*/
#include "content_mapblock.h"
-#include "content_mapnode.h"
-#include "main.h" // For g_settings and g_texturesource
-#include "mineral.h"
-#ifndef SERVER
+#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 "gamedef.h"
+
// Create a cuboid.
-// material - the material to use (for all 6 faces)
// collector - the MeshCollector for the resulting polygons
-// pa - texture atlas pointer for the material
+// 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
// c - vertex colour - used for all
-// pos - the position of the centre of the cuboid
-// rz,ry,rz - the radius of the cuboid in each dimension
// txc - texture coordinates - this is a list of texture coordinates
// for the opposite corners of each face - therefore, there
// should be (2+2)*6=24 values in the list. Alternatively, pass
// NULL to use the entire texture for each face. The order of
-// the faces in the list is top-backi-right-front-left-bottom
-// If you specified 0,0,1,1 for each face, that would be the
-// same as passing NULL.
-void makeCuboid(video::SMaterial &material, MeshCollector *collector,
- AtlasPointer* pa, video::SColor &c,
- v3f &pos, f32 rx, f32 ry, f32 rz, f32* txc)
+// the faces in the list is up-down-right-left-back-front
+// (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,
+ video::SColor &c, const f32* txc)
{
- f32 tu0=pa->x0();
- f32 tu1=pa->x1();
- f32 tv0=pa->y0();
- f32 tv1=pa->y1();
- f32 txus=tu1-tu0;
- f32 txvs=tv1-tv0;
-
- video::S3DVertex v[4] =
+ assert(matcount >= 1);
+
+ v3f min = box.MinEdge;
+ v3f max = box.MaxEdge;
+
+ if(txc == NULL)
{
- video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv1),
- video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv1),
- video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv0),
- video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv0)
- };
+ static const f32 txc_default[24] = {
+ 0,0,1,1,
+ 0,0,1,1,
+ 0,0,1,1,
+ 0,0,1,1,
+ 0,0,1,1,
+ 0,0,1,1
+ };
+ txc = txc_default;
+ }
- for(int i=0;i<6;i++)
+ video::S3DVertex vertices[24] =
{
- switch(i)
- {
- case 0: // top
- v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
- v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
- v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz;
- v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz;
- break;
- case 1: // back
- v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
- v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
- v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
- v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
- break;
- case 2: //right
- v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
- v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
- v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
- v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
- break;
- case 3: // front
- v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
- v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
- v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
- v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
- break;
- case 4: // left
- v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
- v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
- v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
- v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
- break;
- case 5: // bottom
- v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz;
- v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz;
- v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
- v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
- break;
- }
+ // up
+ video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]),
+ video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]),
+ video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]),
+ video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]),
+ // down
+ video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]),
+ video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]),
+ video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]),
+ video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]),
+ // right
+ video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]),
+ video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]),
+ video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]),
+ video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]),
+ // left
+ video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]),
+ video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]),
+ video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]),
+ video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]),
+ // back
+ video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]),
+ video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]),
+ video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]),
+ video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]),
+ // front
+ video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]),
+ video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]),
+ video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]),
+ video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
+ };
- if(txc!=NULL)
- {
- v[0].TCoords.X=tu0+txus*txc[0]; v[0].TCoords.Y=tv0+txvs*txc[3];
- v[1].TCoords.X=tu0+txus*txc[2]; v[1].TCoords.Y=tv0+txvs*txc[3];
- v[2].TCoords.X=tu0+txus*txc[2]; v[2].TCoords.Y=tv0+txvs*txc[1];
- v[3].TCoords.X=tu0+txus*txc[0]; v[3].TCoords.Y=tv0+txvs*txc[1];
- txc+=4;
- }
+ 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;
+ }
- for(u16 i=0; i<4; i++)
- v[i].Pos += pos;
- u16 indices[] = {0,1,2,2,3,0};
- collector->append(material, v, 4, indices, 6);
+ 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],
+ vertices+j, 4, indices, 6);
}
-
}
-#endif
-#ifndef SERVER
void mapblock_mesh_generate_special(MeshMakeData *data,
- MeshCollector &collector)
+ MeshCollector &collector, IGameDef *gamedef)
{
+ INodeDefManager *nodedef = gamedef->ndef();
+ ITextureSource *tsrc = gamedef->getTextureSource();
+
// 0ms
//TimeTaker timer("mapblock_mesh_generate_special()");
/*
Some settings
*/
- bool new_style_water = g_settings.getBool("new_style_water");
- bool new_style_leaves = g_settings.getBool("new_style_leaves");
- //bool smooth_lighting = g_settings.getBool("smooth_lighting");
- bool invisible_stone = g_settings.getBool("invisible_stone");
+ bool new_style_water = g_settings->getBool("new_style_water");
- float node_water_level = 1.0;
+ float node_liquid_level = 1.0;
if(new_style_water)
- node_water_level = 0.85;
+ node_liquid_level = 0.85;
v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
- // Flowing water material
- video::SMaterial material_water1;
- material_water1.setFlag(video::EMF_LIGHTING, false);
- material_water1.setFlag(video::EMF_BACK_FACE_CULLING, false);
- material_water1.setFlag(video::EMF_BILINEAR_FILTER, false);
- material_water1.setFlag(video::EMF_FOG_ENABLE, true);
- material_water1.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
- AtlasPointer pa_water1 = g_texturesource->getTexture(
- g_texturesource->getTextureId("water.png"));
- material_water1.setTexture(0, pa_water1.atlas);
-
- // New-style leaves material
- video::SMaterial material_leaves1;
- material_leaves1.setFlag(video::EMF_LIGHTING, false);
- //material_leaves1.setFlag(video::EMF_BACK_FACE_CULLING, 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;
- AtlasPointer pa_leaves1 = g_texturesource->getTexture(
- g_texturesource->getTextureId("leaves.png"));
- material_leaves1.setTexture(0, pa_leaves1.atlas);
-
- // Glass material
- 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;
- AtlasPointer pa_glass = g_texturesource->getTexture(
- g_texturesource->getTextureId("glass.png"));
- material_glass.setTexture(0, pa_glass.atlas);
-
- // Wood material
- 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;
- AtlasPointer pa_wood = g_texturesource->getTexture(
- g_texturesource->getTextureId("wood.png"));
- material_wood.setTexture(0, pa_wood.atlas);
-
- // General ground material for special output
+ /*// 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;
-
-
- // Papyrus material
- 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 = g_texturesource->getTexture(
- g_texturesource->getTextureId("papyrus.png"));
- material_papyrus.setTexture(0, pa_papyrus.atlas);
+ 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++)
v3s16 p(x,y,z);
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;
- /*
- Add torches to mesh
- */
- if(n.d == CONTENT_TORCH)
+ switch(f.drawtype){
+ default:
+ infostream<<"Got "<<f.drawtype<<std::endl;
+ assert(0);
+ break;
+ case NDT_AIRLIKE:
+ break;
+ case NDT_LIQUID:
{
- video::SColor c(255,255,255,255);
-
- // Wall at X+ of node
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1),
- video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1),
- video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
- video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0),
- };
-
- v3s16 dir = unpackDir(n.dir);
-
- for(s32 i=0; i<4; i++)
- {
- if(dir == v3s16(1,0,0))
- vertices[i].Pos.rotateXZBy(0);
- if(dir == v3s16(-1,0,0))
- vertices[i].Pos.rotateXZBy(180);
- if(dir == v3s16(0,0,1))
- vertices[i].Pos.rotateXZBy(90);
- if(dir == v3s16(0,0,-1))
- vertices[i].Pos.rotateXZBy(-90);
- if(dir == v3s16(0,-1,0))
- vertices[i].Pos.rotateXZBy(45);
- if(dir == v3s16(0,1,0))
- vertices[i].Pos.rotateXZBy(-45);
-
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
- }
+ /*
+ 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]);
- // 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.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
- material.MaterialType
- = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ 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];
- if(dir == v3s16(0,-1,0))
- material.setTexture(0,
- g_texturesource->getTextureRaw("torch_on_floor.png"));
- else if(dir == v3s16(0,1,0))
- material.setTexture(0,
- g_texturesource->getTextureRaw("torch_on_ceiling.png"));
- // For backwards compatibility
- else if(dir == v3s16(0,0,0))
- material.setTexture(0,
- g_texturesource->getTextureRaw("torch_on_floor.png"));
- else
- material.setTexture(0,
- g_texturesource->getTextureRaw("torch.png"));
+ bool top_is_air = false;
+ MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
+ if(n.getContent() == CONTENT_AIR)
+ top_is_air = true;
+
+ if(top_is_air == false)
+ continue;
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material, vertices, 4, indices, 6);
- }
- /*
- Signs on walls
- */
- else if(n.d == CONTENT_SIGN_WALL)
- {
- u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
- video::SColor c(255,l,l,l);
-
- float d = (float)BS/16;
- // Wall at X+ of node
+ u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
+ video::SColor c = MapBlock_LightColor(
+ nodedef->get(n).alpha, l);
+
video::S3DVertex vertices[4] =
{
- video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 0,1),
- video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 1,1),
- video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 1,0),
- video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0),
+ video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
+ pa_liquid1.x0(), pa_liquid1.y1()),
+ video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
+ pa_liquid1.x1(), pa_liquid1.y1()),
+ video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
+ pa_liquid1.x1(), pa_liquid1.y0()),
+ video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
+ pa_liquid1.x0(), pa_liquid1.y0()),
};
- v3s16 dir = unpackDir(n.dir);
-
for(s32 i=0; i<4; i++)
{
- if(dir == v3s16(1,0,0))
- vertices[i].Pos.rotateXZBy(0);
- if(dir == v3s16(-1,0,0))
- vertices[i].Pos.rotateXZBy(180);
- if(dir == v3s16(0,0,1))
- vertices[i].Pos.rotateXZBy(90);
- if(dir == v3s16(0,0,-1))
- vertices[i].Pos.rotateXZBy(-90);
- if(dir == v3s16(0,-1,0))
- vertices[i].Pos.rotateXYBy(-90);
- if(dir == v3s16(0,1,0))
- vertices[i].Pos.rotateXYBy(90);
-
+ vertices[i].Pos.Y += (-0.5+node_liquid_level)*BS;
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
- // 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,
- g_texturesource->getTextureRaw("sign_wall.png"));
-
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
- collector.append(material, vertices, 4, indices, 6);
- }
- /*
- Add flowing water to mesh
- */
- else if(n.d == CONTENT_WATER)
+ collector.append(liquid_material, vertices, 4, indices, 6);
+ break;}
+ case NDT_FLOWINGLIQUID:
{
- bool top_is_water = false;
+ /*
+ 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];
+
+ bool top_is_same_liquid = false;
MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
- if(ntop.d == CONTENT_WATER || ntop.d == CONTENT_WATERSOURCE)
- top_is_water = true;
+ content_t c_flowing = nodedef->getId(nodedef->get(n).liquid_alternative_flowing);
+ content_t c_source = nodedef->getId(nodedef->get(n).liquid_alternative_source);
+ if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
+ top_is_same_liquid = true;
u8 l = 0;
// Use the light of the node on top if possible
- if(content_features(ntop.d).param_type == CPT_LIGHT)
- l = decode_light(ntop.getLightBlend(data->m_daynight_ratio));
- // Otherwise use the light of this node (the water)
+ if(nodedef->get(ntop).param_type == CPT_LIGHT)
+ l = decode_light(ntop.getLightBlend(data->m_daynight_ratio, nodedef));
+ // Otherwise use the light of this node (the liquid)
else
- l = decode_light(n.getLightBlend(data->m_daynight_ratio));
- video::SColor c(WATER_ALPHA,l,l,l);
+ l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
+ video::SColor c = MapBlock_LightColor(
+ nodedef->get(n).alpha, l);
- // Neighbor water levels (key = relative position)
+ // Neighbor liquid levels (key = relative position)
// Includes current node
core::map<v3s16, f32> neighbor_levels;
- core::map<v3s16, u8> neighbor_contents;
+ core::map<v3s16, content_t> neighbor_contents;
core::map<v3s16, u8> neighbor_flags;
- const u8 neighborflag_top_is_water = 0x01;
+ const u8 neighborflag_top_is_same_liquid = 0x01;
v3s16 neighbor_dirs[9] = {
v3s16(0,0,0),
v3s16(0,0,1),
};
for(u32 i=0; i<9; i++)
{
- u8 content = CONTENT_AIR;
+ content_t content = CONTENT_AIR;
float level = -0.5 * BS;
u8 flags = 0;
// Check neighbor
v3s16 p2 = p + neighbor_dirs[i];
MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
- if(n2.d != CONTENT_IGNORE)
+ if(n2.getContent() != CONTENT_IGNORE)
{
- content = n2.d;
+ content = n2.getContent();
- if(n2.d == CONTENT_WATERSOURCE)
- level = (-0.5+node_water_level) * BS;
- else if(n2.d == CONTENT_WATER)
- level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0
- * node_water_level) * BS;
+ 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) / 8.0 * node_liquid_level) * BS;
// Check node above neighbor.
// NOTE: This doesn't get executed if neighbor
// doesn't exist
p2.Y += 1;
n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
- if(n2.d == CONTENT_WATERSOURCE || n2.d == CONTENT_WATER)
- flags |= neighborflag_top_is_water;
+ if(n2.getContent() == c_source ||
+ n2.getContent() == c_flowing)
+ flags |= neighborflag_top_is_same_liquid;
}
neighbor_levels.insert(neighbor_dirs[i], level);
neighbor_flags.insert(neighbor_dirs[i], flags);
}
- //float water_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
- //float water_level = neighbor_levels[v3s16(0,0,0)];
-
- // Corner heights (average between four waters)
+ // Corner heights (average between four liquids)
f32 corner_levels[4];
v3s16 halfdirs[4] = {
v3s16 cornerdir = halfdirs[i];
float cornerlevel = 0;
u32 valid_count = 0;
+ u32 air_count = 0;
for(u32 j=0; j<4; j++)
{
v3s16 neighbordir = cornerdir - halfdirs[j];
- u8 content = neighbor_contents[neighbordir];
- // Special case for source nodes
- if(content == CONTENT_WATERSOURCE)
+ content_t content = neighbor_contents[neighbordir];
+ // If top is liquid, draw starting from top of node
+ if(neighbor_flags[neighbordir] &
+ neighborflag_top_is_same_liquid)
{
- cornerlevel = (-0.5+node_water_level)*BS;
+ cornerlevel = 0.5*BS;
valid_count = 1;
break;
}
- else if(content == CONTENT_WATER)
+ // Source is always the same height
+ else if(content == c_source)
+ {
+ cornerlevel = (-0.5+node_liquid_level)*BS;
+ valid_count = 1;
+ break;
+ }
+ // Flowing liquid has level information
+ else if(content == c_flowing)
{
cornerlevel += neighbor_levels[neighbordir];
valid_count++;
}
else if(content == CONTENT_AIR)
{
- cornerlevel += -0.5*BS;
- valid_count++;
+ air_count++;
}
}
- if(valid_count > 0)
+ if(air_count >= 2)
+ cornerlevel = -0.5*BS;
+ else if(valid_count > 0)
cornerlevel /= valid_count;
corner_levels[i] = cornerlevel;
}
v3s16 dir = side_dirs[i];
/*
- If our topside is water and neighbor's topside
- is water, don't draw side face
+ If our topside is liquid and neighbor's topside
+ is liquid, don't draw side face
*/
- if(top_is_water &&
- neighbor_flags[dir] & neighborflag_top_is_water)
+ if(top_is_same_liquid &&
+ neighbor_flags[dir] & neighborflag_top_is_same_liquid)
continue;
- u8 neighbor_content = neighbor_contents[dir];
+ content_t neighbor_content = neighbor_contents[dir];
+ const ContentFeatures &n_feat = nodedef->get(neighbor_content);
- // Don't draw face if neighbor is not air or water
- if(neighbor_content != CONTENT_AIR
- && neighbor_content != CONTENT_WATER)
+ // Don't draw face if neighbor is blocking the view
+ if(n_feat.solidness == 2)
continue;
- bool neighbor_is_water = (neighbor_content == CONTENT_WATER);
+ bool neighbor_is_same_liquid = (neighbor_content == c_source
+ || neighbor_content == c_flowing);
- // Don't draw any faces if neighbor is water and top is water
- if(neighbor_is_water == true && top_is_water == false)
+ // Don't draw any faces if neighbor same is liquid and top is
+ // same liquid
+ if(neighbor_is_same_liquid == true
+ && top_is_same_liquid == false)
continue;
+
+ // Use backface culled material if neighbor doesn't have a
+ // solidness of 0
+ video::SMaterial *current_material = &liquid_material;
+ if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
+ current_material = &liquid_material_bfculled;
video::S3DVertex vertices[4] =
{
- /*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(-BS/2,0,BS/2, 0,0,0, c,
- pa_water1.x0(), pa_water1.y1()),
+ pa_liquid1.x0(), pa_liquid1.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
- pa_water1.x1(), pa_water1.y1()),
+ pa_liquid1.x1(), pa_liquid1.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
- pa_water1.x1(), pa_water1.y0()),
+ pa_liquid1.x1(), pa_liquid1.y0()),
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
- pa_water1.x0(), pa_water1.y0()),
+ pa_liquid1.x0(), pa_liquid1.y0()),
};
/*
- If our topside is water, set upper border of face
+ If our topside is liquid, set upper border of face
at upper border of node
*/
- if(top_is_water)
+ if(top_is_same_liquid)
{
vertices[2].Pos.Y = 0.5*BS;
vertices[3].Pos.Y = 0.5*BS;
}
/*
- If neighbor is water, lower border of face is corner
- water levels
+ If neighbor is liquid, lower border of face is corner
+ liquid levels
*/
- if(neighbor_is_water)
+ if(neighbor_is_same_liquid)
{
vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
}
/*
- If neighbor is not water, lower border of face is
+ If neighbor is not liquid, lower border of face is
lower border of node
*/
else
vertices[j].Pos.rotateXZBy(90);
if(dir == v3s16(1,0,-0))
vertices[j].Pos.rotateXZBy(-90);
+
+ // Do this to not cause glitches when two liquids are
+ // side-by-side
+ /*if(neighbor_is_same_liquid == false){
+ vertices[j].Pos.X *= 0.98;
+ vertices[j].Pos.Z *= 0.98;
+ }*/
vertices[j].Pos += intToFloat(p + blockpos_nodes, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
- collector.append(material_water1, vertices, 4, indices, 6);
+ collector.append(*current_material, vertices, 4, indices, 6);
}
/*
Generate top side, if appropriate
*/
- if(top_is_water == false)
+ if(top_is_same_liquid == false)
{
video::S3DVertex vertices[4] =
{
- /*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(-BS/2,0,BS/2, 0,0,0, c,
- pa_water1.x0(), pa_water1.y1()),
+ pa_liquid1.x0(), pa_liquid1.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
- pa_water1.x1(), pa_water1.y1()),
+ pa_liquid1.x1(), pa_liquid1.y1()),
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
- pa_water1.x1(), pa_water1.y0()),
+ pa_liquid1.x1(), pa_liquid1.y0()),
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
- pa_water1.x0(), pa_water1.y0()),
+ pa_liquid1.x0(), pa_liquid1.y0()),
};
// This fixes a strange bug
for(s32 i=0; i<4; i++)
{
- //vertices[i].Pos.Y += water_level;
+ //vertices[i].Pos.Y += liquid_level;
//vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
s32 j = corner_resolve[i];
vertices[i].Pos.Y += corner_levels[j];
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
- collector.append(material_water1, vertices, 4, indices, 6);
+ collector.append(liquid_material, vertices, 4, indices, 6);
}
- }
- /*
- Add water sources to mesh if using new style
- */
- else if(n.d == CONTENT_WATERSOURCE && new_style_water)
- {
- //bool top_is_water = false;
- bool top_is_air = false;
- MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
- /*if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
- top_is_water = true;*/
- if(n.d == CONTENT_AIR)
- top_is_air = true;
-
- /*if(top_is_water == true)
- continue;*/
- if(top_is_air == false)
- continue;
-
- u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
- video::SColor c(WATER_ALPHA,l,l,l);
-
- video::S3DVertex vertices[4] =
- {
- /*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(-BS/2,0,BS/2, 0,0,0, c,
- pa_water1.x0(), pa_water1.y1()),
- video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
- pa_water1.x1(), pa_water1.y1()),
- video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
- pa_water1.x1(), pa_water1.y0()),
- video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
- pa_water1.x0(), pa_water1.y0()),
- };
-
- for(s32 i=0; i<4; i++)
- {
- vertices[i].Pos.Y += (-0.5+node_water_level)*BS;
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
- }
-
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material_water1, vertices, 4, indices, 6);
- }
- /*
- Add leaves if using new style
- */
- else if(n.d == CONTENT_LEAVES && new_style_leaves)
+ break;}
+ case NDT_GLASSLIKE:
{
- /*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));*/
- u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
- video::SColor c(255,l,l,l);
+ 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);
for(u32 j=0; j<6; j++)
{
+ // Check this neighbor
+ v3s16 n2p = blockpos_nodes + p + g_6dirs[j];
+ MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
+ // Don't make face if neighbor is of same type
+ if(n2.getContent() == n.getContent())
+ continue;
+
+ // The face at Z+
video::S3DVertex vertices[4] =
{
- /*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),*/
video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
- pa_leaves1.x0(), pa_leaves1.y1()),
+ pa_glass.x0(), pa_glass.y1()),
video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
- pa_leaves1.x1(), pa_leaves1.y1()),
+ pa_glass.x1(), pa_glass.y1()),
video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
- pa_leaves1.x1(), pa_leaves1.y0()),
+ pa_glass.x1(), pa_glass.y0()),
video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
- pa_leaves1.x0(), pa_leaves1.y0()),
+ pa_glass.x0(), pa_glass.y0()),
};
-
- if(j == 0)
- {
+
+ // Rotations in the g_6dirs format
+ if(j == 0) // Z+
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(0);
- }
- else if(j == 1)
- {
+ else if(j == 1) // Y+
for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(180);
- }
- else if(j == 2)
- {
+ vertices[i].Pos.rotateYZBy(-90);
+ else if(j == 2) // X+
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(-90);
- }
- else if(j == 3)
- {
+ else if(j == 3) // Z-
for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(90);
- }
- else if(j == 4)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateYZBy(-90);
- }
- else if(j == 5)
- {
+ vertices[i].Pos.rotateXZBy(180);
+ else if(j == 4) // Y-
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateYZBy(90);
- }
+ else if(j == 5) // X-
+ for(u16 i=0; i<4; i++)
+ vertices[i].Pos.rotateXZBy(90);
- for(u16 i=0; i<4; i++)
- {
+ for(u16 i=0; i<4; i++){
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
- collector.append(material_leaves1, vertices, 4, indices, 6);
+ collector.append(material_glass, vertices, 4, indices, 6);
}
- }
- /*
- Add glass
- */
- else if(n.d == CONTENT_GLASS)
+ break;}
+ case NDT_ALLFACES:
{
- u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
- video::SColor c(255,l,l,l);
+ 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);
- for(u32 j=0; j<6; j++)
+ v3f pos = intToFloat(p+blockpos_nodes, 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);
+ break;}
+ case NDT_ALLFACES_OPTIONAL:
+ // This is always pre-converted to something else
+ assert(0);
+ break;
+ case NDT_TORCHLIKE:
+ {
+ v3s16 dir = n.getWallMountedDir(nodedef);
+
+ AtlasPointer ap(0);
+ if(dir == v3s16(0,-1,0)){
+ ap = f.tiles[0].texture; // floor
+ } else if(dir == v3s16(0,1,0)){
+ ap = f.tiles[1].texture; // ceiling
+ // For backwards compatibility
+ } else if(dir == v3s16(0,0,0)){
+ ap = f.tiles[0].texture; // floor
+ } else {
+ ap = f.tiles[2].texture; // 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);
+
+ video::SColor c(255,255,255,255);
+
+ // 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()),
+ };
+
+ for(s32 i=0; i<4; i++)
+ {
+ if(dir == v3s16(1,0,0))
+ vertices[i].Pos.rotateXZBy(0);
+ if(dir == v3s16(-1,0,0))
+ vertices[i].Pos.rotateXZBy(180);
+ if(dir == v3s16(0,0,1))
+ vertices[i].Pos.rotateXZBy(90);
+ if(dir == v3s16(0,0,-1))
+ vertices[i].Pos.rotateXZBy(-90);
+ if(dir == v3s16(0,-1,0))
+ vertices[i].Pos.rotateXZBy(45);
+ if(dir == v3s16(0,1,0))
+ vertices[i].Pos.rotateXZBy(-45);
+
+ vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+ }
+
+ u16 indices[] = {0,1,2,2,3,0};
+ // Add to mesh collector
+ collector.append(material, 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);
+
+ float d = (float)BS/16;
+ // 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()),
+ };
+
+ v3s16 dir = n.getWallMountedDir(nodedef);
+
+ for(s32 i=0; i<4; i++)
+ {
+ if(dir == v3s16(1,0,0))
+ vertices[i].Pos.rotateXZBy(0);
+ if(dir == v3s16(-1,0,0))
+ vertices[i].Pos.rotateXZBy(180);
+ if(dir == v3s16(0,0,1))
+ vertices[i].Pos.rotateXZBy(90);
+ if(dir == v3s16(0,0,-1))
+ vertices[i].Pos.rotateXZBy(-90);
+ if(dir == v3s16(0,-1,0))
+ vertices[i].Pos.rotateXYBy(-90);
+ if(dir == v3s16(0,1,0))
+ vertices[i].Pos.rotateXYBy(90);
+
+ vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+ }
+
+ u16 indices[] = {0,1,2,2,3,0};
+ // Add to mesh collector
+ collector.append(material, 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);
+
+ u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
+ video::SColor c = MapBlock_LightColor(255, l);
+
+ for(u32 j=0; j<4; j++)
{
video::S3DVertex vertices[4] =
{
- video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
- pa_glass.x0(), pa_glass.y1()),
- video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
- pa_glass.x1(), pa_glass.y1()),
- video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
- pa_glass.x1(), pa_glass.y0()),
- video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
- pa_glass.x0(), pa_glass.y0()),
+ video::S3DVertex(-BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
+ pa_papyrus.x0(), pa_papyrus.y1()),
+ video::S3DVertex( BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
+ pa_papyrus.x1(), pa_papyrus.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()),
+ video::S3DVertex(-BS/2*f.visual_scale,
+ -BS/2 + f.visual_scale*BS,0, 0,0,0, c,
+ pa_papyrus.x0(), pa_papyrus.y0()),
};
if(j == 0)
{
for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(0);
+ vertices[i].Pos.rotateXZBy(45);
}
else if(j == 1)
{
for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(180);
+ vertices[i].Pos.rotateXZBy(-45);
}
else if(j == 2)
{
for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(-90);
+ vertices[i].Pos.rotateXZBy(135);
}
else if(j == 3)
{
for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(90);
- }
- else if(j == 4)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateYZBy(-90);
- }
- else if(j == 5)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateYZBy(90);
+ vertices[i].Pos.rotateXZBy(-135);
}
for(u16 i=0; i<4; i++)
{
+ vertices[i].Pos *= f.visual_scale;
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
- collector.append(material_glass, vertices, 4, indices, 6);
+ collector.append(material_papyrus, vertices, 4, indices, 6);
}
- }
- /*
- Add fence
- */
- else if(n.d == CONTENT_FENCE)
+ break;}
+ case NDT_FENCELIKE:
{
- u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
- video::SColor c(255,l,l,l);
+ 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;
const f32 bar_len=(f32)(BS/2)-post_rad;
- // The post - always present
v3f pos = intToFloat(p+blockpos_nodes, 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,
- 0.4,0.4,0.6,0.6};
- makeCuboid(material_wood, &collector,
- &pa_wood, c, pos,
- post_rad,BS/2,post_rad, postuv);
+ 0.35,0,0.65,1};
+ makeCuboid(&collector, post, &material_wood,
+ &pa_wood, 1, c, postuv);
// Now a section of fence, +X, if there's a post there
v3s16 p2 = p;
p2.X++;
MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
- if(n2.d == CONTENT_FENCE)
+ const ContentFeatures *f2 = &nodedef->get(n2);
+ if(f2->drawtype == NDT_FENCELIKE)
{
- pos = intToFloat(p+blockpos_nodes, BS);
- pos.X += BS/2;
- pos.Y += BS/4;
+ aabb3f bar(-bar_len+BS/2,-bar_rad+BS/4,-bar_rad,
+ bar_len+BS/2,bar_rad+BS/4,bar_rad);
+ 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};
- makeCuboid(material_wood, &collector,
- &pa_wood, c, pos,
- bar_len,bar_rad,bar_rad, xrailuv);
-
- pos.Y -= BS/2;
- makeCuboid(material_wood, &collector,
- &pa_wood, c, pos,
- bar_len,bar_rad,bar_rad, xrailuv);
+ makeCuboid(&collector, bar, &material_wood_nomod,
+ &pa_wood_nomod, 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);
}
// Now a section of fence, +Z, if there's a post there
p2 = p;
p2.Z++;
n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
- if(n2.d == CONTENT_FENCE)
+ f2 = &nodedef->get(n2);
+ if(f2->drawtype == NDT_FENCELIKE)
{
- pos = intToFloat(p+blockpos_nodes, BS);
- pos.Z += BS/2;
- pos.Y += BS/4;
+ aabb3f bar(-bar_rad,-bar_rad+BS/4,-bar_len+BS/2,
+ bar_rad,bar_rad+BS/4,bar_len+BS/2);
+ 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};
- makeCuboid(material_wood, &collector,
- &pa_wood, c, pos,
- bar_rad,bar_rad,bar_len, zrailuv);
- pos.Y -= BS/2;
- makeCuboid(material_wood, &collector,
- &pa_wood, c, pos,
- bar_rad,bar_rad,bar_len, zrailuv);
-
- }
-
- }
-#if 1
- /*
- Add stones with minerals if stone is invisible
- */
- else if(n.d == CONTENT_STONE && invisible_stone && n.getMineral() != MINERAL_NONE)
- {
- for(u32 j=0; j<6; j++)
- {
- // NOTE: Hopefully g_6dirs[j] is the right direction...
- v3s16 dir = g_6dirs[j];
- /*u8 l = 0;
- MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + dir);
- if(content_features(n2.d).param_type == CPT_LIGHT)
- l = decode_light(n2.getLightBlend(data->m_daynight_ratio));
- else
- l = 255;*/
- u8 l = 255;
- video::SColor c(255,l,l,l);
-
- // Get the right texture
- TileSpec ts = n.getTile(dir);
- AtlasPointer ap = ts.texture;
- material_general.setTexture(0, ap.atlas);
- video::S3DVertex vertices[4] =
- {
- /*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),*/
- 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()),
- };
-
- if(j == 0)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(0);
- }
- else if(j == 1)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(180);
- }
- else if(j == 2)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(-90);
- }
- else if(j == 3)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(90);
- }
- else if(j == 4)
-
- for(u16 i=0; i<4; i++)
- {
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
- }
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material_general, vertices, 4, indices, 6);
+ makeCuboid(&collector, bar, &material_wood_nomod,
+ &pa_wood_nomod, 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);
}
- }
-#endif
- else if(n.d == CONTENT_PAPYRUS)
+ break;}
+ case NDT_RAILLIKE:
{
- u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
- video::SColor c(255,l,l,l);
-
- for(u32 j=0; j<4; j++)
- {
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
- pa_papyrus.x0(), pa_papyrus.y1()),
- video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
- pa_papyrus.x1(), pa_papyrus.y1()),
- video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
- pa_papyrus.x1(), pa_papyrus.y0()),
- video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
- pa_papyrus.x0(), pa_papyrus.y0()),
- };
-
- if(j == 0)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(45);
- }
- else if(j == 1)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(-45);
- }
- else if(j == 2)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(135);
- }
- else if(j == 3)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(-135);
- }
-
- for(u16 i=0; i<4; i++)
- {
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
- }
-
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material_papyrus, vertices, 4, indices, 6);
- }
- }
- else if(n.d == CONTENT_RAIL)
- {
- u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
- video::SColor c(255,l,l,l);
-
bool is_rail_x [] = { false, false }; /* x-1, x+1 */
bool is_rail_z [] = { false, false }; /* z-1, z+1 */
MapNode n_plus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1,y,z));
MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1));
MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1));
-
- if(n_minus_x.d == CONTENT_RAIL)
+
+ content_t thiscontent = n.getContent();
+ if(n_minus_x.getContent() == thiscontent)
is_rail_x[0] = true;
- if(n_plus_x.d == CONTENT_RAIL)
+ if(n_plus_x.getContent() == thiscontent)
is_rail_x[1] = true;
- if(n_minus_z.d == CONTENT_RAIL)
+ if(n_minus_z.getContent() == thiscontent)
is_rail_z[0] = true;
- if(n_plus_z.d == CONTENT_RAIL)
+ if(n_plus_z.getContent() == thiscontent)
is_rail_z[1] = true;
- float d = (float)BS/16;
- 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,-BS/2+d,BS/2, 0,0,0, c,
- 1, 0),
- video::S3DVertex(-BS/2,-BS/2+d,BS/2, 0,0,0, c,
- 0, 0),
- };
-
- 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;
-
int adjacencies = is_rail_x[0] + is_rail_x[1] + is_rail_z[0] + is_rail_z[1];
// Assign textures
+ AtlasPointer ap = f.tiles[0].texture; // straight
if(adjacencies < 2)
- material_rail.setTexture(0, g_texturesource->getTextureRaw("rail.png"));
+ ap = f.tiles[0].texture; // straight
else if(adjacencies == 2)
{
if((is_rail_x[0] && is_rail_x[1]) || (is_rail_z[0] && is_rail_z[1]))
- material_rail.setTexture(0, g_texturesource->getTextureRaw("rail.png"));
+ ap = f.tiles[0].texture; // straight
else
- material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_curved.png"));
+ ap = f.tiles[1].texture; // curved
}
else if(adjacencies == 3)
- material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_t_junction.png"));
+ ap = f.tiles[2].texture; // t-junction
else if(adjacencies == 4)
- material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_crossing.png"));
+ 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/16;
+ 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,-BS/2+d,BS/2, 0,0,0, c,
+ ap.x1(), ap.y0()),
+ video::S3DVertex(-BS/2,-BS/2+d,BS/2, 0,0,0, c,
+ ap.x0(), ap.y0()),
+ };
// Rotate textures
int angle = 0;
u16 indices[] = {0,1,2,2,3,0};
collector.append(material_rail, vertices, 4, indices, 6);
+ break;}
}
}
}
-#endif