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minetest/src/content_mapblock.cpp
Felix Krause f1e8ff2245 * refactored liquid transformation code (has some flaws)
Completely rewrote the liquid transformation. The algorithm now exclusively modifies the current node in one iteration. Another change is that MapNode.param2 now stores a bit that tells other nodes if a flowing liquid node flows downwards. This is accomplished by two masks on param2 for the "flow down" bit and the "liquid level" bits.

This will be the base of future improvements to the liquid flow. However, in the current state flowing liquid does not always disappear when cut off its source. Be aware that this branch is work in progress.
2011-07-18 02:37:19 +02:00

1077 lines
30 KiB
C++

/*
Minetest-c55
Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 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 General Public License for more details.
You should have received a copy of the GNU 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 "content_mapblock.h"
#include "content_mapnode.h"
#include "main.h" // For g_settings and g_texturesource
#include "mineral.h"
#ifndef SERVER
// Create a cuboid.
// material - the material to use (for all 6 faces)
// collector - the MeshCollector for the resulting polygons
// pa - texture atlas pointer for the material
// c - vertex colour - used for all
// pos - the position of the centre of the cuboid
// rz,ry,rz - the radius of the cuboid in each dimension
// 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. Alternatively, pass
// NULL to use the entire texture for each face. The order of
// the faces in the list is top-backi-right-front-left-bottom
// If you specified 0,0,1,1 for each face, that would be the
// same as passing NULL.
void makeCuboid(video::SMaterial &material, MeshCollector *collector,
AtlasPointer* pa, video::SColor &c,
v3f &pos, f32 rx, f32 ry, f32 rz, f32* txc)
{
f32 tu0=pa->x0();
f32 tu1=pa->x1();
f32 tv0=pa->y0();
f32 tv1=pa->y1();
f32 txus=tu1-tu0;
f32 txvs=tv1-tv0;
video::S3DVertex v[4] =
{
video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv1),
video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv1),
video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv0),
video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv0)
};
for(int i=0;i<6;i++)
{
switch(i)
{
case 0: // top
v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz;
v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz;
break;
case 1: // back
v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
break;
case 2: //right
v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
break;
case 3: // front
v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
break;
case 4: // left
v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
break;
case 5: // bottom
v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz;
v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz;
v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
break;
}
if(txc!=NULL)
{
v[0].TCoords.X=tu0+txus*txc[0]; v[0].TCoords.Y=tv0+txvs*txc[3];
v[1].TCoords.X=tu0+txus*txc[2]; v[1].TCoords.Y=tv0+txvs*txc[3];
v[2].TCoords.X=tu0+txus*txc[2]; v[2].TCoords.Y=tv0+txvs*txc[1];
v[3].TCoords.X=tu0+txus*txc[0]; v[3].TCoords.Y=tv0+txvs*txc[1];
txc+=4;
}
for(u16 i=0; i<4; i++)
v[i].Pos += pos;
u16 indices[] = {0,1,2,2,3,0};
collector->append(material, v, 4, indices, 6);
}
}
#endif
#ifndef SERVER
void mapblock_mesh_generate_special(MeshMakeData *data,
MeshCollector &collector)
{
// 0ms
//TimeTaker timer("mapblock_mesh_generate_special()");
/*
Some settings
*/
bool new_style_water = g_settings.getBool("new_style_water");
bool new_style_leaves = g_settings.getBool("new_style_leaves");
//bool smooth_lighting = g_settings.getBool("smooth_lighting");
bool invisible_stone = g_settings.getBool("invisible_stone");
float node_water_level = 1.0;
if(new_style_water)
node_water_level = 0.85;
v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
// Flowing water material
video::SMaterial material_water1;
material_water1.setFlag(video::EMF_LIGHTING, false);
material_water1.setFlag(video::EMF_BACK_FACE_CULLING, false);
material_water1.setFlag(video::EMF_BILINEAR_FILTER, false);
material_water1.setFlag(video::EMF_FOG_ENABLE, true);
material_water1.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
AtlasPointer pa_water1 = g_texturesource->getTexture(
g_texturesource->getTextureId("water.png"));
material_water1.setTexture(0, pa_water1.atlas);
// New-style leaves material
video::SMaterial material_leaves1;
material_leaves1.setFlag(video::EMF_LIGHTING, false);
//material_leaves1.setFlag(video::EMF_BACK_FACE_CULLING, false);
material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false);
material_leaves1.setFlag(video::EMF_FOG_ENABLE, true);
material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
AtlasPointer pa_leaves1 = g_texturesource->getTexture(
g_texturesource->getTextureId("leaves.png"));
material_leaves1.setTexture(0, pa_leaves1.atlas);
// Glass material
video::SMaterial material_glass;
material_glass.setFlag(video::EMF_LIGHTING, false);
material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
material_glass.setFlag(video::EMF_FOG_ENABLE, true);
material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
AtlasPointer pa_glass = g_texturesource->getTexture(
g_texturesource->getTextureId("glass.png"));
material_glass.setTexture(0, pa_glass.atlas);
// Wood material
video::SMaterial material_wood;
material_wood.setFlag(video::EMF_LIGHTING, false);
material_wood.setFlag(video::EMF_BILINEAR_FILTER, false);
material_wood.setFlag(video::EMF_FOG_ENABLE, true);
material_wood.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
AtlasPointer pa_wood = g_texturesource->getTexture(
g_texturesource->getTextureId("wood.png"));
material_wood.setTexture(0, pa_wood.atlas);
// General ground material for special output
// Texture is modified just before usage
video::SMaterial material_general;
material_general.setFlag(video::EMF_LIGHTING, false);
material_general.setFlag(video::EMF_BILINEAR_FILTER, false);
material_general.setFlag(video::EMF_FOG_ENABLE, true);
material_general.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
// Papyrus material
video::SMaterial material_papyrus;
material_papyrus.setFlag(video::EMF_LIGHTING, false);
material_papyrus.setFlag(video::EMF_BILINEAR_FILTER, false);
material_papyrus.setFlag(video::EMF_FOG_ENABLE, true);
material_papyrus.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
AtlasPointer pa_papyrus = g_texturesource->getTexture(
g_texturesource->getTextureId("papyrus.png"));
material_papyrus.setTexture(0, pa_papyrus.atlas);
for(s16 z=0; z<MAP_BLOCKSIZE; z++)
for(s16 y=0; y<MAP_BLOCKSIZE; y++)
for(s16 x=0; x<MAP_BLOCKSIZE; x++)
{
v3s16 p(x,y,z);
MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
/*
Add torches to mesh
*/
if(n.d == CONTENT_TORCH)
{
video::SColor c(255,255,255,255);
// Wall at X+ of node
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1),
video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1),
video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0),
};
v3s16 dir = unpackDir(n.dir);
for(s32 i=0; i<4; i++)
{
if(dir == v3s16(1,0,0))
vertices[i].Pos.rotateXZBy(0);
if(dir == v3s16(-1,0,0))
vertices[i].Pos.rotateXZBy(180);
if(dir == v3s16(0,0,1))
vertices[i].Pos.rotateXZBy(90);
if(dir == v3s16(0,0,-1))
vertices[i].Pos.rotateXZBy(-90);
if(dir == v3s16(0,-1,0))
vertices[i].Pos.rotateXZBy(45);
if(dir == v3s16(0,1,0))
vertices[i].Pos.rotateXZBy(-45);
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
// Set material
video::SMaterial material;
material.setFlag(video::EMF_LIGHTING, false);
material.setFlag(video::EMF_BACK_FACE_CULLING, false);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
//material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
material.MaterialType
= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
if(dir == v3s16(0,-1,0))
material.setTexture(0,
g_texturesource->getTextureRaw("torch_on_floor.png"));
else if(dir == v3s16(0,1,0))
material.setTexture(0,
g_texturesource->getTextureRaw("torch_on_ceiling.png"));
// For backwards compatibility
else if(dir == v3s16(0,0,0))
material.setTexture(0,
g_texturesource->getTextureRaw("torch_on_floor.png"));
else
material.setTexture(0,
g_texturesource->getTextureRaw("torch.png"));
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(material, vertices, 4, indices, 6);
}
/*
Signs on walls
*/
else if(n.d == CONTENT_SIGN_WALL)
{
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
video::SColor c(255,l,l,l);
float d = (float)BS/16;
// Wall at X+ of node
video::S3DVertex vertices[4] =
{
video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 0,1),
video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 1,1),
video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 1,0),
video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0),
};
v3s16 dir = unpackDir(n.dir);
for(s32 i=0; i<4; i++)
{
if(dir == v3s16(1,0,0))
vertices[i].Pos.rotateXZBy(0);
if(dir == v3s16(-1,0,0))
vertices[i].Pos.rotateXZBy(180);
if(dir == v3s16(0,0,1))
vertices[i].Pos.rotateXZBy(90);
if(dir == v3s16(0,0,-1))
vertices[i].Pos.rotateXZBy(-90);
if(dir == v3s16(0,-1,0))
vertices[i].Pos.rotateXYBy(-90);
if(dir == v3s16(0,1,0))
vertices[i].Pos.rotateXYBy(90);
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
// Set material
video::SMaterial material;
material.setFlag(video::EMF_LIGHTING, false);
material.setFlag(video::EMF_BACK_FACE_CULLING, false);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setFlag(video::EMF_FOG_ENABLE, true);
//material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
material.MaterialType
= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
material.setTexture(0,
g_texturesource->getTextureRaw("sign_wall.png"));
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(material, vertices, 4, indices, 6);
}
/*
Add flowing water to mesh
*/
else if(n.d == CONTENT_WATER)
{
bool top_is_water = false;
MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
if(ntop.d == CONTENT_WATER || ntop.d == CONTENT_WATERSOURCE)
top_is_water = true;
u8 l = 0;
// Use the light of the node on top if possible
if(content_features(ntop.d).param_type == CPT_LIGHT)
l = decode_light(ntop.getLightBlend(data->m_daynight_ratio));
// Otherwise use the light of this node (the water)
else
l = decode_light(n.getLightBlend(data->m_daynight_ratio));
video::SColor c(WATER_ALPHA,l,l,l);
// Neighbor water levels (key = relative position)
// Includes current node
core::map<v3s16, f32> neighbor_levels;
core::map<v3s16, u8> neighbor_contents;
core::map<v3s16, u8> neighbor_flags;
const u8 neighborflag_top_is_water = 0x01;
v3s16 neighbor_dirs[9] = {
v3s16(0,0,0),
v3s16(0,0,1),
v3s16(0,0,-1),
v3s16(1,0,0),
v3s16(-1,0,0),
v3s16(1,0,1),
v3s16(-1,0,-1),
v3s16(1,0,-1),
v3s16(-1,0,1),
};
for(u32 i=0; i<9; i++)
{
u8 content = CONTENT_AIR;
float level = -0.5 * BS;
u8 flags = 0;
// Check neighbor
v3s16 p2 = p + neighbor_dirs[i];
MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
if(n2.d != CONTENT_IGNORE)
{
content = n2.d;
if(n2.d == CONTENT_WATERSOURCE)
level = (-0.5+node_water_level) * BS;
else if(n2.d == CONTENT_WATER)
level = (-0.5 + ((float)(n2.param2 & LIQUID_LEVEL_MASK) + 0.5) / 8.0
* node_water_level) * BS;
// Check node above neighbor.
// NOTE: This doesn't get executed if neighbor
// doesn't exist
p2.Y += 1;
n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
if(n2.d == CONTENT_WATERSOURCE || n2.d == CONTENT_WATER)
flags |= neighborflag_top_is_water;
}
neighbor_levels.insert(neighbor_dirs[i], level);
neighbor_contents.insert(neighbor_dirs[i], content);
neighbor_flags.insert(neighbor_dirs[i], flags);
}
//float water_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
//float water_level = neighbor_levels[v3s16(0,0,0)];
// Corner heights (average between four waters)
f32 corner_levels[4];
v3s16 halfdirs[4] = {
v3s16(0,0,0),
v3s16(1,0,0),
v3s16(1,0,1),
v3s16(0,0,1),
};
for(u32 i=0; i<4; i++)
{
v3s16 cornerdir = halfdirs[i];
float cornerlevel = 0;
u32 valid_count = 0;
for(u32 j=0; j<4; j++)
{
v3s16 neighbordir = cornerdir - halfdirs[j];
u8 content = neighbor_contents[neighbordir];
// Special case for source nodes
if(content == CONTENT_WATERSOURCE)
{
cornerlevel = (-0.5+node_water_level)*BS;
valid_count = 1;
break;
}
else if(content == CONTENT_WATER)
{
cornerlevel += neighbor_levels[neighbordir];
valid_count++;
}
else if(content == CONTENT_AIR)
{
cornerlevel += -0.5*BS;
valid_count++;
}
}
if(valid_count > 0)
cornerlevel /= valid_count;
corner_levels[i] = cornerlevel;
}
/*
Generate sides
*/
v3s16 side_dirs[4] = {
v3s16(1,0,0),
v3s16(-1,0,0),
v3s16(0,0,1),
v3s16(0,0,-1),
};
s16 side_corners[4][2] = {
{1, 2},
{3, 0},
{2, 3},
{0, 1},
};
for(u32 i=0; i<4; i++)
{
v3s16 dir = side_dirs[i];
/*
If our topside is water and neighbor's topside
is water, don't draw side face
*/
if(top_is_water &&
neighbor_flags[dir] & neighborflag_top_is_water)
continue;
u8 neighbor_content = neighbor_contents[dir];
// Don't draw face if neighbor is not air or water
if(neighbor_content != CONTENT_AIR
&& neighbor_content != CONTENT_WATER)
continue;
bool neighbor_is_water = (neighbor_content == CONTENT_WATER);
// Don't draw any faces if neighbor is water and top is water
if(neighbor_is_water == true && top_is_water == false)
continue;
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),*/
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
pa_water1.x0(), pa_water1.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y0()),
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
pa_water1.x0(), pa_water1.y0()),
};
/*
If our topside is water, set upper border of face
at upper border of node
*/
if(top_is_water)
{
vertices[2].Pos.Y = 0.5*BS;
vertices[3].Pos.Y = 0.5*BS;
}
/*
Otherwise upper position of face is corner levels
*/
else
{
vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
}
/*
If neighbor is water, lower border of face is corner
water levels
*/
if(neighbor_is_water)
{
vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
}
/*
If neighbor is not water, lower border of face is
lower border of node
*/
else
{
vertices[0].Pos.Y = -0.5*BS;
vertices[1].Pos.Y = -0.5*BS;
}
for(s32 j=0; j<4; j++)
{
if(dir == v3s16(0,0,1))
vertices[j].Pos.rotateXZBy(0);
if(dir == v3s16(0,0,-1))
vertices[j].Pos.rotateXZBy(180);
if(dir == v3s16(-1,0,0))
vertices[j].Pos.rotateXZBy(90);
if(dir == v3s16(1,0,-0))
vertices[j].Pos.rotateXZBy(-90);
vertices[j].Pos += intToFloat(p + blockpos_nodes, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(material_water1, vertices, 4, indices, 6);
}
/*
Generate top side, if appropriate
*/
if(top_is_water == false)
{
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),*/
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
pa_water1.x0(), pa_water1.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y1()),
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y0()),
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
pa_water1.x0(), pa_water1.y0()),
};
// This fixes a strange bug
s32 corner_resolve[4] = {3,2,1,0};
for(s32 i=0; i<4; i++)
{
//vertices[i].Pos.Y += water_level;
//vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
s32 j = corner_resolve[i];
vertices[i].Pos.Y += corner_levels[j];
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(material_water1, vertices, 4, indices, 6);
}
}
/*
Add water sources to mesh if using new style
*/
else if(n.d == CONTENT_WATERSOURCE && new_style_water)
{
//bool top_is_water = false;
bool top_is_air = false;
MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + 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;
/*if(top_is_water == true)
continue;*/
if(top_is_air == false)
continue;
u8 l = decode_light(n.getLightBlend(data->m_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),*/
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
pa_water1.x0(), pa_water1.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y1()),
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
pa_water1.x1(), pa_water1.y0()),
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
pa_water1.x0(), pa_water1.y0()),
};
for(s32 i=0; i<4; i++)
{
vertices[i].Pos.Y += (-0.5+node_water_level)*BS;
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(material_water1, vertices, 4, indices, 6);
}
/*
Add leaves if using new style
*/
else if(n.d == CONTENT_LEAVES && new_style_leaves)
{
/*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));*/
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
video::SColor c(255,l,l,l);
for(u32 j=0; j<6; j++)
{
video::S3DVertex vertices[4] =
{
/*video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),*/
video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
pa_leaves1.x0(), pa_leaves1.y1()),
video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
pa_leaves1.x1(), pa_leaves1.y1()),
video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
pa_leaves1.x1(), pa_leaves1.y0()),
video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
pa_leaves1.x0(), pa_leaves1.y0()),
};
if(j == 0)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(0);
}
else if(j == 1)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(180);
}
else if(j == 2)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(-90);
}
else if(j == 3)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(90);
}
else if(j == 4)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateYZBy(-90);
}
else if(j == 5)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateYZBy(90);
}
for(u16 i=0; i<4; i++)
{
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(material_leaves1, vertices, 4, indices, 6);
}
}
/*
Add glass
*/
else if(n.d == CONTENT_GLASS)
{
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
video::SColor c(255,l,l,l);
for(u32 j=0; j<6; j++)
{
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
pa_glass.x0(), pa_glass.y1()),
video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
pa_glass.x1(), pa_glass.y1()),
video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
pa_glass.x1(), pa_glass.y0()),
video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
pa_glass.x0(), pa_glass.y0()),
};
if(j == 0)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(0);
}
else if(j == 1)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(180);
}
else if(j == 2)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(-90);
}
else if(j == 3)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(90);
}
else if(j == 4)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateYZBy(-90);
}
else if(j == 5)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateYZBy(90);
}
for(u16 i=0; i<4; i++)
{
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(material_glass, vertices, 4, indices, 6);
}
}
/*
Add fence
*/
else if(n.d == CONTENT_FENCE)
{
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
video::SColor c(255,l,l,l);
const f32 post_rad=(f32)BS/10;
const f32 bar_rad=(f32)BS/20;
const f32 bar_len=(f32)(BS/2)-post_rad;
// The post - always present
v3f pos = intToFloat(p+blockpos_nodes, BS);
f32 postuv[24]={
0.4,0.4,0.6,0.6,
0.35,0,0.65,1,
0.35,0,0.65,1,
0.35,0,0.65,1,
0.35,0,0.65,1,
0.4,0.4,0.6,0.6};
makeCuboid(material_wood, &collector,
&pa_wood, c, pos,
post_rad,BS/2,post_rad, postuv);
// 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);
if(n2.d == CONTENT_FENCE)
{
pos = intToFloat(p+blockpos_nodes, BS);
pos.X += BS/2;
pos.Y += BS/4;
f32 xrailuv[24]={
0,0.4,1,0.6,
0,0.4,1,0.6,
0,0.4,1,0.6,
0,0.4,1,0.6,
0,0.4,1,0.6,
0,0.4,1,0.6};
makeCuboid(material_wood, &collector,
&pa_wood, c, pos,
bar_len,bar_rad,bar_rad, xrailuv);
pos.Y -= BS/2;
makeCuboid(material_wood, &collector,
&pa_wood, c, pos,
bar_len,bar_rad,bar_rad, 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);
if(n2.d == CONTENT_FENCE)
{
pos = intToFloat(p+blockpos_nodes, BS);
pos.Z += BS/2;
pos.Y += BS/4;
f32 zrailuv[24]={
0,0.4,1,0.6,
0,0.4,1,0.6,
0,0.4,1,0.6,
0,0.4,1,0.6,
0,0.4,1,0.6,
0,0.4,1,0.6};
makeCuboid(material_wood, &collector,
&pa_wood, c, pos,
bar_rad,bar_rad,bar_len, zrailuv);
pos.Y -= BS/2;
makeCuboid(material_wood, &collector,
&pa_wood, c, pos,
bar_rad,bar_rad,bar_len, zrailuv);
}
}
#if 1
/*
Add stones with minerals if stone is invisible
*/
else if(n.d == CONTENT_STONE && invisible_stone && n.getMineral() != MINERAL_NONE)
{
for(u32 j=0; j<6; j++)
{
// NOTE: Hopefully g_6dirs[j] is the right direction...
v3s16 dir = g_6dirs[j];
/*u8 l = 0;
MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + dir);
if(content_features(n2.d).param_type == CPT_LIGHT)
l = decode_light(n2.getLightBlend(data->m_daynight_ratio));
else
l = 255;*/
u8 l = 255;
video::SColor c(255,l,l,l);
// Get the right texture
TileSpec ts = n.getTile(dir);
AtlasPointer ap = ts.texture;
material_general.setTexture(0, ap.atlas);
video::S3DVertex vertices[4] =
{
/*video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),*/
video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
ap.x0(), ap.y1()),
video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
ap.x1(), ap.y1()),
video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
ap.x1(), ap.y0()),
video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
ap.x0(), ap.y0()),
};
if(j == 0)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(0);
}
else if(j == 1)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(180);
}
else if(j == 2)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(-90);
}
else if(j == 3)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(90);
}
else if(j == 4)
for(u16 i=0; i<4; i++)
{
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(material_general, vertices, 4, indices, 6);
}
}
#endif
else if(n.d == CONTENT_PAPYRUS)
{
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
video::SColor c(255,l,l,l);
for(u32 j=0; j<4; j++)
{
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
pa_papyrus.x0(), pa_papyrus.y1()),
video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
pa_papyrus.x1(), pa_papyrus.y1()),
video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
pa_papyrus.x1(), pa_papyrus.y0()),
video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
pa_papyrus.x0(), pa_papyrus.y0()),
};
if(j == 0)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(45);
}
else if(j == 1)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(-45);
}
else if(j == 2)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(135);
}
else if(j == 3)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(-135);
}
for(u16 i=0; i<4; i++)
{
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(material_papyrus, vertices, 4, indices, 6);
}
}
else if(n.d == CONTENT_RAIL)
{
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
video::SColor c(255,l,l,l);
bool is_rail_x [] = { false, false }; /* x-1, x+1 */
bool is_rail_z [] = { false, false }; /* z-1, z+1 */
MapNode n_minus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1,y,z));
MapNode n_plus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1,y,z));
MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1));
MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1));
if(n_minus_x.d == CONTENT_RAIL)
is_rail_x[0] = true;
if(n_plus_x.d == CONTENT_RAIL)
is_rail_x[1] = true;
if(n_minus_z.d == CONTENT_RAIL)
is_rail_z[0] = true;
if(n_plus_z.d == CONTENT_RAIL)
is_rail_z[1] = true;
float d = (float)BS/16;
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c,
0, 1),
video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c,
1, 1),
video::S3DVertex(BS/2,-BS/2+d,BS/2, 0,0,0, c,
1, 0),
video::S3DVertex(-BS/2,-BS/2+d,BS/2, 0,0,0, c,
0, 0),
};
video::SMaterial material_rail;
material_rail.setFlag(video::EMF_LIGHTING, false);
material_rail.setFlag(video::EMF_BACK_FACE_CULLING, false);
material_rail.setFlag(video::EMF_BILINEAR_FILTER, false);
material_rail.setFlag(video::EMF_FOG_ENABLE, true);
material_rail.MaterialType
= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
int adjacencies = is_rail_x[0] + is_rail_x[1] + is_rail_z[0] + is_rail_z[1];
// Assign textures
if(adjacencies < 2)
material_rail.setTexture(0, g_texturesource->getTextureRaw("rail.png"));
else if(adjacencies == 2)
{
if((is_rail_x[0] && is_rail_x[1]) || (is_rail_z[0] && is_rail_z[1]))
material_rail.setTexture(0, g_texturesource->getTextureRaw("rail.png"));
else
material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_curved.png"));
}
else if(adjacencies == 3)
material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_t_junction.png"));
else if(adjacencies == 4)
material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_crossing.png"));
// Rotate textures
int angle = 0;
if(adjacencies == 1)
{
if(is_rail_x[0] || is_rail_x[1])
angle = 90;
}
else if(adjacencies == 2)
{
if(is_rail_x[0] && is_rail_x[1])
angle = 90;
else if(is_rail_x[0] && is_rail_z[0])
angle = 270;
else if(is_rail_x[0] && is_rail_z[1])
angle = 180;
else if(is_rail_x[1] && is_rail_z[1])
angle = 90;
}
else if(adjacencies == 3)
{
if(!is_rail_x[0])
angle=0;
if(!is_rail_x[1])
angle=180;
if(!is_rail_z[0])
angle=90;
if(!is_rail_z[1])
angle=270;
}
if(angle != 0) {
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(angle);
}
for(s32 i=0; i<4; i++)
{
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
u16 indices[] = {0,1,2,2,3,0};
collector.append(material_rail, vertices, 4, indices, 6);
}
}
}
#endif