From 3d6b55d3e9b91e6afdbfdcea0268dfb88c69c1c2 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Elias=20=C3=85str=C3=B6m?= Date: Thu, 2 Apr 2020 19:24:35 +0200 Subject: [PATCH] Fix texture distortion for flowing liquids (#9561) Previously textures of the side faces on flowing liquid nodes would become distorted on different axis depending on the liquid level. This is because the nodes always had the same texture coordinates, even when the generated face could have different sizes. This solves that problem by adjusting the texture coordinates for the vertices making up the top of the faces, so the textures will not look compressed for smaller faces. --- src/client/content_mapblock.cpp | 21 ++++++++++++++------- 1 file changed, 14 insertions(+), 7 deletions(-) diff --git a/src/client/content_mapblock.cpp b/src/client/content_mapblock.cpp index 5be0caf19..9b4fd221e 100644 --- a/src/client/content_mapblock.cpp +++ b/src/client/content_mapblock.cpp @@ -556,17 +556,24 @@ void MapblockMeshGenerator::drawLiquidSides() for (int j = 0; j < 4; j++) { const UV &vertex = base_vertices[j]; const v3s16 &base = face.p[vertex.u]; + float v = vertex.v; + 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; + pos.X = (base.X - 0.5f) * BS; + pos.Z = (base.Z - 0.5f) * BS; + if (vertex.v) { + pos.Y = neighbor.is_same_liquid ? corner_levels[base.Z][base.X] : -0.5f * BS; + } else if (top_is_same_liquid) { + pos.Y = 0.5f * BS; + } else { + pos.Y = corner_levels[base.Z][base.X]; + v += (0.5f * BS - corner_levels[base.Z][base.X]) / 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); + vertices[j] = video::S3DVertex(pos.X, pos.Y, pos.Z, 0, 0, 0, color, vertex.u, v); }; collector->append(tile_liquid, vertices, 4, quad_indices, 6); }