X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fcontent_mapblock.cpp;h=70a1da0b74fbc1bdf47207b80dd2b1d3b4cd07d8;hb=dfe00abc5addd66dbf840d7e826690291f4afd93;hp=b4006140ddc2f6525164b20640d4c39189e44636;hpb=db495668aeed333c881d8c2ef62b72b3cd1bf1ce;p=dragonfireclient.git diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index b4006140d..70a1da0b7 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -1,364 +1,413 @@ /* -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 and g_texturesource -#include "mineral.h" -#include "mapblock_mesh.h" // For MapBlock_LightColor() +#include "util/numeric.h" +#include "util/directiontables.h" +#include "main.h" // For g_settings +#include "mapblock_mesh.h" // For MapBlock_LightColor() and MeshCollector +#include "settings.h" +#include "nodedef.h" +#include "client/tile.h" +#include "mesh.h" +#include +#include "gamedef.h" +#include "log.h" + -#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 +// box - the position and size of the box +// tiles - the tiles (materials) to use (for all 6 faces) +// tilecount - number of entries in tiles, 1<=tilecount<=6 // c - vertex colour - used for all -// pos - the position of the centre of the cuboid -// rz,ry,rz - the radius of the cuboid in each dimension // txc - texture coordinates - this is a list of texture coordinates // for the opposite corners of each face - therefore, there // should be (2+2)*6=24 values in the list. Alternatively, pass // NULL to use the entire texture for each face. The order of -// the faces in the list is top-backi-right-front-left-bottom -// If you specified 0,0,1,1 for each face, that would be the -// same as passing NULL. -void makeCuboid(video::SMaterial &material, MeshCollector *collector, - AtlasPointer* pa, video::SColor &c, - v3f &pos, f32 rx, f32 ry, f32 rz, f32* txc) +// the faces in the list is up-down-right-left-back-front +// (compatible with ContentFeatures). If you specified 0,0,1,1 +// for each face, that would be the same as passing NULL. +void makeCuboid(MeshCollector *collector, const aabb3f &box, + TileSpec *tiles, int tilecount, video::SColor &c, const f32* txc) { - f32 tu0=pa->x0(); - f32 tu1=pa->x1(); - f32 tv0=pa->y0(); - f32 tv1=pa->y1(); - f32 txus=tu1-tu0; - f32 txvs=tv1-tv0; - - video::S3DVertex v[4] = - { - 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; + } - for(int i=0;i<6;i++) + video::S3DVertex vertices[24] = { - switch(i) - { - case 0: // top - v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz; - v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz; - v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz; - v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz; - break; - case 1: // back - v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz; - v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz; - v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz; - v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz; - break; - case 2: //right - v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz; - v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz; - v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz; - v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz; - break; - case 3: // front - v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz; - v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz; - v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz; - v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz; - break; - case 4: // left - v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz; - v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz; - v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz; - v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz; - break; - case 5: // bottom - v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz; - v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz; - v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz; - v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz; - break; - } - - if(txc!=NULL) - { - v[0].TCoords.X=tu0+txus*txc[0]; v[0].TCoords.Y=tv0+txvs*txc[3]; - v[1].TCoords.X=tu0+txus*txc[2]; v[1].TCoords.Y=tv0+txvs*txc[3]; - v[2].TCoords.X=tu0+txus*txc[2]; v[2].TCoords.Y=tv0+txvs*txc[1]; - v[3].TCoords.X=tu0+txus*txc[0]; v[3].TCoords.Y=tv0+txvs*txc[1]; - txc+=4; - } - - for(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); + // up + video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]), + video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]), + video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]), + video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]), + // down + video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]), + video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]), + video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]), + video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]), + // right + video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]), + video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]), + video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]), + video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]), + // left + video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]), + video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]), + video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]), + video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]), + // back + video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[16],txc[17]), + video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]), + video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]), + video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]), + // front + video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[20],txc[21]), + video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]), + video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]), + video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]), + }; + 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); } - } -#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) { + INodeDefManager *nodedef = data->m_gamedef->ndef(); + ITextureSource *tsrc = data->m_gamedef->tsrc(); + scene::ISceneManager* smgr = data->m_gamedef->getSceneManager(); + scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator(); + // 0ms //TimeTaker timer("mapblock_mesh_generate_special()"); /* Some settings */ - bool new_style_water = g_settings.getBool("new_style_water"); - bool new_style_leaves = g_settings.getBool("new_style_leaves"); - //bool smooth_lighting = g_settings.getBool("smooth_lighting"); - bool invisible_stone = g_settings.getBool("invisible_stone"); - + bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache"); + bool new_style_water = g_settings->getBool("new_style_water"); + float node_liquid_level = 1.0; - if(new_style_water) + if (new_style_water) node_liquid_level = 0.85; - + 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_BACK_FACE_CULLING, false); - material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false); - material_leaves1.setFlag(video::EMF_FOG_ENABLE, true); - material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - AtlasPointer pa_leaves1 = g_texturesource->getTexture( - g_texturesource->getTextureId("leaves.png")); - material_leaves1.setTexture(0, pa_leaves1.atlas); - - // Glass material - video::SMaterial material_glass; - material_glass.setFlag(video::EMF_LIGHTING, false); - material_glass.setFlag(video::EMF_BILINEAR_FILTER, false); - material_glass.setFlag(video::EMF_FOG_ENABLE, true); - material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - AtlasPointer pa_glass = g_texturesource->getTexture( - g_texturesource->getTextureId("glass.png")); - material_glass.setTexture(0, pa_glass.atlas); - - // Wood material - video::SMaterial material_wood; - material_wood.setFlag(video::EMF_LIGHTING, false); - material_wood.setFlag(video::EMF_BILINEAR_FILTER, false); - material_wood.setFlag(video::EMF_FOG_ENABLE, true); - material_wood.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - AtlasPointer pa_wood = g_texturesource->getTexture( - g_texturesource->getTextureId("wood.png")); - material_wood.setTexture(0, pa_wood.atlas); - - // General ground material for special output - // Texture is modified just before usage - video::SMaterial material_general; - material_general.setFlag(video::EMF_LIGHTING, false); - material_general.setFlag(video::EMF_BILINEAR_FILTER, false); - material_general.setFlag(video::EMF_FOG_ENABLE, true); - material_general.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - - - // Papyrus material - video::SMaterial material_papyrus; - material_papyrus.setFlag(video::EMF_LIGHTING, false); - material_papyrus.setFlag(video::EMF_BILINEAR_FILTER, false); - material_papyrus.setFlag(video::EMF_FOG_ENABLE, true); - material_papyrus.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - AtlasPointer pa_papyrus = g_texturesource->getTexture( - g_texturesource->getTextureId("papyrus.png")); - material_papyrus.setTexture(0, pa_papyrus.atlas); - - // 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 = g_texturesource->getTexture( - g_texturesource->getTextureId("junglegrass.png")); - material_junglegrass.setTexture(0, pa_junglegrass.atlas); - - for(s16 z=0; zm_vmanip.getNodeNoEx(blockpos_nodes+p); - - /* - Add torches to mesh - */ - if(n.getContent() == CONTENT_TORCH) + MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p); + const ContentFeatures &f = nodedef->get(n); + + // Only solidness=0 stuff is drawn here + if(f.solidness != 0) + continue; + + switch(f.drawtype){ + default: + infostream << "Got " << f.drawtype << std::endl; + FATAL_ERROR("Unknown drawtype"); + break; + case NDT_AIRLIKE: + break; + case NDT_LIQUID: { - video::SColor c(255,255,255,255); + /* + Add water sources to mesh if using new style + */ + TileSpec tile_liquid = f.special_tiles[0]; + TileSpec tile_liquid_bfculled = getNodeTile(n, p, v3s16(0,0,0), data); - // Wall at X+ of node - video::S3DVertex vertices[4] = - { - video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1), - video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1), - video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0), - video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0), - }; + 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; - v3s16 dir = unpackDir(n.param2); + u16 l = getInteriorLight(n, 0, nodedef); + video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source); - 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]; - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); - } + 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(); - // Set material - video::SMaterial material; - material.setFlag(video::EMF_LIGHTING, false); - material.setFlag(video::EMF_BACK_FACE_CULLING, false); - material.setFlag(video::EMF_BILINEAR_FILTER, false); - //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; - material.MaterialType - = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - - if(dir == v3s16(0,-1,0)) - material.setTexture(0, - g_texturesource->getTextureRaw("torch_on_floor.png")); - else if(dir == v3s16(0,1,0)) - material.setTexture(0, - g_texturesource->getTextureRaw("torch_on_ceiling.png")); - // For backwards compatibility - else if(dir == v3s16(0,0,0)) - material.setTexture(0, - g_texturesource->getTextureRaw("torch_on_floor.png")); - else - material.setTexture(0, - g_texturesource->getTextureRaw("torch.png")); + if(neighbor_content == CONTENT_IGNORE) + continue; - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(material, vertices, 4, indices, 6); - } - /* - Signs on walls - */ - else if(n.getContent() == CONTENT_SIGN_WALL) - { - u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio)); - video::SColor c = MapBlock_LightColor(255, l); - - float d = (float)BS/16; - // Wall at X+ of node + /* + If our topside is liquid and neighbor's topside + is liquid, don't draw side face + */ + if(top_is_same_liquid && (n_top_c == c_flowing || + n_top_c == c_source || n_top_c == CONTENT_IGNORE)) + continue; + + // Don't draw face if neighbor is blocking the view + if(n_feat.solidness == 2) + continue; + + bool neighbor_is_same_liquid = (neighbor_content == c_source + || neighbor_content == c_flowing); + + // Don't draw any faces if neighbor same is liquid and top is + // same liquid + if(neighbor_is_same_liquid && !top_is_same_liquid) + continue; + + // Use backface culled material if neighbor doesn't have a + // solidness of 0 + const TileSpec *current_tile = &tile_liquid; + if(n_feat.solidness != 0 || n_feat.visual_solidness != 0) + current_tile = &tile_liquid_bfculled; + + video::S3DVertex vertices[4] = + { + video::S3DVertex(-BS/2,0,BS/2,0,0,0, c, 0,1), + video::S3DVertex(BS/2,0,BS/2,0,0,0, c, 1,1), + video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0), + video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0), + }; + + /* + If our topside is liquid, set upper border of face + at upper border of node + */ + if(top_is_same_liquid) + { + vertices[2].Pos.Y = 0.5*BS; + vertices[3].Pos.Y = 0.5*BS; + } + /* + Otherwise upper position of face is liquid level + */ + else + { + vertices[2].Pos.Y = (node_liquid_level-0.5)*BS; + vertices[3].Pos.Y = (node_liquid_level-0.5)*BS; + } + /* + If neighbor is liquid, lower border of face is liquid level + */ + if(neighbor_is_same_liquid) + { + vertices[0].Pos.Y = (node_liquid_level-0.5)*BS; + vertices[1].Pos.Y = (node_liquid_level-0.5)*BS; + } + /* + If neighbor is not liquid, lower border of face is + lower border of node + */ + else + { + vertices[0].Pos.Y = -0.5*BS; + vertices[1].Pos.Y = -0.5*BS; + } + + for(s32 j=0; j<4; j++) + { + if(dir == v3s16(0,0,1)) + vertices[j].Pos.rotateXZBy(0); + if(dir == v3s16(0,0,-1)) + vertices[j].Pos.rotateXZBy(180); + if(dir == v3s16(-1,0,0)) + vertices[j].Pos.rotateXZBy(90); + if(dir == v3s16(1,0,-0)) + vertices[j].Pos.rotateXZBy(-90); + + // Do this to not cause glitches when two liquids are + // side-by-side + /*if(neighbor_is_same_liquid == false){ + vertices[j].Pos.X *= 0.98; + vertices[j].Pos.Z *= 0.98; + }*/ + + vertices[j].Pos += intToFloat(p, BS); + } + + u16 indices[] = {0,1,2,2,3,0}; + // Add to mesh collector + collector.append(*current_tile, vertices, 4, indices, 6); + } + + /* + 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, 0,1), - video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 1,1), - video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 1,0), - video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0), + video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 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), }; - v3s16 dir = unpackDir(n.param2); - + v3f offset(p.X*BS, p.Y*BS + (-0.5+node_liquid_level)*BS, p.Z*BS); 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); + vertices[i].Pos += offset; } - // Set material - video::SMaterial material; - material.setFlag(video::EMF_LIGHTING, false); - material.setFlag(video::EMF_BACK_FACE_CULLING, false); - material.setFlag(video::EMF_BILINEAR_FILTER, false); - material.setFlag(video::EMF_FOG_ENABLE, true); - //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; - material.MaterialType - = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - - material.setTexture(0, - g_texturesource->getTextureRaw("sign_wall.png")); - u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector - collector.append(material, vertices, 4, indices, 6); - } - /* - Add flowing liquid to mesh - */ - else if(content_features(n).liquid_type == LIQUID_FLOWING) + collector.append(tile_liquid, vertices, 4, indices, 6); + break;} + case NDT_FLOWINGLIQUID: { - assert(content_features(n).special_material); - video::SMaterial &liquid_material = - *content_features(n).special_material; - assert(content_features(n).special_atlas); - AtlasPointer &pa_liquid1 = - *content_features(n).special_atlas; + /* + Add flowing liquid to mesh + */ + TileSpec tile_liquid = f.special_tiles[0]; + TileSpec tile_liquid_bfculled = f.special_tiles[1]; bool top_is_same_liquid = false; MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); - content_t c_flowing = content_features(n).liquid_alternative_flowing; - content_t c_source = content_features(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(content_features(ntop).param_type == CPT_LIGHT) - l = decode_light(ntop.getLightBlend(data->m_daynight_ratio)); + 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)); - video::SColor c = MapBlock_LightColor( - content_features(n).vertex_alpha, l); + l = getInteriorLight(n, 0, nodedef); + video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source); + u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8); + // Neighbor liquid levels (key = relative position) // Includes current node - core::map neighbor_levels; - core::map neighbor_contents; - core::map neighbor_flags; + std::map neighbor_levels; + std::map neighbor_contents; + std::map neighbor_flags; const u8 neighborflag_top_is_same_liquid = 0x01; v3s16 neighbor_dirs[9] = { v3s16(0,0,0), @@ -385,9 +434,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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; + else if(n2.getContent() == c_flowing){ + u8 liquid_level = (n2.param2&LIQUID_LEVEL_MASK); + if (liquid_level <= LIQUID_LEVEL_MAX+1-range) + liquid_level = 0; + else + liquid_level -= (LIQUID_LEVEL_MAX+1-range); + level = (-0.5 + ((float)liquid_level+ 0.5) / (float)range * node_liquid_level) * BS; + } // Check node above neighbor. // NOTE: This doesn't get executed if neighbor @@ -399,9 +453,9 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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); + neighbor_levels[neighbor_dirs[i]] = level; + neighbor_contents[neighbor_dirs[i]] = content; + neighbor_flags[neighbor_dirs[i]] = flags; } // Corner heights (average between four liquids) @@ -448,15 +502,9 @@ void mapblock_mesh_generate_special(MeshMakeData *data, { air_count++; } - /*// Air is liquid level 0 - else if(content == CONTENT_AIR) - { - cornerlevel += -0.5*BS; - valid_count++; - }*/ } 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; @@ -490,33 +538,34 @@ void mapblock_mesh_generate_special(MeshMakeData *data, neighbor_flags[dir] & neighborflag_top_is_same_liquid) continue; - u8 neighbor_content = neighbor_contents[dir]; + content_t neighbor_content = neighbor_contents[dir]; + const ContentFeatures &n_feat = nodedef->get(neighbor_content); - // Don't draw face if neighbor is not air or liquid - if(neighbor_content != CONTENT_AIR - && neighbor_content != c_source) + // Don't draw face if neighbor is blocking the view + if(n_feat.solidness == 2) continue; - bool neighbor_is_liquid = (neighbor_content == c_source); + bool neighbor_is_same_liquid = (neighbor_content == c_source + || neighbor_content == c_flowing); - // Don't draw any faces if neighbor is liquid and top is liquid - if(neighbor_is_liquid == true && top_is_same_liquid == false) + // Don't draw any faces if neighbor same is liquid and top is + // same liquid + if(neighbor_is_same_liquid == true + && top_is_same_liquid == false) continue; + + // Use backface culled material if neighbor doesn't have a + // solidness of 0 + const TileSpec *current_tile = &tile_liquid; + if(n_feat.solidness != 0 || n_feat.visual_solidness != 0) + current_tile = &tile_liquid_bfculled; video::S3DVertex vertices[4] = { - /*video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1), + video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0), - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/ - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, - pa_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, 0,0), }; /* @@ -541,7 +590,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, If neighbor is liquid, lower border of face is corner liquid levels */ - if(neighbor_is_liquid) + if(neighbor_is_same_liquid) { vertices[0].Pos.Y = corner_levels[side_corners[i][1]]; vertices[1].Pos.Y = corner_levels[side_corners[i][0]]; @@ -566,13 +615,20 @@ 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){ + vertices[j].Pos.X *= 0.98; + vertices[j].Pos.Z *= 0.98; + }*/ - vertices[j].Pos += intToFloat(p + blockpos_nodes, BS); + vertices[j].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector - collector.append(liquid_material, vertices, 4, indices, 6); + collector.append(*current_tile, vertices, 4, indices, 6); } /* @@ -583,21 +639,15 @@ void mapblock_mesh_generate_special(MeshMakeData *data, { video::S3DVertex vertices[4] = { - /*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1), - video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0), - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/ - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, - pa_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), }; - // 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++) @@ -606,600 +656,1047 @@ 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); + 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(content_features(n).liquid_type == LIQUID_SOURCE - && new_style_water) + break;} + case NDT_GLASSLIKE: { - assert(content_features(n).special_material); - video::SMaterial &liquid_material = - *content_features(n).special_material; - assert(content_features(n).special_atlas); - AtlasPointer &pa_liquid1 = - *content_features(n).special_atlas; - - 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; - - u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio)); - video::SColor c = MapBlock_LightColor( - content_features(n).vertex_alpha, l); - - video::S3DVertex vertices[4] = - { - /*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1), - video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0), - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/ - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, - pa_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()), - }; - - 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); - } + TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data); - 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));*/ - u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio))); - video::SColor c = MapBlock_LightColor(255, l); + u16 l = getInteriorLight(n, 1, nodedef); + video::SColor c = MapBlock_LightColor(255, l, f.light_source); for(u32 j=0; j<6; j++) { - video::S3DVertex vertices[4] = - { - /*video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1), - video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1), - video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0), - video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),*/ - video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, - pa_leaves1.x0(), pa_leaves1.y1()), - 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()), - }; + // 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; - if(j == 0) - { + // The face at Z+ + video::S3DVertex vertices[4] = { + video::S3DVertex(-BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 1,1), + video::S3DVertex(BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 0,1), + video::S3DVertex(BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 0,0), + video::S3DVertex(-BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 1,0), + }; + + // Rotations in the g_6dirs format + if(j == 0) // Z+ for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(0); - } - else if(j == 1) - { + else if(j == 1) // Y+ for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(180); - } - else if(j == 2) - { + vertices[i].Pos.rotateYZBy(-90); + else if(j == 2) // X+ for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(-90); - } - else if(j == 3) - { + else if(j == 3) // Z- for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(90); - } - else if(j == 4) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateYZBy(-90); - } - else if(j == 5) - { + vertices[i].Pos.rotateXZBy(180); + else if(j == 4) // Y- for(u16 i=0; i<4; i++) vertices[i].Pos.rotateYZBy(90); - } + else if(j == 5) // X- + for(u16 i=0; i<4; i++) + vertices[i].Pos.rotateXZBy(90); - for(u16 i=0; i<4; i++) - { - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); + for(u16 i=0; i<4; i++){ + vertices[i].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector - collector.append(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))); - 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_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()), - }; + 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) + }; - if(j == 0) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(0); + u8 i; + TileSpec tiles[6]; + for (i = 0; i < 6; i++) + tiles[i] = getNodeTile(n, p, dirs[i], data); + + TileSpec glass_tiles[6]; + if (tiles[1].texture && tiles[2].texture && tiles[3].texture) { + glass_tiles[0] = tiles[2]; + glass_tiles[1] = tiles[3]; + glass_tiles[2] = tiles[1]; + glass_tiles[3] = tiles[1]; + glass_tiles[4] = tiles[1]; + glass_tiles[5] = tiles[1]; + } else { + for (i = 0; i < 6; i++) + glass_tiles[i] = tiles[1]; + } + + u8 param2 = n.getParam2(); + bool H_merge = ! bool(param2 & 128); + bool V_merge = ! bool(param2 & 64); + param2 = param2 & 63; + + u16 l = getInteriorLight(n, 1, nodedef); + video::SColor c = MapBlock_LightColor(255, l, f.light_source); + v3f pos = intToFloat(p, BS); + static const float a = BS / 2; + static const float g = a - 0.003; + static const float b = .876 * ( BS / 2 ); + + static const aabb3f frame_edges[12] = { + aabb3f( b, b,-a, a, a, a), // y+ + aabb3f(-a, b,-a,-b, a, a), // y+ + aabb3f( b,-a,-a, a,-b, a), // y- + aabb3f(-a,-a,-a,-b,-b, a), // y- + aabb3f( b,-a, b, a, a, a), // x+ + aabb3f( b,-a,-a, a, a,-b), // x+ + aabb3f(-a,-a, b,-b, a, a), // x- + aabb3f(-a,-a,-a,-b, a,-b), // x- + aabb3f(-a, b, b, a, a, a), // z+ + aabb3f(-a,-a, b, a,-b, a), // z+ + aabb3f(-a,-a,-a, a,-b,-b), // z- + aabb3f(-a, b,-a, a, a,-b) // z- + }; + static const aabb3f glass_faces[6] = { + aabb3f(-g, g,-g, g, g, g), // y+ + aabb3f(-g,-g,-g, g,-g, g), // y- + aabb3f( g,-g,-g, g, g, g), // x+ + aabb3f(-g,-g,-g,-g, g, g), // x- + aabb3f(-g,-g, g, g, g, g), // z+ + aabb3f(-g,-g,-g, g, g,-g) // z- + }; + + // table of node visible faces, 0 = invisible + int visible_faces[6] = {0,0,0,0,0,0}; + + // table of neighbours, 1 = same type, checked with g_26dirs + int nb[18] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}; + + // g_26dirs to check when only horizontal merge is allowed + int nb_H_dirs[8] = {0,2,3,5,10,11,12,13}; + + content_t current = n.getContent(); + content_t n2c; + MapNode n2; + v3s16 n2p; + + // neighbours checks for frames visibility + + if (!H_merge && V_merge) { + n2p = blockpos_nodes + p + g_26dirs[1]; + n2 = data->m_vmanip.getNodeNoEx(n2p); + n2c = n2.getContent(); + if (n2c == current || n2c == CONTENT_IGNORE) + nb[1] = 1; + n2p = blockpos_nodes + p + g_26dirs[4]; + n2 = data->m_vmanip.getNodeNoEx(n2p); + n2c = n2.getContent(); + if (n2c == current || n2c == CONTENT_IGNORE) + nb[4] = 1; + } else if (H_merge && !V_merge) { + for(i = 0; i < 8; i++) { + n2p = blockpos_nodes + p + g_26dirs[nb_H_dirs[i]]; + n2 = data->m_vmanip.getNodeNoEx(n2p); + n2c = n2.getContent(); + if (n2c == current || n2c == CONTENT_IGNORE) + nb[nb_H_dirs[i]] = 1; } - else if(j == 1) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(180); + } 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 == 2) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(-90); - } - else if(j == 3) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(90); - } - else if(j == 4) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.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; } - else if(j == 5) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateYZBy(90); + } + + if (!H_merge) { + visible_faces[2] = 1; + visible_faces[3] = 1; + visible_faces[4] = 1; + visible_faces[5] = 1; + } else { + for(i = 2; i < 6; i++) { + n2p = blockpos_nodes + p + dirs[i]; + n2 = data->m_vmanip.getNodeNoEx(n2p); + n2c = n2.getContent(); + if (n2c != current) + visible_faces[i] = 1; } + } + + static const u8 nb_triplet[12*3] = { + 1,2, 7, 1,5, 6, 4,2,15, 4,5,14, + 2,0,11, 2,3,13, 5,0,10, 5,3,12, + 0,1, 8, 0,4,16, 3,4,17, 3,1, 9 + }; - for(u16 i=0; i<4; i++) - { - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); - } + f32 tx1, ty1, tz1, tx2, ty2, tz2; + aabb3f box; - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(material_glass, vertices, 4, indices, 6); + for(i = 0; i < 12; i++) + { + int edge_invisible; + if (nb[nb_triplet[i*3+2]]) + edge_invisible = nb[nb_triplet[i*3]] & nb[nb_triplet[i*3+1]]; + else + edge_invisible = nb[nb_triplet[i*3]] ^ nb[nb_triplet[i*3+1]]; + if (edge_invisible) + continue; + box = frame_edges[i]; + box.MinEdge += pos; + box.MaxEdge += pos; + tx1 = (box.MinEdge.X / BS) + 0.5; + ty1 = (box.MinEdge.Y / BS) + 0.5; + tz1 = (box.MinEdge.Z / BS) + 0.5; + tx2 = (box.MaxEdge.X / BS) + 0.5; + ty2 = (box.MaxEdge.Y / BS) + 0.5; + tz2 = (box.MaxEdge.Z / BS) + 0.5; + f32 txc1[24] = { + tx1, 1-tz2, tx2, 1-tz1, + tx1, tz1, tx2, tz2, + tz1, 1-ty2, tz2, 1-ty1, + 1-tz2, 1-ty2, 1-tz1, 1-ty1, + 1-tx2, 1-ty2, 1-tx1, 1-ty1, + tx1, 1-ty2, tx2, 1-ty1, + }; + makeCuboid(&collector, box, &tiles[0], 1, c, txc1); } - } - /* - Add fence - */ - else if(n.getContent() == CONTENT_FENCE) + + for(i = 0; i < 6; i++) + { + if (!visible_faces[i]) + continue; + box = glass_faces[i]; + box.MinEdge += pos; + box.MaxEdge += pos; + tx1 = (box.MinEdge.X / BS) + 0.5; + ty1 = (box.MinEdge.Y / BS) + 0.5; + tz1 = (box.MinEdge.Z / BS) + 0.5; + tx2 = (box.MaxEdge.X / BS) + 0.5; + ty2 = (box.MaxEdge.Y / BS) + 0.5; + tz2 = (box.MaxEdge.Z / BS) + 0.5; + f32 txc2[24] = { + tx1, 1-tz2, tx2, 1-tz1, + tx1, tz1, tx2, tz2, + tz1, 1-ty2, tz2, 1-ty1, + 1-tz2, 1-ty2, 1-tz1, 1-ty1, + 1-tx2, 1-ty2, 1-tx1, 1-ty1, + tx1, 1-ty2, tx2, 1-ty1, + }; + makeCuboid(&collector, box, &glass_tiles[i], 1, c, txc2); + } + + if (param2 > 0 && f.special_tiles[0].texture) { + // Interior volume level is in range 0 .. 63, + // convert it to -0.5 .. 0.5 + float vlev = (((float)param2 / 63.0 ) * 2.0 - 1.0); + TileSpec interior_tiles[6]; + for (i = 0; i < 6; i++) + interior_tiles[i] = f.special_tiles[0]; + float offset = 0.003; + box = aabb3f(visible_faces[3] ? -b : -a + offset, + visible_faces[1] ? -b : -a + offset, + visible_faces[5] ? -b : -a + offset, + visible_faces[2] ? b : a - offset, + visible_faces[0] ? b * vlev : a * vlev - offset, + visible_faces[4] ? b : a - offset); + box.MinEdge += pos; + box.MaxEdge += pos; + tx1 = (box.MinEdge.X / BS) + 0.5; + ty1 = (box.MinEdge.Y / BS) + 0.5; + tz1 = (box.MinEdge.Z / BS) + 0.5; + tx2 = (box.MaxEdge.X / BS) + 0.5; + ty2 = (box.MaxEdge.Y / BS) + 0.5; + tz2 = (box.MaxEdge.Z / BS) + 0.5; + f32 txc3[24] = { + tx1, 1-tz2, tx2, 1-tz1, + tx1, tz1, tx2, tz2, + tz1, 1-ty2, tz2, 1-ty1, + 1-tz2, 1-ty2, 1-tz1, 1-ty1, + 1-tx2, 1-ty2, 1-tx1, 1-ty1, + tx1, 1-ty2, tx2, 1-ty1, + }; + makeCuboid(&collector, box, interior_tiles, 6, c, txc3); + } + break;} + case NDT_ALLFACES: { - u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio))); - 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 = MapBlock_LightColor(255, l, f.light_source); + + v3f pos = intToFloat(p, BS); + aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2); + box.MinEdge += pos; + box.MaxEdge += pos; + makeCuboid(&collector, box, &tile_leaves, 1, c, NULL); + break;} + case NDT_ALLFACES_OPTIONAL: + // This is always pre-converted to something else + FATAL_ERROR("NDT_ALLFACES_OPTIONAL not pre-converted"); + break; + case NDT_TORCHLIKE: + { + v3s16 dir = n.getWallMountedDir(nodedef); + + u8 tileindex = 0; + if(dir == v3s16(0,-1,0)){ + tileindex = 0; // floor + } else if(dir == v3s16(0,1,0)){ + tileindex = 1; // ceiling + // For backwards compatibility + } else if(dir == v3s16(0,0,0)){ + tileindex = 0; // floor + } else { + tileindex = 2; // side + } - const f32 post_rad=(f32)BS/10; - const f32 bar_rad=(f32)BS/20; - const f32 bar_len=(f32)(BS/2)-post_rad; + TileSpec tile = getNodeTileN(n, p, tileindex, data); + tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; + tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; - // 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); + u16 l = getInteriorLight(n, 1, nodedef); + video::SColor c = MapBlock_LightColor(255, l, f.light_source); - // 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) + 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); + 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() != 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(content_features(n2).param_type == CPT_LIGHT) - l = decode_light(n2.getLightBlend(data->m_daynight_ratio)); - else - l = 255;*/ - u8 l = 255; - video::SColor c = MapBlock_LightColor(255, l); + TileSpec tile = getNodeTileN(n, p, 0, data); + tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; + tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; + + u16 l = getInteriorLight(n, 0, nodedef); + video::SColor c = MapBlock_LightColor(255, l, f.light_source); - // Get the right texture - TileSpec ts = n.getTile(dir); - AtlasPointer ap = ts.texture; - material_general.setTexture(0, ap.atlas); + float d = (float)BS/16; + float s = BS/2*f.visual_scale; + // Wall at X+ of node + video::S3DVertex vertices[4] = + { + video::S3DVertex(BS/2-d, s, s, 0,0,0, c, 0,0), + video::S3DVertex(BS/2-d, s, -s, 0,0,0, c, 1,0), + video::S3DVertex(BS/2-d, -s, -s, 0,0,0, c, 1,1), + video::S3DVertex(BS/2-d, -s, s, 0,0,0, c, 0,1), + }; + + v3s16 dir = n.getWallMountedDir(nodedef); + + for(s32 i=0; i<4; i++) + { + if(dir == v3s16(1,0,0)) + vertices[i].Pos.rotateXZBy(0); + if(dir == v3s16(-1,0,0)) + vertices[i].Pos.rotateXZBy(180); + if(dir == v3s16(0,0,1)) + vertices[i].Pos.rotateXZBy(90); + if(dir == v3s16(0,0,-1)) + vertices[i].Pos.rotateXZBy(-90); + if(dir == v3s16(0,-1,0)) + vertices[i].Pos.rotateXYBy(-90); + if(dir == v3s16(0,1,0)) + vertices[i].Pos.rotateXYBy(90); + + vertices[i].Pos += intToFloat(p, BS); + } + u16 indices[] = {0,1,2,2,3,0}; + // Add to mesh collector + collector.append(tile, vertices, 4, indices, 6); + break;} + case NDT_PLANTLIKE: + { + TileSpec tile = getNodeTileN(n, p, 0, data); + tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; + + u16 l = getInteriorLight(n, 1, nodedef); + video::SColor c = MapBlock_LightColor(255, l, f.light_source); + + float s = BS / 2 * f.visual_scale; + + for (int j = 0; j < 2; j++) + { video::S3DVertex vertices[4] = { - /*video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1), - video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1), - video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0), - video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),*/ - video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, - ap.x0(), ap.y1()), - video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, - ap.x1(), ap.y1()), - video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, - ap.x1(), ap.y0()), - video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, - ap.x0(), ap.y0()), + 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(0); + for(u16 i = 0; i < 4; i++) + vertices[i].Pos.rotateXZBy(46 + n.param2 * 2); } else if(j == 1) { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(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); + for(u16 i = 0; i < 4; i++) + vertices[i].Pos.rotateXZBy(-44 + n.param2 * 2); } - else if(j == 4) - for(u16 i=0; i<4; i++) + for (int i = 0; i < 4; i++) { - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); + vertices[i].Pos *= f.visual_scale; + vertices[i].Pos.Y += BS/2 * (f.visual_scale - 1); + vertices[i].Pos += intToFloat(p, BS); } - u16 indices[] = {0,1,2,2,3,0}; + u16 indices[] = {0, 1, 2, 2, 3, 0}; // Add to mesh collector - collector.append(material_general, vertices, 4, indices, 6); + collector.append(tile, vertices, 4, indices, 6); } - } -#endif - else if(n.getContent() == CONTENT_PAPYRUS) + break;} + case NDT_FIRELIKE: { - u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio))); - 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 = MapBlock_LightColor(255, l, f.light_source); + + float s = BS/2*f.visual_scale; + + content_t current = n.getContent(); + content_t n2c; + MapNode n2; + v3s16 n2p; + + static const v3s16 dirs[6] = { + v3s16( 0, 1, 0), + v3s16( 0,-1, 0), + v3s16( 1, 0, 0), + v3s16(-1, 0, 0), + v3s16( 0, 0, 1), + v3s16( 0, 0,-1) + }; - for(u32 j=0; j<4; j++) + int doDraw[6] = {0,0,0,0,0,0}; + + bool drawAllFaces = true; + + bool drawBottomFacesOnly = false; // Currently unused + + // Check for adjacent nodes + for(int i = 0; i < 6; i++) { + n2p = blockpos_nodes + p + dirs[i]; + n2 = data->m_vmanip.getNodeNoEx(n2p); + n2c = n2.getContent(); + if (n2c != CONTENT_IGNORE && n2c != CONTENT_AIR && n2c != current) { + doDraw[i] = 1; + if(drawAllFaces) + drawAllFaces = false; + + } + } + + for(int j = 0; j < 6; j++) + { + int vOffset = 0; // Vertical offset of faces after rotation + int hOffset = 4; // Horizontal offset of faces to reach the edge + video::S3DVertex vertices[4] = { - video::S3DVertex(-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) + // Calculate which faces should be drawn, (top or sides) + if(j == 0 && (drawAllFaces || (doDraw[3] == 1 || doDraw[1] == 1))) { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(45); + for(int i = 0; i < 4; i++) { + vertices[i].Pos.rotateXZBy(90 + n.param2 * 2); + vertices[i].Pos.rotateXYBy(-10); + vertices[i].Pos.Y -= vOffset; + vertices[i].Pos.X -= hOffset; + } } - else if(j == 1) + else if(j == 1 && (drawAllFaces || (doDraw[5] == 1 || doDraw[1] == 1))) { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(-45); + for(int i = 0; i < 4; i++) { + vertices[i].Pos.rotateXZBy(180 + n.param2 * 2); + vertices[i].Pos.rotateYZBy(10); + vertices[i].Pos.Y -= vOffset; + vertices[i].Pos.Z -= hOffset; + } } - else if(j == 2) + else if(j == 2 && (drawAllFaces || (doDraw[2] == 1 || doDraw[1] == 1))) { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(135); + for(int i = 0; i < 4; i++) { + vertices[i].Pos.rotateXZBy(270 + n.param2 * 2); + vertices[i].Pos.rotateXYBy(10); + vertices[i].Pos.Y -= vOffset; + vertices[i].Pos.X += hOffset; + } } - else if(j == 3) + else if(j == 3 && (drawAllFaces || (doDraw[4] == 1 || doDraw[1] == 1))) { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(-135); + for(int i = 0; i < 4; i++) { + vertices[i].Pos.rotateYZBy(-10); + vertices[i].Pos.Y -= vOffset; + vertices[i].Pos.Z += hOffset; + } } - for(u16 i=0; i<4; i++) + // Center cross-flames + else if(j == 4 && (drawAllFaces || doDraw[1] == 1)) { - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); + for(int i=0; i<4; i++) { + vertices[i].Pos.rotateXZBy(45 + n.param2 * 2); + vertices[i].Pos.Y -= vOffset; + } } - - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(material_papyrus, vertices, 4, indices, 6); - } - } - else if(n.getContent() == CONTENT_JUNGLEGRASS) - { - u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio))); - video::SColor c = MapBlock_LightColor(255, l); - - for(u32 j=0; j<4; j++) - { - video::S3DVertex vertices[4] = + else if(j == 5 && (drawAllFaces || doDraw[1] == 1)) { - 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/1,0, 0,0,0, c, - pa_papyrus.x1(), pa_papyrus.y0()), - video::S3DVertex(-BS/2,BS/1,0, 0,0,0, c, - pa_papyrus.x0(), pa_papyrus.y0()), - }; + for(int i=0; i<4; i++) { + vertices[i].Pos.rotateXZBy(-45 + n.param2 * 2); + vertices[i].Pos.Y -= vOffset; + } + } - if(j == 0) + // Render flames on bottom + else if(j == 0 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0))) { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(45); + for(int i = 0; i < 4; i++) { + vertices[i].Pos.rotateYZBy(70); + vertices[i].Pos.rotateXZBy(90 + n.param2 * 2); + vertices[i].Pos.Y += 4.84; + vertices[i].Pos.X -= hOffset+0.7; + } } - else if(j == 1) + else if(j == 1 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0))) { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(-45); + for(int i = 0; i < 4; i++) { + vertices[i].Pos.rotateYZBy(70); + vertices[i].Pos.rotateXZBy(180 + n.param2 * 2); + vertices[i].Pos.Y += 4.84; + vertices[i].Pos.Z -= hOffset+0.7; + } } - else if(j == 2) + else if(j == 2 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0))) { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(135); + for(int i = 0; i < 4; i++) { + vertices[i].Pos.rotateYZBy(70); + vertices[i].Pos.rotateXZBy(270 + n.param2 * 2); + vertices[i].Pos.Y += 4.84; + vertices[i].Pos.X += hOffset+0.7; + } } - else if(j == 3) + else if(j == 3 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0))) { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(-135); + for(int i = 0; i < 4; i++) { + vertices[i].Pos.rotateYZBy(70); + vertices[i].Pos.Y += 4.84; + vertices[i].Pos.Z += hOffset+0.7; + } + } + else { + // Skip faces that aren't adjacent to a node + continue; } - for(u16 i=0; i<4; i++) + for(int i=0; i<4; i++) { - vertices[i].Pos *= 1.3; - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); + vertices[i].Pos *= f.visual_scale; + vertices[i].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector - collector.append(material_junglegrass, vertices, 4, indices, 6); + collector.append(tile, vertices, 4, indices, 6); } - } - else if(n.getContent() == CONTENT_RAIL) + break;} + case NDT_FENCELIKE: { - u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio)); - video::SColor c = MapBlock_LightColor(255, l); - - 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; + TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data); + TileSpec tile_nocrack = tile; + tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK; - float d = (float)BS/16; - video::S3DVertex vertices[4] = - { - video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c, - 0, 1), - video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c, - 1, 1), - video::S3DVertex(BS/2,-BS/2+d,BS/2, 0,0,0, c, - 1, 0), - video::S3DVertex(-BS/2,-BS/2+d,BS/2, 0,0,0, c, - 0, 0), - }; + // Put wood the right way around in the posts + TileSpec tile_rot = tile; + tile_rot.rotation = 1; - 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; + u16 l = getInteriorLight(n, 1, nodedef); + video::SColor c = MapBlock_LightColor(255, l, f.light_source); + + const f32 post_rad=(f32)BS/8; + const f32 bar_rad=(f32)BS/16; + const f32 bar_len=(f32)(BS/2)-post_rad; - int adjacencies = is_rail_x[0] + is_rail_x[1] + is_rail_z[0] + is_rail_z[1]; + v3f pos = intToFloat(p, BS); - // Assign textures - if(adjacencies < 2) - material_rail.setTexture(0, g_texturesource->getTextureRaw("rail.png")); - else if(adjacencies == 2) + // The post - always present + aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad); + post.MinEdge += pos; + post.MaxEdge += pos; + f32 postuv[24]={ + 6/16.,6/16.,10/16.,10/16., + 6/16.,6/16.,10/16.,10/16., + 0/16.,0,4/16.,1, + 4/16.,0,8/16.,1, + 8/16.,0,12/16.,1, + 12/16.,0,16/16.,1}; + makeCuboid(&collector, post, &tile_rot, 1, c, postuv); + + // Now a section of fence, +X, if there's a post there + v3s16 p2 = p; + p2.X++; + MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); + const ContentFeatures *f2 = &nodedef->get(n2); + if(f2->drawtype == NDT_FENCELIKE) { - if((is_rail_x[0] && is_rail_x[1]) || (is_rail_z[0] && is_rail_z[1])) - material_rail.setTexture(0, g_texturesource->getTextureRaw("rail.png")); - else - material_rail.setTexture(0, g_texturesource->getTextureRaw("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); + bar.MinEdge += pos; + bar.MaxEdge += pos; + f32 xrailuv[24]={ + 0/16.,2/16.,16/16.,4/16., + 0/16.,4/16.,16/16.,6/16., + 6/16.,6/16.,8/16.,8/16., + 10/16.,10/16.,12/16.,12/16., + 0/16.,8/16.,16/16.,10/16., + 0/16.,14/16.,16/16.,16/16.}; + makeCuboid(&collector, bar, &tile_nocrack, 1, + c, xrailuv); + bar.MinEdge.Y -= BS/2; + bar.MaxEdge.Y -= BS/2; + makeCuboid(&collector, bar, &tile_nocrack, 1, + c, xrailuv); + } + + // Now a section of fence, +Z, if there's a post there + p2 = p; + p2.Z++; + n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2); + f2 = &nodedef->get(n2); + if(f2->drawtype == NDT_FENCELIKE) + { + aabb3f bar(-bar_rad,-bar_rad+BS/4,-bar_len+BS/2, + bar_rad,bar_rad+BS/4,bar_len+BS/2); + bar.MinEdge += pos; + bar.MaxEdge += pos; + f32 zrailuv[24]={ + 3/16.,1/16.,5/16.,5/16., // cannot rotate; stretch + 4/16.,1/16.,6/16.,5/16., // for wood texture instead + 0/16.,9/16.,16/16.,11/16., + 0/16.,6/16.,16/16.,8/16., + 6/16.,6/16.,8/16.,8/16., + 10/16.,10/16.,12/16.,12/16.}; + makeCuboid(&collector, bar, &tile_nocrack, 1, + c, zrailuv); + bar.MinEdge.Y -= BS/2; + bar.MaxEdge.Y -= BS/2; + makeCuboid(&collector, bar, &tile_nocrack, 1, + c, zrailuv); } - else if(adjacencies == 3) - material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_t_junction.png")); - else if(adjacencies == 4) - material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_crossing.png")); + break;} + case NDT_RAILLIKE: + { + bool is_rail_x[6]; /* (-1,-1,0) X (1,-1,0) (-1,0,0) X (1,0,0) (-1,1,0) X (1,1,0) */ + bool is_rail_z[6]; + + content_t thiscontent = n.getContent(); + std::string groupname = "connect_to_raillike"; // name of the group that enables connecting to raillike nodes of different kind + int self_group = ((ItemGroupList) nodedef->get(n).groups)[groupname]; + + u8 index = 0; + for (s8 y0 = -1; y0 <= 1; y0++) { + // Prevent from indexing never used coordinates + for (s8 xz = -1; xz <= 1; xz++) { + if (xz == 0) + continue; + MapNode n_xy = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x + xz, y + y0, z)); + MapNode n_zy = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y + y0, z + xz)); + ContentFeatures def_xy = nodedef->get(n_xy); + ContentFeatures def_zy = nodedef->get(n_zy); + + // Check if current node would connect with the rail + is_rail_x[index] = ((def_xy.drawtype == NDT_RAILLIKE + && ((ItemGroupList) def_xy.groups)[groupname] == self_group) + || n_xy.getContent() == thiscontent); + + is_rail_z[index] = ((def_zy.drawtype == NDT_RAILLIKE + && ((ItemGroupList) def_zy.groups)[groupname] == self_group) + || n_zy.getContent() == thiscontent); + index++; + } + } + + 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; + + // 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]; + } - if(adjacencies == 1) - { - 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; - } - else if(adjacencies == 2) - { - if(is_rail_x[0] && is_rail_x[1]) + break; + case 2: + if (!is_straight) + tileindex = 1; // curved + if (is_rail_x_all[0] && is_rail_x_all[1]) angle = 90; - else if(is_rail_x[0] && is_rail_z[0]) + if (is_rail_z_all[0] && is_rail_z_all[1]) { + if (is_rail_z[4]) + angle = 180; + } + else if (is_rail_x_all[0] && is_rail_z_all[0]) angle = 270; - else if(is_rail_x[0] && is_rail_z[1]) + else if (is_rail_x_all[0] && is_rail_z_all[1]) angle = 180; - else if(is_rail_x[1] && is_rail_z[1]) + else if (is_rail_x_all[1] && is_rail_z_all[1]) 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; + break; + case 3: + // here is where the potential to 'switch' a junction is, but not implemented at present + tileindex = 2; // t-junction + if(!is_rail_x_all[1]) + angle = 180; + if(!is_rail_z_all[0]) + angle = 90; + if(!is_rail_z_all[1]) + angle = 270; + break; + case 4: + tileindex = 3; // crossing + break; + case 5: //sloped + if (is_rail_z[4]) + angle = 180; + if (is_rail_x[4]) + angle = 90; + if (is_rail_x[5]) + angle = -90; + break; + default: + break; } - 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 = MapBlock_LightColor(255, l, 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) { - u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio)); - 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, 0,1), - video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 1,1), - video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 1,0), - video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0), + video::S3DVertex(-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); + if(angle != 0) + vertices[i].Pos.rotateXZBy(angle); + vertices[i].Pos += intToFloat(p, BS); + } - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); + u16 indices[] = {0,1,2,2,3,0}; + collector.append(tile, vertices, 4, indices, 6); + break;} + case NDT_NODEBOX: + { + static const v3s16 tile_dirs[6] = { + v3s16(0, 1, 0), + v3s16(0, -1, 0), + v3s16(1, 0, 0), + v3s16(-1, 0, 0), + v3s16(0, 0, 1), + v3s16(0, 0, -1) + }; + TileSpec tiles[6]; + + u16 l = getInteriorLight(n, 1, nodedef); + video::SColor c = MapBlock_LightColor(255, l, f.light_source); + + v3f pos = intToFloat(p, BS); + + std::vector boxes = n.getNodeBoxes(nodedef); + for(std::vector::iterator + i = boxes.begin(); + i != boxes.end(); i++) + { + for(int j = 0; j < 6; j++) + { + // Handles facedir rotation for textures + tiles[j] = getNodeTile(n, p, tile_dirs[j], data); + } + aabb3f box = *i; + box.MinEdge += pos; + box.MaxEdge += pos; + + f32 temp; + if (box.MinEdge.X > box.MaxEdge.X) + { + temp=box.MinEdge.X; + box.MinEdge.X=box.MaxEdge.X; + box.MaxEdge.X=temp; + } + if (box.MinEdge.Y > box.MaxEdge.Y) + { + temp=box.MinEdge.Y; + box.MinEdge.Y=box.MaxEdge.Y; + box.MaxEdge.Y=temp; + } + if (box.MinEdge.Z > box.MaxEdge.Z) + { + temp=box.MinEdge.Z; + box.MinEdge.Z=box.MaxEdge.Z; + box.MaxEdge.Z=temp; + } + + // + // Compute texture coords + f32 tx1 = (box.MinEdge.X/BS)+0.5; + f32 ty1 = (box.MinEdge.Y/BS)+0.5; + f32 tz1 = (box.MinEdge.Z/BS)+0.5; + f32 tx2 = (box.MaxEdge.X/BS)+0.5; + f32 ty2 = (box.MaxEdge.Y/BS)+0.5; + f32 tz2 = (box.MaxEdge.Z/BS)+0.5; + f32 txc[24] = { + // up + tx1, 1-tz2, tx2, 1-tz1, + // down + tx1, tz1, tx2, tz2, + // right + tz1, 1-ty2, tz2, 1-ty1, + // left + 1-tz2, 1-ty2, 1-tz1, 1-ty1, + // back + 1-tx2, 1-ty2, 1-tx1, 1-ty1, + // front + tx1, 1-ty2, tx2, 1-ty1, + }; + makeCuboid(&collector, box, tiles, 6, c, txc); + } + break;} + case NDT_MESH: + { + v3f pos = intToFloat(p, BS); + video::SColor c = MapBlock_LightColor(255, getInteriorLight(n, 1, nodedef), f.light_source); + + u8 facedir = 0; + if (f.param_type_2 == CPT2_FACEDIR) { + facedir = n.getFaceDir(nodedef); + } else if (f.param_type_2 == CPT2_WALLMOUNTED) { + //convert wallmounted to 6dfacedir. + //when cache enabled, it is already converted + facedir = n.getWallMounted(nodedef); + if (!enable_mesh_cache) { + static const u8 wm_to_6d[6] = {20, 0, 16+1, 12+3, 8, 4+2}; + facedir = wm_to_6d[facedir]; + } } - 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, g_texturesource->getTextureRaw("ladder.png")); + if (f.mesh_ptr[facedir]) { + // use cached meshes + for(u16 j = 0; j < f.mesh_ptr[0]->getMeshBufferCount(); j++) { + scene::IMeshBuffer *buf = f.mesh_ptr[facedir]->getMeshBuffer(j); + collector.append(getNodeTileN(n, p, j, data), + (video::S3DVertex *)buf->getVertices(), buf->getVertexCount(), + buf->getIndices(), buf->getIndexCount(), pos, c); + } + } else if (f.mesh_ptr[0]) { + // no cache, clone and rotate mesh + scene::IMesh* mesh = cloneMesh(f.mesh_ptr[0]); + rotateMeshBy6dFacedir(mesh, facedir); + recalculateBoundingBox(mesh); + meshmanip->recalculateNormals(mesh, true, false); + for(u16 j = 0; j < mesh->getMeshBufferCount(); j++) { + scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); + collector.append(getNodeTileN(n, p, j, data), + (video::S3DVertex *)buf->getVertices(), buf->getVertexCount(), + buf->getIndices(), buf->getIndexCount(), pos, c); + } + mesh->drop(); + } + break;} + } + } + + /* + Caused by incorrect alpha blending, selection mesh needs to be created as + last element to ensure it gets blended correct over nodes with alpha channel + */ + // Create selection mesh + v3s16 p = data->m_highlighted_pos_relative; + if (data->m_show_hud && + (p.X >= 0) && (p.X < MAP_BLOCKSIZE) && + (p.Y >= 0) && (p.Y < MAP_BLOCKSIZE) && + (p.Z >= 0) && (p.Z < MAP_BLOCKSIZE)) { + + MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p); + if(n.getContent() != CONTENT_AIR) { + // Get selection mesh light level + static const v3s16 dirs[7] = { + v3s16( 0, 0, 0), + v3s16( 0, 1, 0), + v3s16( 0,-1, 0), + v3s16( 1, 0, 0), + v3s16(-1, 0, 0), + v3s16( 0, 0, 1), + v3s16( 0, 0,-1) + }; - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(material_ladder, vertices, 4, indices, 6); + u16 l = 0; + u16 l1 = 0; + for (u8 i = 0; i < 7; i++) { + MapNode n1 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dirs[i]); + l1 = getInteriorLight(n1, -4, nodedef); + if (l1 > l) + l = l1; + } + video::SColor c = MapBlock_LightColor(255, l, 0); + data->m_highlight_mesh_color = c; + std::vector boxes = n.getSelectionBoxes(nodedef); + TileSpec h_tile; + h_tile.material_flags |= MATERIAL_FLAG_HIGHLIGHTED; + h_tile.texture = tsrc->getTexture("halo.png",&h_tile.texture_id); + v3f pos = intToFloat(p, BS); + f32 d = 0.05 * BS; + for (std::vector::iterator i = boxes.begin(); + i != boxes.end(); i++) { + aabb3f box = *i; + box.MinEdge += v3f(-d, -d, -d) + pos; + box.MaxEdge += v3f(d, d, d) + pos; + makeCuboid(&collector, box, &h_tile, 1, c, NULL); + } } } } -#endif