diff options
Diffstat (limited to 'src/content_mapblock.cpp')
-rw-r--r-- | src/content_mapblock.cpp | 284 |
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 |