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));
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));
l = getInteriorLight(n, 0, data);
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);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
// 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
{
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));
tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
- AtlasPointer ap = tile.texture;
-
u16 l = getInteriorLight(n, 1, data);
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);
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);
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");
-
+ tile_rot.texture = tsrc->getTexture(
+ texturestring_rot,
+ &tile_rot.texture_id);
+
u16 l = getInteriorLight(n, 1, data);
video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source));
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));
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++)