X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fcontent_mapblock.cpp;h=84d5f067c90704c928b8e7985b44b346e8676839;hb=36747794ab981e5d1cc085075979ef981e783b55;hp=fd2a30bafe14f6fc57fa668e1b4ea7e5368b04fe;hpb=c3703ded953326823c5a0941881d23f3f136f88d;p=minetest.git diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index fd2a30baf..84d5f067c 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -1,18 +1,18 @@ /* -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. */ @@ -20,112 +20,162 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "content_mapblock.h" #include "main.h" // For g_settings -#include "mineral.h" -#include "mapblock_mesh.h" // For MapBlock_LightColor() +#include "mapblock_mesh.h" // For MapBlock_LightColor() and MeshCollector #include "settings.h" #include "nodedef.h" +#include "tile.h" #include "gamedef.h" +#include "util/numeric.h" +#include "util/directiontables.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] = + assert(tilecount >= 1 && tilecount <= 6); + + v3f min = box.MinEdge; + v3f max = box.MaxEdge; + + + + if(txc == NULL) { - 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) - }; + 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]), + }; + v2f t; + for(int i = 0; i < tilecount; i++) + { + switch (tiles[i].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.rotateBy(90,irr::core::vector2df(0, 0)); + + tiles[i].texture.pos.Y += tiles[i].texture.size.Y; + tiles[i].texture.size.Y *= -1; + break; + case 5: //FXR270 + for (int x = 0; x < 4; x++) + vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0)); + t=vertices[i*4].TCoords; + tiles[i].texture.pos.Y += tiles[i].texture.size.Y; + tiles[i].texture.size.Y *= -1; + break; + case 6: //FYR90 + for (int x = 0; x < 4; x++) + vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0)); + tiles[i].texture.pos.X += tiles[i].texture.size.X; + tiles[i].texture.size.X *= -1; + break; + case 7: //FYR270 + for (int x = 0; x < 4; x++) + vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0)); + tiles[i].texture.pos.X += tiles[i].texture.size.X; + tiles[i].texture.size.X *= -1; + break; + case 8: //FX + tiles[i].texture.pos.Y += tiles[i].texture.size.Y; + tiles[i].texture.size.Y *= -1; + break; + case 9: //FY + tiles[i].texture.pos.X += tiles[i].texture.size.X; + tiles[i].texture.size.X *= -1; + break; + default: + break; + } + } + 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; + } + 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 void mapblock_mesh_generate_special(MeshMakeData *data, - MeshCollector &collector, IGameDef *gamedef) + MeshCollector &collector) { - INodeDefManager *nodedef = gamedef->ndef(); + INodeDefManager *nodedef = data->m_gamedef->ndef(); // 0ms //TimeTaker timer("mapblock_mesh_generate_special()"); @@ -141,14 +191,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data, v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE; - /*// 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;*/ - for(s16 z=0; zget(n).special_materials[0]); - //assert(nodedef->get(n).special_materials[1]); - assert(nodedef->get(n).special_aps[0]); - - video::SMaterial &liquid_material = - *nodedef->get(n).special_materials[0]; - /*video::SMaterial &liquid_material_bfculled = - *nodedef->get(n).special_materials[1];*/ - AtlasPointer &pa_liquid1 = - *nodedef->get(n).special_aps[0]; - - bool top_is_air = false; - MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); - if(n.getContent() == CONTENT_AIR) - top_is_air = true; - - if(top_is_air == false) - continue; + TileSpec tile_liquid = f.special_tiles[0]; + TileSpec tile_liquid_bfculled = getNodeTile(n, p, v3s16(0,0,0), data); + AtlasPointer &pa_liquid = tile_liquid.texture; - u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef)); - video::SColor c = MapBlock_LightColor( - nodedef->get(n).alpha, l); + 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, data); + video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source)); + + /* + Generate sides + */ + v3s16 side_dirs[4] = { + v3s16(1,0,0), + v3s16(-1,0,0), + v3s16(0,0,1), + v3s16(0,0,-1), + }; + for(u32 i=0; i<4; i++) + { + v3s16 dir = side_dirs[i]; + + MapNode neighbor = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir); + content_t neighbor_content = neighbor.getContent(); + const ContentFeatures &n_feat = nodedef->get(neighbor_content); + MapNode n_top = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir+ v3s16(0,1,0)); + content_t n_top_c = n_top.getContent(); + + if(neighbor_content == CONTENT_IGNORE) + continue; + + /* + If our topside is liquid and neighbor's topside + is liquid, don't draw side face + */ + if(top_is_same_liquid && (n_top_c == c_flowing || + n_top_c == c_source || n_top_c == CONTENT_IGNORE)) + continue; + + // Don't draw face if neighbor is blocking the view + if(n_feat.solidness == 2) + continue; + + bool neighbor_is_same_liquid = (neighbor_content == c_source + || neighbor_content == c_flowing); + + // Don't draw any faces if neighbor same is liquid and top is + // same liquid + if(neighbor_is_same_liquid && !top_is_same_liquid) + continue; + + // Use backface culled material if neighbor doesn't have a + // solidness of 0 + const TileSpec *current_tile = &tile_liquid; + if(n_feat.solidness != 0 || n_feat.visual_solidness != 0) + current_tile = &tile_liquid_bfculled; + + video::S3DVertex vertices[4] = + { + video::S3DVertex(-BS/2,0,BS/2,0,0,0, c, + 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()), + }; + + /* + 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_liquid1.x0(), pa_liquid1.y1()), + pa_liquid.x0(), pa_liquid.y1()), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, - pa_liquid1.x1(), pa_liquid1.y1()), + pa_liquid.x1(), pa_liquid.y1()), video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, - pa_liquid1.x1(), pa_liquid1.y0()), + pa_liquid.x1(), pa_liquid.y0()), video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, - pa_liquid1.x0(), pa_liquid1.y0()), + pa_liquid.x0(), pa_liquid.y0()), }; + 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.Y += (-0.5+node_liquid_level)*BS; - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); + vertices[i].Pos += offset; } 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); break;} case NDT_FLOWINGLIQUID: { /* Add flowing liquid to mesh */ - assert(nodedef->get(n).special_materials[0]); - assert(nodedef->get(n).special_materials[1]); - assert(nodedef->get(n).special_aps[0]); - - video::SMaterial &liquid_material = - *nodedef->get(n).special_materials[0]; - video::SMaterial &liquid_material_bfculled = - *nodedef->get(n).special_materials[1]; - AtlasPointer &pa_liquid1 = - *nodedef->get(n).special_aps[0]; + 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)); - content_t c_flowing = nodedef->get(n).liquid_alternative_flowing; - content_t c_source = nodedef->get(n).liquid_alternative_source; + content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing); + content_t c_source = nodedef->getId(f.liquid_alternative_source); if(ntop.getContent() == c_flowing || ntop.getContent() == c_source) top_is_same_liquid = true; - u8 l = 0; + u16 l = 0; + // If this liquid emits light and doesn't contain light, draw + // it at what it emits, for an increased effect + u8 light_source = nodedef->get(n).light_source; + if(light_source != 0){ + //l = decode_light(undiminish_light(light_source)); + l = decode_light(light_source); + l = l | (l<<8); + } // Use the light of the node on top if possible - if(nodedef->get(ntop).param_type == CPT_LIGHT) - l = decode_light(ntop.getLightBlend(data->m_daynight_ratio, nodedef)); + else if(nodedef->get(ntop).param_type == CPT_LIGHT) + l = getInteriorLight(ntop, 0, data); // Otherwise use the light of this node (the liquid) else - l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef)); - video::SColor c = MapBlock_LightColor( - nodedef->get(n).alpha, l); + l = getInteriorLight(n, 0, data); + video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source)); // 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), @@ -285,7 +445,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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; + + 0.5) / (float)LIQUID_LEVEL_SOURCE * node_liquid_level) * BS; // Check node above neighbor. // NOTE: This doesn't get executed if neighbor @@ -297,9 +457,9 @@ 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) @@ -348,7 +508,7 @@ 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; @@ -400,20 +560,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data, // Use backface culled material if neighbor doesn't have a // solidness of 0 - video::SMaterial *current_material = &liquid_material; + const TileSpec *current_tile = &tile_liquid; if(n_feat.solidness != 0 || n_feat.visual_solidness != 0) - current_material = &liquid_material_bfculled; + current_tile = &tile_liquid_bfculled; video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, - pa_liquid1.x0(), pa_liquid1.y1()), + pa_liquid.x0(), pa_liquid.y1()), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, - pa_liquid1.x1(), pa_liquid1.y1()), + pa_liquid.x1(), pa_liquid.y1()), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, - pa_liquid1.x1(), pa_liquid1.y0()), + pa_liquid.x1(), pa_liquid.y0()), video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, - pa_liquid1.x0(), pa_liquid1.y0()), + pa_liquid.x0(), pa_liquid.y0()), }; /* @@ -471,12 +631,12 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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(*current_material, vertices, 4, indices, 6); + collector.append(*current_tile, vertices, 4, indices, 6); } /* @@ -488,16 +648,18 @@ void mapblock_mesh_generate_special(MeshMakeData *data, video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, - pa_liquid1.x0(), pa_liquid1.y1()), + pa_liquid.x0(), pa_liquid.y1()), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, - pa_liquid1.x1(), pa_liquid1.y1()), + pa_liquid.x1(), pa_liquid.y1()), video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, - pa_liquid1.x1(), pa_liquid1.y0()), + pa_liquid.x1(), pa_liquid.y0()), video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, - pa_liquid1.x0(), pa_liquid1.y0()), + pa_liquid.x0(), pa_liquid.y0()), }; - // 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++) @@ -506,182 +668,162 @@ 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); } - - u16 indices[] = {0,1,2,2,3,0}; - // Add to mesh collector - collector.append(liquid_material, vertices, 4, indices, 6); - } - break;} - case NDT_GLASSLIKE: - { - 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 = f.tiles[0].texture; - material_glass.setTexture(0, pa_glass.atlas); - - u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef))); - video::SColor c = MapBlock_LightColor(255, l); - - for(u32 j=0; j<6; j++) - { - video::S3DVertex vertices[4] = - { - video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, - pa_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()), - }; - - if(j == 0) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(0); - } - else if(j == 1) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(180); - } - else if(j == 2) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(-90); - } - else if(j == 3) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(90); - } - else if(j == 4) + + // 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 + int 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]] + + corner_levels[side_corners[1][1]]) - + (corner_levels[side_corners[0][0]] + + corner_levels[side_corners[0][1]]); + // -X + if(-dx >= abs(dz)) { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateYZBy(-90); + 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; } - else if(j == 5) + // +X + if(dx >= abs(dz)) { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateYZBy(90); + 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; } - - for(u16 i=0; i<4; i++) + // -Z + if(-dz >= abs(dx)) { - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); + 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; } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector - collector.append(material_glass, vertices, 4, indices, 6); + collector.append(tile_liquid, vertices, 4, indices, 6); } break;} - case NDT_ALLFACES: + case NDT_GLASSLIKE: { - video::SMaterial material_leaves1; - material_leaves1.setFlag(video::EMF_LIGHTING, false); - material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false); - material_leaves1.setFlag(video::EMF_FOG_ENABLE, true); - material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - AtlasPointer pa_leaves1 = f.tiles[0].texture; - material_leaves1.setTexture(0, pa_leaves1.atlas); + TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data); + AtlasPointer ap = tile.texture; - u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef))); - video::SColor c = MapBlock_LightColor(255, l); + u16 l = getInteriorLight(n, 1, data); + video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source)); for(u32 j=0; j<6; j++) { + // Check this neighbor + v3s16 n2p = blockpos_nodes + p + g_6dirs[j]; + 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, - pa_leaves1.x0(), pa_leaves1.y1()), + ap.x0(), ap.y1()), video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, - pa_leaves1.x1(), pa_leaves1.y1()), + ap.x1(), ap.y1()), video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, - pa_leaves1.x1(), pa_leaves1.y0()), + ap.x1(), ap.y0()), video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, - pa_leaves1.x0(), pa_leaves1.y0()), + ap.x0(), ap.y0()), }; - - if(j == 0) - { + + // Rotations in the g_6dirs format + if(j == 0) // Z+ for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(0); - } - else if(j == 1) - { + else if(j == 1) // Y+ for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(180); - } - else if(j == 2) - { + vertices[i].Pos.rotateYZBy(-90); + else if(j == 2) // X+ for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(-90); - } - else if(j == 3) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(90); - } - else if(j == 4) - { + else if(j == 3) // Z- for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateYZBy(-90); - } - else if(j == 5) - { + vertices[i].Pos.rotateXZBy(180); + else if(j == 4) // Y- for(u16 i=0; i<4; i++) vertices[i].Pos.rotateYZBy(90); - } + else if(j == 5) // X- + for(u16 i=0; i<4; i++) + vertices[i].Pos.rotateXZBy(90); - for(u16 i=0; i<4; i++) - { - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); + for(u16 i=0; i<4; i++){ + 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); } 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, decode_light(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 assert(0); break; case NDT_TORCHLIKE: { - v3s16 dir = unpackDir(n.param2); + v3s16 dir = n.getWallMountedDir(nodedef); - AtlasPointer ap(0); + u8 tileindex = 0; if(dir == v3s16(0,-1,0)){ - ap = f.tiles[0].texture; // floor + tileindex = 0; // floor } else if(dir == v3s16(0,1,0)){ - ap = f.tiles[1].texture; // ceiling + tileindex = 1; // ceiling // For backwards compatibility } else if(dir == v3s16(0,0,0)){ - ap = f.tiles[0].texture; // floor + tileindex = 0; // floor } else { - ap = f.tiles[2].texture; // side + tileindex = 2; // side } - // Set material - video::SMaterial material; - material.setFlag(video::EMF_LIGHTING, false); - material.setFlag(video::EMF_BACK_FACE_CULLING, false); - material.setFlag(video::EMF_BILINEAR_FILTER, false); - material.setFlag(video::EMF_FOG_ENABLE, true); - //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; - material.MaterialType - = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - material.setTexture(0, ap.atlas); + TileSpec tile = getNodeTileN(n, p, tileindex, data); + tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING; + tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; - video::SColor c(255,255,255,255); + AtlasPointer ap = tile.texture; + + u16 l = getInteriorLight(n, 1, data); + video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source)); // Wall at X+ of node video::S3DVertex vertices[4] = @@ -711,44 +853,38 @@ void mapblock_mesh_generate_special(MeshMakeData *data, if(dir == v3s16(0,1,0)) vertices[i].Pos.rotateXZBy(-45); - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); + vertices[i].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector - collector.append(material, vertices, 4, indices, 6); + collector.append(tile, vertices, 4, indices, 6); break;} case NDT_SIGNLIKE: { - // Set material - video::SMaterial material; - material.setFlag(video::EMF_LIGHTING, false); - material.setFlag(video::EMF_BACK_FACE_CULLING, false); - material.setFlag(video::EMF_BILINEAR_FILTER, false); - material.setFlag(video::EMF_FOG_ENABLE, true); - material.MaterialType - = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - AtlasPointer ap = f.tiles[0].texture; - material.setTexture(0, ap.atlas); - - u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef)); - video::SColor c = MapBlock_LightColor(255, l); + TileSpec tile = getNodeTileN(n, p, 0, data); + tile.material_flags &= ~MATERIAL_FLAG_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, decode_light(f.light_source)); float d = (float)BS/16; // 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.y1()), - video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, - ap.x1(), ap.y1()), video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, - ap.x1(), ap.y0()), - video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, ap.x0(), ap.y0()), + video::S3DVertex(BS/2-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()), }; - v3s16 dir = unpackDir(n.param2); + v3s16 dir = n.getWallMountedDir(nodedef); for(s32 i=0; i<4; i++) { @@ -765,40 +901,36 @@ void mapblock_mesh_generate_special(MeshMakeData *data, if(dir == v3s16(0,1,0)) vertices[i].Pos.rotateXYBy(90); - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); + vertices[i].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector - collector.append(material, vertices, 4, indices, 6); + collector.append(tile, vertices, 4, indices, 6); break;} case NDT_PLANTLIKE: { - 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 = f.tiles[0].texture; - material_papyrus.setTexture(0, pa_papyrus.atlas); + TileSpec tile = getNodeTileN(n, p, 0, data); + tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; + AtlasPointer ap = tile.texture; - u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef))); - video::SColor c = MapBlock_LightColor(255, l); + u16 l = getInteriorLight(n, 1, data); + video::SColor c = MapBlock_LightColor(255, l, decode_light(f.light_source)); - for(u32 j=0; j<4; j++) + for(u32 j=0; j<2; j++) { video::S3DVertex vertices[4] = { video::S3DVertex(-BS/2*f.visual_scale,-BS/2,0, 0,0,0, c, - pa_papyrus.x0(), pa_papyrus.y1()), + ap.x0(), ap.y1()), video::S3DVertex( BS/2*f.visual_scale,-BS/2,0, 0,0,0, c, - pa_papyrus.x1(), pa_papyrus.y1()), + ap.x1(), ap.y1()), video::S3DVertex( BS/2*f.visual_scale, -BS/2 + f.visual_scale*BS,0, 0,0,0, c, - pa_papyrus.x1(), pa_papyrus.y0()), + ap.x1(), ap.y0()), video::S3DVertex(-BS/2*f.visual_scale, -BS/2 + f.visual_scale*BS,0, 0,0,0, c, - pa_papyrus.x0(), pa_papyrus.y0()), + ap.x0(), ap.y0()), }; if(j == 0) @@ -811,57 +943,51 @@ void mapblock_mesh_generate_special(MeshMakeData *data, for(u16 i=0; i<4; i++) vertices[i].Pos.rotateXZBy(-45); } - else if(j == 2) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(135); - } - else if(j == 3) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(-135); - } for(u16 i=0; i<4; i++) { vertices[i].Pos *= f.visual_scale; - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); + vertices[i].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector - collector.append(material_papyrus, vertices, 4, indices, 6); + collector.append(tile, vertices, 4, indices, 6); } break;} case NDT_FENCELIKE: { - 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 = f.tiles[0].texture; - material_wood.setTexture(0, pa_wood.atlas); - - u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef))); - video::SColor c = MapBlock_LightColor(255, l); - - const f32 post_rad=(f32)BS/10; - const f32 bar_rad=(f32)BS/20; + 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(); + 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, decode_light(f.light_source)); + + const f32 post_rad=(f32)BS/8; + const f32 bar_rad=(f32)BS/16; const f32 bar_len=(f32)(BS/2)-post_rad; + v3f pos = intToFloat(p, BS); + // The post - always present - v3f pos = intToFloat(p+blockpos_nodes, BS); + aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad); + post.MinEdge += pos; + post.MaxEdge += pos; 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); + 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; @@ -870,24 +996,23 @@ void mapblock_mesh_generate_special(MeshMakeData *data, const ContentFeatures *f2 = &nodedef->get(n2); if(f2->drawtype == NDT_FENCELIKE) { - pos = intToFloat(p+blockpos_nodes, BS); - pos.X += BS/2; - pos.Y += BS/4; + 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]={ - 0,0.4,1,0.6, - 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); + 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 @@ -897,24 +1022,23 @@ void mapblock_mesh_generate_special(MeshMakeData *data, f2 = &nodedef->get(n2); if(f2->drawtype == NDT_FENCELIKE) { - pos = intToFloat(p+blockpos_nodes, BS); - pos.Z += BS/2; - pos.Y += BS/4; + 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]={ - 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); - + 3/16.,1/16.,5/16.,5/16., // cannot rotate; stretch + 4/16.,1/16.,6/16.,5/16., // for wood texture instead + 0/16.,9/16.,16/16.,11/16., + 0/16.,6/16.,16/16.,8/16., + 6/16.,6/16.,8/16.,8/16., + 10/16.,10/16.,12/16.,12/16.}; + makeCuboid(&collector, bar, &tile_nocrack, 1, + c, zrailuv); + bar.MinEdge.Y -= BS/2; + bar.MaxEdge.Y -= BS/2; + makeCuboid(&collector, bar, &tile_nocrack, 1, + c, zrailuv); } break;} case NDT_RAILLIKE: @@ -922,110 +1046,238 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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)); 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]; + + // reasonable default, flat straight unrotated rail + bool is_straight = true; + int adjacencies = 0; + int angle = 0; + u8 tileindex = 0; - int adjacencies = is_rail_x[0] + is_rail_x[1] + is_rail_z[0] + is_rail_z[1]; - - // Assign textures - AtlasPointer ap = f.tiles[0].texture; // straight - if(adjacencies < 2) - ap = f.tiles[0].texture; // straight - else if(adjacencies == 2) + // 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]) { - if((is_rail_x[0] && is_rail_x[1]) || (is_rail_z[0] && is_rail_z[1])) - ap = f.tiles[0].texture; // straight - else - ap = f.tiles[1].texture; // curved + adjacencies = 5; //5 means sloped + is_straight = true; // sloped is always straight } - else if(adjacencies == 3) - ap = f.tiles[2].texture; // t-junction - else if(adjacencies == 4) - ap = f.tiles[3].texture; // crossing - - video::SMaterial material_rail; - material_rail.setFlag(video::EMF_LIGHTING, false); - material_rail.setFlag(video::EMF_BACK_FACE_CULLING, false); - material_rail.setFlag(video::EMF_BILINEAR_FILTER, false); - material_rail.setFlag(video::EMF_FOG_ENABLE, true); - material_rail.MaterialType - = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; - material_rail.setTexture(0, ap.atlas); - - u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef)); - video::SColor c = MapBlock_LightColor(255, l); - - float d = (float)BS/16; - video::S3DVertex vertices[4] = + else { - video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c, - ap.x0(), ap.y1()), - video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c, - ap.x1(), ap.y1()), - video::S3DVertex(BS/2,-BS/2+d,BS/2, 0,0,0, c, - ap.x1(), ap.y0()), - video::S3DVertex(-BS/2,-BS/2+d,BS/2, 0,0,0, c, - ap.x0(), ap.y0()), - }; - - // Rotate textures - int angle = 0; + // 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 (n_minus_z_plus_y.getContent() == thiscontent) 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]) + 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[0]) + if(!is_rail_z_all[0]) angle=90; - if(!is_rail_z[1]) + if(!is_rail_z_all[1]) angle=270; + break; + case 4: + tileindex = 3; // crossing + break; + case 5: //sloped + if(is_rail_z_plus_y[0]) + angle = 180; + if(is_rail_x_plus_y[0]) + angle = 90; + if(is_rail_x_plus_y[1]) + 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; + + AtlasPointer ap = tile.texture; + + u16 l = getInteriorLight(n, 0, data); + video::SColor c = MapBlock_LightColor(255, l, decode_light(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 + + 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()), + }; for(s32 i=0; i<4; i++) { - vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); + if(angle != 0) + vertices[i].Pos.rotateXZBy(angle); + vertices[i].Pos += intToFloat(p, BS); } u16 indices[] = {0,1,2,2,3,0}; - collector.append(material_rail, vertices, 4, indices, 6); + 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, 0, data); + video::SColor c = MapBlock_LightColor(255, l, decode_light(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;} } } } -#endif