X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fcontent_mapblock.cpp;h=45822666f22e7bc70bdd08d8293bbd00d04ad242;hb=7760948b7ca436ce0c7d26140dcd3867e81c99c9;hp=54b9ac99f55213281b1823f14bc2173f1c6ba8d2;hpb=36e8ba9ce2d9eafb1f36e76e86113ed47afe8f7f;p=minetest.git diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index 54b9ac99f..45822666f 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -20,40 +20,62 @@ 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 "settings.h" #include "nodedef.h" -#include "tile.h" +#include "client/tile.h" #include "mesh.h" #include -#include "gamedef.h" +#include "client.h" #include "log.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 + +struct LightFrame +{ + f32 lightsA[8]; + f32 lightsB[8]; + u8 light_source; +}; + +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), +}; // 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 -// 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 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. +// 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 - colors of the cuboid's six sides +// 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 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. +// light source - if greater than zero, the box's faces will not be shaded void makeCuboid(MeshCollector *collector, const aabb3f &box, - TileSpec *tiles, int tilecount, video::SColor &c, const f32* txc) + TileSpec *tiles, int tilecount, const video::SColor *c, + const f32* txc, const u8 light_source) { - assert(tilecount >= 1 && tilecount <= 6); + 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, @@ -66,38 +88,53 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box, txc = txc_default; } + video::SColor c1 = c[0]; + video::SColor c2 = c[1]; + video::SColor c3 = c[2]; + video::SColor c4 = c[3]; + video::SColor c5 = c[4]; + video::SColor c6 = c[5]; + if (!light_source) { + applyFacesShading(c1, v3f(0, 1, 0)); + applyFacesShading(c2, v3f(0, -1, 0)); + applyFacesShading(c3, v3f(1, 0, 0)); + applyFacesShading(c4, v3f(-1, 0, 0)); + applyFacesShading(c5, v3f(0, 0, 1)); + applyFacesShading(c6, 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]), + video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c1, txc[0],txc[1]), + video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c1, txc[2],txc[1]), + video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c1, txc[2],txc[3]), + video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c1, 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(min.X,min.Y,min.Z, 0,-1,0, c2, txc[4],txc[5]), + video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c2, txc[6],txc[5]), + video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c2, txc[6],txc[7]), + video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c2, 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, c3, txc[ 8],txc[9]), + video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c3, txc[10],txc[9]), + video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c3, txc[10],txc[11]), + video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c3, 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, c4, txc[12],txc[13]), + video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c4, txc[14],txc[13]), + video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c4, txc[14],txc[15]), + video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c4, 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, c5, txc[16],txc[17]), + video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c5, txc[18],txc[17]), + video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c5, txc[18],txc[19]), + video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c5, 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, c6, txc[20],txc[21]), + video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c6, txc[22],txc[21]), + video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c6, txc[22],txc[23]), + video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c6, txc[20],txc[23]), }; for(int i = 0; i < 6; i++) @@ -164,6 +201,330 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box, } } +// 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 +// lights - vertex light levels. The order is the same as in light_dirs +// 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 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. +// light_source - node light emission +static void makeSmoothLightedCuboid(MeshCollector *collector, const aabb3f &box, + TileSpec *tiles, int tilecount, const u16 *lights , const f32 *txc, + const u8 light_source) +{ + 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; + } + 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 + }; + video::S3DVertex vertices[24] = { + // up + video::S3DVertex(min.X, max.Y, max.Z, 0, 1, 0, video::SColor(), txc[0], txc[1]), + video::S3DVertex(max.X, max.Y, max.Z, 0, 1, 0, video::SColor(), txc[2], txc[1]), + video::S3DVertex(max.X, max.Y, min.Z, 0, 1, 0, video::SColor(), txc[2], txc[3]), + video::S3DVertex(min.X, max.Y, min.Z, 0, 1, 0, video::SColor(), txc[0], txc[3]), + // down + video::S3DVertex(min.X, min.Y, min.Z, 0, -1, 0, video::SColor(), txc[4], txc[5]), + video::S3DVertex(max.X, min.Y, min.Z, 0, -1, 0, video::SColor(), txc[6], txc[5]), + video::S3DVertex(max.X, min.Y, max.Z, 0, -1, 0, video::SColor(), txc[6], txc[7]), + video::S3DVertex(min.X, min.Y, max.Z, 0, -1, 0, video::SColor(), txc[4], txc[7]), + // right + video::S3DVertex(max.X, max.Y, min.Z, 1, 0, 0, video::SColor(), txc[ 8], txc[9]), + video::S3DVertex(max.X, max.Y, max.Z, 1, 0, 0, video::SColor(), txc[10], txc[9]), + video::S3DVertex(max.X, min.Y, max.Z, 1, 0, 0, video::SColor(), txc[10], txc[11]), + video::S3DVertex(max.X, min.Y, min.Z, 1, 0, 0, video::SColor(), txc[ 8], txc[11]), + // left + video::S3DVertex(min.X, max.Y, max.Z, -1, 0, 0, video::SColor(), txc[12], txc[13]), + video::S3DVertex(min.X, max.Y, min.Z, -1, 0, 0, video::SColor(), txc[14], txc[13]), + video::S3DVertex(min.X, min.Y, min.Z, -1, 0, 0, video::SColor(), txc[14], txc[15]), + video::S3DVertex(min.X, min.Y, max.Z, -1, 0, 0, video::SColor(), txc[12], txc[15]), + // back + video::S3DVertex(max.X, max.Y, max.Z, 0, 0, 1, video::SColor(), txc[16], txc[17]), + video::S3DVertex(min.X, max.Y, max.Z, 0, 0, 1, video::SColor(), txc[18], txc[17]), + video::S3DVertex(min.X, min.Y, max.Z, 0, 0, 1, video::SColor(), txc[18], txc[19]), + video::S3DVertex(max.X, min.Y, max.Z, 0, 0, 1, video::SColor(), txc[16], txc[19]), + // front + video::S3DVertex(min.X, max.Y, min.Z, 0, 0, -1, video::SColor(), txc[20], txc[21]), + video::S3DVertex(max.X, max.Y, min.Z, 0, 0, -1, video::SColor(), txc[22], txc[21]), + video::S3DVertex(max.X, min.Y, min.Z, 0, 0, -1, video::SColor(), txc[22], txc[23]), + video::S3DVertex(min.X, min.Y, min.Z, 0, 0, -1, video::SColor(), 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; + } + } + u16 indices[] = {0,1,2,2,3,0}; + for (s32 j = 0; j < 24; ++j) { + int tileindex = MYMIN(j / 4, tilecount - 1); + vertices[j].Color = encode_light_and_color(lights[light_indices[j]], + tiles[tileindex].color, light_source); + if (!light_source) + applyFacesShading(vertices[j].Color, vertices[j].Normal); + } + // Add to mesh collector + for (s32 k = 0; k < 6; ++k) { + int tileindex = MYMIN(k, tilecount - 1); + collector->append(tiles[tileindex], vertices + 4 * k, 4, 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 - color of the cuboid +// 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 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. +// light source - if greater than zero, the box's faces will not be shaded +void makeCuboid(MeshCollector *collector, const aabb3f &box, TileSpec *tiles, + int tilecount, const video::SColor &c, const f32* txc, + const u8 light_source) +{ + video::SColor color[6]; + for (u8 i = 0; i < 6; i++) + color[i] = c; + makeCuboid(collector, box, tiles, tilecount, color, txc, light_source); +} + +// Gets the base lighting values for a node +// frame - resulting (opaque) data +// p - node position (absolute) +// data - ... +// light_source - node light emission level +static void getSmoothLightFrame(LightFrame *frame, const v3s16 &p, MeshMakeData *data, u8 light_source) +{ + for (int k = 0; k < 8; ++k) { + u16 light = getSmoothLight(p, light_dirs[k], data); + frame->lightsA[k] = light & 0xff; + frame->lightsB[k] = light >> 8; + } + frame->light_source = light_source; +} + +// Calculates vertex light level +// frame - light values from getSmoothLightFrame() +// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so) +static u16 blendLight(const LightFrame &frame, const core::vector3df& vertex_pos) +{ + 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 lightA = 0.0; + f32 lightB = 0.0; + 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; + lightA += dx * dy * dz * frame.lightsA[k]; + lightB += dx * dy * dz * frame.lightsB[k]; + } + return + core::clamp(core::round32(lightA), 0, 255) | + core::clamp(core::round32(lightB), 0, 255) << 8; +} + +// Calculates vertex color to be used in mapblock mesh +// frame - light values from getSmoothLightFrame() +// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so) +// tile_color - node's tile color +static video::SColor blendLight(const LightFrame &frame, + const core::vector3df& vertex_pos, video::SColor tile_color) +{ + u16 light = blendLight(frame, vertex_pos); + return encode_light_and_color(light, tile_color, frame.light_source); +} + +static video::SColor blendLight(const LightFrame &frame, + const core::vector3df& vertex_pos, const core::vector3df& vertex_normal, + video::SColor tile_color) +{ + video::SColor color = blendLight(frame, vertex_pos, tile_color); + if (!frame.light_source) + applyFacesShading(color, vertex_normal); + return color; +} + +static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef, + MeshMakeData *data, MapNode n, int v, int *neighbors) +{ + MapNode n2 = data->m_vmanip.getNodeNoEx(p); + if (nodedef->nodeboxConnects(n, n2, v)) + *neighbors |= v; +} + +static void makeAutoLightedCuboid(MeshCollector *collector, MeshMakeData *data, + const v3f &pos, aabb3f box, TileSpec &tile, + /* pre-computed, for non-smooth lighting only */ const video::SColor color, + /* for smooth lighting only */ const LightFrame &frame) +{ + 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 += pos; + box.MaxEdge += pos; + 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 + }; + if (data->m_smooth_lighting) { + u16 lights[8]; + for (int j = 0; j < 8; ++j) { + f32 x = (j & 4) ? dx2 : dx1; + f32 y = (j & 2) ? dy2 : dy1; + f32 z = (j & 1) ? dz2 : dz1; + lights[j] = blendLight(frame, core::vector3df(x, y, z)); + } + makeSmoothLightedCuboid(collector, box, &tile, 1, lights, txc, frame.light_source); + } else { + makeCuboid(collector, box, &tile, 1, color, txc, frame.light_source); + } +} + +static void makeAutoLightedCuboidEx(MeshCollector *collector, MeshMakeData *data, + const v3f &pos, aabb3f box, TileSpec &tile, f32 *txc, + /* pre-computed, for non-smooth lighting only */ const video::SColor color, + /* for smooth lighting only */ const LightFrame &frame) +{ + 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 += pos; + box.MaxEdge += pos; + if (data->m_smooth_lighting) { + u16 lights[8]; + for (int j = 0; j < 8; ++j) { + f32 x = (j & 4) ? dx2 : dx1; + f32 y = (j & 2) ? dy2 : dy1; + f32 z = (j & 1) ? dz2 : dz1; + lights[j] = blendLight(frame, core::vector3df(x, y, z)); + } + makeSmoothLightedCuboid(collector, box, &tile, 1, lights, txc, frame.light_source); + } else { + makeCuboid(collector, box, &tile, 1, color, txc, frame.light_source); + } +} + +// For use in mapblock_mesh_generate_special +// X,Y,Z of position must be -1,0,1 +// This expression is a simplification of +// 3 * 3 * (pos.X + 1) + 3 * (pos.Y + 1) + (pos.Z + 1) +static inline int NeighborToIndex(const v3s16 &pos) +{ + return 9 * pos.X + 3 * pos.Y + pos.Z + 13; +} + +/*! + * Returns the i-th special tile for a map node. + */ +static TileSpec getSpecialTile(const ContentFeatures &f, + const MapNode &n, u8 i) +{ + TileSpec copy = f.special_tiles[i]; + if (!copy.has_color) + n.getColor(f, ©.color); + return copy; +} + /* TODO: Fix alpha blending for special nodes Currently only the last element rendered is blended correct @@ -171,9 +532,8 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box, void mapblock_mesh_generate_special(MeshMakeData *data, MeshCollector &collector) { - INodeDefManager *nodedef = data->m_gamedef->ndef(); - ITextureSource *tsrc = data->m_gamedef->tsrc(); - scene::ISceneManager* smgr = data->m_gamedef->getSceneManager(); + INodeDefManager *nodedef = data->m_client->ndef(); + scene::ISceneManager* smgr = data->m_client->getSceneManager(); scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator(); // 0ms @@ -182,12 +542,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, /* Some settings */ - bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache"); - bool new_style_water = g_settings->getBool("new_style_water"); - - float node_liquid_level = 1.0; - if (new_style_water) - node_liquid_level = 0.85; + bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache") && + !data->m_smooth_lighting; // Mesh cache is not supported with smooth lighting v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE; @@ -204,20 +560,32 @@ void mapblock_mesh_generate_special(MeshMakeData *data, if(f.solidness != 0) continue; - switch(f.drawtype){ + if (f.drawtype == NDT_AIRLIKE) + continue; + + LightFrame frame; + if (data->m_smooth_lighting) + getSmoothLightFrame(&frame, blockpos_nodes + p, data, f.light_source); + else + frame.light_source = f.light_source; + + switch(f.drawtype) { default: - infostream<<"Got "<m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); @@ -226,9 +594,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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 */ @@ -274,54 +639,50 @@ void mapblock_mesh_generate_special(MeshMakeData *data, // 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) + video::SColor *c = &c1; + if(n_feat.solidness != 0 || n_feat.visual_solidness != 0) { current_tile = &tile_liquid_bfculled; + c = &c2; + } 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, 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; - } + if (top_is_same_liquid) { + vertices[2].Pos.Y = 0.5 * BS; + vertices[3].Pos.Y = 0.5 * BS; + } else { /* 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; + vertices[2].Pos.Y = 0.5 * BS; + vertices[3].Pos.Y = 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_same_liquid) { + vertices[0].Pos.Y = 0.5 * BS; + vertices[1].Pos.Y = 0.5 * BS; + } else { /* 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; + vertices[0].Pos.Y = -0.5 * BS; + vertices[1].Pos.Y = -0.5 * BS; } - for(s32 j=0; j<4; j++) - { + for (s32 j = 0; j < 4; j++) { if(dir == v3s16(0,0,1)) vertices[j].Pos.rotateXZBy(0); if(dir == v3s16(0,0,-1)) @@ -338,6 +699,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, vertices[j].Pos.Z *= 0.98; }*/ + if (data->m_smooth_lighting) + vertices[j].Color = blendLight(frame, vertices[j].Pos, current_tile->color); vertices[j].Pos += intToFloat(p, BS); } @@ -351,19 +714,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data, */ 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), + video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c1, 0,1), + video::S3DVertex(BS/2,0,BS/2, 0,0,0, c1, 1,1), + video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c1, 1,0), + video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c1, 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; + for (s32 i = 0; i < 4; i++) { + vertices[i].Pos.Y += 0.5 * BS; + if (data->m_smooth_lighting) + vertices[i].Color = blendLight(frame, vertices[i].Pos, tile_liquid.color); + vertices[i].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; @@ -375,8 +739,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, /* Add flowing liquid to mesh */ - TileSpec tile_liquid = f.special_tiles[0]; - TileSpec tile_liquid_bfculled = f.special_tiles[1]; + TileSpec tile_liquid = getSpecialTile(f, n, 0); + TileSpec tile_liquid_bfculled = getSpecialTile(f, n, 1); bool top_is_same_liquid = false; MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); @@ -384,7 +748,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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 @@ -399,15 +763,23 @@ void mapblock_mesh_generate_special(MeshMakeData *data, // Otherwise use the light of this node (the liquid) else l = getInteriorLight(n, 0, nodedef); - video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source); - + video::SColor c1 = encode_light_and_color(l, + tile_liquid.color, f.light_source); + video::SColor c2 = encode_light_and_color(l, + tile_liquid_bfculled.color, 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; + + struct NeighborData { + f32 level; + content_t content; + u8 flags; + }; + NeighborData neighbor_data_matrix[27]; + const u8 neighborflag_top_is_same_liquid = 0x01; v3s16 neighbor_dirs[9] = { v3s16(0,0,0), @@ -433,14 +805,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data, content = n2.getContent(); if(n2.getContent() == c_source) - level = (-0.5+node_liquid_level) * BS; + level = 0.5 * 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; + level = (-0.5 + ((float)liquid_level + 0.5) / (float)range) * BS; } // Check node above neighbor. @@ -452,15 +824,18 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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; + + NeighborData &neighbor_data = + neighbor_data_matrix[NeighborToIndex(neighbor_dirs[i])]; + + neighbor_data.level = level; + neighbor_data.content = content; + neighbor_data.flags = flags; } // Corner heights (average between four liquids) f32 corner_levels[4]; - + v3s16 halfdirs[4] = { v3s16(0,0,0), v3s16(1,0,0), @@ -476,10 +851,12 @@ void mapblock_mesh_generate_special(MeshMakeData *data, for(u32 j=0; j<4; j++) { v3s16 neighbordir = cornerdir - halfdirs[j]; - content_t content = neighbor_contents[neighbordir]; + + NeighborData &neighbor_data = + neighbor_data_matrix[NeighborToIndex(neighbordir)]; + content_t content = neighbor_data.content; // If top is liquid, draw starting from top of node - if(neighbor_flags[neighbordir] & - neighborflag_top_is_same_liquid) + if (neighbor_data.flags & neighborflag_top_is_same_liquid) { cornerlevel = 0.5*BS; valid_count = 1; @@ -488,14 +865,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data, // Source is always the same height else if(content == c_source) { - cornerlevel = (-0.5+node_liquid_level)*BS; + cornerlevel = 0.5 * BS; valid_count = 1; break; } // Flowing liquid has level information else if(content == c_flowing) { - cornerlevel += neighbor_levels[neighbordir]; + cornerlevel += neighbor_data.level; valid_count++; } else if(content == CONTENT_AIR) @@ -530,24 +907,26 @@ void mapblock_mesh_generate_special(MeshMakeData *data, { v3s16 dir = side_dirs[i]; + NeighborData& neighbor_data = + neighbor_data_matrix[NeighborToIndex(dir)]; /* 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) + if (top_is_same_liquid && + (neighbor_data.flags & neighborflag_top_is_same_liquid)) continue; - content_t neighbor_content = neighbor_contents[dir]; + content_t neighbor_content = neighbor_data.content; 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 @@ -557,17 +936,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data, // 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) + video::SColor *c = &c1; + if(n_feat.solidness != 0 || n_feat.visual_solidness != 0) { current_tile = &tile_liquid_bfculled; - + c = &c2; + } + 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, 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 @@ -585,7 +967,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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 @@ -604,7 +986,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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)) @@ -615,7 +997,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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){ @@ -623,6 +1005,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, vertices[j].Pos.Z *= 0.98; }*/ + if (data->m_smooth_lighting) + vertices[j].Color = blendLight(frame, vertices[j].Pos, current_tile->color); vertices[j].Pos += intToFloat(p, BS); } @@ -630,21 +1014,21 @@ void mapblock_mesh_generate_special(MeshMakeData *data, // 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), + video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c1, 0,1), + video::S3DVertex(BS/2,0,BS/2, 0,0,0, c1, 1,1), + video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c1, 1,0), + video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c1, 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. @@ -656,10 +1040,12 @@ void mapblock_mesh_generate_special(MeshMakeData *data, //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)]; s32 j = corner_resolve[i]; vertices[i].Pos.Y += corner_levels[j]; + if (data->m_smooth_lighting) + vertices[i].Color = blendLight(frame, vertices[i].Pos, tile_liquid.color); vertices[i].Pos += intToFloat(p, BS); } - - // Default downwards-flowing texture animation goes from + + // 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 @@ -703,8 +1089,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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); - + video::SColor c = encode_light_and_color(l, tile.color, + f.light_source); for(u32 j=0; j<6; j++) { // Check this neighbor @@ -714,15 +1100,19 @@ void mapblock_mesh_generate_special(MeshMakeData *data, // Don't make face if neighbor is of same type if(n2.getContent() == n.getContent()) continue; + video::SColor c2=c; + if(!f.light_source) + applyFacesShading(c2, v3f(dir.X, dir.Y, dir.Z)); + // 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), + video::S3DVertex(-BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c2, 1,1), + video::S3DVertex(BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c2, 0,1), + video::S3DVertex(BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c2, 0,0), + video::S3DVertex(-BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c2, 1,0), }; - + // Rotations in the g_6dirs format if(j == 0) // Z+ for(u16 i=0; i<4; i++) @@ -743,7 +1133,9 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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++) { + if (data->m_smooth_lighting) + vertices[i].Color = blendLight(frame, vertices[i].Pos, vertices[i].Normal, tile.color); vertices[i].Pos += intToFloat(p, BS); } @@ -754,7 +1146,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, break;} case NDT_GLASSLIKE_FRAMED_OPTIONAL: // This is always pre-converted to something else - assert(0); + FATAL_ERROR("NDT_GLASSLIKE_FRAMED_OPTIONAL not pre-converted as expected"); break; case NDT_GLASSLIKE_FRAMED: { @@ -767,12 +1159,17 @@ void mapblock_mesh_generate_special(MeshMakeData *data, v3s16( 0, 0,-1) }; + u16 l = getInteriorLight(n, 1, nodedef); u8 i; TileSpec tiles[6]; for (i = 0; i < 6; i++) tiles[i] = getNodeTile(n, p, dirs[i], data); - + + video::SColor tile0color = encode_light_and_color(l, + tiles[0].color, f.light_source); + TileSpec glass_tiles[6]; + video::SColor glasscolor[6]; if (tiles[1].texture && tiles[2].texture && tiles[3].texture) { glass_tiles[0] = tiles[2]; glass_tiles[1] = tiles[3]; @@ -782,21 +1179,22 @@ void mapblock_mesh_generate_special(MeshMakeData *data, glass_tiles[5] = tiles[1]; } else { for (i = 0; i < 6; i++) - glass_tiles[i] = tiles[1]; + glass_tiles[i] = tiles[1]; } - + for (i = 0; i < 6; i++) + glasscolor[i] = encode_light_and_color(l, glass_tiles[i].color, + f.light_source); + 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+ @@ -819,16 +1217,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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; @@ -846,14 +1244,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data, n2 = data->m_vmanip.getNodeNoEx(n2p); n2c = n2.getContent(); if (n2c == current || n2c == CONTENT_IGNORE) - nb[4] = 1; + 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; + nb[nb_H_dirs[i]] = 1; } } else if (H_merge && V_merge) { for(i = 0; i < 18; i++) { @@ -879,7 +1277,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, visible_faces[i] = 1; } } - + if (!H_merge) { visible_faces[2] = 1; visible_faces[3] = 1; @@ -894,14 +1292,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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++) @@ -914,23 +1311,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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); + makeAutoLightedCuboid(&collector, data, pos, box, tiles[0], tile0color, frame); } for(i = 0; i < 6; i++) @@ -938,32 +1319,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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); + makeAutoLightedCuboid(&collector, data, pos, box, glass_tiles[i], glasscolor[i], frame); } 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]; + TileSpec tile = getSpecialTile(f, n, 0); + video::SColor special_color = encode_light_and_color(l, + tile.color, f.light_source); float offset = 0.003; box = aabb3f(visible_faces[3] ? -b : -a + offset, visible_faces[1] ? -b : -a + offset, @@ -971,47 +1336,29 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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); + makeAutoLightedCuboid(&collector, data, pos, box, tile, special_color, frame); } 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); + video::SColor c = encode_light_and_color(l, + tile_leaves.color, 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); + makeAutoLightedCuboid(&collector, data, pos, box, tile_leaves, c, frame); break;} case NDT_ALLFACES_OPTIONAL: // This is always pre-converted to something else - assert(0); + 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 @@ -1029,7 +1376,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; u16 l = getInteriorLight(n, 1, nodedef); - video::SColor c = MapBlock_LightColor(255, l, f.light_source); + video::SColor c = encode_light_and_color(l, tile.color, + f.light_source); float s = BS/2*f.visual_scale; // Wall at X+ of node @@ -1041,7 +1389,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, video::S3DVertex(-s, s,0, 0,0,0, c, 0,0), }; - for(s32 i=0; i<4; i++) + for (s32 i = 0; i < 4; i++) { if(dir == v3s16(1,0,0)) vertices[i].Pos.rotateXZBy(0); @@ -1056,6 +1404,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, if(dir == v3s16(0,1,0)) vertices[i].Pos.rotateXZBy(-45); + if (data->m_smooth_lighting) + vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color); vertices[i].Pos += intToFloat(p, BS); } @@ -1070,8 +1420,9 @@ void mapblock_mesh_generate_special(MeshMakeData *data, tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; u16 l = getInteriorLight(n, 0, nodedef); - video::SColor c = MapBlock_LightColor(255, l, f.light_source); - + video::SColor c = encode_light_and_color(l, tile.color, + f.light_source); + float d = (float)BS/16; float s = BS/2*f.visual_scale; // Wall at X+ of node @@ -1085,7 +1436,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, v3s16 dir = n.getWallMountedDir(nodedef); - for(s32 i=0; i<4; i++) + for (s32 i = 0; i < 4; i++) { if(dir == v3s16(1,0,0)) vertices[i].Pos.rotateXZBy(0); @@ -1100,6 +1451,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, if(dir == v3s16(0,1,0)) vertices[i].Pos.rotateXYBy(90); + if (data->m_smooth_lighting) + vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color); vertices[i].Pos += intToFloat(p, BS); } @@ -1109,16 +1462,28 @@ void mapblock_mesh_generate_special(MeshMakeData *data, break;} case NDT_PLANTLIKE: { + PseudoRandom rng(x<<8 | z | y<<16); + 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); - + video::SColor c = encode_light_and_color(l, tile.color, + f.light_source); + float s = BS / 2 * f.visual_scale; + // add sqrt(2) visual scale + if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x10) != 0)) + s *= 1.41421; + + float random_offset_X = .0; + float random_offset_Z = .0; + if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x8) != 0)) { + random_offset_X = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145); + random_offset_Z = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145); + } - for (int j = 0; j < 2; j++) - { + for (int j = 0; j < 4; j++) { video::S3DVertex vertices[4] = { video::S3DVertex(-s,-BS/2, 0, 0,0,0, c, 0,1), @@ -1127,27 +1492,147 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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); + float rotate_degree = 0; + u8 p2mesh = 0; + if (f.param_type_2 == CPT2_DEGROTATE) + rotate_degree = n.param2 * 2; + if (f.param_type_2 != CPT2_MESHOPTIONS) { + if (j == 0) { + for (u16 i = 0; i < 4; i++) + vertices[i].Pos.rotateXZBy(46 + rotate_degree); + } else if (j == 1) { + for (u16 i = 0; i < 4; i++) + vertices[i].Pos.rotateXZBy(-44 + rotate_degree); + } + } else { + p2mesh = n.param2 & 0x7; + switch (p2mesh) { + case 0: + // x + if (j == 0) { + for (u16 i = 0; i < 4; i++) + vertices[i].Pos.rotateXZBy(46); + } else if (j == 1) { + for (u16 i = 0; i < 4; i++) + vertices[i].Pos.rotateXZBy(-44); + } + break; + case 1: + // + + if (j == 0) { + for (u16 i = 0; i < 4; i++) + vertices[i].Pos.rotateXZBy(91); + } else if (j == 1) { + for (u16 i = 0; i < 4; i++) + vertices[i].Pos.rotateXZBy(1); + } + break; + case 2: + // * + if (j == 0) { + for (u16 i = 0; i < 4; i++) + vertices[i].Pos.rotateXZBy(121); + } else if (j == 1) { + for (u16 i = 0; i < 4; i++) + vertices[i].Pos.rotateXZBy(241); + } else { // (j == 2) + for (u16 i = 0; i < 4; i++) + vertices[i].Pos.rotateXZBy(1); + } + break; + case 3: + // # + switch (j) { + case 0: + for (u16 i = 0; i < 4; i++) { + vertices[i].Pos.rotateXZBy(1); + vertices[i].Pos.Z += BS / 4; + } + break; + case 1: + for (u16 i = 0; i < 4; i++) { + vertices[i].Pos.rotateXZBy(91); + vertices[i].Pos.X += BS / 4; + } + break; + case 2: + for (u16 i = 0; i < 4; i++) { + vertices[i].Pos.rotateXZBy(181); + vertices[i].Pos.Z -= BS / 4; + } + break; + case 3: + for (u16 i = 0; i < 4; i++) { + vertices[i].Pos.rotateXZBy(271); + vertices[i].Pos.X -= BS / 4; + } + break; + } + break; + case 4: + // outward leaning #-like + switch (j) { + case 0: + for (u16 i = 2; i < 4; i++) + vertices[i].Pos.Z -= BS / 2; + for (u16 i = 0; i < 4; i++) + vertices[i].Pos.rotateXZBy(1); + break; + case 1: + for (u16 i = 2; i < 4; i++) + vertices[i].Pos.Z -= BS / 2; + for (u16 i = 0; i < 4; i++) + vertices[i].Pos.rotateXZBy(91); + break; + case 2: + for (u16 i = 2; i < 4; i++) + vertices[i].Pos.Z -= BS / 2; + for (u16 i = 0; i < 4; i++) + vertices[i].Pos.rotateXZBy(181); + break; + case 3: + for (u16 i = 2; i < 4; i++) + vertices[i].Pos.Z -= BS / 2; + for (u16 i = 0; i < 4; i++) + vertices[i].Pos.rotateXZBy(271); + break; + } + break; + } } - for (int i = 0; i < 4; i++) - { + for (int i = 0; i < 4; i++) { vertices[i].Pos *= f.visual_scale; vertices[i].Pos.Y += BS/2 * (f.visual_scale - 1); + if (data->m_smooth_lighting) + vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color); vertices[i].Pos += intToFloat(p, BS); + // move to a random spot to avoid moire + if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x8) != 0)) { + vertices[i].Pos.X += random_offset_X; + vertices[i].Pos.Z += random_offset_Z; + } + // randomly move each face up/down + if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x20) != 0)) { + PseudoRandom yrng(j | x<<16 | z<<8 | y<<24 ); + vertices[i].Pos.Y -= BS * ((yrng.next() % 16 / 16.0) * 0.125); + } } u16 indices[] = {0, 1, 2, 2, 3, 0}; // Add to mesh collector collector.append(tile, vertices, 4, indices, 6); + + // stop adding faces for meshes with less than 4 faces + if (f.param_type_2 == CPT2_MESHOPTIONS) { + if (((p2mesh == 0) || (p2mesh == 1)) && (j == 1)) + break; + else if ((p2mesh == 2) && (j == 2)) + break; + } else if (j == 1) { + break; + } + } break;} case NDT_FIRELIKE: @@ -1156,9 +1641,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data, tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; u16 l = getInteriorLight(n, 1, nodedef); - video::SColor c = MapBlock_LightColor(255, l, f.light_source); + video::SColor c = encode_light_and_color(l, tile.color, + f.light_source); - float s = BS/2*f.visual_scale; + float s = BS / 2 * f.visual_scale; content_t current = n.getContent(); content_t n2c; @@ -1166,148 +1652,118 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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) + 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}; + 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++) - { + 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) + if (drawAllFaces) drawAllFaces = false; } } - for(int j = 0; j < 6; j++) - { - int vOffset = 0; // Vertical offset of faces after rotation - int hOffset = 4; // Horizontal offset of faces to reach the edge + for (int j = 0; j < 6; 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), + 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); + if (j == 0 && (drawAllFaces || + (doDraw[3] == 1 || doDraw[1] == 1))) { + for (int i = 0; i < 4; i++) { + vertices[i].Pos.rotateXZBy(90); vertices[i].Pos.rotateXYBy(-10); - vertices[i].Pos.Y -= vOffset; - vertices[i].Pos.X -= hOffset; + vertices[i].Pos.X -= 4.0; } - } - 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); + } else if (j == 1 && (drawAllFaces || + (doDraw[5] == 1 || doDraw[1] == 1))) { + for (int i = 0; i < 4; i++) { + vertices[i].Pos.rotateXZBy(180); vertices[i].Pos.rotateYZBy(10); - vertices[i].Pos.Y -= vOffset; - vertices[i].Pos.Z -= hOffset; + vertices[i].Pos.Z -= 4.0; } - } - 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); + } else if (j == 2 && (drawAllFaces || + (doDraw[2] == 1 || doDraw[1] == 1))) { + for (int i = 0; i < 4; i++) { + vertices[i].Pos.rotateXZBy(270); vertices[i].Pos.rotateXYBy(10); - vertices[i].Pos.Y -= vOffset; - vertices[i].Pos.X += hOffset; + vertices[i].Pos.X += 4.0; } - } - else if(j == 3 && (drawAllFaces || (doDraw[4] == 1 || doDraw[1] == 1))) - { - for(int i = 0; i < 4; i++) { + } 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; + vertices[i].Pos.Z += 4.0; } - } - // 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 == 4 && (drawAllFaces || doDraw[1] == 1)) { + for (int i = 0; i < 4; i++) { + vertices[i].Pos.rotateXZBy(45); } - } - 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; + } else if (j == 5 && (drawAllFaces || doDraw[1] == 1)) { + for (int i = 0; i < 4; i++) { + vertices[i].Pos.rotateXZBy(-45); } - } - - // Render flames on bottom - else if(j == 0 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0))) - { - for(int i = 0; i < 4; i++) { + // Render flames on bottom of node above + } else if (j == 0 && 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.rotateXZBy(90); vertices[i].Pos.Y += 4.84; - vertices[i].Pos.X -= hOffset+0.7; + vertices[i].Pos.X -= 4.7; } - } - else if(j == 1 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0))) - { - for(int i = 0; i < 4; i++) { + } else if (j == 1 && 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.rotateXZBy(180); vertices[i].Pos.Y += 4.84; - vertices[i].Pos.Z -= hOffset+0.7; + vertices[i].Pos.Z -= 4.7; } - } - else if(j == 2 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0))) - { - for(int i = 0; i < 4; i++) { + } else if (j == 2 && 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.rotateXZBy(270); vertices[i].Pos.Y += 4.84; - vertices[i].Pos.X += hOffset+0.7; + vertices[i].Pos.X += 4.7; } - } - else if(j == 3 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0))) - { - for(int i = 0; i < 4; i++) { + } else if (j == 3 && 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; + vertices[i].Pos.Z += 4.7; } - } - else { + } else { // Skip faces that aren't adjacent to a node continue; } - for(int i=0; i<4; i++) - { + for (int i = 0; i < 4; i++) { vertices[i].Pos *= f.visual_scale; + if (data->m_smooth_lighting) + vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color); vertices[i].Pos += intToFloat(p, BS); } - u16 indices[] = {0,1,2,2,3,0}; + u16 indices[] = {0, 1, 2, 2, 3, 0}; // Add to mesh collector collector.append(tile, vertices, 4, indices, 6); } @@ -1323,7 +1779,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data, tile_rot.rotation = 1; u16 l = getInteriorLight(n, 1, nodedef); - video::SColor c = MapBlock_LightColor(255, l, f.light_source); + video::SColor c = encode_light_and_color(l, tile.color, + f.light_source); const f32 post_rad=(f32)BS/8; const f32 bar_rad=(f32)BS/16; @@ -1333,8 +1790,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data, // 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., @@ -1342,7 +1797,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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); + makeAutoLightedCuboidEx(&collector, data, pos, post, tile_rot, postuv, c, frame); // Now a section of fence, +X, if there's a post there v3s16 p2 = p; @@ -1353,8 +1808,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data, { 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., @@ -1362,12 +1815,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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); + makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, xrailuv, c, frame); bar.MinEdge.Y -= BS/2; bar.MaxEdge.Y -= BS/2; - makeCuboid(&collector, bar, &tile_nocrack, 1, - c, xrailuv); + makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, xrailuv, c, frame); } // Now a section of fence, +Z, if there's a post there @@ -1379,8 +1830,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data, { 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 @@ -1388,119 +1837,50 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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); + makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, zrailuv, c, frame); bar.MinEdge.Y -= BS/2; bar.MaxEdge.Y -= BS/2; - makeCuboid(&collector, bar, &tile_nocrack, 1, - c, zrailuv); + makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, zrailuv, c, frame); } break;} case NDT_RAILLIKE: { - bool is_rail_x [] = { false, false }; /* x-1, x+1 */ - bool is_rail_z [] = { false, false }; /* z-1, z+1 */ - - bool is_rail_z_minus_y [] = { false, false }; /* z-1, z+1; y-1 */ - bool is_rail_x_minus_y [] = { false, false }; /* x-1, z+1; y-1 */ - bool is_rail_z_plus_y [] = { false, false }; /* z-1, z+1; y+1 */ - bool is_rail_x_plus_y [] = { false, false }; /* x-1, x+1; y+1 */ - - MapNode n_minus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1,y,z)); - 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)); - MapNode n_plus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y+1, z)); - MapNode n_plus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y-1, z)); - MapNode n_minus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y+1, z)); - MapNode n_minus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y-1, z)); - MapNode n_plus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z+1)); - MapNode n_minus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z-1)); - MapNode n_plus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z+1)); - MapNode n_minus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z-1)); + 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 - bool self_connect_to_raillike = ((ItemGroupList) nodedef->get(n).groups)[groupname] != 0; - - if ((nodedef->get(n_minus_x).drawtype == NDT_RAILLIKE - && ((ItemGroupList) nodedef->get(n_minus_x).groups)[groupname] != 0 - && self_connect_to_raillike) - || n_minus_x.getContent() == thiscontent) - is_rail_x[0] = true; - - if ((nodedef->get(n_minus_x_minus_y).drawtype == NDT_RAILLIKE - && ((ItemGroupList) nodedef->get(n_minus_x_minus_y).groups)[groupname] != 0 - && self_connect_to_raillike) - || n_minus_x_minus_y.getContent() == thiscontent) - is_rail_x_minus_y[0] = true; - - if ((nodedef->get(n_minus_x_plus_y).drawtype == NDT_RAILLIKE - && ((ItemGroupList) nodedef->get(n_minus_x_plus_y).groups)[groupname] != 0 - && self_connect_to_raillike) - || n_minus_x_plus_y.getContent() == thiscontent) - is_rail_x_plus_y[0] = true; - - if ((nodedef->get(n_plus_x).drawtype == NDT_RAILLIKE - && ((ItemGroupList) nodedef->get(n_plus_x).groups)[groupname] != 0 - && self_connect_to_raillike) - || n_plus_x.getContent() == thiscontent) - is_rail_x[1] = true; - - if ((nodedef->get(n_plus_x_minus_y).drawtype == NDT_RAILLIKE - && ((ItemGroupList) nodedef->get(n_plus_x_minus_y).groups)[groupname] != 0 - && self_connect_to_raillike) - || n_plus_x_minus_y.getContent() == thiscontent) - is_rail_x_minus_y[1] = true; - - if ((nodedef->get(n_plus_x_plus_y).drawtype == NDT_RAILLIKE - && ((ItemGroupList) nodedef->get(n_plus_x_plus_y).groups)[groupname] != 0 - && self_connect_to_raillike) - || n_plus_x_plus_y.getContent() == thiscontent) - is_rail_x_plus_y[1] = true; - - if ((nodedef->get(n_minus_z).drawtype == NDT_RAILLIKE - && ((ItemGroupList) nodedef->get(n_minus_z).groups)[groupname] != 0 - && self_connect_to_raillike) - || n_minus_z.getContent() == thiscontent) - is_rail_z[0] = true; - - if ((nodedef->get(n_minus_z_minus_y).drawtype == NDT_RAILLIKE - && ((ItemGroupList) nodedef->get(n_minus_z_minus_y).groups)[groupname] != 0 - && self_connect_to_raillike) - || n_minus_z_minus_y.getContent() == thiscontent) - is_rail_z_minus_y[0] = true; - - if ((nodedef->get(n_minus_z_plus_y).drawtype == NDT_RAILLIKE - && ((ItemGroupList) nodedef->get(n_minus_z_plus_y).groups)[groupname] != 0 - && self_connect_to_raillike) - || n_minus_z_plus_y.getContent() == thiscontent) - is_rail_z_plus_y[0] = true; - - if ((nodedef->get(n_plus_z).drawtype == NDT_RAILLIKE - && ((ItemGroupList) nodedef->get(n_plus_z).groups)[groupname] != 0 - && self_connect_to_raillike) - || n_plus_z.getContent() == thiscontent) - is_rail_z[1] = true; - - if ((nodedef->get(n_plus_z_minus_y).drawtype == NDT_RAILLIKE - && ((ItemGroupList) nodedef->get(n_plus_z_minus_y).groups)[groupname] != 0 - && self_connect_to_raillike) - || n_plus_z_minus_y.getContent() == thiscontent) - is_rail_z_minus_y[1] = true; - - if ((nodedef->get(n_plus_z_plus_y).drawtype == NDT_RAILLIKE - && ((ItemGroupList) nodedef->get(n_plus_z_plus_y).groups)[groupname] != 0 - && self_connect_to_raillike) - || n_plus_z_plus_y.getContent() == thiscontent) - is_rail_z_plus_y[1] = true; - - bool is_rail_x_all[] = {false, false}; - bool is_rail_z_all[] = {false, false}; - is_rail_x_all[0]=is_rail_x[0] || is_rail_x_minus_y[0] || is_rail_x_plus_y[0]; - is_rail_x_all[1]=is_rail_x[1] || is_rail_x_minus_y[1] || is_rail_x_plus_y[1]; - is_rail_z_all[0]=is_rail_z[0] || is_rail_z_minus_y[0] || is_rail_z_plus_y[0]; - is_rail_z_all[1]=is_rail_z[1] || is_rail_z_minus_y[1] || is_rail_z_plus_y[1]; + 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)); + const ContentFeatures &def_xy = nodedef->get(n_xy); + const 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++; + } + } + + 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; @@ -1509,13 +1889,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data, u8 tileindex = 0; // check for sloped rail - if (is_rail_x_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1]) - { - adjacencies = 5; //5 means sloped + 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 - { + } 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]; @@ -1523,44 +1900,44 @@ void mapblock_mesh_generate_special(MeshMakeData *data, switch (adjacencies) { case 1: - if(is_rail_x_all[0] || is_rail_x_all[1]) + if (is_rail_x_all[0] || is_rail_x_all[1]) angle = 90; break; case 2: - if(!is_straight) + if (!is_straight) tileindex = 1; // curved - if(is_rail_x_all[0] && is_rail_x_all[1]) + 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_plus_y[0]) + 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]) + 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]) + 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]) + 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; + angle = 180; if(!is_rail_z_all[0]) - angle=90; + angle = 90; if(!is_rail_z_all[1]) - angle=270; + angle = 270; break; case 4: tileindex = 3; // crossing break; case 5: //sloped - if(is_rail_z_plus_y[0]) + if (is_rail_z[4]) angle = 180; - if(is_rail_x_plus_y[0]) + if (is_rail_x[4]) angle = 90; - if(is_rail_x_plus_y[1]) + if (is_rail_x[5]) angle = -90; break; default: @@ -1572,27 +1949,30 @@ void mapblock_mesh_generate_special(MeshMakeData *data, tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; u16 l = getInteriorLight(n, 0, nodedef); - video::SColor c = MapBlock_LightColor(255, l, f.light_source); + video::SColor c = encode_light_and_color(l, tile.color, + f.light_source); float d = (float)BS/64; float s = BS/2; short g = -1; - if (is_rail_x_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1]) + 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), + 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); + if (data->m_smooth_lighting) + vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color); vertices[i].Pos += intToFloat(p, BS); } @@ -1609,46 +1989,74 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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); + video::SColor colors[6]; + for (int j = 0; j < 6; j++) { + // Handles facedir rotation for textures + tiles[j] = getNodeTile(n, p, tile_dirs[j], data); + } + if (!data->m_smooth_lighting) { + u16 l = getInteriorLight(n, 1, nodedef); + for (int j = 0; j < 6; j++) + colors[j] = encode_light_and_color(l, tiles[j].color, f.light_source); + } v3f pos = intToFloat(p, BS); - std::vector boxes = n.getNodeBoxes(nodedef); - for(std::vector::iterator + int neighbors = 0; + + // locate possible neighboring nodes to connect to + if (f.node_box.type == NODEBOX_CONNECTED) { + v3s16 p2 = p; + + p2.Y++; + getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 1, &neighbors); + + p2 = p; + p2.Y--; + getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 2, &neighbors); + + p2 = p; + p2.Z--; + getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 4, &neighbors); + + p2 = p; + p2.X--; + getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 8, &neighbors); + + p2 = p; + p2.Z++; + getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 16, &neighbors); + + p2 = p; + p2.X++; + getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 32, &neighbors); + } + + std::vector boxes; + n.getNodeBoxes(nodedef, &boxes, neighbors); + 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); - } + i != boxes.end(); ++i) { aabb3f box = *i; + + 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 += 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; - } + std::swap(box.MinEdge.X, box.MaxEdge.X); if (box.MinEdge.Y > box.MaxEdge.Y) - { - temp=box.MinEdge.Y; - box.MinEdge.Y=box.MaxEdge.Y; - box.MaxEdge.Y=temp; - } + std::swap(box.MinEdge.Y, box.MaxEdge.Y); if (box.MinEdge.Z > box.MaxEdge.Z) - { - temp=box.MinEdge.Z; - box.MinEdge.Z=box.MaxEdge.Z; - box.MaxEdge.Z=temp; - } + std::swap(box.MinEdge.Z, box.MaxEdge.Z); // // Compute texture coords @@ -1672,18 +2080,30 @@ void mapblock_mesh_generate_special(MeshMakeData *data, // front tx1, 1-ty2, tx2, 1-ty1, }; - makeCuboid(&collector, box, tiles, 6, c, txc); + if (data->m_smooth_lighting) { + u16 lights[8]; + for (int j = 0; j < 8; ++j) { + f32 x = (j & 4) ? dx2 : dx1; + f32 y = (j & 2) ? dy2 : dy1; + f32 z = (j & 1) ? dz2 : dz1; + lights[j] = blendLight(frame, core::vector3df(x, y, z)); + } + makeSmoothLightedCuboid(&collector, box, tiles, 6, lights, txc, f.light_source); + } else { + makeCuboid(&collector, box, tiles, 6, colors, txc, f.light_source); + } } break;} case NDT_MESH: { v3f pos = intToFloat(p, BS); - video::SColor c = MapBlock_LightColor(255, getInteriorLight(n, 1, nodedef), f.light_source); - + u16 l = getInteriorLight(n, 1, nodedef); u8 facedir = 0; - if (f.param_type_2 == CPT2_FACEDIR) { + 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) { + } 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); @@ -1693,13 +2113,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data, } } - if (f.mesh_ptr[facedir]) { + if (!data->m_smooth_lighting && f.mesh_ptr[facedir]) { // use cached meshes - for(u16 j = 0; j < f.mesh_ptr[0]->getMeshBufferCount(); j++) { + for (u16 j = 0; j < f.mesh_ptr[0]->getMeshBufferCount(); j++) { + const TileSpec &tile = getNodeTileN(n, p, j, data); 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); + collector.append(tile, (video::S3DVertex *) + buf->getVertices(), buf->getVertexCount(), + buf->getIndices(), buf->getIndexCount(), pos, + encode_light_and_color(l, tile.color, f.light_source), + f.light_source); } } else if (f.mesh_ptr[0]) { // no cache, clone and rotate mesh @@ -1707,66 +2130,30 @@ void mapblock_mesh_generate_special(MeshMakeData *data, rotateMeshBy6dFacedir(mesh, facedir); recalculateBoundingBox(mesh); meshmanip->recalculateNormals(mesh, true, false); - for(u16 j = 0; j < mesh->getMeshBufferCount(); j++) { + for (u16 j = 0; j < mesh->getMeshBufferCount(); j++) { + const TileSpec &tile = getNodeTileN(n, p, j, data); 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); + video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices(); + u32 vertex_count = buf->getVertexCount(); + if (data->m_smooth_lighting) { + for (u16 m = 0; m < vertex_count; ++m) { + video::S3DVertex &vertex = vertices[m]; + vertex.Color = blendLight(frame, vertex.Pos, vertex.Normal, tile.color); + vertex.Pos += pos; + } + collector.append(tile, vertices, vertex_count, + buf->getIndices(), buf->getIndexCount()); + } else { + collector.append(tile, vertices, vertex_count, + buf->getIndices(), buf->getIndexCount(), pos, + encode_light_and_color(l, tile.color, f.light_source), + f.light_source); + } } mesh->drop(); } 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->getTexture("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); - } - } - } }