/* 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 the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include #include "content_mapblock.h" #include "util/numeric.h" #include "util/directiontables.h" #include "mapblock_mesh.h" #include "settings.h" #include "nodedef.h" #include "client/tile.h" #include "mesh.h" #include #include "client/meshgen/collector.h" #include "client/renderingengine.h" #include "client.h" #include "noise.h" // Distance of light extrapolation (for oversized nodes) // After this distance, it gives up and considers light level constant #define SMOOTH_LIGHTING_OVERSIZE 1.0 // Node edge count (for glasslike-framed) #define FRAMED_EDGE_COUNT 12 // Node neighbor count, including edge-connected, but not vertex-connected // (for glasslike-framed) // Corresponding offsets are listed in g_27dirs #define FRAMED_NEIGHBOR_COUNT 18 static const v3s16 light_dirs[8] = { v3s16(-1, -1, -1), v3s16(-1, -1, 1), v3s16(-1, 1, -1), v3s16(-1, 1, 1), v3s16( 1, -1, -1), v3s16( 1, -1, 1), v3s16( 1, 1, -1), v3s16( 1, 1, 1), }; // Standard index set to make a quad on 4 vertices static constexpr u16 quad_indices[] = {0, 1, 2, 2, 3, 0}; const std::string MapblockMeshGenerator::raillike_groupname = "connect_to_raillike"; MapblockMeshGenerator::MapblockMeshGenerator(MeshMakeData *input, MeshCollector *output) { data = input; collector = output; nodedef = data->m_client->ndef(); meshmanip = RenderingEngine::get_scene_manager()->getMeshManipulator(); enable_mesh_cache = g_settings->getBool("enable_mesh_cache") && !data->m_smooth_lighting; // Mesh cache is not supported with smooth lighting blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE; } void MapblockMeshGenerator::useTile(int index, u8 set_flags, u8 reset_flags, bool special) { if (special) getSpecialTile(index, &tile, p == data->m_crack_pos_relative); else getTile(index, &tile); if (!data->m_smooth_lighting) color = encode_light(light, f->light_source); for (auto &layer : tile.layers) { layer.material_flags |= set_flags; layer.material_flags &= ~reset_flags; } } // Returns a tile, ready for use, non-rotated. void MapblockMeshGenerator::getTile(int index, TileSpec *tile) { getNodeTileN(n, p, index, data, *tile); } // Returns a tile, ready for use, rotated according to the node facedir. void MapblockMeshGenerator::getTile(v3s16 direction, TileSpec *tile) { getNodeTile(n, p, direction, data, *tile); } // Returns a special tile, ready for use, non-rotated. void MapblockMeshGenerator::getSpecialTile(int index, TileSpec *tile, bool apply_crack) { *tile = f->special_tiles[index]; TileLayer *top_layer = nullptr; for (auto &layernum : tile->layers) { TileLayer *layer = &layernum; if (layer->texture_id == 0) continue; top_layer = layer; if (!layer->has_color) n.getColor(*f, &layer->color); } if (apply_crack) top_layer->material_flags |= MATERIAL_FLAG_CRACK; } void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal, float vertical_tiling) { const v2f tcoords[4] = {v2f(0.0, 0.0), v2f(1.0, 0.0), v2f(1.0, vertical_tiling), v2f(0.0, vertical_tiling)}; video::S3DVertex vertices[4]; bool shade_face = !f->light_source && (normal != v3s16(0, 0, 0)); v3f normal2(normal.X, normal.Y, normal.Z); for (int j = 0; j < 4; j++) { vertices[j].Pos = coords[j] + origin; vertices[j].Normal = normal2; if (data->m_smooth_lighting) vertices[j].Color = blendLightColor(coords[j]); else vertices[j].Color = color; if (shade_face) applyFacesShading(vertices[j].Color, normal2); vertices[j].TCoords = tcoords[j]; } collector->append(tile, vertices, 4, quad_indices, 6); } // Create a cuboid. // tiles - the tiles (materials) to use (for all 6 faces) // tilecount - number of entries in tiles, 1<=tilecount<=6 // lights - vertex light levels. The order is the same as in light_dirs. // NULL may be passed if smooth lighting is disabled. // txc - texture coordinates - this is a list of texture coordinates // for the opposite corners of each face - therefore, there // should be (2+2)*6=24 values in the list. The order of // the faces in the list is up-down-right-left-back-front // (compatible with ContentFeatures). void MapblockMeshGenerator::drawCuboid(const aabb3f &box, TileSpec *tiles, int tilecount, const LightInfo *lights, const f32 *txc) { assert(tilecount >= 1 && tilecount <= 6); // pre-condition v3f min = box.MinEdge; v3f max = box.MaxEdge; video::SColor colors[6]; if (!data->m_smooth_lighting) { for (int face = 0; face != 6; ++face) { colors[face] = encode_light(light, f->light_source); } if (!f->light_source) { applyFacesShading(colors[0], v3f(0, 1, 0)); applyFacesShading(colors[1], v3f(0, -1, 0)); applyFacesShading(colors[2], v3f(1, 0, 0)); applyFacesShading(colors[3], v3f(-1, 0, 0)); applyFacesShading(colors[4], v3f(0, 0, 1)); applyFacesShading(colors[5], v3f(0, 0, -1)); } } video::S3DVertex vertices[24] = { // top video::S3DVertex(min.X, max.Y, max.Z, 0, 1, 0, colors[0], txc[0], txc[1]), video::S3DVertex(max.X, max.Y, max.Z, 0, 1, 0, colors[0], txc[2], txc[1]), video::S3DVertex(max.X, max.Y, min.Z, 0, 1, 0, colors[0], txc[2], txc[3]), video::S3DVertex(min.X, max.Y, min.Z, 0, 1, 0, colors[0], txc[0], txc[3]), // bottom video::S3DVertex(min.X, min.Y, min.Z, 0, -1, 0, colors[1], txc[4], txc[5]), video::S3DVertex(max.X, min.Y, min.Z, 0, -1, 0, colors[1], txc[6], txc[5]), video::S3DVertex(max.X, min.Y, max.Z, 0, -1, 0, colors[1], txc[6], txc[7]), video::S3DVertex(min.X, min.Y, max.Z, 0, -1, 0, colors[1], txc[4], txc[7]), // right video::S3DVertex(max.X, max.Y, min.Z, 1, 0, 0, colors[2], txc[ 8], txc[9]), video::S3DVertex(max.X, max.Y, max.Z, 1, 0, 0, colors[2], txc[10], txc[9]), video::S3DVertex(max.X, min.Y, max.Z, 1, 0, 0, colors[2], txc[10], txc[11]), video::S3DVertex(max.X, min.Y, min.Z, 1, 0, 0, colors[2], txc[ 8], txc[11]), // left video::S3DVertex(min.X, max.Y, max.Z, -1, 0, 0, colors[3], txc[12], txc[13]), video::S3DVertex(min.X, max.Y, min.Z, -1, 0, 0, colors[3], txc[14], txc[13]), video::S3DVertex(min.X, min.Y, min.Z, -1, 0, 0, colors[3], txc[14], txc[15]), video::S3DVertex(min.X, min.Y, max.Z, -1, 0, 0, colors[3], txc[12], txc[15]), // back video::S3DVertex(max.X, max.Y, max.Z, 0, 0, 1, colors[4], txc[16], txc[17]), video::S3DVertex(min.X, max.Y, max.Z, 0, 0, 1, colors[4], txc[18], txc[17]), video::S3DVertex(min.X, min.Y, max.Z, 0, 0, 1, colors[4], txc[18], txc[19]), video::S3DVertex(max.X, min.Y, max.Z, 0, 0, 1, colors[4], txc[16], txc[19]), // front video::S3DVertex(min.X, max.Y, min.Z, 0, 0, -1, colors[5], txc[20], txc[21]), video::S3DVertex(max.X, max.Y, min.Z, 0, 0, -1, colors[5], txc[22], txc[21]), video::S3DVertex(max.X, min.Y, min.Z, 0, 0, -1, colors[5], txc[22], txc[23]), video::S3DVertex(min.X, min.Y, min.Z, 0, 0, -1, colors[5], txc[20], txc[23]), }; static const u8 light_indices[24] = { 3, 7, 6, 2, 0, 4, 5, 1, 6, 7, 5, 4, 3, 2, 0, 1, 7, 3, 1, 5, 2, 6, 4, 0 }; for (int face = 0; face < 6; face++) { int tileindex = MYMIN(face, tilecount - 1); const TileSpec &tile = tiles[tileindex]; for (int j = 0; j < 4; j++) { video::S3DVertex &vertex = vertices[face * 4 + j]; v2f &tcoords = vertex.TCoords; switch (tile.rotation) { case 0: break; case 1: // R90 tcoords.rotateBy(90, irr::core::vector2df(0, 0)); break; case 2: // R180 tcoords.rotateBy(180, irr::core::vector2df(0, 0)); break; case 3: // R270 tcoords.rotateBy(270, irr::core::vector2df(0, 0)); break; case 4: // FXR90 tcoords.X = 1.0 - tcoords.X; tcoords.rotateBy(90, irr::core::vector2df(0, 0)); break; case 5: // FXR270 tcoords.X = 1.0 - tcoords.X; tcoords.rotateBy(270, irr::core::vector2df(0, 0)); break; case 6: // FYR90 tcoords.Y = 1.0 - tcoords.Y; tcoords.rotateBy(90, irr::core::vector2df(0, 0)); break; case 7: // FYR270 tcoords.Y = 1.0 - tcoords.Y; tcoords.rotateBy(270, irr::core::vector2df(0, 0)); break; case 8: // FX tcoords.X = 1.0 - tcoords.X; break; case 9: // FY tcoords.Y = 1.0 - tcoords.Y; break; default: break; } } } if (data->m_smooth_lighting) { for (int j = 0; j < 24; ++j) { video::S3DVertex &vertex = vertices[j]; vertex.Color = encode_light( lights[light_indices[j]].getPair(MYMAX(0.0f, vertex.Normal.Y)), f->light_source); if (!f->light_source) applyFacesShading(vertex.Color, vertex.Normal); } } // Add to mesh collector for (int k = 0; k < 6; ++k) { int tileindex = MYMIN(k, tilecount - 1); collector->append(tiles[tileindex], vertices + 4 * k, 4, quad_indices, 6); } } // Gets the base lighting values for a node void MapblockMeshGenerator::getSmoothLightFrame() { for (int k = 0; k < 8; ++k) frame.sunlight[k] = false; for (int k = 0; k < 8; ++k) { LightPair light(getSmoothLightTransparent(blockpos_nodes + p, light_dirs[k], data)); frame.lightsDay[k] = light.lightDay; frame.lightsNight[k] = light.lightNight; // If there is direct sunlight and no ambient occlusion at some corner, // mark the vertical edge (top and bottom corners) containing it. if (light.lightDay == 255) { frame.sunlight[k] = true; frame.sunlight[k ^ 2] = true; } } } // Calculates vertex light level // vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so) LightInfo MapblockMeshGenerator::blendLight(const v3f &vertex_pos) { // Light levels at (logical) node corners are known. Here, // trilinear interpolation is used to calculate light level // at a given point in the node. f32 x = core::clamp(vertex_pos.X / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE); f32 y = core::clamp(vertex_pos.Y / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE); f32 z = core::clamp(vertex_pos.Z / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE); f32 lightDay = 0.0; // daylight f32 lightNight = 0.0; f32 lightBoosted = 0.0; // daylight + direct sunlight, if any for (int k = 0; k < 8; ++k) { f32 dx = (k & 4) ? x : 1 - x; f32 dy = (k & 2) ? y : 1 - y; f32 dz = (k & 1) ? z : 1 - z; // Use direct sunlight (255), if any; use daylight otherwise. f32 light_boosted = frame.sunlight[k] ? 255 : frame.lightsDay[k]; lightDay += dx * dy * dz * frame.lightsDay[k]; lightNight += dx * dy * dz * frame.lightsNight[k]; lightBoosted += dx * dy * dz * light_boosted; } return LightInfo{lightDay, lightNight, lightBoosted}; } // Calculates vertex color to be used in mapblock mesh // vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so) // tile_color - node's tile color video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos) { LightInfo light = blendLight(vertex_pos); return encode_light(light.getPair(), f->light_source); } video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos, const v3f &vertex_normal) { LightInfo light = blendLight(vertex_pos); video::SColor color = encode_light(light.getPair(MYMAX(0.0f, vertex_normal.Y)), f->light_source); if (!f->light_source) applyFacesShading(color, vertex_normal); return color; } void MapblockMeshGenerator::generateCuboidTextureCoords(const aabb3f &box, f32 *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] = { tx1, 1 - tz2, tx2, 1 - tz1, // up tx1, tz1, tx2, tz2, // down tz1, 1 - ty2, tz2, 1 - ty1, // right 1 - tz2, 1 - ty2, 1 - tz1, 1 - ty1, // left 1 - tx2, 1 - ty2, 1 - tx1, 1 - ty1, // back tx1, 1 - ty2, tx2, 1 - ty1, // front }; for (int i = 0; i != 24; ++i) coords[i] = txc[i]; } void MapblockMeshGenerator::drawAutoLightedCuboid(aabb3f box, const f32 *txc, TileSpec *tiles, int tile_count) { bool scale = std::fabs(f->visual_scale - 1.0f) > 1e-3f; f32 texture_coord_buf[24]; f32 dx1 = box.MinEdge.X; f32 dy1 = box.MinEdge.Y; f32 dz1 = box.MinEdge.Z; f32 dx2 = box.MaxEdge.X; f32 dy2 = box.MaxEdge.Y; f32 dz2 = box.MaxEdge.Z; if (scale) { if (!txc) { // generate texture coords before scaling generateCuboidTextureCoords(box, texture_coord_buf); txc = texture_coord_buf; } box.MinEdge *= f->visual_scale; box.MaxEdge *= f->visual_scale; } box.MinEdge += origin; box.MaxEdge += origin; if (!txc) { generateCuboidTextureCoords(box, texture_coord_buf); txc = texture_coord_buf; } if (!tiles) { tiles = &tile; tile_count = 1; } if (data->m_smooth_lighting) { LightInfo lights[8]; for (int j = 0; j < 8; ++j) { v3f d; d.X = (j & 4) ? dx2 : dx1; 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, nullptr, 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)); MapNode nbottom = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(p.X, p.Y - 1, p.Z)); c_flowing = f->liquid_alternative_flowing_id; c_source = f->liquid_alternative_source_id; top_is_same_liquid = (ntop.getContent() == c_flowing) || (ntop.getContent() == c_source); draw_liquid_bottom = (nbottom.getContent() != c_flowing) && (nbottom.getContent() != c_source); if (draw_liquid_bottom) { const ContentFeatures &f2 = nodedef->get(nbottom.getContent()); if (f2.solidness > 1) draw_liquid_bottom = false; } 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 u8 e = decode_light(f->light_source); light = LightPair(std::max(e, light.lightDay), std::max(e, light.lightNight)); } else if (nodedef->get(ntop).param_type == CPT_LIGHT) { // Otherwise, use the light of the node on top if possible light = LightPair(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; } namespace { struct LiquidFaceDesc { v3s16 dir; // XZ v3s16 p[2]; // XZ only; 1 means +, 0 means - }; struct UV { int u, v; }; static const LiquidFaceDesc liquid_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 liquid_base_vertices[4] = { {0, 1}, {1, 1}, {1, 0}, {0, 0} }; } void MapblockMeshGenerator::drawLiquidSides() { for (const auto &face : liquid_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 = liquid_base_vertices[j]; const v3s16 &base = face.p[vertex.u]; float v = vertex.v; v3f pos; 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, 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::drawLiquidBottom() { video::S3DVertex vertices[4] = { video::S3DVertex(-BS / 2, -BS / 2, -BS / 2, 0, 0, 0, color_liquid_top, 0, 0), video::S3DVertex( BS / 2, -BS / 2, -BS / 2, 0, 0, 0, color_liquid_top, 1, 0), video::S3DVertex( BS / 2, -BS / 2, BS / 2, 0, 0, 0, color_liquid_top, 1, 1), video::S3DVertex(-BS / 2, -BS / 2, BS / 2, 0, 0, 0, color_liquid_top, 0, 1), }; for (int i = 0; i < 4; i++) { if (data->m_smooth_lighting) vertices[i].Color = blendLightColor(vertices[i].Pos); vertices[i].Pos += origin; } collector->append(tile_liquid_top, vertices, 4, quad_indices, 6); } void MapblockMeshGenerator::drawLiquidNode() { prepareLiquidNodeDrawing(); getLiquidNeighborhood(); calculateCornerLevels(); drawLiquidSides(); if (!top_is_same_liquid) drawLiquidTop(); if (draw_liquid_bottom) drawLiquidBottom(); } 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]); if (!data->m_smooth_lighting) color = encode_light(light, f->light_source); TileSpec glass_tiles[6]; 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 / 2.0f; static const float g = a - 0.03f; static const float b = 0.876f * (BS / 2.0f); 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- }; // 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) 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]; // Face at Z- v3f vertices[4] = { v3f(-a, a, -g), v3f( a, a, -g), v3f( a, -a, -g), v3f(-a, -a, -g), }; 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; } } v3s16 dir = g_6dirs[face]; drawQuad(vertices, dir); } // 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 / 63.0f) * 2.0f - 1.0f; 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.Y += -size + BS/2; vertex.rotateXZBy(-45); break; case DWM_YN: vertex.Y += size - BS/2; vertex.rotateXZBy(45); break; case DWM_XP: vertex.X += -size + BS/2; break; case DWM_XN: vertex.X += -size + BS/2; vertex.rotateXZBy(180); break; case DWM_ZP: vertex.X += -size + BS/2; vertex.rotateXZBy(90); break; case DWM_ZN: vertex.X += -size + BS/2; vertex.rotateXZBy(-90); } } 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 = LightPair(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)); } namespace { static const v3s16 rail_direction[4] = { v3s16( 0, 0, 1), v3s16( 0, 0, -1), v3s16(-1, 0, 0), v3s16( 1, 0, 0), }; static const int rail_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 }; } void MapblockMeshGenerator::drawRaillikeNode() { 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(rail_direction[dir] + v3s16(0, 1, 0)); if (rail_above) { sloped = true; angle = rail_slope_angle[dir]; } if (rail_above || isSameRail(rail_direction[dir]) || isSameRail(rail_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); } namespace { static const v3s16 nodebox_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 nodebox_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 }; } void MapblockMeshGenerator::drawNodeboxNode() { TileSpec tiles[6]; for (int face = 0; face < 6; face++) { // Handles facedir rotation for textures getTile(nodebox_tile_dirs[face], &tiles[face]); } // locate possible neighboring nodes to connect to u8 neighbors_set = 0; if (f->node_box.type == NODEBOX_CONNECTED) { for (int dir = 0; dir != 6; dir++) { u8 flag = 1 << dir; v3s16 p2 = blockpos_nodes + p + nodebox_connection_dirs[dir]; MapNode n2 = data->m_vmanip.getNodeNoEx(p2); if (nodedef->nodeboxConnects(n, n2, flag)) neighbors_set |= flag; } } std::vector boxes; n.getNodeBoxes(nodedef, &boxes, neighbors_set); for (auto &box : boxes) drawAutoLightedCuboid(box, nullptr, 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 = LightPair(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(); } } void MapblockMeshGenerator::renderSingle(content_t node, u8 param2) { p = {0, 0, 0}; n = MapNode(node, 0xff, param2); f = &nodedef->get(n); drawNode(); }