diff options
Diffstat (limited to 'src/content_mapblock.cpp')
-rw-r--r-- | src/content_mapblock.cpp | 152 |
1 files changed, 78 insertions, 74 deletions
diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index ed2cd766a..ab5cc1b54 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -133,23 +133,12 @@ void mapblock_mesh_generate_special(MeshMakeData *data, //bool smooth_lighting = g_settings.getBool("smooth_lighting"); bool invisible_stone = g_settings.getBool("invisible_stone"); - float node_water_level = 1.0; + float node_liquid_level = 1.0; if(new_style_water) - node_water_level = 0.85; + node_liquid_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); @@ -337,30 +326,40 @@ void mapblock_mesh_generate_special(MeshMakeData *data, collector.append(material, vertices, 4, indices, 6); } /* - Add flowing water to mesh + Add flowing liquid to mesh */ - else if(n.getContent() == CONTENT_WATER) + else if(content_features(n).liquid_type == LIQUID_FLOWING) { - bool top_is_water = false; + assert(content_features(n).special_material); + video::SMaterial &liquid_material = + *content_features(n).special_material; + assert(content_features(n).special_atlas); + AtlasPointer &pa_liquid1 = + *content_features(n).special_atlas; + + bool top_is_same_liquid = false; MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); - if(ntop.getContent() == CONTENT_WATER || ntop.getContent() == CONTENT_WATERSOURCE) - top_is_water = true; + content_t c_flowing = content_features(n).liquid_alternative_flowing; + content_t c_source = content_features(n).liquid_alternative_source; + if(ntop.getContent() == c_flowing || ntop.getContent() == c_source) + top_is_same_liquid = true; u8 l = 0; // Use the light of the node on top if possible if(content_features(ntop).param_type == CPT_LIGHT) l = decode_light(ntop.getLightBlend(data->m_daynight_ratio)); - // Otherwise use the light of this node (the water) + // Otherwise use the light of this node (the liquid) else l = decode_light(n.getLightBlend(data->m_daynight_ratio)); - video::SColor c = MapBlock_LightColor(WATER_ALPHA, l); + video::SColor c = MapBlock_LightColor( + content_features(n).vertex_alpha, l); - // Neighbor water levels (key = relative position) + // Neighbor liquid levels (key = relative position) // Includes current node core::map<v3s16, f32> neighbor_levels; core::map<v3s16, content_t> neighbor_contents; core::map<v3s16, u8> neighbor_flags; - const u8 neighborflag_top_is_water = 0x01; + const u8 neighborflag_top_is_same_liquid = 0x01; v3s16 neighbor_dirs[9] = { v3s16(0,0,0), v3s16(0,0,1), @@ -384,19 +383,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data, { content = n2.getContent(); - if(n2.getContent() == CONTENT_WATERSOURCE) - level = (-0.5+node_water_level) * BS; - else if(n2.getContent() == CONTENT_WATER) + if(n2.getContent() == c_source) + level = (-0.5+node_liquid_level) * BS; + else if(n2.getContent() == c_flowing) level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0 - * node_water_level) * BS; + * node_liquid_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.getContent() == CONTENT_WATERSOURCE || n2.getContent() == CONTENT_WATER) - flags |= neighborflag_top_is_water; + if(n2.getContent() == c_source || + n2.getContent() == c_flowing) + flags |= neighborflag_top_is_same_liquid; } neighbor_levels.insert(neighbor_dirs[i], level); @@ -404,10 +404,10 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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)]; + //float liquid_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS; + //float liquid_level = neighbor_levels[v3s16(0,0,0)]; - // Corner heights (average between four waters) + // Corner heights (average between four liquids) f32 corner_levels[4]; v3s16 halfdirs[4] = { @@ -426,13 +426,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data, v3s16 neighbordir = cornerdir - halfdirs[j]; u8 content = neighbor_contents[neighbordir]; // Special case for source nodes - if(content == CONTENT_WATERSOURCE) + if(content == c_source) { - cornerlevel = (-0.5+node_water_level)*BS; + cornerlevel = (-0.5+node_liquid_level)*BS; valid_count = 1; break; } - else if(content == CONTENT_WATER) + else if(content == c_flowing) { cornerlevel += neighbor_levels[neighbordir]; valid_count++; @@ -469,24 +469,24 @@ void mapblock_mesh_generate_special(MeshMakeData *data, v3s16 dir = side_dirs[i]; /* - If our topside is water and neighbor's topside - is water, don't draw side face + If our topside is liquid and neighbor's topside + is liquid, don't draw side face */ - if(top_is_water && - neighbor_flags[dir] & neighborflag_top_is_water) + if(top_is_same_liquid && + neighbor_flags[dir] & neighborflag_top_is_same_liquid) continue; u8 neighbor_content = neighbor_contents[dir]; - // Don't draw face if neighbor is not air or water + // Don't draw face if neighbor is not air or liquid if(neighbor_content != CONTENT_AIR - && neighbor_content != CONTENT_WATER) + && neighbor_content != c_source) continue; - bool neighbor_is_water = (neighbor_content == CONTENT_WATER); + bool neighbor_is_liquid = (neighbor_content == c_source); - // Don't draw any faces if neighbor is water and top is water - if(neighbor_is_water == true && top_is_water == false) + // Don't draw any faces if neighbor is liquid and top is liquid + if(neighbor_is_liquid == true && top_is_same_liquid == false) continue; video::S3DVertex vertices[4] = @@ -496,20 +496,20 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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()), + pa_liquid1.x0(), pa_liquid1.y1()), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, - pa_water1.x1(), pa_water1.y1()), + pa_liquid1.x1(), pa_liquid1.y1()), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, - pa_water1.x1(), pa_water1.y0()), + pa_liquid1.x1(), pa_liquid1.y0()), video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, - pa_water1.x0(), pa_water1.y0()), + pa_liquid1.x0(), pa_liquid1.y0()), }; /* - If our topside is water, set upper border of face + If our topside is liquid, set upper border of face at upper border of node */ - if(top_is_water) + if(top_is_same_liquid) { vertices[2].Pos.Y = 0.5*BS; vertices[3].Pos.Y = 0.5*BS; @@ -524,16 +524,16 @@ void mapblock_mesh_generate_special(MeshMakeData *data, } /* - If neighbor is water, lower border of face is corner - water levels + If neighbor is liquid, lower border of face is corner + liquid levels */ - if(neighbor_is_water) + if(neighbor_is_liquid) { 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 + If neighbor is not liquid, lower border of face is lower border of node */ else @@ -558,14 +558,14 @@ void mapblock_mesh_generate_special(MeshMakeData *data, u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector - collector.append(material_water1, vertices, 4, indices, 6); + collector.append(liquid_material, vertices, 4, indices, 6); } /* Generate top side, if appropriate */ - if(top_is_water == false) + if(top_is_same_liquid == false) { video::S3DVertex vertices[4] = { @@ -574,13 +574,13 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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()), + pa_liquid1.x0(), pa_liquid1.y1()), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, - pa_water1.x1(), pa_water1.y1()), + pa_liquid1.x1(), pa_liquid1.y1()), video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, - pa_water1.x1(), pa_water1.y0()), + pa_liquid1.x1(), pa_liquid1.y0()), video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, - pa_water1.x0(), pa_water1.y0()), + pa_liquid1.x0(), pa_liquid1.y0()), }; // This fixes a strange bug @@ -588,7 +588,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data, for(s32 i=0; i<4; i++) { - //vertices[i].Pos.Y += water_level; + //vertices[i].Pos.Y += liquid_level; //vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)]; s32 j = corner_resolve[i]; vertices[i].Pos.Y += corner_levels[j]; @@ -597,29 +597,33 @@ void mapblock_mesh_generate_special(MeshMakeData *data, u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector - collector.append(material_water1, vertices, 4, indices, 6); + collector.append(liquid_material, vertices, 4, indices, 6); } } /* Add water sources to mesh if using new style */ - else if(n.getContent() == CONTENT_WATERSOURCE && new_style_water) + else if(content_features(n).liquid_type == LIQUID_SOURCE + && new_style_water) { - //bool top_is_water = false; + assert(content_features(n).special_material); + video::SMaterial &liquid_material = + *content_features(n).special_material; + assert(content_features(n).special_atlas); + AtlasPointer &pa_liquid1 = + *content_features(n).special_atlas; + bool top_is_air = false; MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z)); - /*if(n.getContent() == CONTENT_WATER || n.getContent() == CONTENT_WATERSOURCE) - top_is_water = true;*/ if(n.getContent() == 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 = MapBlock_LightColor(WATER_ALPHA, l); + video::SColor c = MapBlock_LightColor( + content_features(n).vertex_alpha, l); video::S3DVertex vertices[4] = { @@ -628,24 +632,24 @@ void mapblock_mesh_generate_special(MeshMakeData *data, 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()), + pa_liquid1.x0(), pa_liquid1.y1()), video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, - pa_water1.x1(), pa_water1.y1()), + pa_liquid1.x1(), pa_liquid1.y1()), video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, - pa_water1.x1(), pa_water1.y0()), + pa_liquid1.x1(), pa_liquid1.y0()), video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, - pa_water1.x0(), pa_water1.y0()), + pa_liquid1.x0(), pa_liquid1.y0()), }; for(s32 i=0; i<4; i++) { - vertices[i].Pos.Y += (-0.5+node_water_level)*BS; + vertices[i].Pos.Y += (-0.5+node_liquid_level)*BS; vertices[i].Pos += intToFloat(p + blockpos_nodes, BS); } u16 indices[] = {0,1,2,2,3,0}; // Add to mesh collector - collector.append(material_water1, vertices, 4, indices, 6); + collector.append(liquid_material, vertices, 4, indices, 6); } /* Add leaves if using new style |