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-rw-r--r--src/content_mapblock.cpp284
1 files changed, 130 insertions, 154 deletions
diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp
index e8e4fd231..79f49cbf8 100644
--- a/src/content_mapblock.cpp
+++ b/src/content_mapblock.cpp
@@ -20,112 +20,105 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "content_mapblock.h"
#include "main.h" // For g_settings
-#include "mineral.h"
-#include "mapblock_mesh.h" // For MapBlock_LightColor()
+#include "mapblock_mesh.h" // For MapBlock_LightColor() and MeshCollector
#include "settings.h"
#include "nodedef.h"
+#include "tile.h"
#include "gamedef.h"
-#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
+// box - the position and size of the box
+// materials - the materials to use (for all 6 faces)
+// pa - texture atlas pointers for the materials
+// matcount - number of entries in "materials" and "pa", 1<=matcount<=6
// 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)
+// the faces in the list is up-down-right-left-back-front
+// (compatible with ContentFeatures). If you specified 0,0,1,1
+// for each face, that would be the same as passing NULL.
+void makeCuboid(MeshCollector *collector, const aabb3f &box,
+ const video::SMaterial *materials, const AtlasPointer *pa, int matcount,
+ video::SColor &c, const 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] =
+ assert(matcount >= 1);
+
+ v3f min = box.MinEdge;
+ v3f max = box.MaxEdge;
+
+ if(txc == NULL)
{
- 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)
- };
+ static const f32 txc_default[24] = {
+ 0,0,1,1,
+ 0,0,1,1,
+ 0,0,1,1,
+ 0,0,1,1,
+ 0,0,1,1,
+ 0,0,1,1
+ };
+ txc = txc_default;
+ }
- for(int i=0;i<6;i++)
+ video::S3DVertex vertices[24] =
{
- 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;
- }
+ // up
+ video::S3DVertex(min.X,max.Y,max.Z, 0,1,0, c, txc[0],txc[1]),
+ video::S3DVertex(max.X,max.Y,max.Z, 0,1,0, c, txc[2],txc[1]),
+ video::S3DVertex(max.X,max.Y,min.Z, 0,1,0, c, txc[2],txc[3]),
+ video::S3DVertex(min.X,max.Y,min.Z, 0,1,0, c, txc[0],txc[3]),
+ // down
+ video::S3DVertex(min.X,min.Y,min.Z, 0,-1,0, c, txc[4],txc[5]),
+ video::S3DVertex(max.X,min.Y,min.Z, 0,-1,0, c, txc[6],txc[5]),
+ video::S3DVertex(max.X,min.Y,max.Z, 0,-1,0, c, txc[6],txc[7]),
+ video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, txc[4],txc[7]),
+ // right
+ video::S3DVertex(max.X,max.Y,min.Z, 1,0,0, c, txc[ 8],txc[9]),
+ video::S3DVertex(max.X,max.Y,max.Z, 1,0,0, c, txc[10],txc[9]),
+ video::S3DVertex(max.X,min.Y,max.Z, 1,0,0, c, txc[10],txc[11]),
+ video::S3DVertex(max.X,min.Y,min.Z, 1,0,0, c, txc[ 8],txc[11]),
+ // left
+ video::S3DVertex(min.X,max.Y,max.Z, -1,0,0, c, txc[12],txc[13]),
+ video::S3DVertex(min.X,max.Y,min.Z, -1,0,0, c, txc[14],txc[13]),
+ video::S3DVertex(min.X,min.Y,min.Z, -1,0,0, c, txc[14],txc[15]),
+ video::S3DVertex(min.X,min.Y,max.Z, -1,0,0, c, txc[12],txc[15]),
+ // back
+ video::S3DVertex(min.X,max.Y,min.Z, 0,0,-1, c, txc[16],txc[17]),
+ video::S3DVertex(max.X,max.Y,min.Z, 0,0,-1, c, txc[18],txc[17]),
+ video::S3DVertex(max.X,min.Y,min.Z, 0,0,-1, c, txc[18],txc[19]),
+ video::S3DVertex(min.X,min.Y,min.Z, 0,0,-1, c, txc[16],txc[19]),
+ // front
+ video::S3DVertex(max.X,max.Y,max.Z, 0,0,1, c, txc[20],txc[21]),
+ video::S3DVertex(min.X,max.Y,max.Z, 0,0,1, c, txc[22],txc[21]),
+ video::S3DVertex(min.X,min.Y,max.Z, 0,0,1, c, txc[22],txc[23]),
+ video::S3DVertex(max.X,min.Y,max.Z, 0,0,1, c, txc[20],txc[23]),
+ };
- 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(s32 j=0; j<24; j++)
+ {
+ int matindex = MYMIN(j/4, matcount-1);
+ vertices[j].TCoords *= pa[matindex].size;
+ vertices[j].TCoords += pa[matindex].pos;
+ }
- 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);
+ u16 indices[] = {0,1,2,2,3,0};
+ // Add to mesh collector
+ for(s32 j=0; j<24; j+=4)
+ {
+ int matindex = MYMIN(j/4, matcount-1);
+ collector->append(materials[matindex],
+ vertices+j, 4, indices, 6);
}
-
}
-#endif
-#ifndef SERVER
void mapblock_mesh_generate_special(MeshMakeData *data,
MeshCollector &collector, IGameDef *gamedef)
{
INodeDefManager *nodedef = gamedef->ndef();
+ ITextureSource *tsrc = gamedef->getTextureSource();
// 0ms
//TimeTaker timer("mapblock_mesh_generate_special()");
@@ -521,7 +514,9 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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;
+ TileSpec tile_glass = getNodeTile(n, p, v3s16(0,0,0),
+ &data->m_temp_mods, tsrc, nodedef);
+ AtlasPointer pa_glass = tile_glass.texture;
material_glass.setTexture(0, pa_glass.atlas);
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
@@ -585,54 +580,21 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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;
+ TileSpec tile_leaves1 = getNodeTile(n, p, v3s16(0,0,0),
+ &data->m_temp_mods, tsrc, nodedef);
+ AtlasPointer pa_leaves1 = tile_leaves1.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);
- for(u32 j=0; j<6; j++)
- {
- video::S3DVertex vertices[4] =
- {
- 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()),
- };
-
- // Rotations in the g_6dirs format
- if(j == 0) // Z+
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(0);
- else if(j == 1) // Y+
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateYZBy(-90);
- else if(j == 2) // X+
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(-90);
- else if(j == 3) // Z-
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(180);
- else if(j == 4) // Y-
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateYZBy(90);
- else if(j == 5) // X-
- for(u16 i=0; i<4; i++)
- vertices[i].Pos.rotateXZBy(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);
- }
+ v3f pos = intToFloat(p+blockpos_nodes, BS);
+ aabb3f box(-BS/2,-BS/2,-BS/2,BS/2,BS/2,BS/2);
+ box.MinEdge += pos;
+ box.MaxEdge += pos;
+ makeCuboid(&collector, box,
+ &material_leaves1, &pa_leaves1, 1,
+ c, NULL);
break;}
case NDT_ALLFACES_OPTIONAL:
// This is always pre-converted to something else
@@ -824,9 +786,22 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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;
+ TileSpec tile_wood = getNodeTile(n, p, v3s16(0,0,0),
+ &data->m_temp_mods, tsrc, nodedef);
+ AtlasPointer pa_wood = tile_wood.texture;
material_wood.setTexture(0, pa_wood.atlas);
+ video::SMaterial material_wood_nomod;
+ material_wood_nomod.setFlag(video::EMF_LIGHTING, false);
+ material_wood_nomod.setFlag(video::EMF_BILINEAR_FILTER, false);
+ material_wood_nomod.setFlag(video::EMF_FOG_ENABLE, true);
+ material_wood_nomod.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+
+ TileSpec tile_wood_nomod = getNodeTile(n, p, v3s16(0,0,0),
+ NULL, tsrc, nodedef);
+ AtlasPointer pa_wood_nomod = tile_wood_nomod.texture;
+ material_wood_nomod.setTexture(0, pa_wood_nomod.atlas);
+
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio, nodedef)));
video::SColor c = MapBlock_LightColor(255, l);
@@ -834,18 +809,21 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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);
+
+ // The post - always present
+ aabb3f post(-post_rad,-BS/2,-post_rad,post_rad,BS/2,post_rad);
+ post.MinEdge += pos;
+ post.MaxEdge += pos;
f32 postuv[24]={
0.4,0.4,0.6,0.6,
+ 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);
+ 0.35,0,0.65,1};
+ makeCuboid(&collector, post, &material_wood,
+ &pa_wood, 1, c, postuv);
// Now a section of fence, +X, if there's a post there
v3s16 p2 = p;
@@ -854,9 +832,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
const ContentFeatures *f2 = &nodedef->get(n2);
if(f2->drawtype == NDT_FENCELIKE)
{
- pos = intToFloat(p+blockpos_nodes, BS);
- pos.X += BS/2;
- pos.Y += BS/4;
+ aabb3f bar(-bar_len+BS/2,-bar_rad+BS/4,-bar_rad,
+ bar_len+BS/2,bar_rad+BS/4,bar_rad);
+ bar.MinEdge += pos;
+ bar.MaxEdge += pos;
f32 xrailuv[24]={
0,0.4,1,0.6,
0,0.4,1,0.6,
@@ -864,14 +843,12 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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);
+ makeCuboid(&collector, bar, &material_wood_nomod,
+ &pa_wood_nomod, 1, c, xrailuv);
+ bar.MinEdge.Y -= BS/2;
+ bar.MaxEdge.Y -= BS/2;
+ makeCuboid(&collector, bar, &material_wood_nomod,
+ &pa_wood_nomod, 1, c, xrailuv);
}
// Now a section of fence, +Z, if there's a post there
@@ -881,9 +858,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
f2 = &nodedef->get(n2);
if(f2->drawtype == NDT_FENCELIKE)
{
- pos = intToFloat(p+blockpos_nodes, BS);
- pos.Z += BS/2;
- pos.Y += BS/4;
+ aabb3f bar(-bar_rad,-bar_rad+BS/4,-bar_len+BS/2,
+ bar_rad,bar_rad+BS/4,bar_len+BS/2);
+ bar.MinEdge += pos;
+ bar.MaxEdge += pos;
f32 zrailuv[24]={
0,0.4,1,0.6,
0,0.4,1,0.6,
@@ -891,14 +869,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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);
+ makeCuboid(&collector, bar, &material_wood_nomod,
+ &pa_wood_nomod, 1, c, zrailuv);
+ bar.MinEdge.Y -= BS/2;
+ bar.MaxEdge.Y -= BS/2;
+ makeCuboid(&collector, bar, &material_wood_nomod,
+ &pa_wood_nomod, 1, c, zrailuv);
}
break;}
case NDT_RAILLIKE:
@@ -1011,5 +988,4 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
}
}
}
-#endif