X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fcontent_mapblock.cpp;h=b86b97822bcb81ade36de635bb51c940224768d7;hb=78ff5c193683fc643fbec85dc398da91d91a9e44;hp=2fc179fabd4f6048f644cb98776c812e44ac9685;hpb=037b2591971d752e67fa7d47095b996b3f56da5a;p=dragonfireclient.git diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index 2fc179fab..b86b97822 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 @@ -18,13 +18,18 @@ with this program; if not, write to the Free Software Foundation, Inc., */ #include "content_mapblock.h" - -#include "main.h" // For g_settings +#include "util/numeric.h" +#include "util/directiontables.h" #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 "log.h" +#include "noise.h" + // Create a cuboid. // collector - the MeshCollector for the resulting polygons @@ -40,16 +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, @@ -95,28 +100,88 @@ 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); } } +static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef, + MeshMakeData *data, MapNode n, int v, int *neighbors) +{ + MapNode n2 = data->m_vmanip.getNodeNoEx(p); + if (nodedef->nodeboxConnects(n, n2, v)) + *neighbors |= v; +} + +/* + 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(); + scene::ISceneManager* smgr = data->m_gamedef->getSceneManager(); + scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator(); // 0ms //TimeTaker timer("mapblock_mesh_generate_special()"); @@ -124,31 +189,27 @@ void mapblock_mesh_generate_special(MeshMakeData *data, /* Some settings */ - bool new_style_water = g_settings->getBool("new_style_water"); - - float node_liquid_level = 1.0; - if(new_style_water) - node_liquid_level = 0.85; - + bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache"); + 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) + TileSpec tile_liquid_bfculled = getNodeTile(n, p, v3s16(0,0,0), data); + + 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; + + 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; + } else { + /* + Otherwise upper position of face is liquid level + */ + vertices[2].Pos.Y = 0.5 * BS; + vertices[3].Pos.Y = 0.5 * BS; + } + /* + If neighbor is liquid, lower border of face is liquid level + */ + if (neighbor_is_same_liquid) { + vertices[0].Pos.Y = 0.5 * BS; + vertices[1].Pos.Y = 0.5 * BS; + } else { + /* + If neighbor is not liquid, lower border of face is + lower border of node + */ + vertices[0].Pos.Y = -0.5 * BS; + vertices[1].Pos.Y = -0.5 * BS; + } + + for(s32 j=0; j<4; j++) + { + if(dir == v3s16(0,0,1)) + vertices[j].Pos.rotateXZBy(0); + if(dir == v3s16(0,0,-1)) + vertices[j].Pos.rotateXZBy(180); + if(dir == v3s16(-1,0,0)) + vertices[j].Pos.rotateXZBy(90); + if(dir == v3s16(1,0,-0)) + vertices[j].Pos.rotateXZBy(-90); + + // Do this to not cause glitches when two liquids are + // side-by-side + /*if(neighbor_is_same_liquid == false){ + vertices[j].Pos.X *= 0.98; + vertices[j].Pos.Z *= 0.98; + }*/ + + 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; - u16 l = getInteriorLight(n, 0, data); - video::SColor c = MapBlock_LightColor(f.alpha, l); - 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 + 0.5) * BS, p.Z * BS); for(s32 i=0; i<4; i++) { vertices[i].Pos += offset; @@ -200,7 +373,6 @@ 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)); @@ -208,29 +380,30 @@ void mapblock_mesh_generate_special(MeshMakeData *data, content_t c_source = nodedef->getId(f.liquid_alternative_source); if(ntop.getContent() == c_flowing || ntop.getContent() == c_source) top_is_same_liquid = true; - + u16 l = 0; // If this liquid emits light and doesn't contain light, draw // it at what it emits, for an increased effect 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), @@ -256,10 +429,15 @@ void mapblock_mesh_generate_special(MeshMakeData *data, content = n2.getContent(); if(n2.getContent() == c_source) - level = (-0.5+node_liquid_level) * BS; - else if(n2.getContent() == c_flowing) - level = (-0.5 + ((float)(n2.param2&LIQUID_LEVEL_MASK) - + 0.5) / 8.0 * node_liquid_level) * BS; + level = 0.5 * BS; + else if(n2.getContent() == c_flowing){ + u8 liquid_level = (n2.param2&LIQUID_LEVEL_MASK); + if (liquid_level <= LIQUID_LEVEL_MAX+1-range) + liquid_level = 0; + else + liquid_level -= (LIQUID_LEVEL_MAX+1-range); + level = (-0.5 + ((float)liquid_level + 0.5) / (float)range) * BS; + } // Check node above neighbor. // NOTE: This doesn't get executed if neighbor @@ -270,15 +448,15 @@ void mapblock_mesh_generate_special(MeshMakeData *data, n2.getContent() == c_flowing) flags |= neighborflag_top_is_same_liquid; } - - neighbor_levels.insert(neighbor_dirs[i], level); - neighbor_contents.insert(neighbor_dirs[i], content); - neighbor_flags.insert(neighbor_dirs[i], flags); + + neighbor_levels[neighbor_dirs[i]] = level; + neighbor_contents[neighbor_dirs[i]] = content; + neighbor_flags[neighbor_dirs[i]] = flags; } // Corner heights (average between four liquids) f32 corner_levels[4]; - + v3s16 halfdirs[4] = { v3s16(0,0,0), v3s16(1,0,0), @@ -306,7 +484,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, // Source is always the same height else if(content == c_source) { - cornerlevel = (-0.5+node_liquid_level)*BS; + cornerlevel = 0.5 * BS; valid_count = 1; break; } @@ -322,7 +500,7 @@ 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; @@ -358,14 +536,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data, content_t neighbor_content = neighbor_contents[dir]; const ContentFeatures &n_feat = nodedef->get(neighbor_content); - + // Don't draw face if neighbor is blocking the view if(n_feat.solidness == 2) continue; - + bool neighbor_is_same_liquid = (neighbor_content == c_source || neighbor_content == c_flowing); - + // Don't draw any faces if neighbor same is liquid and top is // same liquid if(neighbor_is_same_liquid == true @@ -377,19 +555,15 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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()), + 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 @@ -407,7 +581,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, vertices[2].Pos.Y = corner_levels[side_corners[i][0]]; vertices[3].Pos.Y = corner_levels[side_corners[i][1]]; } - + /* If neighbor is liquid, lower border of face is corner liquid levels @@ -426,7 +600,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, vertices[0].Pos.Y = -0.5*BS; vertices[1].Pos.Y = -0.5*BS; } - + for(s32 j=0; j<4; j++) { if(dir == v3s16(0,0,1)) @@ -437,7 +611,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, vertices[j].Pos.rotateXZBy(90); if(dir == v3s16(1,0,-0)) vertices[j].Pos.rotateXZBy(-90); - + // Do this to not cause glitches when two liquids are // side-by-side /*if(neighbor_is_same_liquid == false){ @@ -452,26 +626,24 @@ void mapblock_mesh_generate_special(MeshMakeData *data, // Add to mesh collector collector.append(*current_tile, vertices, 4, indices, 6); } - + /* Generate top side, if appropriate */ - + if(top_is_same_liquid == false) { video::S3DVertex vertices[4] = { - video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, - 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), }; - - // 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++) @@ -483,6 +655,40 @@ void mapblock_mesh_generate_special(MeshMakeData *data, vertices[i].Pos += intToFloat(p, BS); } + // Default downwards-flowing texture animation goes from + // -Z towards +Z, thus the direction is +Z. + // Rotate texture to make animation go in flow direction + // Positive if liquid moves towards +Z + f32 dz = (corner_levels[side_corners[3][0]] + + corner_levels[side_corners[3][1]]) - + (corner_levels[side_corners[2][0]] + + corner_levels[side_corners[2][1]]); + // Positive if liquid moves towards +X + f32 dx = (corner_levels[side_corners[1][0]] + + corner_levels[side_corners[1][1]]) - + (corner_levels[side_corners[0][0]] + + corner_levels[side_corners[0][1]]); + f32 tcoord_angle = atan2(dz, dx) * core::RADTODEG ; + v2f tcoord_center(0.5, 0.5); + v2f tcoord_translate( + blockpos_nodes.Z + z, + blockpos_nodes.X + x); + tcoord_translate.rotateBy(tcoord_angle); + tcoord_translate.X -= floor(tcoord_translate.X); + tcoord_translate.Y -= floor(tcoord_translate.Y); + + for(s32 i=0; i<4; i++) + { + vertices[i].TCoords.rotateBy( + tcoord_angle, + tcoord_center); + vertices[i].TCoords += tcoord_translate; + } + + v2f t = vertices[0].TCoords; + vertices[0].TCoords = vertices[2].TCoords; + vertices[2].TCoords = t; + u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector collector.append(tile_liquid, vertices, 4, indices, 6); @@ -491,33 +697,28 @@ 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 if(j == 0) // Z+ for(u16 i=0; i<4; i++) @@ -547,14 +748,251 @@ 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); @@ -564,12 +1002,12 @@ 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: { v3s16 dir = n.getWallMountedDir(nodedef); - + u8 tileindex = 0; if(dir == v3s16(0,-1,0)){ tileindex = 0; // floor @@ -586,21 +1024,17 @@ 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++) @@ -630,23 +1064,19 @@ 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); @@ -675,57 +1105,302 @@ void mapblock_mesh_generate_special(MeshMakeData *data, break;} case NDT_PLANTLIKE: { + PseudoRandom rng(x<<8 | z | y<<16); + TileSpec tile = getNodeTileN(n, p, 0, data); tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY; - AtlasPointer ap = tile.texture; - - u16 l = getInteriorLight(n, 1, data); - video::SColor c = MapBlock_LightColor(255, l); - for(u32 j=0; j<4; j++) - { + u16 l = getInteriorLight(n, 1, nodedef); + video::SColor c = MapBlock_LightColor(255, l, f.light_source); + + float s = BS / 2 * f.visual_scale; + // add sqrt(2) visual scale + if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x10) != 0)) + s *= 1.41421; + + float random_offset_X = .0; + float random_offset_Z = .0; + if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x8) != 0)) { + random_offset_X = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145); + random_offset_Z = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145); + } + + for (int j = 0; j < 4; j++) { video::S3DVertex vertices[4] = { - video::S3DVertex(-BS/2*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); + float rotate_degree = 0; + u8 p2mesh = 0; + if (f.param_type_2 == CPT2_DEGROTATE) + rotate_degree = n.param2 * 2; + else if (f.param_type_2 != CPT2_MESHOPTIONS) { + if (j == 0) { + for (u16 i = 0; i < 4; i++) + vertices[i].Pos.rotateXZBy(46 + rotate_degree); + } else if (j == 1) { + for (u16 i = 0; i < 4; i++) + vertices[i].Pos.rotateXZBy(-44 + rotate_degree); + } + } else { + p2mesh = n.param2 & 0x7; + switch (p2mesh) { + case 0: + // x + if (j == 0) { + for (u16 i = 0; i < 4; i++) + vertices[i].Pos.rotateXZBy(46); + } else if (j == 1) { + for (u16 i = 0; i < 4; i++) + vertices[i].Pos.rotateXZBy(-44); + } + break; + case 1: + // + + if (j == 0) { + for (u16 i = 0; i < 4; i++) + vertices[i].Pos.rotateXZBy(91); + } else if (j == 1) { + for (u16 i = 0; i < 4; i++) + vertices[i].Pos.rotateXZBy(1); + } + break; + case 2: + // * + if (j == 0) { + for (u16 i = 0; i < 4; i++) + vertices[i].Pos.rotateXZBy(121); + } else if (j == 1) { + for (u16 i = 0; i < 4; i++) + vertices[i].Pos.rotateXZBy(241); + } else { // (j == 2) + for (u16 i = 0; i < 4; i++) + vertices[i].Pos.rotateXZBy(1); + } + break; + case 3: + // # + switch (j) { + case 0: + for (u16 i = 0; i < 4; i++) { + vertices[i].Pos.rotateXZBy(1); + vertices[i].Pos.Z += BS / 4; + } + break; + case 1: + for (u16 i = 0; i < 4; i++) { + vertices[i].Pos.rotateXZBy(91); + vertices[i].Pos.X += BS / 4; + } + break; + case 2: + for (u16 i = 0; i < 4; i++) { + vertices[i].Pos.rotateXZBy(181); + vertices[i].Pos.Z -= BS / 4; + } + break; + case 3: + for (u16 i = 0; i < 4; i++) { + vertices[i].Pos.rotateXZBy(271); + vertices[i].Pos.X -= BS / 4; + } + break; + } + break; + case 4: + // outward leaning #-like + switch (j) { + case 0: + for (u16 i = 2; i < 4; i++) + vertices[i].Pos.Z -= BS / 2; + for (u16 i = 0; i < 4; i++) + vertices[i].Pos.rotateXZBy(1); + break; + case 1: + for (u16 i = 2; i < 4; i++) + vertices[i].Pos.Z -= BS / 2; + for (u16 i = 0; i < 4; i++) + vertices[i].Pos.rotateXZBy(91); + break; + case 2: + for (u16 i = 2; i < 4; i++) + vertices[i].Pos.Z -= BS / 2; + for (u16 i = 0; i < 4; i++) + vertices[i].Pos.rotateXZBy(181); + break; + case 3: + for (u16 i = 2; i < 4; i++) + vertices[i].Pos.Z -= BS / 2; + for (u16 i = 0; i < 4; i++) + vertices[i].Pos.rotateXZBy(271); + break; + } + break; + } } - else if(j == 1) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(-45); + + for (int i = 0; i < 4; i++) { + vertices[i].Pos *= f.visual_scale; + vertices[i].Pos.Y += BS/2 * (f.visual_scale - 1); + vertices[i].Pos += intToFloat(p, BS); + // move to a random spot to avoid moire + if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x8) != 0)) { + vertices[i].Pos.X += random_offset_X; + vertices[i].Pos.Z += random_offset_Z; + } + // randomly move each face up/down + if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x20) != 0)) { + PseudoRandom yrng(j | x<<16 | z<<8 | y<<24 ); + vertices[i].Pos.Y -= BS * ((yrng.next() % 16 / 16.0) * 0.125); + } } - else if(j == 2) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(135); + + u16 indices[] = {0, 1, 2, 2, 3, 0}; + // Add to mesh collector + collector.append(tile, vertices, 4, indices, 6); + + // stop adding faces for meshes with less than 4 faces + if (f.param_type_2 == CPT2_MESHOPTIONS) { + if (((p2mesh == 0) || (p2mesh == 1)) && (j == 1)) + break; + else if ((p2mesh == 2) && (j == 2)) + break; + } else if (j == 1) { + break; } - else if(j == 3) - { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(-135); + + } + 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; + + // Check for adjacent nodes + for (int i = 0; i < 6; i++) { + n2p = blockpos_nodes + p + dirs[i]; + n2 = data->m_vmanip.getNodeNoEx(n2p); + n2c = n2.getContent(); + if (n2c != CONTENT_IGNORE && n2c != CONTENT_AIR && n2c != current) { + doDraw[i] = 1; + if (drawAllFaces) + drawAllFaces = false; + } + } - for(u16 i=0; i<4; i++) - { + for (int j = 0; j < 6; j++) { + + video::S3DVertex vertices[4] = { + video::S3DVertex(-s, -BS / 2, 0, 0, 0, 0, c, 0, 1), + video::S3DVertex( s, -BS / 2, 0, 0, 0, 0, c, 1, 1), + video::S3DVertex( s, -BS / 2 + s * 2, 0, 0, 0, 0, c, 1, 0), + video::S3DVertex(-s, -BS / 2 + s * 2, 0, 0, 0, 0, c, 0, 0), + }; + + // Calculate which faces should be drawn, (top or sides) + if (j == 0 && (drawAllFaces || + (doDraw[3] == 1 || doDraw[1] == 1))) { + for (int i = 0; i < 4; i++) { + vertices[i].Pos.rotateXZBy(90); + vertices[i].Pos.rotateXYBy(-10); + vertices[i].Pos.X -= 4.0; + } + } else if (j == 1 && (drawAllFaces || + (doDraw[5] == 1 || doDraw[1] == 1))) { + for (int i = 0; i < 4; i++) { + vertices[i].Pos.rotateXZBy(180); + vertices[i].Pos.rotateYZBy(10); + vertices[i].Pos.Z -= 4.0; + } + } else if (j == 2 && (drawAllFaces || + (doDraw[2] == 1 || doDraw[1] == 1))) { + for (int i = 0; i < 4; i++) { + vertices[i].Pos.rotateXZBy(270); + vertices[i].Pos.rotateXYBy(10); + vertices[i].Pos.X += 4.0; + } + } else if (j == 3 && (drawAllFaces || + (doDraw[4] == 1 || doDraw[1] == 1))) { + for (int i = 0; i < 4; i++) { + vertices[i].Pos.rotateYZBy(-10); + vertices[i].Pos.Z += 4.0; + } + // Center cross-flames + } else if (j == 4 && (drawAllFaces || doDraw[1] == 1)) { + for (int i = 0; i < 4; i++) { + vertices[i].Pos.rotateXZBy(45); + } + } else if (j == 5 && (drawAllFaces || doDraw[1] == 1)) { + for (int i = 0; i < 4; i++) { + vertices[i].Pos.rotateXZBy(-45); + } + // Render flames on bottom of node above + } else if (j == 0 && doDraw[0] == 1 && doDraw[1] == 0) { + for (int i = 0; i < 4; i++) { + vertices[i].Pos.rotateYZBy(70); + vertices[i].Pos.rotateXZBy(90); + vertices[i].Pos.Y += 4.84; + vertices[i].Pos.X -= 4.7; + } + } else if (j == 1 && doDraw[0] == 1 && doDraw[1] == 0) { + for (int i = 0; i < 4; i++) { + vertices[i].Pos.rotateYZBy(70); + vertices[i].Pos.rotateXZBy(180); + vertices[i].Pos.Y += 4.84; + vertices[i].Pos.Z -= 4.7; + } + } else if (j == 2 && doDraw[0] == 1 && doDraw[1] == 0) { + for (int i = 0; i < 4; i++) { + vertices[i].Pos.rotateYZBy(70); + vertices[i].Pos.rotateXZBy(270); + vertices[i].Pos.Y += 4.84; + vertices[i].Pos.X += 4.7; + } + } else if (j == 3 && doDraw[0] == 1 && doDraw[1] == 0) { + for (int i = 0; i < 4; i++) { + vertices[i].Pos.rotateYZBy(70); + vertices[i].Pos.Y += 4.84; + vertices[i].Pos.Z += 4.7; + } + } else { + // Skip faces that aren't adjacent to a node + continue; + } + + for (int i = 0; i < 4; i++) { vertices[i].Pos *= f.visual_scale; vertices[i].Pos += intToFloat(p, BS); } - u16 indices[] = {0,1,2,2,3,0}; + u16 indices[] = {0, 1, 2, 2, 3, 0}; // Add to mesh collector collector.append(tile, vertices, 4, indices, 6); } @@ -735,15 +1410,13 @@ 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; @@ -818,176 +1491,284 @@ 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]; - - bool is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]);//is really straight, rails on both sides - int adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[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]) //is straight because sloped - { - adjacencies = 5; //5 means sloped - is_straight = true; + 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++; + } } - // Assign textures - u8 tileindex = 0; // straight - if(adjacencies < 2) - tileindex = 0; // straight - else if(adjacencies == 2) - { - if(is_straight) - tileindex = 0; // straight - else - tileindex = 1; // curved + 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; + int adjacencies = 0; + int angle = 0; + u8 tileindex = 0; + + // check for sloped rail + if (is_rail_x[4] || is_rail_x[5] || is_rail_z[4] || is_rail_z[5]) { + adjacencies = 5; // 5 means sloped + is_straight = true; // sloped is always straight + } else { + // is really straight, rails on both sides + is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]); + adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[1]; } - else if(adjacencies == 3) + + switch (adjacencies) { + case 1: + if (is_rail_x_all[0] || is_rail_x_all[1]) + angle = 90; + break; + case 2: + if (!is_straight) + tileindex = 1; // curved + if (is_rail_x_all[0] && is_rail_x_all[1]) + angle = 90; + if (is_rail_z_all[0] && is_rail_z_all[1]) { + if (is_rail_z[4]) + angle = 180; + } + else if (is_rail_x_all[0] && is_rail_z_all[0]) + angle = 270; + else if (is_rail_x_all[0] && is_rail_z_all[1]) + angle = 180; + else if (is_rail_x_all[1] && is_rail_z_all[1]) + angle = 90; + break; + case 3: + // here is where the potential to 'switch' a junction is, but not implemented at present tileindex = 2; // t-junction - else if(adjacencies == 4) + if(!is_rail_x_all[1]) + angle = 180; + if(!is_rail_z_all[0]) + angle = 90; + if(!is_rail_z_all[1]) + angle = 270; + break; + case 4: tileindex = 3; // crossing + break; + case 5: //sloped + if (is_rail_z[4]) + angle = 180; + if (is_rail_x[4]) + angle = 90; + if (is_rail_x[5]) + angle = -90; + break; + default: + break; + } 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); + 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++) + { + if(angle != 0) + vertices[i].Pos.rotateXZBy(angle); + vertices[i].Pos += intToFloat(p, BS); + } + + u16 indices[] = {0,1,2,2,3,0}; + collector.append(tile, vertices, 4, indices, 6); + break;} + case NDT_NODEBOX: + { + static const v3s16 tile_dirs[6] = { + v3s16(0, 1, 0), + v3s16(0, -1, 0), + v3s16(1, 0, 0), + v3s16(-1, 0, 0), + v3s16(0, 0, 1), + v3s16(0, 0, -1) + }; + TileSpec tiles[6]; - // Rotate textures - int angle = 0; + u16 l = getInteriorLight(n, 1, nodedef); + video::SColor c = MapBlock_LightColor(255, l, f.light_source); - if(adjacencies == 1) - { - if(is_rail_x_all[0] || is_rail_x_all[1]) - angle = 90; + v3f pos = intToFloat(p, BS); + + int neighbors = 0; + + // locate possible neighboring nodes to connect to + if (f.node_box.type == NODEBOX_CONNECTED) { + v3s16 p2 = p; + + p2.Y++; + getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 1, &neighbors); + + p2 = p; + p2.Y--; + getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 2, &neighbors); + + p2 = p; + p2.Z--; + getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 4, &neighbors); + + p2 = p; + p2.X--; + getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 8, &neighbors); + + p2 = p; + p2.Z++; + getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 16, &neighbors); + + p2 = p; + p2.X++; + getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 32, &neighbors); } - if(adjacencies == 2) + + std::vector boxes; + n.getNodeBoxes(nodedef, &boxes, neighbors); + for(std::vector::iterator + i = boxes.begin(); + i != boxes.end(); ++i) { - if(is_rail_x_all[0] && is_rail_x_all[1]) + for(int j = 0; j < 6; j++) { - angle = 90; + // Handles facedir rotation for textures + tiles[j] = getNodeTile(n, p, tile_dirs[j], data); } - if(is_rail_z_all[0] && is_rail_z_all[1]) + aabb3f box = *i; + box.MinEdge += pos; + box.MaxEdge += pos; + + f32 temp; + if (box.MinEdge.X > box.MaxEdge.X) { - if (n_minus_z_plus_y.getContent() == thiscontent) angle = 180; + 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; } - else if(is_rail_x_all[0] && is_rail_z_all[0]) - angle = 270; - else if(is_rail_x_all[0] && is_rail_z_all[1]) - angle = 180; - else if(is_rail_x_all[1] && is_rail_z_all[1]) - angle = 90; - } - if(adjacencies == 3) - { - if(!is_rail_x_all[0]) - angle=0; - if(!is_rail_x_all[1]) - angle=180; - if(!is_rail_z_all[0]) - angle=90; - if(!is_rail_z_all[1]) - angle=270; - } - //adjacencies 4: Crossing - if(adjacencies == 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; - } - if(angle != 0) { - for(u16 i=0; i<4; i++) - vertices[i].Pos.rotateXZBy(angle); + // + // 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); } - - for(s32 i=0; i<4; i++) - { - vertices[i].Pos += intToFloat(p, BS); + 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]; + } } - u16 indices[] = {0,1,2,2,3,0}; - collector.append(tile, vertices, 4, indices, 6); + 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;} } }