summaryrefslogtreecommitdiff
path: root/src/content_mapblock.cpp
diff options
context:
space:
mode:
authorPerttu Ahola <celeron55@gmail.com>2011-11-15 19:58:36 +0200
committerPerttu Ahola <celeron55@gmail.com>2011-11-29 19:13:44 +0200
commiteed727c61b51f46f6d172c56ecd26a3b1752d449 (patch)
tree0c6efe4379ace6c20f76267cc40ba01a69ef9ecc /src/content_mapblock.cpp
parent89e7bacd991060fe6cdada6bf8112f9f20c3e310 (diff)
downloadminetest-eed727c61b51f46f6d172c56ecd26a3b1752d449.tar.gz
minetest-eed727c61b51f46f6d172c56ecd26a3b1752d449.tar.bz2
minetest-eed727c61b51f46f6d172c56ecd26a3b1752d449.zip
Completely generalized mesh generation; ContentFeatures serialization
Diffstat (limited to 'src/content_mapblock.cpp')
-rw-r--r--src/content_mapblock.cpp890
1 files changed, 283 insertions, 607 deletions
diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp
index 368e6c611..3950c83c3 100644
--- a/src/content_mapblock.cpp
+++ b/src/content_mapblock.cpp
@@ -18,7 +18,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
*/
#include "content_mapblock.h"
-#include "content_mapnode.h"
+
#include "main.h" // For g_settings
#include "mineral.h"
#include "mapblock_mesh.h" // For MapBlock_LightColor()
@@ -125,7 +125,6 @@ void makeCuboid(video::SMaterial &material, MeshCollector *collector,
void mapblock_mesh_generate_special(MeshMakeData *data,
MeshCollector &collector, IGameDef *gamedef)
{
- ITextureSource *tsrc = gamedef->tsrc();
INodeDefManager *nodedef = gamedef->ndef();
// 0ms
@@ -135,9 +134,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
Some settings
*/
bool new_style_water = g_settings->getBool("new_style_water");
- bool new_style_leaves = g_settings->getBool("new_style_leaves");
- //bool smooth_lighting = g_settings->getBool("smooth_lighting");
- bool invisible_stone = g_settings->getBool("invisible_stone");
float node_liquid_level = 1.0;
if(new_style_water)
@@ -145,86 +141,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
- // New-style leaves material
- video::SMaterial material_leaves1;
- material_leaves1.setFlag(video::EMF_LIGHTING, false);
- material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false);
- material_leaves1.setFlag(video::EMF_FOG_ENABLE, true);
- material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- AtlasPointer pa_leaves1 = tsrc->getTexture(
- tsrc->getTextureId("leaves.png"));
- material_leaves1.setTexture(0, pa_leaves1.atlas);
-
- // Glass material
- video::SMaterial material_glass;
- material_glass.setFlag(video::EMF_LIGHTING, false);
- material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
- material_glass.setFlag(video::EMF_FOG_ENABLE, true);
- material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- AtlasPointer pa_glass = tsrc->getTexture(
- tsrc->getTextureId("glass.png"));
- material_glass.setTexture(0, pa_glass.atlas);
-
- // Wood material
- video::SMaterial material_wood;
- material_wood.setFlag(video::EMF_LIGHTING, false);
- material_wood.setFlag(video::EMF_BILINEAR_FILTER, false);
- material_wood.setFlag(video::EMF_FOG_ENABLE, true);
- material_wood.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- AtlasPointer pa_wood = tsrc->getTexture(
- tsrc->getTextureId("wood.png"));
- material_wood.setTexture(0, pa_wood.atlas);
-
- // General ground material for special output
+ /*// General ground material for special output
// Texture is modified just before usage
video::SMaterial material_general;
material_general.setFlag(video::EMF_LIGHTING, false);
material_general.setFlag(video::EMF_BILINEAR_FILTER, false);
material_general.setFlag(video::EMF_FOG_ENABLE, true);
- material_general.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-
-
- // Papyrus material
- video::SMaterial material_papyrus;
- material_papyrus.setFlag(video::EMF_LIGHTING, false);
- material_papyrus.setFlag(video::EMF_BILINEAR_FILTER, false);
- material_papyrus.setFlag(video::EMF_FOG_ENABLE, true);
- material_papyrus.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- AtlasPointer pa_papyrus = tsrc->getTexture(
- tsrc->getTextureId("papyrus.png"));
- material_papyrus.setTexture(0, pa_papyrus.atlas);
-
- // Apple material
- video::SMaterial material_apple;
- material_apple.setFlag(video::EMF_LIGHTING, false);
- material_apple.setFlag(video::EMF_BILINEAR_FILTER, false);
- material_apple.setFlag(video::EMF_FOG_ENABLE, true);
- material_apple.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- AtlasPointer pa_apple = tsrc->getTexture(
- tsrc->getTextureId("apple.png"));
- material_apple.setTexture(0, pa_apple.atlas);
-
-
- // Sapling material
- video::SMaterial material_sapling;
- material_sapling.setFlag(video::EMF_LIGHTING, false);
- material_sapling.setFlag(video::EMF_BILINEAR_FILTER, false);
- material_sapling.setFlag(video::EMF_FOG_ENABLE, true);
- material_sapling.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- AtlasPointer pa_sapling = tsrc->getTexture(
- tsrc->getTextureId("sapling.png"));
- material_sapling.setTexture(0, pa_sapling.atlas);
-
-
- // junglegrass material
- video::SMaterial material_junglegrass;
- material_junglegrass.setFlag(video::EMF_LIGHTING, false);
- material_junglegrass.setFlag(video::EMF_BILINEAR_FILTER, false);
- material_junglegrass.setFlag(video::EMF_FOG_ENABLE, true);
- material_junglegrass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- AtlasPointer pa_junglegrass = tsrc->getTexture(
- tsrc->getTextureId("junglegrass.png"));
- material_junglegrass.setTexture(0, pa_junglegrass.atlas);
+ material_general.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;*/
for(s16 z=0; z<MAP_BLOCKSIZE; z++)
for(s16 y=0; y<MAP_BLOCKSIZE; y++)
@@ -233,143 +156,74 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
v3s16 p(x,y,z);
MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
+ const ContentFeatures &f = nodedef->get(n);
// Only solidness=0 stuff is drawn here
- if(nodedef->get(n).solidness != 0)
+ if(f.solidness != 0)
continue;
-
- /*
- Add torches to mesh
- */
- if(n.getContent() == CONTENT_TORCH)
+
+ switch(f.drawtype){
+ default:
+ infostream<<"Got "<<f.drawtype<<std::endl;
+ assert(0);
+ break;
+ case NDT_AIRLIKE:
+ break;
+ case NDT_LIQUID:
{
- v3s16 dir = unpackDir(n.param2);
-
- const char *texturename = "torch.png";
- if(dir == v3s16(0,-1,0)){
- texturename = "torch_on_floor.png";
- } else if(dir == v3s16(0,1,0)){
- texturename = "torch_on_ceiling.png";
- // For backwards compatibility
- } else if(dir == v3s16(0,0,0)){
- texturename = "torch_on_floor.png";
- } else {
- texturename = "torch.png";
- }
-
- AtlasPointer ap = tsrc->getTexture(texturename);
-
- // Set material
- video::SMaterial material;
- material.setFlag(video::EMF_LIGHTING, false);
- material.setFlag(video::EMF_BACK_FACE_CULLING, false);
- material.setFlag(video::EMF_BILINEAR_FILTER, false);
- material.setFlag(video::EMF_FOG_ENABLE, true);
- //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
- material.MaterialType
- = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- material.setTexture(0, ap.atlas);
-
- video::SColor c(255,255,255,255);
-
- // Wall at X+ of node
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
- ap.x0(), ap.y1()),
- video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
- ap.x1(), ap.y1()),
- video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
- ap.x1(), ap.y0()),
- video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
- ap.x0(), ap.y0()),
- };
-
- for(s32 i=0; i<4; i++)
- {
- if(dir == v3s16(1,0,0))
- vertices[i].Pos.rotateXZBy(0);
- if(dir == v3s16(-1,0,0))
- vertices[i].Pos.rotateXZBy(180);
- if(dir == v3s16(0,0,1))
- vertices[i].Pos.rotateXZBy(90);
- if(dir == v3s16(0,0,-1))
- vertices[i].Pos.rotateXZBy(-90);
- if(dir == v3s16(0,-1,0))
- vertices[i].Pos.rotateXZBy(45);
- if(dir == v3s16(0,1,0))
- vertices[i].Pos.rotateXZBy(-45);
-
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
- }
+ /*
+ Add water sources to mesh if using new style
+ */
+ assert(nodedef->get(n).special_materials[0]);
+ //assert(nodedef->get(n).special_materials[1]);
+ assert(nodedef->get(n).special_aps[0]);
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material, vertices, 4, indices, 6);
- }
- /*
- Signs on walls
- */
- else if(n.getContent() == CONTENT_SIGN_WALL)
- {
- AtlasPointer ap = tsrc->getTexture("sign_wall.png");
+ video::SMaterial &liquid_material =
+ *nodedef->get(n).special_materials[0];
+ /*video::SMaterial &liquid_material_bfculled =
+ *nodedef->get(n).special_materials[1];*/
+ AtlasPointer &pa_liquid1 =
+ *nodedef->get(n).special_aps[0];
- // Set material
- video::SMaterial material;
- material.setFlag(video::EMF_LIGHTING, false);
- material.setFlag(video::EMF_BACK_FACE_CULLING, false);
- material.setFlag(video::EMF_BILINEAR_FILTER, false);
- material.setFlag(video::EMF_FOG_ENABLE, true);
- material.MaterialType
- = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- material.setTexture(0, ap.atlas);
+ bool top_is_air = false;
+ MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
+ if(n.getContent() == CONTENT_AIR)
+ top_is_air = true;
+
+ if(top_is_air == false)
+ continue;
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
- video::SColor c = MapBlock_LightColor(255, l);
-
- float d = (float)BS/16;
- // Wall at X+ of node
+ video::SColor c = MapBlock_LightColor(
+ nodedef->get(n).alpha, l);
+
video::S3DVertex vertices[4] =
{
- video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c,
- ap.x0(), ap.y1()),
- video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c,
- ap.x1(), ap.y1()),
- video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c,
- ap.x1(), ap.y0()),
- video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c,
- ap.x0(), ap.y0()),
+ video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
+ pa_liquid1.x0(), pa_liquid1.y1()),
+ video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
+ pa_liquid1.x1(), pa_liquid1.y1()),
+ video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
+ pa_liquid1.x1(), pa_liquid1.y0()),
+ video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
+ pa_liquid1.x0(), pa_liquid1.y0()),
};
- v3s16 dir = unpackDir(n.param2);
-
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.Y += (-0.5+node_liquid_level)*BS;
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
- collector.append(material, vertices, 4, indices, 6);
- }
- /*
- Add flowing liquid to mesh
- */
- else if(nodedef->get(n).liquid_type == LIQUID_FLOWING)
+ collector.append(liquid_material, vertices, 4, indices, 6);
+ break;}
+ case NDT_FLOWINGLIQUID:
{
+ /*
+ Add flowing liquid to mesh
+ */
assert(nodedef->get(n).special_materials[0]);
assert(nodedef->get(n).special_materials[1]);
assert(nodedef->get(n).special_aps[0]);
@@ -659,64 +513,17 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
// Add to mesh collector
collector.append(liquid_material, vertices, 4, indices, 6);
}
- }
- /*
- Add water sources to mesh if using new style
- */
- else if(nodedef->get(n).liquid_type == LIQUID_SOURCE
- && new_style_water)
+ break;}
+ case NDT_GLASSLIKE:
{
- assert(nodedef->get(n).special_materials[0]);
- //assert(nodedef->get(n).special_materials[1]);
- assert(nodedef->get(n).special_aps[0]);
+ video::SMaterial material_glass;
+ material_glass.setFlag(video::EMF_LIGHTING, false);
+ material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material_glass.setFlag(video::EMF_FOG_ENABLE, true);
+ material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ AtlasPointer pa_glass = f.tiles[0].texture;
+ material_glass.setTexture(0, pa_glass.atlas);
- video::SMaterial &liquid_material =
- *nodedef->get(n).special_materials[0];
- /*video::SMaterial &liquid_material_bfculled =
- *nodedef->get(n).special_materials[1];*/
- AtlasPointer &pa_liquid1 =
- *nodedef->get(n).special_aps[0];
-
- bool top_is_air = false;
- MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
- if(n.getContent() == CONTENT_AIR)
- top_is_air = true;
-
- if(top_is_air == false)
- continue;
-
- u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
- video::SColor c = MapBlock_LightColor(
- nodedef->get(n).alpha, l);
-
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
- pa_liquid1.x0(), pa_liquid1.y1()),
- video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
- pa_liquid1.x1(), pa_liquid1.y1()),
- video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
- pa_liquid1.x1(), pa_liquid1.y0()),
- video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
- pa_liquid1.x0(), pa_liquid1.y0()),
- };
-
- for(s32 i=0; i<4; i++)
- {
- vertices[i].Pos.Y += (-0.5+node_liquid_level)*BS;
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
- }
-
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(liquid_material, vertices, 4, indices, 6);
- }
- /*
- Add leaves if using new style
- */
- else if(n.getContent() == CONTENT_LEAVES && new_style_leaves)
- {
- /*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));*/
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
video::SColor c = MapBlock_LightColor(255, l);
@@ -725,13 +532,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
- pa_leaves1.x0(), pa_leaves1.y1()),
+ pa_glass.x0(), pa_glass.y1()),
video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
- pa_leaves1.x1(), pa_leaves1.y1()),
+ pa_glass.x1(), pa_glass.y1()),
video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
- pa_leaves1.x1(), pa_leaves1.y0()),
+ pa_glass.x1(), pa_glass.y0()),
video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
- pa_leaves1.x0(), pa_leaves1.y0()),
+ pa_glass.x0(), pa_glass.y0()),
};
if(j == 0)
@@ -772,14 +579,19 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
- collector.append(material_leaves1, vertices, 4, indices, 6);
+ collector.append(material_glass, vertices, 4, indices, 6);
}
- }
- /*
- Add glass
- */
- else if(n.getContent() == CONTENT_GLASS)
+ break;}
+ case NDT_ALLFACES:
{
+ video::SMaterial material_leaves1;
+ material_leaves1.setFlag(video::EMF_LIGHTING, false);
+ material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material_leaves1.setFlag(video::EMF_FOG_ENABLE, true);
+ material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ AtlasPointer pa_leaves1 = f.tiles[0].texture;
+ material_leaves1.setTexture(0, pa_leaves1.atlas);
+
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
video::SColor c = MapBlock_LightColor(255, l);
@@ -788,13 +600,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
- pa_glass.x0(), pa_glass.y1()),
+ pa_leaves1.x0(), pa_leaves1.y1()),
video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
- pa_glass.x1(), pa_glass.y1()),
+ pa_leaves1.x1(), pa_leaves1.y1()),
video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
- pa_glass.x1(), pa_glass.y0()),
+ pa_leaves1.x1(), pa_leaves1.y0()),
video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
- pa_glass.x0(), pa_glass.y0()),
+ pa_leaves1.x0(), pa_leaves1.y0()),
};
if(j == 0)
@@ -835,158 +647,141 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
- collector.append(material_glass, vertices, 4, indices, 6);
+ collector.append(material_leaves1, vertices, 4, indices, 6);
}
- }
- /*
- Add fence
- */
- else if(n.getContent() == CONTENT_FENCE)
+ break;}
+ case NDT_ALLFACES_OPTIONAL:
+ // This is always pre-converted to something else
+ assert(0);
+ break;
+ case NDT_TORCHLIKE:
{
- u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
- video::SColor c = MapBlock_LightColor(255, l);
+ v3s16 dir = unpackDir(n.param2);
+
+ AtlasPointer ap(0);
+ if(dir == v3s16(0,-1,0)){
+ ap = f.tiles[0].texture; // floor
+ } else if(dir == v3s16(0,1,0)){
+ ap = f.tiles[1].texture; // ceiling
+ // For backwards compatibility
+ } else if(dir == v3s16(0,0,0)){
+ ap = f.tiles[0].texture; // floor
+ } else {
+ ap = f.tiles[2].texture; // side
+ }
- const f32 post_rad=(f32)BS/10;
- const f32 bar_rad=(f32)BS/20;
- const f32 bar_len=(f32)(BS/2)-post_rad;
+ // Set material
+ video::SMaterial material;
+ material.setFlag(video::EMF_LIGHTING, false);
+ material.setFlag(video::EMF_BACK_FACE_CULLING, false);
+ material.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material.setFlag(video::EMF_FOG_ENABLE, true);
+ //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+ material.MaterialType
+ = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ material.setTexture(0, ap.atlas);
- // The post - always present
- v3f pos = intToFloat(p+blockpos_nodes, BS);
- f32 postuv[24]={
- 0.4,0.4,0.6,0.6,
- 0.35,0,0.65,1,
- 0.35,0,0.65,1,
- 0.35,0,0.65,1,
- 0.35,0,0.65,1,
- 0.4,0.4,0.6,0.6};
- makeCuboid(material_wood, &collector,
- &pa_wood, c, pos,
- post_rad,BS/2,post_rad, postuv);
+ video::SColor c(255,255,255,255);
- // Now a section of fence, +X, if there's a post there
- v3s16 p2 = p;
- p2.X++;
- MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
- if(n2.getContent() == CONTENT_FENCE)
+ // Wall at X+ of node
+ video::S3DVertex vertices[4] =
{
- pos = intToFloat(p+blockpos_nodes, BS);
- pos.X += BS/2;
- pos.Y += BS/4;
- f32 xrailuv[24]={
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6};
- makeCuboid(material_wood, &collector,
- &pa_wood, c, pos,
- bar_len,bar_rad,bar_rad, xrailuv);
-
- pos.Y -= BS/2;
- makeCuboid(material_wood, &collector,
- &pa_wood, c, pos,
- bar_len,bar_rad,bar_rad, xrailuv);
- }
+ video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
+ ap.x0(), ap.y1()),
+ video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
+ ap.x1(), ap.y1()),
+ video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
+ ap.x1(), ap.y0()),
+ video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
+ ap.x0(), ap.y0()),
+ };
- // Now a section of fence, +Z, if there's a post there
- p2 = p;
- p2.Z++;
- n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
- if(n2.getContent() == CONTENT_FENCE)
+ for(s32 i=0; i<4; i++)
{
- pos = intToFloat(p+blockpos_nodes, BS);
- pos.Z += BS/2;
- pos.Y += BS/4;
- f32 zrailuv[24]={
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6};
- makeCuboid(material_wood, &collector,
- &pa_wood, c, pos,
- bar_rad,bar_rad,bar_len, zrailuv);
- pos.Y -= BS/2;
- makeCuboid(material_wood, &collector,
- &pa_wood, c, pos,
- bar_rad,bar_rad,bar_len, zrailuv);
+ if(dir == v3s16(1,0,0))
+ vertices[i].Pos.rotateXZBy(0);
+ if(dir == v3s16(-1,0,0))
+ vertices[i].Pos.rotateXZBy(180);
+ if(dir == v3s16(0,0,1))
+ vertices[i].Pos.rotateXZBy(90);
+ if(dir == v3s16(0,0,-1))
+ vertices[i].Pos.rotateXZBy(-90);
+ if(dir == v3s16(0,-1,0))
+ vertices[i].Pos.rotateXZBy(45);
+ if(dir == v3s16(0,1,0))
+ vertices[i].Pos.rotateXZBy(-45);
+ vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
- }
-#if 1
- /*
- Add stones with minerals if stone is invisible
- */
- else if(n.getContent() == CONTENT_STONE && invisible_stone && n.getMineral(nodedef) != MINERAL_NONE)
+ u16 indices[] = {0,1,2,2,3,0};
+ // Add to mesh collector
+ collector.append(material, vertices, 4, indices, 6);
+ break;}
+ case NDT_SIGNLIKE:
{
- for(u32 j=0; j<6; j++)
- {
- // NOTE: Hopefully g_6dirs[j] is the right direction...
- v3s16 dir = g_6dirs[j];
- /*u8 l = 0;
- MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + dir);
- if(nodedef->get(n2).param_type == CPT_LIGHT)
- l = decode_light(n2.getLightBlend(data->m_daynight_ratio, nodedef));
- else
- l = 255;*/
- u8 l = 255;
- video::SColor c = MapBlock_LightColor(255, l);
-
- // Get the right texture
- TileSpec ts = n.getTile(dir, tsrc, nodedef);
- AtlasPointer ap = ts.texture;
- material_general.setTexture(0, ap.atlas);
+ // Set material
+ video::SMaterial material;
+ material.setFlag(video::EMF_LIGHTING, false);
+ material.setFlag(video::EMF_BACK_FACE_CULLING, false);
+ material.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material.setFlag(video::EMF_FOG_ENABLE, true);
+ material.MaterialType
+ = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ AtlasPointer ap = f.tiles[0].texture;
+ material.setTexture(0, ap.atlas);
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
+ u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
+ video::SColor c = MapBlock_LightColor(255, l);
+
+ float d = (float)BS/16;
+ // Wall at X+ of node
+ video::S3DVertex vertices[4] =
+ {
+ video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c,
ap.x0(), ap.y1()),
- video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
+ video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c,
ap.x1(), ap.y1()),
- video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
+ video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c,
ap.x1(), ap.y0()),
- video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
+ video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c,
ap.x0(), ap.y0()),
- };
+ };
- if(j == 0)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(0);
- }
- else if(j == 1)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(180);
- }
- else if(j == 2)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(-90);
- }
- else if(j == 3)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(90);
- }
- else if(j == 4)
+ v3s16 dir = unpackDir(n.param2);
- for(u16 i=0; i<4; i++)
- {
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
- }
+ 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);
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material_general, vertices, 4, indices, 6);
+ vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
- }
-#endif
- else if(n.getContent() == CONTENT_PAPYRUS)
+
+ u16 indices[] = {0,1,2,2,3,0};
+ // Add to mesh collector
+ collector.append(material, vertices, 4, indices, 6);
+ break;}
+ case NDT_PLANTLIKE:
{
+ video::SMaterial material_papyrus;
+ material_papyrus.setFlag(video::EMF_LIGHTING, false);
+ material_papyrus.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material_papyrus.setFlag(video::EMF_FOG_ENABLE, true);
+ material_papyrus.MaterialType=video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ AtlasPointer pa_papyrus = f.tiles[0].texture;
+ material_papyrus.setTexture(0, pa_papyrus.atlas);
+
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
video::SColor c = MapBlock_LightColor(255, l);
@@ -1027,6 +822,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
for(u16 i=0; i<4; i++)
{
+ vertices[i].Pos *= f.visual_scale;
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
}
@@ -1034,59 +830,92 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
// Add to mesh collector
collector.append(material_papyrus, vertices, 4, indices, 6);
}
- }
- else if(n.getContent() == CONTENT_JUNGLEGRASS)
+ break;}
+ case NDT_FENCELIKE:
{
+ video::SMaterial material_wood;
+ material_wood.setFlag(video::EMF_LIGHTING, false);
+ material_wood.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material_wood.setFlag(video::EMF_FOG_ENABLE, true);
+ material_wood.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ AtlasPointer pa_wood = f.tiles[0].texture;
+ material_wood.setTexture(0, pa_wood.atlas);
+
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
video::SColor c = MapBlock_LightColor(255, l);
- for(u32 j=0; j<4; j++)
+ const f32 post_rad=(f32)BS/10;
+ const f32 bar_rad=(f32)BS/20;
+ const f32 bar_len=(f32)(BS/2)-post_rad;
+
+ // The post - always present
+ v3f pos = intToFloat(p+blockpos_nodes, BS);
+ f32 postuv[24]={
+ 0.4,0.4,0.6,0.6,
+ 0.35,0,0.65,1,
+ 0.35,0,0.65,1,
+ 0.35,0,0.65,1,
+ 0.35,0,0.65,1,
+ 0.4,0.4,0.6,0.6};
+ makeCuboid(material_wood, &collector,
+ &pa_wood, c, pos,
+ post_rad,BS/2,post_rad, postuv);
+
+ // Now a section of fence, +X, if there's a post there
+ v3s16 p2 = p;
+ p2.X++;
+ MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
+ const ContentFeatures *f2 = &nodedef->get(n2);
+ if(f2->drawtype == NDT_FENCELIKE)
{
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
- pa_junglegrass.x0(), pa_junglegrass.y1()),
- video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
- pa_junglegrass.x1(), pa_junglegrass.y1()),
- video::S3DVertex(BS/2,BS/1,0, 0,0,0, c,
- pa_junglegrass.x1(), pa_junglegrass.y0()),
- video::S3DVertex(-BS/2,BS/1,0, 0,0,0, c,
- pa_junglegrass.x0(), pa_junglegrass.y0()),
- };
+ pos = intToFloat(p+blockpos_nodes, BS);
+ pos.X += BS/2;
+ pos.Y += BS/4;
+ f32 xrailuv[24]={
+ 0,0.4,1,0.6,
+ 0,0.4,1,0.6,
+ 0,0.4,1,0.6,
+ 0,0.4,1,0.6,
+ 0,0.4,1,0.6,
+ 0,0.4,1,0.6};
+ makeCuboid(material_wood, &collector,
+ &pa_wood, c, pos,
+ bar_len,bar_rad,bar_rad, xrailuv);
- if(j == 0)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(45);
- }
- else if(j == 1)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(-45);
- }
- else if(j == 2)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(135);
- }
- else if(j == 3)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(-135);
- }
+ pos.Y -= BS/2;
+ makeCuboid(material_wood, &collector,
+ &pa_wood, c, pos,
+ bar_len,bar_rad,bar_rad, xrailuv);
+ }
- for(u16 i=0; i<4; i++)
- {
- vertices[i].Pos *= 1.3;
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
- }
+ // 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)
+ {
+ pos = intToFloat(p+blockpos_nodes, BS);
+ pos.Z += BS/2;
+ pos.Y += BS/4;
+ f32 zrailuv[24]={
+ 0,0.4,1,0.6,
+ 0,0.4,1,0.6,
+ 0,0.4,1,0.6,
+ 0,0.4,1,0.6,
+ 0,0.4,1,0.6,
+ 0,0.4,1,0.6};
+ makeCuboid(material_wood, &collector,
+ &pa_wood, c, pos,
+ bar_rad,bar_rad,bar_len, zrailuv);
+ pos.Y -= BS/2;
+ makeCuboid(material_wood, &collector,
+ &pa_wood, c, pos,
+ bar_rad,bar_rad,bar_len, zrailuv);
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material_junglegrass, vertices, 4, indices, 6);
}
- }
- else if(n.getContent() == CONTENT_RAIL)
+ break;}
+ case NDT_RAILLIKE:
{
bool is_rail_x [] = { false, false }; /* x-1, x+1 */
bool is_rail_z [] = { false, false }; /* z-1, z+1 */
@@ -1095,36 +924,35 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
MapNode n_plus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1,y,z));
MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1));
MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1));
-
- if(n_minus_x.getContent() == CONTENT_RAIL)
+
+ content_t thiscontent = n.getContent();
+ if(n_minus_x.getContent() == thiscontent)
is_rail_x[0] = true;
- if(n_plus_x.getContent() == CONTENT_RAIL)
+ if(n_plus_x.getContent() == thiscontent)
is_rail_x[1] = true;
- if(n_minus_z.getContent() == CONTENT_RAIL)
+ if(n_minus_z.getContent() == thiscontent)
is_rail_z[0] = true;
- if(n_plus_z.getContent() == CONTENT_RAIL)
+ if(n_plus_z.getContent() == thiscontent)
is_rail_z[1] = true;
int adjacencies = is_rail_x[0] + is_rail_x[1] + is_rail_z[0] + is_rail_z[1];
// Assign textures
- const char *texturename = "rail.png";
+ AtlasPointer ap = f.tiles[0].texture; // straight
if(adjacencies < 2)
- texturename = "rail.png";
+ ap = f.tiles[0].texture; // straight
else if(adjacencies == 2)
{
if((is_rail_x[0] && is_rail_x[1]) || (is_rail_z[0] && is_rail_z[1]))
- texturename = "rail.png";
+ ap = f.tiles[0].texture; // straight
else
- texturename = "rail_curved.png";
+ ap = f.tiles[1].texture; // curved
}
else if(adjacencies == 3)
- texturename = "rail_t_junction.png";
+ ap = f.tiles[2].texture; // t-junction
else if(adjacencies == 4)
- texturename = "rail_crossing.png";
+ ap = f.tiles[3].texture; // crossing
- AtlasPointer ap = tsrc->getTexture(texturename);
-
video::SMaterial material_rail;
material_rail.setFlag(video::EMF_LIGHTING, false);
material_rail.setFlag(video::EMF_BACK_FACE_CULLING, false);
@@ -1193,159 +1021,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
u16 indices[] = {0,1,2,2,3,0};
collector.append(material_rail, vertices, 4, indices, 6);
- }
- else if (n.getContent() == CONTENT_LADDER) {
- AtlasPointer ap = tsrc->getTexture("ladder.png");
-
- // Set material
- video::SMaterial material_ladder;
- material_ladder.setFlag(video::EMF_LIGHTING, false);
- material_ladder.setFlag(video::EMF_BACK_FACE_CULLING, false);
- material_ladder.setFlag(video::EMF_BILINEAR_FILTER, false);
- material_ladder.setFlag(video::EMF_FOG_ENABLE, true);
- material_ladder.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- material_ladder.setTexture(0, ap.atlas);
-
- u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
- video::SColor c(255,l,l,l);
-
- float d = (float)BS/16;
-
- // Assume wall is at X+
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c,
- ap.x0(), ap.y1()),
- video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c,
- ap.x1(), ap.y1()),
- video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c,
- ap.x1(), ap.y0()),
- video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c,
- ap.x0(), ap.y0()),
- };
-
- v3s16 dir = unpackDir(n.param2);
-
- for(s32 i=0; i<4; i++)
- {
- if(dir == v3s16(1,0,0))
- vertices[i].Pos.rotateXZBy(0);
- if(dir == v3s16(-1,0,0))
- vertices[i].Pos.rotateXZBy(180);
- if(dir == v3s16(0,0,1))
- vertices[i].Pos.rotateXZBy(90);
- if(dir == v3s16(0,0,-1))
- vertices[i].Pos.rotateXZBy(-90);
- if(dir == v3s16(0,-1,0))
- vertices[i].Pos.rotateXYBy(-90);
- if(dir == v3s16(0,1,0))
- vertices[i].Pos.rotateXYBy(90);
-
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
- }
-
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material_ladder, vertices, 4, indices, 6);
- }
- else if(n.getContent() == CONTENT_APPLE)
- {
- u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
- video::SColor c = MapBlock_LightColor(255, l);
-
- for(u32 j=0; j<4; j++)
- {
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
- pa_apple.x0(), pa_apple.y1()),
- video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
- pa_apple.x1(), pa_apple.y1()),
- video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
- pa_apple.x1(), pa_apple.y0()),
- video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
- pa_apple.x0(), pa_apple.y0()),
- };
-
- if(j == 0)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(45);
- }
- else if(j == 1)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(-45);
- }
- else if(j == 2)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(135);
- }
- else if(j == 3)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(-135);
- }
-
- for(u16 i=0; i<4; i++)
- {
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
- }
-
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material_apple, vertices, 4, indices, 6);
- }
- }
- else if(n.getContent() == CONTENT_SAPLING) {
- u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
- video::SColor c = MapBlock_LightColor(255, l);
-
- for(u32 j=0; j<4; j++)
- {
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
- pa_sapling.x0(), pa_sapling.y1()),
- video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
- pa_sapling.x1(), pa_sapling.y1()),
- video::S3DVertex(BS/2,BS/1,0, 0,0,0, c,
- pa_sapling.x1(), pa_sapling.y0()),
- video::S3DVertex(-BS/2,BS/1,0, 0,0,0, c,
- pa_sapling.x0(), pa_sapling.y0()),
- };
-
- if(j == 0)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(45);
- }
- else if(j == 1)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(-45);
- }
- else if(j == 2)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(135);
- }
- else if(j == 3)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(-135);
- }
-
- for(u16 i=0; i<4; i++)
- {
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
- }
-
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material_sapling, vertices, 4, indices, 6);
- }
+ break;}
}
}
}