X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fcontent_mapblock.cpp;h=348748c911882d4690e42cbe04bfc0cc6b16b788;hb=0358ae789a6aa5c161c3b9017651b7d2c2f28fd8;hp=a730c50a357d58cc28b99d6f348a021b45b37c2a;hpb=db32e6c5aa3bf79c23fa51f9297440fcaf09215d;p=minetest.git diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index a730c50a3..348748c91 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -20,1683 +20,1397 @@ with this program; if not, write to the Free Software Foundation, Inc., #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 "mapblock_mesh.h" #include "settings.h" #include "nodedef.h" #include "client/tile.h" #include "mesh.h" #include -#include "gamedef.h" -#include "log.h" +#include "client/renderingengine.h" +#include "client.h" +#include "noise.h" + +// Distance of light extrapolation (for oversized nodes) +// After this distance, it gives up and considers light level constant +#define SMOOTH_LIGHTING_OVERSIZE 1.0 + +// Node edge count (for glasslike-framed) +#define FRAMED_EDGE_COUNT 12 + +// Node neighbor count, including edge-connected, but not vertex-connected +// (for glasslike-framed) +// Corresponding offsets are listed in g_27dirs +#define FRAMED_NEIGHBOR_COUNT 18 + +static const v3s16 light_dirs[8] = { + v3s16(-1, -1, -1), + v3s16(-1, -1, 1), + v3s16(-1, 1, -1), + v3s16(-1, 1, 1), + v3s16( 1, -1, -1), + v3s16( 1, -1, 1), + v3s16( 1, 1, -1), + v3s16( 1, 1, 1), +}; + +// Standard index set to make a quad on 4 vertices +static constexpr u16 quad_indices[] = {0, 1, 2, 2, 3, 0}; + +const std::string MapblockMeshGenerator::raillike_groupname = "connect_to_raillike"; + +MapblockMeshGenerator::MapblockMeshGenerator(MeshMakeData *input, MeshCollector *output) +{ + data = input; + collector = output; + + nodedef = data->m_client->ndef(); + meshmanip = RenderingEngine::get_scene_manager()->getMeshManipulator(); + + enable_mesh_cache = g_settings->getBool("enable_mesh_cache") && + !data->m_smooth_lighting; // Mesh cache is not supported with smooth lighting + + blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE; +} + +void MapblockMeshGenerator::useTile(int index, u8 set_flags, u8 reset_flags, bool special) +{ + if (special) + getSpecialTile(index, &tile, p == data->m_crack_pos_relative); + else + getTile(index, &tile); + if (!data->m_smooth_lighting) + color = encode_light(light, f->light_source); + + for (auto &layer : tile.layers) { + layer.material_flags |= set_flags; + layer.material_flags &= ~reset_flags; + } +} + +// Returns a tile, ready for use, non-rotated. +void MapblockMeshGenerator::getTile(int index, TileSpec *tile) +{ + getNodeTileN(n, p, index, data, *tile); +} + +// Returns a tile, ready for use, rotated according to the node facedir. +void MapblockMeshGenerator::getTile(v3s16 direction, TileSpec *tile) +{ + getNodeTile(n, p, direction, data, *tile); +} + +// Returns a special tile, ready for use, non-rotated. +void MapblockMeshGenerator::getSpecialTile(int index, TileSpec *tile, bool apply_crack) +{ + *tile = f->special_tiles[index]; + TileLayer *top_layer = nullptr; + + for (auto &layernum : tile->layers) { + TileLayer *layer = &layernum; + if (layer->texture_id == 0) + continue; + top_layer = layer; + if (!layer->has_color) + n.getColor(*f, &layer->color); + } + + if (apply_crack) + top_layer->material_flags |= MATERIAL_FLAG_CRACK; +} +void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal, + float vertical_tiling) +{ + const v2f tcoords[4] = {v2f(0.0, 0.0), v2f(1.0, 0.0), + v2f(1.0, vertical_tiling), v2f(0.0, vertical_tiling)}; + video::S3DVertex vertices[4]; + bool shade_face = !f->light_source && (normal != v3s16(0, 0, 0)); + v3f normal2(normal.X, normal.Y, normal.Z); + for (int j = 0; j < 4; j++) { + vertices[j].Pos = coords[j] + origin; + vertices[j].Normal = normal2; + if (data->m_smooth_lighting) + vertices[j].Color = blendLightColor(coords[j]); + else + vertices[j].Color = color; + if (shade_face) + applyFacesShading(vertices[j].Color, normal2); + vertices[j].TCoords = tcoords[j]; + } + collector->append(tile, vertices, 4, quad_indices, 6); +} // Create a cuboid. -// collector - the MeshCollector for the resulting polygons -// box - the position and size of the box // 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 +// lights - vertex light levels. The order is the same as in light_dirs. +// NULL may be passed if smooth lighting is disabled. // 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 +// should be (2+2)*6=24 values in the list. The order of // 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, - TileSpec *tiles, int tilecount, video::SColor &c, const f32* txc) +// (compatible with ContentFeatures). +void MapblockMeshGenerator::drawCuboid(const aabb3f &box, + TileSpec *tiles, int tilecount, const LightInfo *lights, const f32 *txc) { assert(tilecount >= 1 && tilecount <= 6); // pre-condition v3f min = box.MinEdge; v3f max = box.MaxEdge; - - - - if(txc == NULL) { - 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; + + video::SColor colors[6]; + if (!data->m_smooth_lighting) { + for (int face = 0; face != 6; ++face) { + colors[face] = encode_light(light, f->light_source); + } + if (!f->light_source) { + applyFacesShading(colors[0], v3f(0, 1, 0)); + applyFacesShading(colors[1], v3f(0, -1, 0)); + applyFacesShading(colors[2], v3f(1, 0, 0)); + applyFacesShading(colors[3], v3f(-1, 0, 0)); + applyFacesShading(colors[4], v3f(0, 0, 1)); + applyFacesShading(colors[5], v3f(0, 0, -1)); + } } - video::S3DVertex vertices[24] = - { - // 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]), + video::S3DVertex vertices[24] = { + // top + video::S3DVertex(min.X, max.Y, max.Z, 0, 1, 0, colors[0], txc[0], txc[1]), + video::S3DVertex(max.X, max.Y, max.Z, 0, 1, 0, colors[0], txc[2], txc[1]), + video::S3DVertex(max.X, max.Y, min.Z, 0, 1, 0, colors[0], txc[2], txc[3]), + video::S3DVertex(min.X, max.Y, min.Z, 0, 1, 0, colors[0], txc[0], txc[3]), + // bottom + video::S3DVertex(min.X, min.Y, min.Z, 0, -1, 0, colors[1], txc[4], txc[5]), + video::S3DVertex(max.X, min.Y, min.Z, 0, -1, 0, colors[1], txc[6], txc[5]), + video::S3DVertex(max.X, min.Y, max.Z, 0, -1, 0, colors[1], txc[6], txc[7]), + video::S3DVertex(min.X, min.Y, max.Z, 0, -1, 0, colors[1], 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]), + video::S3DVertex(max.X, max.Y, min.Z, 1, 0, 0, colors[2], txc[ 8], txc[9]), + video::S3DVertex(max.X, max.Y, max.Z, 1, 0, 0, colors[2], txc[10], txc[9]), + video::S3DVertex(max.X, min.Y, max.Z, 1, 0, 0, colors[2], txc[10], txc[11]), + video::S3DVertex(max.X, min.Y, min.Z, 1, 0, 0, colors[2], 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]), + video::S3DVertex(min.X, max.Y, max.Z, -1, 0, 0, colors[3], txc[12], txc[13]), + video::S3DVertex(min.X, max.Y, min.Z, -1, 0, 0, colors[3], txc[14], txc[13]), + video::S3DVertex(min.X, min.Y, min.Z, -1, 0, 0, colors[3], txc[14], txc[15]), + video::S3DVertex(min.X, min.Y, max.Z, -1, 0, 0, colors[3], 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]), + video::S3DVertex(max.X, max.Y, max.Z, 0, 0, 1, colors[4], txc[16], txc[17]), + video::S3DVertex(min.X, max.Y, max.Z, 0, 0, 1, colors[4], txc[18], txc[17]), + video::S3DVertex(min.X, min.Y, max.Z, 0, 0, 1, colors[4], txc[18], txc[19]), + video::S3DVertex(max.X, min.Y, max.Z, 0, 0, 1, colors[4], 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]), + video::S3DVertex(min.X, max.Y, min.Z, 0, 0, -1, colors[5], txc[20], txc[21]), + video::S3DVertex(max.X, max.Y, min.Z, 0, 0, -1, colors[5], txc[22], txc[21]), + video::S3DVertex(max.X, min.Y, min.Z, 0, 0, -1, colors[5], txc[22], txc[23]), + video::S3DVertex(min.X, min.Y, min.Z, 0, 0, -1, colors[5], txc[20], txc[23]), }; - for(int i = 0; i < 6; i++) - { - switch (tiles[MYMIN(i, tilecount-1)].rotation) - { - case 0: - break; - case 1: //R90 - for (int x = 0; x < 4; x++) - vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0)); - break; - case 2: //R180 - for (int x = 0; x < 4; x++) - vertices[i*4+x].TCoords.rotateBy(180,irr::core::vector2df(0, 0)); - break; - case 3: //R270 - for (int x = 0; x < 4; x++) - vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0)); - break; - case 4: //FXR90 - 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)); - } - break; - case 5: //FXR270 - 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)); - } - break; - case 6: //FYR90 - 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)); - } - break; - case 7: //FYR270 - 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)); - } - break; - case 8: //FX - 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 - for (int x = 0; x < 4; x++){ - vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y; - } - break; - default: - break; - } + static const u8 light_indices[24] = { + 3, 7, 6, 2, + 0, 4, 5, 1, + 6, 7, 5, 4, + 3, 2, 0, 1, + 7, 3, 1, 5, + 2, 6, 4, 0 + }; + + for (int face = 0; face < 6; face++) { + int tileindex = MYMIN(face, tilecount - 1); + const TileSpec &tile = tiles[tileindex]; + for (int j = 0; j < 4; j++) { + video::S3DVertex &vertex = vertices[face * 4 + j]; + v2f &tcoords = vertex.TCoords; + switch (tile.rotation) { + case 0: + break; + case 1: // R90 + tcoords.rotateBy(90, irr::core::vector2df(0, 0)); + break; + case 2: // R180 + tcoords.rotateBy(180, irr::core::vector2df(0, 0)); + break; + case 3: // R270 + tcoords.rotateBy(270, irr::core::vector2df(0, 0)); + break; + case 4: // FXR90 + tcoords.X = 1.0 - tcoords.X; + tcoords.rotateBy(90, irr::core::vector2df(0, 0)); + break; + case 5: // FXR270 + tcoords.X = 1.0 - tcoords.X; + tcoords.rotateBy(270, irr::core::vector2df(0, 0)); + break; + case 6: // FYR90 + tcoords.Y = 1.0 - tcoords.Y; + tcoords.rotateBy(90, irr::core::vector2df(0, 0)); + break; + case 7: // FYR270 + tcoords.Y = 1.0 - tcoords.Y; + tcoords.rotateBy(270, irr::core::vector2df(0, 0)); + break; + case 8: // FX + tcoords.X = 1.0 - tcoords.X; + break; + case 9: // FY + tcoords.Y = 1.0 - tcoords.Y; + break; + default: + break; } - u16 indices[] = {0,1,2,2,3,0}; + } + } + + if (data->m_smooth_lighting) { + for (int j = 0; j < 24; ++j) { + video::S3DVertex &vertex = vertices[j]; + vertex.Color = encode_light( + lights[light_indices[j]].getPair(MYMAX(0.0f, vertex.Normal.Y)), + f->light_source); + if (!f->light_source) + applyFacesShading(vertex.Color, vertex.Normal); + } + } + // Add to mesh collector - for (s32 j = 0; j < 24; j += 4) { - int tileindex = MYMIN(j / 4, tilecount - 1); - collector->append(tiles[tileindex], vertices + j, 4, indices, 6); + for (int k = 0; k < 6; ++k) { + int tileindex = MYMIN(k, tilecount - 1); + collector->append(tiles[tileindex], vertices + 4 * k, 4, quad_indices, 6); } } -/* - TODO: Fix alpha blending for special nodes - Currently only the last element rendered is blended correct -*/ -void mapblock_mesh_generate_special(MeshMakeData *data, - MeshCollector &collector) +// Gets the base lighting values for a node +void MapblockMeshGenerator::getSmoothLightFrame() { - INodeDefManager *nodedef = data->m_gamedef->ndef(); - ITextureSource *tsrc = data->m_gamedef->tsrc(); - scene::ISceneManager* smgr = data->m_gamedef->getSceneManager(); - scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator(); + for (int k = 0; k < 8; ++k) + frame.sunlight[k] = false; + for (int k = 0; k < 8; ++k) { + LightPair light(getSmoothLightTransparent(blockpos_nodes + p, light_dirs[k], data)); + frame.lightsDay[k] = light.lightDay; + frame.lightsNight[k] = light.lightNight; + // If there is direct sunlight and no ambient occlusion at some corner, + // mark the vertical edge (top and bottom corners) containing it. + if (light.lightDay == 255) { + frame.sunlight[k] = true; + frame.sunlight[k ^ 2] = true; + } + } +} - // 0ms - //TimeTaker timer("mapblock_mesh_generate_special()"); +// Calculates vertex light level +// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so) +LightInfo MapblockMeshGenerator::blendLight(const v3f &vertex_pos) +{ + // Light levels at (logical) node corners are known. Here, + // trilinear interpolation is used to calculate light level + // at a given point in the node. + f32 x = core::clamp(vertex_pos.X / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE); + f32 y = core::clamp(vertex_pos.Y / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE); + f32 z = core::clamp(vertex_pos.Z / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE); + f32 lightDay = 0.0; // daylight + f32 lightNight = 0.0; + f32 lightBoosted = 0.0; // daylight + direct sunlight, if any + for (int k = 0; k < 8; ++k) { + f32 dx = (k & 4) ? x : 1 - x; + f32 dy = (k & 2) ? y : 1 - y; + f32 dz = (k & 1) ? z : 1 - z; + // Use direct sunlight (255), if any; use daylight otherwise. + f32 light_boosted = frame.sunlight[k] ? 255 : frame.lightsDay[k]; + lightDay += dx * dy * dz * frame.lightsDay[k]; + lightNight += dx * dy * dz * frame.lightsNight[k]; + lightBoosted += dx * dy * dz * light_boosted; + } + return LightInfo{lightDay, lightNight, lightBoosted}; +} + +// Calculates vertex color to be used in mapblock mesh +// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so) +// tile_color - node's tile color +video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos) +{ + LightInfo light = blendLight(vertex_pos); + return encode_light(light.getPair(), f->light_source); +} - /* - Some settings - */ - bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache"); - bool new_style_water = g_settings->getBool("new_style_water"); +video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos, + const v3f &vertex_normal) +{ + LightInfo light = blendLight(vertex_pos); + video::SColor color = encode_light(light.getPair(MYMAX(0.0f, vertex_normal.Y)), f->light_source); + if (!f->light_source) + applyFacesShading(color, vertex_normal); + return color; +} + +void MapblockMeshGenerator::generateCuboidTextureCoords(const aabb3f &box, f32 *coords) +{ + f32 tx1 = (box.MinEdge.X / BS) + 0.5; + f32 ty1 = (box.MinEdge.Y / BS) + 0.5; + f32 tz1 = (box.MinEdge.Z / BS) + 0.5; + f32 tx2 = (box.MaxEdge.X / BS) + 0.5; + f32 ty2 = (box.MaxEdge.Y / BS) + 0.5; + f32 tz2 = (box.MaxEdge.Z / BS) + 0.5; + f32 txc[24] = { + tx1, 1 - tz2, tx2, 1 - tz1, // up + tx1, tz1, tx2, tz2, // down + tz1, 1 - ty2, tz2, 1 - ty1, // right + 1 - tz2, 1 - ty2, 1 - tz1, 1 - ty1, // left + 1 - tx2, 1 - ty2, 1 - tx1, 1 - ty1, // back + tx1, 1 - ty2, tx2, 1 - ty1, // front + }; + for (int i = 0; i != 24; ++i) + coords[i] = txc[i]; +} - float node_liquid_level = 1.0; - if (new_style_water) - node_liquid_level = 0.85; +void MapblockMeshGenerator::drawAutoLightedCuboid(aabb3f box, const f32 *txc, + TileSpec *tiles, int tile_count) +{ + f32 texture_coord_buf[24]; + f32 dx1 = box.MinEdge.X; + f32 dy1 = box.MinEdge.Y; + f32 dz1 = box.MinEdge.Z; + f32 dx2 = box.MaxEdge.X; + f32 dy2 = box.MaxEdge.Y; + f32 dz2 = box.MaxEdge.Z; + box.MinEdge += origin; + box.MaxEdge += origin; + if (!txc) { + generateCuboidTextureCoords(box, texture_coord_buf); + txc = texture_coord_buf; + } + if (!tiles) { + tiles = &tile; + tile_count = 1; + } + if (data->m_smooth_lighting) { + LightInfo lights[8]; + for (int j = 0; j < 8; ++j) { + v3f d; + d.X = (j & 4) ? dx2 : dx1; + d.Y = (j & 2) ? dy2 : dy1; + d.Z = (j & 1) ? dz2 : dz1; + lights[j] = blendLight(d); + } + drawCuboid(box, tiles, tile_count, lights, txc); + } else { + drawCuboid(box, tiles, tile_count, nullptr, txc); + } +} - v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE; +void MapblockMeshGenerator::prepareLiquidNodeDrawing() +{ + getSpecialTile(0, &tile_liquid_top); + getSpecialTile(1, &tile_liquid); + + MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(p.X, p.Y + 1, p.Z)); + MapNode nbottom = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(p.X, p.Y - 1, p.Z)); + c_flowing = nodedef->getId(f->liquid_alternative_flowing); + c_source = nodedef->getId(f->liquid_alternative_source); + top_is_same_liquid = (ntop.getContent() == c_flowing) || (ntop.getContent() == c_source); + draw_liquid_bottom = (nbottom.getContent() != c_flowing) && (nbottom.getContent() != c_source); + if (draw_liquid_bottom) { + const ContentFeatures &f2 = nodedef->get(nbottom.getContent()); + if (f2.solidness > 1) + draw_liquid_bottom = false; + } - 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); + if (data->m_smooth_lighting) + return; // don't need to pre-compute anything in this case + + if (f->light_source != 0) { + // If this liquid emits light and doesn't contain light, draw + // it at what it emits, for an increased effect + u8 e = decode_light(f->light_source); + light = LightPair(std::max(e, light.lightDay), std::max(e, light.lightNight)); + } else if (nodedef->get(ntop).param_type == CPT_LIGHT) { + // Otherwise, use the light of the node on top if possible + light = LightPair(getInteriorLight(ntop, 0, nodedef)); + } - MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p); - const ContentFeatures &f = nodedef->get(n); + color_liquid_top = encode_light(light, f->light_source); + color = encode_light(light, f->light_source); +} - // Only solidness=0 stuff is drawn here - if(f.solidness != 0) +void MapblockMeshGenerator::getLiquidNeighborhood() +{ + u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8); + + for (int w = -1; w <= 1; w++) + for (int u = -1; u <= 1; u++) { + NeighborData &neighbor = liquid_neighbors[w + 1][u + 1]; + v3s16 p2 = p + v3s16(u, 0, w); + MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); + neighbor.content = n2.getContent(); + neighbor.level = -0.5 * BS; + neighbor.is_same_liquid = false; + neighbor.top_is_same_liquid = false; + + if (neighbor.content == CONTENT_IGNORE) continue; - switch(f.drawtype){ - default: - infostream << "Got " << f.drawtype << std::endl; - FATAL_ERROR("Unknown drawtype"); - break; - case NDT_AIRLIKE: - break; - case NDT_LIQUID: - { - /* - Add water sources to mesh if using new style - */ - TileSpec tile_liquid = f.special_tiles[0]; - TileSpec tile_liquid_bfculled = getNodeTile(n, p, v3s16(0,0,0), data); - - 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(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; - - u16 l = getInteriorLight(n, 0, nodedef); - video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source); - - /* - Generate sides - */ - v3s16 side_dirs[4] = { - v3s16(1,0,0), - v3s16(-1,0,0), - v3s16(0,0,1), - v3s16(0,0,-1), - }; - for(u32 i=0; i<4; i++) - { - v3s16 dir = side_dirs[i]; - - MapNode neighbor = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir); - content_t neighbor_content = neighbor.getContent(); - const ContentFeatures &n_feat = nodedef->get(neighbor_content); - MapNode n_top = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir+ v3s16(0,1,0)); - content_t n_top_c = n_top.getContent(); - - if(neighbor_content == CONTENT_IGNORE) - continue; - - /* - If our topside is liquid and neighbor's topside - is liquid, don't draw side face - */ - if(top_is_same_liquid && (n_top_c == c_flowing || - n_top_c == c_source || n_top_c == CONTENT_IGNORE)) - continue; - - // Don't draw face if neighbor is blocking the view - if(n_feat.solidness == 2) - continue; - - bool neighbor_is_same_liquid = (neighbor_content == c_source - || neighbor_content == c_flowing); - - // Don't draw any faces if neighbor same is liquid and top is - // same liquid - if(neighbor_is_same_liquid && !top_is_same_liquid) - continue; - - // Use backface culled material if neighbor doesn't have a - // solidness of 0 - const TileSpec *current_tile = &tile_liquid; - if(n_feat.solidness != 0 || n_feat.visual_solidness != 0) - current_tile = &tile_liquid_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), - }; - - /* - If our topside is liquid, set upper border of face - at upper border of node - */ - if(top_is_same_liquid) - { - vertices[2].Pos.Y = 0.5*BS; - vertices[3].Pos.Y = 0.5*BS; - } - /* - Otherwise upper position of face is liquid level - */ - else - { - vertices[2].Pos.Y = (node_liquid_level-0.5)*BS; - vertices[3].Pos.Y = (node_liquid_level-0.5)*BS; - } - /* - If neighbor is liquid, lower border of face is liquid level - */ - if(neighbor_is_same_liquid) - { - vertices[0].Pos.Y = (node_liquid_level-0.5)*BS; - vertices[1].Pos.Y = (node_liquid_level-0.5)*BS; - } - /* - If neighbor is not liquid, lower border of face is - lower border of node - */ - else - { - vertices[0].Pos.Y = -0.5*BS; - vertices[1].Pos.Y = -0.5*BS; - } - - for(s32 j=0; j<4; j++) - { - if(dir == v3s16(0,0,1)) - vertices[j].Pos.rotateXZBy(0); - if(dir == v3s16(0,0,-1)) - vertices[j].Pos.rotateXZBy(180); - if(dir == v3s16(-1,0,0)) - 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, BS); - } - - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(*current_tile, vertices, 4, indices, 6); - } + if (neighbor.content == c_source) { + neighbor.is_same_liquid = true; + neighbor.level = 0.5 * BS; + } else if (neighbor.content == c_flowing) { + neighbor.is_same_liquid = true; + 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); + neighbor.level = (-0.5 + (liquid_level + 0.5) / range) * BS; + } + + // Check node above neighbor. + // NOTE: This doesn't get executed if neighbor + // doesn't exist + p2.Y++; + n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); + if (n2.getContent() == c_source || n2.getContent() == c_flowing) + neighbor.top_is_same_liquid = true; + } +} + +void MapblockMeshGenerator::calculateCornerLevels() +{ + for (int k = 0; k < 2; k++) + for (int i = 0; i < 2; i++) + corner_levels[k][i] = getCornerLevel(i, k); +} + +f32 MapblockMeshGenerator::getCornerLevel(int i, int k) +{ + float sum = 0; + int count = 0; + int air_count = 0; + for (int dk = 0; dk < 2; dk++) + for (int di = 0; di < 2; di++) { + NeighborData &neighbor_data = liquid_neighbors[k + dk][i + di]; + content_t content = neighbor_data.content; + + // If top is liquid, draw starting from top of node + if (neighbor_data.top_is_same_liquid) + return 0.5 * BS; + + // Source always has the full height + if (content == c_source) + return 0.5 * BS; + + // Flowing liquid has level information + if (content == c_flowing) { + sum += neighbor_data.level; + count++; + } else if (content == CONTENT_AIR) { + air_count++; + if (air_count >= 2) + return -0.5 * BS + 0.2; + } + } + if (count > 0) + return sum / count; + return 0; +} + +void MapblockMeshGenerator::drawLiquidSides() +{ + struct LiquidFaceDesc { + v3s16 dir; // XZ + v3s16 p[2]; // XZ only; 1 means +, 0 means - + }; + struct UV { + int u, v; + }; + static const LiquidFaceDesc base_faces[4] = { + {v3s16( 1, 0, 0), {v3s16(1, 0, 1), v3s16(1, 0, 0)}}, + {v3s16(-1, 0, 0), {v3s16(0, 0, 0), v3s16(0, 0, 1)}}, + {v3s16( 0, 0, 1), {v3s16(0, 0, 1), v3s16(1, 0, 1)}}, + {v3s16( 0, 0, -1), {v3s16(1, 0, 0), v3s16(0, 0, 0)}}, + }; + static const UV base_vertices[4] = { + {0, 1}, + {1, 1}, + {1, 0}, + {0, 0} + }; - /* - Generate top - */ - if(top_is_same_liquid) + for (const auto &face : base_faces) { + const NeighborData &neighbor = liquid_neighbors[face.dir.Z + 1][face.dir.X + 1]; + + // No face between nodes of the same liquid, unless there is node + // at the top to which it should be connected. Again, unless the face + // there would be inside the liquid + if (neighbor.is_same_liquid) { + if (!top_is_same_liquid) continue; - - 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), - }; - - v3f offset(p.X*BS, p.Y*BS + (-0.5+node_liquid_level)*BS, p.Z*BS); - for(s32 i=0; i<4; i++) - { - vertices[i].Pos += offset; - } + if (neighbor.top_is_same_liquid) + continue; + } - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(tile_liquid, vertices, 4, indices, 6); - break;} - case NDT_FLOWINGLIQUID: - { - /* - Add flowing liquid to mesh - */ - TileSpec tile_liquid = f.special_tiles[0]; - TileSpec tile_liquid_bfculled = f.special_tiles[1]; - - 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(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; - - 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(light_source); - l = l | (l<<8); - } - // Use the light of the node on top if possible - else if(nodedef->get(ntop).param_type == CPT_LIGHT) - l = getInteriorLight(ntop, 0, nodedef); - // Otherwise use the light of this node (the liquid) + const ContentFeatures &neighbor_features = nodedef->get(neighbor.content); + // Don't draw face if neighbor is blocking the view + if (neighbor_features.solidness == 2) + continue; + + video::S3DVertex vertices[4]; + for (int j = 0; j < 4; j++) { + const UV &vertex = base_vertices[j]; + const v3s16 &base = face.p[vertex.u]; + v3f pos; + pos.X = (base.X - 0.5) * BS; + pos.Z = (base.Z - 0.5) * BS; + if (vertex.v) + pos.Y = neighbor.is_same_liquid ? corner_levels[base.Z][base.X] : -0.5 * BS; else - l = getInteriorLight(n, 0, nodedef); - video::SColor c = MapBlock_LightColor(f.alpha, l, 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 neighbor_levels; - std::map neighbor_contents; - std::map neighbor_flags; - const u8 neighborflag_top_is_same_liquid = 0x01; - v3s16 neighbor_dirs[9] = { - v3s16(0,0,0), - v3s16(0,0,1), - v3s16(0,0,-1), - v3s16(1,0,0), - v3s16(-1,0,0), - v3s16(1,0,1), - v3s16(-1,0,-1), - v3s16(1,0,-1), - v3s16(-1,0,1), - }; - for(u32 i=0; i<9; i++) - { - 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.getContent() != CONTENT_IGNORE) - { - content = n2.getContent(); - - if(n2.getContent() == c_source) - level = (-0.5+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 - // doesn't exist - p2.Y += 1; - n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); - if(n2.getContent() == c_source || - n2.getContent() == c_flowing) - flags |= neighborflag_top_is_same_liquid; - } - - neighbor_levels[neighbor_dirs[i]] = level; - neighbor_contents[neighbor_dirs[i]] = content; - neighbor_flags[neighbor_dirs[i]] = flags; - } + pos.Y = !top_is_same_liquid ? corner_levels[base.Z][base.X] : 0.5 * BS; + if (data->m_smooth_lighting) + color = blendLightColor(pos); + pos += origin; + vertices[j] = video::S3DVertex(pos.X, pos.Y, pos.Z, 0, 0, 0, color, vertex.u, vertex.v); + }; + collector->append(tile_liquid, vertices, 4, quad_indices, 6); + } +} - // Corner heights (average between four liquids) - f32 corner_levels[4]; - - v3s16 halfdirs[4] = { - v3s16(0,0,0), - v3s16(1,0,0), - v3s16(1,0,1), - v3s16(0,0,1), - }; - for(u32 i=0; i<4; i++) - { - 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]; - 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*BS; - valid_count = 1; - break; - } - // 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) - { - air_count++; - } - } - if(air_count >= 2) - cornerlevel = -0.5*BS+0.2; - else if(valid_count > 0) - cornerlevel /= valid_count; - corner_levels[i] = cornerlevel; - } +void MapblockMeshGenerator::drawLiquidTop() +{ + // 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. + static const int corner_resolve[4][2] = {{0, 1}, {1, 1}, {1, 0}, {0, 0}}; + + video::S3DVertex vertices[4] = { + video::S3DVertex(-BS / 2, 0, BS / 2, 0, 0, 0, color_liquid_top, 0, 1), + video::S3DVertex( BS / 2, 0, BS / 2, 0, 0, 0, color_liquid_top, 1, 1), + video::S3DVertex( BS / 2, 0, -BS / 2, 0, 0, 0, color_liquid_top, 1, 0), + video::S3DVertex(-BS / 2, 0, -BS / 2, 0, 0, 0, color_liquid_top, 0, 0), + }; - /* - Generate sides - */ - - v3s16 side_dirs[4] = { - v3s16(1,0,0), - v3s16(-1,0,0), - v3s16(0,0,1), - v3s16(0,0,-1), - }; - s16 side_corners[4][2] = { - {1, 2}, - {3, 0}, - {2, 3}, - {0, 1}, - }; - for(u32 i=0; i<4; i++) - { - v3s16 dir = side_dirs[i]; - - /* - If our topside is liquid and neighbor's topside - is liquid, don't draw side face - */ - if(top_is_same_liquid && - neighbor_flags[dir] & neighborflag_top_is_same_liquid) - continue; - - content_t neighbor_content = neighbor_contents[dir]; - const ContentFeatures &n_feat = nodedef->get(neighbor_content); - - // Don't draw face if neighbor is blocking the view - if(n_feat.solidness == 2) - continue; - - bool neighbor_is_same_liquid = (neighbor_content == c_source - || neighbor_content == c_flowing); - - // 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 - const TileSpec *current_tile = &tile_liquid; - if(n_feat.solidness != 0 || n_feat.visual_solidness != 0) - current_tile = &tile_liquid_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), - }; - - /* - If our topside is liquid, set upper border of face - at upper border of node - */ - if(top_is_same_liquid) - { - vertices[2].Pos.Y = 0.5*BS; - vertices[3].Pos.Y = 0.5*BS; - } - /* - Otherwise upper position of face is corner levels - */ - else - { - vertices[2].Pos.Y = corner_levels[side_corners[i][0]]; - vertices[3].Pos.Y = corner_levels[side_corners[i][1]]; - } - - /* - If neighbor is liquid, lower border of face is corner - liquid levels - */ - 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 liquid, lower border of face is - lower border of node - */ - else - { - vertices[0].Pos.Y = -0.5*BS; - vertices[1].Pos.Y = -0.5*BS; - } - - for(s32 j=0; j<4; j++) - { - if(dir == v3s16(0,0,1)) - vertices[j].Pos.rotateXZBy(0); - if(dir == v3s16(0,0,-1)) - vertices[j].Pos.rotateXZBy(180); - if(dir == v3s16(-1,0,0)) - 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, BS); - } - - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(*current_tile, vertices, 4, indices, 6); - } - - /* - Generate top side, if appropriate - */ - - 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), - }; - - // 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 += liquid_level; - //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, 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 - 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 - 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]]); - 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++) - { - 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); - } - break;} - case NDT_GLASSLIKE: - { - TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data); - - u16 l = getInteriorLight(n, 1, nodedef); - video::SColor c = MapBlock_LightColor(255, l, f.light_source); - - for(u32 j=0; j<6; j++) - { - // Check this neighbor - v3s16 dir = g_6dirs[j]; - v3s16 n2p = blockpos_nodes + p + dir; - 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, dir.X,dir.Y,dir.Z, c, 1,1), - video::S3DVertex(BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 0,1), - video::S3DVertex(BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 0,0), - video::S3DVertex(-BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 1,0), - }; - - // 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) // Y+ - for(u16 i=0; i<4; i++) - 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) // Z- - for(u16 i=0; i<4; i++) - 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++){ - 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_GLASSLIKE_FRAMED_OPTIONAL: - // This is always pre-converted to something else - FATAL_ERROR("NDT_GLASSLIKE_FRAMED_OPTIONAL not pre-converted as expected"); - break; - case NDT_GLASSLIKE_FRAMED: - { - 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) - }; - - u8 i; - TileSpec tiles[6]; - for (i = 0; i < 6; i++) - tiles[i] = getNodeTile(n, p, dirs[i], data); - - TileSpec glass_tiles[6]; - if (tiles[1].texture && tiles[2].texture && tiles[3].texture) { - glass_tiles[0] = tiles[2]; - glass_tiles[1] = tiles[3]; - glass_tiles[2] = tiles[1]; - glass_tiles[3] = tiles[1]; - glass_tiles[4] = tiles[1]; - glass_tiles[5] = tiles[1]; - } else { - for (i = 0; i < 6; i++) - glass_tiles[i] = tiles[1]; - } - - u8 param2 = n.getParam2(); - bool H_merge = ! bool(param2 & 128); - bool V_merge = ! bool(param2 & 64); - param2 = param2 & 63; - - u16 l = getInteriorLight(n, 1, nodedef); - 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; - static const float b = .876 * ( BS / 2 ); - - static const aabb3f frame_edges[12] = { - aabb3f( b, b,-a, a, a, a), // y+ - aabb3f(-a, b,-a,-b, a, a), // y+ - aabb3f( b,-a,-a, a,-b, a), // y- - aabb3f(-a,-a,-a,-b,-b, a), // y- - aabb3f( b,-a, b, a, a, a), // x+ - aabb3f( b,-a,-a, a, a,-b), // x+ - aabb3f(-a,-a, b,-b, a, a), // x- - aabb3f(-a,-a,-a,-b, a,-b), // x- - aabb3f(-a, b, b, a, a, a), // z+ - aabb3f(-a,-a, b, a,-b, a), // z+ - aabb3f(-a,-a,-a, a,-b,-b), // z- - aabb3f(-a, b,-a, a, a,-b) // z- - }; - static const aabb3f glass_faces[6] = { - aabb3f(-g, g,-g, g, g, g), // y+ - aabb3f(-g,-g,-g, g,-g, g), // y- - aabb3f( g,-g,-g, g, g, g), // x+ - aabb3f(-g,-g,-g,-g, g, g), // x- - aabb3f(-g,-g, g, g, g, g), // z+ - aabb3f(-g,-g,-g, g, g,-g) // z- - }; - - // table of node visible faces, 0 = invisible - int visible_faces[6] = {0,0,0,0,0,0}; - - // table of neighbours, 1 = same type, checked with g_26dirs - int nb[18] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}; - - // g_26dirs to check when only horizontal merge is allowed - int nb_H_dirs[8] = {0,2,3,5,10,11,12,13}; - - content_t current = n.getContent(); - content_t n2c; - MapNode n2; - v3s16 n2p; - - // neighbours checks for frames visibility - - if (!H_merge && V_merge) { - n2p = blockpos_nodes + p + g_26dirs[1]; - n2 = data->m_vmanip.getNodeNoEx(n2p); - n2c = n2.getContent(); - if (n2c == current || n2c == CONTENT_IGNORE) - nb[1] = 1; - n2p = blockpos_nodes + p + g_26dirs[4]; - n2 = data->m_vmanip.getNodeNoEx(n2p); - n2c = n2.getContent(); - if (n2c == current || n2c == CONTENT_IGNORE) - nb[4] = 1; - } else if (H_merge && !V_merge) { - for(i = 0; i < 8; i++) { - n2p = blockpos_nodes + p + g_26dirs[nb_H_dirs[i]]; - n2 = data->m_vmanip.getNodeNoEx(n2p); - n2c = n2.getContent(); - if (n2c == current || n2c == CONTENT_IGNORE) - nb[nb_H_dirs[i]] = 1; - } - } else if (H_merge && V_merge) { - for(i = 0; i < 18; i++) { - n2p = blockpos_nodes + p + g_26dirs[i]; - n2 = data->m_vmanip.getNodeNoEx(n2p); - n2c = n2.getContent(); - if (n2c == current || n2c == CONTENT_IGNORE) - nb[i] = 1; - } - } + for (int i = 0; i < 4; i++) { + int u = corner_resolve[i][0]; + int w = corner_resolve[i][1]; + vertices[i].Pos.Y += corner_levels[w][u]; + if (data->m_smooth_lighting) + vertices[i].Color = blendLightColor(vertices[i].Pos); + vertices[i].Pos += origin; + } - // faces visibility checks - - if (!V_merge) { - visible_faces[0] = 1; - visible_faces[1] = 1; - } else { - for(i = 0; i < 2; i++) { - n2p = blockpos_nodes + p + dirs[i]; - n2 = data->m_vmanip.getNodeNoEx(n2p); - n2c = n2.getContent(); - if (n2c != current) - visible_faces[i] = 1; - } - } - - if (!H_merge) { - visible_faces[2] = 1; - visible_faces[3] = 1; - visible_faces[4] = 1; - visible_faces[5] = 1; - } else { - for(i = 2; i < 6; i++) { - n2p = blockpos_nodes + p + dirs[i]; - n2 = data->m_vmanip.getNodeNoEx(n2p); - n2c = n2.getContent(); - if (n2c != current) - visible_faces[i] = 1; - } - } - - static const u8 nb_triplet[12*3] = { - 1,2, 7, 1,5, 6, 4,2,15, 4,5,14, - 2,0,11, 2,3,13, 5,0,10, 5,3,12, - 0,1, 8, 0,4,16, 3,4,17, 3,1, 9 - }; - - f32 tx1, ty1, tz1, tx2, ty2, tz2; - aabb3f box; - - for(i = 0; i < 12; i++) - { - int edge_invisible; - if (nb[nb_triplet[i*3+2]]) - edge_invisible = nb[nb_triplet[i*3]] & nb[nb_triplet[i*3+1]]; - else - edge_invisible = nb[nb_triplet[i*3]] ^ nb[nb_triplet[i*3+1]]; - if (edge_invisible) - continue; - box = frame_edges[i]; - box.MinEdge += pos; - box.MaxEdge += pos; - tx1 = (box.MinEdge.X / BS) + 0.5; - ty1 = (box.MinEdge.Y / BS) + 0.5; - tz1 = (box.MinEdge.Z / BS) + 0.5; - tx2 = (box.MaxEdge.X / BS) + 0.5; - ty2 = (box.MaxEdge.Y / BS) + 0.5; - tz2 = (box.MaxEdge.Z / BS) + 0.5; - f32 txc1[24] = { - tx1, 1-tz2, tx2, 1-tz1, - tx1, tz1, tx2, tz2, - tz1, 1-ty2, tz2, 1-ty1, - 1-tz2, 1-ty2, 1-tz1, 1-ty1, - 1-tx2, 1-ty2, 1-tx1, 1-ty1, - tx1, 1-ty2, tx2, 1-ty1, - }; - makeCuboid(&collector, box, &tiles[0], 1, c, txc1); - } + // 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 + f32 dz = (corner_levels[0][0] + corner_levels[0][1]) - + (corner_levels[1][0] + corner_levels[1][1]); + // Positive if liquid moves towards +X + f32 dx = (corner_levels[0][0] + corner_levels[1][0]) - + (corner_levels[0][1] + corner_levels[1][1]); + f32 tcoord_angle = atan2(dz, dx) * core::RADTODEG; + v2f tcoord_center(0.5, 0.5); + v2f tcoord_translate(blockpos_nodes.Z + p.Z, blockpos_nodes.X + p.X); + tcoord_translate.rotateBy(tcoord_angle); + tcoord_translate.X -= floor(tcoord_translate.X); + tcoord_translate.Y -= floor(tcoord_translate.Y); + + for (video::S3DVertex &vertex : vertices) { + vertex.TCoords.rotateBy(tcoord_angle, tcoord_center); + vertex.TCoords += tcoord_translate; + } - for(i = 0; i < 6; i++) - { - if (!visible_faces[i]) - continue; - box = glass_faces[i]; - box.MinEdge += pos; - box.MaxEdge += pos; - tx1 = (box.MinEdge.X / BS) + 0.5; - ty1 = (box.MinEdge.Y / BS) + 0.5; - tz1 = (box.MinEdge.Z / BS) + 0.5; - tx2 = (box.MaxEdge.X / BS) + 0.5; - ty2 = (box.MaxEdge.Y / BS) + 0.5; - tz2 = (box.MaxEdge.Z / BS) + 0.5; - f32 txc2[24] = { - tx1, 1-tz2, tx2, 1-tz1, - tx1, tz1, tx2, tz2, - tz1, 1-ty2, tz2, 1-ty1, - 1-tz2, 1-ty2, 1-tz1, 1-ty1, - 1-tx2, 1-ty2, 1-tx1, 1-ty1, - tx1, 1-ty2, tx2, 1-ty1, - }; - makeCuboid(&collector, box, &glass_tiles[i], 1, c, txc2); - } + std::swap(vertices[0].TCoords, vertices[2].TCoords); - 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); - TileSpec interior_tiles[6]; - for (i = 0; i < 6; i++) - interior_tiles[i] = f.special_tiles[0]; - float offset = 0.003; - box = aabb3f(visible_faces[3] ? -b : -a + offset, - visible_faces[1] ? -b : -a + offset, - visible_faces[5] ? -b : -a + offset, - visible_faces[2] ? b : a - offset, - visible_faces[0] ? b * vlev : a * vlev - offset, - visible_faces[4] ? b : a - offset); - box.MinEdge += pos; - box.MaxEdge += pos; - tx1 = (box.MinEdge.X / BS) + 0.5; - ty1 = (box.MinEdge.Y / BS) + 0.5; - tz1 = (box.MinEdge.Z / BS) + 0.5; - tx2 = (box.MaxEdge.X / BS) + 0.5; - ty2 = (box.MaxEdge.Y / BS) + 0.5; - tz2 = (box.MaxEdge.Z / BS) + 0.5; - f32 txc3[24] = { - tx1, 1-tz2, tx2, 1-tz1, - tx1, tz1, tx2, tz2, - tz1, 1-ty2, tz2, 1-ty1, - 1-tz2, 1-ty2, 1-tz1, 1-ty1, - 1-tx2, 1-ty2, 1-tx1, 1-ty1, - tx1, 1-ty2, tx2, 1-ty1, - }; - makeCuboid(&collector, box, interior_tiles, 6, c, txc3); - } - break;} - case NDT_ALLFACES: - { - TileSpec tile_leaves = getNodeTile(n, p, - v3s16(0,0,0), data); - - u16 l = getInteriorLight(n, 1, nodedef); - 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); - box.MinEdge += pos; - box.MaxEdge += pos; - makeCuboid(&collector, box, &tile_leaves, 1, c, NULL); - break;} - case NDT_ALLFACES_OPTIONAL: - // This is always pre-converted to something else - FATAL_ERROR("NDT_ALLFACES_OPTIONAL not pre-converted"); - break; - case NDT_TORCHLIKE: - { - v3s16 dir = n.getWallMountedDir(nodedef); - - u8 tileindex = 0; - if(dir == v3s16(0,-1,0)){ - tileindex = 0; // floor - } else if(dir == v3s16(0,1,0)){ - tileindex = 1; // ceiling - // For backwards compatibility - } else if(dir == v3s16(0,0,0)){ - tileindex = 0; // floor - } else { - tileindex = 2; // side - } + collector->append(tile_liquid_top, vertices, 4, quad_indices, 6); +} - TileSpec tile = getNodeTileN(n, p, tileindex, data); - tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; - 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; - // Wall at X+ of node - video::S3DVertex vertices[4] = - { - 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++) - { - 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, BS); - } +void MapblockMeshGenerator::drawLiquidBottom() +{ + video::S3DVertex vertices[4] = { + video::S3DVertex(-BS / 2, -BS / 2, -BS / 2, 0, 0, 0, color_liquid_top, 0, 0), + video::S3DVertex( BS / 2, -BS / 2, -BS / 2, 0, 0, 0, color_liquid_top, 1, 0), + video::S3DVertex( BS / 2, -BS / 2, BS / 2, 0, 0, 0, color_liquid_top, 1, 1), + video::S3DVertex(-BS / 2, -BS / 2, BS / 2, 0, 0, 0, color_liquid_top, 0, 1), + }; - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(tile, vertices, 4, indices, 6); - break;} - case NDT_SIGNLIKE: - { - TileSpec tile = getNodeTileN(n, p, 0, data); - tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; - tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; - - u16 l = getInteriorLight(n, 0, nodedef); - video::SColor c = MapBlock_LightColor(255, l, 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, 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); - - 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, BS); - } + for (int i = 0; i < 4; i++) { + if (data->m_smooth_lighting) + vertices[i].Color = blendLightColor(vertices[i].Pos); + vertices[i].Pos += origin; + } - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(tile, vertices, 4, indices, 6); - break;} - case NDT_PLANTLIKE: - { - 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; - - 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; - - } - } + collector->append(tile_liquid_top, vertices, 4, quad_indices, 6); +} - 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, 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), - }; - - // Calculate which faces should be drawn, (top or sides) - if(j == 0 && (drawAllFaces || (doDraw[3] == 1 || doDraw[1] == 1))) - { - 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 && (drawAllFaces || (doDraw[5] == 1 || doDraw[1] == 1))) - { - 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; - } - } - - // 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); - } - - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(tile, vertices, 4, indices, 6); - } - break;} - case NDT_FENCELIKE: - { - TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data); - TileSpec tile_nocrack = tile; - tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK; - - // Put wood the right way around in the posts - TileSpec tile_rot = tile; - tile_rot.rotation = 1; - - u16 l = getInteriorLight(n, 1, nodedef); - video::SColor c = MapBlock_LightColor(255, l, 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, 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]={ - 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; - p2.X++; - MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); - const ContentFeatures *f2 = &nodedef->get(n2); - if(f2->drawtype == NDT_FENCELIKE) - { - 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]={ - 0/16.,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, &tile_nocrack, 1, - c, xrailuv); - } +void MapblockMeshGenerator::drawLiquidNode() +{ + prepareLiquidNodeDrawing(); + getLiquidNeighborhood(); + calculateCornerLevels(); + drawLiquidSides(); + if (!top_is_same_liquid) + drawLiquidTop(); + if (draw_liquid_bottom) + drawLiquidBottom(); +} - // Now a section of fence, +Z, if there's a post there - p2 = p; - p2.Z++; - n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); - f2 = &nodedef->get(n2); - if(f2->drawtype == NDT_FENCELIKE) - { - 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]={ - 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, &tile_nocrack, 1, - c, zrailuv); - } - break;} - case NDT_RAILLIKE: - { - bool is_rail_x[6]; /* (-1,-1,0) X (1,-1,0) (-1,0,0) X (1,0,0) (-1,1,0) X (1,1,0) */ - bool is_rail_z[6]; - - content_t thiscontent = n.getContent(); - std::string groupname = "connect_to_raillike"; // name of the group that enables connecting to raillike nodes of different kind - int self_group = ((ItemGroupList) nodedef->get(n).groups)[groupname]; - - u8 index = 0; - for (s8 y0 = -1; y0 <= 1; y0++) { - // Prevent from indexing never used coordinates - for (s8 xz = -1; xz <= 1; xz++) { - if (xz == 0) - continue; - MapNode n_xy = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x + xz, y + y0, z)); - MapNode n_zy = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y + y0, z + xz)); - ContentFeatures def_xy = nodedef->get(n_xy); - ContentFeatures def_zy = nodedef->get(n_zy); - - // Check if current node would connect with the rail - is_rail_x[index] = ((def_xy.drawtype == NDT_RAILLIKE - && ((ItemGroupList) def_xy.groups)[groupname] == self_group) - || n_xy.getContent() == thiscontent); - - is_rail_z[index] = ((def_zy.drawtype == NDT_RAILLIKE - && ((ItemGroupList) def_zy.groups)[groupname] == self_group) - || n_zy.getContent() == thiscontent); - index++; - } - } +void MapblockMeshGenerator::drawGlasslikeNode() +{ + useTile(0, 0, 0); + + for (int face = 0; face < 6; face++) { + // Check this neighbor + v3s16 dir = g_6dirs[face]; + v3s16 neighbor_pos = blockpos_nodes + p + dir; + MapNode neighbor = data->m_vmanip.getNodeNoExNoEmerge(neighbor_pos); + // Don't make face if neighbor is of same type + if (neighbor.getContent() == n.getContent()) + continue; + // Face at Z- + v3f vertices[4] = { + v3f(-BS / 2, BS / 2, -BS / 2), + v3f( BS / 2, BS / 2, -BS / 2), + v3f( BS / 2, -BS / 2, -BS / 2), + v3f(-BS / 2, -BS / 2, -BS / 2), + }; - bool is_rail_x_all[2]; // [0] = negative x, [1] = positive x coordinate from the current node position - bool is_rail_z_all[2]; - is_rail_x_all[0] = is_rail_x[0] || is_rail_x[2] || is_rail_x[4]; - is_rail_x_all[1] = is_rail_x[1] || is_rail_x[3] || is_rail_x[5]; - is_rail_z_all[0] = is_rail_z[0] || is_rail_z[2] || is_rail_z[4]; - is_rail_z_all[1] = is_rail_z[1] || is_rail_z[3] || is_rail_z[5]; - - // reasonable default, flat straight unrotated rail - bool is_straight = true; - int adjacencies = 0; - int angle = 0; - u8 tileindex = 0; - - // check for sloped rail - if (is_rail_x[4] || is_rail_x[5] || is_rail_z[4] || is_rail_z[5]) { - adjacencies = 5; // 5 means sloped - is_straight = true; // sloped is always straight - } else { - // 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]; + for (v3f &vertex : vertices) { + switch (face) { + case D6D_ZP: + vertex.rotateXZBy(180); break; + case D6D_YP: + vertex.rotateYZBy( 90); break; + case D6D_XP: + vertex.rotateXZBy( 90); break; + case D6D_ZN: + vertex.rotateXZBy( 0); break; + case D6D_YN: + vertex.rotateYZBy(-90); break; + case D6D_XN: + vertex.rotateXZBy(-90); break; } + } + drawQuad(vertices, dir); + } +} - switch (adjacencies) { - case 1: - if (is_rail_x_all[0] || is_rail_x_all[1]) - angle = 90; - 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[4]) - angle = 180; - } - else if (is_rail_x_all[0] && is_rail_z_all[0]) - angle = 270; - else if (is_rail_x_all[0] && is_rail_z_all[1]) - angle = 180; - else if (is_rail_x_all[1] && is_rail_z_all[1]) - angle = 90; - 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; - break; - case 4: - tileindex = 3; // crossing - break; - case 5: //sloped - if (is_rail_z[4]) - angle = 180; - if (is_rail_x[4]) - angle = 90; - if (is_rail_x[5]) - angle = -90; - break; - default: - break; - } +void MapblockMeshGenerator::drawGlasslikeFramedNode() +{ + TileSpec tiles[6]; + for (int face = 0; face < 6; face++) + getTile(g_6dirs[face], &tiles[face]); + + TileSpec glass_tiles[6]; + if (tiles[1].layers[0].texture && + tiles[2].layers[0].texture && + tiles[3].layers[0].texture) { + glass_tiles[0] = tiles[4]; + glass_tiles[1] = tiles[0]; + glass_tiles[2] = tiles[4]; + glass_tiles[3] = tiles[4]; + glass_tiles[4] = tiles[3]; + glass_tiles[5] = tiles[4]; + } else { + for (auto &glass_tile : glass_tiles) + glass_tile = tiles[4]; + } - TileSpec tile = getNodeTileN(n, p, tileindex, data); - tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; - tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; - - u16 l = getInteriorLight(n, 0, nodedef); - video::SColor c = MapBlock_LightColor(255, l, f.light_source); - - float d = (float)BS/64; - float s = BS/2; - - short g = -1; - if (is_rail_x[4] || is_rail_x[5] || is_rail_z[4] || is_rail_z[5]) - g = 1; //Object is at a slope - - video::S3DVertex vertices[4] = - { - 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++) - { - if(angle != 0) - vertices[i].Pos.rotateXZBy(angle); - vertices[i].Pos += intToFloat(p, BS); - } + u8 param2 = n.getParam2(); + bool H_merge = !(param2 & 128); + bool V_merge = !(param2 & 64); + param2 &= 63; + + static const float a = BS / 2; + static const float g = a - 0.003; + static const float b = .876 * ( BS / 2 ); + + static const aabb3f frame_edges[FRAMED_EDGE_COUNT] = { + aabb3f( b, b, -a, a, a, a), // y+ + aabb3f(-a, b, -a, -b, a, a), // y+ + aabb3f( b, -a, -a, a, -b, a), // y- + aabb3f(-a, -a, -a, -b, -b, a), // y- + aabb3f( b, -a, b, a, a, a), // x+ + aabb3f( b, -a, -a, a, a, -b), // x+ + aabb3f(-a, -a, b, -b, a, a), // x- + aabb3f(-a, -a, -a, -b, a, -b), // x- + aabb3f(-a, b, b, a, a, a), // z+ + aabb3f(-a, -a, b, a, -b, a), // z+ + aabb3f(-a, -a, -a, a, -b, -b), // z- + aabb3f(-a, b, -a, a, a, -b), // z- + }; + static const aabb3f glass_faces[6] = { + aabb3f(-g, -g, g, g, g, g), // z+ + aabb3f(-g, g, -g, g, g, g), // y+ + aabb3f( g, -g, -g, g, g, g), // x+ + aabb3f(-g, -g, -g, g, g, -g), // z- + aabb3f(-g, -g, -g, g, -g, g), // y- + aabb3f(-g, -g, -g, -g, g, g), // x- + }; - u16 indices[] = {0,1,2,2,3,0}; - 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]; - - u16 l = getInteriorLight(n, 1, nodedef); - video::SColor c = MapBlock_LightColor(255, l, f.light_source); - - v3f pos = intToFloat(p, BS); - - std::vector boxes = n.getNodeBoxes(nodedef); - for(std::vector::iterator - i = boxes.begin(); - i != boxes.end(); i++) - { - for(int j = 0; j < 6; j++) - { - // Handles facedir rotation for textures - tiles[j] = getNodeTile(n, p, tile_dirs[j], data); - } - aabb3f box = *i; - box.MinEdge += pos; - box.MaxEdge += pos; - - f32 temp; - if (box.MinEdge.X > box.MaxEdge.X) - { - temp=box.MinEdge.X; - box.MinEdge.X=box.MaxEdge.X; - box.MaxEdge.X=temp; - } - if (box.MinEdge.Y > box.MaxEdge.Y) - { - temp=box.MinEdge.Y; - box.MinEdge.Y=box.MaxEdge.Y; - box.MaxEdge.Y=temp; - } - if (box.MinEdge.Z > box.MaxEdge.Z) - { - temp=box.MinEdge.Z; - box.MinEdge.Z=box.MaxEdge.Z; - box.MaxEdge.Z=temp; - } - - // - // Compute texture coords - f32 tx1 = (box.MinEdge.X/BS)+0.5; - f32 ty1 = (box.MinEdge.Y/BS)+0.5; - f32 tz1 = (box.MinEdge.Z/BS)+0.5; - f32 tx2 = (box.MaxEdge.X/BS)+0.5; - f32 ty2 = (box.MaxEdge.Y/BS)+0.5; - f32 tz2 = (box.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;} - 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]; - } - } + // tables of neighbour (connect if same type and merge allowed), + // checked with g_26dirs + + // 1 = connect, 0 = face visible + bool nb[FRAMED_NEIGHBOR_COUNT] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}; + + // 1 = check + static const bool check_nb_vertical [FRAMED_NEIGHBOR_COUNT] = {0,1,0,0,1,0, 0,0,0,0, 0,0,0,0, 0,0,0,0}; + static const bool check_nb_horizontal [FRAMED_NEIGHBOR_COUNT] = {1,0,1,1,0,1, 0,0,0,0, 1,1,1,1, 0,0,0,0}; + static const bool check_nb_all [FRAMED_NEIGHBOR_COUNT] = {1,1,1,1,1,1, 1,1,1,1, 1,1,1,1, 1,1,1,1}; + const bool *check_nb = check_nb_all; + + // neighbours checks for frames visibility + if (H_merge || V_merge) { + if (!H_merge) + check_nb = check_nb_vertical; // vertical-only merge + if (!V_merge) + check_nb = check_nb_horizontal; // horizontal-only merge + content_t current = n.getContent(); + for (int i = 0; i < FRAMED_NEIGHBOR_COUNT; i++) { + if (!check_nb[i]) + continue; + v3s16 n2p = blockpos_nodes + p + g_26dirs[i]; + MapNode n2 = data->m_vmanip.getNodeNoEx(n2p); + content_t n2c = n2.getContent(); + if (n2c == current) + nb[i] = 1; + } + } - 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;} + // edge visibility + + static const u8 nb_triplet[FRAMED_EDGE_COUNT][3] = { + {1, 2, 7}, {1, 5, 6}, {4, 2, 15}, {4, 5, 14}, + {2, 0, 11}, {2, 3, 13}, {5, 0, 10}, {5, 3, 12}, + {0, 1, 8}, {0, 4, 16}, {3, 4, 17}, {3, 1, 9}, + }; + + tile = tiles[1]; + for (int edge = 0; edge < FRAMED_EDGE_COUNT; edge++) { + bool edge_invisible; + if (nb[nb_triplet[edge][2]]) + edge_invisible = nb[nb_triplet[edge][0]] & nb[nb_triplet[edge][1]]; + else + edge_invisible = nb[nb_triplet[edge][0]] ^ nb[nb_triplet[edge][1]]; + if (edge_invisible) + continue; + drawAutoLightedCuboid(frame_edges[edge]); + } + + for (int face = 0; face < 6; face++) { + if (nb[face]) + continue; + tile = glass_tiles[face]; + drawAutoLightedCuboid(glass_faces[face]); + } + + // Optionally render internal liquid level defined by param2 + // Liquid is textured with 1 tile defined in nodedef 'special_tiles' + if (param2 > 0 && f->param_type_2 == CPT2_GLASSLIKE_LIQUID_LEVEL && + f->special_tiles[0].layers[0].texture) { + // Internal liquid level has param2 range 0 .. 63, + // convert it to -0.5 .. 0.5 + float vlev = (param2 / 63.0) * 2.0 - 1.0; + getSpecialTile(0, &tile); + drawAutoLightedCuboid(aabb3f(-(nb[5] ? g : b), + -(nb[4] ? g : b), + -(nb[3] ? g : b), + (nb[2] ? g : b), + (nb[1] ? g : b) * vlev, + (nb[0] ? g : b))); + } +} + +void MapblockMeshGenerator::drawAllfacesNode() +{ + static const aabb3f box(-BS / 2, -BS / 2, -BS / 2, BS / 2, BS / 2, BS / 2); + useTile(0, 0, 0); + drawAutoLightedCuboid(box); +} + +void MapblockMeshGenerator::drawTorchlikeNode() +{ + u8 wall = n.getWallMounted(nodedef); + u8 tileindex = 0; + switch (wall) { + case DWM_YP: tileindex = 1; break; // ceiling + case DWM_YN: tileindex = 0; break; // floor + default: tileindex = 2; // side (or invalid—should we care?) + } + useTile(tileindex, MATERIAL_FLAG_CRACK_OVERLAY, MATERIAL_FLAG_BACKFACE_CULLING); + + float size = BS / 2 * f->visual_scale; + v3f vertices[4] = { + v3f(-size, size, 0), + v3f( size, size, 0), + v3f( size, -size, 0), + v3f(-size, -size, 0), + }; + + for (v3f &vertex : vertices) { + switch (wall) { + case DWM_YP: + vertex.rotateXZBy(-45); break; + case DWM_YN: + vertex.rotateXZBy( 45); break; + case DWM_XP: + vertex.rotateXZBy( 0); break; + case DWM_XN: + vertex.rotateXZBy(180); break; + case DWM_ZP: + vertex.rotateXZBy( 90); break; + case DWM_ZN: + vertex.rotateXZBy(-90); break; } } - - /* - Caused by incorrect alpha blending, selection mesh needs to be created as - last element to ensure it gets blended correct over nodes with alpha channel - */ - // 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 boxes = n.getSelectionBoxes(nodedef); - TileSpec h_tile; - h_tile.material_flags |= MATERIAL_FLAG_HIGHLIGHTED; - h_tile.texture = tsrc->getTextureForMesh("halo.png",&h_tile.texture_id); - v3f pos = intToFloat(p, BS); - f32 d = 0.05 * BS; - for (std::vector::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); + drawQuad(vertices); +} + +void MapblockMeshGenerator::drawSignlikeNode() +{ + u8 wall = n.getWallMounted(nodedef); + useTile(0, MATERIAL_FLAG_CRACK_OVERLAY, MATERIAL_FLAG_BACKFACE_CULLING); + static const float offset = BS / 16; + float size = BS / 2 * f->visual_scale; + // Wall at X+ of node + v3f vertices[4] = { + v3f(BS / 2 - offset, size, size), + v3f(BS / 2 - offset, size, -size), + v3f(BS / 2 - offset, -size, -size), + v3f(BS / 2 - offset, -size, size), + }; + + for (v3f &vertex : vertices) { + switch (wall) { + case DWM_YP: + vertex.rotateXYBy( 90); break; + case DWM_YN: + vertex.rotateXYBy(-90); break; + case DWM_XP: + vertex.rotateXZBy( 0); break; + case DWM_XN: + vertex.rotateXZBy(180); break; + case DWM_ZP: + vertex.rotateXZBy( 90); break; + case DWM_ZN: + vertex.rotateXZBy(-90); break; + } + } + drawQuad(vertices); +} + +void MapblockMeshGenerator::drawPlantlikeQuad(float rotation, float quad_offset, + bool offset_top_only) +{ + v3f vertices[4] = { + v3f(-scale, -BS / 2 + 2.0 * scale * plant_height, 0), + v3f( scale, -BS / 2 + 2.0 * scale * plant_height, 0), + v3f( scale, -BS / 2, 0), + v3f(-scale, -BS / 2, 0), + }; + if (random_offset_Y) { + PseudoRandom yrng(face_num++ | p.X << 16 | p.Z << 8 | p.Y << 24); + offset.Y = -BS * ((yrng.next() % 16 / 16.0) * 0.125); + } + int offset_count = offset_top_only ? 2 : 4; + for (int i = 0; i < offset_count; i++) + vertices[i].Z += quad_offset; + + for (v3f &vertex : vertices) { + vertex.rotateXZBy(rotation + rotate_degree); + vertex += offset; + } + drawQuad(vertices, v3s16(0, 0, 0), plant_height); +} + +void MapblockMeshGenerator::drawPlantlike() +{ + draw_style = PLANT_STYLE_CROSS; + scale = BS / 2 * f->visual_scale; + offset = v3f(0, 0, 0); + rotate_degree = 0; + random_offset_Y = false; + face_num = 0; + plant_height = 1.0; + + switch (f->param_type_2) { + case CPT2_MESHOPTIONS: + draw_style = PlantlikeStyle(n.param2 & MO_MASK_STYLE); + if (n.param2 & MO_BIT_SCALE_SQRT2) + scale *= 1.41421; + if (n.param2 & MO_BIT_RANDOM_OFFSET) { + PseudoRandom rng(p.X << 8 | p.Z | p.Y << 16); + offset.X = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145); + offset.Z = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145); + } + if (n.param2 & MO_BIT_RANDOM_OFFSET_Y) + random_offset_Y = true; + break; + + case CPT2_DEGROTATE: + rotate_degree = n.param2 * 2; + break; + + case CPT2_LEVELED: + plant_height = n.param2 / 16.0; + break; + + default: + break; + } + + switch (draw_style) { + case PLANT_STYLE_CROSS: + drawPlantlikeQuad(46); + drawPlantlikeQuad(-44); + break; + + case PLANT_STYLE_CROSS2: + drawPlantlikeQuad(91); + drawPlantlikeQuad(1); + break; + + case PLANT_STYLE_STAR: + drawPlantlikeQuad(121); + drawPlantlikeQuad(241); + drawPlantlikeQuad(1); + break; + + case PLANT_STYLE_HASH: + drawPlantlikeQuad( 1, BS / 4); + drawPlantlikeQuad( 91, BS / 4); + drawPlantlikeQuad(181, BS / 4); + drawPlantlikeQuad(271, BS / 4); + break; + + case PLANT_STYLE_HASH2: + drawPlantlikeQuad( 1, -BS / 2, true); + drawPlantlikeQuad( 91, -BS / 2, true); + drawPlantlikeQuad(181, -BS / 2, true); + drawPlantlikeQuad(271, -BS / 2, true); + break; + } +} + +void MapblockMeshGenerator::drawPlantlikeNode() +{ + useTile(); + drawPlantlike(); +} + +void MapblockMeshGenerator::drawPlantlikeRootedNode() +{ + useTile(0, MATERIAL_FLAG_CRACK_OVERLAY, 0, true); + origin += v3f(0.0, BS, 0.0); + p.Y++; + if (data->m_smooth_lighting) { + getSmoothLightFrame(); + } else { + MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + p); + light = LightPair(getInteriorLight(ntop, 1, nodedef)); + } + drawPlantlike(); + p.Y--; +} + +void MapblockMeshGenerator::drawFirelikeQuad(float rotation, float opening_angle, + float offset_h, float offset_v) +{ + v3f vertices[4] = { + v3f(-scale, -BS / 2 + scale * 2, 0), + v3f( scale, -BS / 2 + scale * 2, 0), + v3f( scale, -BS / 2, 0), + v3f(-scale, -BS / 2, 0), + }; + + for (v3f &vertex : vertices) { + vertex.rotateYZBy(opening_angle); + vertex.Z += offset_h; + vertex.rotateXZBy(rotation); + vertex.Y += offset_v; + } + drawQuad(vertices); +} + +void MapblockMeshGenerator::drawFirelikeNode() +{ + useTile(); + scale = BS / 2 * f->visual_scale; + + // Check for adjacent nodes + bool neighbors = false; + bool neighbor[6] = {0, 0, 0, 0, 0, 0}; + content_t current = n.getContent(); + for (int i = 0; i < 6; i++) { + v3s16 n2p = blockpos_nodes + p + g_6dirs[i]; + MapNode n2 = data->m_vmanip.getNodeNoEx(n2p); + content_t n2c = n2.getContent(); + if (n2c != CONTENT_IGNORE && n2c != CONTENT_AIR && n2c != current) { + neighbor[i] = true; + neighbors = true; + } + } + bool drawBasicFire = neighbor[D6D_YN] || !neighbors; + bool drawBottomFire = neighbor[D6D_YP]; + + if (drawBasicFire || neighbor[D6D_ZP]) + drawFirelikeQuad(0, -10, 0.4 * BS); + else if (drawBottomFire) + drawFirelikeQuad(0, 70, 0.47 * BS, 0.484 * BS); + + if (drawBasicFire || neighbor[D6D_XN]) + drawFirelikeQuad(90, -10, 0.4 * BS); + else if (drawBottomFire) + drawFirelikeQuad(90, 70, 0.47 * BS, 0.484 * BS); + + if (drawBasicFire || neighbor[D6D_ZN]) + drawFirelikeQuad(180, -10, 0.4 * BS); + else if (drawBottomFire) + drawFirelikeQuad(180, 70, 0.47 * BS, 0.484 * BS); + + if (drawBasicFire || neighbor[D6D_XP]) + drawFirelikeQuad(270, -10, 0.4 * BS); + else if (drawBottomFire) + drawFirelikeQuad(270, 70, 0.47 * BS, 0.484 * BS); + + if (drawBasicFire) { + drawFirelikeQuad(45, 0, 0.0); + drawFirelikeQuad(-45, 0, 0.0); + } +} + +void MapblockMeshGenerator::drawFencelikeNode() +{ + useTile(0, 0, 0); + TileSpec tile_nocrack = tile; + + for (auto &layer : tile_nocrack.layers) + layer.material_flags &= ~MATERIAL_FLAG_CRACK; + + // Put wood the right way around in the posts + TileSpec tile_rot = tile; + tile_rot.rotation = 1; + + static const f32 post_rad = BS / 8; + static const f32 bar_rad = BS / 16; + static const f32 bar_len = BS / 2 - post_rad; + + // The post - always present + static const aabb3f post(-post_rad, -BS / 2, -post_rad, + post_rad, BS / 2, post_rad); + static const f32 postuv[24] = { + 0.375, 0.375, 0.625, 0.625, + 0.375, 0.375, 0.625, 0.625, + 0.000, 0.000, 0.250, 1.000, + 0.250, 0.000, 0.500, 1.000, + 0.500, 0.000, 0.750, 1.000, + 0.750, 0.000, 1.000, 1.000, + }; + tile = tile_rot; + drawAutoLightedCuboid(post, postuv); + + tile = tile_nocrack; + + // 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); + const ContentFeatures *f2 = &nodedef->get(n2); + if (f2->drawtype == NDT_FENCELIKE) { + static const aabb3f bar_x1(BS / 2 - bar_len, BS / 4 - bar_rad, -bar_rad, + BS / 2 + bar_len, BS / 4 + bar_rad, bar_rad); + static const aabb3f bar_x2(BS / 2 - bar_len, -BS / 4 - bar_rad, -bar_rad, + BS / 2 + bar_len, -BS / 4 + bar_rad, bar_rad); + static const f32 xrailuv[24] = { + 0.000, 0.125, 1.000, 0.250, + 0.000, 0.250, 1.000, 0.375, + 0.375, 0.375, 0.500, 0.500, + 0.625, 0.625, 0.750, 0.750, + 0.000, 0.500, 1.000, 0.625, + 0.000, 0.875, 1.000, 1.000, + }; + drawAutoLightedCuboid(bar_x1, xrailuv); + drawAutoLightedCuboid(bar_x2, 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); + f2 = &nodedef->get(n2); + if (f2->drawtype == NDT_FENCELIKE) { + static const aabb3f bar_z1(-bar_rad, BS / 4 - bar_rad, BS / 2 - bar_len, + bar_rad, BS / 4 + bar_rad, BS / 2 + bar_len); + static const aabb3f bar_z2(-bar_rad, -BS / 4 - bar_rad, BS / 2 - bar_len, + bar_rad, -BS / 4 + bar_rad, BS / 2 + bar_len); + static const f32 zrailuv[24] = { + 0.1875, 0.0625, 0.3125, 0.3125, // cannot rotate; stretch + 0.2500, 0.0625, 0.3750, 0.3125, // for wood texture instead + 0.0000, 0.5625, 1.0000, 0.6875, + 0.0000, 0.3750, 1.0000, 0.5000, + 0.3750, 0.3750, 0.5000, 0.5000, + 0.6250, 0.6250, 0.7500, 0.7500, + }; + drawAutoLightedCuboid(bar_z1, zrailuv); + drawAutoLightedCuboid(bar_z2, zrailuv); + } +} + +bool MapblockMeshGenerator::isSameRail(v3s16 dir) +{ + MapNode node2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir); + if (node2.getContent() == n.getContent()) + return true; + const ContentFeatures &def2 = nodedef->get(node2); + return ((def2.drawtype == NDT_RAILLIKE) && + (def2.getGroup(raillike_groupname) == raillike_group)); +} + +void MapblockMeshGenerator::drawRaillikeNode() +{ + static const v3s16 direction[4] = { + v3s16( 0, 0, 1), + v3s16( 0, 0, -1), + v3s16(-1, 0, 0), + v3s16( 1, 0, 0), + }; + static const int slope_angle[4] = {0, 180, 90, -90}; + + enum RailTile { + straight, + curved, + junction, + cross, + }; + struct RailDesc { + int tile_index; + int angle; + }; + static const RailDesc rail_kinds[16] = { + // +x -x -z +z + //------------- + {straight, 0}, // . . . . + {straight, 0}, // . . . +Z + {straight, 0}, // . . -Z . + {straight, 0}, // . . -Z +Z + {straight, 90}, // . -X . . + { curved, 180}, // . -X . +Z + { curved, 270}, // . -X -Z . + {junction, 180}, // . -X -Z +Z + {straight, 90}, // +X . . . + { curved, 90}, // +X . . +Z + { curved, 0}, // +X . -Z . + {junction, 0}, // +X . -Z +Z + {straight, 90}, // +X -X . . + {junction, 90}, // +X -X . +Z + {junction, 270}, // +X -X -Z . + { cross, 0}, // +X -X -Z +Z + }; + + raillike_group = nodedef->get(n).getGroup(raillike_groupname); + + int code = 0; + int angle; + int tile_index; + bool sloped = false; + for (int dir = 0; dir < 4; dir++) { + bool rail_above = isSameRail(direction[dir] + v3s16(0, 1, 0)); + if (rail_above) { + sloped = true; + angle = slope_angle[dir]; + } + if (rail_above || + isSameRail(direction[dir]) || + isSameRail(direction[dir] + v3s16(0, -1, 0))) + code |= 1 << dir; + } + + if (sloped) { + tile_index = straight; + } else { + tile_index = rail_kinds[code].tile_index; + angle = rail_kinds[code].angle; + } + + useTile(tile_index, MATERIAL_FLAG_CRACK_OVERLAY, MATERIAL_FLAG_BACKFACE_CULLING); + + static const float offset = BS / 64; + static const float size = BS / 2; + float y2 = sloped ? size : -size; + v3f vertices[4] = { + v3f(-size, y2 + offset, size), + v3f( size, y2 + offset, size), + v3f( size, -size + offset, -size), + v3f(-size, -size + offset, -size), + }; + if (angle) + for (v3f &vertex : vertices) + vertex.rotateXZBy(angle); + drawQuad(vertices); +} + +void MapblockMeshGenerator::drawNodeboxNode() +{ + 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) + }; + + // we have this order for some reason... + static const v3s16 connection_dirs[6] = { + v3s16( 0, 1, 0), // top + v3s16( 0, -1, 0), // bottom + v3s16( 0, 0, -1), // front + v3s16(-1, 0, 0), // left + v3s16( 0, 0, 1), // back + v3s16( 1, 0, 0), // right + }; + + TileSpec tiles[6]; + for (int face = 0; face < 6; face++) { + // Handles facedir rotation for textures + getTile(tile_dirs[face], &tiles[face]); + } + + // locate possible neighboring nodes to connect to + int neighbors_set = 0; + if (f->node_box.type == NODEBOX_CONNECTED) { + for (int dir = 0; dir != 6; dir++) { + int flag = 1 << dir; + v3s16 p2 = blockpos_nodes + p + connection_dirs[dir]; + MapNode n2 = data->m_vmanip.getNodeNoEx(p2); + if (nodedef->nodeboxConnects(n, n2, flag)) + neighbors_set |= flag; + } + } + + std::vector boxes; + n.getNodeBoxes(nodedef, &boxes, neighbors_set); + for (const auto &box : boxes) + drawAutoLightedCuboid(box, nullptr, tiles, 6); +} + +void MapblockMeshGenerator::drawMeshNode() +{ + u8 facedir = 0; + scene::IMesh* mesh; + bool private_mesh; // as a grab/drop pair is not thread-safe + + if (f->param_type_2 == CPT2_FACEDIR || + f->param_type_2 == CPT2_COLORED_FACEDIR) { + facedir = n.getFaceDir(nodedef); + } else if (f->param_type_2 == CPT2_WALLMOUNTED || + f->param_type_2 == CPT2_COLORED_WALLMOUNTED) { + // Convert wallmounted to 6dfacedir. + // When cache enabled, it is already converted. + facedir = n.getWallMounted(nodedef); + if (!enable_mesh_cache) + facedir = wallmounted_to_facedir[facedir]; + } + + if (!data->m_smooth_lighting && f->mesh_ptr[facedir]) { + // use cached meshes + private_mesh = false; + mesh = f->mesh_ptr[facedir]; + } else if (f->mesh_ptr[0]) { + // no cache, clone and rotate mesh + private_mesh = true; + mesh = cloneMesh(f->mesh_ptr[0]); + rotateMeshBy6dFacedir(mesh, facedir); + recalculateBoundingBox(mesh); + meshmanip->recalculateNormals(mesh, true, false); + } else + return; + + int mesh_buffer_count = mesh->getMeshBufferCount(); + for (int j = 0; j < mesh_buffer_count; j++) { + useTile(j); + scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); + video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices(); + int vertex_count = buf->getVertexCount(); + + if (data->m_smooth_lighting) { + // Mesh is always private here. So the lighting is applied to each + // vertex right here. + for (int k = 0; k < vertex_count; k++) { + video::S3DVertex &vertex = vertices[k]; + vertex.Color = blendLightColor(vertex.Pos, vertex.Normal); + vertex.Pos += origin; } + collector->append(tile, vertices, vertex_count, + buf->getIndices(), buf->getIndexCount()); + } else { + // Don't modify the mesh, it may not be private here. + // Instead, let the collector process colors, etc. + collector->append(tile, vertices, vertex_count, + buf->getIndices(), buf->getIndexCount(), origin, + color, f->light_source); } } + if (private_mesh) + mesh->drop(); } +// also called when the drawtype is known but should have been pre-converted +void MapblockMeshGenerator::errorUnknownDrawtype() +{ + infostream << "Got drawtype " << f->drawtype << std::endl; + FATAL_ERROR("Unknown drawtype"); +} + +void MapblockMeshGenerator::drawNode() +{ + // skip some drawtypes early + switch (f->drawtype) { + case NDT_NORMAL: // Drawn by MapBlockMesh + case NDT_AIRLIKE: // Not drawn at all + case NDT_LIQUID: // Drawn by MapBlockMesh + return; + default: + break; + } + origin = intToFloat(p, BS); + if (data->m_smooth_lighting) + getSmoothLightFrame(); + else + light = LightPair(getInteriorLight(n, 1, nodedef)); + switch (f->drawtype) { + case NDT_FLOWINGLIQUID: drawLiquidNode(); break; + case NDT_GLASSLIKE: drawGlasslikeNode(); break; + case NDT_GLASSLIKE_FRAMED: drawGlasslikeFramedNode(); break; + case NDT_ALLFACES: drawAllfacesNode(); break; + case NDT_TORCHLIKE: drawTorchlikeNode(); break; + case NDT_SIGNLIKE: drawSignlikeNode(); break; + case NDT_PLANTLIKE: drawPlantlikeNode(); break; + case NDT_PLANTLIKE_ROOTED: drawPlantlikeRootedNode(); break; + case NDT_FIRELIKE: drawFirelikeNode(); break; + case NDT_FENCELIKE: drawFencelikeNode(); break; + case NDT_RAILLIKE: drawRaillikeNode(); break; + case NDT_NODEBOX: drawNodeboxNode(); break; + case NDT_MESH: drawMeshNode(); break; + default: errorUnknownDrawtype(); break; + } +} + +/* + TODO: Fix alpha blending for special nodes + Currently only the last element rendered is blended correct +*/ +void MapblockMeshGenerator::generate() +{ + for (p.Z = 0; p.Z < MAP_BLOCKSIZE; p.Z++) + for (p.Y = 0; p.Y < MAP_BLOCKSIZE; p.Y++) + for (p.X = 0; p.X < MAP_BLOCKSIZE; p.X++) { + n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p); + f = &nodedef->get(n); + drawNode(); + } +} + +void MapblockMeshGenerator::renderSingle(content_t node) +{ + p = {0, 0, 0}; + n = MapNode(node, 0xff, 0x00); + f = &nodedef->get(n); + drawNode(); +}