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-rw-r--r--src/mapblock.cpp88
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);
}