X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fcontent_mapblock.cpp;h=45822666f22e7bc70bdd08d8293bbd00d04ad242;hb=7760948b7ca436ce0c7d26140dcd3867e81c99c9;hp=e0a9b60f98fbd9bc83588f5001542d8bc31c605c;hpb=a48a0e77eb48a0afe8b2d66f3f5ea75e39b9d504;p=minetest.git diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index e0a9b60f9..45822666f 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -1,132 +1,540 @@ /* -Minetest-c55 -Copyright (C) 2010-2011 celeron55, Perttu Ahola +Minetest +Copyright (C) 2010-2013 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify -it under the terms of the GNU General Public License as published by -the Free Software Foundation; either version 2 of the License, or +it under the terms of the GNU Lesser General Public License as published by +the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -GNU General Public License for more details. +GNU Lesser General Public License for more details. -You should have received a copy of the GNU General Public License along +You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "content_mapblock.h" -#include "content_mapnode.h" -#include "main.h" // For g_settings -#include "mineral.h" -#include "mapblock_mesh.h" // For MapBlock_LightColor() +#include "util/numeric.h" +#include "util/directiontables.h" +#include "mapblock_mesh.h" // For MapBlock_LightColor() and MeshCollector #include "settings.h" #include "nodedef.h" -#include "gamedef.h" +#include "client/tile.h" +#include "mesh.h" +#include +#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 - 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, const video::SColor *c, + 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; + } + + 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, 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, 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, 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, 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, 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, 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++) + { + 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}; + // 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); + } +} -#ifndef SERVER // Create a cuboid. -// material - the material to use (for all 6 faces) // collector - the MeshCollector for the resulting polygons -// pa - texture atlas pointer for the material -// c - vertex colour - used for all -// pos - the position of the centre of the cuboid -// rz,ry,rz - the radius of the cuboid in each dimension +// 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 top-backi-right-front-left-bottom -// If you specified 0,0,1,1 for each face, that would be the -// same as passing NULL. -void makeCuboid(video::SMaterial &material, MeshCollector *collector, - AtlasPointer* pa, video::SColor &c, - v3f &pos, f32 rx, f32 ry, f32 rz, f32* txc) +// the faces in the list is up-down-right-left-back-front +// (compatible with ContentFeatures). If you specified 0,0,1,1 +// for each face, that would be the same as passing NULL. +// 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) { - f32 tu0=pa->x0(); - f32 tu1=pa->x1(); - f32 tv0=pa->y0(); - f32 tv1=pa->y1(); - f32 txus=tu1-tu0; - f32 txvs=tv1-tv0; - - video::S3DVertex v[4] = - { - video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv1), - video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv1), - video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv0), - video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv0) + 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(i) - { - case 0: // top - v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz; - v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz; - v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz; - v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz; - break; - case 1: // back - v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz; - v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz; - v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz; - v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz; - break; - case 2: //right - v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz; - v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz; - v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz; - v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz; - break; - case 3: // front - v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz; - v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz; - v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz; - v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz; - break; - case 4: // left - v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz; - v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz; - v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz; - v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz; - break; - case 5: // bottom - v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz; - v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz; - v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz; - v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz; - break; + 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); + } +} - if(txc!=NULL) - { - v[0].TCoords.X=tu0+txus*txc[0]; v[0].TCoords.Y=tv0+txvs*txc[3]; - v[1].TCoords.X=tu0+txus*txc[2]; v[1].TCoords.Y=tv0+txvs*txc[3]; - v[2].TCoords.X=tu0+txus*txc[2]; v[2].TCoords.Y=tv0+txvs*txc[1]; - v[3].TCoords.X=tu0+txus*txc[0]; v[3].TCoords.Y=tv0+txvs*txc[1]; - txc+=4; - } +// 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; +} - for(u16 i=0; i<4; i++) - v[i].Pos += pos; - u16 indices[] = {0,1,2,2,3,0}; - collector->append(material, v, 4, indices, 6); +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; } -#endif -#ifndef SERVER +/* + 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, IGameDef *gamedef) + MeshCollector &collector) { - ITextureSource *tsrc = gamedef->tsrc(); - INodeDefManager *nodedef = gamedef->ndef(); + INodeDefManager *nodedef = data->m_client->ndef(); + scene::ISceneManager* smgr = data->m_client->getSceneManager(); + scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator(); // 0ms //TimeTaker timer("mapblock_mesh_generate_special()"); @@ -134,271 +542,244 @@ void mapblock_mesh_generate_special(MeshMakeData *data, /* Some settings */ - bool new_style_water = g_settings->getBool("new_style_water"); - bool new_style_leaves = g_settings->getBool("new_style_leaves"); - //bool smooth_lighting = g_settings->getBool("smooth_lighting"); - bool invisible_stone = g_settings->getBool("invisible_stone"); - - 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; - // New-style leaves material - video::SMaterial material_leaves1; - material_leaves1.setFlag(video::EMF_LIGHTING, false); - material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false); - material_leaves1.setFlag(video::EMF_FOG_ENABLE, true); - material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - AtlasPointer pa_leaves1 = tsrc->getTexture( - tsrc->getTextureId("leaves.png")); - material_leaves1.setTexture(0, pa_leaves1.atlas); - - // Glass material - video::SMaterial material_glass; - material_glass.setFlag(video::EMF_LIGHTING, false); - material_glass.setFlag(video::EMF_BILINEAR_FILTER, false); - material_glass.setFlag(video::EMF_FOG_ENABLE, true); - material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - AtlasPointer pa_glass = tsrc->getTexture( - tsrc->getTextureId("glass.png")); - material_glass.setTexture(0, pa_glass.atlas); - - // Wood material - video::SMaterial material_wood; - material_wood.setFlag(video::EMF_LIGHTING, false); - material_wood.setFlag(video::EMF_BILINEAR_FILTER, false); - material_wood.setFlag(video::EMF_FOG_ENABLE, true); - material_wood.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - AtlasPointer pa_wood = tsrc->getTexture( - tsrc->getTextureId("wood.png")); - material_wood.setTexture(0, pa_wood.atlas); - - // General ground material for special output - // Texture is modified just before usage - video::SMaterial material_general; - material_general.setFlag(video::EMF_LIGHTING, false); - material_general.setFlag(video::EMF_BILINEAR_FILTER, false); - material_general.setFlag(video::EMF_FOG_ENABLE, true); - material_general.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - - - // Papyrus material - video::SMaterial material_papyrus; - material_papyrus.setFlag(video::EMF_LIGHTING, false); - material_papyrus.setFlag(video::EMF_BILINEAR_FILTER, false); - material_papyrus.setFlag(video::EMF_FOG_ENABLE, true); - material_papyrus.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - AtlasPointer pa_papyrus = tsrc->getTexture( - tsrc->getTextureId("papyrus.png")); - material_papyrus.setTexture(0, pa_papyrus.atlas); - - // Apple material - video::SMaterial material_apple; - material_apple.setFlag(video::EMF_LIGHTING, false); - material_apple.setFlag(video::EMF_BILINEAR_FILTER, false); - material_apple.setFlag(video::EMF_FOG_ENABLE, true); - material_apple.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - AtlasPointer pa_apple = tsrc->getTexture( - tsrc->getTextureId("apple.png")); - material_apple.setTexture(0, pa_apple.atlas); - - - // Sapling material - video::SMaterial material_sapling; - material_sapling.setFlag(video::EMF_LIGHTING, false); - material_sapling.setFlag(video::EMF_BILINEAR_FILTER, false); - material_sapling.setFlag(video::EMF_FOG_ENABLE, true); - material_sapling.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - AtlasPointer pa_sapling = tsrc->getTexture( - tsrc->getTextureId("sapling.png")); - material_sapling.setTexture(0, pa_sapling.atlas); - - - // junglegrass material - video::SMaterial material_junglegrass; - material_junglegrass.setFlag(video::EMF_LIGHTING, false); - material_junglegrass.setFlag(video::EMF_BILINEAR_FILTER, false); - material_junglegrass.setFlag(video::EMF_FOG_ENABLE, true); - material_junglegrass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - AtlasPointer pa_junglegrass = tsrc->getTexture( - tsrc->getTextureId("junglegrass.png")); - material_junglegrass.setTexture(0, pa_junglegrass.atlas); - - for(s16 z=0; zm_vmanip.getNodeNoEx(blockpos_nodes+p); + MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p); + const ContentFeatures &f = nodedef->get(n); - /* - Add torches to mesh - */ - if(n.getContent() == CONTENT_TORCH) - { - v3s16 dir = unpackDir(n.param2); - - const char *texturename = "torch.png"; - if(dir == v3s16(0,-1,0)){ - texturename = "torch_on_floor.png"; - } else if(dir == v3s16(0,1,0)){ - texturename = "torch_on_ceiling.png"; - // For backwards compatibility - } else if(dir == v3s16(0,0,0)){ - texturename = "torch_on_floor.png"; - } else { - texturename = "torch.png"; - } + // Only solidness=0 stuff is drawn here + if(f.solidness != 0) + continue; - AtlasPointer ap = tsrc->getTexture(texturename); + if (f.drawtype == NDT_AIRLIKE) + continue; - // Set material - video::SMaterial material; - material.setFlag(video::EMF_LIGHTING, false); - material.setFlag(video::EMF_BACK_FACE_CULLING, false); - material.setFlag(video::EMF_BILINEAR_FILTER, false); - material.setFlag(video::EMF_FOG_ENABLE, true); - //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; - material.MaterialType - = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - material.setTexture(0, ap.atlas); + LightFrame frame; + if (data->m_smooth_lighting) + getSmoothLightFrame(&frame, blockpos_nodes + p, data, f.light_source); + else + frame.light_source = f.light_source; - video::SColor c(255,255,255,255); + switch(f.drawtype) { + default: + infostream << "Got " << f.drawtype << std::endl; + FATAL_ERROR("Unknown drawtype"); + break; + case NDT_LIQUID: + { + /* + Add water sources to mesh if using new style + */ + TileSpec tile_liquid = getSpecialTile(f, n, 0); + TileSpec tile_liquid_bfculled = getNodeTile(n, p, v3s16(0,0,0), data); + u16 l = getInteriorLight(n, 0, nodedef); + 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); - // Wall at X+ of node - video::S3DVertex vertices[4] = - { - video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, - ap.x0(), ap.y1()), - video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, - ap.x1(), ap.y1()), - video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, - ap.x1(), ap.y0()), - video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, - ap.x0(), ap.y0()), - }; + 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; - for(s32 i=0; i<4; i++) + /* + 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++) { - 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); + 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; + 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), + }; + + /* + 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; + } else { + /* + Otherwise upper position of face is liquid level + */ + 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 = 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 + */ + 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; + }*/ + + if (data->m_smooth_lighting) + vertices[j].Color = blendLight(frame, vertices[j].Pos, current_tile->color); + vertices[j].Pos += intToFloat(p, BS); + } - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); + u16 indices[] = {0,1,2,2,3,0}; + // Add to mesh collector + collector.append(*current_tile, vertices, 4, indices, 6); } - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(material, vertices, 4, indices, 6); - } - /* - Signs on walls - */ - else if(n.getContent() == CONTENT_SIGN_WALL) - { - AtlasPointer ap = tsrc->getTexture("sign_wall.png"); - - // Set material - video::SMaterial material; - material.setFlag(video::EMF_LIGHTING, false); - material.setFlag(video::EMF_BACK_FACE_CULLING, false); - material.setFlag(video::EMF_BILINEAR_FILTER, false); - material.setFlag(video::EMF_FOG_ENABLE, true); - material.MaterialType - = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - material.setTexture(0, ap.atlas); - - u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef)); - video::SColor c = MapBlock_LightColor(255, l); - - float d = (float)BS/16; - // Wall at X+ of node + /* + Generate top + */ + if(top_is_same_liquid) + continue; + video::S3DVertex vertices[4] = { - video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, - ap.x0(), ap.y1()), - video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, - ap.x1(), ap.y1()), - video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, - ap.x1(), ap.y0()), - video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, - ap.x0(), ap.y0()), + 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), }; - v3s16 dir = unpackDir(n.param2); - - for(s32 i=0; i<4; i++) - { - if(dir == v3s16(1,0,0)) - vertices[i].Pos.rotateXZBy(0); - if(dir == v3s16(-1,0,0)) - vertices[i].Pos.rotateXZBy(180); - if(dir == v3s16(0,0,1)) - vertices[i].Pos.rotateXZBy(90); - if(dir == v3s16(0,0,-1)) - vertices[i].Pos.rotateXZBy(-90); - if(dir == v3s16(0,-1,0)) - vertices[i].Pos.rotateXYBy(-90); - if(dir == v3s16(0,1,0)) - vertices[i].Pos.rotateXYBy(90); - - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); + 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}; // Add to mesh collector - collector.append(material, vertices, 4, indices, 6); - } - /* - Add flowing liquid to mesh - */ - else if(nodedef->get(n).liquid_type == LIQUID_FLOWING) + collector.append(tile_liquid, vertices, 4, indices, 6); + break;} + case NDT_FLOWINGLIQUID: { - assert(nodedef->get(n).special_materials[0]); - assert(nodedef->get(n).special_materials[1]); - assert(nodedef->get(n).special_aps[0]); - - video::SMaterial &liquid_material = - *nodedef->get(n).special_materials[0]; - video::SMaterial &liquid_material_bfculled = - *nodedef->get(n).special_materials[1]; - AtlasPointer &pa_liquid1 = - *nodedef->get(n).special_aps[0]; + /* + Add flowing liquid to mesh + */ + 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)); - content_t c_flowing = nodedef->get(n).liquid_alternative_flowing; - content_t c_source = nodedef->get(n).liquid_alternative_source; + 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; - - u8 l = 0; + + 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 - if(nodedef->get(ntop).param_type == CPT_LIGHT) - l = decode_light(ntop.getLightBlend(data->m_daynight_ratio, nodedef)); + else if(nodedef->get(ntop).param_type == CPT_LIGHT) + l = getInteriorLight(ntop, 0, nodedef); // Otherwise use the light of this node (the liquid) else - l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef)); - video::SColor c = MapBlock_LightColor( - nodedef->get(n).alpha, l); - + l = getInteriorLight(n, 0, nodedef); + 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 - core::map neighbor_levels; - core::map neighbor_contents; - core::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), @@ -424,10 +805,15 @@ void mapblock_mesh_generate_special(MeshMakeData *data, content = n2.getContent(); if(n2.getContent() == c_source) - level = (-0.5+node_liquid_level) * BS; - else if(n2.getContent() == c_flowing) - level = (-0.5 + ((float)(n2.param2&LIQUID_LEVEL_MASK) - + 0.5) / 8.0 * node_liquid_level) * BS; + 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) * BS; + } // Check node above neighbor. // NOTE: This doesn't get executed if neighbor @@ -438,15 +824,18 @@ void mapblock_mesh_generate_special(MeshMakeData *data, n2.getContent() == c_flowing) flags |= neighborflag_top_is_same_liquid; } - - neighbor_levels.insert(neighbor_dirs[i], level); - neighbor_contents.insert(neighbor_dirs[i], content); - neighbor_flags.insert(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), @@ -462,10 +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; @@ -474,14 +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) @@ -490,7 +881,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, } } if(air_count >= 2) - cornerlevel = -0.5*BS; + cornerlevel = -0.5*BS+0.2; else if(valid_count > 0) cornerlevel /= valid_count; corner_levels[i] = cornerlevel; @@ -516,24 +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 @@ -542,22 +935,21 @@ void mapblock_mesh_generate_special(MeshMakeData *data, // Use backface culled material if neighbor doesn't have a // solidness of 0 - video::SMaterial *current_material = &liquid_material; - if(n_feat.solidness != 0 || n_feat.visual_solidness != 0) - current_material = &liquid_material_bfculled; - + const TileSpec *current_tile = &tile_liquid; + 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, - pa_liquid1.x0(), pa_liquid1.y1()), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, - pa_liquid1.x1(), pa_liquid1.y1()), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, - pa_liquid1.x1(), pa_liquid1.y0()), - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, - pa_liquid1.x0(), pa_liquid1.y0()), + 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 @@ -575,7 +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 @@ -594,7 +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)) @@ -605,7 +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){ @@ -613,33 +1005,33 @@ void mapblock_mesh_generate_special(MeshMakeData *data, vertices[j].Pos.Z *= 0.98; }*/ - vertices[j].Pos += intToFloat(p + blockpos_nodes, BS); + if (data->m_smooth_lighting) + vertices[j].Color = blendLight(frame, vertices[j].Pos, current_tile->color); + vertices[j].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector - collector.append(*current_material, vertices, 4, indices, 6); + 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, - pa_liquid1.x0(), pa_liquid1.y1()), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, - pa_liquid1.x1(), pa_liquid1.y1()), - video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, - pa_liquid1.x1(), pa_liquid1.y0()), - video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, - pa_liquid1.x0(), pa_liquid1.y0()), + 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), }; - - // This fixes a strange bug + + // 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++) @@ -648,702 +1040,1120 @@ 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]; - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); + 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 + // -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(liquid_material, vertices, 4, indices, 6); + collector.append(tile_liquid, vertices, 4, indices, 6); } - } - /* - Add water sources to mesh if using new style - */ - else if(nodedef->get(n).liquid_type == LIQUID_SOURCE - && new_style_water) + break;} + case NDT_GLASSLIKE: { - assert(nodedef->get(n).special_materials[0]); - //assert(nodedef->get(n).special_materials[1]); - assert(nodedef->get(n).special_aps[0]); - - video::SMaterial &liquid_material = - *nodedef->get(n).special_materials[0]; - /*video::SMaterial &liquid_material_bfculled = - *nodedef->get(n).special_materials[1];*/ - AtlasPointer &pa_liquid1 = - *nodedef->get(n).special_aps[0]; - - bool top_is_air = false; - MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); - if(n.getContent() == CONTENT_AIR) - top_is_air = true; - - if(top_is_air == false) - continue; + TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data); - u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef)); - video::SColor c = MapBlock_LightColor( - nodedef->get(n).alpha, l); - - video::S3DVertex vertices[4] = + u16 l = getInteriorLight(n, 1, nodedef); + video::SColor c = encode_light_and_color(l, tile.color, + f.light_source); + for(u32 j=0; j<6; j++) { - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, - pa_liquid1.x0(), pa_liquid1.y1()), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, - pa_liquid1.x1(), pa_liquid1.y1()), - video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, - pa_liquid1.x1(), pa_liquid1.y0()), - video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, - pa_liquid1.x0(), pa_liquid1.y0()), - }; + // 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; + video::SColor c2=c; + if(!f.light_source) + applyFacesShading(c2, v3f(dir.X, dir.Y, dir.Z)); - for(s32 i=0; i<4; i++) - { - vertices[i].Pos.Y += (-0.5+node_liquid_level)*BS; - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); - } - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(liquid_material, vertices, 4, indices, 6); - } - /* - Add leaves if using new style - */ - else if(n.getContent() == CONTENT_LEAVES && new_style_leaves) - { - /*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));*/ - u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef))); - video::SColor c = MapBlock_LightColor(255, l); - - for(u32 j=0; j<6; j++) - { - video::S3DVertex vertices[4] = - { - video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, - pa_leaves1.x0(), pa_leaves1.y1()), - video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, - pa_leaves1.x1(), pa_leaves1.y1()), - video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, - pa_leaves1.x1(), pa_leaves1.y0()), - video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, - pa_leaves1.x0(), pa_leaves1.y0()), + // The face at Z+ + video::S3DVertex vertices[4] = { + 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), }; - if(j == 0) - { + // Rotations in the g_6dirs format + if(j == 0) // Z+ for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(0); - } - else if(j == 1) - { + else if(j == 1) // Y+ for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(180); - } - else if(j == 2) - { + vertices[i].Pos.rotateYZBy(-90); + else if(j == 2) // X+ for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(-90); - } - else if(j == 3) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(90); - } - else if(j == 4) - { + else if(j == 3) // Z- for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateYZBy(-90); - } - else if(j == 5) - { + vertices[i].Pos.rotateXZBy(180); + else if(j == 4) // Y- for(u16 i=0; i<4; i++) vertices[i].Pos.rotateYZBy(90); - } + else if(j == 5) // X- + for(u16 i=0; i<4; i++) + vertices[i].Pos.rotateXZBy(90); - for(u16 i=0; i<4; i++) - { - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); + 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); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector - collector.append(material_leaves1, vertices, 4, indices, 6); + collector.append(tile, vertices, 4, indices, 6); } - } - /* - Add glass - */ - else if(n.getContent() == CONTENT_GLASS) + 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: { - u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef))); - video::SColor c = MapBlock_LightColor(255, l); + 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) + }; - for(u32 j=0; j<6; j++) - { - video::S3DVertex vertices[4] = - { - video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, - pa_glass.x0(), pa_glass.y1()), - video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, - pa_glass.x1(), pa_glass.y1()), - video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, - pa_glass.x1(), pa_glass.y0()), - video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, - pa_glass.x0(), pa_glass.y0()), - }; + 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]; + 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]; + } + 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; + + 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- + }; - if(j == 0) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(0); - } - else if(j == 1) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(180); - } - else if(j == 2) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(-90); - } - else if(j == 3) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(90); + // 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(j == 4) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateYZBy(-90); + } 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; } - else if(j == 5) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateYZBy(90); + } + + // 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; } + } - for(u16 i=0; i<4; i++) - { - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); + 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; } + } - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(material_glass, vertices, 4, indices, 6); + 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 + }; + + 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]; + makeAutoLightedCuboid(&collector, data, pos, box, tiles[0], tile0color, frame); } - } - /* - Add fence - */ - else if(n.getContent() == CONTENT_FENCE) + + for(i = 0; i < 6; i++) + { + if (!visible_faces[i]) + continue; + box = glass_faces[i]; + 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 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, + 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); + makeAutoLightedCuboid(&collector, data, pos, box, tile, special_color, frame); + } + break;} + case NDT_ALLFACES: { - u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef))); - video::SColor c = MapBlock_LightColor(255, l); + TileSpec tile_leaves = getNodeTile(n, p, + v3s16(0,0,0), data); + u16 l = getInteriorLight(n, 1, nodedef); + 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); + makeAutoLightedCuboid(&collector, data, pos, box, tile_leaves, c, frame); + 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); - const f32 post_rad=(f32)BS/10; - const f32 bar_rad=(f32)BS/20; - const f32 bar_len=(f32)(BS/2)-post_rad; + 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 + } - // The post - always present - v3f pos = intToFloat(p+blockpos_nodes, BS); - f32 postuv[24]={ - 0.4,0.4,0.6,0.6, - 0.35,0,0.65,1, - 0.35,0,0.65,1, - 0.35,0,0.65,1, - 0.35,0,0.65,1, - 0.4,0.4,0.6,0.6}; - makeCuboid(material_wood, &collector, - &pa_wood, c, pos, - post_rad,BS/2,post_rad, postuv); + TileSpec tile = getNodeTileN(n, p, tileindex, data); + tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; + tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; - // Now a section of fence, +X, if there's a post there - v3s16 p2 = p; - p2.X++; - MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); - if(n2.getContent() == CONTENT_FENCE) + u16 l = getInteriorLight(n, 1, nodedef); + 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 + video::S3DVertex vertices[4] = { - pos = intToFloat(p+blockpos_nodes, BS); - pos.X += BS/2; - pos.Y += BS/4; - f32 xrailuv[24]={ - 0,0.4,1,0.6, - 0,0.4,1,0.6, - 0,0.4,1,0.6, - 0,0.4,1,0.6, - 0,0.4,1,0.6, - 0,0.4,1,0.6}; - makeCuboid(material_wood, &collector, - &pa_wood, c, pos, - bar_len,bar_rad,bar_rad, xrailuv); - - pos.Y -= BS/2; - makeCuboid(material_wood, &collector, - &pa_wood, c, pos, - bar_len,bar_rad,bar_rad, xrailuv); - } + 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), + }; - // Now a section of fence, +Z, if there's a post there - p2 = p; - p2.Z++; - n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); - if(n2.getContent() == CONTENT_FENCE) + for (s32 i = 0; i < 4; i++) { - pos = intToFloat(p+blockpos_nodes, BS); - pos.Z += BS/2; - pos.Y += BS/4; - f32 zrailuv[24]={ - 0,0.4,1,0.6, - 0,0.4,1,0.6, - 0,0.4,1,0.6, - 0,0.4,1,0.6, - 0,0.4,1,0.6, - 0,0.4,1,0.6}; - makeCuboid(material_wood, &collector, - &pa_wood, c, pos, - bar_rad,bar_rad,bar_len, zrailuv); - pos.Y -= BS/2; - makeCuboid(material_wood, &collector, - &pa_wood, c, pos, - bar_rad,bar_rad,bar_len, zrailuv); + if(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); + if (data->m_smooth_lighting) + vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color); + vertices[i].Pos += intToFloat(p, BS); } - } -#if 1 - /* - Add stones with minerals if stone is invisible - */ - else if(n.getContent() == CONTENT_STONE && invisible_stone && n.getMineral(nodedef) != MINERAL_NONE) + u16 indices[] = {0,1,2,2,3,0}; + // Add to mesh collector + collector.append(tile, vertices, 4, indices, 6); + break;} + case NDT_SIGNLIKE: { - for(u32 j=0; j<6; j++) - { - // NOTE: Hopefully g_6dirs[j] is the right direction... - v3s16 dir = g_6dirs[j]; - /*u8 l = 0; - MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + dir); - if(nodedef->get(n2).param_type == CPT_LIGHT) - l = decode_light(n2.getLightBlend(data->m_daynight_ratio, nodedef)); - else - l = 255;*/ - u8 l = 255; - video::SColor c = MapBlock_LightColor(255, l); - - // Get the right texture - TileSpec ts = n.getTile(dir, tsrc, nodedef); - AtlasPointer ap = ts.texture; - material_general.setTexture(0, ap.atlas); + TileSpec tile = getNodeTileN(n, p, 0, data); + tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; + tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; - video::S3DVertex vertices[4] = - { - video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, - ap.x0(), ap.y1()), - video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, - ap.x1(), ap.y1()), - video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, - ap.x1(), ap.y0()), - video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, - ap.x0(), ap.y0()), - }; + u16 l = getInteriorLight(n, 0, nodedef); + video::SColor c = encode_light_and_color(l, tile.color, + f.light_source); - if(j == 0) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(0); - } - else if(j == 1) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(180); - } - else if(j == 2) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(-90); - } - else if(j == 3) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(90); - } - else if(j == 4) + 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), + }; - for(u16 i=0; i<4; i++) - { - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); - } + v3s16 dir = n.getWallMountedDir(nodedef); - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(material_general, vertices, 4, indices, 6); + 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); + + if (data->m_smooth_lighting) + vertices[i].Color = blendLight(frame, vertices[i].Pos, tile.color); + vertices[i].Pos += intToFloat(p, BS); } - } -#endif - else if(n.getContent() == CONTENT_PAPYRUS) + + u16 indices[] = {0,1,2,2,3,0}; + // Add to mesh collector + collector.append(tile, vertices, 4, indices, 6); + break;} + case NDT_PLANTLIKE: { - u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef))); - video::SColor c = MapBlock_LightColor(255, l); + PseudoRandom rng(x<<8 | z | y<<16); - for(u32 j=0; j<4; j++) - { + TileSpec tile = getNodeTileN(n, p, 0, data); + tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; + + u16 l = getInteriorLight(n, 1, nodedef); + 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 < 4; j++) { video::S3DVertex vertices[4] = { - video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, - pa_papyrus.x0(), pa_papyrus.y1()), - video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, - pa_papyrus.x1(), pa_papyrus.y1()), - video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, - pa_papyrus.x1(), pa_papyrus.y0()), - video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, - pa_papyrus.x0(), pa_papyrus.y0()), + 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(45); - } - else if(j == 1) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(-45); - } - else if(j == 2) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(135); - } - else if(j == 3) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(-135); + 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(u16 i=0; i<4; i++) - { - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); + 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}; + u16 indices[] = {0, 1, 2, 2, 3, 0}; // Add to mesh collector - collector.append(material_papyrus, vertices, 4, indices, 6); + 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; + } + } - } - else if(n.getContent() == CONTENT_JUNGLEGRASS) + break;} + case NDT_FIRELIKE: { - u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef))); - video::SColor c = MapBlock_LightColor(255, l); + TileSpec tile = getNodeTileN(n, p, 0, data); + tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; + + u16 l = getInteriorLight(n, 1, nodedef); + video::SColor c = encode_light_and_color(l, tile.color, + 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) + }; - for(u32 j=0; j<4; j++) - { - video::S3DVertex vertices[4] = - { - video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, - pa_junglegrass.x0(), pa_junglegrass.y1()), - video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, - pa_junglegrass.x1(), pa_junglegrass.y1()), - video::S3DVertex(BS/2,BS/1,0, 0,0,0, c, - pa_junglegrass.x1(), pa_junglegrass.y0()), - video::S3DVertex(-BS/2,BS/1,0, 0,0,0, c, - pa_junglegrass.x0(), pa_junglegrass.y0()), + int doDraw[6] = {0, 0, 0, 0, 0, 0}; + + bool drawAllFaces = true; + + // Check for adjacent nodes + for (int i = 0; i < 6; i++) { + n2p = blockpos_nodes + p + dirs[i]; + n2 = data->m_vmanip.getNodeNoEx(n2p); + n2c = n2.getContent(); + if (n2c != CONTENT_IGNORE && n2c != CONTENT_AIR && n2c != current) { + doDraw[i] = 1; + if (drawAllFaces) + drawAllFaces = false; + + } + } + + for (int j = 0; j < 6; j++) { + + 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++) + // 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); + vertices[i].Pos.rotateXYBy(-10); + 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); + vertices[i].Pos.rotateYZBy(10); + 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); + vertices[i].Pos.rotateXYBy(10); + vertices[i].Pos.X += 4.0; + } + } 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.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); - } - else if(j == 1) - { - for(u16 i=0; i<4; i++) + } + } else if (j == 5 && (drawAllFaces || doDraw[1] == 1)) { + for (int i = 0; i < 4; i++) { vertices[i].Pos.rotateXZBy(-45); - } - else if(j == 2) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(135); - } - else if(j == 3) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(-135); + } + // 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); + vertices[i].Pos.Y += 4.84; + vertices[i].Pos.X -= 4.7; + } + } 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); + vertices[i].Pos.Y += 4.84; + vertices[i].Pos.Z -= 4.7; + } + } 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); + vertices[i].Pos.Y += 4.84; + vertices[i].Pos.X += 4.7; + } + } 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 += 4.7; + } + } else { + // Skip faces that aren't adjacent to a node + continue; } - for(u16 i=0; i<4; i++) - { - vertices[i].Pos *= 1.3; - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); + 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(material_junglegrass, vertices, 4, indices, 6); + collector.append(tile, vertices, 4, indices, 6); } - } - else if(n.getContent() == CONTENT_RAIL) + break;} + case NDT_FENCELIKE: { - bool is_rail_x [] = { false, false }; /* x-1, x+1 */ - bool is_rail_z [] = { false, false }; /* z-1, z+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)); - - if(n_minus_x.getContent() == CONTENT_RAIL) - is_rail_x[0] = true; - if(n_plus_x.getContent() == CONTENT_RAIL) - is_rail_x[1] = true; - if(n_minus_z.getContent() == CONTENT_RAIL) - is_rail_z[0] = true; - if(n_plus_z.getContent() == CONTENT_RAIL) - is_rail_z[1] = true; - - int adjacencies = is_rail_x[0] + is_rail_x[1] + is_rail_z[0] + is_rail_z[1]; - - // Assign textures - const char *texturename = "rail.png"; - if(adjacencies < 2) - texturename = "rail.png"; - else if(adjacencies == 2) + 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 = encode_light_and_color(l, tile.color, + 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); + 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}; + 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; + p2.X++; + MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); + const ContentFeatures *f2 = &nodedef->get(n2); + if(f2->drawtype == NDT_FENCELIKE) { - if((is_rail_x[0] && is_rail_x[1]) || (is_rail_z[0] && is_rail_z[1])) - texturename = "rail.png"; - else - texturename = "rail_curved.png"; + aabb3f bar(-bar_len+BS/2,-bar_rad+BS/4,-bar_rad, + bar_len+BS/2,bar_rad+BS/4,bar_rad); + 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.}; + makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, xrailuv, c, frame); + bar.MinEdge.Y -= BS/2; + bar.MaxEdge.Y -= BS/2; + makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, xrailuv, c, frame); } - else if(adjacencies == 3) - texturename = "rail_t_junction.png"; - else if(adjacencies == 4) - texturename = "rail_crossing.png"; - - AtlasPointer ap = tsrc->getTexture(texturename); - - video::SMaterial material_rail; - material_rail.setFlag(video::EMF_LIGHTING, false); - material_rail.setFlag(video::EMF_BACK_FACE_CULLING, false); - material_rail.setFlag(video::EMF_BILINEAR_FILTER, false); - material_rail.setFlag(video::EMF_FOG_ENABLE, true); - material_rail.MaterialType - = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - material_rail.setTexture(0, ap.atlas); - - u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef)); - video::SColor c = MapBlock_LightColor(255, l); - float d = (float)BS/16; - video::S3DVertex vertices[4] = + // 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) { - video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c, - ap.x0(), ap.y1()), - video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c, - ap.x1(), ap.y1()), - video::S3DVertex(BS/2,-BS/2+d,BS/2, 0,0,0, c, - ap.x1(), ap.y0()), - video::S3DVertex(-BS/2,-BS/2+d,BS/2, 0,0,0, c, - ap.x0(), ap.y0()), - }; + aabb3f bar(-bar_rad,-bar_rad+BS/4,-bar_len+BS/2, + bar_rad,bar_rad+BS/4,bar_len+BS/2); + 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.}; + makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, zrailuv, c, frame); + bar.MinEdge.Y -= BS/2; + bar.MaxEdge.Y -= BS/2; + makeAutoLightedCuboidEx(&collector, data, pos, bar, tile_nocrack, zrailuv, c, frame); + } + 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)); + 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]; - // Rotate textures + // reasonable default, flat straight unrotated rail + bool is_straight = true; + int adjacencies = 0; int angle = 0; + u8 tileindex = 0; - if(adjacencies == 1) - { - if(is_rail_x[0] || is_rail_x[1]) - angle = 90; + // 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]; } - else if(adjacencies == 2) - { - if(is_rail_x[0] && is_rail_x[1]) + + 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; - else if(is_rail_x[0] && is_rail_z[0]) + if(!is_rail_z_all[1]) angle = 270; - else if(is_rail_x[0] && is_rail_z[1]) + break; + case 4: + tileindex = 3; // crossing + break; + case 5: //sloped + if (is_rail_z[4]) angle = 180; - else if(is_rail_x[1] && is_rail_z[1]) + if (is_rail_x[4]) angle = 90; - } - else if(adjacencies == 3) - { - if(!is_rail_x[0]) - angle=0; - if(!is_rail_x[1]) - angle=180; - if(!is_rail_z[0]) - angle=90; - if(!is_rail_z[1]) - angle=270; + if (is_rail_x[5]) + angle = -90; + break; + default: + break; } - if(angle != 0) { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(angle); - } + TileSpec tile = getNodeTileN(n, p, tileindex, data); + tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; + tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; - for(s32 i=0; i<4; i++) - { - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); - } + u16 l = getInteriorLight(n, 0, nodedef); + video::SColor c = encode_light_and_color(l, tile.color, + f.light_source); - u16 indices[] = {0,1,2,2,3,0}; - collector.append(material_rail, vertices, 4, indices, 6); - } - else if (n.getContent() == CONTENT_LADDER) { - AtlasPointer ap = tsrc->getTexture("ladder.png"); - - // Set material - video::SMaterial material_ladder; - material_ladder.setFlag(video::EMF_LIGHTING, false); - material_ladder.setFlag(video::EMF_BACK_FACE_CULLING, false); - material_ladder.setFlag(video::EMF_BILINEAR_FILTER, false); - material_ladder.setFlag(video::EMF_FOG_ENABLE, true); - material_ladder.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - material_ladder.setTexture(0, ap.atlas); - - u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef)); - video::SColor c(255,l,l,l); + float d = (float)BS/64; + float s = BS/2; - float d = (float)BS/16; + 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 - // Assume wall is at X+ video::S3DVertex vertices[4] = { - video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, - ap.x0(), ap.y1()), - video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, - ap.x1(), ap.y1()), - video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, - ap.x1(), ap.y0()), - video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, - ap.x0(), ap.y0()), + 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), }; - v3s16 dir = unpackDir(n.param2); - for(s32 i=0; i<4; i++) { - if(dir == v3s16(1,0,0)) - vertices[i].Pos.rotateXZBy(0); - if(dir == v3s16(-1,0,0)) - vertices[i].Pos.rotateXZBy(180); - if(dir == v3s16(0,0,1)) - vertices[i].Pos.rotateXZBy(90); - if(dir == v3s16(0,0,-1)) - vertices[i].Pos.rotateXZBy(-90); - if(dir == v3s16(0,-1,0)) - vertices[i].Pos.rotateXYBy(-90); - if(dir == v3s16(0,1,0)) - vertices[i].Pos.rotateXYBy(90); - - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); + 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); } u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(material_ladder, vertices, 4, indices, 6); - } - else if(n.getContent() == CONTENT_APPLE) + collector.append(tile, vertices, 4, indices, 6); + break;} + case NDT_NODEBOX: { - u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef))); - video::SColor c = MapBlock_LightColor(255, l); + 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) + }; - for(u32 j=0; j<4; j++) - { - video::S3DVertex vertices[4] = - { - video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, - pa_apple.x0(), pa_apple.y1()), - video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, - pa_apple.x1(), pa_apple.y1()), - video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, - pa_apple.x1(), pa_apple.y0()), - video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, - pa_apple.x0(), pa_apple.y0()), - }; + TileSpec tiles[6]; + 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); + } - if(j == 0) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(45); - } - else if(j == 1) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(-45); - } - else if(j == 2) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(135); - } - else if(j == 3) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(-135); - } + v3f pos = intToFloat(p, BS); - for(u16 i=0; i<4; i++) - { - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); - } + int neighbors = 0; - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(material_apple, vertices, 4, indices, 6); + // 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); } - } - else if(n.getContent() == CONTENT_SAPLING) { - u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef))); - video::SColor c = MapBlock_LightColor(255, l); - for(u32 j=0; j<4; j++) - { - video::S3DVertex vertices[4] = - { - video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, - pa_sapling.x0(), pa_sapling.y1()), - video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, - pa_sapling.x1(), pa_sapling.y1()), - video::S3DVertex(BS/2,BS/1,0, 0,0,0, c, - pa_sapling.x1(), pa_sapling.y0()), - video::S3DVertex(-BS/2,BS/1,0, 0,0,0, c, - pa_sapling.x0(), pa_sapling.y0()), + std::vector boxes; + n.getNodeBoxes(nodedef, &boxes, neighbors); + for (std::vector::iterator + i = boxes.begin(); + 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; + + if (box.MinEdge.X > box.MaxEdge.X) + std::swap(box.MinEdge.X, box.MaxEdge.X); + if (box.MinEdge.Y > box.MaxEdge.Y) + std::swap(box.MinEdge.Y, box.MaxEdge.Y); + if (box.MinEdge.Z > box.MaxEdge.Z) + std::swap(box.MinEdge.Z, box.MaxEdge.Z); + + // + // 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, }; - - if(j == 0) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(45); - } - else if(j == 1) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(-45); - } - else if(j == 2) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(135); + 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); } - else if(j == 3) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(-135); + } + break;} + case NDT_MESH: + { + v3f pos = intToFloat(p, BS); + u16 l = getInteriorLight(n, 1, nodedef); + u8 facedir = 0; + 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) { + static const u8 wm_to_6d[6] = {20, 0, 16+1, 12+3, 8, 4+2}; + facedir = wm_to_6d[facedir]; } + } - for(u16 i=0; i<4; i++) - { - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); + if (!data->m_smooth_lighting && f.mesh_ptr[facedir]) { + // use cached meshes + 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(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); } - - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(material_sapling, vertices, 4, indices, 6); + } 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++) { + const TileSpec &tile = getNodeTileN(n, p, j, data); + scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); + 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;} } } } -#endif