From eed727c61b51f46f6d172c56ecd26a3b1752d449 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Tue, 15 Nov 2011 19:58:36 +0200 Subject: Completely generalized mesh generation; ContentFeatures serialization --- src/content_mapblock.cpp | 890 +++++++++++++++-------------------------------- 1 file changed, 283 insertions(+), 607 deletions(-) (limited to 'src/content_mapblock.cpp') 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; zm_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 "<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 &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); - } + 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); - 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;} } } } -- cgit v1.2.3