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authorShadowNinja <shadowninja@minetest.net>2017-06-03 14:55:10 -0400
committerShadowNinja <shadowninja@minetest.net>2017-06-03 14:55:10 -0400
commitcaecdb681c428c1aab9c0f7eec2570c0460f995c (patch)
treee5115982ea59bbf2343ba9b35bc4a0cfbb56f407 /src/content_mapblock.cpp
parent81d56b94919dceb7b2e51d70b21a7ca22f852bd5 (diff)
parent80dc961d24e1964e25d57039ddb2ba639f9f4d22 (diff)
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Merge 0.4.16 into stable-0.4
Diffstat (limited to 'src/content_mapblock.cpp')
-rw-r--r--src/content_mapblock.cpp2897
1 files changed, 1204 insertions, 1693 deletions
diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp
index 8ce0f1e0a..e6dd8e83e 100644
--- a/src/content_mapblock.cpp
+++ b/src/content_mapblock.cpp
@@ -20,1778 +20,1289 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "content_mapblock.h"
#include "util/numeric.h"
#include "util/directiontables.h"
-#include "mapblock_mesh.h" // For MapBlock_LightColor() and MeshCollector
+#include "mapblock_mesh.h"
#include "settings.h"
#include "nodedef.h"
#include "client/tile.h"
#include "mesh.h"
#include <IMeshManipulator.h>
-#include "gamedef.h"
+#include "client.h"
#include "log.h"
#include "noise.h"
+#include "util/cpp11.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 constexpr 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();
+ smgr = data->m_client->getSceneManager();
+ meshmanip = smgr->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, bool disable_backface_culling)
+{
+ getNodeTileN(n, p, index, data, tile);
+ if (!data->m_smooth_lighting)
+ color = encode_light(light, f->light_source);
+ for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
+ tile.layers[layer].material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
+ if (disable_backface_culling)
+ tile.layers[layer].material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
+ }
+}
+
+void MapblockMeshGenerator::useDefaultTile(bool set_color)
+{
+ getNodeTile(n, p, v3s16(0, 0, 0), data, tile);
+ if (set_color && !data->m_smooth_lighting)
+ color = encode_light(light, f->light_source);
+}
+
+void MapblockMeshGenerator::getTile(const v3s16& direction, TileSpec &tile)
+{
+ getNodeTile(n, p, direction, data, tile);
+}
+
+void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal)
+{
+ static const v2f tcoords[4] = {v2f(0, 0), v2f(1, 0), v2f(1, 1), v2f(0, 1)};
+ 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.
-// collector - the MeshCollector for the resulting polygons
-// box - the position and size of the box
// tiles - the tiles (materials) to use (for all 6 faces)
// tilecount - number of entries in tiles, 1<=tilecount<=6
-// c - vertex colour - used for all
+// 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. Alternatively, pass
-// NULL to use the entire texture for each face. The order of
+// 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). If you specified 0,0,1,1
-// for each face, that would be the same as passing NULL.
-void makeCuboid(MeshCollector *collector, const aabb3f &box,
- TileSpec *tiles, int tilecount, video::SColor &c, const f32* txc)
+// (compatible with ContentFeatures).
+void MapblockMeshGenerator::drawCuboid(const aabb3f &box,
+ TileSpec *tiles, int tilecount, const u16 *lights, const f32 *txc)
{
assert(tilecount >= 1 && tilecount <= 6); // pre-condition
v3f min = box.MinEdge;
v3f max = box.MaxEdge;
-
-
- if(txc == NULL) {
- static const f32 txc_default[24] = {
- 0,0,1,1,
- 0,0,1,1,
- 0,0,1,1,
- 0,0,1,1,
- 0,0,1,1,
- 0,0,1,1
- };
- txc = txc_default;
+ 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] =
- {
- // up
- video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]),
- video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]),
- video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]),
- video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]),
- // down
- video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]),
- video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]),
- video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]),
- video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]),
+ 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, c, txc[ 8],txc[9]),
- video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]),
- video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]),
- video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]),
+ 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, c, txc[12],txc[13]),
- video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]),
- video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]),
- video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]),
+ 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, c, txc[16],txc[17]),
- video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[18],txc[17]),
- video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[18],txc[19]),
- video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[16],txc[19]),
+ 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, c, txc[20],txc[21]),
- video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[22],txc[21]),
- video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[22],txc[23]),
- video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[20],txc[23]),
+ 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 i = 0; i < 6; i++)
- {
- switch (tiles[MYMIN(i, tilecount-1)].rotation)
- {
- case 0:
- break;
- case 1: //R90
- for (int x = 0; x < 4; x++)
- vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
- break;
- case 2: //R180
- for (int x = 0; x < 4; x++)
- vertices[i*4+x].TCoords.rotateBy(180,irr::core::vector2df(0, 0));
- break;
- case 3: //R270
- for (int x = 0; x < 4; x++)
- vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
- break;
- case 4: //FXR90
- for (int x = 0; x < 4; x++){
- vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
- vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
- }
- break;
- case 5: //FXR270
- for (int x = 0; x < 4; x++){
- vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
- vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
- }
- break;
- case 6: //FYR90
- for (int x = 0; x < 4; x++){
- vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
- vertices[i*4+x].TCoords.rotateBy(90,irr::core::vector2df(0, 0));
- }
- break;
- case 7: //FYR270
- for (int x = 0; x < 4; x++){
- vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
- vertices[i*4+x].TCoords.rotateBy(270,irr::core::vector2df(0, 0));
- }
- break;
- case 8: //FX
- for (int x = 0; x < 4; x++){
- vertices[i*4+x].TCoords.X = 1.0 - vertices[i*4+x].TCoords.X;
- }
- break;
- case 9: //FY
- for (int x = 0; x < 4; x++){
- vertices[i*4+x].TCoords.Y = 1.0 - vertices[i*4+x].TCoords.Y;
- }
- break;
- default:
- break;
- }
+ 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;
}
- u16 indices[] = {0,1,2,2,3,0};
+ }
+ }
+
+ if (data->m_smooth_lighting) {
+ for (int j = 0; j < 24; ++j) {
+ vertices[j].Color = encode_light(lights[light_indices[j]],
+ f->light_source);
+ if (!f->light_source)
+ applyFacesShading(vertices[j].Color, vertices[j].Normal);
+ }
+ }
+
// Add to mesh collector
- for (s32 j = 0; j < 24; j += 4) {
- int tileindex = MYMIN(j / 4, tilecount - 1);
- collector->append(tiles[tileindex], vertices + j, 4, indices, 6);
+ for (int k = 0; k < 6; ++k) {
+ int tileindex = MYMIN(k, tilecount - 1);
+ collector->append(tiles[tileindex], vertices + 4 * k, 4, quad_indices, 6);
}
}
-static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef,
- MeshMakeData *data, MapNode n, int v, int *neighbors)
+// Gets the base lighting values for a node
+void MapblockMeshGenerator::getSmoothLightFrame()
{
- MapNode n2 = data->m_vmanip.getNodeNoEx(p);
- if (nodedef->nodeboxConnects(n, n2, v))
- *neighbors |= v;
+ for (int k = 0; k < 8; ++k) {
+ u16 light = getSmoothLight(blockpos_nodes + p, light_dirs[k], data);
+ frame.lightsA[k] = light & 0xff;
+ frame.lightsB[k] = light >> 8;
+ }
}
-// For use in mapblock_mesh_generate_special
-// X,Y,Z of position must be -1,0,1
-// This expression is a simplification of
-// 3 * 3 * (pos.X + 1) + 3 * (pos.Y + 1) + (pos.Z + 1)
-static inline int NeighborToIndex(const v3s16 &pos)
+// Calculates vertex light level
+// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so)
+u16 MapblockMeshGenerator::blendLight(const v3f &vertex_pos)
{
- return 9 * pos.X + 3 * pos.Y + pos.Z + 13;
+ 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 lightA = 0.0;
+ f32 lightB = 0.0;
+ 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;
+ lightA += dx * dy * dz * frame.lightsA[k];
+ lightB += dx * dy * dz * frame.lightsB[k];
+ }
+ return
+ core::clamp(core::round32(lightA), 0, 255) |
+ core::clamp(core::round32(lightB), 0, 255) << 8;
}
-/*
- TODO: Fix alpha blending for special nodes
- Currently only the last element rendered is blended correct
-*/
-void mapblock_mesh_generate_special(MeshMakeData *data,
- MeshCollector &collector)
+// 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)
{
- INodeDefManager *nodedef = data->m_gamedef->ndef();
- scene::ISceneManager* smgr = data->m_gamedef->getSceneManager();
- scene::IMeshManipulator* meshmanip = smgr->getMeshManipulator();
+ u16 light = blendLight(vertex_pos);
+ return encode_light(light, f->light_source);
+}
- // 0ms
- //TimeTaker timer("mapblock_mesh_generate_special()");
+video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos,
+ const v3f &vertex_normal)
+{
+ video::SColor color = blendLightColor(vertex_pos);
+ if (!f->light_source)
+ applyFacesShading(color, vertex_normal);
+ return color;
+}
- /*
- Some settings
- */
- bool enable_mesh_cache = g_settings->getBool("enable_mesh_cache");
+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];
+}
- v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
+void MapblockMeshGenerator::drawAutoLightedCuboid(aabb3f box, const f32 *txc,
+ TileSpec *tiles, int tile_count)
+{
+ 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;
+ 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) {
+ u16 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, NULL, txc);
+ }
+}
- 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);
+/*!
+ * Returns the i-th special tile for a map node.
+ */
+static TileSpec getSpecialTile(const ContentFeatures &f,
+ const MapNode &n, u8 i)
+{
+ TileSpec copy = f.special_tiles[i];
+ for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
+ TileLayer *layer = &copy.layers[layernum];
+ if (layer->texture_id == 0)
+ continue;
+ if (!layer->has_color)
+ n.getColor(f, &(layer->color));
+ }
+ return copy;
+}
- MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
- const ContentFeatures &f = nodedef->get(n);
+void MapblockMeshGenerator::prepareLiquidNodeDrawing()
+{
+ tile_liquid_top = getSpecialTile(*f, n, 0);
+ tile_liquid = getSpecialTile(*f, n, 1);
+
+ MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(p.X, p.Y + 1, p.Z));
+ c_flowing = nodedef->getId(f->liquid_alternative_flowing);
+ c_source = nodedef->getId(f->liquid_alternative_source);
+ top_is_same_liquid = (ntop.getContent() == c_flowing) || (ntop.getContent() == c_source);
+
+ 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
+ light = decode_light(f->light_source);
+ light = light | (light << 8);
+ } else if (nodedef->get(ntop).param_type == CPT_LIGHT) {
+ // Otherwise, use the light of the node on top if possible
+ light = getInteriorLight(ntop, 0, nodedef);
+ }
- // Only solidness=0 stuff is drawn here
- if(f.solidness != 0)
+ 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;
- switch(f.drawtype){
- default:
- infostream << "Got " << f.drawtype << std::endl;
- FATAL_ERROR("Unknown drawtype");
- break;
- case NDT_AIRLIKE:
- break;
- case NDT_LIQUID:
- {
- /*
- Add water sources to mesh if using new style
- */
- TileSpec tile_liquid = f.special_tiles[0];
- TileSpec tile_liquid_bfculled = getNodeTile(n, p, v3s16(0,0,0), data);
-
- bool top_is_same_liquid = false;
- MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
- content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing);
- content_t c_source = nodedef->getId(f.liquid_alternative_source);
- if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
- top_is_same_liquid = true;
-
- u16 l = getInteriorLight(n, 0, nodedef);
- video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source);
-
- /*
- Generate sides
- */
- v3s16 side_dirs[4] = {
- v3s16(1,0,0),
- v3s16(-1,0,0),
- v3s16(0,0,1),
- v3s16(0,0,-1),
- };
- for(u32 i=0; i<4; i++)
- {
- v3s16 dir = side_dirs[i];
-
- MapNode neighbor = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir);
- content_t neighbor_content = neighbor.getContent();
- const ContentFeatures &n_feat = nodedef->get(neighbor_content);
- MapNode n_top = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir+ v3s16(0,1,0));
- content_t n_top_c = n_top.getContent();
-
- if(neighbor_content == CONTENT_IGNORE)
- continue;
-
- /*
- If our topside is liquid and neighbor's topside
- is liquid, don't draw side face
- */
- if(top_is_same_liquid && (n_top_c == c_flowing ||
- n_top_c == c_source || n_top_c == CONTENT_IGNORE))
- continue;
-
- // Don't draw face if neighbor is blocking the view
- if(n_feat.solidness == 2)
- continue;
-
- bool neighbor_is_same_liquid = (neighbor_content == c_source
- || neighbor_content == c_flowing);
-
- // Don't draw any faces if neighbor same is liquid and top is
- // same liquid
- if(neighbor_is_same_liquid && !top_is_same_liquid)
- continue;
-
- // Use backface culled material if neighbor doesn't have a
- // solidness of 0
- const TileSpec *current_tile = &tile_liquid;
- if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
- current_tile = &tile_liquid_bfculled;
-
- 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),
- };
-
- /*
- If our topside is liquid, set upper border of face
- at upper border of node
- */
- if (top_is_same_liquid) {
- vertices[2].Pos.Y = 0.5 * BS;
- vertices[3].Pos.Y = 0.5 * BS;
- } else {
- /*
- Otherwise upper position of face is liquid level
- */
- vertices[2].Pos.Y = 0.5 * BS;
- vertices[3].Pos.Y = 0.5 * BS;
- }
- /*
- If neighbor is liquid, lower border of face is liquid level
- */
- if (neighbor_is_same_liquid) {
- vertices[0].Pos.Y = 0.5 * BS;
- vertices[1].Pos.Y = 0.5 * BS;
- } else {
- /*
- If neighbor is not liquid, lower border of face is
- lower border of node
- */
- 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);
-
- // Do this to not cause glitches when two liquids are
- // side-by-side
- /*if(neighbor_is_same_liquid == false){
- vertices[j].Pos.X *= 0.98;
- vertices[j].Pos.Z *= 0.98;
- }*/
-
- vertices[j].Pos += intToFloat(p, BS);
- }
-
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(*current_tile, vertices, 4, indices, 6);
- }
+ 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;
+ }
+}
- /*
- Generate top
- */
- if(top_is_same_liquid)
+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;
+}
+
+void MapblockMeshGenerator::drawLiquidSides()
+{
+ struct LiquidFaceDesc {
+ v3s16 dir; // XZ
+ v3s16 p[2]; // XZ only; 1 means +, 0 means -
+ };
+ struct UV {
+ int u, v;
+ };
+ static const LiquidFaceDesc 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 base_vertices[4] = {
+ {0, 1},
+ {1, 1},
+ {1, 0},
+ {0, 0}
+ };
+ for (int i = 0; i < 4; i++) {
+ const LiquidFaceDesc &face = base_faces[i];
+ 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;
+ }
- 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),
- };
-
- v3f offset(p.X * BS, (p.Y + 0.5) * BS, p.Z * BS);
- for(s32 i=0; i<4; i++)
- {
- vertices[i].Pos += offset;
- }
+ const ContentFeatures &neighbor_features = nodedef->get(neighbor.content);
+ // Don't draw face if neighbor is blocking the view
+ if (neighbor_features.solidness == 2)
+ continue;
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(tile_liquid, vertices, 4, indices, 6);
- break;}
- case NDT_FLOWINGLIQUID:
- {
- /*
- Add flowing liquid to mesh
- */
- TileSpec tile_liquid = f.special_tiles[0];
- TileSpec tile_liquid_bfculled = f.special_tiles[1];
-
- bool top_is_same_liquid = false;
- MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
- content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing);
- content_t c_source = nodedef->getId(f.liquid_alternative_source);
- if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
- top_is_same_liquid = true;
-
- u16 l = 0;
- // If this liquid emits light and doesn't contain light, draw
- // it at what it emits, for an increased effect
- u8 light_source = nodedef->get(n).light_source;
- if(light_source != 0){
- l = decode_light(light_source);
- l = l | (l<<8);
- }
- // Use the light of the node on top if possible
- else if(nodedef->get(ntop).param_type == CPT_LIGHT)
- l = getInteriorLight(ntop, 0, nodedef);
- // Otherwise use the light of this node (the liquid)
+ video::S3DVertex vertices[4];
+ for (int j = 0; j < 4; j++) {
+ const UV &vertex = base_vertices[j];
+ const v3s16 &base = face.p[vertex.u];
+ 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
- l = getInteriorLight(n, 0, nodedef);
- video::SColor c = MapBlock_LightColor(f.alpha, l, f.light_source);
-
- u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);
-
- // Neighbor liquid levels (key = relative position)
- // Includes current node
-
- struct NeighborData {
- f32 level;
- content_t content;
- u8 flags;
- };
- NeighborData neighbor_data_matrix[27];
-
- const u8 neighborflag_top_is_same_liquid = 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++)
- {
- content_t 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.getContent() != CONTENT_IGNORE)
- {
- content = n2.getContent();
-
- if(n2.getContent() == c_source)
- level = 0.5 * BS;
- else if(n2.getContent() == c_flowing){
- 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);
- level = (-0.5 + ((float)liquid_level + 0.5) / (float)range) * 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.getContent() == c_source ||
- n2.getContent() == c_flowing)
- flags |= neighborflag_top_is_same_liquid;
- }
-
- NeighborData &neighbor_data =
- neighbor_data_matrix[NeighborToIndex(neighbor_dirs[i])];
-
- neighbor_data.level = level;
- neighbor_data.content = content;
- neighbor_data.flags = flags;
- }
+ pos.Y = !top_is_same_liquid ? corner_levels[base.Z][base.X] : 0.5 * 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);
+ };
+ collector->append(tile_liquid, vertices, 4, quad_indices, 6);
+ }
+}
- // Corner heights (average between four liquids)
- 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;
- u32 air_count = 0;
- for(u32 j=0; j<4; j++)
- {
- v3s16 neighbordir = cornerdir - halfdirs[j];
-
- NeighborData &neighbor_data =
- neighbor_data_matrix[NeighborToIndex(neighbordir)];
- content_t content = neighbor_data.content;
- // If top is liquid, draw starting from top of node
- if (neighbor_data.flags & neighborflag_top_is_same_liquid)
- {
- cornerlevel = 0.5*BS;
- valid_count = 1;
- break;
- }
- // Source is always the same height
- else if(content == c_source)
- {
- cornerlevel = 0.5 * BS;
- valid_count = 1;
- break;
- }
- // Flowing liquid has level information
- else if(content == c_flowing)
- {
- cornerlevel += neighbor_data.level;
- valid_count++;
- }
- else if(content == CONTENT_AIR)
- {
- air_count++;
- }
- }
- if(air_count >= 2)
- cornerlevel = -0.5*BS+0.2;
- else if(valid_count > 0)
- cornerlevel /= valid_count;
- corner_levels[i] = cornerlevel;
- }
+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),
+ };
- /*
- 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];
-
- NeighborData& neighbor_data =
- neighbor_data_matrix[NeighborToIndex(dir)];
- /*
- If our topside is liquid and neighbor's topside
- is liquid, don't draw side face
- */
- if (top_is_same_liquid &&
- neighbor_data.flags & neighborflag_top_is_same_liquid)
- continue;
-
- content_t neighbor_content = neighbor_data.content;
- const ContentFeatures &n_feat = nodedef->get(neighbor_content);
-
- // Don't draw face if neighbor is blocking the view
- if(n_feat.solidness == 2)
- continue;
-
- bool neighbor_is_same_liquid = (neighbor_content == c_source
- || neighbor_content == c_flowing);
-
- // Don't draw any faces if neighbor same is liquid and top is
- // same liquid
- if(neighbor_is_same_liquid == true
- && top_is_same_liquid == false)
- continue;
-
- // Use backface culled material if neighbor doesn't have a
- // solidness of 0
- const TileSpec *current_tile = &tile_liquid;
- if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
- current_tile = &tile_liquid_bfculled;
-
- 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),
- };
-
- /*
- If our topside is liquid, set upper border of face
- at upper border of node
- */
- if(top_is_same_liquid)
- {
- 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 liquid, lower border of face is corner
- liquid levels
- */
- if(neighbor_is_same_liquid)
- {
- vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
- vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
- }
- /*
- If neighbor is not liquid, 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);
-
- // Do this to not cause glitches when two liquids are
- // side-by-side
- /*if(neighbor_is_same_liquid == false){
- vertices[j].Pos.X *= 0.98;
- vertices[j].Pos.Z *= 0.98;
- }*/
-
- vertices[j].Pos += intToFloat(p, BS);
- }
-
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(*current_tile, vertices, 4, indices, 6);
- }
+ 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;
+ }
- /*
- Generate top side, if appropriate
- */
-
- if(top_is_same_liquid == 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),
- };
-
- // 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.
- s32 corner_resolve[4] = {3,2,1,0};
-
- for(s32 i=0; i<4; i++)
- {
- //vertices[i].Pos.Y += liquid_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, BS);
- }
-
- // 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[side_corners[3][0]] +
- corner_levels[side_corners[3][1]]) -
- (corner_levels[side_corners[2][0]] +
- corner_levels[side_corners[2][1]]);
- // Positive if liquid moves towards +X
- f32 dx = (corner_levels[side_corners[1][0]] +
- corner_levels[side_corners[1][1]]) -
- (corner_levels[side_corners[0][0]] +
- corner_levels[side_corners[0][1]]);
- f32 tcoord_angle = atan2(dz, dx) * core::RADTODEG ;
- v2f tcoord_center(0.5, 0.5);
- v2f tcoord_translate(
- blockpos_nodes.Z + z,
- blockpos_nodes.X + x);
- tcoord_translate.rotateBy(tcoord_angle);
- tcoord_translate.X -= floor(tcoord_translate.X);
- tcoord_translate.Y -= floor(tcoord_translate.Y);
-
- for(s32 i=0; i<4; i++)
- {
- vertices[i].TCoords.rotateBy(
- tcoord_angle,
- tcoord_center);
- vertices[i].TCoords += tcoord_translate;
- }
-
- v2f t = vertices[0].TCoords;
- vertices[0].TCoords = vertices[2].TCoords;
- vertices[2].TCoords = t;
-
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(tile_liquid, vertices, 4, indices, 6);
- }
- break;}
- case NDT_GLASSLIKE:
- {
- TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
-
- u16 l = getInteriorLight(n, 1, nodedef);
- video::SColor c = MapBlock_LightColor(255, l, f.light_source);
-
- for(u32 j=0; j<6; j++)
- {
- // Check this neighbor
- v3s16 dir = g_6dirs[j];
- v3s16 n2p = blockpos_nodes + p + dir;
- MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
- // Don't make face if neighbor is of same type
- if(n2.getContent() == n.getContent())
- continue;
-
- // The face at Z+
- video::S3DVertex vertices[4] = {
- video::S3DVertex(-BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 1,1),
- video::S3DVertex(BS/2,-BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 0,1),
- video::S3DVertex(BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 0,0),
- video::S3DVertex(-BS/2,BS/2,BS/2, dir.X,dir.Y,dir.Z, c, 1,0),
- };
-
- // Rotations in the g_6dirs format
- if(j == 0) // Z+
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(0);
- else if(j == 1) // Y+
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateYZBy(-90);
- else if(j == 2) // X+
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(-90);
- else if(j == 3) // Z-
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(180);
- else if(j == 4) // Y-
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateYZBy(90);
- else if(j == 5) // X-
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(90);
-
- for(u16 i=0; i<4; i++){
- 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_GLASSLIKE_FRAMED_OPTIONAL:
- // This is always pre-converted to something else
- FATAL_ERROR("NDT_GLASSLIKE_FRAMED_OPTIONAL not pre-converted as expected");
- break;
- case NDT_GLASSLIKE_FRAMED:
- {
- 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)
- };
-
- u8 i;
- TileSpec tiles[6];
- for (i = 0; i < 6; i++)
- tiles[i] = getNodeTile(n, p, dirs[i], data);
-
- TileSpec glass_tiles[6];
- if (tiles[1].texture && tiles[2].texture && tiles[3].texture) {
- glass_tiles[0] = tiles[2];
- glass_tiles[1] = tiles[3];
- glass_tiles[2] = tiles[1];
- glass_tiles[3] = tiles[1];
- glass_tiles[4] = tiles[1];
- glass_tiles[5] = tiles[1];
- } else {
- for (i = 0; i < 6; i++)
- glass_tiles[i] = tiles[1];
- }
+ // 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 (int i = 0; i < 4; i++) {
+ vertices[i].TCoords.rotateBy(tcoord_angle, tcoord_center);
+ vertices[i].TCoords += tcoord_translate;
+ }
- u8 param2 = n.getParam2();
- bool H_merge = ! bool(param2 & 128);
- bool V_merge = ! bool(param2 & 64);
- param2 = param2 & 63;
-
- u16 l = getInteriorLight(n, 1, nodedef);
- video::SColor c = MapBlock_LightColor(255, l, f.light_source);
- v3f pos = intToFloat(p, BS);
- static const float a = BS / 2;
- static const float g = a - 0.003;
- static const float b = .876 * ( BS / 2 );
-
- static const aabb3f frame_edges[12] = {
- 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-
- };
- static const aabb3f glass_faces[6] = {
- aabb3f(-g, g,-g, g, g, g), // y+
- aabb3f(-g,-g,-g, g,-g, g), // y-
- aabb3f( g,-g,-g, g, g, g), // x+
- aabb3f(-g,-g,-g,-g, g, g), // x-
- aabb3f(-g,-g, g, g, g, g), // z+
- aabb3f(-g,-g,-g, g, g,-g) // z-
- };
-
- // table of node visible faces, 0 = invisible
- int visible_faces[6] = {0,0,0,0,0,0};
-
- // table of neighbours, 1 = same type, checked with g_26dirs
- int nb[18] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
-
- // g_26dirs to check when only horizontal merge is allowed
- int nb_H_dirs[8] = {0,2,3,5,10,11,12,13};
-
- content_t current = n.getContent();
- content_t n2c;
- MapNode n2;
- v3s16 n2p;
-
- // neighbours checks for frames visibility
-
- if (!H_merge && V_merge) {
- n2p = blockpos_nodes + p + g_26dirs[1];
- n2 = data->m_vmanip.getNodeNoEx(n2p);
- n2c = n2.getContent();
- if (n2c == current || n2c == CONTENT_IGNORE)
- nb[1] = 1;
- n2p = blockpos_nodes + p + g_26dirs[4];
- n2 = data->m_vmanip.getNodeNoEx(n2p);
- n2c = n2.getContent();
- if (n2c == current || n2c == CONTENT_IGNORE)
- nb[4] = 1;
- } else if (H_merge && !V_merge) {
- for(i = 0; i < 8; i++) {
- n2p = blockpos_nodes + p + g_26dirs[nb_H_dirs[i]];
- n2 = data->m_vmanip.getNodeNoEx(n2p);
- n2c = n2.getContent();
- if (n2c == current || n2c == CONTENT_IGNORE)
- nb[nb_H_dirs[i]] = 1;
- }
- } else if (H_merge && V_merge) {
- for(i = 0; i < 18; i++) {
- n2p = blockpos_nodes + p + g_26dirs[i];
- n2 = data->m_vmanip.getNodeNoEx(n2p);
- n2c = n2.getContent();
- if (n2c == current || n2c == CONTENT_IGNORE)
- nb[i] = 1;
- }
- }
+ std::swap(vertices[0].TCoords, vertices[2].TCoords);
- // faces visibility checks
-
- if (!V_merge) {
- visible_faces[0] = 1;
- visible_faces[1] = 1;
- } else {
- for(i = 0; i < 2; i++) {
- n2p = blockpos_nodes + p + dirs[i];
- n2 = data->m_vmanip.getNodeNoEx(n2p);
- n2c = n2.getContent();
- if (n2c != current)
- visible_faces[i] = 1;
- }
- }
+ collector->append(tile_liquid_top, vertices, 4, quad_indices, 6);
+}
- if (!H_merge) {
- visible_faces[2] = 1;
- visible_faces[3] = 1;
- visible_faces[4] = 1;
- visible_faces[5] = 1;
- } else {
- for(i = 2; i < 6; i++) {
- n2p = blockpos_nodes + p + dirs[i];
- n2 = data->m_vmanip.getNodeNoEx(n2p);
- n2c = n2.getContent();
- if (n2c != current)
- visible_faces[i] = 1;
- }
- }
+void MapblockMeshGenerator::drawLiquidNode()
+{
+ prepareLiquidNodeDrawing();
+ getLiquidNeighborhood();
+ calculateCornerLevels();
+ drawLiquidSides();
+ if (!top_is_same_liquid)
+ drawLiquidTop();
+}
- static const u8 nb_triplet[12*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
- };
-
- f32 tx1, ty1, tz1, tx2, ty2, tz2;
- aabb3f box;
-
- for(i = 0; i < 12; i++)
- {
- int edge_invisible;
- if (nb[nb_triplet[i*3+2]])
- edge_invisible = nb[nb_triplet[i*3]] & nb[nb_triplet[i*3+1]];
- else
- edge_invisible = nb[nb_triplet[i*3]] ^ nb[nb_triplet[i*3+1]];
- if (edge_invisible)
- continue;
- box = frame_edges[i];
- box.MinEdge += pos;
- box.MaxEdge += pos;
- tx1 = (box.MinEdge.X / BS) + 0.5;
- ty1 = (box.MinEdge.Y / BS) + 0.5;
- tz1 = (box.MinEdge.Z / BS) + 0.5;
- tx2 = (box.MaxEdge.X / BS) + 0.5;
- ty2 = (box.MaxEdge.Y / BS) + 0.5;
- tz2 = (box.MaxEdge.Z / BS) + 0.5;
- f32 txc1[24] = {
- tx1, 1-tz2, tx2, 1-tz1,
- tx1, tz1, tx2, tz2,
- tz1, 1-ty2, tz2, 1-ty1,
- 1-tz2, 1-ty2, 1-tz1, 1-ty1,
- 1-tx2, 1-ty2, 1-tx1, 1-ty1,
- tx1, 1-ty2, tx2, 1-ty1,
- };
- makeCuboid(&collector, box, &tiles[0], 1, c, txc1);
+void MapblockMeshGenerator::drawGlasslikeNode()
+{
+ useDefaultTile();
+
+ 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 (int i = 0; i < 4; i++) {
+ switch (face) {
+ case D6D_ZP: vertices[i].rotateXZBy(180); break;
+ case D6D_YP: vertices[i].rotateYZBy( 90); break;
+ case D6D_XP: vertices[i].rotateXZBy( 90); break;
+ case D6D_ZN: vertices[i].rotateXZBy( 0); break;
+ case D6D_YN: vertices[i].rotateYZBy(-90); break;
+ case D6D_XN: vertices[i].rotateXZBy(-90); break;
}
+ }
+ drawQuad(vertices, dir);
+ }
+}
- for(i = 0; i < 6; i++)
- {
- if (!visible_faces[i])
- continue;
- box = glass_faces[i];
- box.MinEdge += pos;
- box.MaxEdge += pos;
- tx1 = (box.MinEdge.X / BS) + 0.5;
- ty1 = (box.MinEdge.Y / BS) + 0.5;
- tz1 = (box.MinEdge.Z / BS) + 0.5;
- tx2 = (box.MaxEdge.X / BS) + 0.5;
- ty2 = (box.MaxEdge.Y / BS) + 0.5;
- tz2 = (box.MaxEdge.Z / BS) + 0.5;
- f32 txc2[24] = {
- tx1, 1-tz2, tx2, 1-tz1,
- tx1, tz1, tx2, tz2,
- tz1, 1-ty2, tz2, 1-ty1,
- 1-tz2, 1-ty2, 1-tz1, 1-ty1,
- 1-tx2, 1-ty2, 1-tx1, 1-ty1,
- tx1, 1-ty2, tx2, 1-ty1,
- };
- makeCuboid(&collector, box, &glass_tiles[i], 1, c, txc2);
- }
+void MapblockMeshGenerator::drawGlasslikeFramedNode()
+{
+ TileSpec tiles[6];
+ for (int face = 0; face < 6; face++)
+ getTile(g_6dirs[face], tiles[face]);
+
+ TileSpec glass_tiles[6];
+ if (tiles[1].layers[0].texture &&
+ tiles[2].layers[0].texture &&
+ tiles[3].layers[0].texture) {
+ glass_tiles[0] = tiles[4];
+ glass_tiles[1] = tiles[0];
+ glass_tiles[2] = tiles[4];
+ glass_tiles[3] = tiles[4];
+ glass_tiles[4] = tiles[3];
+ glass_tiles[5] = tiles[4];
+ } else {
+ for (int face = 0; face < 6; face++)
+ glass_tiles[face] = tiles[4];
+ }
- if (param2 > 0 && f.special_tiles[0].texture) {
- // Interior volume level is in range 0 .. 63,
- // convert it to -0.5 .. 0.5
- float vlev = (((float)param2 / 63.0 ) * 2.0 - 1.0);
- TileSpec interior_tiles[6];
- for (i = 0; i < 6; i++)
- interior_tiles[i] = f.special_tiles[0];
- float offset = 0.003;
- box = aabb3f(visible_faces[3] ? -b : -a + offset,
- visible_faces[1] ? -b : -a + offset,
- visible_faces[5] ? -b : -a + offset,
- visible_faces[2] ? b : a - offset,
- visible_faces[0] ? b * vlev : a * vlev - offset,
- visible_faces[4] ? b : a - offset);
- box.MinEdge += pos;
- box.MaxEdge += pos;
- tx1 = (box.MinEdge.X / BS) + 0.5;
- ty1 = (box.MinEdge.Y / BS) + 0.5;
- tz1 = (box.MinEdge.Z / BS) + 0.5;
- tx2 = (box.MaxEdge.X / BS) + 0.5;
- ty2 = (box.MaxEdge.Y / BS) + 0.5;
- tz2 = (box.MaxEdge.Z / BS) + 0.5;
- f32 txc3[24] = {
- tx1, 1-tz2, tx2, 1-tz1,
- tx1, tz1, tx2, tz2,
- tz1, 1-ty2, tz2, 1-ty1,
- 1-tz2, 1-ty2, 1-tz1, 1-ty1,
- 1-tx2, 1-ty2, 1-tx1, 1-ty1,
- tx1, 1-ty2, tx2, 1-ty1,
- };
- makeCuboid(&collector, box, interior_tiles, 6, c, txc3);
- }
- break;}
- case NDT_ALLFACES:
- {
- TileSpec tile_leaves = getNodeTile(n, p,
- v3s16(0,0,0), data);
-
- u16 l = getInteriorLight(n, 1, nodedef);
- video::SColor c = MapBlock_LightColor(255, l, f.light_source);
-
- v3f pos = intToFloat(p, BS);
- aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
- box.MinEdge += pos;
- box.MaxEdge += pos;
- makeCuboid(&collector, box, &tile_leaves, 1, c, NULL);
- break;}
- case NDT_ALLFACES_OPTIONAL:
- // This is always pre-converted to something else
- FATAL_ERROR("NDT_ALLFACES_OPTIONAL not pre-converted");
- break;
- case NDT_TORCHLIKE:
- {
- v3s16 dir = n.getWallMountedDir(nodedef);
-
- u8 tileindex = 0;
- if(dir == v3s16(0,-1,0)){
- tileindex = 0; // floor
- } else if(dir == v3s16(0,1,0)){
- tileindex = 1; // ceiling
- // For backwards compatibility
- } else if(dir == v3s16(0,0,0)){
- tileindex = 0; // floor
- } else {
- tileindex = 2; // side
- }
+ u8 param2 = n.getParam2();
+ bool H_merge = !(param2 & 128);
+ bool V_merge = !(param2 & 64);
+ param2 &= 63;
+
+ static const float a = BS / 2;
+ static const float g = a - 0.003;
+ static const float b = .876 * ( BS / 2 );
+
+ 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-
+ };
+ static const aabb3f glass_faces[6] = {
+ aabb3f(-g, -g, g, g, g, g), // z+
+ aabb3f(-g, g, -g, g, g, g), // y+
+ aabb3f( g, -g, -g, g, g, g), // x+
+ aabb3f(-g, -g, -g, g, g, -g), // z-
+ aabb3f(-g, -g, -g, g, -g, g), // y-
+ aabb3f(-g, -g, -g, -g, g, g), // x-
+ };
- TileSpec tile = getNodeTileN(n, p, tileindex, data);
- tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
- 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;
- // Wall at X+ of node
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(-s,-s,0, 0,0,0, c, 0,1),
- video::S3DVertex( s,-s,0, 0,0,0, c, 1,1),
- video::S3DVertex( s, s,0, 0,0,0, c, 1,0),
- video::S3DVertex(-s, s,0, 0,0,0, c, 0,0),
- };
-
- 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, BS);
- }
+ // 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 || n2c == CONTENT_IGNORE)
+ nb[i] = 1;
+ }
+ }
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(tile, vertices, 4, indices, 6);
- break;}
- case NDT_SIGNLIKE:
- {
- TileSpec tile = getNodeTileN(n, p, 0, data);
- tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
- tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
-
- u16 l = getInteriorLight(n, 0, nodedef);
- video::SColor c = MapBlock_LightColor(255, l, f.light_source);
-
- float d = (float)BS/16;
- float s = BS/2*f.visual_scale;
- // Wall at X+ of node
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(BS/2-d, s, s, 0,0,0, c, 0,0),
- video::S3DVertex(BS/2-d, s, -s, 0,0,0, c, 1,0),
- video::S3DVertex(BS/2-d, -s, -s, 0,0,0, c, 1,1),
- video::S3DVertex(BS/2-d, -s, s, 0,0,0, c, 0,1),
- };
-
- v3s16 dir = n.getWallMountedDir(nodedef);
-
- 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, BS);
- }
+ // edge visibility
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(tile, vertices, 4, indices, 6);
- break;}
- case NDT_PLANTLIKE:
- {
- PseudoRandom rng(x<<8 | z | y<<16);
-
- 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;
- // add sqrt(2) visual scale
- if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x10) != 0))
- s *= 1.41421;
-
- float random_offset_X = .0;
- float random_offset_Z = .0;
- if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x8) != 0)) {
- random_offset_X = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145);
- random_offset_Z = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145);
- }
+ 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},
+ };
- for (int j = 0; j < 4; j++) {
- 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),
- };
-
- float rotate_degree = 0;
- u8 p2mesh = 0;
- if (f.param_type_2 == CPT2_DEGROTATE)
- rotate_degree = n.param2 * 2;
- if (f.param_type_2 != CPT2_MESHOPTIONS) {
- if (j == 0) {
- for (u16 i = 0; i < 4; i++)
- vertices[i].Pos.rotateXZBy(46 + rotate_degree);
- } else if (j == 1) {
- for (u16 i = 0; i < 4; i++)
- vertices[i].Pos.rotateXZBy(-44 + rotate_degree);
- }
- } else {
- p2mesh = n.param2 & 0x7;
- switch (p2mesh) {
- case 0:
- // x
- if (j == 0) {
- for (u16 i = 0; i < 4; i++)
- vertices[i].Pos.rotateXZBy(46);
- } else if (j == 1) {
- for (u16 i = 0; i < 4; i++)
- vertices[i].Pos.rotateXZBy(-44);
- }
- break;
- case 1:
- // +
- if (j == 0) {
- for (u16 i = 0; i < 4; i++)
- vertices[i].Pos.rotateXZBy(91);
- } else if (j == 1) {
- for (u16 i = 0; i < 4; i++)
- vertices[i].Pos.rotateXZBy(1);
- }
- break;
- case 2:
- // *
- if (j == 0) {
- for (u16 i = 0; i < 4; i++)
- vertices[i].Pos.rotateXZBy(121);
- } else if (j == 1) {
- for (u16 i = 0; i < 4; i++)
- vertices[i].Pos.rotateXZBy(241);
- } else { // (j == 2)
- for (u16 i = 0; i < 4; i++)
- vertices[i].Pos.rotateXZBy(1);
- }
- break;
- case 3:
- // #
- switch (j) {
- case 0:
- for (u16 i = 0; i < 4; i++) {
- vertices[i].Pos.rotateXZBy(1);
- vertices[i].Pos.Z += BS / 4;
- }
- break;
- case 1:
- for (u16 i = 0; i < 4; i++) {
- vertices[i].Pos.rotateXZBy(91);
- vertices[i].Pos.X += BS / 4;
- }
- break;
- case 2:
- for (u16 i = 0; i < 4; i++) {
- vertices[i].Pos.rotateXZBy(181);
- vertices[i].Pos.Z -= BS / 4;
- }
- break;
- case 3:
- for (u16 i = 0; i < 4; i++) {
- vertices[i].Pos.rotateXZBy(271);
- vertices[i].Pos.X -= BS / 4;
- }
- break;
- }
- break;
- case 4:
- // outward leaning #-like
- switch (j) {
- case 0:
- for (u16 i = 2; i < 4; i++)
- vertices[i].Pos.Z -= BS / 2;
- for (u16 i = 0; i < 4; i++)
- vertices[i].Pos.rotateXZBy(1);
- break;
- case 1:
- for (u16 i = 2; i < 4; i++)
- vertices[i].Pos.Z -= BS / 2;
- for (u16 i = 0; i < 4; i++)
- vertices[i].Pos.rotateXZBy(91);
- break;
- case 2:
- for (u16 i = 2; i < 4; i++)
- vertices[i].Pos.Z -= BS / 2;
- for (u16 i = 0; i < 4; i++)
- vertices[i].Pos.rotateXZBy(181);
- break;
- case 3:
- for (u16 i = 2; i < 4; i++)
- vertices[i].Pos.Z -= BS / 2;
- for (u16 i = 0; i < 4; i++)
- vertices[i].Pos.rotateXZBy(271);
- break;
- }
- break;
- }
- }
-
- for (int i = 0; i < 4; i++) {
- vertices[i].Pos *= f.visual_scale;
- vertices[i].Pos.Y += BS/2 * (f.visual_scale - 1);
- vertices[i].Pos += intToFloat(p, BS);
- // move to a random spot to avoid moire
- if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x8) != 0)) {
- vertices[i].Pos.X += random_offset_X;
- vertices[i].Pos.Z += random_offset_Z;
- }
- // randomly move each face up/down
- if ((f.param_type_2 == CPT2_MESHOPTIONS) && ((n.param2 & 0x20) != 0)) {
- PseudoRandom yrng(j | x<<16 | z<<8 | y<<24 );
- vertices[i].Pos.Y -= BS * ((yrng.next() % 16 / 16.0) * 0.125);
- }
- }
-
- u16 indices[] = {0, 1, 2, 2, 3, 0};
- // Add to mesh collector
- collector.append(tile, vertices, 4, indices, 6);
-
- // stop adding faces for meshes with less than 4 faces
- if (f.param_type_2 == CPT2_MESHOPTIONS) {
- if (((p2mesh == 0) || (p2mesh == 1)) && (j == 1))
- break;
- else if ((p2mesh == 2) && (j == 2))
- break;
- } else if (j == 1) {
- break;
- }
+ 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]);
+ }
- }
- 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;
-
- // 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 face = 0; face < 6; face++) {
+ if (nb[face])
+ continue;
+ tile = glass_tiles[face];
+ drawAutoLightedCuboid(glass_faces[face]);
+ }
- for (int j = 0; j < 6; j++) {
-
- 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);
- vertices[i].Pos.rotateXYBy(-10);
- vertices[i].Pos.X -= 4.0;
- }
- } else if (j == 1 && (drawAllFaces ||
- (doDraw[5] == 1 || doDraw[1] == 1))) {
- for (int i = 0; i < 4; i++) {
- vertices[i].Pos.rotateXZBy(180);
- vertices[i].Pos.rotateYZBy(10);
- vertices[i].Pos.Z -= 4.0;
- }
- } else if (j == 2 && (drawAllFaces ||
- (doDraw[2] == 1 || doDraw[1] == 1))) {
- for (int i = 0; i < 4; i++) {
- vertices[i].Pos.rotateXZBy(270);
- vertices[i].Pos.rotateXYBy(10);
- vertices[i].Pos.X += 4.0;
- }
- } 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.Z += 4.0;
- }
- // Center cross-flames
- } else if (j == 4 && (drawAllFaces || doDraw[1] == 1)) {
- for (int i = 0; i < 4; i++) {
- vertices[i].Pos.rotateXZBy(45);
- }
- } else if (j == 5 && (drawAllFaces || doDraw[1] == 1)) {
- for (int i = 0; i < 4; i++) {
- vertices[i].Pos.rotateXZBy(-45);
- }
- // Render flames on bottom of node above
- } else if (j == 0 && doDraw[0] == 1 && doDraw[1] == 0) {
- for (int i = 0; i < 4; i++) {
- vertices[i].Pos.rotateYZBy(70);
- vertices[i].Pos.rotateXZBy(90);
- vertices[i].Pos.Y += 4.84;
- vertices[i].Pos.X -= 4.7;
- }
- } else if (j == 1 && doDraw[0] == 1 && doDraw[1] == 0) {
- for (int i = 0; i < 4; i++) {
- vertices[i].Pos.rotateYZBy(70);
- vertices[i].Pos.rotateXZBy(180);
- vertices[i].Pos.Y += 4.84;
- vertices[i].Pos.Z -= 4.7;
- }
- } else if (j == 2 && doDraw[0] == 1 && doDraw[1] == 0) {
- for (int i = 0; i < 4; i++) {
- vertices[i].Pos.rotateYZBy(70);
- vertices[i].Pos.rotateXZBy(270);
- vertices[i].Pos.Y += 4.84;
- vertices[i].Pos.X += 4.7;
- }
- } else if (j == 3 && 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 += 4.7;
- }
- } 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);
- TileSpec tile_nocrack = tile;
- tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK;
-
- // Put wood the right way around in the posts
- TileSpec tile_rot = tile;
- tile_rot.rotation = 1;
-
- u16 l = getInteriorLight(n, 1, nodedef);
- video::SColor c = MapBlock_LightColor(255, l, f.light_source);
-
- const f32 post_rad=(f32)BS/8;
- const f32 bar_rad=(f32)BS/16;
- const f32 bar_len=(f32)(BS/2)-post_rad;
-
- v3f pos = intToFloat(p, BS);
-
- // The post - always present
- aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad);
- post.MinEdge += pos;
- post.MaxEdge += pos;
- f32 postuv[24]={
- 6/16.,6/16.,10/16.,10/16.,
- 6/16.,6/16.,10/16.,10/16.,
- 0/16.,0,4/16.,1,
- 4/16.,0,8/16.,1,
- 8/16.,0,12/16.,1,
- 12/16.,0,16/16.,1};
- makeCuboid(&collector, post, &tile_rot, 1, c, 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);
- const ContentFeatures *f2 = &nodedef->get(n2);
- if(f2->drawtype == NDT_FENCELIKE)
- {
- aabb3f bar(-bar_len+BS/2,-bar_rad+BS/4,-bar_rad,
- bar_len+BS/2,bar_rad+BS/4,bar_rad);
- bar.MinEdge += pos;
- bar.MaxEdge += pos;
- f32 xrailuv[24]={
- 0/16.,2/16.,16/16.,4/16.,
- 0/16.,4/16.,16/16.,6/16.,
- 6/16.,6/16.,8/16.,8/16.,
- 10/16.,10/16.,12/16.,12/16.,
- 0/16.,8/16.,16/16.,10/16.,
- 0/16.,14/16.,16/16.,16/16.};
- makeCuboid(&collector, bar, &tile_nocrack, 1,
- c, xrailuv);
- bar.MinEdge.Y -= BS/2;
- bar.MaxEdge.Y -= BS/2;
- makeCuboid(&collector, bar, &tile_nocrack, 1,
- c, xrailuv);
- }
+ // 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 / 63.0) * 2.0 - 1.0;
+ tile = getSpecialTile(*f, n, 0);
+ 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)));
+ }
+}
- // 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)
- {
- aabb3f bar(-bar_rad,-bar_rad+BS/4,-bar_len+BS/2,
- bar_rad,bar_rad+BS/4,bar_len+BS/2);
- bar.MinEdge += pos;
- bar.MaxEdge += pos;
- f32 zrailuv[24]={
- 3/16.,1/16.,5/16.,5/16., // cannot rotate; stretch
- 4/16.,1/16.,6/16.,5/16., // for wood texture instead
- 0/16.,9/16.,16/16.,11/16.,
- 0/16.,6/16.,16/16.,8/16.,
- 6/16.,6/16.,8/16.,8/16.,
- 10/16.,10/16.,12/16.,12/16.};
- makeCuboid(&collector, bar, &tile_nocrack, 1,
- c, zrailuv);
- bar.MinEdge.Y -= BS/2;
- bar.MaxEdge.Y -= BS/2;
- makeCuboid(&collector, bar, &tile_nocrack, 1,
- c, zrailuv);
- }
- break;}
- case NDT_RAILLIKE:
- {
- bool is_rail_x[6]; /* (-1,-1,0) X (1,-1,0) (-1,0,0) X (1,0,0) (-1,1,0) X (1,1,0) */
- bool is_rail_z[6];
-
- content_t thiscontent = n.getContent();
- std::string groupname = "connect_to_raillike"; // name of the group that enables connecting to raillike nodes of different kind
- int self_group = ((ItemGroupList) nodedef->get(n).groups)[groupname];
-
- u8 index = 0;
- for (s8 y0 = -1; y0 <= 1; y0++) {
- // Prevent from indexing never used coordinates
- for (s8 xz = -1; xz <= 1; xz++) {
- if (xz == 0)
- continue;
- MapNode n_xy = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x + xz, y + y0, z));
- MapNode n_zy = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x, y + y0, z + xz));
- const ContentFeatures &def_xy = nodedef->get(n_xy);
- const ContentFeatures &def_zy = nodedef->get(n_zy);
-
- // Check if current node would connect with the rail
- is_rail_x[index] = ((def_xy.drawtype == NDT_RAILLIKE
- && ((ItemGroupList) def_xy.groups)[groupname] == self_group)
- || n_xy.getContent() == thiscontent);
-
- is_rail_z[index] = ((def_zy.drawtype == NDT_RAILLIKE
- && ((ItemGroupList) def_zy.groups)[groupname] == self_group)
- || n_zy.getContent() == thiscontent);
- index++;
- }
- }
+void MapblockMeshGenerator::drawAllfacesNode()
+{
+ static const aabb3f box(-BS / 2, -BS / 2, -BS / 2, BS / 2, BS / 2, BS / 2);
+ useDefaultTile(false);
+ drawAutoLightedCuboid(box);
+}
- bool is_rail_x_all[2]; // [0] = negative x, [1] = positive x coordinate from the current node position
- bool is_rail_z_all[2];
- is_rail_x_all[0] = is_rail_x[0] || is_rail_x[2] || is_rail_x[4];
- is_rail_x_all[1] = is_rail_x[1] || is_rail_x[3] || is_rail_x[5];
- is_rail_z_all[0] = is_rail_z[0] || is_rail_z[2] || is_rail_z[4];
- is_rail_z_all[1] = is_rail_z[1] || is_rail_z[3] || is_rail_z[5];
-
- // reasonable default, flat straight unrotated rail
- bool is_straight = true;
- int adjacencies = 0;
- int angle = 0;
- u8 tileindex = 0;
-
- // check for sloped rail
- if (is_rail_x[4] || is_rail_x[5] || is_rail_z[4] || is_rail_z[5]) {
- adjacencies = 5; // 5 means sloped
- is_straight = true; // sloped is always straight
- } else {
- // is really straight, rails on both sides
- is_straight = (is_rail_x_all[0] && is_rail_x_all[1]) || (is_rail_z_all[0] && is_rail_z_all[1]);
- adjacencies = is_rail_x_all[0] + is_rail_x_all[1] + is_rail_z_all[0] + is_rail_z_all[1];
- }
+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, true);
+
+ 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 (int i = 0; i < 4; i++) {
+ switch (wall) {
+ case DWM_YP: vertices[i].rotateXZBy(-45); break;
+ case DWM_YN: vertices[i].rotateXZBy( 45); break;
+ case DWM_XP: vertices[i].rotateXZBy( 0); break;
+ case DWM_XN: vertices[i].rotateXZBy(180); break;
+ case DWM_ZP: vertices[i].rotateXZBy( 90); break;
+ case DWM_ZN: vertices[i].rotateXZBy(-90); break;
+ }
+ }
+ drawQuad(vertices);
+}
- switch (adjacencies) {
- case 1:
- if (is_rail_x_all[0] || is_rail_x_all[1])
- angle = 90;
- break;
- case 2:
- if (!is_straight)
- tileindex = 1; // curved
- if (is_rail_x_all[0] && is_rail_x_all[1])
- angle = 90;
- if (is_rail_z_all[0] && is_rail_z_all[1]) {
- if (is_rail_z[4])
- angle = 180;
- }
- else if (is_rail_x_all[0] && is_rail_z_all[0])
- angle = 270;
- else if (is_rail_x_all[0] && is_rail_z_all[1])
- angle = 180;
- else if (is_rail_x_all[1] && is_rail_z_all[1])
- angle = 90;
- break;
- case 3:
- // here is where the potential to 'switch' a junction is, but not implemented at present
- tileindex = 2; // t-junction
- if(!is_rail_x_all[1])
- angle = 180;
- if(!is_rail_z_all[0])
- angle = 90;
- if(!is_rail_z_all[1])
- angle = 270;
- break;
- case 4:
- tileindex = 3; // crossing
- break;
- case 5: //sloped
- if (is_rail_z[4])
- angle = 180;
- if (is_rail_x[4])
- angle = 90;
- if (is_rail_x[5])
- angle = -90;
- break;
- default:
- break;
- }
+void MapblockMeshGenerator::drawSignlikeNode()
+{
+ u8 wall = n.getWallMounted(nodedef);
+ useTile(0, true);
+ 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 (int i = 0; i < 4; i++) {
+ switch (wall) {
+ case DWM_YP: vertices[i].rotateXYBy( 90); break;
+ case DWM_YN: vertices[i].rotateXYBy(-90); break;
+ case DWM_XP: vertices[i].rotateXZBy( 0); break;
+ case DWM_XN: vertices[i].rotateXZBy(180); break;
+ case DWM_ZP: vertices[i].rotateXZBy( 90); break;
+ case DWM_ZN: vertices[i].rotateXZBy(-90); break;
+ }
+ }
+ drawQuad(vertices);
+}
- TileSpec tile = getNodeTileN(n, p, tileindex, data);
- tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
- tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
-
- u16 l = getInteriorLight(n, 0, nodedef);
- video::SColor c = MapBlock_LightColor(255, l, f.light_source);
-
- float d = (float)BS/64;
- float s = BS/2;
-
- short g = -1;
- if (is_rail_x[4] || is_rail_x[5] || is_rail_z[4] || is_rail_z[5])
- g = 1; //Object is at a slope
-
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(-s, -s+d,-s, 0,0,0, c,0,1),
- video::S3DVertex( s, -s+d,-s, 0,0,0, c,1,1),
- video::S3DVertex( s, g*s+d, s, 0,0,0, c,1,0),
- video::S3DVertex(-s, g*s+d, s, 0,0,0, c,0,0),
- };
-
- for(s32 i=0; i<4; i++)
- {
- if(angle != 0)
- vertices[i].Pos.rotateXZBy(angle);
- vertices[i].Pos += intToFloat(p, BS);
- }
+void MapblockMeshGenerator::drawPlantlikeQuad(float rotation, float quad_offset,
+ bool offset_top_only)
+{
+ 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),
+ };
+ 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 (int i = 0; i < 4; i++) {
+ vertices[i].rotateXZBy(rotation + rotate_degree);
+ vertices[i] += offset;
+ }
+ drawQuad(vertices);
+}
- u16 indices[] = {0,1,2,2,3,0};
- collector.append(tile, vertices, 4, indices, 6);
- break;}
- case NDT_NODEBOX:
- {
- static const v3s16 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)
- };
- TileSpec tiles[6];
-
- u16 l = getInteriorLight(n, 1, nodedef);
- video::SColor c = MapBlock_LightColor(255, l, f.light_source);
-
- v3f pos = intToFloat(p, BS);
-
- int neighbors = 0;
-
- // locate possible neighboring nodes to connect to
- if (f.node_box.type == NODEBOX_CONNECTED) {
- v3s16 p2 = p;
-
- p2.Y++;
- getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 1, &neighbors);
-
- p2 = p;
- p2.Y--;
- getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 2, &neighbors);
-
- p2 = p;
- p2.Z--;
- getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 4, &neighbors);
-
- p2 = p;
- p2.X--;
- getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 8, &neighbors);
-
- p2 = p;
- p2.Z++;
- getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 16, &neighbors);
-
- p2 = p;
- p2.X++;
- getNeighborConnectingFace(blockpos_nodes + p2, nodedef, data, n, 32, &neighbors);
- }
+void MapblockMeshGenerator::drawPlantlikeNode()
+{
+ useTile(0, false);
+ 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;
+
+ 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;
- std::vector<aabb3f> boxes;
- n.getNodeBoxes(nodedef, &boxes, neighbors);
- for(std::vector<aabb3f>::iterator
- i = boxes.begin();
- i != boxes.end(); ++i)
- {
- for(int j = 0; j < 6; j++)
- {
- // Handles facedir rotation for textures
- tiles[j] = getNodeTile(n, p, tile_dirs[j], data);
- }
- aabb3f box = *i;
- box.MinEdge += pos;
- box.MaxEdge += pos;
-
- f32 temp;
- if (box.MinEdge.X > box.MaxEdge.X)
- {
- temp=box.MinEdge.X;
- box.MinEdge.X=box.MaxEdge.X;
- box.MaxEdge.X=temp;
- }
- if (box.MinEdge.Y > box.MaxEdge.Y)
- {
- temp=box.MinEdge.Y;
- box.MinEdge.Y=box.MaxEdge.Y;
- box.MaxEdge.Y=temp;
- }
- if (box.MinEdge.Z > box.MaxEdge.Z)
- {
- temp=box.MinEdge.Z;
- box.MinEdge.Z=box.MaxEdge.Z;
- box.MaxEdge.Z=temp;
- }
-
- //
- // Compute texture 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] = {
- // up
- tx1, 1-tz2, tx2, 1-tz1,
- // down
- tx1, tz1, tx2, tz2,
- // right
- tz1, 1-ty2, tz2, 1-ty1,
- // left
- 1-tz2, 1-ty2, 1-tz1, 1-ty1,
- // back
- 1-tx2, 1-ty2, 1-tx1, 1-ty1,
- // front
- tx1, 1-ty2, tx2, 1-ty1,
- };
- makeCuboid(&collector, box, tiles, 6, c, txc);
- }
- break;}
- case NDT_MESH:
- {
- v3f pos = intToFloat(p, BS);
- video::SColor c = MapBlock_LightColor(255, getInteriorLight(n, 1, nodedef), f.light_source);
-
- u8 facedir = 0;
- if (f.param_type_2 == CPT2_FACEDIR) {
- facedir = n.getFaceDir(nodedef);
- } else if (f.param_type_2 == CPT2_WALLMOUNTED) {
- //convert wallmounted to 6dfacedir.
- //when cache enabled, it is already converted
- facedir = n.getWallMounted(nodedef);
- if (!enable_mesh_cache) {
- static const u8 wm_to_6d[6] = {20, 0, 16+1, 12+3, 8, 4+2};
- facedir = wm_to_6d[facedir];
- }
- }
+ case CPT2_DEGROTATE:
+ rotate_degree = n.param2 * 2;
+ 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::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 (int i = 0; i < 4; i++) {
+ vertices[i].rotateYZBy(opening_angle);
+ vertices[i].Z += offset_h;
+ vertices[i].rotateXZBy(rotation);
+ vertices[i].Y += offset_v;
+ }
+ drawQuad(vertices);
+}
+
+void MapblockMeshGenerator::drawFirelikeNode()
+{
+ useTile(0, false);
+ 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()
+{
+ useDefaultTile(false);
+ TileSpec tile_nocrack = tile;
+ for (int layer = 0; layer < MAX_TILE_LAYERS; 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));
+}
+
+void MapblockMeshGenerator::drawRaillikeNode()
+{
+ static const v3s16 direction[4] = {
+ v3s16( 0, 0, 1),
+ v3s16( 0, 0, -1),
+ v3s16(-1, 0, 0),
+ v3s16( 1, 0, 0),
+ };
+ static const int 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
+ };
+
+ 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(direction[dir] + v3s16(0, 1, 0));
+ if (rail_above) {
+ sloped = true;
+ angle = slope_angle[dir];
+ }
+ if (rail_above ||
+ isSameRail(direction[dir]) ||
+ isSameRail(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, true);
+
+ 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 (int i = 0; i < 4; i++)
+ vertices[i].rotateXZBy(angle);
+ drawQuad(vertices);
+}
- if (f.mesh_ptr[facedir]) {
- // use cached meshes
- for(u16 j = 0; j < f.mesh_ptr[0]->getMeshBufferCount(); j++) {
- scene::IMeshBuffer *buf = f.mesh_ptr[facedir]->getMeshBuffer(j);
- collector.append(getNodeTileN(n, p, j, data),
- (video::S3DVertex *)buf->getVertices(), buf->getVertexCount(),
- buf->getIndices(), buf->getIndexCount(), pos, c);
- }
- } else if (f.mesh_ptr[0]) {
- // no cache, clone and rotate mesh
- scene::IMesh* mesh = cloneMesh(f.mesh_ptr[0]);
- rotateMeshBy6dFacedir(mesh, facedir);
- recalculateBoundingBox(mesh);
- meshmanip->recalculateNormals(mesh, true, false);
- for(u16 j = 0; j < mesh->getMeshBufferCount(); j++) {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
- collector.append(getNodeTileN(n, p, j, data),
- (video::S3DVertex *)buf->getVertices(), buf->getVertexCount(),
- buf->getIndices(), buf->getIndexCount(), pos, c);
- }
- mesh->drop();
+void MapblockMeshGenerator::drawNodeboxNode()
+{
+ static const v3s16 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 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
+ };
+
+ TileSpec tiles[6];
+ for (int face = 0; face < 6; face++) {
+ // Handles facedir rotation for textures
+ getTile(tile_dirs[face], tiles[face]);
+ }
+
+ // locate possible neighboring nodes to connect to
+ int neighbors_set = 0;
+ if (f->node_box.type == NODEBOX_CONNECTED) {
+ for (int dir = 0; dir != 6; dir++) {
+ int flag = 1 << dir;
+ v3s16 p2 = blockpos_nodes + p + connection_dirs[dir];
+ MapNode n2 = data->m_vmanip.getNodeNoEx(p2);
+ if (nodedef->nodeboxConnects(n, n2, flag))
+ neighbors_set |= flag;
+ }
+ }
+
+ std::vector<aabb3f> boxes;
+ n.getNodeBoxes(nodedef, &boxes, neighbors_set);
+ for (std::vector<aabb3f>::iterator i = boxes.begin(); i != boxes.end(); ++i)
+ drawAutoLightedCuboid(*i, NULL, 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) {
+ static const u8 wm_to_6d[6] = {20, 0, 16 + 1, 12 + 3, 8, 4 + 2};
+ facedir = wm_to_6d[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, false);
+ 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;
}
- break;}
+ 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()
+{
+ if (data->m_smooth_lighting)
+ getSmoothLightFrame();
+ else
+ light = 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_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);
+ // Solid nodes are drawn by MapBlockMesh
+ if (f->solidness != 0)
+ continue;
+ if (f->drawtype == NDT_AIRLIKE)
+ continue;
+ origin = intToFloat(p, BS);
+ drawNode();
+ }
+}