]> git.lizzy.rs Git - minetest.git/blobdiff - src/content_mapblock.cpp
Optionally specify propagateSunlight area in calcLighting
[minetest.git] / src / content_mapblock.cpp
index c94ff590e47b66ae20172dfbd09b7905adb901a1..b84b69629d99082ad6cc490d3da65449e20be7a7 100644 (file)
@@ -25,6 +25,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "settings.h"
 #include "nodedef.h"
 #include "tile.h"
+#include "mesh.h"
+#include <IMeshManipulator.h>
 #include "gamedef.h"
 #include "log.h"
 
@@ -171,6 +173,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 {
        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()");
@@ -178,6 +182,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
        /*
                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;
@@ -188,10 +193,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
 
        // 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)) {
+       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) {
@@ -215,7 +220,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        l = l1;
                        }
                        video::SColor c = MapBlock_LightColor(255, l, 0);
-                       data->m_highlight_mesh_color = c;       
+                       data->m_highlight_mesh_color = c;
                        std::vector<aabb3f> boxes = n.getSelectionBoxes(nodedef);
                        TileSpec h_tile;                        
                        h_tile.material_flags |= MATERIAL_FLAG_HIGHLIGHTED;
@@ -794,6 +799,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                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] = {
@@ -1149,14 +1158,94 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                {
                        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, 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),
@@ -1165,18 +1254,101 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                        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 + n.param2 * 2);
+                                       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 + n.param2 * 2);
+                                       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;
+                                       }
+                               }
+
+                               // 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;
+                                       }
                                }
 
-                               for(u16 i=0; i<4; i++)
+                               // 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);
@@ -1450,17 +1622,18 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                        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++)
@@ -1549,6 +1722,47 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
                                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;}
                }
        }
 }