nicer looking water

This commit is contained in:
Perttu Ahola 2011-02-04 01:48:52 +02:00
parent 102c5e31fe
commit 6545ea12e9
5 changed files with 60 additions and 7 deletions

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@ -23,6 +23,7 @@
#client_delete_unused_sectors_timeout = 1200
#enable_fog = true
#new_style_water = true
# Server side stuff

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@ -36,6 +36,7 @@ void set_default_settings()
g_settings.setDefault("random_input", "false");
g_settings.setDefault("client_delete_unused_sectors_timeout", "1200");
g_settings.setDefault("enable_fog", "true");
g_settings.setDefault("new_style_water", "true");
// Server stuff
g_settings.setDefault("creative_mode", "false");

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@ -2058,7 +2058,7 @@ void make_tree(VoxelManipulator &vmanip, v3s16 p0)
MapNode treenode(CONTENT_TREE);
MapNode leavesnode(CONTENT_LEAVES);
s16 trunk_h = myrand_range(2, 6);
s16 trunk_h = myrand_range(3, 6);
v3s16 p1 = p0;
for(s16 ii=0; ii<trunk_h; ii++)
{

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@ -19,7 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapblock.h"
#include "map.h"
// For g_materials
// For g_settings and g_irrlicht
#include "main.h"
#include "light.h"
#include <sstream>
@ -600,7 +600,6 @@ void MapBlock::updateMesh(u32 daynight_ratio)
v3f posRelative_f(getPosRelative().X, getPosRelative().Y,
getPosRelative().Z); // floating point conversion
/*
Avoid interlocks by copying m_temp_mods
*/
@ -610,6 +609,11 @@ void MapBlock::updateMesh(u32 daynight_ratio)
m_temp_mods.copy(temp_mods);
}
bool new_style_water = g_settings.getBool("new_style_water");
float node_water_level = 1.0;
if(new_style_water)
node_water_level = 0.8;
/*
We are including the faces of the trailing edges of the block.
This means that when something changes, the caller must
@ -846,9 +850,10 @@ void MapBlock::updateMesh(u32 daynight_ratio)
content = n2.d;
if(n2.d == CONTENT_WATERSOURCE)
level = 0.5 * BS;
level = (-0.5+node_water_level) * BS;
else if(n2.d == CONTENT_WATER)
level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0) * BS;
level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0
* node_water_level) * BS;
// Check node above neighbor.
// NOTE: This doesn't get executed if neighbor
@ -889,7 +894,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
// Special case for source nodes
if(content == CONTENT_WATERSOURCE)
{
cornerlevel = 0.5*BS;
cornerlevel = (-0.5+node_water_level)*BS;
valid_count = 1;
break;
}
@ -1045,6 +1050,47 @@ void MapBlock::updateMesh(u32 daynight_ratio)
collector.append(material_w1, vertices, 4, indices, 6);
}
}
/*
Add water sources to mesh
*/
else if(n.d == CONTENT_WATERSOURCE && new_style_water)
{
//bool top_is_water = false;
bool top_is_air = false;
try{
MapNode n = getNodeParent(v3s16(x,y+1,z));
/*if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
top_is_water = true;*/
if(n.d == CONTENT_AIR)
top_is_air = true;
}catch(InvalidPositionException &e){}
/*if(top_is_water == true)
continue;*/
if(top_is_air == false)
continue;
u8 l = decode_light(n.getLightBlend(daynight_ratio));
video::SColor c(WATER_ALPHA,l,l,l);
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),
};
for(s32 i=0; i<4; i++)
{
vertices[i].Pos.Y += (-0.5+node_water_level)*BS;
vertices[i].Pos += intToFloat(p + getPosRelative());
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(material_w1, vertices, 4, indices, 6);
}
}
/*

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@ -22,6 +22,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "porting.h"
#include <string>
#include "mineral.h"
// For g_settings
#include "main.h"
ContentFeatures::~ContentFeatures()
{
@ -139,10 +141,13 @@ void init_mapnode(IIrrlichtWrapper *irrlicht)
f->buildable_to = true;
f->liquid_type = LIQUID_FLOWING;
bool new_style_water = g_settings.getBool("new_style_water");
i = CONTENT_WATERSOURCE;
f = &g_content_features[i];
//f->setTexture(0, irrlicht->getTextureId("water.png"), WATER_ALPHA);
f->setAllTextures(irrlicht->getTextureId("water.png"), WATER_ALPHA);
if(new_style_water == false)
f->setAllTextures(irrlicht->getTextureId("water.png"), WATER_ALPHA);
f->setInventoryTexture(irrlicht->getTextureId("water.png"));
f->param_type = CPT_LIGHT;
f->light_propagates = true;