Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "nodedef.h"
#include "tile.h"
#include "gamedef.h"
+#include "util/numeric.h"
+#include "util/directiontables.h"
// Create a cuboid.
// collector - the MeshCollector for the resulting polygons
// box - the position and size of the box
-// materials - the materials to use (for all 6 faces)
-// pa - texture atlas pointers for the materials
-// matcount - number of entries in "materials" and "pa", 1<=matcount<=6
+// 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
// (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 video::SMaterial *materials, const AtlasPointer *pa, int matcount,
+ const TileSpec *tiles, int tilecount,
video::SColor &c, const f32* txc)
{
- assert(matcount >= 1);
+ assert(tilecount >= 1 && tilecount <= 6);
v3f min = box.MinEdge;
v3f max = box.MaxEdge;
for(s32 j=0; j<24; j++)
{
- int matindex = MYMIN(j/4, matcount-1);
- vertices[j].TCoords *= pa[matindex].size;
- vertices[j].TCoords += pa[matindex].pos;
+ 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)
{
- int matindex = MYMIN(j/4, matcount-1);
- collector->append(materials[matindex],
+ int tileindex = MYMIN(j/4, tilecount-1);
+ collector->append(tiles[tileindex],
vertices+j, 4, indices, 6);
}
}
void mapblock_mesh_generate_special(MeshMakeData *data,
- MeshCollector &collector, IGameDef *gamedef)
+ MeshCollector &collector)
{
- INodeDefManager *nodedef = gamedef->ndef();
- ITextureSource *tsrc = gamedef->getTextureSource();
+ INodeDefManager *nodedef = data->m_gamedef->ndef();
// 0ms
//TimeTaker timer("mapblock_mesh_generate_special()");
v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
- /*// General ground material for special output
- // Texture is modified just before usage
- video::SMaterial material_general;
- material_general.setFlag(video::EMF_LIGHTING, false);
- material_general.setFlag(video::EMF_BILINEAR_FILTER, false);
- material_general.setFlag(video::EMF_FOG_ENABLE, true);
- material_general.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;*/
-
for(s16 z=0; z<MAP_BLOCKSIZE; z++)
for(s16 y=0; y<MAP_BLOCKSIZE; y++)
for(s16 x=0; x<MAP_BLOCKSIZE; x++)
/*
Add water sources to mesh if using new style
*/
- assert(nodedef->get(n).special_materials[0]);
- //assert(nodedef->get(n).special_materials[1]);
- assert(nodedef->get(n).special_aps[0]);
-
- video::SMaterial &liquid_material =
- *nodedef->get(n).special_materials[0];
- /*video::SMaterial &liquid_material_bfculled =
- *nodedef->get(n).special_materials[1];*/
- AtlasPointer &pa_liquid1 =
- *nodedef->get(n).special_aps[0];
+ TileSpec tile_liquid = f.special_tiles[0];
+ 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(top_is_air == false)
continue;
- u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
- video::SColor c = MapBlock_LightColor(
- nodedef->get(n).alpha, l);
+ u16 l = getInteriorLight(n, 0, data);
+ 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_liquid1.x0(), pa_liquid1.y1()),
+ pa_liquid.x0(), pa_liquid.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
- pa_liquid1.x1(), pa_liquid1.y1()),
+ pa_liquid.x1(), pa_liquid.y1()),
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
- pa_liquid1.x1(), pa_liquid1.y0()),
+ pa_liquid.x1(), pa_liquid.y0()),
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
- pa_liquid1.x0(), pa_liquid1.y0()),
+ pa_liquid.x0(), pa_liquid.y0()),
};
+ v3f offset(p.X, p.Y + (-0.5+node_liquid_level)*BS, p.Z);
for(s32 i=0; i<4; i++)
{
- vertices[i].Pos.Y += (-0.5+node_liquid_level)*BS;
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+ vertices[i].Pos += offset;
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
- collector.append(liquid_material, vertices, 4, indices, 6);
+ collector.append(tile_liquid, vertices, 4, indices, 6);
break;}
case NDT_FLOWINGLIQUID:
{
/*
Add flowing liquid to mesh
*/
- assert(nodedef->get(n).special_materials[0]);
- assert(nodedef->get(n).special_materials[1]);
- assert(nodedef->get(n).special_aps[0]);
-
- video::SMaterial &liquid_material =
- *nodedef->get(n).special_materials[0];
- video::SMaterial &liquid_material_bfculled =
- *nodedef->get(n).special_materials[1];
- AtlasPointer &pa_liquid1 =
- *nodedef->get(n).special_aps[0];
+ 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));
- content_t c_flowing = nodedef->getId(nodedef->get(n).liquid_alternative_flowing);
- content_t c_source = nodedef->getId(nodedef->get(n).liquid_alternative_source);
+ 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;
- u8 l = 0;
+ 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);
+ }
// Use the light of the node on top if possible
- if(nodedef->get(ntop).param_type == CPT_LIGHT)
- l = decode_light(ntop.getLightBlend(data->m_daynight_ratio, nodedef));
+ else if(nodedef->get(ntop).param_type == CPT_LIGHT)
+ l = getInteriorLight(ntop, 0, data);
// Otherwise use the light of this node (the liquid)
else
- l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
- video::SColor c = MapBlock_LightColor(
- nodedef->get(n).alpha, l);
+ l = getInteriorLight(n, 0, data);
+ video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
// Neighbor liquid levels (key = relative position)
// Includes current node
// Use backface culled material if neighbor doesn't have a
// solidness of 0
- video::SMaterial *current_material = &liquid_material;
+ const TileSpec *current_tile = &tile_liquid;
if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
- current_material = &liquid_material_bfculled;
+ current_tile = &tile_liquid_bfculled;
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
- pa_liquid1.x0(), pa_liquid1.y1()),
+ pa_liquid.x0(), pa_liquid.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
- pa_liquid1.x1(), pa_liquid1.y1()),
+ pa_liquid.x1(), pa_liquid.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
- pa_liquid1.x1(), pa_liquid1.y0()),
+ pa_liquid.x1(), pa_liquid.y0()),
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
- pa_liquid1.x0(), pa_liquid1.y0()),
+ pa_liquid.x0(), pa_liquid.y0()),
};
/*
vertices[j].Pos.Z *= 0.98;
}*/
- vertices[j].Pos += intToFloat(p + blockpos_nodes, BS);
+ vertices[j].Pos += intToFloat(p, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
- collector.append(*current_material, vertices, 4, indices, 6);
+ collector.append(*current_tile, vertices, 4, indices, 6);
}
/*
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
- pa_liquid1.x0(), pa_liquid1.y1()),
+ pa_liquid.x0(), pa_liquid.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
- pa_liquid1.x1(), pa_liquid1.y1()),
+ pa_liquid.x1(), pa_liquid.y1()),
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
- pa_liquid1.x1(), pa_liquid1.y0()),
+ pa_liquid.x1(), pa_liquid.y0()),
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
- pa_liquid1.x0(), pa_liquid1.y0()),
+ pa_liquid.x0(), pa_liquid.y0()),
};
- // This fixes a strange bug
+ // 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.
s32 corner_resolve[4] = {3,2,1,0};
for(s32 i=0; i<4; i++)
//vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
s32 j = corner_resolve[i];
vertices[i].Pos.Y += corner_levels[j];
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+ vertices[i].Pos += intToFloat(p, BS);
+ }
+
+ // 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
+ int 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]] +
+ 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))
+ {
+ 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;
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
- collector.append(liquid_material, vertices, 4, indices, 6);
+ collector.append(tile_liquid, vertices, 4, indices, 6);
}
break;}
case NDT_GLASSLIKE:
{
- video::SMaterial material_glass;
- material_glass.setFlag(video::EMF_LIGHTING, false);
- material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
- material_glass.setFlag(video::EMF_FOG_ENABLE, true);
- material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- TileSpec tile_glass = getNodeTile(n, p, v3s16(0,0,0),
- &data->m_temp_mods, tsrc, nodedef);
- AtlasPointer pa_glass = tile_glass.texture;
- material_glass.setTexture(0, pa_glass.atlas);
-
- u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
- video::SColor c = MapBlock_LightColor(255, l);
+ TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
+ AtlasPointer ap = tile.texture;
+
+ u16 l = getInteriorLight(n, 1, data);
+ video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
for(u32 j=0; j<6; j++)
{
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
- pa_glass.x0(), pa_glass.y1()),
+ ap.x0(), ap.y1()),
video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
- pa_glass.x1(), pa_glass.y1()),
+ ap.x1(), ap.y1()),
video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
- pa_glass.x1(), pa_glass.y0()),
+ ap.x1(), ap.y0()),
video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
- pa_glass.x0(), pa_glass.y0()),
+ ap.x0(), ap.y0()),
};
// Rotations in the g_6dirs format
vertices[i].Pos.rotateXZBy(90);
for(u16 i=0; i<4; i++){
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+ vertices[i].Pos += intToFloat(p, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
- collector.append(material_glass, vertices, 4, indices, 6);
+ collector.append(tile, vertices, 4, indices, 6);
}
break;}
case NDT_ALLFACES:
{
- video::SMaterial material_leaves1;
- material_leaves1.setFlag(video::EMF_LIGHTING, false);
- material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false);
- material_leaves1.setFlag(video::EMF_FOG_ENABLE, true);
- material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- TileSpec tile_leaves1 = getNodeTile(n, p, v3s16(0,0,0),
- &data->m_temp_mods, tsrc, nodedef);
- AtlasPointer pa_leaves1 = tile_leaves1.texture;
- material_leaves1.setTexture(0, pa_leaves1.atlas);
-
- u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
- video::SColor c = MapBlock_LightColor(255, l);
-
- v3f pos = intToFloat(p+blockpos_nodes, BS);
+ TileSpec tile_leaves = getNodeTile(n, p,
+ v3s16(0,0,0), data);
+ AtlasPointer pa_leaves = tile_leaves.texture;
+
+ u16 l = getInteriorLight(n, 1, data);
+ video::SColor c = MapBlock_LightColor(255, l, decode_light(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,
- &material_leaves1, &pa_leaves1, 1,
- c, NULL);
+ makeCuboid(&collector, box, &tile_leaves, 1, c, NULL);
break;}
case NDT_ALLFACES_OPTIONAL:
// This is always pre-converted to something else
{
v3s16 dir = n.getWallMountedDir(nodedef);
- AtlasPointer ap(0);
+ u8 tileindex = 0;
if(dir == v3s16(0,-1,0)){
- ap = f.tiles[0].texture; // floor
+ tileindex = 0; // floor
} else if(dir == v3s16(0,1,0)){
- ap = f.tiles[1].texture; // ceiling
+ tileindex = 1; // ceiling
// For backwards compatibility
} else if(dir == v3s16(0,0,0)){
- ap = f.tiles[0].texture; // floor
+ tileindex = 0; // floor
} else {
- ap = f.tiles[2].texture; // side
+ tileindex = 2; // side
}
- // Set material
- video::SMaterial material;
- material.setFlag(video::EMF_LIGHTING, false);
- material.setFlag(video::EMF_BACK_FACE_CULLING, false);
- material.setFlag(video::EMF_BILINEAR_FILTER, false);
- material.setFlag(video::EMF_FOG_ENABLE, true);
- //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
- material.MaterialType
- = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- material.setTexture(0, ap.atlas);
+ TileSpec tile = getNodeTileN(n, p, tileindex, data);
+ tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
+ tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
+
+ AtlasPointer ap = tile.texture;
- video::SColor c(255,255,255,255);
+ u16 l = getInteriorLight(n, 1, data);
+ video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
// Wall at X+ of node
video::S3DVertex vertices[4] =
if(dir == v3s16(0,1,0))
vertices[i].Pos.rotateXZBy(-45);
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+ vertices[i].Pos += intToFloat(p, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
- collector.append(material, vertices, 4, indices, 6);
+ collector.append(tile, vertices, 4, indices, 6);
break;}
case NDT_SIGNLIKE:
{
- // Set material
- video::SMaterial material;
- material.setFlag(video::EMF_LIGHTING, false);
- material.setFlag(video::EMF_BACK_FACE_CULLING, false);
- material.setFlag(video::EMF_BILINEAR_FILTER, false);
- material.setFlag(video::EMF_FOG_ENABLE, true);
- material.MaterialType
- = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- AtlasPointer ap = f.tiles[0].texture;
- material.setTexture(0, ap.atlas);
-
- u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
- video::SColor c = MapBlock_LightColor(255, l);
+ 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);
+ video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
float d = (float)BS/16;
// Wall at X+ of node
if(dir == v3s16(0,1,0))
vertices[i].Pos.rotateXYBy(90);
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+ vertices[i].Pos += intToFloat(p, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
- collector.append(material, vertices, 4, indices, 6);
+ collector.append(tile, vertices, 4, indices, 6);
break;}
case NDT_PLANTLIKE:
{
- video::SMaterial material_papyrus;
- material_papyrus.setFlag(video::EMF_LIGHTING, false);
- material_papyrus.setFlag(video::EMF_BILINEAR_FILTER, false);
- material_papyrus.setFlag(video::EMF_FOG_ENABLE, true);
- material_papyrus.MaterialType=video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- AtlasPointer pa_papyrus = f.tiles[0].texture;
- material_papyrus.setTexture(0, pa_papyrus.atlas);
+ TileSpec tile = getNodeTileN(n, p, 0, data);
+ tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
+ AtlasPointer ap = tile.texture;
- u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
- video::SColor c = MapBlock_LightColor(255, l);
+ u16 l = getInteriorLight(n, 1, data);
+ video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
for(u32 j=0; j<4; j++)
{
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
- pa_papyrus.x0(), pa_papyrus.y1()),
+ ap.x0(), ap.y1()),
video::S3DVertex( BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
- pa_papyrus.x1(), pa_papyrus.y1()),
+ ap.x1(), ap.y1()),
video::S3DVertex( BS/2*f.visual_scale,
-BS/2 + f.visual_scale*BS,0, 0,0,0, c,
- pa_papyrus.x1(), pa_papyrus.y0()),
+ ap.x1(), ap.y0()),
video::S3DVertex(-BS/2*f.visual_scale,
-BS/2 + f.visual_scale*BS,0, 0,0,0, c,
- pa_papyrus.x0(), pa_papyrus.y0()),
+ ap.x0(), ap.y0()),
};
if(j == 0)
for(u16 i=0; i<4; i++)
{
vertices[i].Pos *= f.visual_scale;
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+ vertices[i].Pos += intToFloat(p, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
- collector.append(material_papyrus, vertices, 4, indices, 6);
+ collector.append(tile, vertices, 4, indices, 6);
}
break;}
case NDT_FENCELIKE:
{
- video::SMaterial material_wood;
- material_wood.setFlag(video::EMF_LIGHTING, false);
- material_wood.setFlag(video::EMF_BILINEAR_FILTER, false);
- material_wood.setFlag(video::EMF_FOG_ENABLE, true);
- material_wood.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- TileSpec tile_wood = getNodeTile(n, p, v3s16(0,0,0),
- &data->m_temp_mods, tsrc, nodedef);
- AtlasPointer pa_wood = tile_wood.texture;
- material_wood.setTexture(0, pa_wood.atlas);
-
- video::SMaterial material_wood_nomod;
- material_wood_nomod.setFlag(video::EMF_LIGHTING, false);
- material_wood_nomod.setFlag(video::EMF_BILINEAR_FILTER, false);
- material_wood_nomod.setFlag(video::EMF_FOG_ENABLE, true);
- material_wood_nomod.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-
- TileSpec tile_wood_nomod = getNodeTile(n, p, v3s16(0,0,0),
- NULL, tsrc, nodedef);
- AtlasPointer pa_wood_nomod = tile_wood_nomod.texture;
- material_wood_nomod.setTexture(0, pa_wood_nomod.atlas);
-
- u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
- video::SColor c = MapBlock_LightColor(255, l);
-
- const f32 post_rad=(f32)BS/10;
- const f32 bar_rad=(f32)BS/20;
+ 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();
+ TileSpec tile_rot = tile;
+ tile_rot.texture = tsrc->getTexture(tsrc->getTextureName(
+ tile.texture.id) + "^[transformR90");
+
+ u16 l = getInteriorLight(n, 1, data);
+ video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+
+ const f32 post_rad=(f32)BS/8;
+ const f32 bar_rad=(f32)BS/16;
const f32 bar_len=(f32)(BS/2)-post_rad;
- v3f pos = intToFloat(p+blockpos_nodes, BS);
+ v3f pos = intToFloat(p, BS);
// 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]={
- 0.4,0.4,0.6,0.6,
- 0.4,0.4,0.6,0.6,
- 0.35,0,0.65,1,
- 0.35,0,0.65,1,
- 0.35,0,0.65,1,
- 0.35,0,0.65,1};
- makeCuboid(&collector, post, &material_wood,
- &pa_wood, 1, c, postuv);
+ 6/16.,6/16.,10/16.,10/16.,
+ 6/16.,6/16.,10/16.,10/16.,
+ 0/16.,0,4/16.,1,
+ 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);
// Now a section of fence, +X, if there's a post there
v3s16 p2 = p;
bar.MinEdge += pos;
bar.MaxEdge += pos;
f32 xrailuv[24]={
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6};
- makeCuboid(&collector, bar, &material_wood_nomod,
- &pa_wood_nomod, 1, c, xrailuv);
+ 0/16.,2/16.,16/16.,4/16.,
+ 0/16.,4/16.,16/16.,6/16.,
+ 6/16.,6/16.,8/16.,8/16.,
+ 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);
bar.MinEdge.Y -= BS/2;
bar.MaxEdge.Y -= BS/2;
- makeCuboid(&collector, bar, &material_wood_nomod,
- &pa_wood_nomod, 1, c, xrailuv);
+ makeCuboid(&collector, bar, &tile_nocrack, 1,
+ c, xrailuv);
}
// Now a section of fence, +Z, if there's a post there
bar.MinEdge += pos;
bar.MaxEdge += pos;
f32 zrailuv[24]={
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6};
-
- makeCuboid(&collector, bar, &material_wood_nomod,
- &pa_wood_nomod, 1, c, zrailuv);
+ 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.,9/16.,16/16.,11/16.,
+ 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);
bar.MinEdge.Y -= BS/2;
bar.MaxEdge.Y -= BS/2;
- makeCuboid(&collector, bar, &material_wood_nomod,
- &pa_wood_nomod, 1, c, zrailuv);
+ makeCuboid(&collector, bar, &tile_nocrack, 1,
+ c, zrailuv);
}
break;}
case NDT_RAILLIKE:
if(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_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];
- bool is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]);//is really straight, rails on both sides
- int adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[1];
+ // reasonable default, flat straight unrotated rail
+ bool is_straight = true;
+ int adjacencies = 0;
+ int angle = 0;
+ u8 tileindex = 0;
- 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]) //is straight because sloped
+ // 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
- is_straight = true;
+ is_straight = true; // sloped is always straight
}
-
- // Assign textures
- AtlasPointer ap = f.tiles[0].texture; // straight
- if(adjacencies < 2)
- ap = f.tiles[0].texture; // straight
- else if(adjacencies == 2)
+ else
{
- if(is_straight)
- ap = f.tiles[0].texture; // straight
- else
- ap = f.tiles[1].texture; // curved
+ // 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];
}
- else if(adjacencies == 3)
- ap = f.tiles[2].texture; // t-junction
- else if(adjacencies == 4)
- ap = f.tiles[3].texture; // crossing
-
- video::SMaterial material_rail;
- material_rail.setFlag(video::EMF_LIGHTING, false);
- material_rail.setFlag(video::EMF_BACK_FACE_CULLING, false);
- material_rail.setFlag(video::EMF_BILINEAR_FILTER, false);
- material_rail.setFlag(video::EMF_FOG_ENABLE, true);
- material_rail.MaterialType
- = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- material_rail.setTexture(0, ap.atlas);
-
- u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
- video::SColor c = MapBlock_LightColor(255, l);
-
- 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
-
- 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()),
- };
-
- // Rotate textures
- int angle = 0;
-
- if(adjacencies == 1)
- {
- if(is_rail_x_all[0] or is_rail_x_all[1])
+ switch (adjacencies) {
+ case 1:
+ if(is_rail_x_all[0] || is_rail_x_all[1])
angle = 90;
- }
- if(adjacencies == 2)
- {
+ break;
+ case 2:
+ if(!is_straight)
+ tileindex = 1; // curved
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_all[0] && is_rail_z_all[1]){
if (n_minus_z_plus_y.getContent() == thiscontent) angle = 180;
}
else if(is_rail_x_all[0] && is_rail_z_all[0])
angle = 180;
else if(is_rail_x_all[1] && is_rail_z_all[1])
angle = 90;
- }
- if(adjacencies == 3)
- {
- if(!is_rail_x_all[0])
- angle=0;
+ 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;
if(!is_rail_z_all[0])
angle=90;
if(!is_rail_z_all[1])
angle=270;
- }
- //adjacencies 4: Crossing
- if(adjacencies == 5) //sloped
- {
+ break;
+ case 4:
+ tileindex = 3; // crossing
+ break;
+ case 5: //sloped
if(is_rail_z_plus_y[0])
angle = 180;
if(is_rail_x_plus_y[0])
angle = 90;
if(is_rail_x_plus_y[1])
angle = -90;
+ break;
+ default:
+ break;
}
- if(angle != 0) {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(angle);
- }
+ TileSpec tile = getNodeTileN(n, p, tileindex, 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);
+ video::SColor c = MapBlock_LightColor(255, l, decode_light(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
+
+ 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()),
+ };
for(s32 i=0; i<4; i++)
{
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+ if(angle != 0)
+ vertices[i].Pos.rotateXZBy(angle);
+ vertices[i].Pos += intToFloat(p, BS);
}
u16 indices[] = {0,1,2,2,3,0};
- collector.append(material_rail, vertices, 4, indices, 6);
+ collector.append(tile, vertices, 4, indices, 6);
+ break;}
+ case NDT_NODEBOX:
+ {
+ static const v3s16 tile_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)
+ };
+
+ 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));
+
+ v3f pos = intToFloat(p, BS);
+
+ std::vector<aabb3f> boxes = n.getNodeBoxes(nodedef);
+ for(std::vector<aabb3f>::iterator
+ i = boxes.begin();
+ i != boxes.end(); i++)
+ {
+ aabb3f box = *i;
+ box.MinEdge += pos;
+ box.MaxEdge += pos;
+
+ // 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 txc[24] = {
+ // up
+ tx1, 1-tz2, tx2, 1-tz1,
+ // down
+ tx1, tz1, tx2, tz2,
+ // right
+ tz1, 1-ty2, tz2, 1-ty1,
+ // left
+ 1-tz2, 1-ty2, 1-tz1, 1-ty1,
+ // back
+ 1-tx2, 1-ty2, 1-tx1, 1-ty1,
+ // front
+ tx1, 1-ty2, tx2, 1-ty1,
+ };
+
+ makeCuboid(&collector, box, tiles, 6, c, txc);
+ }
break;}
}
}