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author | Perttu Ahola <celeron55@gmail.com> | 2011-06-17 23:20:31 +0300 |
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committer | Perttu Ahola <celeron55@gmail.com> | 2011-06-17 23:20:31 +0300 |
commit | 682c9d8e7d05ca7462eda7fee9b07fb6ad94d860 (patch) | |
tree | f3bda59d590598729992dea75a84b22f55ab3648 /src/content_mapblock.cpp | |
parent | df5affe836080d35a0e89d2799cb1b525fcdd6ce (diff) | |
download | minetest-682c9d8e7d05ca7462eda7fee9b07fb6ad94d860.tar.gz minetest-682c9d8e7d05ca7462eda7fee9b07fb6ad94d860.tar.bz2 minetest-682c9d8e7d05ca7462eda7fee9b07fb6ad94d860.zip |
Moved stuff from mapblock{h,cpp} to mapblock_mesh.{h,cpp} and content_mapblock.{h,cpp}
Diffstat (limited to 'src/content_mapblock.cpp')
-rw-r--r-- | src/content_mapblock.cpp | 831 |
1 files changed, 831 insertions, 0 deletions
diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp new file mode 100644 index 000000000..e7c705177 --- /dev/null +++ b/src/content_mapblock.cpp @@ -0,0 +1,831 @@ +/* +Minetest-c55 +Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com> + +This program is free software; you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation; either version 2 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License along +with this program; if not, write to the Free Software Foundation, Inc., +51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. +*/ + +#include "content_mapblock.h" +#include "content_mapnode.h" +#include "main.h" // For g_settings and g_texturesource + +#ifndef SERVER +// 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); + + } + +} +#endif + +#ifndef SERVER +void mapblock_mesh_generate_special(MeshMakeData *data, + MeshCollector &collector) +{ + // 0ms + //TimeTaker timer("mapblock_mesh_generate_special()"); + + /* + 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; + + v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE; + + // 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); + + } + + } + + } +} +#endif + |