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	* Real global textures * Add world-aligned textures * Update minimal to support world-aligned tiles * Update minimal
		
			
				
	
	
		
			1366 lines
		
	
	
		
			40 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1366 lines
		
	
	
		
			40 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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| Minetest
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| Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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| 
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| This program is free software; you can redistribute it and/or modify
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| it under the terms of the GNU Lesser General Public License as published by
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| the Free Software Foundation; either version 2.1 of the License, or
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| (at your option) any later version.
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| 
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| This program is distributed in the hope that it will be useful,
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| but WITHOUT ANY WARRANTY; without even the implied warranty of
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| MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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| GNU Lesser General Public License for more details.
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| 
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| You should have received a copy of the GNU Lesser General Public License along
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| with this program; if not, write to the Free Software Foundation, Inc.,
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| 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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| */
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| 
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| #include "content_mapblock.h"
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| #include "util/numeric.h"
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| #include "util/directiontables.h"
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| #include "mapblock_mesh.h"
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| #include "settings.h"
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| #include "nodedef.h"
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| #include "client/tile.h"
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| #include "mesh.h"
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| #include <IMeshManipulator.h>
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| #include "client/renderingengine.h"
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| #include "client.h"
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| #include "noise.h"
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| 
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| // Distance of light extrapolation (for oversized nodes)
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| // After this distance, it gives up and considers light level constant
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| #define SMOOTH_LIGHTING_OVERSIZE 1.0
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| 
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| // Node edge count (for glasslike-framed)
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| #define FRAMED_EDGE_COUNT 12
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| 
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| // Node neighbor count, including edge-connected, but not vertex-connected
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| // (for glasslike-framed)
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| // Corresponding offsets are listed in g_27dirs
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| #define FRAMED_NEIGHBOR_COUNT 18
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| 
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| static const v3s16 light_dirs[8] = {
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| 	v3s16(-1, -1, -1),
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| 	v3s16(-1, -1,  1),
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| 	v3s16(-1,  1, -1),
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| 	v3s16(-1,  1,  1),
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| 	v3s16( 1, -1, -1),
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| 	v3s16( 1, -1,  1),
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| 	v3s16( 1,  1, -1),
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| 	v3s16( 1,  1,  1),
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| };
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| 
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| // Standard index set to make a quad on 4 vertices
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| static constexpr u16 quad_indices[] = {0, 1, 2, 2, 3, 0};
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| 
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| const std::string MapblockMeshGenerator::raillike_groupname = "connect_to_raillike";
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| 
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| MapblockMeshGenerator::MapblockMeshGenerator(MeshMakeData *input, MeshCollector *output)
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| {
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| 	data      = input;
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| 	collector = output;
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| 
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| 	nodedef   = data->m_client->ndef();
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| 	meshmanip = RenderingEngine::get_scene_manager()->getMeshManipulator();
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| 
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| 	enable_mesh_cache = g_settings->getBool("enable_mesh_cache") &&
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| 		!data->m_smooth_lighting; // Mesh cache is not supported with smooth lighting
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| 
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| 	blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
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| }
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| 
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| void MapblockMeshGenerator::useTile(int index, u8 set_flags, u8 reset_flags, bool special)
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| {
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| 	if (special)
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| 		getSpecialTile(index, &tile, p == data->m_crack_pos_relative);
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| 	else
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| 		getTile(index, &tile);
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| 	if (!data->m_smooth_lighting)
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| 		color = encode_light(light, f->light_source);
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| 
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| 	for (auto &layer : tile.layers) {
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| 		layer.material_flags |= set_flags;
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| 		layer.material_flags &= ~reset_flags;
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| 	}
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| }
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| 
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| // Returns a tile, ready for use, non-rotated.
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| void MapblockMeshGenerator::getTile(int index, TileSpec *tile)
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| {
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| 	getNodeTileN(n, p, index, data, *tile);
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| }
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| 
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| // Returns a tile, ready for use, rotated according to the node facedir.
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| void MapblockMeshGenerator::getTile(v3s16 direction, TileSpec *tile)
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| {
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| 	getNodeTile(n, p, direction, data, *tile);
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| }
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| 
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| // Returns a special tile, ready for use, non-rotated.
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| void MapblockMeshGenerator::getSpecialTile(int index, TileSpec *tile, bool apply_crack)
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| {
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| 	*tile = f->special_tiles[index];
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| 	TileLayer *top_layer = NULL;
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| 
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| 	for (auto &layernum : tile->layers) {
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| 		TileLayer *layer = &layernum;
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| 		if (layer->texture_id == 0)
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| 			continue;
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| 		top_layer = layer;
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| 		if (!layer->has_color)
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| 			n.getColor(*f, &layer->color);
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| 	}
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| 
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| 	if (apply_crack)
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| 		top_layer->material_flags |= MATERIAL_FLAG_CRACK;
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| }
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| 
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| void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal,
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| 	float vertical_tiling)
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| {
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| 	const v2f tcoords[4] = {v2f(0.0, 0.0), v2f(1.0, 0.0),
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| 		v2f(1.0, vertical_tiling), v2f(0.0, vertical_tiling)};
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| 	video::S3DVertex vertices[4];
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| 	bool shade_face = !f->light_source && (normal != v3s16(0, 0, 0));
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| 	v3f normal2(normal.X, normal.Y, normal.Z);
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| 	for (int j = 0; j < 4; j++) {
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| 		vertices[j].Pos = coords[j] + origin;
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| 		vertices[j].Normal = normal2;
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| 		if (data->m_smooth_lighting)
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| 			vertices[j].Color = blendLightColor(coords[j]);
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| 		else
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| 			vertices[j].Color = color;
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| 		if (shade_face)
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| 			applyFacesShading(vertices[j].Color, normal2);
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| 		vertices[j].TCoords = tcoords[j];
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| 	}
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| 	collector->append(tile, vertices, 4, quad_indices, 6);
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| }
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| 
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| // Create a cuboid.
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| //  tiles     - the tiles (materials) to use (for all 6 faces)
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| //  tilecount - number of entries in tiles, 1<=tilecount<=6
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| //  lights    - vertex light levels. The order is the same as in light_dirs.
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| //              NULL may be passed if smooth lighting is disabled.
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| //  txc       - texture coordinates - this is a list of texture coordinates
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| //              for the opposite corners of each face - therefore, there
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| //              should be (2+2)*6=24 values in the list. The order of
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| //              the faces in the list is up-down-right-left-back-front
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| //              (compatible with ContentFeatures).
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| void MapblockMeshGenerator::drawCuboid(const aabb3f &box,
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| 	TileSpec *tiles, int tilecount, const u16 *lights, const f32 *txc)
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| {
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| 	assert(tilecount >= 1 && tilecount <= 6); // pre-condition
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| 
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| 	v3f min = box.MinEdge;
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| 	v3f max = box.MaxEdge;
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| 
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| 	video::SColor colors[6];
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| 	if (!data->m_smooth_lighting) {
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| 		for (int face = 0; face != 6; ++face) {
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| 			colors[face] = encode_light(light, f->light_source);
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| 		}
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| 		if (!f->light_source) {
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| 			applyFacesShading(colors[0], v3f(0, 1, 0));
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| 			applyFacesShading(colors[1], v3f(0, -1, 0));
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| 			applyFacesShading(colors[2], v3f(1, 0, 0));
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| 			applyFacesShading(colors[3], v3f(-1, 0, 0));
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| 			applyFacesShading(colors[4], v3f(0, 0, 1));
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| 			applyFacesShading(colors[5], v3f(0, 0, -1));
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| 		}
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| 	}
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| 
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| 	video::S3DVertex vertices[24] = {
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| 		// top
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| 		video::S3DVertex(min.X, max.Y, max.Z, 0, 1, 0, colors[0], txc[0], txc[1]),
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| 		video::S3DVertex(max.X, max.Y, max.Z, 0, 1, 0, colors[0], txc[2], txc[1]),
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| 		video::S3DVertex(max.X, max.Y, min.Z, 0, 1, 0, colors[0], txc[2], txc[3]),
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| 		video::S3DVertex(min.X, max.Y, min.Z, 0, 1, 0, colors[0], txc[0], txc[3]),
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| 		// bottom
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| 		video::S3DVertex(min.X, min.Y, min.Z, 0, -1, 0, colors[1], txc[4], txc[5]),
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| 		video::S3DVertex(max.X, min.Y, min.Z, 0, -1, 0, colors[1], txc[6], txc[5]),
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| 		video::S3DVertex(max.X, min.Y, max.Z, 0, -1, 0, colors[1], txc[6], txc[7]),
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| 		video::S3DVertex(min.X, min.Y, max.Z, 0, -1, 0, colors[1], txc[4], txc[7]),
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| 		// right
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| 		video::S3DVertex(max.X, max.Y, min.Z, 1, 0, 0, colors[2], txc[ 8], txc[9]),
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| 		video::S3DVertex(max.X, max.Y, max.Z, 1, 0, 0, colors[2], txc[10], txc[9]),
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| 		video::S3DVertex(max.X, min.Y, max.Z, 1, 0, 0, colors[2], txc[10], txc[11]),
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| 		video::S3DVertex(max.X, min.Y, min.Z, 1, 0, 0, colors[2], txc[ 8], txc[11]),
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| 		// left
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| 		video::S3DVertex(min.X, max.Y, max.Z, -1, 0, 0, colors[3], txc[12], txc[13]),
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| 		video::S3DVertex(min.X, max.Y, min.Z, -1, 0, 0, colors[3], txc[14], txc[13]),
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| 		video::S3DVertex(min.X, min.Y, min.Z, -1, 0, 0, colors[3], txc[14], txc[15]),
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| 		video::S3DVertex(min.X, min.Y, max.Z, -1, 0, 0, colors[3], txc[12], txc[15]),
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| 		// back
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| 		video::S3DVertex(max.X, max.Y, max.Z, 0, 0, 1, colors[4], txc[16], txc[17]),
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| 		video::S3DVertex(min.X, max.Y, max.Z, 0, 0, 1, colors[4], txc[18], txc[17]),
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| 		video::S3DVertex(min.X, min.Y, max.Z, 0, 0, 1, colors[4], txc[18], txc[19]),
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| 		video::S3DVertex(max.X, min.Y, max.Z, 0, 0, 1, colors[4], txc[16], txc[19]),
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| 		// front
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| 		video::S3DVertex(min.X, max.Y, min.Z, 0, 0, -1, colors[5], txc[20], txc[21]),
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| 		video::S3DVertex(max.X, max.Y, min.Z, 0, 0, -1, colors[5], txc[22], txc[21]),
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| 		video::S3DVertex(max.X, min.Y, min.Z, 0, 0, -1, colors[5], txc[22], txc[23]),
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| 		video::S3DVertex(min.X, min.Y, min.Z, 0, 0, -1, colors[5], txc[20], txc[23]),
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| 	};
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| 
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| 	static const u8 light_indices[24] = {
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| 		3, 7, 6, 2,
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| 		0, 4, 5, 1,
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| 		6, 7, 5, 4,
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| 		3, 2, 0, 1,
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| 		7, 3, 1, 5,
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| 		2, 6, 4, 0
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| 	};
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| 
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| 	for (int face = 0; face < 6; face++) {
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| 		int tileindex = MYMIN(face, tilecount - 1);
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| 		const TileSpec &tile = tiles[tileindex];
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| 		for (int j = 0; j < 4; j++) {
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| 			video::S3DVertex &vertex = vertices[face * 4 + j];
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| 			v2f &tcoords = vertex.TCoords;
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| 			switch (tile.rotation) {
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| 			case 0:
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| 				break;
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| 			case 1: // R90
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| 				tcoords.rotateBy(90, irr::core::vector2df(0, 0));
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| 				break;
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| 			case 2: // R180
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| 				tcoords.rotateBy(180, irr::core::vector2df(0, 0));
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| 				break;
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| 			case 3: // R270
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| 				tcoords.rotateBy(270, irr::core::vector2df(0, 0));
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| 				break;
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| 			case 4: // FXR90
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| 				tcoords.X = 1.0 - tcoords.X;
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| 				tcoords.rotateBy(90, irr::core::vector2df(0, 0));
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| 				break;
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| 			case 5: // FXR270
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| 				tcoords.X = 1.0 - tcoords.X;
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| 				tcoords.rotateBy(270, irr::core::vector2df(0, 0));
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| 				break;
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| 			case 6: // FYR90
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| 				tcoords.Y = 1.0 - tcoords.Y;
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| 				tcoords.rotateBy(90, irr::core::vector2df(0, 0));
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| 				break;
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| 			case 7: // FYR270
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| 				tcoords.Y = 1.0 - tcoords.Y;
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| 				tcoords.rotateBy(270, irr::core::vector2df(0, 0));
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| 				break;
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| 			case 8: // FX
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| 				tcoords.X = 1.0 - tcoords.X;
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| 				break;
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| 			case 9: // FY
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| 				tcoords.Y = 1.0 - tcoords.Y;
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| 				break;
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| 			default:
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| 				break;
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| 			}
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| 		}
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| 	}
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| 
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| 	if (data->m_smooth_lighting) {
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| 		for (int j = 0; j < 24; ++j) {
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| 			vertices[j].Color = encode_light(lights[light_indices[j]],
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| 				f->light_source);
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| 			if (!f->light_source)
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| 				applyFacesShading(vertices[j].Color, vertices[j].Normal);
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| 		}
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| 	}
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| 
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| 	// Add to mesh collector
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| 	for (int k = 0; k < 6; ++k) {
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| 		int tileindex = MYMIN(k, tilecount - 1);
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| 		collector->append(tiles[tileindex], vertices + 4 * k, 4, quad_indices, 6);
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| 	}
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| }
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| 
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| // Gets the base lighting values for a node
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| void MapblockMeshGenerator::getSmoothLightFrame()
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| {
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| 	for (int k = 0; k < 8; ++k) {
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| 		u16 light = getSmoothLightTransparent(blockpos_nodes + p, light_dirs[k], data);
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| 		frame.lightsA[k] = light & 0xff;
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| 		frame.lightsB[k] = light >> 8;
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| 	}
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| }
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| 
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| // Calculates vertex light level
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| //  vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so)
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| u16 MapblockMeshGenerator::blendLight(const v3f &vertex_pos)
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| {
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| 	f32 x = core::clamp(vertex_pos.X / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
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| 	f32 y = core::clamp(vertex_pos.Y / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
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| 	f32 z = core::clamp(vertex_pos.Z / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
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| 	f32 lightA = 0.0;
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| 	f32 lightB = 0.0;
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| 	for (int k = 0; k < 8; ++k) {
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| 		f32 dx = (k & 4) ? x : 1 - x;
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| 		f32 dy = (k & 2) ? y : 1 - y;
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| 		f32 dz = (k & 1) ? z : 1 - z;
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| 		lightA += dx * dy * dz * frame.lightsA[k];
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| 		lightB += dx * dy * dz * frame.lightsB[k];
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| 	}
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| 	return
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| 		core::clamp(core::round32(lightA), 0, 255) |
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| 		core::clamp(core::round32(lightB), 0, 255) << 8;
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| }
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| 
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| // Calculates vertex color to be used in mapblock mesh
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| //  vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so)
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| //  tile_color - node's tile color
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| video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos)
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| {
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| 	u16 light = blendLight(vertex_pos);
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| 	return encode_light(light, f->light_source);
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| }
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| 
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| video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos,
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| 	const v3f &vertex_normal)
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| {
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| 	video::SColor color = blendLightColor(vertex_pos);
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| 	if (!f->light_source)
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| 		applyFacesShading(color, vertex_normal);
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| 	return color;
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| }
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| 
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| void MapblockMeshGenerator::generateCuboidTextureCoords(const aabb3f &box, f32 *coords)
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| {
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| 	f32 tx1 = (box.MinEdge.X / BS) + 0.5;
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| 	f32 ty1 = (box.MinEdge.Y / BS) + 0.5;
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| 	f32 tz1 = (box.MinEdge.Z / BS) + 0.5;
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| 	f32 tx2 = (box.MaxEdge.X / BS) + 0.5;
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| 	f32 ty2 = (box.MaxEdge.Y / BS) + 0.5;
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| 	f32 tz2 = (box.MaxEdge.Z / BS) + 0.5;
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| 	f32 txc[24] = {
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| 		    tx1, 1 - tz2,     tx2, 1 - tz1, // up
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| 		    tx1,     tz1,     tx2,     tz2, // down
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| 		    tz1, 1 - ty2,     tz2, 1 - ty1, // right
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| 		1 - tz2, 1 - ty2, 1 - tz1, 1 - ty1, // left
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| 		1 - tx2, 1 - ty2, 1 - tx1, 1 - ty1, // back
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| 		    tx1, 1 - ty2,     tx2, 1 - ty1, // front
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| 	};
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| 	for (int i = 0; i != 24; ++i)
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| 		coords[i] = txc[i];
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| }
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| 
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| void MapblockMeshGenerator::drawAutoLightedCuboid(aabb3f box, const f32 *txc,
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| 	TileSpec *tiles, int tile_count)
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| {
 | |
| 	f32 texture_coord_buf[24];
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| 	f32 dx1 = box.MinEdge.X;
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| 	f32 dy1 = box.MinEdge.Y;
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| 	f32 dz1 = box.MinEdge.Z;
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| 	f32 dx2 = box.MaxEdge.X;
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| 	f32 dy2 = box.MaxEdge.Y;
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| 	f32 dz2 = box.MaxEdge.Z;
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| 	box.MinEdge += origin;
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| 	box.MaxEdge += origin;
 | |
| 	if (!txc) {
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| 		generateCuboidTextureCoords(box, texture_coord_buf);
 | |
| 		txc = texture_coord_buf;
 | |
| 	}
 | |
| 	if (!tiles) {
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| 		tiles = &tile;
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| 		tile_count = 1;
 | |
| 	}
 | |
| 	if (data->m_smooth_lighting) {
 | |
| 		u16 lights[8];
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| 		for (int j = 0; j < 8; ++j) {
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| 			v3f d;
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| 			d.X = (j & 4) ? dx2 : dx1;
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| 			d.Y = (j & 2) ? dy2 : dy1;
 | |
| 			d.Z = (j & 1) ? dz2 : dz1;
 | |
| 			lights[j] = blendLight(d);
 | |
| 		}
 | |
| 		drawCuboid(box, tiles, tile_count, lights, txc);
 | |
| 	} else {
 | |
| 		drawCuboid(box, tiles, tile_count, NULL, txc);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void MapblockMeshGenerator::prepareLiquidNodeDrawing()
 | |
| {
 | |
| 	getSpecialTile(0, &tile_liquid_top);
 | |
| 	getSpecialTile(1, &tile_liquid);
 | |
| 
 | |
| 	MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(p.X, p.Y + 1, p.Z));
 | |
| 	c_flowing = nodedef->getId(f->liquid_alternative_flowing);
 | |
| 	c_source = nodedef->getId(f->liquid_alternative_source);
 | |
| 	top_is_same_liquid = (ntop.getContent() == c_flowing) || (ntop.getContent() == c_source);
 | |
| 
 | |
| 	if (data->m_smooth_lighting)
 | |
| 		return; // don't need to pre-compute anything in this case
 | |
| 
 | |
| 	if (f->light_source != 0) {
 | |
| 		// If this liquid emits light and doesn't contain light, draw
 | |
| 		// it at what it emits, for an increased effect
 | |
| 		light = decode_light(f->light_source);
 | |
| 		light = light | (light << 8);
 | |
| 	} else if (nodedef->get(ntop).param_type == CPT_LIGHT) {
 | |
| 		// Otherwise, use the light of the node on top if possible
 | |
| 		light = getInteriorLight(ntop, 0, nodedef);
 | |
| 	}
 | |
| 
 | |
| 	color_liquid_top = encode_light(light, f->light_source);
 | |
| 	color = encode_light(light, f->light_source);
 | |
| }
 | |
| 
 | |
| void MapblockMeshGenerator::getLiquidNeighborhood()
 | |
| {
 | |
| 	u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);
 | |
| 
 | |
| 	for (int w = -1; w <= 1; w++)
 | |
| 	for (int u = -1; u <= 1; u++) {
 | |
| 		NeighborData &neighbor = liquid_neighbors[w + 1][u + 1];
 | |
| 		v3s16 p2 = p + v3s16(u, 0, w);
 | |
| 		MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
 | |
| 		neighbor.content = n2.getContent();
 | |
| 		neighbor.level = -0.5 * BS;
 | |
| 		neighbor.is_same_liquid = false;
 | |
| 		neighbor.top_is_same_liquid = false;
 | |
| 
 | |
| 		if (neighbor.content == CONTENT_IGNORE)
 | |
| 			continue;
 | |
| 
 | |
| 		if (neighbor.content == c_source) {
 | |
| 			neighbor.is_same_liquid = true;
 | |
| 			neighbor.level = 0.5 * BS;
 | |
| 		} else if (neighbor.content == c_flowing) {
 | |
| 			neighbor.is_same_liquid = true;
 | |
| 			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);
 | |
| 			neighbor.level = (-0.5 + (liquid_level + 0.5) / range) * BS;
 | |
| 		}
 | |
| 
 | |
| 		// Check node above neighbor.
 | |
| 		// NOTE: This doesn't get executed if neighbor
 | |
| 		//       doesn't exist
 | |
| 		p2.Y++;
 | |
| 		n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
 | |
| 		if (n2.getContent() == c_source || n2.getContent() == c_flowing)
 | |
| 			neighbor.top_is_same_liquid = true;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void MapblockMeshGenerator::calculateCornerLevels()
 | |
| {
 | |
| 	for (int k = 0; k < 2; k++)
 | |
| 	for (int i = 0; i < 2; i++)
 | |
| 		corner_levels[k][i] = getCornerLevel(i, k);
 | |
| }
 | |
| 
 | |
| f32 MapblockMeshGenerator::getCornerLevel(int i, int k)
 | |
| {
 | |
| 	float sum = 0;
 | |
| 	int count = 0;
 | |
| 	int air_count = 0;
 | |
| 	for (int dk = 0; dk < 2; dk++)
 | |
| 	for (int di = 0; di < 2; di++) {
 | |
| 		NeighborData &neighbor_data = liquid_neighbors[k + dk][i + di];
 | |
| 		content_t content = neighbor_data.content;
 | |
| 
 | |
| 		// If top is liquid, draw starting from top of node
 | |
| 		if (neighbor_data.top_is_same_liquid)
 | |
| 			return 0.5 * BS;
 | |
| 
 | |
| 		// Source always has the full height
 | |
| 		if (content == c_source)
 | |
| 			return 0.5 * BS;
 | |
| 
 | |
| 		// Flowing liquid has level information
 | |
| 		if (content == c_flowing) {
 | |
| 			sum += neighbor_data.level;
 | |
| 			count++;
 | |
| 		} else if (content == CONTENT_AIR) {
 | |
| 			air_count++;
 | |
| 			if (air_count >= 2)
 | |
| 				return -0.5 * BS + 0.2;
 | |
| 		}
 | |
| 	}
 | |
| 	if (count > 0)
 | |
| 		return sum / count;
 | |
| 	return 0;
 | |
| }
 | |
| 
 | |
| void MapblockMeshGenerator::drawLiquidSides()
 | |
| {
 | |
| 	struct LiquidFaceDesc {
 | |
| 		v3s16 dir; // XZ
 | |
| 		v3s16 p[2]; // XZ only; 1 means +, 0 means -
 | |
| 	};
 | |
| 	struct UV {
 | |
| 		int u, v;
 | |
| 	};
 | |
| 	static const LiquidFaceDesc base_faces[4] = {
 | |
| 		{v3s16( 1, 0,  0), {v3s16(1, 0, 1), v3s16(1, 0, 0)}},
 | |
| 		{v3s16(-1, 0,  0), {v3s16(0, 0, 0), v3s16(0, 0, 1)}},
 | |
| 		{v3s16( 0, 0,  1), {v3s16(0, 0, 1), v3s16(1, 0, 1)}},
 | |
| 		{v3s16( 0, 0, -1), {v3s16(1, 0, 0), v3s16(0, 0, 0)}},
 | |
| 	};
 | |
| 	static const UV base_vertices[4] = {
 | |
| 		{0, 1},
 | |
| 		{1, 1},
 | |
| 		{1, 0},
 | |
| 		{0, 0}
 | |
| 	};
 | |
| 
 | |
| 	for (const auto &face : base_faces) {
 | |
| 		const NeighborData &neighbor = liquid_neighbors[face.dir.Z + 1][face.dir.X + 1];
 | |
| 
 | |
| 		// No face between nodes of the same liquid, unless there is node
 | |
| 		// at the top to which it should be connected. Again, unless the face
 | |
| 		// there would be inside the liquid
 | |
| 		if (neighbor.is_same_liquid) {
 | |
| 			if (!top_is_same_liquid)
 | |
| 				continue;
 | |
| 			if (neighbor.top_is_same_liquid)
 | |
| 				continue;
 | |
| 		}
 | |
| 
 | |
| 		const ContentFeatures &neighbor_features = nodedef->get(neighbor.content);
 | |
| 		// Don't draw face if neighbor is blocking the view
 | |
| 		if (neighbor_features.solidness == 2)
 | |
| 			continue;
 | |
| 
 | |
| 		video::S3DVertex vertices[4];
 | |
| 		for (int j = 0; j < 4; j++) {
 | |
| 			const UV &vertex = base_vertices[j];
 | |
| 			const v3s16 &base = face.p[vertex.u];
 | |
| 			v3f pos;
 | |
| 			pos.X = (base.X - 0.5) * BS;
 | |
| 			pos.Z = (base.Z - 0.5) * BS;
 | |
| 			if (vertex.v)
 | |
| 				pos.Y = neighbor.is_same_liquid ? corner_levels[base.Z][base.X] : -0.5 * BS;
 | |
| 			else
 | |
| 				pos.Y =     !top_is_same_liquid ? corner_levels[base.Z][base.X] :  0.5 * BS;
 | |
| 			if (data->m_smooth_lighting)
 | |
| 				color = blendLightColor(pos);
 | |
| 			pos += origin;
 | |
| 			vertices[j] = video::S3DVertex(pos.X, pos.Y, pos.Z, 0, 0, 0, color, vertex.u, vertex.v);
 | |
| 		};
 | |
| 		collector->append(tile_liquid, vertices, 4, quad_indices, 6);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void MapblockMeshGenerator::drawLiquidTop()
 | |
| {
 | |
| 	// 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.
 | |
| 	static const int corner_resolve[4][2] = {{0, 1}, {1, 1}, {1, 0}, {0, 0}};
 | |
| 
 | |
| 	video::S3DVertex vertices[4] = {
 | |
| 		video::S3DVertex(-BS / 2, 0,  BS / 2, 0, 0, 0, color_liquid_top, 0, 1),
 | |
| 		video::S3DVertex( BS / 2, 0,  BS / 2, 0, 0, 0, color_liquid_top, 1, 1),
 | |
| 		video::S3DVertex( BS / 2, 0, -BS / 2, 0, 0, 0, color_liquid_top, 1, 0),
 | |
| 		video::S3DVertex(-BS / 2, 0, -BS / 2, 0, 0, 0, color_liquid_top, 0, 0),
 | |
| 	};
 | |
| 
 | |
| 	for (int i = 0; i < 4; i++) {
 | |
| 		int u = corner_resolve[i][0];
 | |
| 		int w = corner_resolve[i][1];
 | |
| 		vertices[i].Pos.Y += corner_levels[w][u];
 | |
| 		if (data->m_smooth_lighting)
 | |
| 			vertices[i].Color = blendLightColor(vertices[i].Pos);
 | |
| 		vertices[i].Pos += origin;
 | |
| 	}
 | |
| 
 | |
| 	// 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[0][0] + corner_levels[0][1]) -
 | |
| 	         (corner_levels[1][0] + corner_levels[1][1]);
 | |
| 	// Positive if liquid moves towards +X
 | |
| 	f32 dx = (corner_levels[0][0] + corner_levels[1][0]) -
 | |
| 	         (corner_levels[0][1] + corner_levels[1][1]);
 | |
| 	f32 tcoord_angle = atan2(dz, dx) * core::RADTODEG;
 | |
| 	v2f tcoord_center(0.5, 0.5);
 | |
| 	v2f tcoord_translate(blockpos_nodes.Z + p.Z, blockpos_nodes.X + p.X);
 | |
| 	tcoord_translate.rotateBy(tcoord_angle);
 | |
| 	tcoord_translate.X -= floor(tcoord_translate.X);
 | |
| 	tcoord_translate.Y -= floor(tcoord_translate.Y);
 | |
| 
 | |
| 	for (video::S3DVertex &vertex : vertices) {
 | |
| 		vertex.TCoords.rotateBy(tcoord_angle, tcoord_center);
 | |
| 		vertex.TCoords += tcoord_translate;
 | |
| 	}
 | |
| 
 | |
| 	std::swap(vertices[0].TCoords, vertices[2].TCoords);
 | |
| 
 | |
| 	collector->append(tile_liquid_top, vertices, 4, quad_indices, 6);
 | |
| }
 | |
| 
 | |
| void MapblockMeshGenerator::drawLiquidNode()
 | |
| {
 | |
| 	prepareLiquidNodeDrawing();
 | |
| 	getLiquidNeighborhood();
 | |
| 	calculateCornerLevels();
 | |
| 	drawLiquidSides();
 | |
| 	if (!top_is_same_liquid)
 | |
| 		drawLiquidTop();
 | |
| }
 | |
| 
 | |
| void MapblockMeshGenerator::drawGlasslikeNode()
 | |
| {
 | |
| 	useTile(0, 0, 0);
 | |
| 
 | |
| 	for (int face = 0; face < 6; face++) {
 | |
| 		// Check this neighbor
 | |
| 		v3s16 dir = g_6dirs[face];
 | |
| 		v3s16 neighbor_pos = blockpos_nodes + p + dir;
 | |
| 		MapNode neighbor = data->m_vmanip.getNodeNoExNoEmerge(neighbor_pos);
 | |
| 		// Don't make face if neighbor is of same type
 | |
| 		if (neighbor.getContent() == n.getContent())
 | |
| 			continue;
 | |
| 		// Face at Z-
 | |
| 		v3f vertices[4] = {
 | |
| 			v3f(-BS / 2,  BS / 2, -BS / 2),
 | |
| 			v3f( BS / 2,  BS / 2, -BS / 2),
 | |
| 			v3f( BS / 2, -BS / 2, -BS / 2),
 | |
| 			v3f(-BS / 2, -BS / 2, -BS / 2),
 | |
| 		};
 | |
| 
 | |
| 		for (v3f &vertex : vertices) {
 | |
| 			switch (face) {
 | |
| 				case D6D_ZP:
 | |
| 					vertex.rotateXZBy(180); break;
 | |
| 				case D6D_YP:
 | |
| 					vertex.rotateYZBy( 90); break;
 | |
| 				case D6D_XP:
 | |
| 					vertex.rotateXZBy( 90); break;
 | |
| 				case D6D_ZN:
 | |
| 					vertex.rotateXZBy(  0); break;
 | |
| 				case D6D_YN:
 | |
| 					vertex.rotateYZBy(-90); break;
 | |
| 				case D6D_XN:
 | |
| 					vertex.rotateXZBy(-90); break;
 | |
| 			}
 | |
| 		}
 | |
| 		drawQuad(vertices, dir);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void MapblockMeshGenerator::drawGlasslikeFramedNode()
 | |
| {
 | |
| 	TileSpec tiles[6];
 | |
| 	for (int face = 0; face < 6; face++)
 | |
| 		getTile(g_6dirs[face], &tiles[face]);
 | |
| 
 | |
| 	TileSpec glass_tiles[6];
 | |
| 	if (tiles[1].layers[0].texture &&
 | |
| 			tiles[2].layers[0].texture &&
 | |
| 			tiles[3].layers[0].texture) {
 | |
| 		glass_tiles[0] = tiles[4];
 | |
| 		glass_tiles[1] = tiles[0];
 | |
| 		glass_tiles[2] = tiles[4];
 | |
| 		glass_tiles[3] = tiles[4];
 | |
| 		glass_tiles[4] = tiles[3];
 | |
| 		glass_tiles[5] = tiles[4];
 | |
| 	} else {
 | |
| 		for (auto &glass_tile : glass_tiles)
 | |
| 			glass_tile = tiles[4];
 | |
| 	}
 | |
| 
 | |
| 	u8 param2 = n.getParam2();
 | |
| 	bool H_merge = !(param2 & 128);
 | |
| 	bool V_merge = !(param2 & 64);
 | |
| 	param2 &= 63;
 | |
| 
 | |
| 	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[FRAMED_EDGE_COUNT] = {
 | |
| 		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), // z+
 | |
| 		aabb3f(-g,  g, -g,  g,  g,  g), // y+
 | |
| 		aabb3f( g, -g, -g,  g,  g,  g), // x+
 | |
| 		aabb3f(-g, -g, -g,  g,  g, -g), // z-
 | |
| 		aabb3f(-g, -g, -g,  g, -g,  g), // y-
 | |
| 		aabb3f(-g, -g, -g, -g,  g,  g), // x-
 | |
| 	};
 | |
| 
 | |
| 	// tables of neighbour (connect if same type and merge allowed),
 | |
| 	// checked with g_26dirs
 | |
| 
 | |
| 	// 1 = connect, 0 = face visible
 | |
| 	bool nb[FRAMED_NEIGHBOR_COUNT] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
 | |
| 
 | |
| 	// 1 = check
 | |
| 	static const bool check_nb_vertical   [FRAMED_NEIGHBOR_COUNT] = {0,1,0,0,1,0, 0,0,0,0, 0,0,0,0, 0,0,0,0};
 | |
| 	static const bool check_nb_horizontal [FRAMED_NEIGHBOR_COUNT] = {1,0,1,1,0,1, 0,0,0,0, 1,1,1,1, 0,0,0,0};
 | |
| 	static const bool check_nb_all        [FRAMED_NEIGHBOR_COUNT] = {1,1,1,1,1,1, 1,1,1,1, 1,1,1,1, 1,1,1,1};
 | |
| 	const bool *check_nb = check_nb_all;
 | |
| 
 | |
| 	// neighbours checks for frames visibility
 | |
| 	if (H_merge || V_merge) {
 | |
| 		if (!H_merge)
 | |
| 			check_nb = check_nb_vertical; // vertical-only merge
 | |
| 		if (!V_merge)
 | |
| 			check_nb = check_nb_horizontal; // horizontal-only merge
 | |
| 		content_t current = n.getContent();
 | |
| 		for (int i = 0; i < FRAMED_NEIGHBOR_COUNT; i++) {
 | |
| 			if (!check_nb[i])
 | |
| 				continue;
 | |
| 			v3s16 n2p = blockpos_nodes + p + g_26dirs[i];
 | |
| 			MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
 | |
| 			content_t n2c = n2.getContent();
 | |
| 			if (n2c == current || n2c == CONTENT_IGNORE)
 | |
| 				nb[i] = 1;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// edge visibility
 | |
| 
 | |
| 	static const u8 nb_triplet[FRAMED_EDGE_COUNT][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},
 | |
| 	};
 | |
| 
 | |
| 	tile = tiles[1];
 | |
| 	for (int edge = 0; edge < FRAMED_EDGE_COUNT; edge++) {
 | |
| 		bool edge_invisible;
 | |
| 		if (nb[nb_triplet[edge][2]])
 | |
| 			edge_invisible = nb[nb_triplet[edge][0]] & nb[nb_triplet[edge][1]];
 | |
| 		else
 | |
| 			edge_invisible = nb[nb_triplet[edge][0]] ^ nb[nb_triplet[edge][1]];
 | |
| 		if (edge_invisible)
 | |
| 			continue;
 | |
| 		drawAutoLightedCuboid(frame_edges[edge]);
 | |
| 	}
 | |
| 
 | |
| 	for (int face = 0; face < 6; face++) {
 | |
| 		if (nb[face])
 | |
| 			continue;
 | |
| 		tile = glass_tiles[face];
 | |
| 		drawAutoLightedCuboid(glass_faces[face]);
 | |
| 	}
 | |
| 
 | |
| 	// Optionally render internal liquid level defined by param2
 | |
| 	// Liquid is textured with 1 tile defined in nodedef 'special_tiles'
 | |
| 	if (param2 > 0 && f->param_type_2 == CPT2_GLASSLIKE_LIQUID_LEVEL &&
 | |
| 			f->special_tiles[0].layers[0].texture) {
 | |
| 		// Internal liquid level has param2 range 0 .. 63,
 | |
| 		// convert it to -0.5 .. 0.5
 | |
| 		float vlev = (param2 / 63.0) * 2.0 - 1.0;
 | |
| 		getSpecialTile(0, &tile);
 | |
| 		drawAutoLightedCuboid(aabb3f(-(nb[5] ? g : b),
 | |
| 		                             -(nb[4] ? g : b),
 | |
| 		                             -(nb[3] ? g : b),
 | |
| 		                              (nb[2] ? g : b),
 | |
| 		                              (nb[1] ? g : b) * vlev,
 | |
| 		                              (nb[0] ? g : b)));
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void MapblockMeshGenerator::drawAllfacesNode()
 | |
| {
 | |
| 	static const aabb3f box(-BS / 2, -BS / 2, -BS / 2, BS / 2, BS / 2, BS / 2);
 | |
| 	useTile(0, 0, 0);
 | |
| 	drawAutoLightedCuboid(box);
 | |
| }
 | |
| 
 | |
| void MapblockMeshGenerator::drawTorchlikeNode()
 | |
| {
 | |
| 	u8 wall = n.getWallMounted(nodedef);
 | |
| 	u8 tileindex = 0;
 | |
| 	switch (wall) {
 | |
| 		case DWM_YP: tileindex = 1; break; // ceiling
 | |
| 		case DWM_YN: tileindex = 0; break; // floor
 | |
| 		default:     tileindex = 2; // side (or invalid—should we care?)
 | |
| 	}
 | |
| 	useTile(tileindex, MATERIAL_FLAG_CRACK_OVERLAY, MATERIAL_FLAG_BACKFACE_CULLING);
 | |
| 
 | |
| 	float size = BS / 2 * f->visual_scale;
 | |
| 	v3f vertices[4] = {
 | |
| 		v3f(-size,  size, 0),
 | |
| 		v3f( size,  size, 0),
 | |
| 		v3f( size, -size, 0),
 | |
| 		v3f(-size, -size, 0),
 | |
| 	};
 | |
| 
 | |
| 	for (v3f &vertex : vertices) {
 | |
| 		switch (wall) {
 | |
| 			case DWM_YP:
 | |
| 				vertex.rotateXZBy(-45); break;
 | |
| 			case DWM_YN:
 | |
| 				vertex.rotateXZBy( 45); break;
 | |
| 			case DWM_XP:
 | |
| 				vertex.rotateXZBy(  0); break;
 | |
| 			case DWM_XN:
 | |
| 				vertex.rotateXZBy(180); break;
 | |
| 			case DWM_ZP:
 | |
| 				vertex.rotateXZBy( 90); break;
 | |
| 			case DWM_ZN:
 | |
| 				vertex.rotateXZBy(-90); break;
 | |
| 		}
 | |
| 	}
 | |
| 	drawQuad(vertices);
 | |
| }
 | |
| 
 | |
| void MapblockMeshGenerator::drawSignlikeNode()
 | |
| {
 | |
| 	u8 wall = n.getWallMounted(nodedef);
 | |
| 	useTile(0, MATERIAL_FLAG_CRACK_OVERLAY, MATERIAL_FLAG_BACKFACE_CULLING);
 | |
| 	static const float offset = BS / 16;
 | |
| 	float size = BS / 2 * f->visual_scale;
 | |
| 	// Wall at X+ of node
 | |
| 	v3f vertices[4] = {
 | |
| 		v3f(BS / 2 - offset,  size,  size),
 | |
| 		v3f(BS / 2 - offset,  size, -size),
 | |
| 		v3f(BS / 2 - offset, -size, -size),
 | |
| 		v3f(BS / 2 - offset, -size,  size),
 | |
| 	};
 | |
| 
 | |
| 	for (v3f &vertex : vertices) {
 | |
| 		switch (wall) {
 | |
| 			case DWM_YP:
 | |
| 				vertex.rotateXYBy( 90); break;
 | |
| 			case DWM_YN:
 | |
| 				vertex.rotateXYBy(-90); break;
 | |
| 			case DWM_XP:
 | |
| 				vertex.rotateXZBy(  0); break;
 | |
| 			case DWM_XN:
 | |
| 				vertex.rotateXZBy(180); break;
 | |
| 			case DWM_ZP:
 | |
| 				vertex.rotateXZBy( 90); break;
 | |
| 			case DWM_ZN:
 | |
| 				vertex.rotateXZBy(-90); break;
 | |
| 		}
 | |
| 	}
 | |
| 	drawQuad(vertices);
 | |
| }
 | |
| 
 | |
| void MapblockMeshGenerator::drawPlantlikeQuad(float rotation, float quad_offset,
 | |
| 	bool offset_top_only)
 | |
| {
 | |
| 	v3f vertices[4] = {
 | |
| 		v3f(-scale, -BS / 2 + 2.0 * scale * plant_height, 0),
 | |
| 		v3f( scale, -BS / 2 + 2.0 * scale * plant_height, 0),
 | |
| 		v3f( scale, -BS / 2, 0),
 | |
| 		v3f(-scale, -BS / 2, 0),
 | |
| 	};
 | |
| 	if (random_offset_Y) {
 | |
| 		PseudoRandom yrng(face_num++ | p.X << 16 | p.Z << 8 | p.Y << 24);
 | |
| 		offset.Y = -BS * ((yrng.next() % 16 / 16.0) * 0.125);
 | |
| 	}
 | |
| 	int offset_count = offset_top_only ? 2 : 4;
 | |
| 	for (int i = 0; i < offset_count; i++)
 | |
| 		vertices[i].Z += quad_offset;
 | |
| 
 | |
| 	for (v3f &vertex : vertices) {
 | |
| 		vertex.rotateXZBy(rotation + rotate_degree);
 | |
| 		vertex += offset;
 | |
| 	}
 | |
| 	drawQuad(vertices, v3s16(0, 0, 0), plant_height);
 | |
| }
 | |
| 
 | |
| void MapblockMeshGenerator::drawPlantlike()
 | |
| {
 | |
| 	draw_style = PLANT_STYLE_CROSS;
 | |
| 	scale = BS / 2 * f->visual_scale;
 | |
| 	offset = v3f(0, 0, 0);
 | |
| 	rotate_degree = 0;
 | |
| 	random_offset_Y = false;
 | |
| 	face_num = 0;
 | |
| 	plant_height = 1.0;
 | |
| 
 | |
| 	switch (f->param_type_2) {
 | |
| 	case CPT2_MESHOPTIONS:
 | |
| 		draw_style = PlantlikeStyle(n.param2 & MO_MASK_STYLE);
 | |
| 		if (n.param2 & MO_BIT_SCALE_SQRT2)
 | |
| 			scale *= 1.41421;
 | |
| 		if (n.param2 & MO_BIT_RANDOM_OFFSET) {
 | |
| 			PseudoRandom rng(p.X << 8 | p.Z | p.Y << 16);
 | |
| 			offset.X = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145);
 | |
| 			offset.Z = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145);
 | |
| 		}
 | |
| 		if (n.param2 & MO_BIT_RANDOM_OFFSET_Y)
 | |
| 			random_offset_Y = true;
 | |
| 		break;
 | |
| 
 | |
| 	case CPT2_DEGROTATE:
 | |
| 		rotate_degree = n.param2 * 2;
 | |
| 		break;
 | |
| 
 | |
| 	case CPT2_LEVELED:
 | |
| 		plant_height = n.param2 / 16.0;
 | |
| 		break;
 | |
| 
 | |
| 	default:
 | |
| 		break;
 | |
| 	}
 | |
| 
 | |
| 	switch (draw_style) {
 | |
| 	case PLANT_STYLE_CROSS:
 | |
| 		drawPlantlikeQuad(46);
 | |
| 		drawPlantlikeQuad(-44);
 | |
| 		break;
 | |
| 
 | |
| 	case PLANT_STYLE_CROSS2:
 | |
| 		drawPlantlikeQuad(91);
 | |
| 		drawPlantlikeQuad(1);
 | |
| 		break;
 | |
| 
 | |
| 	case PLANT_STYLE_STAR:
 | |
| 		drawPlantlikeQuad(121);
 | |
| 		drawPlantlikeQuad(241);
 | |
| 		drawPlantlikeQuad(1);
 | |
| 		break;
 | |
| 
 | |
| 	case PLANT_STYLE_HASH:
 | |
| 		drawPlantlikeQuad(  1, BS / 4);
 | |
| 		drawPlantlikeQuad( 91, BS / 4);
 | |
| 		drawPlantlikeQuad(181, BS / 4);
 | |
| 		drawPlantlikeQuad(271, BS / 4);
 | |
| 		break;
 | |
| 
 | |
| 	case PLANT_STYLE_HASH2:
 | |
| 		drawPlantlikeQuad(  1, -BS / 2, true);
 | |
| 		drawPlantlikeQuad( 91, -BS / 2, true);
 | |
| 		drawPlantlikeQuad(181, -BS / 2, true);
 | |
| 		drawPlantlikeQuad(271, -BS / 2, true);
 | |
| 		break;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void MapblockMeshGenerator::drawPlantlikeNode()
 | |
| {
 | |
| 	useTile();
 | |
| 	drawPlantlike();
 | |
| }
 | |
| 
 | |
| void MapblockMeshGenerator::drawPlantlikeRootedNode()
 | |
| {
 | |
| 	useTile(0, MATERIAL_FLAG_CRACK_OVERLAY, 0, true);
 | |
| 	origin += v3f(0.0, BS, 0.0);
 | |
| 	p.Y++;
 | |
| 	if (data->m_smooth_lighting) {
 | |
| 		getSmoothLightFrame();
 | |
| 	} else {
 | |
| 		MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
 | |
| 		light = getInteriorLight(ntop, 1, nodedef);
 | |
| 	}
 | |
| 	drawPlantlike();
 | |
| 	p.Y--;
 | |
| }
 | |
| 
 | |
| void MapblockMeshGenerator::drawFirelikeQuad(float rotation, float opening_angle,
 | |
| 	float offset_h, float offset_v)
 | |
| {
 | |
| 	v3f vertices[4] = {
 | |
| 		v3f(-scale, -BS / 2 + scale * 2, 0),
 | |
| 		v3f( scale, -BS / 2 + scale * 2, 0),
 | |
| 		v3f( scale, -BS / 2, 0),
 | |
| 		v3f(-scale, -BS / 2, 0),
 | |
| 	};
 | |
| 
 | |
| 	for (v3f &vertex : vertices) {
 | |
| 		vertex.rotateYZBy(opening_angle);
 | |
| 		vertex.Z += offset_h;
 | |
| 		vertex.rotateXZBy(rotation);
 | |
| 		vertex.Y += offset_v;
 | |
| 	}
 | |
| 	drawQuad(vertices);
 | |
| }
 | |
| 
 | |
| void MapblockMeshGenerator::drawFirelikeNode()
 | |
| {
 | |
| 	useTile();
 | |
| 	scale = BS / 2 * f->visual_scale;
 | |
| 
 | |
| 	// Check for adjacent nodes
 | |
| 	bool neighbors = false;
 | |
| 	bool neighbor[6] = {0, 0, 0, 0, 0, 0};
 | |
| 	content_t current = n.getContent();
 | |
| 	for (int i = 0; i < 6; i++) {
 | |
| 		v3s16 n2p = blockpos_nodes + p + g_6dirs[i];
 | |
| 		MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
 | |
| 		content_t n2c = n2.getContent();
 | |
| 		if (n2c != CONTENT_IGNORE && n2c != CONTENT_AIR && n2c != current) {
 | |
| 			neighbor[i] = true;
 | |
| 			neighbors = true;
 | |
| 		}
 | |
| 	}
 | |
| 	bool drawBasicFire = neighbor[D6D_YN] || !neighbors;
 | |
| 	bool drawBottomFire = neighbor[D6D_YP];
 | |
| 
 | |
| 	if (drawBasicFire || neighbor[D6D_ZP])
 | |
| 		drawFirelikeQuad(0, -10, 0.4 * BS);
 | |
| 	else if (drawBottomFire)
 | |
| 		drawFirelikeQuad(0, 70, 0.47 * BS, 0.484 * BS);
 | |
| 
 | |
| 	if (drawBasicFire || neighbor[D6D_XN])
 | |
| 		drawFirelikeQuad(90, -10, 0.4 * BS);
 | |
| 	else if (drawBottomFire)
 | |
| 		drawFirelikeQuad(90, 70, 0.47 * BS, 0.484 * BS);
 | |
| 
 | |
| 	if (drawBasicFire || neighbor[D6D_ZN])
 | |
| 		drawFirelikeQuad(180, -10, 0.4 * BS);
 | |
| 	else if (drawBottomFire)
 | |
| 		drawFirelikeQuad(180, 70, 0.47 * BS, 0.484 * BS);
 | |
| 
 | |
| 	if (drawBasicFire || neighbor[D6D_XP])
 | |
| 		drawFirelikeQuad(270, -10, 0.4 * BS);
 | |
| 	else if (drawBottomFire)
 | |
| 		drawFirelikeQuad(270, 70, 0.47 * BS, 0.484 * BS);
 | |
| 
 | |
| 	if (drawBasicFire) {
 | |
| 		drawFirelikeQuad(45, 0, 0.0);
 | |
| 		drawFirelikeQuad(-45, 0, 0.0);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void MapblockMeshGenerator::drawFencelikeNode()
 | |
| {
 | |
| 	useTile(0, 0, 0);
 | |
| 	TileSpec tile_nocrack = tile;
 | |
| 
 | |
| 	for (auto &layer : tile_nocrack.layers)
 | |
| 		layer.material_flags &= ~MATERIAL_FLAG_CRACK;
 | |
| 
 | |
| 	// Put wood the right way around in the posts
 | |
| 	TileSpec tile_rot = tile;
 | |
| 	tile_rot.rotation = 1;
 | |
| 
 | |
| 	static const f32 post_rad = BS / 8;
 | |
| 	static const f32 bar_rad  = BS / 16;
 | |
| 	static const f32 bar_len  = BS / 2 - post_rad;
 | |
| 
 | |
| 	// The post - always present
 | |
| 	static const aabb3f post(-post_rad, -BS / 2, -post_rad,
 | |
| 	                          post_rad,  BS / 2,  post_rad);
 | |
| 	static const f32 postuv[24] = {
 | |
| 		0.375, 0.375, 0.625, 0.625,
 | |
| 		0.375, 0.375, 0.625, 0.625,
 | |
| 		0.000, 0.000, 0.250, 1.000,
 | |
| 		0.250, 0.000, 0.500, 1.000,
 | |
| 		0.500, 0.000, 0.750, 1.000,
 | |
| 		0.750, 0.000, 1.000, 1.000,
 | |
| 	};
 | |
| 	tile = tile_rot;
 | |
| 	drawAutoLightedCuboid(post, postuv);
 | |
| 
 | |
| 	tile = tile_nocrack;
 | |
| 
 | |
| 	// Now a section of fence, +X, if there's a post there
 | |
| 	v3s16 p2 = p;
 | |
| 	p2.X++;
 | |
| 	MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
 | |
| 	const ContentFeatures *f2 = &nodedef->get(n2);
 | |
| 	if (f2->drawtype == NDT_FENCELIKE) {
 | |
| 		static const aabb3f bar_x1(BS / 2 - bar_len,  BS / 4 - bar_rad, -bar_rad,
 | |
| 		                           BS / 2 + bar_len,  BS / 4 + bar_rad,  bar_rad);
 | |
| 		static const aabb3f bar_x2(BS / 2 - bar_len, -BS / 4 - bar_rad, -bar_rad,
 | |
| 		                           BS / 2 + bar_len, -BS / 4 + bar_rad,  bar_rad);
 | |
| 		static const f32 xrailuv[24] = {
 | |
| 			0.000, 0.125, 1.000, 0.250,
 | |
| 			0.000, 0.250, 1.000, 0.375,
 | |
| 			0.375, 0.375, 0.500, 0.500,
 | |
| 			0.625, 0.625, 0.750, 0.750,
 | |
| 			0.000, 0.500, 1.000, 0.625,
 | |
| 			0.000, 0.875, 1.000, 1.000,
 | |
| 		};
 | |
| 		drawAutoLightedCuboid(bar_x1, xrailuv);
 | |
| 		drawAutoLightedCuboid(bar_x2, xrailuv);
 | |
| 	}
 | |
| 
 | |
| 	// Now a section of fence, +Z, if there's a post there
 | |
| 	p2 = p;
 | |
| 	p2.Z++;
 | |
| 	n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
 | |
| 	f2 = &nodedef->get(n2);
 | |
| 	if (f2->drawtype == NDT_FENCELIKE) {
 | |
| 		static const aabb3f bar_z1(-bar_rad,  BS / 4 - bar_rad, BS / 2 - bar_len,
 | |
| 		                            bar_rad,  BS / 4 + bar_rad, BS / 2 + bar_len);
 | |
| 		static const aabb3f bar_z2(-bar_rad, -BS / 4 - bar_rad, BS / 2 - bar_len,
 | |
| 		                            bar_rad, -BS / 4 + bar_rad, BS / 2 + bar_len);
 | |
| 		static const f32 zrailuv[24] = {
 | |
| 			0.1875, 0.0625, 0.3125, 0.3125, // cannot rotate; stretch
 | |
| 			0.2500, 0.0625, 0.3750, 0.3125, // for wood texture instead
 | |
| 			0.0000, 0.5625, 1.0000, 0.6875,
 | |
| 			0.0000, 0.3750, 1.0000, 0.5000,
 | |
| 			0.3750, 0.3750, 0.5000, 0.5000,
 | |
| 			0.6250, 0.6250, 0.7500, 0.7500,
 | |
| 		};
 | |
| 		drawAutoLightedCuboid(bar_z1, zrailuv);
 | |
| 		drawAutoLightedCuboid(bar_z2, zrailuv);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| bool MapblockMeshGenerator::isSameRail(v3s16 dir)
 | |
| {
 | |
| 	MapNode node2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir);
 | |
| 	if (node2.getContent() == n.getContent())
 | |
| 		return true;
 | |
| 	const ContentFeatures &def2 = nodedef->get(node2);
 | |
| 	return ((def2.drawtype == NDT_RAILLIKE) &&
 | |
| 		(def2.getGroup(raillike_groupname) == raillike_group));
 | |
| }
 | |
| 
 | |
| void MapblockMeshGenerator::drawRaillikeNode()
 | |
| {
 | |
| 	static const v3s16 direction[4] = {
 | |
| 		v3s16( 0, 0,  1),
 | |
| 		v3s16( 0, 0, -1),
 | |
| 		v3s16(-1, 0,  0),
 | |
| 		v3s16( 1, 0,  0),
 | |
| 	};
 | |
| 	static const int slope_angle[4] = {0, 180, 90, -90};
 | |
| 
 | |
| 	enum RailTile {
 | |
| 		straight,
 | |
| 		curved,
 | |
| 		junction,
 | |
| 		cross,
 | |
| 	};
 | |
| 	struct RailDesc {
 | |
| 		int tile_index;
 | |
| 		int angle;
 | |
| 	};
 | |
| 	static const RailDesc rail_kinds[16] = {
 | |
| 		                   // +x -x -z +z
 | |
| 		                   //-------------
 | |
| 		{straight,   0}, //  .  .  .  .
 | |
| 		{straight,   0}, //  .  .  . +Z
 | |
| 		{straight,   0}, //  .  . -Z  .
 | |
| 		{straight,   0}, //  .  . -Z +Z
 | |
| 		{straight,  90}, //  . -X  .  .
 | |
| 		{  curved, 180}, //  . -X  . +Z
 | |
| 		{  curved, 270}, //  . -X -Z  .
 | |
| 		{junction, 180}, //  . -X -Z +Z
 | |
| 		{straight,  90}, // +X  .  .  .
 | |
| 		{  curved,  90}, // +X  .  . +Z
 | |
| 		{  curved,   0}, // +X  . -Z  .
 | |
| 		{junction,   0}, // +X  . -Z +Z
 | |
| 		{straight,  90}, // +X -X  .  .
 | |
| 		{junction,  90}, // +X -X  . +Z
 | |
| 		{junction, 270}, // +X -X -Z  .
 | |
| 		{   cross,   0}, // +X -X -Z +Z
 | |
| 	};
 | |
| 
 | |
| 	raillike_group = nodedef->get(n).getGroup(raillike_groupname);
 | |
| 
 | |
| 	int code = 0;
 | |
| 	int angle;
 | |
| 	int tile_index;
 | |
| 	bool sloped = false;
 | |
| 	for (int dir = 0; dir < 4; dir++) {
 | |
| 		bool rail_above = isSameRail(direction[dir] + v3s16(0, 1, 0));
 | |
| 		if (rail_above) {
 | |
| 			sloped = true;
 | |
| 			angle = slope_angle[dir];
 | |
| 		}
 | |
| 		if (rail_above ||
 | |
| 				isSameRail(direction[dir]) ||
 | |
| 				isSameRail(direction[dir] + v3s16(0, -1, 0)))
 | |
| 			code |= 1 << dir;
 | |
| 	}
 | |
| 
 | |
| 	if (sloped) {
 | |
| 		tile_index = straight;
 | |
| 	} else {
 | |
| 		tile_index = rail_kinds[code].tile_index;
 | |
| 		angle = rail_kinds[code].angle;
 | |
| 	}
 | |
| 
 | |
| 	useTile(tile_index, MATERIAL_FLAG_CRACK_OVERLAY, MATERIAL_FLAG_BACKFACE_CULLING);
 | |
| 
 | |
| 	static const float offset = BS / 64;
 | |
| 	static const float size   = BS / 2;
 | |
| 	float y2 = sloped ? size : -size;
 | |
| 	v3f vertices[4] = {
 | |
| 		v3f(-size,    y2 + offset,  size),
 | |
| 		v3f( size,    y2 + offset,  size),
 | |
| 		v3f( size, -size + offset, -size),
 | |
| 		v3f(-size, -size + offset, -size),
 | |
| 	};
 | |
| 	if (angle)
 | |
| 		for (v3f &vertex : vertices)
 | |
| 			vertex.rotateXZBy(angle);
 | |
| 	drawQuad(vertices);
 | |
| }
 | |
| 
 | |
| void MapblockMeshGenerator::drawNodeboxNode()
 | |
| {
 | |
| 	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)
 | |
| 	};
 | |
| 
 | |
| 	// we have this order for some reason...
 | |
| 	static const v3s16 connection_dirs[6] = {
 | |
| 		v3s16( 0,  1,  0), // top
 | |
| 		v3s16( 0, -1,  0), // bottom
 | |
| 		v3s16( 0,  0, -1), // front
 | |
| 		v3s16(-1,  0,  0), // left
 | |
| 		v3s16( 0,  0,  1), // back
 | |
| 		v3s16( 1,  0,  0), // right
 | |
| 	};
 | |
| 
 | |
| 	TileSpec tiles[6];
 | |
| 	for (int face = 0; face < 6; face++) {
 | |
| 		// Handles facedir rotation for textures
 | |
| 		getTile(tile_dirs[face], &tiles[face]);
 | |
| 	}
 | |
| 
 | |
| 	// locate possible neighboring nodes to connect to
 | |
| 	int neighbors_set = 0;
 | |
| 	if (f->node_box.type == NODEBOX_CONNECTED) {
 | |
| 		for (int dir = 0; dir != 6; dir++) {
 | |
| 			int flag = 1 << dir;
 | |
| 			v3s16 p2 = blockpos_nodes + p + connection_dirs[dir];
 | |
| 			MapNode n2 = data->m_vmanip.getNodeNoEx(p2);
 | |
| 			if (nodedef->nodeboxConnects(n, n2, flag))
 | |
| 				neighbors_set |= flag;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	std::vector<aabb3f> boxes;
 | |
| 	n.getNodeBoxes(nodedef, &boxes, neighbors_set);
 | |
| 	for (const auto &box : boxes)
 | |
| 		drawAutoLightedCuboid(box, NULL, tiles, 6);
 | |
| }
 | |
| 
 | |
| void MapblockMeshGenerator::drawMeshNode()
 | |
| {
 | |
| 	u8 facedir = 0;
 | |
| 	scene::IMesh* mesh;
 | |
| 	bool private_mesh; // as a grab/drop pair is not thread-safe
 | |
| 
 | |
| 	if (f->param_type_2 == CPT2_FACEDIR ||
 | |
| 			f->param_type_2 == CPT2_COLORED_FACEDIR) {
 | |
| 		facedir = n.getFaceDir(nodedef);
 | |
| 	} else if (f->param_type_2 == CPT2_WALLMOUNTED ||
 | |
| 			f->param_type_2 == CPT2_COLORED_WALLMOUNTED) {
 | |
| 		// Convert wallmounted to 6dfacedir.
 | |
| 		// When cache enabled, it is already converted.
 | |
| 		facedir = n.getWallMounted(nodedef);
 | |
| 		if (!enable_mesh_cache)
 | |
| 			facedir = wallmounted_to_facedir[facedir];
 | |
| 	}
 | |
| 
 | |
| 	if (!data->m_smooth_lighting && f->mesh_ptr[facedir]) {
 | |
| 		// use cached meshes
 | |
| 		private_mesh = false;
 | |
| 		mesh = f->mesh_ptr[facedir];
 | |
| 	} else if (f->mesh_ptr[0]) {
 | |
| 		// no cache, clone and rotate mesh
 | |
| 		private_mesh = true;
 | |
| 		mesh = cloneMesh(f->mesh_ptr[0]);
 | |
| 		rotateMeshBy6dFacedir(mesh, facedir);
 | |
| 		recalculateBoundingBox(mesh);
 | |
| 		meshmanip->recalculateNormals(mesh, true, false);
 | |
| 	} else
 | |
| 		return;
 | |
| 
 | |
| 	int mesh_buffer_count = mesh->getMeshBufferCount();
 | |
| 	for (int j = 0; j < mesh_buffer_count; j++) {
 | |
| 		useTile(j);
 | |
| 		scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
 | |
| 		video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
 | |
| 		int vertex_count = buf->getVertexCount();
 | |
| 
 | |
| 		if (data->m_smooth_lighting) {
 | |
| 			// Mesh is always private here. So the lighting is applied to each
 | |
| 			// vertex right here.
 | |
| 			for (int k = 0; k < vertex_count; k++) {
 | |
| 				video::S3DVertex &vertex = vertices[k];
 | |
| 				vertex.Color = blendLightColor(vertex.Pos, vertex.Normal);
 | |
| 				vertex.Pos += origin;
 | |
| 			}
 | |
| 			collector->append(tile, vertices, vertex_count,
 | |
| 				buf->getIndices(), buf->getIndexCount());
 | |
| 		} else {
 | |
| 			// Don't modify the mesh, it may not be private here.
 | |
| 			// Instead, let the collector process colors, etc.
 | |
| 			collector->append(tile, vertices, vertex_count,
 | |
| 				buf->getIndices(), buf->getIndexCount(), origin,
 | |
| 				color, f->light_source);
 | |
| 		}
 | |
| 	}
 | |
| 	if (private_mesh)
 | |
| 		mesh->drop();
 | |
| }
 | |
| 
 | |
| // also called when the drawtype is known but should have been pre-converted
 | |
| void MapblockMeshGenerator::errorUnknownDrawtype()
 | |
| {
 | |
| 	infostream << "Got drawtype " << f->drawtype << std::endl;
 | |
| 	FATAL_ERROR("Unknown drawtype");
 | |
| }
 | |
| 
 | |
| void MapblockMeshGenerator::drawNode()
 | |
| {
 | |
| 	// skip some drawtypes early
 | |
| 	switch (f->drawtype) {
 | |
| 		case NDT_NORMAL:   // Drawn by MapBlockMesh
 | |
| 		case NDT_AIRLIKE:  // Not drawn at all
 | |
| 		case NDT_LIQUID:   // Drawn by MapBlockMesh
 | |
| 			return;
 | |
| 		default:
 | |
| 			break;
 | |
| 	}
 | |
| 	origin = intToFloat(p, BS);
 | |
| 	if (data->m_smooth_lighting)
 | |
| 		getSmoothLightFrame();
 | |
| 	else
 | |
| 		light = getInteriorLight(n, 1, nodedef);
 | |
| 	switch (f->drawtype) {
 | |
| 		case NDT_FLOWINGLIQUID:     drawLiquidNode(); break;
 | |
| 		case NDT_GLASSLIKE:         drawGlasslikeNode(); break;
 | |
| 		case NDT_GLASSLIKE_FRAMED:  drawGlasslikeFramedNode(); break;
 | |
| 		case NDT_ALLFACES:          drawAllfacesNode(); break;
 | |
| 		case NDT_TORCHLIKE:         drawTorchlikeNode(); break;
 | |
| 		case NDT_SIGNLIKE:          drawSignlikeNode(); break;
 | |
| 		case NDT_PLANTLIKE:         drawPlantlikeNode(); break;
 | |
| 		case NDT_PLANTLIKE_ROOTED:  drawPlantlikeRootedNode(); break;
 | |
| 		case NDT_FIRELIKE:          drawFirelikeNode(); break;
 | |
| 		case NDT_FENCELIKE:         drawFencelikeNode(); break;
 | |
| 		case NDT_RAILLIKE:          drawRaillikeNode(); break;
 | |
| 		case NDT_NODEBOX:           drawNodeboxNode(); break;
 | |
| 		case NDT_MESH:              drawMeshNode(); break;
 | |
| 		default:                    errorUnknownDrawtype(); break;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /*
 | |
| 	TODO: Fix alpha blending for special nodes
 | |
| 	Currently only the last element rendered is blended correct
 | |
| */
 | |
| void MapblockMeshGenerator::generate()
 | |
| {
 | |
| 	for (p.Z = 0; p.Z < MAP_BLOCKSIZE; p.Z++)
 | |
| 	for (p.Y = 0; p.Y < MAP_BLOCKSIZE; p.Y++)
 | |
| 	for (p.X = 0; p.X < MAP_BLOCKSIZE; p.X++) {
 | |
| 		n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
 | |
| 		f = &nodedef->get(n);
 | |
| 		drawNode();
 | |
| 	}
 | |
| }
 |