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-rw-r--r--src/content_mapblock.cpp323
1 files changed, 123 insertions, 200 deletions
diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp
index 402c4e8b4..9a427a44e 100644
--- a/src/content_mapblock.cpp
+++ b/src/content_mapblock.cpp
@@ -29,9 +29,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
// Create a cuboid.
// collector - the MeshCollector for the resulting polygons
// box - the position and size of the box
-// materials - the materials to use (for all 6 faces)
-// pa - texture atlas pointers for the materials
-// matcount - number of entries in "materials" and "pa", 1<=matcount<=6
+// 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
// txc - texture coordinates - this is a list of texture coordinates
// for the opposite corners of each face - therefore, there
@@ -41,10 +40,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
// (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,
- const video::SMaterial *materials, const AtlasPointer *pa, int matcount,
+ const TileSpec *tiles, int tilecount,
video::SColor &c, const f32* txc)
{
- assert(matcount >= 1);
+ assert(tilecount >= 1 && tilecount <= 6);
v3f min = box.MinEdge;
v3f max = box.MaxEdge;
@@ -98,9 +97,9 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box,
for(s32 j=0; j<24; j++)
{
- int matindex = MYMIN(j/4, matcount-1);
- vertices[j].TCoords *= pa[matindex].size;
- vertices[j].TCoords += pa[matindex].pos;
+ int tileindex = MYMIN(j/4, tilecount-1);
+ vertices[j].TCoords *= tiles[tileindex].texture.size;
+ vertices[j].TCoords += tiles[tileindex].texture.pos;
}
u16 indices[] = {0,1,2,2,3,0};
@@ -108,17 +107,16 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box,
// Add to mesh collector
for(s32 j=0; j<24; j+=4)
{
- int matindex = MYMIN(j/4, matcount-1);
- collector->append(materials[matindex],
+ int tileindex = MYMIN(j/4, tilecount-1);
+ collector->append(tiles[tileindex],
vertices+j, 4, indices, 6);
}
}
void mapblock_mesh_generate_special(MeshMakeData *data,
- MeshCollector &collector, IGameDef *gamedef)
+ MeshCollector &collector)
{
- INodeDefManager *nodedef = gamedef->ndef();
- ITextureSource *tsrc = gamedef->getTextureSource();
+ INodeDefManager *nodedef = data->m_gamedef->ndef();
// 0ms
//TimeTaker timer("mapblock_mesh_generate_special()");
@@ -134,14 +132,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
- /*// 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;*/
-
for(s16 z=0; z<MAP_BLOCKSIZE; z++)
for(s16 y=0; y<MAP_BLOCKSIZE; y++)
for(s16 x=0; x<MAP_BLOCKSIZE; x++)
@@ -167,16 +157,8 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
/*
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]);
-
- 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];
+ TileSpec tile_liquid = f.special_tiles[0];
+ AtlasPointer &pa_liquid = tile_liquid.texture;
bool top_is_air = false;
MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
@@ -186,64 +168,55 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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);
+ u16 l = getInteriorLight(n, 0, data);
+ video::SColor c = MapBlock_LightColor(f.alpha, l);
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
- pa_liquid1.x0(), pa_liquid1.y1()),
+ pa_liquid.x0(), pa_liquid.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
- pa_liquid1.x1(), pa_liquid1.y1()),
+ pa_liquid.x1(), pa_liquid.y1()),
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
- pa_liquid1.x1(), pa_liquid1.y0()),
+ pa_liquid.x1(), pa_liquid.y0()),
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
- pa_liquid1.x0(), pa_liquid1.y0()),
+ pa_liquid.x0(), pa_liquid.y0()),
};
+ v3f offset(p.X, p.Y + (-0.5+node_liquid_level)*BS, p.Z);
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);
+ vertices[i].Pos += offset;
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
- collector.append(liquid_material, vertices, 4, indices, 6);
+ collector.append(tile_liquid, 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]);
-
- 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];
+ TileSpec tile_liquid = f.special_tiles[0];
+ TileSpec tile_liquid_bfculled = f.special_tiles[1];
+ AtlasPointer &pa_liquid = tile_liquid.texture;
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(nodedef->get(n).liquid_alternative_flowing);
- content_t c_source = nodedef->getId(nodedef->get(n).liquid_alternative_source);
+ 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;
- u8 l = 0;
+ u16 l = 0;
// Use the light of the node on top if possible
if(nodedef->get(ntop).param_type == CPT_LIGHT)
- l = decode_light(ntop.getLightBlend(data->m_daynight_ratio, nodedef));
+ l = getInteriorLight(ntop, 0, data);
// Otherwise use the light of this node (the liquid)
else
- l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
- video::SColor c = MapBlock_LightColor(
- nodedef->get(n).alpha, l);
+ l = getInteriorLight(n, 0, data);
+ video::SColor c = MapBlock_LightColor(f.alpha, l);
// Neighbor liquid levels (key = relative position)
// Includes current node
@@ -393,20 +366,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
// Use backface culled material if neighbor doesn't have a
// solidness of 0
- video::SMaterial *current_material = &liquid_material;
+ const TileSpec *current_tile = &tile_liquid;
if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
- current_material = &liquid_material_bfculled;
+ current_tile = &tile_liquid_bfculled;
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
- pa_liquid1.x0(), pa_liquid1.y1()),
+ pa_liquid.x0(), pa_liquid.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
- pa_liquid1.x1(), pa_liquid1.y1()),
+ pa_liquid.x1(), pa_liquid.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
- pa_liquid1.x1(), pa_liquid1.y0()),
+ pa_liquid.x1(), pa_liquid.y0()),
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
- pa_liquid1.x0(), pa_liquid1.y0()),
+ pa_liquid.x0(), pa_liquid.y0()),
};
/*
@@ -464,12 +437,12 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
vertices[j].Pos.Z *= 0.98;
}*/
- vertices[j].Pos += intToFloat(p + blockpos_nodes, BS);
+ vertices[j].Pos += intToFloat(p, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
- collector.append(*current_material, vertices, 4, indices, 6);
+ collector.append(*current_tile, vertices, 4, indices, 6);
}
/*
@@ -481,13 +454,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
- pa_liquid1.x0(), pa_liquid1.y1()),
+ pa_liquid.x0(), pa_liquid.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
- pa_liquid1.x1(), pa_liquid1.y1()),
+ pa_liquid.x1(), pa_liquid.y1()),
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
- pa_liquid1.x1(), pa_liquid1.y0()),
+ pa_liquid.x1(), pa_liquid.y0()),
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
- pa_liquid1.x0(), pa_liquid1.y0()),
+ pa_liquid.x0(), pa_liquid.y0()),
};
// This fixes a strange bug
@@ -499,27 +472,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
//vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
s32 j = corner_resolve[i];
vertices[i].Pos.Y += corner_levels[j];
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+ vertices[i].Pos += intToFloat(p, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
- collector.append(liquid_material, vertices, 4, indices, 6);
+ collector.append(tile_liquid, vertices, 4, indices, 6);
}
break;}
case NDT_GLASSLIKE:
{
- 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;
- TileSpec tile_glass = getNodeTile(n, p, v3s16(0,0,0),
- &data->m_temp_mods, tsrc, nodedef);
- AtlasPointer pa_glass = tile_glass.texture;
- material_glass.setTexture(0, pa_glass.atlas);
-
- u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
+ TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
+ AtlasPointer ap = tile.texture;
+
+ u16 l = getInteriorLight(n, 1, data);
video::SColor c = MapBlock_LightColor(255, l);
for(u32 j=0; j<6; j++)
@@ -535,13 +501,13 @@ 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()),
+ ap.x0(), ap.y1()),
video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
- pa_glass.x1(), pa_glass.y1()),
+ ap.x1(), ap.y1()),
video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
- pa_glass.x1(), pa_glass.y0()),
+ ap.x1(), ap.y0()),
video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
- pa_glass.x0(), pa_glass.y0()),
+ ap.x0(), ap.y0()),
};
// Rotations in the g_6dirs format
@@ -565,36 +531,28 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
vertices[i].Pos.rotateXZBy(90);
for(u16 i=0; i<4; i++){
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+ vertices[i].Pos += intToFloat(p, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
- collector.append(material_glass, vertices, 4, indices, 6);
+ collector.append(tile, vertices, 4, indices, 6);
}
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;
- TileSpec tile_leaves1 = getNodeTile(n, p, v3s16(0,0,0),
- &data->m_temp_mods, tsrc, nodedef);
- AtlasPointer pa_leaves1 = tile_leaves1.texture;
- material_leaves1.setTexture(0, pa_leaves1.atlas);
-
- u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
+ TileSpec tile_leaves = getNodeTile(n, p,
+ v3s16(0,0,0), data);
+ AtlasPointer pa_leaves = tile_leaves.texture;
+
+ u16 l = getInteriorLight(n, 1, data);
video::SColor c = MapBlock_LightColor(255, l);
- v3f pos = intToFloat(p+blockpos_nodes, BS);
+ 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,
- &material_leaves1, &pa_leaves1, 1,
- c, NULL);
+ makeCuboid(&collector, box, &tile_leaves, 1, c, NULL);
break;}
case NDT_ALLFACES_OPTIONAL:
// This is always pre-converted to something else
@@ -604,28 +562,23 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
{
v3s16 dir = n.getWallMountedDir(nodedef);
- AtlasPointer ap(0);
+ u8 tileindex = 0;
if(dir == v3s16(0,-1,0)){
- ap = f.tiles[0].texture; // floor
+ tileindex = 0; // floor
} else if(dir == v3s16(0,1,0)){
- ap = f.tiles[1].texture; // ceiling
+ tileindex = 1; // ceiling
// For backwards compatibility
} else if(dir == v3s16(0,0,0)){
- ap = f.tiles[0].texture; // floor
+ tileindex = 0; // floor
} else {
- ap = f.tiles[2].texture; // side
+ tileindex = 2; // side
}
- // 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);
+ TileSpec tile = getNodeTileN(n, p, tileindex, data);
+ tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
+ tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
+
+ AtlasPointer ap = tile.texture;
video::SColor c(255,255,255,255);
@@ -657,27 +610,21 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
if(dir == v3s16(0,1,0))
vertices[i].Pos.rotateXZBy(-45);
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+ vertices[i].Pos += intToFloat(p, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
- collector.append(material, vertices, 4, indices, 6);
+ collector.append(tile, vertices, 4, indices, 6);
break;}
case NDT_SIGNLIKE:
{
- // 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);
-
- u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
+ TileSpec tile = getNodeTileN(n, p, 0, data);
+ tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
+ tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
+ AtlasPointer ap = tile.texture;
+
+ u16 l = getInteriorLight(n, 0, data);
video::SColor c = MapBlock_LightColor(255, l);
float d = (float)BS/16;
@@ -711,24 +658,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
if(dir == v3s16(0,1,0))
vertices[i].Pos.rotateXYBy(90);
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+ vertices[i].Pos += intToFloat(p, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
- collector.append(material, vertices, 4, indices, 6);
+ collector.append(tile, 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);
+ TileSpec tile = getNodeTileN(n, p, 0, data);
+ tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
+ AtlasPointer ap = tile.texture;
- u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
+ u16 l = getInteriorLight(n, 1, data);
video::SColor c = MapBlock_LightColor(255, l);
for(u32 j=0; j<4; j++)
@@ -736,15 +679,15 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
- pa_papyrus.x0(), pa_papyrus.y1()),
+ ap.x0(), ap.y1()),
video::S3DVertex( BS/2*f.visual_scale,-BS/2,0, 0,0,0, c,
- pa_papyrus.x1(), pa_papyrus.y1()),
+ ap.x1(), ap.y1()),
video::S3DVertex( BS/2*f.visual_scale,
-BS/2 + f.visual_scale*BS,0, 0,0,0, c,
- pa_papyrus.x1(), pa_papyrus.y0()),
+ ap.x1(), ap.y0()),
video::S3DVertex(-BS/2*f.visual_scale,
-BS/2 + f.visual_scale*BS,0, 0,0,0, c,
- pa_papyrus.x0(), pa_papyrus.y0()),
+ ap.x0(), ap.y0()),
};
if(j == 0)
@@ -771,45 +714,28 @@ 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);
+ vertices[i].Pos += intToFloat(p, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
- collector.append(material_papyrus, vertices, 4, indices, 6);
+ collector.append(tile, vertices, 4, indices, 6);
}
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;
- TileSpec tile_wood = getNodeTile(n, p, v3s16(0,0,0),
- &data->m_temp_mods, tsrc, nodedef);
- AtlasPointer pa_wood = tile_wood.texture;
- material_wood.setTexture(0, pa_wood.atlas);
-
- video::SMaterial material_wood_nomod;
- material_wood_nomod.setFlag(video::EMF_LIGHTING, false);
- material_wood_nomod.setFlag(video::EMF_BILINEAR_FILTER, false);
- material_wood_nomod.setFlag(video::EMF_FOG_ENABLE, true);
- material_wood_nomod.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-
- TileSpec tile_wood_nomod = getNodeTile(n, p, v3s16(0,0,0),
- NULL, tsrc, nodedef);
- AtlasPointer pa_wood_nomod = tile_wood_nomod.texture;
- material_wood_nomod.setTexture(0, pa_wood_nomod.atlas);
-
- u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
+ TileSpec tile = getNodeTile(n, p, v3s16(0,0,0), data);
+ TileSpec tile_nocrack = tile;
+ tile_nocrack.material_flags &= ~MATERIAL_FLAG_CRACK;
+
+ u16 l = getInteriorLight(n, 1, data);
video::SColor c = MapBlock_LightColor(255, l);
const f32 post_rad=(f32)BS/10;
const f32 bar_rad=(f32)BS/20;
const f32 bar_len=(f32)(BS/2)-post_rad;
- v3f pos = intToFloat(p+blockpos_nodes, BS);
+ v3f pos = intToFloat(p, BS);
// The post - always present
aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad);
@@ -822,8 +748,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
0.35,0,0.65,1,
0.35,0,0.65,1,
0.35,0,0.65,1};
- makeCuboid(&collector, post, &material_wood,
- &pa_wood, 1, c, postuv);
+ makeCuboid(&collector, post, &tile, 1, c, postuv);
// Now a section of fence, +X, if there's a post there
v3s16 p2 = p;
@@ -843,12 +768,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
0,0.4,1,0.6,
0,0.4,1,0.6,
0,0.4,1,0.6};
- makeCuboid(&collector, bar, &material_wood_nomod,
- &pa_wood_nomod, 1, c, xrailuv);
+ makeCuboid(&collector, bar, &tile_nocrack, 1,
+ c, xrailuv);
bar.MinEdge.Y -= BS/2;
bar.MaxEdge.Y -= BS/2;
- makeCuboid(&collector, bar, &material_wood_nomod,
- &pa_wood_nomod, 1, c, xrailuv);
+ // TODO: no crack
+ makeCuboid(&collector, bar, &tile_nocrack, 1,
+ c, xrailuv);
}
// Now a section of fence, +Z, if there's a post there
@@ -870,12 +796,12 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
0,0.4,1,0.6,
0,0.4,1,0.6};
- makeCuboid(&collector, bar, &material_wood_nomod,
- &pa_wood_nomod, 1, c, zrailuv);
+ makeCuboid(&collector, bar, &tile_nocrack, 1,
+ c, zrailuv);
bar.MinEdge.Y -= BS/2;
bar.MaxEdge.Y -= BS/2;
- makeCuboid(&collector, bar, &material_wood_nomod,
- &pa_wood_nomod, 1, c, zrailuv);
+ makeCuboid(&collector, bar, &tile_nocrack, 1,
+ c, zrailuv);
}
break;}
case NDT_RAILLIKE:
@@ -948,31 +874,28 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
}
// Assign textures
- AtlasPointer ap = f.tiles[0].texture; // straight
+ u8 tileindex = 0; // straight
if(adjacencies < 2)
- ap = f.tiles[0].texture; // straight
+ tileindex = 0; // straight
else if(adjacencies == 2)
{
if(is_straight)
- ap = f.tiles[0].texture; // straight
+ tileindex = 0; // straight
else
- ap = f.tiles[1].texture; // curved
+ tileindex = 1; // curved
}
else if(adjacencies == 3)
- ap = f.tiles[2].texture; // t-junction
+ tileindex = 2; // t-junction
else if(adjacencies == 4)
- ap = f.tiles[3].texture; // crossing
+ tileindex = 3; // crossing
+
+ TileSpec tile = getNodeTileN(n, p, tileindex, data);
+ tile.material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
+ tile.material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
+
+ AtlasPointer ap = tile.texture;
- video::SMaterial material_rail;
- material_rail.setFlag(video::EMF_LIGHTING, false);
- material_rail.setFlag(video::EMF_BACK_FACE_CULLING, false);
- material_rail.setFlag(video::EMF_BILINEAR_FILTER, false);
- material_rail.setFlag(video::EMF_FOG_ENABLE, true);
- material_rail.MaterialType
- = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- material_rail.setTexture(0, ap.atlas);
-
- u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio, nodedef));
+ u16 l = getInteriorLight(n, 0, data);
video::SColor c = MapBlock_LightColor(255, l);
float d = (float)BS/64;
@@ -1048,11 +971,11 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
for(s32 i=0; i<4; i++)
{
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
+ vertices[i].Pos += intToFloat(p, BS);
}
u16 indices[] = {0,1,2,2,3,0};
- collector.append(material_rail, vertices, 4, indices, 6);
+ collector.append(tile, vertices, 4, indices, 6);
break;}
}
}