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diff --git a/src/client/content_mapblock.cpp b/src/client/content_mapblock.cpp
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+/*
+Minetest
+Copyright (C) 2010-2013 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 Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.
+
+You should have received a copy of the GNU Lesser 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 "util/numeric.h"
+#include "util/directiontables.h"
+#include "mapblock_mesh.h"
+#include "settings.h"
+#include "nodedef.h"
+#include "client/tile.h"
+#include "mesh.h"
+#include <IMeshManipulator.h>
+#include "client/meshgen/collector.h"
+#include "client/renderingengine.h"
+#include "client.h"
+#include "noise.h"
+
+// Distance of light extrapolation (for oversized nodes)
+// After this distance, it gives up and considers light level constant
+#define SMOOTH_LIGHTING_OVERSIZE 1.0
+
+// Node edge count (for glasslike-framed)
+#define FRAMED_EDGE_COUNT 12
+
+// Node neighbor count, including edge-connected, but not vertex-connected
+// (for glasslike-framed)
+// Corresponding offsets are listed in g_27dirs
+#define FRAMED_NEIGHBOR_COUNT 18
+
+static const v3s16 light_dirs[8] = {
+ v3s16(-1, -1, -1),
+ v3s16(-1, -1, 1),
+ v3s16(-1, 1, -1),
+ v3s16(-1, 1, 1),
+ v3s16( 1, -1, -1),
+ v3s16( 1, -1, 1),
+ v3s16( 1, 1, -1),
+ v3s16( 1, 1, 1),
+};
+
+// Standard index set to make a quad on 4 vertices
+static constexpr u16 quad_indices[] = {0, 1, 2, 2, 3, 0};
+
+const std::string MapblockMeshGenerator::raillike_groupname = "connect_to_raillike";
+
+MapblockMeshGenerator::MapblockMeshGenerator(MeshMakeData *input, MeshCollector *output)
+{
+ data = input;
+ collector = output;
+
+ nodedef = data->m_client->ndef();
+ meshmanip = RenderingEngine::get_scene_manager()->getMeshManipulator();
+
+ enable_mesh_cache = g_settings->getBool("enable_mesh_cache") &&
+ !data->m_smooth_lighting; // Mesh cache is not supported with smooth lighting
+
+ blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
+}
+
+void MapblockMeshGenerator::useTile(int index, u8 set_flags, u8 reset_flags, bool special)
+{
+ if (special)
+ getSpecialTile(index, &tile, p == data->m_crack_pos_relative);
+ else
+ getTile(index, &tile);
+ if (!data->m_smooth_lighting)
+ color = encode_light(light, f->light_source);
+
+ for (auto &layer : tile.layers) {
+ layer.material_flags |= set_flags;
+ layer.material_flags &= ~reset_flags;
+ }
+}
+
+// Returns a tile, ready for use, non-rotated.
+void MapblockMeshGenerator::getTile(int index, TileSpec *tile)
+{
+ getNodeTileN(n, p, index, data, *tile);
+}
+
+// Returns a tile, ready for use, rotated according to the node facedir.
+void MapblockMeshGenerator::getTile(v3s16 direction, TileSpec *tile)
+{
+ getNodeTile(n, p, direction, data, *tile);
+}
+
+// Returns a special tile, ready for use, non-rotated.
+void MapblockMeshGenerator::getSpecialTile(int index, TileSpec *tile, bool apply_crack)
+{
+ *tile = f->special_tiles[index];
+ TileLayer *top_layer = nullptr;
+
+ for (auto &layernum : tile->layers) {
+ TileLayer *layer = &layernum;
+ if (layer->texture_id == 0)
+ continue;
+ top_layer = layer;
+ if (!layer->has_color)
+ n.getColor(*f, &layer->color);
+ }
+
+ if (apply_crack)
+ top_layer->material_flags |= MATERIAL_FLAG_CRACK;
+}
+
+void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal,
+ float vertical_tiling)
+{
+ const v2f tcoords[4] = {v2f(0.0, 0.0), v2f(1.0, 0.0),
+ v2f(1.0, vertical_tiling), v2f(0.0, vertical_tiling)};
+ video::S3DVertex vertices[4];
+ bool shade_face = !f->light_source && (normal != v3s16(0, 0, 0));
+ v3f normal2(normal.X, normal.Y, normal.Z);
+ for (int j = 0; j < 4; j++) {
+ vertices[j].Pos = coords[j] + origin;
+ vertices[j].Normal = normal2;
+ if (data->m_smooth_lighting)
+ vertices[j].Color = blendLightColor(coords[j]);
+ else
+ vertices[j].Color = color;
+ if (shade_face)
+ applyFacesShading(vertices[j].Color, normal2);
+ vertices[j].TCoords = tcoords[j];
+ }
+ collector->append(tile, vertices, 4, quad_indices, 6);
+}
+
+// Create a cuboid.
+// tiles - the tiles (materials) to use (for all 6 faces)
+// tilecount - number of entries in tiles, 1<=tilecount<=6
+// lights - vertex light levels. The order is the same as in light_dirs.
+// NULL may be passed if smooth lighting is disabled.
+// 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. The order of
+// the faces in the list is up-down-right-left-back-front
+// (compatible with ContentFeatures).
+void MapblockMeshGenerator::drawCuboid(const aabb3f &box,
+ TileSpec *tiles, int tilecount, const LightInfo *lights, const f32 *txc)
+{
+ assert(tilecount >= 1 && tilecount <= 6); // pre-condition
+
+ v3f min = box.MinEdge;
+ v3f max = box.MaxEdge;
+
+ video::SColor colors[6];
+ if (!data->m_smooth_lighting) {
+ for (int face = 0; face != 6; ++face) {
+ colors[face] = encode_light(light, f->light_source);
+ }
+ if (!f->light_source) {
+ applyFacesShading(colors[0], v3f(0, 1, 0));
+ applyFacesShading(colors[1], v3f(0, -1, 0));
+ applyFacesShading(colors[2], v3f(1, 0, 0));
+ applyFacesShading(colors[3], v3f(-1, 0, 0));
+ applyFacesShading(colors[4], v3f(0, 0, 1));
+ applyFacesShading(colors[5], v3f(0, 0, -1));
+ }
+ }
+
+ video::S3DVertex vertices[24] = {
+ // top
+ video::S3DVertex(min.X, max.Y, max.Z, 0, 1, 0, colors[0], txc[0], txc[1]),
+ video::S3DVertex(max.X, max.Y, max.Z, 0, 1, 0, colors[0], txc[2], txc[1]),
+ video::S3DVertex(max.X, max.Y, min.Z, 0, 1, 0, colors[0], txc[2], txc[3]),
+ video::S3DVertex(min.X, max.Y, min.Z, 0, 1, 0, colors[0], txc[0], txc[3]),
+ // bottom
+ video::S3DVertex(min.X, min.Y, min.Z, 0, -1, 0, colors[1], txc[4], txc[5]),
+ video::S3DVertex(max.X, min.Y, min.Z, 0, -1, 0, colors[1], txc[6], txc[5]),
+ video::S3DVertex(max.X, min.Y, max.Z, 0, -1, 0, colors[1], txc[6], txc[7]),
+ video::S3DVertex(min.X, min.Y, max.Z, 0, -1, 0, colors[1], txc[4], txc[7]),
+ // right
+ video::S3DVertex(max.X, max.Y, min.Z, 1, 0, 0, colors[2], txc[ 8], txc[9]),
+ video::S3DVertex(max.X, max.Y, max.Z, 1, 0, 0, colors[2], txc[10], txc[9]),
+ video::S3DVertex(max.X, min.Y, max.Z, 1, 0, 0, colors[2], txc[10], txc[11]),
+ video::S3DVertex(max.X, min.Y, min.Z, 1, 0, 0, colors[2], txc[ 8], txc[11]),
+ // left
+ video::S3DVertex(min.X, max.Y, max.Z, -1, 0, 0, colors[3], txc[12], txc[13]),
+ video::S3DVertex(min.X, max.Y, min.Z, -1, 0, 0, colors[3], txc[14], txc[13]),
+ video::S3DVertex(min.X, min.Y, min.Z, -1, 0, 0, colors[3], txc[14], txc[15]),
+ video::S3DVertex(min.X, min.Y, max.Z, -1, 0, 0, colors[3], txc[12], txc[15]),
+ // back
+ video::S3DVertex(max.X, max.Y, max.Z, 0, 0, 1, colors[4], txc[16], txc[17]),
+ video::S3DVertex(min.X, max.Y, max.Z, 0, 0, 1, colors[4], txc[18], txc[17]),
+ video::S3DVertex(min.X, min.Y, max.Z, 0, 0, 1, colors[4], txc[18], txc[19]),
+ video::S3DVertex(max.X, min.Y, max.Z, 0, 0, 1, colors[4], txc[16], txc[19]),
+ // front
+ video::S3DVertex(min.X, max.Y, min.Z, 0, 0, -1, colors[5], txc[20], txc[21]),
+ video::S3DVertex(max.X, max.Y, min.Z, 0, 0, -1, colors[5], txc[22], txc[21]),
+ video::S3DVertex(max.X, min.Y, min.Z, 0, 0, -1, colors[5], txc[22], txc[23]),
+ video::S3DVertex(min.X, min.Y, min.Z, 0, 0, -1, colors[5], txc[20], txc[23]),
+ };
+
+ static const u8 light_indices[24] = {
+ 3, 7, 6, 2,
+ 0, 4, 5, 1,
+ 6, 7, 5, 4,
+ 3, 2, 0, 1,
+ 7, 3, 1, 5,
+ 2, 6, 4, 0
+ };
+
+ for (int face = 0; face < 6; face++) {
+ int tileindex = MYMIN(face, tilecount - 1);
+ const TileSpec &tile = tiles[tileindex];
+ for (int j = 0; j < 4; j++) {
+ video::S3DVertex &vertex = vertices[face * 4 + j];
+ v2f &tcoords = vertex.TCoords;
+ switch (tile.rotation) {
+ case 0:
+ break;
+ case 1: // R90
+ tcoords.rotateBy(90, irr::core::vector2df(0, 0));
+ break;
+ case 2: // R180
+ tcoords.rotateBy(180, irr::core::vector2df(0, 0));
+ break;
+ case 3: // R270
+ tcoords.rotateBy(270, irr::core::vector2df(0, 0));
+ break;
+ case 4: // FXR90
+ tcoords.X = 1.0 - tcoords.X;
+ tcoords.rotateBy(90, irr::core::vector2df(0, 0));
+ break;
+ case 5: // FXR270
+ tcoords.X = 1.0 - tcoords.X;
+ tcoords.rotateBy(270, irr::core::vector2df(0, 0));
+ break;
+ case 6: // FYR90
+ tcoords.Y = 1.0 - tcoords.Y;
+ tcoords.rotateBy(90, irr::core::vector2df(0, 0));
+ break;
+ case 7: // FYR270
+ tcoords.Y = 1.0 - tcoords.Y;
+ tcoords.rotateBy(270, irr::core::vector2df(0, 0));
+ break;
+ case 8: // FX
+ tcoords.X = 1.0 - tcoords.X;
+ break;
+ case 9: // FY
+ tcoords.Y = 1.0 - tcoords.Y;
+ break;
+ default:
+ break;
+ }
+ }
+ }
+
+ if (data->m_smooth_lighting) {
+ for (int j = 0; j < 24; ++j) {
+ video::S3DVertex &vertex = vertices[j];
+ vertex.Color = encode_light(
+ lights[light_indices[j]].getPair(MYMAX(0.0f, vertex.Normal.Y)),
+ f->light_source);
+ if (!f->light_source)
+ applyFacesShading(vertex.Color, vertex.Normal);
+ }
+ }
+
+ // Add to mesh collector
+ for (int k = 0; k < 6; ++k) {
+ int tileindex = MYMIN(k, tilecount - 1);
+ collector->append(tiles[tileindex], vertices + 4 * k, 4, quad_indices, 6);
+ }
+}
+
+// Gets the base lighting values for a node
+void MapblockMeshGenerator::getSmoothLightFrame()
+{
+ for (int k = 0; k < 8; ++k)
+ frame.sunlight[k] = false;
+ for (int k = 0; k < 8; ++k) {
+ LightPair light(getSmoothLightTransparent(blockpos_nodes + p, light_dirs[k], data));
+ frame.lightsDay[k] = light.lightDay;
+ frame.lightsNight[k] = light.lightNight;
+ // If there is direct sunlight and no ambient occlusion at some corner,
+ // mark the vertical edge (top and bottom corners) containing it.
+ if (light.lightDay == 255) {
+ frame.sunlight[k] = true;
+ frame.sunlight[k ^ 2] = true;
+ }
+ }
+}
+
+// Calculates vertex light level
+// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so)
+LightInfo MapblockMeshGenerator::blendLight(const v3f &vertex_pos)
+{
+ // Light levels at (logical) node corners are known. Here,
+ // trilinear interpolation is used to calculate light level
+ // at a given point in the node.
+ f32 x = core::clamp(vertex_pos.X / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
+ f32 y = core::clamp(vertex_pos.Y / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
+ f32 z = core::clamp(vertex_pos.Z / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
+ f32 lightDay = 0.0; // daylight
+ f32 lightNight = 0.0;
+ f32 lightBoosted = 0.0; // daylight + direct sunlight, if any
+ for (int k = 0; k < 8; ++k) {
+ f32 dx = (k & 4) ? x : 1 - x;
+ f32 dy = (k & 2) ? y : 1 - y;
+ f32 dz = (k & 1) ? z : 1 - z;
+ // Use direct sunlight (255), if any; use daylight otherwise.
+ f32 light_boosted = frame.sunlight[k] ? 255 : frame.lightsDay[k];
+ lightDay += dx * dy * dz * frame.lightsDay[k];
+ lightNight += dx * dy * dz * frame.lightsNight[k];
+ lightBoosted += dx * dy * dz * light_boosted;
+ }
+ return LightInfo{lightDay, lightNight, lightBoosted};
+}
+
+// Calculates vertex color to be used in mapblock mesh
+// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so)
+// tile_color - node's tile color
+video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos)
+{
+ LightInfo light = blendLight(vertex_pos);
+ return encode_light(light.getPair(), f->light_source);
+}
+
+video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos,
+ const v3f &vertex_normal)
+{
+ LightInfo light = blendLight(vertex_pos);
+ video::SColor color = encode_light(light.getPair(MYMAX(0.0f, vertex_normal.Y)), f->light_source);
+ if (!f->light_source)
+ applyFacesShading(color, vertex_normal);
+ return color;
+}
+
+void MapblockMeshGenerator::generateCuboidTextureCoords(const aabb3f &box, f32 *coords)
+{
+ f32 tx1 = (box.MinEdge.X / BS) + 0.5;
+ f32 ty1 = (box.MinEdge.Y / BS) + 0.5;
+ f32 tz1 = (box.MinEdge.Z / BS) + 0.5;
+ f32 tx2 = (box.MaxEdge.X / BS) + 0.5;
+ f32 ty2 = (box.MaxEdge.Y / BS) + 0.5;
+ f32 tz2 = (box.MaxEdge.Z / BS) + 0.5;
+ f32 txc[24] = {
+ tx1, 1 - tz2, tx2, 1 - tz1, // up
+ tx1, tz1, tx2, tz2, // down
+ tz1, 1 - ty2, tz2, 1 - ty1, // right
+ 1 - tz2, 1 - ty2, 1 - tz1, 1 - ty1, // left
+ 1 - tx2, 1 - ty2, 1 - tx1, 1 - ty1, // back
+ tx1, 1 - ty2, tx2, 1 - ty1, // front
+ };
+ for (int i = 0; i != 24; ++i)
+ coords[i] = txc[i];
+}
+
+void MapblockMeshGenerator::drawAutoLightedCuboid(aabb3f box, const f32 *txc,
+ TileSpec *tiles, int tile_count)
+{
+ f32 texture_coord_buf[24];
+ f32 dx1 = box.MinEdge.X;
+ f32 dy1 = box.MinEdge.Y;
+ f32 dz1 = box.MinEdge.Z;
+ f32 dx2 = box.MaxEdge.X;
+ f32 dy2 = box.MaxEdge.Y;
+ f32 dz2 = box.MaxEdge.Z;
+ box.MinEdge += origin;
+ box.MaxEdge += origin;
+ if (!txc) {
+ generateCuboidTextureCoords(box, texture_coord_buf);
+ txc = texture_coord_buf;
+ }
+ if (!tiles) {
+ tiles = &tile;
+ tile_count = 1;
+ }
+ if (data->m_smooth_lighting) {
+ LightInfo lights[8];
+ for (int j = 0; j < 8; ++j) {
+ v3f d;
+ d.X = (j & 4) ? dx2 : dx1;
+ d.Y = (j & 2) ? dy2 : dy1;
+ d.Z = (j & 1) ? dz2 : dz1;
+ lights[j] = blendLight(d);
+ }
+ drawCuboid(box, tiles, tile_count, lights, txc);
+ } else {
+ drawCuboid(box, tiles, tile_count, nullptr, txc);
+ }
+}
+
+void MapblockMeshGenerator::prepareLiquidNodeDrawing()
+{
+ getSpecialTile(0, &tile_liquid_top);
+ getSpecialTile(1, &tile_liquid);
+
+ MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(p.X, p.Y + 1, p.Z));
+ MapNode nbottom = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(p.X, p.Y - 1, p.Z));
+ c_flowing = nodedef->getId(f->liquid_alternative_flowing);
+ c_source = nodedef->getId(f->liquid_alternative_source);
+ top_is_same_liquid = (ntop.getContent() == c_flowing) || (ntop.getContent() == c_source);
+ draw_liquid_bottom = (nbottom.getContent() != c_flowing) && (nbottom.getContent() != c_source);
+ if (draw_liquid_bottom) {
+ const ContentFeatures &f2 = nodedef->get(nbottom.getContent());
+ if (f2.solidness > 1)
+ draw_liquid_bottom = false;
+ }
+
+ if (data->m_smooth_lighting)
+ return; // don't need to pre-compute anything in this case
+
+ if (f->light_source != 0) {
+ // If this liquid emits light and doesn't contain light, draw
+ // it at what it emits, for an increased effect
+ u8 e = decode_light(f->light_source);
+ light = LightPair(std::max(e, light.lightDay), std::max(e, light.lightNight));
+ } else if (nodedef->get(ntop).param_type == CPT_LIGHT) {
+ // Otherwise, use the light of the node on top if possible
+ light = LightPair(getInteriorLight(ntop, 0, nodedef));
+ }
+
+ color_liquid_top = encode_light(light, f->light_source);
+ color = encode_light(light, f->light_source);
+}
+
+void MapblockMeshGenerator::getLiquidNeighborhood()
+{
+ u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);
+
+ for (int w = -1; w <= 1; w++)
+ for (int u = -1; u <= 1; u++) {
+ NeighborData &neighbor = liquid_neighbors[w + 1][u + 1];
+ v3s16 p2 = p + v3s16(u, 0, w);
+ MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
+ neighbor.content = n2.getContent();
+ neighbor.level = -0.5 * BS;
+ neighbor.is_same_liquid = false;
+ neighbor.top_is_same_liquid = false;
+
+ if (neighbor.content == CONTENT_IGNORE)
+ continue;
+
+ if (neighbor.content == c_source) {
+ neighbor.is_same_liquid = true;
+ neighbor.level = 0.5 * BS;
+ } else if (neighbor.content == c_flowing) {
+ neighbor.is_same_liquid = true;
+ u8 liquid_level = (n2.param2 & LIQUID_LEVEL_MASK);
+ if (liquid_level <= LIQUID_LEVEL_MAX + 1 - range)
+ liquid_level = 0;
+ else
+ liquid_level -= (LIQUID_LEVEL_MAX + 1 - range);
+ neighbor.level = (-0.5 + (liquid_level + 0.5) / range) * BS;
+ }
+
+ // Check node above neighbor.
+ // NOTE: This doesn't get executed if neighbor
+ // doesn't exist
+ p2.Y++;
+ n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
+ if (n2.getContent() == c_source || n2.getContent() == c_flowing)
+ neighbor.top_is_same_liquid = true;
+ }
+}
+
+void MapblockMeshGenerator::calculateCornerLevels()
+{
+ for (int k = 0; k < 2; k++)
+ for (int i = 0; i < 2; i++)
+ corner_levels[k][i] = getCornerLevel(i, k);
+}
+
+f32 MapblockMeshGenerator::getCornerLevel(int i, int k)
+{
+ float sum = 0;
+ int count = 0;
+ int air_count = 0;
+ for (int dk = 0; dk < 2; dk++)
+ for (int di = 0; di < 2; di++) {
+ NeighborData &neighbor_data = liquid_neighbors[k + dk][i + di];
+ content_t content = neighbor_data.content;
+
+ // If top is liquid, draw starting from top of node
+ if (neighbor_data.top_is_same_liquid)
+ return 0.5 * BS;
+
+ // Source always has the full height
+ if (content == c_source)
+ return 0.5 * BS;
+
+ // Flowing liquid has level information
+ if (content == c_flowing) {
+ sum += neighbor_data.level;
+ count++;
+ } else if (content == CONTENT_AIR) {
+ air_count++;
+ if (air_count >= 2)
+ return -0.5 * BS + 0.2;
+ }
+ }
+ if (count > 0)
+ return sum / count;
+ return 0;
+}
+
+void MapblockMeshGenerator::drawLiquidSides()
+{
+ struct LiquidFaceDesc {
+ v3s16 dir; // XZ
+ v3s16 p[2]; // XZ only; 1 means +, 0 means -
+ };
+ struct UV {
+ int u, v;
+ };
+ static const LiquidFaceDesc base_faces[4] = {
+ {v3s16( 1, 0, 0), {v3s16(1, 0, 1), v3s16(1, 0, 0)}},
+ {v3s16(-1, 0, 0), {v3s16(0, 0, 0), v3s16(0, 0, 1)}},
+ {v3s16( 0, 0, 1), {v3s16(0, 0, 1), v3s16(1, 0, 1)}},
+ {v3s16( 0, 0, -1), {v3s16(1, 0, 0), v3s16(0, 0, 0)}},
+ };
+ static const UV base_vertices[4] = {
+ {0, 1},
+ {1, 1},
+ {1, 0},
+ {0, 0}
+ };
+
+ for (const auto &face : base_faces) {
+ const NeighborData &neighbor = liquid_neighbors[face.dir.Z + 1][face.dir.X + 1];
+
+ // No face between nodes of the same liquid, unless there is node
+ // at the top to which it should be connected. Again, unless the face
+ // there would be inside the liquid
+ if (neighbor.is_same_liquid) {
+ if (!top_is_same_liquid)
+ continue;
+ if (neighbor.top_is_same_liquid)
+ continue;
+ }
+
+ const ContentFeatures &neighbor_features = nodedef->get(neighbor.content);
+ // Don't draw face if neighbor is blocking the view
+ if (neighbor_features.solidness == 2)
+ continue;
+
+ video::S3DVertex vertices[4];
+ for (int j = 0; j < 4; j++) {
+ const UV &vertex = base_vertices[j];
+ const v3s16 &base = face.p[vertex.u];
+ v3f pos;
+ pos.X = (base.X - 0.5) * BS;
+ pos.Z = (base.Z - 0.5) * BS;
+ if (vertex.v)
+ pos.Y = neighbor.is_same_liquid ? corner_levels[base.Z][base.X] : -0.5 * BS;
+ else
+ pos.Y = !top_is_same_liquid ? corner_levels[base.Z][base.X] : 0.5 * BS;
+ if (data->m_smooth_lighting)
+ color = blendLightColor(pos);
+ pos += origin;
+ vertices[j] = video::S3DVertex(pos.X, pos.Y, pos.Z, 0, 0, 0, color, vertex.u, vertex.v);
+ };
+ collector->append(tile_liquid, vertices, 4, quad_indices, 6);
+ }
+}
+
+void MapblockMeshGenerator::drawLiquidTop()
+{
+ // To get backface culling right, the vertices need to go
+ // clockwise around the front of the face. And we happened to
+ // calculate corner levels in exact reverse order.
+ static const int corner_resolve[4][2] = {{0, 1}, {1, 1}, {1, 0}, {0, 0}};
+
+ video::S3DVertex vertices[4] = {
+ video::S3DVertex(-BS / 2, 0, BS / 2, 0, 0, 0, color_liquid_top, 0, 1),
+ video::S3DVertex( BS / 2, 0, BS / 2, 0, 0, 0, color_liquid_top, 1, 1),
+ video::S3DVertex( BS / 2, 0, -BS / 2, 0, 0, 0, color_liquid_top, 1, 0),
+ video::S3DVertex(-BS / 2, 0, -BS / 2, 0, 0, 0, color_liquid_top, 0, 0),
+ };
+
+ for (int i = 0; i < 4; i++) {
+ int u = corner_resolve[i][0];
+ int w = corner_resolve[i][1];
+ vertices[i].Pos.Y += corner_levels[w][u];
+ if (data->m_smooth_lighting)
+ vertices[i].Color = blendLightColor(vertices[i].Pos);
+ vertices[i].Pos += origin;
+ }
+
+ // Default downwards-flowing texture animation goes from
+ // -Z towards +Z, thus the direction is +Z.
+ // Rotate texture to make animation go in flow direction
+ // Positive if liquid moves towards +Z
+ f32 dz = (corner_levels[0][0] + corner_levels[0][1]) -
+ (corner_levels[1][0] + corner_levels[1][1]);
+ // Positive if liquid moves towards +X
+ f32 dx = (corner_levels[0][0] + corner_levels[1][0]) -
+ (corner_levels[0][1] + corner_levels[1][1]);
+ f32 tcoord_angle = atan2(dz, dx) * core::RADTODEG;
+ v2f tcoord_center(0.5, 0.5);
+ v2f tcoord_translate(blockpos_nodes.Z + p.Z, blockpos_nodes.X + p.X);
+ tcoord_translate.rotateBy(tcoord_angle);
+ tcoord_translate.X -= floor(tcoord_translate.X);
+ tcoord_translate.Y -= floor(tcoord_translate.Y);
+
+ for (video::S3DVertex &vertex : vertices) {
+ vertex.TCoords.rotateBy(tcoord_angle, tcoord_center);
+ vertex.TCoords += tcoord_translate;
+ }
+
+ std::swap(vertices[0].TCoords, vertices[2].TCoords);
+
+ collector->append(tile_liquid_top, vertices, 4, quad_indices, 6);
+}
+
+void MapblockMeshGenerator::drawLiquidBottom()
+{
+ video::S3DVertex vertices[4] = {
+ video::S3DVertex(-BS / 2, -BS / 2, -BS / 2, 0, 0, 0, color_liquid_top, 0, 0),
+ video::S3DVertex( BS / 2, -BS / 2, -BS / 2, 0, 0, 0, color_liquid_top, 1, 0),
+ video::S3DVertex( BS / 2, -BS / 2, BS / 2, 0, 0, 0, color_liquid_top, 1, 1),
+ video::S3DVertex(-BS / 2, -BS / 2, BS / 2, 0, 0, 0, color_liquid_top, 0, 1),
+ };
+
+ for (int i = 0; i < 4; i++) {
+ if (data->m_smooth_lighting)
+ vertices[i].Color = blendLightColor(vertices[i].Pos);
+ vertices[i].Pos += origin;
+ }
+
+ collector->append(tile_liquid_top, vertices, 4, quad_indices, 6);
+}
+
+void MapblockMeshGenerator::drawLiquidNode()
+{
+ prepareLiquidNodeDrawing();
+ getLiquidNeighborhood();
+ calculateCornerLevels();
+ drawLiquidSides();
+ if (!top_is_same_liquid)
+ drawLiquidTop();
+ if (draw_liquid_bottom)
+ drawLiquidBottom();
+}
+
+void MapblockMeshGenerator::drawGlasslikeNode()
+{
+ useTile(0, 0, 0);
+
+ for (int face = 0; face < 6; face++) {
+ // Check this neighbor
+ v3s16 dir = g_6dirs[face];
+ v3s16 neighbor_pos = blockpos_nodes + p + dir;
+ MapNode neighbor = data->m_vmanip.getNodeNoExNoEmerge(neighbor_pos);
+ // Don't make face if neighbor is of same type
+ if (neighbor.getContent() == n.getContent())
+ continue;
+ // Face at Z-
+ v3f vertices[4] = {
+ v3f(-BS / 2, BS / 2, -BS / 2),
+ v3f( BS / 2, BS / 2, -BS / 2),
+ v3f( BS / 2, -BS / 2, -BS / 2),
+ v3f(-BS / 2, -BS / 2, -BS / 2),
+ };
+
+ for (v3f &vertex : vertices) {
+ switch (face) {
+ case D6D_ZP:
+ vertex.rotateXZBy(180); break;
+ case D6D_YP:
+ vertex.rotateYZBy( 90); break;
+ case D6D_XP:
+ vertex.rotateXZBy( 90); break;
+ case D6D_ZN:
+ vertex.rotateXZBy( 0); break;
+ case D6D_YN:
+ vertex.rotateYZBy(-90); break;
+ case D6D_XN:
+ vertex.rotateXZBy(-90); break;
+ }
+ }
+ drawQuad(vertices, dir);
+ }
+}
+
+void MapblockMeshGenerator::drawGlasslikeFramedNode()
+{
+ TileSpec tiles[6];
+ for (int face = 0; face < 6; face++)
+ getTile(g_6dirs[face], &tiles[face]);
+
+ if (!data->m_smooth_lighting)
+ color = encode_light(light, f->light_source);
+
+ TileSpec glass_tiles[6];
+ for (auto &glass_tile : glass_tiles)
+ glass_tile = tiles[4];
+
+ u8 param2 = n.getParam2();
+ bool H_merge = !(param2 & 128);
+ bool V_merge = !(param2 & 64);
+ param2 &= 63;
+
+ static const float a = BS / 2.0f;
+ static const float g = a - 0.03f;
+ static const float b = 0.876f * (BS / 2.0f);
+
+ static const aabb3f frame_edges[FRAMED_EDGE_COUNT] = {
+ aabb3f( b, b, -a, a, a, a), // y+
+ aabb3f(-a, b, -a, -b, a, a), // y+
+ aabb3f( b, -a, -a, a, -b, a), // y-
+ aabb3f(-a, -a, -a, -b, -b, a), // y-
+ aabb3f( b, -a, b, a, a, a), // x+
+ aabb3f( b, -a, -a, a, a, -b), // x+
+ aabb3f(-a, -a, b, -b, a, a), // x-
+ aabb3f(-a, -a, -a, -b, a, -b), // x-
+ aabb3f(-a, b, b, a, a, a), // z+
+ aabb3f(-a, -a, b, a, -b, a), // z+
+ aabb3f(-a, -a, -a, a, -b, -b), // z-
+ aabb3f(-a, b, -a, a, a, -b), // z-
+ };
+
+ // tables of neighbour (connect if same type and merge allowed),
+ // checked with g_26dirs
+
+ // 1 = connect, 0 = face visible
+ bool nb[FRAMED_NEIGHBOR_COUNT] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
+
+ // 1 = check
+ static const bool check_nb_vertical [FRAMED_NEIGHBOR_COUNT] =
+ {0,1,0,0,1,0, 0,0,0,0, 0,0,0,0, 0,0,0,0};
+ static const bool check_nb_horizontal [FRAMED_NEIGHBOR_COUNT] =
+ {1,0,1,1,0,1, 0,0,0,0, 1,1,1,1, 0,0,0,0};
+ static const bool check_nb_all [FRAMED_NEIGHBOR_COUNT] =
+ {1,1,1,1,1,1, 1,1,1,1, 1,1,1,1, 1,1,1,1};
+ const bool *check_nb = check_nb_all;
+
+ // neighbours checks for frames visibility
+ if (H_merge || V_merge) {
+ if (!H_merge)
+ check_nb = check_nb_vertical; // vertical-only merge
+ if (!V_merge)
+ check_nb = check_nb_horizontal; // horizontal-only merge
+ content_t current = n.getContent();
+ for (int i = 0; i < FRAMED_NEIGHBOR_COUNT; i++) {
+ if (!check_nb[i])
+ continue;
+ v3s16 n2p = blockpos_nodes + p + g_26dirs[i];
+ MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
+ content_t n2c = n2.getContent();
+ if (n2c == current)
+ nb[i] = 1;
+ }
+ }
+
+ // edge visibility
+
+ static const u8 nb_triplet[FRAMED_EDGE_COUNT][3] = {
+ {1, 2, 7}, {1, 5, 6}, {4, 2, 15}, {4, 5, 14},
+ {2, 0, 11}, {2, 3, 13}, {5, 0, 10}, {5, 3, 12},
+ {0, 1, 8}, {0, 4, 16}, {3, 4, 17}, {3, 1, 9},
+ };
+
+ tile = tiles[1];
+ for (int edge = 0; edge < FRAMED_EDGE_COUNT; edge++) {
+ bool edge_invisible;
+ if (nb[nb_triplet[edge][2]])
+ edge_invisible = nb[nb_triplet[edge][0]] & nb[nb_triplet[edge][1]];
+ else
+ edge_invisible = nb[nb_triplet[edge][0]] ^ nb[nb_triplet[edge][1]];
+ if (edge_invisible)
+ continue;
+ drawAutoLightedCuboid(frame_edges[edge]);
+ }
+
+ for (int face = 0; face < 6; face++) {
+ if (nb[face])
+ continue;
+
+ tile = glass_tiles[face];
+ // Face at Z-
+ v3f vertices[4] = {
+ v3f(-a, a, -g),
+ v3f( a, a, -g),
+ v3f( a, -a, -g),
+ v3f(-a, -a, -g),
+ };
+
+ for (v3f &vertex : vertices) {
+ switch (face) {
+ case D6D_ZP:
+ vertex.rotateXZBy(180); break;
+ case D6D_YP:
+ vertex.rotateYZBy( 90); break;
+ case D6D_XP:
+ vertex.rotateXZBy( 90); break;
+ case D6D_ZN:
+ vertex.rotateXZBy( 0); break;
+ case D6D_YN:
+ vertex.rotateYZBy(-90); break;
+ case D6D_XN:
+ vertex.rotateXZBy(-90); break;
+ }
+ }
+ v3s16 dir = g_6dirs[face];
+ drawQuad(vertices, dir);
+ }
+
+ // Optionally render internal liquid level defined by param2
+ // Liquid is textured with 1 tile defined in nodedef 'special_tiles'
+ if (param2 > 0 && f->param_type_2 == CPT2_GLASSLIKE_LIQUID_LEVEL &&
+ f->special_tiles[0].layers[0].texture) {
+ // Internal liquid level has param2 range 0 .. 63,
+ // convert it to -0.5 .. 0.5
+ float vlev = (param2 / 63.0f) * 2.0f - 1.0f;
+ getSpecialTile(0, &tile);
+ drawAutoLightedCuboid(aabb3f(-(nb[5] ? g : b),
+ -(nb[4] ? g : b),
+ -(nb[3] ? g : b),
+ (nb[2] ? g : b),
+ (nb[1] ? g : b) * vlev,
+ (nb[0] ? g : b)));
+ }
+}
+
+void MapblockMeshGenerator::drawAllfacesNode()
+{
+ static const aabb3f box(-BS / 2, -BS / 2, -BS / 2, BS / 2, BS / 2, BS / 2);
+ useTile(0, 0, 0);
+ drawAutoLightedCuboid(box);
+}
+
+void MapblockMeshGenerator::drawTorchlikeNode()
+{
+ u8 wall = n.getWallMounted(nodedef);
+ u8 tileindex = 0;
+ switch (wall) {
+ case DWM_YP: tileindex = 1; break; // ceiling
+ case DWM_YN: tileindex = 0; break; // floor
+ default: tileindex = 2; // side (or invalid—should we care?)
+ }
+ useTile(tileindex, MATERIAL_FLAG_CRACK_OVERLAY, MATERIAL_FLAG_BACKFACE_CULLING);
+
+ float size = BS / 2 * f->visual_scale;
+ v3f vertices[4] = {
+ v3f(-size, size, 0),
+ v3f( size, size, 0),
+ v3f( size, -size, 0),
+ v3f(-size, -size, 0),
+ };
+
+ for (v3f &vertex : vertices) {
+ switch (wall) {
+ case DWM_YP:
+ vertex.rotateXZBy(-45); break;
+ case DWM_YN:
+ vertex.rotateXZBy( 45); break;
+ case DWM_XP:
+ vertex.rotateXZBy( 0); break;
+ case DWM_XN:
+ vertex.rotateXZBy(180); break;
+ case DWM_ZP:
+ vertex.rotateXZBy( 90); break;
+ case DWM_ZN:
+ vertex.rotateXZBy(-90); break;
+ }
+ }
+ drawQuad(vertices);
+}
+
+void MapblockMeshGenerator::drawSignlikeNode()
+{
+ u8 wall = n.getWallMounted(nodedef);
+ useTile(0, MATERIAL_FLAG_CRACK_OVERLAY, MATERIAL_FLAG_BACKFACE_CULLING);
+ static const float offset = BS / 16;
+ float size = BS / 2 * f->visual_scale;
+ // Wall at X+ of node
+ v3f vertices[4] = {
+ v3f(BS / 2 - offset, size, size),
+ v3f(BS / 2 - offset, size, -size),
+ v3f(BS / 2 - offset, -size, -size),
+ v3f(BS / 2 - offset, -size, size),
+ };
+
+ for (v3f &vertex : vertices) {
+ switch (wall) {
+ case DWM_YP:
+ vertex.rotateXYBy( 90); break;
+ case DWM_YN:
+ vertex.rotateXYBy(-90); break;
+ case DWM_XP:
+ vertex.rotateXZBy( 0); break;
+ case DWM_XN:
+ vertex.rotateXZBy(180); break;
+ case DWM_ZP:
+ vertex.rotateXZBy( 90); break;
+ case DWM_ZN:
+ vertex.rotateXZBy(-90); break;
+ }
+ }
+ drawQuad(vertices);
+}
+
+void MapblockMeshGenerator::drawPlantlikeQuad(float rotation, float quad_offset,
+ bool offset_top_only)
+{
+ v3f vertices[4] = {
+ v3f(-scale, -BS / 2 + 2.0 * scale * plant_height, 0),
+ v3f( scale, -BS / 2 + 2.0 * scale * plant_height, 0),
+ v3f( scale, -BS / 2, 0),
+ v3f(-scale, -BS / 2, 0),
+ };
+ if (random_offset_Y) {
+ PseudoRandom yrng(face_num++ | p.X << 16 | p.Z << 8 | p.Y << 24);
+ offset.Y = -BS * ((yrng.next() % 16 / 16.0) * 0.125);
+ }
+ int offset_count = offset_top_only ? 2 : 4;
+ for (int i = 0; i < offset_count; i++)
+ vertices[i].Z += quad_offset;
+
+ for (v3f &vertex : vertices) {
+ vertex.rotateXZBy(rotation + rotate_degree);
+ vertex += offset;
+ }
+ drawQuad(vertices, v3s16(0, 0, 0), plant_height);
+}
+
+void MapblockMeshGenerator::drawPlantlike()
+{
+ draw_style = PLANT_STYLE_CROSS;
+ scale = BS / 2 * f->visual_scale;
+ offset = v3f(0, 0, 0);
+ rotate_degree = 0;
+ random_offset_Y = false;
+ face_num = 0;
+ plant_height = 1.0;
+
+ switch (f->param_type_2) {
+ case CPT2_MESHOPTIONS:
+ draw_style = PlantlikeStyle(n.param2 & MO_MASK_STYLE);
+ if (n.param2 & MO_BIT_SCALE_SQRT2)
+ scale *= 1.41421;
+ if (n.param2 & MO_BIT_RANDOM_OFFSET) {
+ PseudoRandom rng(p.X << 8 | p.Z | p.Y << 16);
+ offset.X = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145);
+ offset.Z = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145);
+ }
+ if (n.param2 & MO_BIT_RANDOM_OFFSET_Y)
+ random_offset_Y = true;
+ break;
+
+ case CPT2_DEGROTATE:
+ rotate_degree = n.param2 * 2;
+ break;
+
+ case CPT2_LEVELED:
+ plant_height = n.param2 / 16.0;
+ break;
+
+ default:
+ break;
+ }
+
+ switch (draw_style) {
+ case PLANT_STYLE_CROSS:
+ drawPlantlikeQuad(46);
+ drawPlantlikeQuad(-44);
+ break;
+
+ case PLANT_STYLE_CROSS2:
+ drawPlantlikeQuad(91);
+ drawPlantlikeQuad(1);
+ break;
+
+ case PLANT_STYLE_STAR:
+ drawPlantlikeQuad(121);
+ drawPlantlikeQuad(241);
+ drawPlantlikeQuad(1);
+ break;
+
+ case PLANT_STYLE_HASH:
+ drawPlantlikeQuad( 1, BS / 4);
+ drawPlantlikeQuad( 91, BS / 4);
+ drawPlantlikeQuad(181, BS / 4);
+ drawPlantlikeQuad(271, BS / 4);
+ break;
+
+ case PLANT_STYLE_HASH2:
+ drawPlantlikeQuad( 1, -BS / 2, true);
+ drawPlantlikeQuad( 91, -BS / 2, true);
+ drawPlantlikeQuad(181, -BS / 2, true);
+ drawPlantlikeQuad(271, -BS / 2, true);
+ break;
+ }
+}
+
+void MapblockMeshGenerator::drawPlantlikeNode()
+{
+ useTile();
+ drawPlantlike();
+}
+
+void MapblockMeshGenerator::drawPlantlikeRootedNode()
+{
+ useTile(0, MATERIAL_FLAG_CRACK_OVERLAY, 0, true);
+ origin += v3f(0.0, BS, 0.0);
+ p.Y++;
+ if (data->m_smooth_lighting) {
+ getSmoothLightFrame();
+ } else {
+ MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
+ light = LightPair(getInteriorLight(ntop, 1, nodedef));
+ }
+ drawPlantlike();
+ p.Y--;
+}
+
+void MapblockMeshGenerator::drawFirelikeQuad(float rotation, float opening_angle,
+ float offset_h, float offset_v)
+{
+ v3f vertices[4] = {
+ v3f(-scale, -BS / 2 + scale * 2, 0),
+ v3f( scale, -BS / 2 + scale * 2, 0),
+ v3f( scale, -BS / 2, 0),
+ v3f(-scale, -BS / 2, 0),
+ };
+
+ for (v3f &vertex : vertices) {
+ vertex.rotateYZBy(opening_angle);
+ vertex.Z += offset_h;
+ vertex.rotateXZBy(rotation);
+ vertex.Y += offset_v;
+ }
+ drawQuad(vertices);
+}
+
+void MapblockMeshGenerator::drawFirelikeNode()
+{
+ useTile();
+ scale = BS / 2 * f->visual_scale;
+
+ // Check for adjacent nodes
+ bool neighbors = false;
+ bool neighbor[6] = {0, 0, 0, 0, 0, 0};
+ content_t current = n.getContent();
+ for (int i = 0; i < 6; i++) {
+ v3s16 n2p = blockpos_nodes + p + g_6dirs[i];
+ MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
+ content_t n2c = n2.getContent();
+ if (n2c != CONTENT_IGNORE && n2c != CONTENT_AIR && n2c != current) {
+ neighbor[i] = true;
+ neighbors = true;
+ }
+ }
+ bool drawBasicFire = neighbor[D6D_YN] || !neighbors;
+ bool drawBottomFire = neighbor[D6D_YP];
+
+ if (drawBasicFire || neighbor[D6D_ZP])
+ drawFirelikeQuad(0, -10, 0.4 * BS);
+ else if (drawBottomFire)
+ drawFirelikeQuad(0, 70, 0.47 * BS, 0.484 * BS);
+
+ if (drawBasicFire || neighbor[D6D_XN])
+ drawFirelikeQuad(90, -10, 0.4 * BS);
+ else if (drawBottomFire)
+ drawFirelikeQuad(90, 70, 0.47 * BS, 0.484 * BS);
+
+ if (drawBasicFire || neighbor[D6D_ZN])
+ drawFirelikeQuad(180, -10, 0.4 * BS);
+ else if (drawBottomFire)
+ drawFirelikeQuad(180, 70, 0.47 * BS, 0.484 * BS);
+
+ if (drawBasicFire || neighbor[D6D_XP])
+ drawFirelikeQuad(270, -10, 0.4 * BS);
+ else if (drawBottomFire)
+ drawFirelikeQuad(270, 70, 0.47 * BS, 0.484 * BS);
+
+ if (drawBasicFire) {
+ drawFirelikeQuad(45, 0, 0.0);
+ drawFirelikeQuad(-45, 0, 0.0);
+ }
+}
+
+void MapblockMeshGenerator::drawFencelikeNode()
+{
+ useTile(0, 0, 0);
+ TileSpec tile_nocrack = tile;
+
+ for (auto &layer : tile_nocrack.layers)
+ layer.material_flags &= ~MATERIAL_FLAG_CRACK;
+
+ // Put wood the right way around in the posts
+ TileSpec tile_rot = tile;
+ tile_rot.rotation = 1;
+
+ static const f32 post_rad = BS / 8;
+ static const f32 bar_rad = BS / 16;
+ static const f32 bar_len = BS / 2 - post_rad;
+
+ // The post - always present
+ static const aabb3f post(-post_rad, -BS / 2, -post_rad,
+ post_rad, BS / 2, post_rad);
+ static const f32 postuv[24] = {
+ 0.375, 0.375, 0.625, 0.625,
+ 0.375, 0.375, 0.625, 0.625,
+ 0.000, 0.000, 0.250, 1.000,
+ 0.250, 0.000, 0.500, 1.000,
+ 0.500, 0.000, 0.750, 1.000,
+ 0.750, 0.000, 1.000, 1.000,
+ };
+ tile = tile_rot;
+ drawAutoLightedCuboid(post, postuv);
+
+ tile = tile_nocrack;
+
+ // 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) {
+ static const aabb3f bar_x1(BS / 2 - bar_len, BS / 4 - bar_rad, -bar_rad,
+ BS / 2 + bar_len, BS / 4 + bar_rad, bar_rad);
+ static const aabb3f bar_x2(BS / 2 - bar_len, -BS / 4 - bar_rad, -bar_rad,
+ BS / 2 + bar_len, -BS / 4 + bar_rad, bar_rad);
+ static const f32 xrailuv[24] = {
+ 0.000, 0.125, 1.000, 0.250,
+ 0.000, 0.250, 1.000, 0.375,
+ 0.375, 0.375, 0.500, 0.500,
+ 0.625, 0.625, 0.750, 0.750,
+ 0.000, 0.500, 1.000, 0.625,
+ 0.000, 0.875, 1.000, 1.000,
+ };
+ drawAutoLightedCuboid(bar_x1, xrailuv);
+ drawAutoLightedCuboid(bar_x2, 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);
+ f2 = &nodedef->get(n2);
+ if (f2->drawtype == NDT_FENCELIKE) {
+ static const aabb3f bar_z1(-bar_rad, BS / 4 - bar_rad, BS / 2 - bar_len,
+ bar_rad, BS / 4 + bar_rad, BS / 2 + bar_len);
+ static const aabb3f bar_z2(-bar_rad, -BS / 4 - bar_rad, BS / 2 - bar_len,
+ bar_rad, -BS / 4 + bar_rad, BS / 2 + bar_len);
+ static const f32 zrailuv[24] = {
+ 0.1875, 0.0625, 0.3125, 0.3125, // cannot rotate; stretch
+ 0.2500, 0.0625, 0.3750, 0.3125, // for wood texture instead
+ 0.0000, 0.5625, 1.0000, 0.6875,
+ 0.0000, 0.3750, 1.0000, 0.5000,
+ 0.3750, 0.3750, 0.5000, 0.5000,
+ 0.6250, 0.6250, 0.7500, 0.7500,
+ };
+ drawAutoLightedCuboid(bar_z1, zrailuv);
+ drawAutoLightedCuboid(bar_z2, zrailuv);
+ }
+}
+
+bool MapblockMeshGenerator::isSameRail(v3s16 dir)
+{
+ MapNode node2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir);
+ if (node2.getContent() == n.getContent())
+ return true;
+ const ContentFeatures &def2 = nodedef->get(node2);
+ return ((def2.drawtype == NDT_RAILLIKE) &&
+ (def2.getGroup(raillike_groupname) == raillike_group));
+}
+
+void MapblockMeshGenerator::drawRaillikeNode()
+{
+ static const v3s16 direction[4] = {
+ v3s16( 0, 0, 1),
+ v3s16( 0, 0, -1),
+ v3s16(-1, 0, 0),
+ v3s16( 1, 0, 0),
+ };
+ static const int slope_angle[4] = {0, 180, 90, -90};
+
+ enum RailTile {
+ straight,
+ curved,
+ junction,
+ cross,
+ };
+ struct RailDesc {
+ int tile_index;
+ int angle;
+ };
+ static const RailDesc rail_kinds[16] = {
+ // +x -x -z +z
+ //-------------
+ {straight, 0}, // . . . .
+ {straight, 0}, // . . . +Z
+ {straight, 0}, // . . -Z .
+ {straight, 0}, // . . -Z +Z
+ {straight, 90}, // . -X . .
+ { curved, 180}, // . -X . +Z
+ { curved, 270}, // . -X -Z .
+ {junction, 180}, // . -X -Z +Z
+ {straight, 90}, // +X . . .
+ { curved, 90}, // +X . . +Z
+ { curved, 0}, // +X . -Z .
+ {junction, 0}, // +X . -Z +Z
+ {straight, 90}, // +X -X . .
+ {junction, 90}, // +X -X . +Z
+ {junction, 270}, // +X -X -Z .
+ { cross, 0}, // +X -X -Z +Z
+ };
+
+ raillike_group = nodedef->get(n).getGroup(raillike_groupname);
+
+ int code = 0;
+ int angle;
+ int tile_index;
+ bool sloped = false;
+ for (int dir = 0; dir < 4; dir++) {
+ bool rail_above = isSameRail(direction[dir] + v3s16(0, 1, 0));
+ if (rail_above) {
+ sloped = true;
+ angle = slope_angle[dir];
+ }
+ if (rail_above ||
+ isSameRail(direction[dir]) ||
+ isSameRail(direction[dir] + v3s16(0, -1, 0)))
+ code |= 1 << dir;
+ }
+
+ if (sloped) {
+ tile_index = straight;
+ } else {
+ tile_index = rail_kinds[code].tile_index;
+ angle = rail_kinds[code].angle;
+ }
+
+ useTile(tile_index, MATERIAL_FLAG_CRACK_OVERLAY, MATERIAL_FLAG_BACKFACE_CULLING);
+
+ static const float offset = BS / 64;
+ static const float size = BS / 2;
+ float y2 = sloped ? size : -size;
+ v3f vertices[4] = {
+ v3f(-size, y2 + offset, size),
+ v3f( size, y2 + offset, size),
+ v3f( size, -size + offset, -size),
+ v3f(-size, -size + offset, -size),
+ };
+ if (angle)
+ for (v3f &vertex : vertices)
+ vertex.rotateXZBy(angle);
+ drawQuad(vertices);
+}
+
+void MapblockMeshGenerator::drawNodeboxNode()
+{
+ static const v3s16 tile_dirs[6] = {
+ v3s16(0, 1, 0),
+ v3s16(0, -1, 0),
+ v3s16(1, 0, 0),
+ v3s16(-1, 0, 0),
+ v3s16(0, 0, 1),
+ v3s16(0, 0, -1)
+ };
+
+ // we have this order for some reason...
+ static const v3s16 connection_dirs[6] = {
+ v3s16( 0, 1, 0), // top
+ v3s16( 0, -1, 0), // bottom
+ v3s16( 0, 0, -1), // front
+ v3s16(-1, 0, 0), // left
+ v3s16( 0, 0, 1), // back
+ v3s16( 1, 0, 0), // right
+ };
+
+ TileSpec tiles[6];
+ for (int face = 0; face < 6; face++) {
+ // Handles facedir rotation for textures
+ getTile(tile_dirs[face], &tiles[face]);
+ }
+
+ // locate possible neighboring nodes to connect to
+ int neighbors_set = 0;
+ if (f->node_box.type == NODEBOX_CONNECTED) {
+ for (int dir = 0; dir != 6; dir++) {
+ int flag = 1 << dir;
+ v3s16 p2 = blockpos_nodes + p + connection_dirs[dir];
+ MapNode n2 = data->m_vmanip.getNodeNoEx(p2);
+ if (nodedef->nodeboxConnects(n, n2, flag))
+ neighbors_set |= flag;
+ }
+ }
+
+ std::vector<aabb3f> boxes;
+ n.getNodeBoxes(nodedef, &boxes, neighbors_set);
+ for (const auto &box : boxes)
+ drawAutoLightedCuboid(box, nullptr, tiles, 6);
+}
+
+void MapblockMeshGenerator::drawMeshNode()
+{
+ u8 facedir = 0;
+ scene::IMesh* mesh;
+ bool private_mesh; // as a grab/drop pair is not thread-safe
+
+ if (f->param_type_2 == CPT2_FACEDIR ||
+ f->param_type_2 == CPT2_COLORED_FACEDIR) {
+ facedir = n.getFaceDir(nodedef);
+ } else if (f->param_type_2 == CPT2_WALLMOUNTED ||
+ f->param_type_2 == CPT2_COLORED_WALLMOUNTED) {
+ // Convert wallmounted to 6dfacedir.
+ // When cache enabled, it is already converted.
+ facedir = n.getWallMounted(nodedef);
+ if (!enable_mesh_cache)
+ facedir = wallmounted_to_facedir[facedir];
+ }
+
+ if (!data->m_smooth_lighting && f->mesh_ptr[facedir]) {
+ // use cached meshes
+ private_mesh = false;
+ mesh = f->mesh_ptr[facedir];
+ } else if (f->mesh_ptr[0]) {
+ // no cache, clone and rotate mesh
+ private_mesh = true;
+ mesh = cloneMesh(f->mesh_ptr[0]);
+ rotateMeshBy6dFacedir(mesh, facedir);
+ recalculateBoundingBox(mesh);
+ meshmanip->recalculateNormals(mesh, true, false);
+ } else
+ return;
+
+ int mesh_buffer_count = mesh->getMeshBufferCount();
+ for (int j = 0; j < mesh_buffer_count; j++) {
+ useTile(j);
+ scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
+ video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
+ int vertex_count = buf->getVertexCount();
+
+ if (data->m_smooth_lighting) {
+ // Mesh is always private here. So the lighting is applied to each
+ // vertex right here.
+ for (int k = 0; k < vertex_count; k++) {
+ video::S3DVertex &vertex = vertices[k];
+ vertex.Color = blendLightColor(vertex.Pos, vertex.Normal);
+ vertex.Pos += origin;
+ }
+ collector->append(tile, vertices, vertex_count,
+ buf->getIndices(), buf->getIndexCount());
+ } else {
+ // Don't modify the mesh, it may not be private here.
+ // Instead, let the collector process colors, etc.
+ collector->append(tile, vertices, vertex_count,
+ buf->getIndices(), buf->getIndexCount(), origin,
+ color, f->light_source);
+ }
+ }
+ if (private_mesh)
+ mesh->drop();
+}
+
+// also called when the drawtype is known but should have been pre-converted
+void MapblockMeshGenerator::errorUnknownDrawtype()
+{
+ infostream << "Got drawtype " << f->drawtype << std::endl;
+ FATAL_ERROR("Unknown drawtype");
+}
+
+void MapblockMeshGenerator::drawNode()
+{
+ // skip some drawtypes early
+ switch (f->drawtype) {
+ case NDT_NORMAL: // Drawn by MapBlockMesh
+ case NDT_AIRLIKE: // Not drawn at all
+ case NDT_LIQUID: // Drawn by MapBlockMesh
+ return;
+ default:
+ break;
+ }
+ origin = intToFloat(p, BS);
+ if (data->m_smooth_lighting)
+ getSmoothLightFrame();
+ else
+ light = LightPair(getInteriorLight(n, 1, nodedef));
+ switch (f->drawtype) {
+ case NDT_FLOWINGLIQUID: drawLiquidNode(); break;
+ case NDT_GLASSLIKE: drawGlasslikeNode(); break;
+ case NDT_GLASSLIKE_FRAMED: drawGlasslikeFramedNode(); break;
+ case NDT_ALLFACES: drawAllfacesNode(); break;
+ case NDT_TORCHLIKE: drawTorchlikeNode(); break;
+ case NDT_SIGNLIKE: drawSignlikeNode(); break;
+ case NDT_PLANTLIKE: drawPlantlikeNode(); break;
+ case NDT_PLANTLIKE_ROOTED: drawPlantlikeRootedNode(); break;
+ case NDT_FIRELIKE: drawFirelikeNode(); break;
+ case NDT_FENCELIKE: drawFencelikeNode(); break;
+ case NDT_RAILLIKE: drawRaillikeNode(); break;
+ case NDT_NODEBOX: drawNodeboxNode(); break;
+ case NDT_MESH: drawMeshNode(); break;
+ default: errorUnknownDrawtype(); break;
+ }
+}
+
+/*
+ TODO: Fix alpha blending for special nodes
+ Currently only the last element rendered is blended correct
+*/
+void MapblockMeshGenerator::generate()
+{
+ for (p.Z = 0; p.Z < MAP_BLOCKSIZE; p.Z++)
+ for (p.Y = 0; p.Y < MAP_BLOCKSIZE; p.Y++)
+ for (p.X = 0; p.X < MAP_BLOCKSIZE; p.X++) {
+ n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
+ f = &nodedef->get(n);
+ drawNode();
+ }
+}
+
+void MapblockMeshGenerator::renderSingle(content_t node)
+{
+ p = {0, 0, 0};
+ n = MapNode(node, 0xff, 0x00);
+ f = &nodedef->get(n);
+ drawNode();
+}