X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fcontent_mapblock.cpp;h=70a1da0b74fbc1bdf47207b80dd2b1d3b4cd07d8;hb=dfe00abc5addd66dbf840d7e826690291f4afd93;hp=ff8ef5276deec6788b0f6a6bb6b9d655ba5c6869;hpb=3cab24fbcfbbeb12cdd9f085167969e1a934bd59;p=dragonfireclient.git diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index ff8ef5276..70a1da0b7 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -1,6 +1,6 @@ /* -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 Lesser General Public License as published by @@ -18,16 +18,18 @@ with this program; if not, write to the Free Software Foundation, Inc., */ #include "content_mapblock.h" - +#include "util/numeric.h" +#include "util/directiontables.h" #include "main.h" // For g_settings #include "mapblock_mesh.h" // For MapBlock_LightColor() and MeshCollector #include "settings.h" #include "nodedef.h" -#include "tile.h" +#include "client/tile.h" +#include "mesh.h" +#include #include "gamedef.h" -#include "util/numeric.h" -#include "util/serialize.h" -#include "util/directiontables.h" +#include "log.h" + // Create a cuboid. // collector - the MeshCollector for the resulting polygons @@ -43,16 +45,16 @@ with this program; if not, write to the Free Software Foundation, Inc., // (compatible with ContentFeatures). If you specified 0,0,1,1 // for each face, that would be the same as passing NULL. void makeCuboid(MeshCollector *collector, const aabb3f &box, - const TileSpec *tiles, int tilecount, - video::SColor &c, const f32* txc) + TileSpec *tiles, int tilecount, video::SColor &c, const f32* txc) { - assert(tilecount >= 1 && tilecount <= 6); + assert(tilecount >= 1 && tilecount <= 6); // pre-condition v3f min = box.MinEdge; v3f max = box.MaxEdge; - - if(txc == NULL) - { + + + + if(txc == NULL) { static const f32 txc_default[24] = { 0,0,1,1, 0,0,1,1, @@ -98,28 +100,81 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box, video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]), }; - for(s32 j=0; j<24; j++) - { - int tileindex = MYMIN(j/4, tilecount-1); - vertices[j].TCoords *= tiles[tileindex].texture.size; - vertices[j].TCoords += tiles[tileindex].texture.pos; - } - + 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); + for (s32 j = 0; j < 24; j += 4) { + int tileindex = MYMIN(j / 4, tilecount - 1); + collector->append(tiles[tileindex], vertices + j, 4, indices, 6); } } +/* + TODO: Fix alpha blending for special nodes + Currently only the last element rendered is blended correct +*/ void mapblock_mesh_generate_special(MeshMakeData *data, MeshCollector &collector) { 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()"); @@ -127,31 +182,32 @@ void mapblock_mesh_generate_special(MeshMakeData *data, /* Some settings */ + bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache"); bool new_style_water = g_settings->getBool("new_style_water"); - + float node_liquid_level = 1.0; - if(new_style_water) + if (new_style_water) node_liquid_level = 0.85; - + v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE; - 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); // Only solidness=0 stuff is drawn here if(f.solidness != 0) continue; - + switch(f.drawtype){ default: - infostream<<"Got "<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; + bool top_is_same_liquid = false; + MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); + content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing); + content_t c_source = nodedef->getId(f.liquid_alternative_source); + if(ntop.getContent() == c_flowing || ntop.getContent() == c_source) + top_is_same_liquid = true; + + u16 l = getInteriorLight(n, 0, nodedef); + video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source); + + /* + Generate sides + */ + v3s16 side_dirs[4] = { + v3s16(1,0,0), + v3s16(-1,0,0), + v3s16(0,0,1), + v3s16(0,0,-1), + }; + for(u32 i=0; i<4; i++) + { + v3s16 dir = side_dirs[i]; + + MapNode neighbor = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir); + content_t neighbor_content = neighbor.getContent(); + const ContentFeatures &n_feat = nodedef->get(neighbor_content); + MapNode n_top = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir+ v3s16(0,1,0)); + content_t n_top_c = n_top.getContent(); + + if(neighbor_content == CONTENT_IGNORE) + continue; + + /* + If our topside is liquid and neighbor's topside + is liquid, don't draw side face + */ + if(top_is_same_liquid && (n_top_c == c_flowing || + n_top_c == c_source || n_top_c == CONTENT_IGNORE)) + continue; + + // Don't draw face if neighbor is blocking the view + if(n_feat.solidness == 2) + continue; - u16 l = getInteriorLight(n, 0, data); - video::SColor c = MapBlock_LightColor(f.alpha, l); + 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/2,0,BS/2, 0,0,0, c, - pa_liquid.x0(), pa_liquid.y1()), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, - pa_liquid.x1(), pa_liquid.y1()), - video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, - pa_liquid.x1(), pa_liquid.y0()), - video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, - pa_liquid.x0(), pa_liquid.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), }; - v3f offset(p.X, p.Y + (-0.5+node_liquid_level)*BS, p.Z); + v3f offset(p.X*BS, p.Y*BS + (-0.5+node_liquid_level)*BS, p.Z*BS); for(s32 i=0; i<4; i++) { vertices[i].Pos += offset; @@ -203,7 +377,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data, */ TileSpec tile_liquid = f.special_tiles[0]; TileSpec tile_liquid_bfculled = f.special_tiles[1]; - AtlasPointer &pa_liquid = tile_liquid.texture; bool top_is_same_liquid = false; MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); @@ -217,23 +390,24 @@ void mapblock_mesh_generate_special(MeshMakeData *data, // it at what it emits, for an increased effect u8 light_source = nodedef->get(n).light_source; if(light_source != 0){ - //l = decode_light(undiminish_light(light_source)); l = decode_light(light_source); l = l | (l<<8); } // Use the light of the node on top if possible else if(nodedef->get(ntop).param_type == CPT_LIGHT) - l = getInteriorLight(ntop, 0, data); + l = getInteriorLight(ntop, 0, nodedef); // Otherwise use the light of this node (the liquid) else - l = getInteriorLight(n, 0, data); - video::SColor c = MapBlock_LightColor(f.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), @@ -260,9 +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 @@ -274,9 +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) @@ -325,7 +504,7 @@ 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; @@ -383,14 +562,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data, video::S3DVertex vertices[4] = { - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, - pa_liquid.x0(), pa_liquid.y1()), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, - pa_liquid.x1(), pa_liquid.y1()), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, - pa_liquid.x1(), pa_liquid.y0()), - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, - pa_liquid.x0(), pa_liquid.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), }; /* @@ -464,14 +639,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data, { video::S3DVertex vertices[4] = { - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, - pa_liquid.x0(), pa_liquid.y1()), - video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, - pa_liquid.x1(), pa_liquid.y1()), - video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, - pa_liquid.x1(), pa_liquid.y0()), - video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, - pa_liquid.x0(), pa_liquid.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), }; // To get backface culling right, the vertices need to go @@ -492,48 +663,36 @@ void mapblock_mesh_generate_special(MeshMakeData *data, // -Z towards +Z, thus the direction is +Z. // Rotate texture to make animation go in flow direction // Positive if liquid moves towards +Z - int dz = (corner_levels[side_corners[3][0]] + + 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 - int dx = (corner_levels[side_corners[1][0]] + + 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]]); - // -X - if(-dx >= abs(dz)) - { - v2f t = vertices[0].TCoords; - vertices[0].TCoords = vertices[1].TCoords; - vertices[1].TCoords = vertices[2].TCoords; - vertices[2].TCoords = vertices[3].TCoords; - vertices[3].TCoords = t; - } - // +X - if(dx >= abs(dz)) - { - v2f t = vertices[0].TCoords; - vertices[0].TCoords = vertices[3].TCoords; - vertices[3].TCoords = vertices[2].TCoords; - vertices[2].TCoords = vertices[1].TCoords; - vertices[1].TCoords = t; - } - // -Z - if(-dz >= abs(dx)) + 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++) { - v2f t = vertices[0].TCoords; - vertices[0].TCoords = vertices[3].TCoords; - vertices[3].TCoords = vertices[2].TCoords; - vertices[2].TCoords = vertices[1].TCoords; - vertices[1].TCoords = t; - t = vertices[0].TCoords; - vertices[0].TCoords = vertices[3].TCoords; - vertices[3].TCoords = vertices[2].TCoords; - vertices[2].TCoords = vertices[1].TCoords; - vertices[1].TCoords = t; + vertices[i].TCoords.rotateBy( + tcoord_angle, + tcoord_center); + vertices[i].TCoords += tcoord_translate; } + v2f t = vertices[0].TCoords; + vertices[0].TCoords = vertices[2].TCoords; + vertices[2].TCoords = t; + u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(tile_liquid, vertices, 4, indices, 6); @@ -542,31 +701,26 @@ void mapblock_mesh_generate_special(MeshMakeData *data, case NDT_GLASSLIKE: { TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data); - AtlasPointer ap = tile.texture; - u16 l = getInteriorLight(n, 1, data); - 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++) { // Check this neighbor - v3s16 n2p = blockpos_nodes + p + g_6dirs[j]; + v3s16 dir = g_6dirs[j]; + v3s16 n2p = blockpos_nodes + p + dir; MapNode n2 = data->m_vmanip.getNodeNoEx(n2p); // Don't make face if neighbor is of same type if(n2.getContent() == n.getContent()) continue; // The face at Z+ - video::S3DVertex vertices[4] = - { - video::S3DVertex(-BS/2,-BS/2,BS/2, 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 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 @@ -598,14 +752,251 @@ void mapblock_mesh_generate_special(MeshMakeData *data, collector.append(tile, vertices, 4, indices, 6); } break;} + case NDT_GLASSLIKE_FRAMED_OPTIONAL: + // This is always pre-converted to something else + FATAL_ERROR("NDT_GLASSLIKE_FRAMED_OPTIONAL not pre-converted as expected"); + break; + case NDT_GLASSLIKE_FRAMED: + { + static const v3s16 dirs[6] = { + v3s16( 0, 1, 0), + v3s16( 0,-1, 0), + v3s16( 1, 0, 0), + v3s16(-1, 0, 0), + v3s16( 0, 0, 1), + v3s16( 0, 0,-1) + }; + + u8 i; + TileSpec tiles[6]; + for (i = 0; i < 6; i++) + tiles[i] = getNodeTile(n, p, dirs[i], data); + + TileSpec glass_tiles[6]; + if (tiles[1].texture && tiles[2].texture && tiles[3].texture) { + glass_tiles[0] = tiles[2]; + glass_tiles[1] = tiles[3]; + glass_tiles[2] = tiles[1]; + glass_tiles[3] = tiles[1]; + glass_tiles[4] = tiles[1]; + glass_tiles[5] = tiles[1]; + } else { + for (i = 0; i < 6; i++) + glass_tiles[i] = tiles[1]; + } + + u8 param2 = n.getParam2(); + bool H_merge = ! bool(param2 & 128); + bool V_merge = ! bool(param2 & 64); + param2 = param2 & 63; + + u16 l = getInteriorLight(n, 1, nodedef); + video::SColor c = MapBlock_LightColor(255, l, f.light_source); + v3f pos = intToFloat(p, BS); + static const float a = BS / 2; + static const float g = a - 0.003; + static const float b = .876 * ( BS / 2 ); + + static const aabb3f frame_edges[12] = { + aabb3f( b, b,-a, a, a, a), // y+ + aabb3f(-a, b,-a,-b, a, a), // y+ + aabb3f( b,-a,-a, a,-b, a), // y- + aabb3f(-a,-a,-a,-b,-b, a), // y- + aabb3f( b,-a, b, a, a, a), // x+ + aabb3f( b,-a,-a, a, a,-b), // x+ + aabb3f(-a,-a, b,-b, a, a), // x- + aabb3f(-a,-a,-a,-b, a,-b), // x- + aabb3f(-a, b, b, a, a, a), // z+ + aabb3f(-a,-a, b, a,-b, a), // z+ + aabb3f(-a,-a,-a, a,-b,-b), // z- + aabb3f(-a, b,-a, a, a,-b) // z- + }; + static const aabb3f glass_faces[6] = { + aabb3f(-g, g,-g, g, g, g), // y+ + aabb3f(-g,-g,-g, g,-g, g), // y- + aabb3f( g,-g,-g, g, g, g), // x+ + aabb3f(-g,-g,-g,-g, g, g), // x- + aabb3f(-g,-g, g, g, g, g), // z+ + aabb3f(-g,-g,-g, g, g,-g) // z- + }; + + // table of node visible faces, 0 = invisible + int visible_faces[6] = {0,0,0,0,0,0}; + + // table of neighbours, 1 = same type, checked with g_26dirs + int nb[18] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}; + + // g_26dirs to check when only horizontal merge is allowed + int nb_H_dirs[8] = {0,2,3,5,10,11,12,13}; + + content_t current = n.getContent(); + content_t n2c; + MapNode n2; + v3s16 n2p; + + // neighbours checks for frames visibility + + if (!H_merge && V_merge) { + n2p = blockpos_nodes + p + g_26dirs[1]; + n2 = data->m_vmanip.getNodeNoEx(n2p); + n2c = n2.getContent(); + if (n2c == current || n2c == CONTENT_IGNORE) + nb[1] = 1; + n2p = blockpos_nodes + p + g_26dirs[4]; + n2 = data->m_vmanip.getNodeNoEx(n2p); + n2c = n2.getContent(); + if (n2c == current || n2c == CONTENT_IGNORE) + nb[4] = 1; + } else if (H_merge && !V_merge) { + for(i = 0; i < 8; i++) { + n2p = blockpos_nodes + p + g_26dirs[nb_H_dirs[i]]; + n2 = data->m_vmanip.getNodeNoEx(n2p); + n2c = n2.getContent(); + if (n2c == current || n2c == CONTENT_IGNORE) + nb[nb_H_dirs[i]] = 1; + } + } else if (H_merge && V_merge) { + for(i = 0; i < 18; i++) { + n2p = blockpos_nodes + p + g_26dirs[i]; + n2 = data->m_vmanip.getNodeNoEx(n2p); + n2c = n2.getContent(); + if (n2c == current || n2c == CONTENT_IGNORE) + nb[i] = 1; + } + } + + // faces visibility checks + + if (!V_merge) { + visible_faces[0] = 1; + visible_faces[1] = 1; + } else { + for(i = 0; i < 2; i++) { + n2p = blockpos_nodes + p + dirs[i]; + n2 = data->m_vmanip.getNodeNoEx(n2p); + n2c = n2.getContent(); + if (n2c != current) + visible_faces[i] = 1; + } + } + + if (!H_merge) { + visible_faces[2] = 1; + visible_faces[3] = 1; + visible_faces[4] = 1; + visible_faces[5] = 1; + } else { + for(i = 2; i < 6; i++) { + n2p = blockpos_nodes + p + dirs[i]; + n2 = data->m_vmanip.getNodeNoEx(n2p); + n2c = n2.getContent(); + if (n2c != current) + visible_faces[i] = 1; + } + } + + static const u8 nb_triplet[12*3] = { + 1,2, 7, 1,5, 6, 4,2,15, 4,5,14, + 2,0,11, 2,3,13, 5,0,10, 5,3,12, + 0,1, 8, 0,4,16, 3,4,17, 3,1, 9 + }; + + f32 tx1, ty1, tz1, tx2, ty2, tz2; + aabb3f box; + + for(i = 0; i < 12; i++) + { + int edge_invisible; + if (nb[nb_triplet[i*3+2]]) + edge_invisible = nb[nb_triplet[i*3]] & nb[nb_triplet[i*3+1]]; + else + edge_invisible = nb[nb_triplet[i*3]] ^ nb[nb_triplet[i*3+1]]; + if (edge_invisible) + continue; + box = frame_edges[i]; + box.MinEdge += pos; + box.MaxEdge += pos; + tx1 = (box.MinEdge.X / BS) + 0.5; + ty1 = (box.MinEdge.Y / BS) + 0.5; + tz1 = (box.MinEdge.Z / BS) + 0.5; + tx2 = (box.MaxEdge.X / BS) + 0.5; + ty2 = (box.MaxEdge.Y / BS) + 0.5; + tz2 = (box.MaxEdge.Z / BS) + 0.5; + f32 txc1[24] = { + tx1, 1-tz2, tx2, 1-tz1, + tx1, tz1, tx2, tz2, + tz1, 1-ty2, tz2, 1-ty1, + 1-tz2, 1-ty2, 1-tz1, 1-ty1, + 1-tx2, 1-ty2, 1-tx1, 1-ty1, + tx1, 1-ty2, tx2, 1-ty1, + }; + makeCuboid(&collector, box, &tiles[0], 1, c, txc1); + } + + 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: { TileSpec tile_leaves = getNodeTile(n, p, v3s16(0,0,0), data); - AtlasPointer pa_leaves = tile_leaves.texture; - u16 l = getInteriorLight(n, 1, data); - video::SColor c = MapBlock_LightColor(255, l); + 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); @@ -615,7 +1006,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, break;} case NDT_ALLFACES_OPTIONAL: // This is always pre-converted to something else - assert(0); + FATAL_ERROR("NDT_ALLFACES_OPTIONAL not pre-converted"); break; case NDT_TORCHLIKE: { @@ -637,21 +1028,17 @@ void mapblock_mesh_generate_special(MeshMakeData *data, tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; - AtlasPointer ap = tile.texture; - - video::SColor c(255,255,255,255); + u16 l = getInteriorLight(n, 1, nodedef); + video::SColor c = MapBlock_LightColor(255, l, f.light_source); + float s = BS/2*f.visual_scale; // Wall at X+ of node video::S3DVertex vertices[4] = { - video::S3DVertex(-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()), + video::S3DVertex(-s,-s,0, 0,0,0, c, 0,1), + video::S3DVertex( s,-s,0, 0,0,0, c, 1,1), + video::S3DVertex( s, s,0, 0,0,0, c, 1,0), + video::S3DVertex(-s, s,0, 0,0,0, c, 0,0), }; for(s32 i=0; i<4; i++) @@ -681,23 +1068,19 @@ void mapblock_mesh_generate_special(MeshMakeData *data, TileSpec tile = getNodeTileN(n, p, 0, data); tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; - AtlasPointer ap = tile.texture; - u16 l = getInteriorLight(n, 0, data); - video::SColor c = MapBlock_LightColor(255, l); + u16 l = getInteriorLight(n, 0, nodedef); + video::SColor c = MapBlock_LightColor(255, l, f.light_source); float d = (float)BS/16; + float s = BS/2*f.visual_scale; // Wall at X+ of node video::S3DVertex vertices[4] = { - video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, - ap.x0(), ap.y0()), - video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, - ap.x1(), ap.y0()), - video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, - ap.x1(), ap.y1()), - video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, - ap.x0(), ap.y1()), + 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); @@ -728,49 +1111,197 @@ void mapblock_mesh_generate_special(MeshMakeData *data, { TileSpec tile = getNodeTileN(n, p, 0, data); tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; - AtlasPointer ap = tile.texture; + + u16 l = getInteriorLight(n, 1, nodedef); + video::SColor c = MapBlock_LightColor(255, l, f.light_source); - u16 l = getInteriorLight(n, 1, data); - video::SColor c = MapBlock_LightColor(255, l); + float s = BS / 2 * f.visual_scale; - for(u32 j=0; j<4; j++) + for (int j = 0; j < 2; j++) { video::S3DVertex vertices[4] = { - video::S3DVertex(-BS/2*f.visual_scale,-BS/2,0, 0,0,0, c, - ap.x0(), ap.y1()), - video::S3DVertex( BS/2*f.visual_scale,-BS/2,0, 0,0,0, c, - ap.x1(), ap.y1()), - video::S3DVertex( BS/2*f.visual_scale, - -BS/2 + f.visual_scale*BS,0, 0,0,0, c, - ap.x1(), ap.y0()), - video::S3DVertex(-BS/2*f.visual_scale, - -BS/2 + f.visual_scale*BS,0, 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(45); + 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(-45); + for(u16 i = 0; i < 4; i++) + vertices[i].Pos.rotateXZBy(-44 + n.param2 * 2); } - else if(j == 2) + + for (int i = 0; i < 4; i++) { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(135); + vertices[i].Pos *= f.visual_scale; + vertices[i].Pos.Y += BS/2 * (f.visual_scale - 1); + vertices[i].Pos += intToFloat(p, BS); + } + + u16 indices[] = {0, 1, 2, 2, 3, 0}; + // Add to mesh collector + collector.append(tile, vertices, 4, indices, 6); + } + break;} + case NDT_FIRELIKE: + { + TileSpec tile = getNodeTileN(n, p, 0, data); + tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; + + u16 l = getInteriorLight(n, 1, nodedef); + video::SColor c = MapBlock_LightColor(255, l, f.light_source); + + float s = BS/2*f.visual_scale; + + content_t current = n.getContent(); + content_t n2c; + MapNode n2; + v3s16 n2p; + + static const v3s16 dirs[6] = { + v3s16( 0, 1, 0), + v3s16( 0,-1, 0), + v3s16( 1, 0, 0), + v3s16(-1, 0, 0), + v3s16( 0, 0, 1), + v3s16( 0, 0,-1) + }; + + int doDraw[6] = {0,0,0,0,0,0}; + + bool drawAllFaces = true; + + bool drawBottomFacesOnly = false; // Currently unused + + // Check for adjacent nodes + for(int i = 0; i < 6; i++) + { + n2p = blockpos_nodes + p + dirs[i]; + n2 = data->m_vmanip.getNodeNoEx(n2p); + n2c = n2.getContent(); + if (n2c != CONTENT_IGNORE && n2c != CONTENT_AIR && n2c != current) { + doDraw[i] = 1; + if(drawAllFaces) + drawAllFaces = false; + } - else if(j == 3) + } + + 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] = { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(-135); + video::S3DVertex(-s,-BS/2, 0, 0,0,0, c, 0,1), + video::S3DVertex( s,-BS/2, 0, 0,0,0, c, 1,1), + video::S3DVertex( s,-BS/2 + s*2,0, 0,0,0, c, 1,0), + video::S3DVertex(-s,-BS/2 + s*2,0, 0,0,0, c, 0,0), + }; + + // Calculate which faces should be drawn, (top or sides) + if(j == 0 && (drawAllFaces || (doDraw[3] == 1 || doDraw[1] == 1))) + { + for(int i = 0; i < 4; i++) { + vertices[i].Pos.rotateXZBy(90 + n.param2 * 2); + vertices[i].Pos.rotateXYBy(-10); + vertices[i].Pos.Y -= vOffset; + vertices[i].Pos.X -= hOffset; + } + } + else if(j == 1 && (drawAllFaces || (doDraw[5] == 1 || doDraw[1] == 1))) + { + for(int i = 0; i < 4; i++) { + vertices[i].Pos.rotateXZBy(180 + n.param2 * 2); + vertices[i].Pos.rotateYZBy(10); + vertices[i].Pos.Y -= vOffset; + vertices[i].Pos.Z -= hOffset; + } + } + else if(j == 2 && (drawAllFaces || (doDraw[2] == 1 || doDraw[1] == 1))) + { + for(int i = 0; i < 4; i++) { + vertices[i].Pos.rotateXZBy(270 + n.param2 * 2); + vertices[i].Pos.rotateXYBy(10); + vertices[i].Pos.Y -= vOffset; + vertices[i].Pos.X += hOffset; + } + } + else if(j == 3 && (drawAllFaces || (doDraw[4] == 1 || doDraw[1] == 1))) + { + for(int i = 0; i < 4; i++) { + vertices[i].Pos.rotateYZBy(-10); + vertices[i].Pos.Y -= vOffset; + vertices[i].Pos.Z += hOffset; + } + } + + // Center cross-flames + else if(j == 4 && (drawAllFaces || doDraw[1] == 1)) + { + for(int i=0; i<4; i++) { + vertices[i].Pos.rotateXZBy(45 + n.param2 * 2); + vertices[i].Pos.Y -= vOffset; + } + } + else if(j == 5 && (drawAllFaces || doDraw[1] == 1)) + { + for(int i=0; i<4; i++) { + vertices[i].Pos.rotateXZBy(-45 + n.param2 * 2); + vertices[i].Pos.Y -= vOffset; + } } - for(u16 i=0; i<4; i++) + // Render flames on bottom + else if(j == 0 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0))) + { + for(int i = 0; i < 4; i++) { + vertices[i].Pos.rotateYZBy(70); + vertices[i].Pos.rotateXZBy(90 + n.param2 * 2); + vertices[i].Pos.Y += 4.84; + vertices[i].Pos.X -= hOffset+0.7; + } + } + else if(j == 1 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0))) + { + for(int i = 0; i < 4; i++) { + vertices[i].Pos.rotateYZBy(70); + vertices[i].Pos.rotateXZBy(180 + n.param2 * 2); + vertices[i].Pos.Y += 4.84; + vertices[i].Pos.Z -= hOffset+0.7; + } + } + else if(j == 2 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0))) + { + for(int i = 0; i < 4; i++) { + vertices[i].Pos.rotateYZBy(70); + vertices[i].Pos.rotateXZBy(270 + n.param2 * 2); + vertices[i].Pos.Y += 4.84; + vertices[i].Pos.X += hOffset+0.7; + } + } + else if(j == 3 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0))) + { + for(int i = 0; i < 4; i++) { + vertices[i].Pos.rotateYZBy(70); + vertices[i].Pos.Y += 4.84; + vertices[i].Pos.Z += hOffset+0.7; + } + } + else { + // Skip faces that aren't adjacent to a node + continue; + } + + for(int i=0; i<4; i++) { vertices[i].Pos *= f.visual_scale; vertices[i].Pos += intToFloat(p, BS); @@ -786,15 +1317,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data, TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data); TileSpec tile_nocrack = tile; tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK; - - // A hack to put wood the right way around in the posts - ITextureSource *tsrc = data->m_gamedef->tsrc(); + + // Put wood the right way around in the posts TileSpec tile_rot = tile; - tile_rot.texture = tsrc->getTexture(tsrc->getTextureName( - tile.texture.id) + "^[transformR90"); - - u16 l = getInteriorLight(n, 1, data); - video::SColor c = MapBlock_LightColor(255, l); + tile_rot.rotation = 1; + + u16 l = getInteriorLight(n, 1, nodedef); + video::SColor c = MapBlock_LightColor(255, l, f.light_source); const f32 post_rad=(f32)BS/8; const f32 bar_rad=(f32)BS/16; @@ -869,62 +1398,42 @@ void mapblock_mesh_generate_special(MeshMakeData *data, break;} case NDT_RAILLIKE: { - bool is_rail_x [] = { false, false }; /* x-1, x+1 */ - bool is_rail_z [] = { false, false }; /* z-1, z+1 */ - - bool is_rail_z_minus_y [] = { false, false }; /* z-1, z+1; y-1 */ - bool is_rail_x_minus_y [] = { false, false }; /* x-1, z+1; y-1 */ - bool is_rail_z_plus_y [] = { false, false }; /* z-1, z+1; y+1 */ - bool is_rail_x_plus_y [] = { false, false }; /* x-1, x+1; y+1 */ - - MapNode n_minus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1,y,z)); - MapNode n_plus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1,y,z)); - MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1)); - MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1)); - MapNode n_plus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y+1, z)); - MapNode n_plus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1, y-1, z)); - MapNode n_minus_x_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y+1, z)); - MapNode n_minus_x_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1, y-1, z)); - MapNode n_plus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z+1)); - MapNode n_minus_z_plus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y+1, z-1)); - MapNode n_plus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z+1)); - MapNode n_minus_z_minus_y = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y-1, z-1)); - + bool is_rail_x[6]; /* (-1,-1,0) X (1,-1,0) (-1,0,0) X (1,0,0) (-1,1,0) X (1,1,0) */ + bool is_rail_z[6]; + content_t thiscontent = n.getContent(); - if(n_minus_x.getContent() == thiscontent) - is_rail_x[0] = true; - if (n_minus_x_minus_y.getContent() == thiscontent) - is_rail_x_minus_y[0] = true; - if(n_minus_x_plus_y.getContent() == thiscontent) - is_rail_x_plus_y[0] = true; - - if(n_plus_x.getContent() == thiscontent) - is_rail_x[1] = true; - if (n_plus_x_minus_y.getContent() == thiscontent) - is_rail_x_minus_y[1] = true; - if(n_plus_x_plus_y.getContent() == thiscontent) - is_rail_x_plus_y[1] = true; - - if(n_minus_z.getContent() == thiscontent) - is_rail_z[0] = true; - if (n_minus_z_minus_y.getContent() == thiscontent) - is_rail_z_minus_y[0] = true; - if(n_minus_z_plus_y.getContent() == thiscontent) - is_rail_z_plus_y[0] = true; - - if(n_plus_z.getContent() == thiscontent) - is_rail_z[1] = true; - if (n_plus_z_minus_y.getContent() == thiscontent) - is_rail_z_minus_y[1] = true; - if(n_plus_z_plus_y.getContent() == thiscontent) - is_rail_z_plus_y[1] = true; - - bool is_rail_x_all[] = {false, false}; - bool is_rail_z_all[] = {false, false}; - is_rail_x_all[0]=is_rail_x[0] || is_rail_x_minus_y[0] || is_rail_x_plus_y[0]; - is_rail_x_all[1]=is_rail_x[1] || is_rail_x_minus_y[1] || is_rail_x_plus_y[1]; - is_rail_z_all[0]=is_rail_z[0] || is_rail_z_minus_y[0] || is_rail_z_plus_y[0]; - is_rail_z_all[1]=is_rail_z[1] || is_rail_z_minus_y[1] || is_rail_z_plus_y[1]; + 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]; // reasonable default, flat straight unrotated rail bool is_straight = true; @@ -933,13 +1442,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data, u8 tileindex = 0; // check for sloped rail - if (is_rail_x_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1]) - { - adjacencies = 5; //5 means sloped + if (is_rail_x[4] || is_rail_x[5] || is_rail_z[4] || is_rail_z[5]) { + adjacencies = 5; // 5 means sloped is_straight = true; // sloped is always straight - } - else - { + } else { // is really straight, rails on both sides is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]); adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[1]; @@ -947,43 +1453,44 @@ void mapblock_mesh_generate_special(MeshMakeData *data, switch (adjacencies) { case 1: - if(is_rail_x_all[0] || is_rail_x_all[1]) + if (is_rail_x_all[0] || is_rail_x_all[1]) angle = 90; break; case 2: - if(!is_straight) + if (!is_straight) tileindex = 1; // curved - if(is_rail_x_all[0] && is_rail_x_all[1]) + if (is_rail_x_all[0] && is_rail_x_all[1]) angle = 90; - if(is_rail_z_all[0] && is_rail_z_all[1]){ - if (n_minus_z_plus_y.getContent() == thiscontent) angle = 180; + if (is_rail_z_all[0] && is_rail_z_all[1]) { + if (is_rail_z[4]) + angle = 180; } - else if(is_rail_x_all[0] && is_rail_z_all[0]) + else if (is_rail_x_all[0] && is_rail_z_all[0]) angle = 270; - else if(is_rail_x_all[0] && is_rail_z_all[1]) + else if (is_rail_x_all[0] && is_rail_z_all[1]) angle = 180; - else if(is_rail_x_all[1] && is_rail_z_all[1]) + else if (is_rail_x_all[1] && is_rail_z_all[1]) angle = 90; break; case 3: // here is where the potential to 'switch' a junction is, but not implemented at present tileindex = 2; // t-junction if(!is_rail_x_all[1]) - angle=180; + angle = 180; if(!is_rail_z_all[0]) - angle=90; + angle = 90; if(!is_rail_z_all[1]) - angle=270; + angle = 270; break; case 4: tileindex = 3; // crossing break; case 5: //sloped - if(is_rail_z_plus_y[0]) + if (is_rail_z[4]) angle = 180; - if(is_rail_x_plus_y[0]) + if (is_rail_x[4]) angle = 90; - if(is_rail_x_plus_y[1]) + if (is_rail_x[5]) angle = -90; break; default: @@ -994,27 +1501,22 @@ void mapblock_mesh_generate_special(MeshMakeData *data, tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; - AtlasPointer ap = tile.texture; - - u16 l = getInteriorLight(n, 0, data); - video::SColor c = MapBlock_LightColor(255, l); + u16 l = getInteriorLight(n, 0, nodedef); + video::SColor c = MapBlock_LightColor(255, l, f.light_source); float d = (float)BS/64; - - char g=-1; - if (is_rail_x_plus_y[0] || is_rail_x_plus_y[1] || is_rail_z_plus_y[0] || is_rail_z_plus_y[1]) - g=1; //Object is at a slope + float s = BS/2; + + short g = -1; + if (is_rail_x[4] || is_rail_x[5] || is_rail_z[4] || is_rail_z[5]) + g = 1; //Object is at a slope video::S3DVertex vertices[4] = { - video::S3DVertex(-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,g*BS/2+d,BS/2, 0,0,0, c, - ap.x1(), ap.y0()), - video::S3DVertex(-BS/2,g*BS/2+d,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), }; for(s32 i=0; i<4; i++) @@ -1037,16 +1539,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data, v3s16(0, 0, 1), v3s16(0, 0, -1) }; - TileSpec tiles[6]; - for(int i = 0; i < 6; i++) - { - // Handles facedir rotation for textures - tiles[i] = getNodeTile(n, p, tile_dirs[i], data); - } - - u16 l = getInteriorLight(n, 0, data); - video::SColor c = MapBlock_LightColor(255, l); + + u16 l = getInteriorLight(n, 1, nodedef); + video::SColor c = MapBlock_LightColor(255, l, f.light_source); v3f pos = intToFloat(p, BS); @@ -1055,17 +1551,43 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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 = (i->MinEdge.X/BS)+0.5; - f32 ty1 = (i->MinEdge.Y/BS)+0.5; - f32 tz1 = (i->MinEdge.Z/BS)+0.5; - f32 tx2 = (i->MaxEdge.X/BS)+0.5; - f32 ty2 = (i->MaxEdge.Y/BS)+0.5; - f32 tz2 = (i->MaxEdge.Z/BS)+0.5; + 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, @@ -1080,10 +1602,100 @@ void mapblock_mesh_generate_special(MeshMakeData *data, // 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]; + } + } + + 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 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); + } } } }