diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/mapblock.cpp | 88 |
1 files changed, 68 insertions, 20 deletions
diff --git a/src/mapblock.cpp b/src/mapblock.cpp index b2f972dde..e31596b9c 100644 --- a/src/mapblock.cpp +++ b/src/mapblock.cpp @@ -729,63 +729,90 @@ 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) + 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, - pa->x0(), pa->y1()), - video::S3DVertex(0,0,0, 0,0,0, c, - pa->x1(), pa->y1()), - video::S3DVertex(0,0,0, 0,0,0, c, - pa->x1(), pa->y0()), - video::S3DVertex(0,0,0, 0,0,0, c, - pa->x0(), pa->y0()) + 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: + 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: + 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: + 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: + 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: + 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: + 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}; @@ -1569,9 +1596,16 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data) // 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); + post_rad,BS/2,post_rad, postuv); // Now a section of fence, +X, if there's a post there v3s16 p2 = p; @@ -1582,14 +1616,21 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data) 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); + 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); + bar_len,bar_rad,bar_rad, xrailuv); } // Now a section of fence, +Z, if there's a post there @@ -1601,13 +1642,20 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data) 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); + 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); + bar_rad,bar_rad,bar_len, zrailuv); } |