summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorTriBlade9 <triblade9@mail.com>2014-09-20 07:37:40 +0800
committerShadowNinja <shadowninja@minetest.net>2014-09-21 15:50:27 -0400
commit9a685a4f2ec98f64c622f87690378b1c2a084473 (patch)
tree2e313aca39e62c834119c3a5f913ff20f5c14e3d
parentb5a6bf20688617f5f9df80264b11d4b7d1eb656f (diff)
downloadminetest-9a685a4f2ec98f64c622f87690378b1c2a084473.tar.gz
minetest-9a685a4f2ec98f64c622f87690378b1c2a084473.tar.bz2
minetest-9a685a4f2ec98f64c622f87690378b1c2a084473.zip
Add firelike drawtype
-rw-r--r--doc/lua_api.txt1
-rw-r--r--src/content_mapblock.cpp162
-rw-r--r--src/nodedef.cpp2
-rw-r--r--src/nodedef.h1
-rw-r--r--src/script/cpp_api/s_node.cpp1
-rw-r--r--src/shader.cpp3
6 files changed, 169 insertions, 1 deletions
diff --git a/doc/lua_api.txt b/doc/lua_api.txt
index 805b63f6a..0cdca506f 100644
--- a/doc/lua_api.txt
+++ b/doc/lua_api.txt
@@ -422,6 +422,7 @@ Look for examples in games/minimal or games/minetest_game.
- torchlike
- signlike
- plantlike
+- firelike
- fencelike
- raillike
- nodebox -- See below. EXPERIMENTAL
diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp
index c94ff590e..6d7a69bb8 100644
--- a/src/content_mapblock.cpp
+++ b/src/content_mapblock.cpp
@@ -1187,6 +1187,168 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
collector.append(tile, vertices, 4, indices, 6);
}
break;}
+ case NDT_FIRELIKE:
+ {
+ TileSpec tile = getNodeTileN(n, p, 0, data);
+ tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
+
+ u16 l = getInteriorLight(n, 1, nodedef);
+ video::SColor c = MapBlock_LightColor(255, l, f.light_source);
+
+ float s = BS/2*f.visual_scale;
+
+ content_t current = n.getContent();
+ content_t n2c;
+ MapNode n2;
+ v3s16 n2p;
+
+ static const v3s16 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)
+ };
+
+ int doDraw[6] = {0,0,0,0,0,0};
+
+ bool drawAllFaces = true;
+
+ bool drawBottomFacesOnly = false; // Currently unused
+
+ // Check for adjacent nodes
+ for(int i = 0; i < 6; i++)
+ {
+ n2p = blockpos_nodes + p + dirs[i];
+ n2 = data->m_vmanip.getNodeNoEx(n2p);
+ n2c = n2.getContent();
+ if (n2c != CONTENT_IGNORE && n2c != CONTENT_AIR && n2c != current) {
+ doDraw[i] = 1;
+ if(drawAllFaces)
+ drawAllFaces = false;
+
+ }
+ }
+
+ for(int j = 0; j < 6; j++)
+ {
+ int vOffset = 0; // Vertical offset of faces after rotation
+ int hOffset = 4; // Horizontal offset of faces to reach the edge
+
+ video::S3DVertex vertices[4] =
+ {
+ video::S3DVertex(-s,-BS/2, 0, 0,0,0, c, 0,1),
+ video::S3DVertex( s,-BS/2, 0, 0,0,0, c, 1,1),
+ video::S3DVertex( s,-BS/2 + s*2,0, 0,0,0, c, 1,0),
+ video::S3DVertex(-s,-BS/2 + s*2,0, 0,0,0, c, 0,0),
+ };
+
+ // Calculate which faces should be drawn, (top or sides)
+ if(j == 0 && (drawAllFaces || (doDraw[3] == 1 || doDraw[1] == 1)))
+ {
+ for(int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateXZBy(90 + n.param2 * 2);
+ vertices[i].Pos.rotateXYBy(-10);
+ vertices[i].Pos.Y -= vOffset;
+ vertices[i].Pos.X -= hOffset;
+ }
+ }
+ else if(j == 1 && (drawAllFaces || (doDraw[5] == 1 || doDraw[1] == 1)))
+ {
+ for(int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateXZBy(180 + n.param2 * 2);
+ vertices[i].Pos.rotateYZBy(10);
+ vertices[i].Pos.Y -= vOffset;
+ vertices[i].Pos.Z -= hOffset;
+ }
+ }
+ else if(j == 2 && (drawAllFaces || (doDraw[2] == 1 || doDraw[1] == 1)))
+ {
+ for(int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateXZBy(270 + n.param2 * 2);
+ vertices[i].Pos.rotateXYBy(10);
+ vertices[i].Pos.Y -= vOffset;
+ vertices[i].Pos.X += hOffset;
+ }
+ }
+ else if(j == 3 && (drawAllFaces || (doDraw[4] == 1 || doDraw[1] == 1)))
+ {
+ for(int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateYZBy(-10);
+ vertices[i].Pos.Y -= vOffset;
+ vertices[i].Pos.Z += hOffset;
+ }
+ }
+
+ // Center cross-flames
+ else if(j == 4 && (drawAllFaces || doDraw[1] == 1))
+ {
+ for(int i=0; i<4; i++) {
+ vertices[i].Pos.rotateXZBy(45 + n.param2 * 2);
+ vertices[i].Pos.Y -= vOffset;
+ }
+ }
+ else if(j == 5 && (drawAllFaces || doDraw[1] == 1))
+ {
+ for(int i=0; i<4; i++) {
+ vertices[i].Pos.rotateXZBy(-45 + n.param2 * 2);
+ vertices[i].Pos.Y -= vOffset;
+ }
+ }
+
+ // Render flames on bottom
+ else if(j == 0 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
+ {
+ for(int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateYZBy(70);
+ vertices[i].Pos.rotateXZBy(90 + n.param2 * 2);
+ vertices[i].Pos.Y += 4.84;
+ vertices[i].Pos.X -= hOffset+0.7;
+ }
+ }
+ else if(j == 1 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
+ {
+ for(int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateYZBy(70);
+ vertices[i].Pos.rotateXZBy(180 + n.param2 * 2);
+ vertices[i].Pos.Y += 4.84;
+ vertices[i].Pos.Z -= hOffset+0.7;
+ }
+ }
+ else if(j == 2 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
+ {
+ for(int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateYZBy(70);
+ vertices[i].Pos.rotateXZBy(270 + n.param2 * 2);
+ vertices[i].Pos.Y += 4.84;
+ vertices[i].Pos.X += hOffset+0.7;
+ }
+ }
+ else if(j == 3 && (drawBottomFacesOnly || (doDraw[0] == 1 && doDraw[1] == 0)))
+ {
+ for(int i = 0; i < 4; i++) {
+ vertices[i].Pos.rotateYZBy(70);
+ vertices[i].Pos.Y += 4.84;
+ vertices[i].Pos.Z += hOffset+0.7;
+ }
+ }
+ else {
+ // Skip faces that aren't adjacent to a node
+ continue;
+ }
+
+ for(int i=0; i<4; i++)
+ {
+ vertices[i].Pos *= f.visual_scale;
+ vertices[i].Pos += intToFloat(p, BS);
+ }
+
+ u16 indices[] = {0,1,2,2,3,0};
+ // Add to mesh collector
+ collector.append(tile, vertices, 4, indices, 6);
+ }
+ break;}
case NDT_FENCELIKE:
{
TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
diff --git a/src/nodedef.cpp b/src/nodedef.cpp
index f14311fc3..31156ce68 100644
--- a/src/nodedef.cpp
+++ b/src/nodedef.cpp
@@ -691,6 +691,8 @@ public:
if (f->waving == 1)
material_type = TILE_MATERIAL_WAVING_PLANTS;
break;
+ case NDT_FIRELIKE:
+ f->backface_culling = false;
case NDT_TORCHLIKE:
case NDT_SIGNLIKE:
case NDT_FENCELIKE:
diff --git a/src/nodedef.h b/src/nodedef.h
index 1f596e46b..262f4bc4e 100644
--- a/src/nodedef.h
+++ b/src/nodedef.h
@@ -149,6 +149,7 @@ enum NodeDrawType
NDT_GLASSLIKE_FRAMED, // Glass-like, draw connected frames and all all
// visible faces
// uses 2 textures, one for frames, second for faces
+ NDT_FIRELIKE, // Draw faces slightly rotated and only on connecting nodes
};
#define CF_SPECIAL_COUNT 6
diff --git a/src/script/cpp_api/s_node.cpp b/src/script/cpp_api/s_node.cpp
index 5d51ebdd4..2b8d02d74 100644
--- a/src/script/cpp_api/s_node.cpp
+++ b/src/script/cpp_api/s_node.cpp
@@ -40,6 +40,7 @@ struct EnumString ScriptApiNode::es_DrawType[] =
{NDT_TORCHLIKE, "torchlike"},
{NDT_SIGNLIKE, "signlike"},
{NDT_PLANTLIKE, "plantlike"},
+ {NDT_FIRELIKE, "firelike"},
{NDT_FENCELIKE, "fencelike"},
{NDT_RAILLIKE, "raillike"},
{NDT_NODEBOX, "nodebox"},
diff --git a/src/shader.cpp b/src/shader.cpp
index 0ac54ec08..cf3bbd761 100644
--- a/src/shader.cpp
+++ b/src/shader.cpp
@@ -644,7 +644,8 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
"NDT_FENCELIKE",
"NDT_RAILLIKE",
"NDT_NODEBOX",
- "NDT_GLASSLIKE_FRAMED"
+ "NDT_GLASSLIKE_FRAMED",
+ "NDT_FIRELIKE"
};
for (int i = 0; i < 14; i++){