[i]=1;
- }
- for(i=0; i<6; i++)
- {
- n2p = blockpos_nodes + p + dirs[i];
+ nb[1] = 1;
+ n2p = blockpos_nodes + p + g_26dirs[4];
n2 = data->m_vmanip.getNodeNoEx(n2p);
- content = n2.getContent();
- const ContentFeatures &f2 = nodedef->get(content);
- if (content == CONTENT_AIR || f2.isLiquid())
- visible_faces[i]=1;
+ n2c = n2.getContent();
+ if (n2c == current || n2c == CONTENT_IGNORE)
+ 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;
+ }
+ } else if (H_merge && V_merge) {
+ for(i = 0; i < 18; i++) {
+ n2p = blockpos_nodes + p + g_26dirs[i];
+ n2 = data->m_vmanip.getNodeNoEx(n2p);
+ n2c = n2.getContent();
+ if (n2c == current || n2c == CONTENT_IGNORE)
+ nb[i] = 1;
+ }
+ }
+
+ // faces visibility checks
+
+ if (!V_merge) {
+ visible_faces[0] = 1;
+ visible_faces[1] = 1;
+ } else {
+ for(i = 0; i < 2; i++) {
+ n2p = blockpos_nodes + p + dirs[i];
+ n2 = data->m_vmanip.getNodeNoEx(n2p);
+ n2c = n2.getContent();
+ if (n2c != current)
+ visible_faces[i] = 1;
+ }
}
+
+ if (!H_merge) {
+ visible_faces[2] = 1;
+ visible_faces[3] = 1;
+ visible_faces[4] = 1;
+ visible_faces[5] = 1;
+ } else {
+ for(i = 2; i < 6; i++) {
+ n2p = blockpos_nodes + p + dirs[i];
+ n2 = data->m_vmanip.getNodeNoEx(n2p);
+ n2c = n2.getContent();
+ if (n2c != current)
+ 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;
+ f32 tx1, ty1, tz1, tx2, ty2, tz2;
aabb3f box;
- for(i=0; i<12; i++)
+
+ for(i = 0; i < 12; i++)
{
int edge_invisible;
- if (nb[nb_triplet[i*3+2]]==1)
- edge_invisible=nb[nb_triplet[i*3]] & nb[nb_triplet[i*3+1]];
+ if (nb[nb_triplet[i*3+2]])
+ edge_invisible = nb[nb_triplet[i*3]] & nb[nb_triplet[i*3+1]];
else
- edge_invisible=nb[nb_triplet[i*3]] ^ nb[nb_triplet[i*3+1]];
+ edge_invisible = nb[nb_triplet[i*3]] ^ nb[nb_triplet[i*3+1]];
if (edge_invisible)
continue;
- box=frame_edges[i];
+ 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;
+ 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,
};
makeCuboid(&collector, box, &tiles[0], 1, c, txc1);
}
- for(i=0; i<6; i++)
+
+ for(i = 0; i < 6; i++)
{
- if (visible_faces[i]==0)
+ if (!visible_faces[i])
continue;
- box=glass_faces[i];
+ 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;
+ 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,
1-tx2, 1-ty2, 1-tx1, 1-ty1,
tx1, 1-ty2, tx2, 1-ty1,
};
- makeCuboid(&collector, box, &tiles[1], 1, c, txc2);
+ makeCuboid(&collector, box, &glass_tiles[i], 1, c, txc2);
+ }
+
+ if (param2 > 0){
+ // 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];
+ float offset = 0.003;
+ box = aabb3f(visible_faces[3] ? -b : -a + offset,
+ visible_faces[1] ? -b : -a + offset,
+ visible_faces[5] ? -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);
}
break;}
case NDT_ALLFACES:
{
TileSpec tile_leaves = getNodeTile(n, p,
v3s16(0,0,0), data);
- AtlasPointer pa_leaves = tile_leaves.texture;
- u16 l = getInteriorLight(n, 1, data);
+ u16 l = getInteriorLight(n, 1, nodedef);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
v3f pos = intToFloat(p, BS);
tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
- AtlasPointer ap = tile.texture;
-
- u16 l = getInteriorLight(n, 1, data);
+ 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;
// Wall at X+ of node
video::S3DVertex vertices[4] =
{
- video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
- ap.x0(), ap.y1()),
- video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
- ap.x1(), ap.y1()),
- video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
- ap.x1(), ap.y0()),
- video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
- ap.x0(), ap.y0()),
+ video::S3DVertex(-s,-s,0, 0,0,0, c, 0,1),
+ video::S3DVertex( s,-s,0, 0,0,0, c, 1,1),
+ video::S3DVertex( s, s,0, 0,0,0, c, 1,0),
+ video::S3DVertex(-s, s,0, 0,0,0, c, 0,0),
};
for(s32 i=0; i<4; i++)
TileSpec tile = getNodeTileN(n, p, 0, data);
tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
- AtlasPointer ap = tile.texture;
- u16 l = getInteriorLight(n, 0, data);
+ u16 l = getInteriorLight(n, 0, nodedef);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
float d = (float)BS/16;
+ float s = BS/2*f.visual_scale;
// Wall at X+ of node
video::S3DVertex vertices[4] =
{
- video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c,
- ap.x0(), ap.y0()),
- video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c,
- ap.x1(), ap.y0()),
- video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c,
- ap.x1(), ap.y1()),
- video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c,
- ap.x0(), ap.y1()),
+ video::S3DVertex(BS/2-d, s, s, 0,0,0, c, 0,0),
+ video::S3DVertex(BS/2-d, s, -s, 0,0,0, c, 1,0),
+ video::S3DVertex(BS/2-d, -s, -s, 0,0,0, c, 1,1),
+ video::S3DVertex(BS/2-d, -s, s, 0,0,0, c, 0,1),
};
v3s16 dir = n.getWallMountedDir(nodedef);
{
TileSpec tile = getNodeTileN(n, p, 0, data);
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
- AtlasPointer ap = tile.texture;
- u16 l = getInteriorLight(n, 1, data);
+ 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;
+
for(u32 j=0; j<2; j++)
{
video::S3DVertex vertices[4] =
{
- video::S3DVertex(-BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
- ap.x0(), ap.y1()),
- video::S3DVertex( BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
- ap.x1(), ap.y1()),
- video::S3DVertex( BS/2*f.visual_scale,
- -BS/2 + f.visual_scale*BS,0, 0,0,0, c,
- ap.x1(), ap.y0()),
- video::S3DVertex(-BS/2*f.visual_scale,
- -BS/2 + f.visual_scale*BS,0, 0,0,0, c,
- ap.x0(), ap.y0()),
+ video::S3DVertex(-s,-BS/2, 0, 0,0,0, c, 0,1),
+ video::S3DVertex( s,-BS/2, 0, 0,0,0, c, 1,1),
+ video::S3DVertex( s,-BS/2 + s*2,0, 0,0,0, c, 1,0),
+ video::S3DVertex(-s,-BS/2 + s*2,0, 0,0,0, c, 0,0),
};
if(j == 0)
// A hack to put wood the right way around in the posts
ITextureSource *tsrc = data->m_gamedef->tsrc();
+ std::string texturestring_rot = tsrc->getTextureName(
+ tile.texture_id) + "^[transformR90";
TileSpec tile_rot = tile;
- tile_rot.texture = tsrc->getTexture(tsrc->getTextureName(
- tile.texture.id) + "^[transformR90");
-
- u16 l = getInteriorLight(n, 1, data);
+ tile_rot.texture = tsrc->getTexture(
+ texturestring_rot,
+ &tile_rot.texture_id);
+
+ u16 l = getInteriorLight(n, 1, nodedef);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
const f32 post_rad=(f32)BS/8;
tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
- AtlasPointer ap = tile.texture;
-
- u16 l = getInteriorLight(n, 0, data);
+ u16 l = getInteriorLight(n, 0, nodedef);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
float d = (float)BS/64;
video::S3DVertex vertices[4] =
{
- video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c,
- ap.x0(), ap.y1()),
- video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c,
- ap.x1(), ap.y1()),
- video::S3DVertex(BS/2,g*BS/2+d,BS/2, 0,0,0, c,
- ap.x1(), ap.y0()),
- video::S3DVertex(-BS/2,g*BS/2+d,BS/2, 0,0,0, c,
- ap.x0(), ap.y0()),
+ video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c, 0,1),
+ video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c, 1,1),
+ video::S3DVertex(BS/2,g*BS/2+d,BS/2, 0,0,0, c, 1,0),
+ video::S3DVertex(-BS/2,g*BS/2+d,BS/2, 0,0,0, c, 0,0),
};
for(s32 i=0; i<4; i++)
};
TileSpec tiles[6];
- u16 l = getInteriorLight(n, 0, data);
+ u16 l = getInteriorLight(n, 0, nodedef);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
v3f pos = intToFloat(p, BS);