*/
#include "content_mapblock.h"
-
+#include "util/numeric.h"
+#include "util/directiontables.h"
#include "main.h" // For g_settings
#include "mapblock_mesh.h" // For MapBlock_LightColor() and MeshCollector
#include "settings.h"
#include "nodedef.h"
#include "tile.h"
+#include "mesh.h"
+#include <IMeshManipulator.h>
#include "gamedef.h"
-#include "util/numeric.h"
-#include "util/directiontables.h"
+#include "log.h"
+
// Create a cuboid.
// collector - the MeshCollector for the resulting polygons
video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
};
- for(int i = 0; i < tilecount; i++)
+ for(int i = 0; i < 6; i++)
{
- switch (tiles[i].rotation)
+ switch (tiles[MYMIN(i, tilecount-1)].rotation)
{
case 0:
break;
MeshCollector &collector)
{
INodeDefManager *nodedef = data->m_gamedef->ndef();
+ ITextureSource *tsrc = data->m_gamedef->tsrc();
+ scene::ISceneManager* smgr = data->m_gamedef->getSceneManager();
+ scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator();
// 0ms
//TimeTaker timer("mapblock_mesh_generate_special()");
/*
Some settings
*/
+ bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache");
bool new_style_water = g_settings->getBool("new_style_water");
-
+
float node_liquid_level = 1.0;
- if(new_style_water)
+ if (new_style_water)
node_liquid_level = 0.85;
-
+
v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
- for(s16 z=0; z<MAP_BLOCKSIZE; z++)
- for(s16 y=0; y<MAP_BLOCKSIZE; y++)
- for(s16 x=0; x<MAP_BLOCKSIZE; x++)
+ // Create selection mesh
+ v3s16 p = data->m_highlighted_pos_relative;
+ if (data->m_show_hud &&
+ (p.X >= 0) && (p.X < MAP_BLOCKSIZE) &&
+ (p.Y >= 0) && (p.Y < MAP_BLOCKSIZE) &&
+ (p.Z >= 0) && (p.Z < MAP_BLOCKSIZE)) {
+
+ MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
+ if(n.getContent() != CONTENT_AIR) {
+ // Get selection mesh light level
+ static const v3s16 dirs[7] = {
+ v3s16( 0, 0, 0),
+ v3s16( 0, 1, 0),
+ v3s16( 0,-1, 0),
+ v3s16( 1, 0, 0),
+ v3s16(-1, 0, 0),
+ v3s16( 0, 0, 1),
+ v3s16( 0, 0,-1)
+ };
+
+ u16 l = 0;
+ u16 l1 = 0;
+ for (u8 i = 0; i < 7; i++) {
+ MapNode n1 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dirs[i]);
+ l1 = getInteriorLight(n1, -4, nodedef);
+ if (l1 > l)
+ l = l1;
+ }
+ video::SColor c = MapBlock_LightColor(255, l, 0);
+ data->m_highlight_mesh_color = c;
+ std::vector<aabb3f> boxes = n.getSelectionBoxes(nodedef);
+ TileSpec h_tile;
+ h_tile.material_flags |= MATERIAL_FLAG_HIGHLIGHTED;
+ h_tile.texture = tsrc->getTexture("halo.png",&h_tile.texture_id);
+ v3f pos = intToFloat(p, BS);
+ f32 d = 0.05 * BS;
+ for(std::vector<aabb3f>::iterator
+ i = boxes.begin();
+ i != boxes.end(); i++)
+ {
+ aabb3f box = *i;
+ box.MinEdge += v3f(-d, -d, -d) + pos;
+ box.MaxEdge += v3f(d, d, d) + pos;
+ makeCuboid(&collector, box, &h_tile, 1, c, NULL);
+ }
+ }
+ }
+
+ for(s16 z = 0; z < MAP_BLOCKSIZE; z++)
+ for(s16 y = 0; y < MAP_BLOCKSIZE; y++)
+ for(s16 x = 0; x < MAP_BLOCKSIZE; x++)
{
v3s16 p(x,y,z);
- MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
+ MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
const ContentFeatures &f = nodedef->get(n);
// Only solidness=0 stuff is drawn here
if(f.solidness != 0)
continue;
-
+
switch(f.drawtype){
default:
infostream<<"Got "<<f.drawtype<<std::endl;
top_is_same_liquid = true;
u16 l = getInteriorLight(n, 0, nodedef);
- video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
+ video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source);
/*
Generate sides
// 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);
}
// Otherwise use the light of this node (the liquid)
else
l = getInteriorLight(n, 0, nodedef);
- video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
+ video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source);
u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);
TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
u16 l = getInteriorLight(n, 1, nodedef);
- video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+ video::SColor c = MapBlock_LightColor(255, l, f.light_source);
for(u32 j=0; j<6; j++)
{
collector.append(tile, vertices, 4, indices, 6);
}
break;}
+ case NDT_GLASSLIKE_FRAMED_OPTIONAL:
+ // This is always pre-converted to something else
+ assert(0);
+ break;
case NDT_GLASSLIKE_FRAMED:
{
static const v3s16 dirs[6] = {
param2 = param2 & 63;
u16 l = getInteriorLight(n, 1, nodedef);
- video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+ video::SColor c = MapBlock_LightColor(255, l, f.light_source);
v3f pos = intToFloat(p, BS);
static const float a = BS / 2;
static const float g = a - 0.003;
makeCuboid(&collector, box, &glass_tiles[i], 1, c, txc2);
}
- if (param2 > 0){
+ if (param2 > 0 && f.special_tiles[0].texture) {
// 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);
v3s16(0,0,0), data);
u16 l = getInteriorLight(n, 1, nodedef);
- video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+ video::SColor c = MapBlock_LightColor(255, l, f.light_source);
v3f pos = intToFloat(p, BS);
aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
u16 l = getInteriorLight(n, 1, nodedef);
- video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+ video::SColor c = MapBlock_LightColor(255, l, f.light_source);
float s = BS/2*f.visual_scale;
// Wall at X+ of node
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
u16 l = getInteriorLight(n, 0, nodedef);
- video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+ video::SColor c = MapBlock_LightColor(255, l, f.light_source);
float d = (float)BS/16;
float s = BS/2*f.visual_scale;
{
TileSpec tile = getNodeTileN(n, p, 0, data);
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
+
+ u16 l = getInteriorLight(n, 1, nodedef);
+ video::SColor c = MapBlock_LightColor(255, l, f.light_source);
+ float s = BS / 2 * f.visual_scale;
+
+ for (int j = 0; j < 2; j++)
+ {
+ video::S3DVertex vertices[4] =
+ {
+ 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)
+ {
+ for(u16 i = 0; i < 4; i++)
+ vertices[i].Pos.rotateXZBy(46 + n.param2 * 2);
+ }
+ else if(j == 1)
+ {
+ for(u16 i = 0; i < 4; i++)
+ vertices[i].Pos.rotateXZBy(-44 + n.param2 * 2);
+ }
+
+ for (int i = 0; i < 4; i++)
+ {
+ vertices[i].Pos *= f.visual_scale;
+ vertices[i].Pos.Y += BS/2 * (f.visual_scale - 1);
+ vertices[i].Pos += intToFloat(p, BS);
+ }
+
+ u16 indices[] = {0, 1, 2, 2, 3, 0};
+ // Add to mesh collector
+ collector.append(tile, vertices, 4, indices, 6);
+ }
+ break;}
+ case NDT_FIRELIKE:
+ {
+ TileSpec tile = getNodeTileN(n, p, 0, data);
+ tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
+
u16 l = getInteriorLight(n, 1, nodedef);
- video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+ video::SColor c = MapBlock_LightColor(255, l, f.light_source);
float s = BS/2*f.visual_scale;
- for(u32 j=0; j<2; j++)
+ content_t current = n.getContent();
+ content_t n2c;
+ MapNode n2;
+ v3s16 n2p;
+
+ static const v3s16 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)
+ };
+
+ int doDraw[6] = {0,0,0,0,0,0};
+
+ bool drawAllFaces = true;
+
+ bool drawBottomFacesOnly = false; // Currently unused
+
+ // Check for adjacent nodes
+ for(int i = 0; i < 6; i++)
+ {
+ n2p = blockpos_nodes + p + dirs[i];
+ n2 = data->m_vmanip.getNodeNoEx(n2p);
+ n2c = n2.getContent();
+ if (n2c != CONTENT_IGNORE && n2c != CONTENT_AIR && n2c != current) {
+ doDraw[i] = 1;
+ if(drawAllFaces)
+ drawAllFaces = false;
+
+ }
+ }
+
+ for(int j = 0; j < 6; j++)
{
+ int vOffset = 0; // Vertical offset of faces after rotation
+ int hOffset = 4; // Horizontal offset of faces to reach the edge
+
video::S3DVertex vertices[4] =
{
video::S3DVertex(-s,-BS/2, 0, 0,0,0, c, 0,1),
video::S3DVertex(-s,-BS/2 + s*2,0, 0,0,0, c, 0,0),
};
- if(j == 0)
+ // Calculate which faces should be drawn, (top or sides)
+ if(j == 0 && (drawAllFaces || (doDraw[3] == 1 || doDraw[1] == 1)))
{
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(46);
+ for(int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateXZBy(90 + n.param2 * 2);
+ vertices[i].Pos.rotateXYBy(-10);
+ vertices[i].Pos.Y -= vOffset;
+ vertices[i].Pos.X -= hOffset;
+ }
}
- else if(j == 1)
+ else if(j == 1 && (drawAllFaces || (doDraw[5] == 1 || doDraw[1] == 1)))
{
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(-44);
+ for(int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateXZBy(180 + n.param2 * 2);
+ vertices[i].Pos.rotateYZBy(10);
+ vertices[i].Pos.Y -= vOffset;
+ vertices[i].Pos.Z -= hOffset;
+ }
+ }
+ else if(j == 2 && (drawAllFaces || (doDraw[2] == 1 || doDraw[1] == 1)))
+ {
+ for(int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateXZBy(270 + n.param2 * 2);
+ vertices[i].Pos.rotateXYBy(10);
+ vertices[i].Pos.Y -= vOffset;
+ vertices[i].Pos.X += hOffset;
+ }
+ }
+ else if(j == 3 && (drawAllFaces || (doDraw[4] == 1 || doDraw[1] == 1)))
+ {
+ for(int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateYZBy(-10);
+ vertices[i].Pos.Y -= vOffset;
+ vertices[i].Pos.Z += hOffset;
+ }
}
- for(u16 i=0; i<4; i++)
+ // Center cross-flames
+ else if(j == 4 && (drawAllFaces || doDraw[1] == 1))
+ {
+ for(int i=0; i<4; i++) {
+ vertices[i].Pos.rotateXZBy(45 + n.param2 * 2);
+ vertices[i].Pos.Y -= vOffset;
+ }
+ }
+ else if(j == 5 && (drawAllFaces || doDraw[1] == 1))
+ {
+ for(int i=0; i<4; i++) {
+ vertices[i].Pos.rotateXZBy(-45 + n.param2 * 2);
+ vertices[i].Pos.Y -= vOffset;
+ }
+ }
+
+ // Render flames on bottom
+ else if(j == 0 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
+ {
+ for(int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateYZBy(70);
+ vertices[i].Pos.rotateXZBy(90 + n.param2 * 2);
+ vertices[i].Pos.Y += 4.84;
+ vertices[i].Pos.X -= hOffset+0.7;
+ }
+ }
+ else if(j == 1 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
+ {
+ for(int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateYZBy(70);
+ vertices[i].Pos.rotateXZBy(180 + n.param2 * 2);
+ vertices[i].Pos.Y += 4.84;
+ vertices[i].Pos.Z -= hOffset+0.7;
+ }
+ }
+ else if(j == 2 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
+ {
+ for(int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateYZBy(70);
+ vertices[i].Pos.rotateXZBy(270 + n.param2 * 2);
+ vertices[i].Pos.Y += 4.84;
+ vertices[i].Pos.X += hOffset+0.7;
+ }
+ }
+ else if(j == 3 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
+ {
+ for(int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateYZBy(70);
+ vertices[i].Pos.Y += 4.84;
+ vertices[i].Pos.Z += hOffset+0.7;
+ }
+ }
+ else {
+ // Skip faces that aren't adjacent to a node
+ continue;
+ }
+
+ for(int i=0; i<4; i++)
{
vertices[i].Pos *= f.visual_scale;
vertices[i].Pos += intToFloat(p, BS);
tile_rot.rotation = 1;
u16 l = getInteriorLight(n, 1, nodedef);
- video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+ video::SColor c = MapBlock_LightColor(255, l, f.light_source);
const f32 post_rad=(f32)BS/8;
const f32 bar_rad=(f32)BS/16;
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
u16 l = getInteriorLight(n, 0, nodedef);
- video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+ video::SColor c = MapBlock_LightColor(255, l, f.light_source);
float d = (float)BS/64;
-
- char g=-1;
+ float s = BS/2;
+
+ short 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
+ g = 1; //Object is at a slope
video::S3DVertex vertices[4] =
{
- 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),
+ video::S3DVertex(-s, -s+d,-s, 0,0,0, c,0,1),
+ video::S3DVertex( s, -s+d,-s, 0,0,0, c,1,1),
+ video::S3DVertex( s, g*s+d, s, 0,0,0, c,1,0),
+ video::S3DVertex(-s, g*s+d, s, 0,0,0, c,0,0),
};
for(s32 i=0; i<4; i++)
};
TileSpec tiles[6];
- u16 l = getInteriorLight(n, 0, nodedef);
- video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
+ u16 l = getInteriorLight(n, 1, nodedef);
+ video::SColor c = MapBlock_LightColor(255, l, f.light_source);
v3f pos = intToFloat(p, BS);
makeCuboid(&collector, box, tiles, 6, c, txc);
}
break;}
+ case NDT_MESH:
+ {
+ v3f pos = intToFloat(p, BS);
+ video::SColor c = MapBlock_LightColor(255, getInteriorLight(n, 1, nodedef), f.light_source);
+
+ u8 facedir = 0;
+ if (f.param_type_2 == CPT2_FACEDIR) {
+ facedir = n.getFaceDir(nodedef);
+ } else if (f.param_type_2 == CPT2_WALLMOUNTED) {
+ //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 (f.mesh_ptr[facedir]) {
+ // use cached meshes
+ for(u16 j = 0; j < f.mesh_ptr[0]->getMeshBufferCount(); j++) {
+ scene::IMeshBuffer *buf = f.mesh_ptr[facedir]->getMeshBuffer(j);
+ collector.append(getNodeTileN(n, p, j, data),
+ (video::S3DVertex *)buf->getVertices(), buf->getVertexCount(),
+ buf->getIndices(), buf->getIndexCount(), pos, c);
+ }
+ } else if (f.mesh_ptr[0]) {
+ // no cache, clone and rotate mesh
+ scene::IMesh* mesh = cloneMesh(f.mesh_ptr[0]);
+ rotateMeshBy6dFacedir(mesh, facedir);
+ recalculateBoundingBox(mesh);
+ meshmanip->recalculateNormals(mesh, true, false);
+ for(u16 j = 0; j < mesh->getMeshBufferCount(); j++) {
+ scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
+ collector.append(getNodeTileN(n, p, j, data),
+ (video::S3DVertex *)buf->getVertices(), buf->getVertexCount(),
+ buf->getIndices(), buf->getIndexCount(), pos, c);
+ }
+ mesh->drop();
+ }
+ break;}
}
}
}