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-rw-r--r--src/mapblock.cpp1707
1 files changed, 5 insertions, 1702 deletions
diff --git a/src/mapblock.cpp b/src/mapblock.cpp
index 70006a718..db7894a7b 100644
--- a/src/mapblock.cpp
+++ b/src/mapblock.cpp
@@ -24,1702 +24,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "light.h"
#include <sstream>
-// TODO: Move content-aware mesh generation to a separate file
-#include "content_mapnode.h"
-
-#ifndef SERVER
-void MeshMakeData::fill(u32 daynight_ratio, MapBlock *block)
-{
- m_daynight_ratio = daynight_ratio;
- m_blockpos = block->getPos();
-
- v3s16 blockpos_nodes = m_blockpos*MAP_BLOCKSIZE;
-
- /*
- There is no harm not copying the TempMods of the neighbors
- because they are already copied to this block
- */
- m_temp_mods.clear();
- block->copyTempMods(m_temp_mods);
-
- /*
- Copy data
- */
-
- // Allocate this block + neighbors
- m_vmanip.clear();
- m_vmanip.addArea(VoxelArea(blockpos_nodes-v3s16(1,1,1)*MAP_BLOCKSIZE,
- blockpos_nodes+v3s16(1,1,1)*MAP_BLOCKSIZE*2-v3s16(1,1,1)));
-
- {
- //TimeTaker timer("copy central block data");
- // 0ms
-
- // Copy our data
- block->copyTo(m_vmanip);
- }
- {
- //TimeTaker timer("copy neighbor block data");
- // 0ms
-
- /*
- Copy neighbors. This is lightning fast.
- Copying only the borders would be *very* slow.
- */
-
- // Get map
- NodeContainer *parentcontainer = block->getParent();
- // This will only work if the parent is the map
- assert(parentcontainer->nodeContainerId() == NODECONTAINER_ID_MAP);
- // OK, we have the map!
- Map *map = (Map*)parentcontainer;
-
- for(u16 i=0; i<6; i++)
- {
- const v3s16 &dir = g_6dirs[i];
- v3s16 bp = m_blockpos + dir;
- MapBlock *b = map->getBlockNoCreateNoEx(bp);
- if(b)
- b->copyTo(m_vmanip);
- }
- }
-}
-#endif
-
-/*
- Parameters must consist of air and !air.
- Order doesn't matter.
-
- If either of the nodes doesn't exist, light is 0.
-
- parameters:
- daynight_ratio: 0...1000
- n: getNodeParent(p)
- n2: getNodeParent(p + face_dir)
- face_dir: axis oriented unit vector from p to p2
-
- returns encoded light value.
-*/
-u8 getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
- v3s16 face_dir)
-{
- try{
- u8 light;
- u8 l1 = n.getLightBlend(daynight_ratio);
- u8 l2 = n2.getLightBlend(daynight_ratio);
- if(l1 > l2)
- light = l1;
- else
- light = l2;
-
- // Make some nice difference to different sides
-
- // This makes light come from a corner
- /*if(face_dir.X == 1 || face_dir.Z == 1 || face_dir.Y == -1)
- light = diminish_light(diminish_light(light));
- else if(face_dir.X == -1 || face_dir.Z == -1)
- light = diminish_light(light);*/
-
- // All neighboring faces have different shade (like in minecraft)
- if(face_dir.X == 1 || face_dir.X == -1 || face_dir.Y == -1)
- light = diminish_light(diminish_light(light));
- else if(face_dir.Z == 1 || face_dir.Z == -1)
- light = diminish_light(light);
-
- return light;
- }
- catch(InvalidPositionException &e)
- {
- return 0;
- }
-}
-
-#ifndef SERVER
-
-/*
- vertex_dirs: v3s16[4]
-*/
-void getNodeVertexDirs(v3s16 dir, v3s16 *vertex_dirs)
-{
- /*
- If looked from outside the node towards the face, the corners are:
- 0: bottom-right
- 1: bottom-left
- 2: top-left
- 3: top-right
- */
- if(dir == v3s16(0,0,1))
- {
- // If looking towards z+, this is the face that is behind
- // the center point, facing towards z+.
- vertex_dirs[0] = v3s16(-1,-1, 1);
- vertex_dirs[1] = v3s16( 1,-1, 1);
- vertex_dirs[2] = v3s16( 1, 1, 1);
- vertex_dirs[3] = v3s16(-1, 1, 1);
- }
- else if(dir == v3s16(0,0,-1))
- {
- // faces towards Z-
- vertex_dirs[0] = v3s16( 1,-1,-1);
- vertex_dirs[1] = v3s16(-1,-1,-1);
- vertex_dirs[2] = v3s16(-1, 1,-1);
- vertex_dirs[3] = v3s16( 1, 1,-1);
- }
- else if(dir == v3s16(1,0,0))
- {
- // faces towards X+
- vertex_dirs[0] = v3s16( 1,-1, 1);
- vertex_dirs[1] = v3s16( 1,-1,-1);
- vertex_dirs[2] = v3s16( 1, 1,-1);
- vertex_dirs[3] = v3s16( 1, 1, 1);
- }
- else if(dir == v3s16(-1,0,0))
- {
- // faces towards X-
- vertex_dirs[0] = v3s16(-1,-1,-1);
- vertex_dirs[1] = v3s16(-1,-1, 1);
- vertex_dirs[2] = v3s16(-1, 1, 1);
- vertex_dirs[3] = v3s16(-1, 1,-1);
- }
- else if(dir == v3s16(0,1,0))
- {
- // faces towards Y+ (assume Z- as "down" in texture)
- vertex_dirs[0] = v3s16( 1, 1,-1);
- vertex_dirs[1] = v3s16(-1, 1,-1);
- vertex_dirs[2] = v3s16(-1, 1, 1);
- vertex_dirs[3] = v3s16( 1, 1, 1);
- }
- else if(dir == v3s16(0,-1,0))
- {
- // faces towards Y- (assume Z+ as "down" in texture)
- vertex_dirs[0] = v3s16( 1,-1, 1);
- vertex_dirs[1] = v3s16(-1,-1, 1);
- vertex_dirs[2] = v3s16(-1,-1,-1);
- vertex_dirs[3] = v3s16( 1,-1,-1);
- }
-}
-
-inline video::SColor lightColor(u8 alpha, u8 light)
-{
- return video::SColor(alpha,light,light,light);
-}
-
-void makeFastFace(TileSpec tile, u8 li0, u8 li1, u8 li2, u8 li3, v3f p,
- v3s16 dir, v3f scale, v3f posRelative_f,
- core::array<FastFace> &dest)
-{
- FastFace face;
-
- // Position is at the center of the cube.
- v3f pos = p * BS;
- posRelative_f *= BS;
-
- v3f vertex_pos[4];
- v3s16 vertex_dirs[4];
- getNodeVertexDirs(dir, vertex_dirs);
- for(u16 i=0; i<4; i++)
- {
- vertex_pos[i] = v3f(
- BS/2*vertex_dirs[i].X,
- BS/2*vertex_dirs[i].Y,
- BS/2*vertex_dirs[i].Z
- );
- }
-
- for(u16 i=0; i<4; i++)
- {
- vertex_pos[i].X *= scale.X;
- vertex_pos[i].Y *= scale.Y;
- vertex_pos[i].Z *= scale.Z;
- vertex_pos[i] += pos + posRelative_f;
- }
-
- f32 abs_scale = 1.;
- if (scale.X < 0.999 || scale.X > 1.001) abs_scale = scale.X;
- else if(scale.Y < 0.999 || scale.Y > 1.001) abs_scale = scale.Y;
- else if(scale.Z < 0.999 || scale.Z > 1.001) abs_scale = scale.Z;
-
- v3f zerovector = v3f(0,0,0);
-
- u8 alpha = tile.alpha;
- /*u8 alpha = 255;
- if(tile.id == TILE_WATER)
- alpha = WATER_ALPHA;*/
-
- float x0 = tile.texture.pos.X;
- float y0 = tile.texture.pos.Y;
- float w = tile.texture.size.X;
- float h = tile.texture.size.Y;
-
- /*video::SColor c = lightColor(alpha, li);
-
- face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0), c,
- core::vector2d<f32>(x0+w*abs_scale, y0+h));
- face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0), c,
- core::vector2d<f32>(x0, y0+h));
- face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0), c,
- core::vector2d<f32>(x0, y0));
- face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0), c,
- core::vector2d<f32>(x0+w*abs_scale, y0));*/
-
- face.vertices[0] = video::S3DVertex(vertex_pos[0], v3f(0,1,0),
- lightColor(alpha, li0),
- core::vector2d<f32>(x0+w*abs_scale, y0+h));
- face.vertices[1] = video::S3DVertex(vertex_pos[1], v3f(0,1,0),
- lightColor(alpha, li1),
- core::vector2d<f32>(x0, y0+h));
- face.vertices[2] = video::S3DVertex(vertex_pos[2], v3f(0,1,0),
- lightColor(alpha, li2),
- core::vector2d<f32>(x0, y0));
- face.vertices[3] = video::S3DVertex(vertex_pos[3], v3f(0,1,0),
- lightColor(alpha, li3),
- core::vector2d<f32>(x0+w*abs_scale, y0));
-
- face.tile = tile;
- //DEBUG
- //f->tile = TILE_STONE;
-
- dest.push_back(face);
-}
-
-/*
- Gets node tile from any place relative to block.
- Returns TILE_NODE if doesn't exist or should not be drawn.
-*/
-TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 face_dir,
- NodeModMap &temp_mods)
-{
- TileSpec spec;
- spec = mn.getTile(face_dir);
-
- /*
- Check temporary modifications on this node
- */
- /*core::map<v3s16, NodeMod>::Node *n;
- n = m_temp_mods.find(p);
- // If modified
- if(n != NULL)
- {
- struct NodeMod mod = n->getValue();*/
- NodeMod mod;
- if(temp_mods.get(p, &mod))
- {
- if(mod.type == NODEMOD_CHANGECONTENT)
- {
- MapNode mn2(mod.param);
- spec = mn2.getTile(face_dir);
- }
- if(mod.type == NODEMOD_CRACK)
- {
- /*
- Get texture id, translate it to name, append stuff to
- name, get texture id
- */
-
- // Get original texture name
- u32 orig_id = spec.texture.id;
- std::string orig_name = g_texturesource->getTextureName(orig_id);
-
- // Create new texture name
- std::ostringstream os;
- os<<orig_name<<"^[crack"<<mod.param;
-
- // Get new texture
- u32 new_id = g_texturesource->getTextureId(os.str());
-
- /*dstream<<"MapBlock::getNodeTile(): Switching from "
- <<orig_name<<" to "<<os.str()<<" ("
- <<orig_id<<" to "<<new_id<<")"<<std::endl;*/
-
- spec.texture = g_texturesource->getTexture(new_id);
- }
- }
-
- return spec;
-}
-
-u8 getNodeContent(v3s16 p, MapNode mn, NodeModMap &temp_mods)
-{
- /*
- Check temporary modifications on this node
- */
- /*core::map<v3s16, NodeMod>::Node *n;
- n = m_temp_mods.find(p);
- // If modified
- if(n != NULL)
- {
- struct NodeMod mod = n->getValue();*/
- NodeMod mod;
- if(temp_mods.get(p, &mod))
- {
- if(mod.type == NODEMOD_CHANGECONTENT)
- {
- // Overrides content
- return mod.param;
- }
- if(mod.type == NODEMOD_CRACK)
- {
- /*
- Content doesn't change.
-
- face_contents works just like it should, because
- there should not be faces between differently cracked
- nodes.
-
- If a semi-transparent node is cracked in front an
- another one, it really doesn't matter whether there
- is a cracked face drawn in between or not.
- */
- }
- }
-
- return mn.d;
-}
-
-v3s16 dirs8[8] = {
- v3s16(0,0,0),
- v3s16(0,0,1),
- v3s16(0,1,0),
- v3s16(0,1,1),
- v3s16(1,0,0),
- v3s16(1,1,0),
- v3s16(1,0,1),
- v3s16(1,1,1),
-};
-
-// Calculate lighting at the XYZ- corner of p
-u8 getSmoothLight(v3s16 p, VoxelManipulator &vmanip, u32 daynight_ratio)
-{
- u16 ambient_occlusion = 0;
- u16 light = 0;
- u16 light_count = 0;
- for(u32 i=0; i<8; i++)
- {
- MapNode n = vmanip.getNodeNoEx(p - dirs8[i]);
- if(content_features(n.d).param_type == CPT_LIGHT)
- {
- light += decode_light(n.getLightBlend(daynight_ratio));
- light_count++;
- }
- else
- {
- if(n.d != CONTENT_IGNORE)
- ambient_occlusion++;
- }
- }
-
- if(light_count == 0)
- return 255;
-
- light /= light_count;
-
- if(ambient_occlusion > 4)
- {
- ambient_occlusion -= 4;
- light = (float)light / ((float)ambient_occlusion * 0.5 + 1.0);
- }
-
- return light;
-}
-
-// Calculate lighting at the given corner of p
-u8 getSmoothLight(v3s16 p, v3s16 corner,
- VoxelManipulator &vmanip, u32 daynight_ratio)
-{
- if(corner.X == 1) p.X += 1;
- else assert(corner.X == -1);
- if(corner.Y == 1) p.Y += 1;
- else assert(corner.Y == -1);
- if(corner.Z == 1) p.Z += 1;
- else assert(corner.Z == -1);
-
- return getSmoothLight(p, vmanip, daynight_ratio);
-}
-
-void getTileInfo(
- // Input:
- v3s16 blockpos_nodes,
- v3s16 p,
- v3s16 face_dir,
- u32 daynight_ratio,
- VoxelManipulator &vmanip,
- NodeModMap &temp_mods,
- bool smooth_lighting,
- // Output:
- bool &makes_face,
- v3s16 &p_corrected,
- v3s16 &face_dir_corrected,
- u8 *lights,
- TileSpec &tile
- )
-{
- MapNode n0 = vmanip.getNodeNoEx(blockpos_nodes + p);
- MapNode n1 = vmanip.getNodeNoEx(blockpos_nodes + p + face_dir);
- TileSpec tile0 = getNodeTile(n0, p, face_dir, temp_mods);
- TileSpec tile1 = getNodeTile(n1, p + face_dir, -face_dir, temp_mods);
-
- // This is hackish
- u8 content0 = getNodeContent(p, n0, temp_mods);
- u8 content1 = getNodeContent(p + face_dir, n1, temp_mods);
- u8 mf = face_contents(content0, content1);
-
- if(mf == 0)
- {
- makes_face = false;
- return;
- }
-
- makes_face = true;
-
- if(mf == 1)
- {
- tile = tile0;
- p_corrected = p;
- face_dir_corrected = face_dir;
- }
- else
- {
- tile = tile1;
- p_corrected = p + face_dir;
- face_dir_corrected = -face_dir;
- }
-
- if(smooth_lighting == false)
- {
- lights[0] = lights[1] = lights[2] = lights[3] =
- decode_light(getFaceLight(daynight_ratio, n0, n1, face_dir));
- }
- else
- {
- v3s16 vertex_dirs[4];
- getNodeVertexDirs(face_dir_corrected, vertex_dirs);
- for(u16 i=0; i<4; i++)
- {
- lights[i] = getSmoothLight(blockpos_nodes + p_corrected,
- vertex_dirs[i], vmanip, daynight_ratio);
- }
- }
-
- return;
-}
-
-/*
- startpos:
- translate_dir: unit vector with only one of x, y or z
- face_dir: unit vector with only one of x, y or z
-*/
-void updateFastFaceRow(
- u32 daynight_ratio,
- v3f posRelative_f,
- v3s16 startpos,
- u16 length,
- v3s16 translate_dir,
- v3f translate_dir_f,
- v3s16 face_dir,
- v3f face_dir_f,
- core::array<FastFace> &dest,
- NodeModMap &temp_mods,
- VoxelManipulator &vmanip,
- v3s16 blockpos_nodes,
- bool smooth_lighting)
-{
- v3s16 p = startpos;
-
- u16 continuous_tiles_count = 0;
-
- bool makes_face;
- v3s16 p_corrected;
- v3s16 face_dir_corrected;
- u8 lights[4];
- TileSpec tile;
- getTileInfo(blockpos_nodes, p, face_dir, daynight_ratio,
- vmanip, temp_mods, smooth_lighting,
- makes_face, p_corrected, face_dir_corrected, lights, tile);
-
- for(u16 j=0; j<length; j++)
- {
- // If tiling can be done, this is set to false in the next step
- bool next_is_different = true;
-
- v3s16 p_next;
-
- bool next_makes_face = false;
- v3s16 next_p_corrected;
- v3s16 next_face_dir_corrected;
- u8 next_lights[4] = {0,0,0,0};
- TileSpec next_tile;
-
- // If at last position, there is nothing to compare to and
- // the face must be drawn anyway
- if(j != length - 1)
- {
- p_next = p + translate_dir;
-
- getTileInfo(blockpos_nodes, p_next, face_dir, daynight_ratio,
- vmanip, temp_mods, smooth_lighting,
- next_makes_face, next_p_corrected,
- next_face_dir_corrected, next_lights,
- next_tile);
-
- if(next_makes_face == makes_face
- && next_p_corrected == p_corrected
- && next_face_dir_corrected == face_dir_corrected
- && next_lights[0] == lights[0]
- && next_lights[1] == lights[1]
- && next_lights[2] == lights[2]
- && next_lights[3] == lights[3]
- && next_tile == tile)
- {
- next_is_different = false;
- }
- }
-
- continuous_tiles_count++;
-
- // This is set to true if the texture doesn't allow more tiling
- bool end_of_texture = false;
- /*
- If there is no texture, it can be tiled infinitely.
- If tiled==0, it means the texture can be tiled infinitely.
- Otherwise check tiled agains continuous_tiles_count.
- */
- if(tile.texture.atlas != NULL && tile.texture.tiled != 0)
- {
- if(tile.texture.tiled <= continuous_tiles_count)
- end_of_texture = true;
- }
-
- // Do this to disable tiling textures
- //end_of_texture = true; //DEBUG
-
- if(next_is_different || end_of_texture)
- {
- /*
- Create a face if there should be one
- */
- if(makes_face)
- {
- // Floating point conversion of the position vector
- v3f pf(p_corrected.X, p_corrected.Y, p_corrected.Z);
- // Center point of face (kind of)
- v3f sp = pf - ((f32)continuous_tiles_count / 2. - 0.5) * translate_dir_f;
- v3f scale(1,1,1);
-
- if(translate_dir.X != 0)
- {
- scale.X = continuous_tiles_count;
- }
- if(translate_dir.Y != 0)
- {
- scale.Y = continuous_tiles_count;
- }
- if(translate_dir.Z != 0)
- {
- scale.Z = continuous_tiles_count;
- }
-
- makeFastFace(tile, lights[0], lights[1], lights[2], lights[3],
- sp, face_dir_corrected, scale,
- posRelative_f, dest);
- }
-
- continuous_tiles_count = 0;
-
- makes_face = next_makes_face;
- p_corrected = next_p_corrected;
- face_dir_corrected = next_face_dir_corrected;
- lights[0] = next_lights[0];
- lights[1] = next_lights[1];
- lights[2] = next_lights[2];
- lights[3] = next_lights[3];
- tile = next_tile;
- }
-
- p = p_next;
- }
-}
-
-/*
- This is used because CMeshBuffer::append() is very slow
-*/
-struct PreMeshBuffer
-{
- video::SMaterial material;
- core::array<u16> indices;
- core::array<video::S3DVertex> vertices;
-};
-
-class MeshCollector
-{
-public:
- void append(
- video::SMaterial material,
- const video::S3DVertex* const vertices,
- u32 numVertices,
- const u16* const indices,
- u32 numIndices
- )
- {
- PreMeshBuffer *p = NULL;
- for(u32 i=0; i<m_prebuffers.size(); i++)
- {
- PreMeshBuffer &pp = m_prebuffers[i];
- if(pp.material != material)
- continue;
-
- p = &pp;
- break;
- }
-
- if(p == NULL)
- {
- PreMeshBuffer pp;
- pp.material = material;
- m_prebuffers.push_back(pp);
- p = &m_prebuffers[m_prebuffers.size()-1];
- }
-
- u32 vertex_count = p->vertices.size();
- for(u32 i=0; i<numIndices; i++)
- {
- u32 j = indices[i] + vertex_count;
- if(j > 65535)
- {
- dstream<<"FIXME: Meshbuffer ran out of indices"<<std::endl;
- // NOTE: Fix is to just add an another MeshBuffer
- }
- p->indices.push_back(j);
- }
- for(u32 i=0; i<numVertices; i++)
- {
- p->vertices.push_back(vertices[i]);
- }
- }
-
- void fillMesh(scene::SMesh *mesh)
- {
- /*dstream<<"Filling mesh with "<<m_prebuffers.size()
- <<" meshbuffers"<<std::endl;*/
- for(u32 i=0; i<m_prebuffers.size(); i++)
- {
- PreMeshBuffer &p = m_prebuffers[i];
-
- /*dstream<<"p.vertices.size()="<<p.vertices.size()
- <<", p.indices.size()="<<p.indices.size()
- <<std::endl;*/
-
- // Create meshbuffer
-
- // This is a "Standard MeshBuffer",
- // it's a typedeffed CMeshBuffer<video::S3DVertex>
- scene::SMeshBuffer *buf = new scene::SMeshBuffer();
- // Set material
- buf->Material = p.material;
- //((scene::SMeshBuffer*)buf)->Material = p.material;
- // Use VBO
- //buf->setHardwareMappingHint(scene::EHM_STATIC);
- // Add to mesh
- mesh->addMeshBuffer(buf);
- // Mesh grabbed it
- buf->drop();
-
- buf->append(p.vertices.pointer(), p.vertices.size(),
- p.indices.pointer(), p.indices.size());
- }
- }
-
-private:
- core::array<PreMeshBuffer> m_prebuffers;
-};
-
-// Create a cuboid.
-// material - the material to use (for all 6 faces)
-// collector - the MeshCollector for the resulting polygons
-// pa - texture atlas pointer for the material
-// c - vertex colour - used for all
-// pos - the position of the centre of the cuboid
-// rz,ry,rz - the radius of the cuboid in each dimension
-// txc - texture coordinates - this is a list of texture coordinates
-// for the opposite corners of each face - therefore, there
-// should be (2+2)*6=24 values in the list. Alternatively, pass
-// NULL to use the entire texture for each face. The order of
-// the faces in the list is top-backi-right-front-left-bottom
-// If you specified 0,0,1,1 for each face, that would be the
-// same as passing NULL.
-void makeCuboid(video::SMaterial &material, MeshCollector *collector,
- AtlasPointer* pa, video::SColor &c,
- v3f &pos, f32 rx, f32 ry, f32 rz, f32* txc)
-{
- f32 tu0=pa->x0();
- f32 tu1=pa->x1();
- f32 tv0=pa->y0();
- f32 tv1=pa->y1();
- f32 txus=tu1-tu0;
- f32 txvs=tv1-tv0;
-
- video::S3DVertex v[4] =
- {
- video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv1),
- video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv1),
- video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv0),
- video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv0)
- };
-
- for(int i=0;i<6;i++)
- {
- switch(i)
- {
- case 0: // top
- v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
- v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
- v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz;
- v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz;
- break;
- case 1: // back
- v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
- v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
- v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
- v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
- break;
- case 2: //right
- v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
- v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
- v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
- v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
- break;
- case 3: // front
- v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
- v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
- v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
- v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
- break;
- case 4: // left
- v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
- v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
- v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
- v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
- break;
- case 5: // bottom
- v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz;
- v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz;
- v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
- v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
- break;
- }
-
- if(txc!=NULL)
- {
- v[0].TCoords.X=tu0+txus*txc[0]; v[0].TCoords.Y=tv0+txvs*txc[3];
- v[1].TCoords.X=tu0+txus*txc[2]; v[1].TCoords.Y=tv0+txvs*txc[3];
- v[2].TCoords.X=tu0+txus*txc[2]; v[2].TCoords.Y=tv0+txvs*txc[1];
- v[3].TCoords.X=tu0+txus*txc[0]; v[3].TCoords.Y=tv0+txvs*txc[1];
- txc+=4;
- }
-
- for(u16 i=0; i<4; i++)
- v[i].Pos += pos;
- u16 indices[] = {0,1,2,2,3,0};
- collector->append(material, v, 4, indices, 6);
-
- }
-
-}
-
-scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
-{
- // 4-21ms for MAP_BLOCKSIZE=16
- // 24-155ms for MAP_BLOCKSIZE=32
- //TimeTaker timer1("makeMapBlockMesh()");
-
- core::array<FastFace> fastfaces_new;
-
- v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
-
- // floating point conversion
- v3f posRelative_f(blockpos_nodes.X, blockpos_nodes.Y, blockpos_nodes.Z);
-
- /*
- 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");
-
- float node_water_level = 1.0;
- if(new_style_water)
- node_water_level = 0.85;
-
- /*
- We are including the faces of the trailing edges of the block.
- This means that when something changes, the caller must
- also update the meshes of the blocks at the leading edges.
-
- NOTE: This is the slowest part of this method.
- */
-
- {
- // 4-23ms for MAP_BLOCKSIZE=16
- //TimeTaker timer2("updateMesh() collect");
-
- /*
- Go through every y,z and get top(y+) faces in rows of x+
- */
- for(s16 y=0; y<MAP_BLOCKSIZE; y++){
- for(s16 z=0; z<MAP_BLOCKSIZE; z++){
- updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
- v3s16(0,y,z), MAP_BLOCKSIZE,
- v3s16(1,0,0), //dir
- v3f (1,0,0),
- v3s16(0,1,0), //face dir
- v3f (0,1,0),
- fastfaces_new,
- data->m_temp_mods,
- data->m_vmanip,
- blockpos_nodes,
- smooth_lighting);
- }
- }
- /*
- Go through every x,y and get right(x+) faces in rows of z+
- */
- for(s16 x=0; x<MAP_BLOCKSIZE; x++){
- for(s16 y=0; y<MAP_BLOCKSIZE; y++){
- updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
- v3s16(x,y,0), MAP_BLOCKSIZE,
- v3s16(0,0,1),
- v3f (0,0,1),
- v3s16(1,0,0),
- v3f (1,0,0),
- fastfaces_new,
- data->m_temp_mods,
- data->m_vmanip,
- blockpos_nodes,
- smooth_lighting);
- }
- }
- /*
- Go through every y,z and get back(z+) faces in rows of x+
- */
- for(s16 z=0; z<MAP_BLOCKSIZE; z++){
- for(s16 y=0; y<MAP_BLOCKSIZE; y++){
- updateFastFaceRow(data->m_daynight_ratio, posRelative_f,
- v3s16(0,y,z), MAP_BLOCKSIZE,
- v3s16(1,0,0),
- v3f (1,0,0),
- v3s16(0,0,1),
- v3f (0,0,1),
- fastfaces_new,
- data->m_temp_mods,
- data->m_vmanip,
- blockpos_nodes,
- smooth_lighting);
- }
- }
- }
-
- // End of slow part
-
- /*
- Convert FastFaces to SMesh
- */
-
- MeshCollector collector;
-
- if(fastfaces_new.size() > 0)
- {
- // avg 0ms (100ms spikes when loading textures the first time)
- //TimeTaker timer2("updateMesh() mesh building");
-
- video::SMaterial material;
- material.setFlag(video::EMF_LIGHTING, false);
- material.setFlag(video::EMF_BILINEAR_FILTER, false);
- material.setFlag(video::EMF_FOG_ENABLE, true);
- //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_OFF);
- //material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
-
- for(u32 i=0; i<fastfaces_new.size(); i++)
- {
- FastFace &f = fastfaces_new[i];
-
- const u16 indices[] = {0,1,2,2,3,0};
- const u16 indices_alternate[] = {0,1,3,2,3,1};
-
- video::ITexture *texture = f.tile.texture.atlas;
- if(texture == NULL)
- continue;
-
- material.setTexture(0, texture);
-
- f.tile.applyMaterialOptions(material);
-
- const u16 *indices_p = indices;
-
- /*
- Revert triangles for nicer looking gradient if vertices
- 1 and 3 have same color or 0 and 2 have different color.
- */
- if(f.vertices[0].Color != f.vertices[2].Color
- || f.vertices[1].Color == f.vertices[3].Color)
- indices_p = indices_alternate;
-
- collector.append(material, f.vertices, 4, indices_p, 6);
- }
- }
-
- /*
- Add special graphics:
- - torches
- - flowing water
- */
-
- // 0ms
- //TimeTaker timer2("updateMesh() adding special stuff");
-
- // Flowing water material
- video::SMaterial material_water1;
- material_water1.setFlag(video::EMF_LIGHTING, false);
- material_water1.setFlag(video::EMF_BACK_FACE_CULLING, false);
- material_water1.setFlag(video::EMF_BILINEAR_FILTER, false);
- material_water1.setFlag(video::EMF_FOG_ENABLE, true);
- material_water1.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
- AtlasPointer pa_water1 = g_texturesource->getTexture(
- g_texturesource->getTextureId("water.png"));
- material_water1.setTexture(0, pa_water1.atlas);
-
- // New-style leaves material
- video::SMaterial material_leaves1;
- material_leaves1.setFlag(video::EMF_LIGHTING, false);
- //material_leaves1.setFlag(video::EMF_BACK_FACE_CULLING, false);
- material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false);
- material_leaves1.setFlag(video::EMF_FOG_ENABLE, true);
- material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- AtlasPointer pa_leaves1 = g_texturesource->getTexture(
- g_texturesource->getTextureId("leaves.png"));
- material_leaves1.setTexture(0, pa_leaves1.atlas);
-
- // Glass material
- video::SMaterial material_glass;
- material_glass.setFlag(video::EMF_LIGHTING, false);
- material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
- material_glass.setFlag(video::EMF_FOG_ENABLE, true);
- material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- AtlasPointer pa_glass = g_texturesource->getTexture(
- g_texturesource->getTextureId("glass.png"));
- material_glass.setTexture(0, pa_glass.atlas);
-
- // Wood material
- video::SMaterial material_wood;
- material_wood.setFlag(video::EMF_LIGHTING, false);
- material_wood.setFlag(video::EMF_BILINEAR_FILTER, false);
- material_wood.setFlag(video::EMF_FOG_ENABLE, true);
- material_wood.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- AtlasPointer pa_wood = g_texturesource->getTexture(
- g_texturesource->getTextureId("wood.png"));
- material_wood.setTexture(0, pa_wood.atlas);
-
- for(s16 z=0; z<MAP_BLOCKSIZE; z++)
- for(s16 y=0; y<MAP_BLOCKSIZE; y++)
- for(s16 x=0; x<MAP_BLOCKSIZE; x++)
- {
- v3s16 p(x,y,z);
-
- MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
-
- /*
- Add torches to mesh
- */
- if(n.d == CONTENT_TORCH)
- {
- video::SColor c(255,255,255,255);
-
- // Wall at X+ of node
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1),
- video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1),
- video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
- video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0),
- };
-
- v3s16 dir = unpackDir(n.dir);
-
- for(s32 i=0; i<4; i++)
- {
- if(dir == v3s16(1,0,0))
- vertices[i].Pos.rotateXZBy(0);
- if(dir == v3s16(-1,0,0))
- vertices[i].Pos.rotateXZBy(180);
- if(dir == v3s16(0,0,1))
- vertices[i].Pos.rotateXZBy(90);
- if(dir == v3s16(0,0,-1))
- vertices[i].Pos.rotateXZBy(-90);
- if(dir == v3s16(0,-1,0))
- vertices[i].Pos.rotateXZBy(45);
- if(dir == v3s16(0,1,0))
- vertices[i].Pos.rotateXZBy(-45);
-
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
- }
-
- // Set material
- video::SMaterial material;
- material.setFlag(video::EMF_LIGHTING, false);
- material.setFlag(video::EMF_BACK_FACE_CULLING, false);
- material.setFlag(video::EMF_BILINEAR_FILTER, false);
- //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
- material.MaterialType
- = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-
- if(dir == v3s16(0,-1,0))
- material.setTexture(0,
- g_texturesource->getTextureRaw("torch_on_floor.png"));
- else if(dir == v3s16(0,1,0))
- material.setTexture(0,
- g_texturesource->getTextureRaw("torch_on_ceiling.png"));
- // For backwards compatibility
- else if(dir == v3s16(0,0,0))
- material.setTexture(0,
- g_texturesource->getTextureRaw("torch_on_floor.png"));
- else
- material.setTexture(0,
- g_texturesource->getTextureRaw("torch.png"));
-
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material, vertices, 4, indices, 6);
- }
- /*
- Signs on walls
- */
- if(n.d == CONTENT_SIGN_WALL)
- {
- u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
- video::SColor c(255,l,l,l);
-
- float d = (float)BS/16;
- // Wall at X+ of node
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 0,1),
- video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 1,1),
- video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 1,0),
- video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0),
- };
-
- v3s16 dir = unpackDir(n.dir);
-
- for(s32 i=0; i<4; i++)
- {
- if(dir == v3s16(1,0,0))
- vertices[i].Pos.rotateXZBy(0);
- if(dir == v3s16(-1,0,0))
- vertices[i].Pos.rotateXZBy(180);
- if(dir == v3s16(0,0,1))
- vertices[i].Pos.rotateXZBy(90);
- if(dir == v3s16(0,0,-1))
- vertices[i].Pos.rotateXZBy(-90);
- if(dir == v3s16(0,-1,0))
- vertices[i].Pos.rotateXYBy(-90);
- if(dir == v3s16(0,1,0))
- vertices[i].Pos.rotateXYBy(90);
-
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
- }
-
- // Set material
- video::SMaterial material;
- material.setFlag(video::EMF_LIGHTING, false);
- material.setFlag(video::EMF_BACK_FACE_CULLING, false);
- material.setFlag(video::EMF_BILINEAR_FILTER, false);
- material.setFlag(video::EMF_FOG_ENABLE, true);
- //material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
- material.MaterialType
- = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-
- material.setTexture(0,
- g_texturesource->getTextureRaw("sign_wall.png"));
-
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material, vertices, 4, indices, 6);
- }
- /*
- Add flowing water to mesh
- */
- else if(n.d == CONTENT_WATER)
- {
- bool top_is_water = false;
- MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
- if(ntop.d == CONTENT_WATER || ntop.d == CONTENT_WATERSOURCE)
- top_is_water = true;
-
- u8 l = 0;
- // Use the light of the node on top if possible
- if(content_features(ntop.d).param_type == CPT_LIGHT)
- l = decode_light(ntop.getLightBlend(data->m_daynight_ratio));
- // Otherwise use the light of this node (the water)
- else
- l = decode_light(n.getLightBlend(data->m_daynight_ratio));
- video::SColor c(WATER_ALPHA,l,l,l);
-
- // Neighbor water levels (key = relative position)
- // Includes current node
- core::map<v3s16, f32> neighbor_levels;
- core::map<v3s16, u8> neighbor_contents;
- core::map<v3s16, u8> neighbor_flags;
- const u8 neighborflag_top_is_water = 0x01;
- v3s16 neighbor_dirs[9] = {
- v3s16(0,0,0),
- v3s16(0,0,1),
- v3s16(0,0,-1),
- v3s16(1,0,0),
- v3s16(-1,0,0),
- v3s16(1,0,1),
- v3s16(-1,0,-1),
- v3s16(1,0,-1),
- v3s16(-1,0,1),
- };
- for(u32 i=0; i<9; i++)
- {
- u8 content = CONTENT_AIR;
- float level = -0.5 * BS;
- u8 flags = 0;
- // Check neighbor
- v3s16 p2 = p + neighbor_dirs[i];
- MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
- if(n2.d != CONTENT_IGNORE)
- {
- content = n2.d;
-
- if(n2.d == CONTENT_WATERSOURCE)
- level = (-0.5+node_water_level) * BS;
- else if(n2.d == CONTENT_WATER)
- level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0
- * node_water_level) * BS;
-
- // Check node above neighbor.
- // NOTE: This doesn't get executed if neighbor
- // doesn't exist
- p2.Y += 1;
- n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
- if(n2.d == CONTENT_WATERSOURCE || n2.d == CONTENT_WATER)
- flags |= neighborflag_top_is_water;
- }
-
- neighbor_levels.insert(neighbor_dirs[i], level);
- neighbor_contents.insert(neighbor_dirs[i], content);
- neighbor_flags.insert(neighbor_dirs[i], flags);
- }
-
- //float water_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
- //float water_level = neighbor_levels[v3s16(0,0,0)];
-
- // Corner heights (average between four waters)
- f32 corner_levels[4];
-
- v3s16 halfdirs[4] = {
- v3s16(0,0,0),
- v3s16(1,0,0),
- v3s16(1,0,1),
- v3s16(0,0,1),
- };
- for(u32 i=0; i<4; i++)
- {
- v3s16 cornerdir = halfdirs[i];
- float cornerlevel = 0;
- u32 valid_count = 0;
- for(u32 j=0; j<4; j++)
- {
- v3s16 neighbordir = cornerdir - halfdirs[j];
- u8 content = neighbor_contents[neighbordir];
- // Special case for source nodes
- if(content == CONTENT_WATERSOURCE)
- {
- cornerlevel = (-0.5+node_water_level)*BS;
- valid_count = 1;
- break;
- }
- else if(content == CONTENT_WATER)
- {
- cornerlevel += neighbor_levels[neighbordir];
- valid_count++;
- }
- else if(content == CONTENT_AIR)
- {
- cornerlevel += -0.5*BS;
- valid_count++;
- }
- }
- if(valid_count > 0)
- cornerlevel /= valid_count;
- corner_levels[i] = cornerlevel;
- }
-
- /*
- Generate sides
- */
-
- v3s16 side_dirs[4] = {
- v3s16(1,0,0),
- v3s16(-1,0,0),
- v3s16(0,0,1),
- v3s16(0,0,-1),
- };
- s16 side_corners[4][2] = {
- {1, 2},
- {3, 0},
- {2, 3},
- {0, 1},
- };
- for(u32 i=0; i<4; i++)
- {
- v3s16 dir = side_dirs[i];
-
- /*
- If our topside is water and neighbor's topside
- is water, don't draw side face
- */
- if(top_is_water &&
- neighbor_flags[dir] & neighborflag_top_is_water)
- continue;
-
- u8 neighbor_content = neighbor_contents[dir];
-
- // Don't draw face if neighbor is not air or water
- if(neighbor_content != CONTENT_AIR
- && neighbor_content != CONTENT_WATER)
- continue;
-
- bool neighbor_is_water = (neighbor_content == CONTENT_WATER);
-
- // Don't draw any faces if neighbor is water and top is water
- if(neighbor_is_water == true && top_is_water == false)
- continue;
-
- video::S3DVertex vertices[4] =
- {
- /*video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
- video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
- video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
- video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
- video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
- pa_water1.x0(), pa_water1.y1()),
- video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
- pa_water1.x1(), pa_water1.y1()),
- video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
- pa_water1.x1(), pa_water1.y0()),
- video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
- pa_water1.x0(), pa_water1.y0()),
- };
-
- /*
- If our topside is water, set upper border of face
- at upper border of node
- */
- if(top_is_water)
- {
- vertices[2].Pos.Y = 0.5*BS;
- vertices[3].Pos.Y = 0.5*BS;
- }
- /*
- Otherwise upper position of face is corner levels
- */
- else
- {
- vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
- vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
- }
-
- /*
- If neighbor is water, lower border of face is corner
- water levels
- */
- if(neighbor_is_water)
- {
- vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
- vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
- }
- /*
- If neighbor is not water, lower border of face is
- lower border of node
- */
- else
- {
- vertices[0].Pos.Y = -0.5*BS;
- vertices[1].Pos.Y = -0.5*BS;
- }
-
- for(s32 j=0; j<4; j++)
- {
- if(dir == v3s16(0,0,1))
- vertices[j].Pos.rotateXZBy(0);
- if(dir == v3s16(0,0,-1))
- vertices[j].Pos.rotateXZBy(180);
- if(dir == v3s16(-1,0,0))
- vertices[j].Pos.rotateXZBy(90);
- if(dir == v3s16(1,0,-0))
- vertices[j].Pos.rotateXZBy(-90);
-
- vertices[j].Pos += intToFloat(p + blockpos_nodes, BS);
- }
-
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material_water1, vertices, 4, indices, 6);
- }
-
- /*
- Generate top side, if appropriate
- */
-
- if(top_is_water == false)
- {
- video::S3DVertex vertices[4] =
- {
- /*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
- video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
- video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
- video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
- video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
- pa_water1.x0(), pa_water1.y1()),
- video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
- pa_water1.x1(), pa_water1.y1()),
- video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
- pa_water1.x1(), pa_water1.y0()),
- video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
- pa_water1.x0(), pa_water1.y0()),
- };
-
- // This fixes a strange bug
- s32 corner_resolve[4] = {3,2,1,0};
-
- for(s32 i=0; i<4; i++)
- {
- //vertices[i].Pos.Y += water_level;
- //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
- s32 j = corner_resolve[i];
- vertices[i].Pos.Y += corner_levels[j];
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
- }
-
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material_water1, vertices, 4, indices, 6);
- }
- }
- /*
- Add water sources to mesh if using new style
- */
- else if(n.d == CONTENT_WATERSOURCE && new_style_water)
- {
- //bool top_is_water = false;
- bool top_is_air = false;
- MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
- /*if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
- top_is_water = true;*/
- if(n.d == CONTENT_AIR)
- top_is_air = true;
-
- /*if(top_is_water == true)
- continue;*/
- if(top_is_air == false)
- continue;
-
- u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
- video::SColor c(WATER_ALPHA,l,l,l);
-
- video::S3DVertex vertices[4] =
- {
- /*video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
- video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
- video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
- video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),*/
- video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
- pa_water1.x0(), pa_water1.y1()),
- video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
- pa_water1.x1(), pa_water1.y1()),
- video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
- pa_water1.x1(), pa_water1.y0()),
- video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
- pa_water1.x0(), pa_water1.y0()),
- };
-
- for(s32 i=0; i<4; i++)
- {
- vertices[i].Pos.Y += (-0.5+node_water_level)*BS;
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
- }
-
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material_water1, vertices, 4, indices, 6);
- }
- /*
- Add leaves if using new style
- */
- else if(n.d == CONTENT_LEAVES && new_style_leaves)
- {
- /*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));*/
- u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
- video::SColor c(255,l,l,l);
-
- for(u32 j=0; j<6; j++)
- {
- video::S3DVertex vertices[4] =
- {
- /*video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
- video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
- video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
- video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),*/
- video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
- pa_leaves1.x0(), pa_leaves1.y1()),
- video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
- pa_leaves1.x1(), pa_leaves1.y1()),
- video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
- pa_leaves1.x1(), pa_leaves1.y0()),
- video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
- pa_leaves1.x0(), pa_leaves1.y0()),
- };
-
- if(j == 0)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(0);
- }
- else if(j == 1)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(180);
- }
- else if(j == 2)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(-90);
- }
- else if(j == 3)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(90);
- }
- else if(j == 4)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateYZBy(-90);
- }
- else if(j == 5)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateYZBy(90);
- }
-
- for(u16 i=0; i<4; i++)
- {
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
- }
-
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material_leaves1, vertices, 4, indices, 6);
- }
- }
- /*
- Add glass
- */
- else if(n.d == CONTENT_GLASS)
- {
- u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
- video::SColor c(255,l,l,l);
-
- for(u32 j=0; j<6; j++)
- {
- video::S3DVertex vertices[4] =
- {
- video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
- pa_glass.x0(), pa_glass.y1()),
- video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
- pa_glass.x1(), pa_glass.y1()),
- video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
- pa_glass.x1(), pa_glass.y0()),
- video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
- pa_glass.x0(), pa_glass.y0()),
- };
-
- if(j == 0)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(0);
- }
- else if(j == 1)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(180);
- }
- else if(j == 2)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(-90);
- }
- else if(j == 3)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(90);
- }
- else if(j == 4)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateYZBy(-90);
- }
- else if(j == 5)
- {
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateYZBy(90);
- }
-
- for(u16 i=0; i<4; i++)
- {
- vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
- }
-
- u16 indices[] = {0,1,2,2,3,0};
- // Add to mesh collector
- collector.append(material_glass, vertices, 4, indices, 6);
- }
- }
- /*
- Add fence
- */
- else if(n.d == CONTENT_FENCE)
- {
- u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
- video::SColor c(255,l,l,l);
-
- const f32 post_rad=(f32)BS/10;
- const f32 bar_rad=(f32)BS/20;
- const f32 bar_len=(f32)(BS/2)-post_rad;
-
- // The post - always present
- v3f pos = intToFloat(p+blockpos_nodes, BS);
- f32 postuv[24]={
- 0.4,0.4,0.6,0.6,
- 0.35,0,0.65,1,
- 0.35,0,0.65,1,
- 0.35,0,0.65,1,
- 0.35,0,0.65,1,
- 0.4,0.4,0.6,0.6};
- makeCuboid(material_wood, &collector,
- &pa_wood, c, pos,
- post_rad,BS/2,post_rad, postuv);
-
- // Now a section of fence, +X, if there's a post there
- v3s16 p2 = p;
- p2.X++;
- MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
- if(n2.d == CONTENT_FENCE)
- {
- pos = intToFloat(p+blockpos_nodes, BS);
- pos.X += BS/2;
- pos.Y += BS/4;
- f32 xrailuv[24]={
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6};
- makeCuboid(material_wood, &collector,
- &pa_wood, c, pos,
- bar_len,bar_rad,bar_rad, xrailuv);
-
- pos.Y -= BS/2;
- makeCuboid(material_wood, &collector,
- &pa_wood, c, pos,
- bar_len,bar_rad,bar_rad, xrailuv);
- }
-
- // Now a section of fence, +Z, if there's a post there
- p2 = p;
- p2.Z++;
- n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
- if(n2.d == CONTENT_FENCE)
- {
- pos = intToFloat(p+blockpos_nodes, BS);
- pos.Z += BS/2;
- pos.Y += BS/4;
- f32 zrailuv[24]={
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6,
- 0,0.4,1,0.6};
- makeCuboid(material_wood, &collector,
- &pa_wood, c, pos,
- bar_rad,bar_rad,bar_len, zrailuv);
- pos.Y -= BS/2;
- makeCuboid(material_wood, &collector,
- &pa_wood, c, pos,
- bar_rad,bar_rad,bar_len, zrailuv);
-
- }
-
- }
-
-
-
- }
-
- /*
- Add stuff from collector to mesh
- */
-
- scene::SMesh *mesh_new = NULL;
- mesh_new = new scene::SMesh();
-
- collector.fillMesh(mesh_new);
-
- /*
- Do some stuff to the mesh
- */
-
- mesh_new->recalculateBoundingBox();
-
- /*
- Delete new mesh if it is empty
- */
-
- if(mesh_new->getMeshBufferCount() == 0)
- {
- mesh_new->drop();
- mesh_new = NULL;
- }
-
- if(mesh_new)
- {
-#if 0
- // Usually 1-700 faces and 1-7 materials
- std::cout<<"Updated MapBlock has "<<fastfaces_new.size()<<" faces "
- <<"and uses "<<mesh_new->getMeshBufferCount()
- <<" materials (meshbuffers)"<<std::endl;
-#endif
-
- // Use VBO for mesh (this just would set this for ever buffer)
- // This will lead to infinite memory usage because or irrlicht.
- //mesh_new->setHardwareMappingHint(scene::EHM_STATIC);
-
- /*
- NOTE: If that is enabled, some kind of a queue to the main
- thread should be made which would call irrlicht to delete
- the hardware buffer and then delete the mesh
- */
- }
-
- return mesh_new;
-
- //std::cout<<"added "<<fastfaces.getSize()<<" faces."<<std::endl;
-}
-
-#endif // !SERVER
-
/*
MapBlock
*/
@@ -1914,16 +218,13 @@ void MapBlock::replaceMesh(scene::SMesh *mesh_new)
All sunlighted nodes are added to light_sources.
- If grow_grass==true, turns sunglighted mud into grass.
-
if remove_light==true, sets non-sunlighted nodes black.
if black_air_left!=NULL, it is set to true if non-sunlighted
air is left in block.
*/
bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
- bool remove_light, bool *black_air_left,
- bool grow_grass)
+ bool remove_light, bool *black_air_left)
{
// Whether the sunlight at the top of the bottom block is valid
bool block_below_is_valid = true;
@@ -1958,7 +259,8 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
else
{
MapNode n = getNode(v3s16(x, MAP_BLOCKSIZE-1, z));
- if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
+ //if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
+ if(content_features(n.d).sunlight_propagates == false)
{
no_sunlight = true;
}
@@ -2013,6 +315,7 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
}
else if(n.light_propagates() == false)
{
+ /*// DEPRECATED TODO: REMOVE
if(grow_grass)
{
bool upper_is_air = false;
@@ -2030,7 +333,7 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
{
n.d = CONTENT_GRASS;
}
- }
+ }*/
// A solid object is on the way.
stopped_to_solid_object = true;