diff options
Diffstat (limited to 'src/mapblock.cpp')
-rw-r--r-- | src/mapblock.cpp | 48 |
1 files changed, 40 insertions, 8 deletions
diff --git a/src/mapblock.cpp b/src/mapblock.cpp index 2c06fa82a..a5f1066bd 100644 --- a/src/mapblock.cpp +++ b/src/mapblock.cpp @@ -820,6 +820,8 @@ void MapBlock::updateMesh(u32 daynight_ratio) // 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), @@ -835,7 +837,9 @@ void MapBlock::updateMesh(u32 daynight_ratio) { u8 content = CONTENT_AIR; float level = -0.5 * BS; + u8 flags = 0; try{ + // Check neighbor v3s16 p2 = p + neighbor_dirs[i]; MapNode n2 = getNodeParent(p2); @@ -845,11 +849,20 @@ void MapBlock::updateMesh(u32 daynight_ratio) level = 0.5 * BS; else if(n2.d == CONTENT_WATER) level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0) * BS; + + // Check node above neighbor. + // NOTE: This doesn't get executed if neighbor + // doesn't exist + p2.Y += 1; + n2 = getNodeParent(p2); + if(n2.d == CONTENT_WATERSOURCE || n2.d == CONTENT_WATER) + flags |= neighborflag_top_is_water; } catch(InvalidPositionException &e){} 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; @@ -916,20 +929,24 @@ void MapBlock::updateMesh(u32 daynight_ratio) { v3s16 dir = side_dirs[i]; - //float neighbor_level = neighbor_levels[dir]; - /*if(neighbor_level > -0.5*BS + 0.001) - continue;*/ - /*if(neighbor_level > water_level - 0.1*BS) - continue;*/ + /* + 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; @@ -945,22 +962,37 @@ void MapBlock::updateMesh(u32 daynight_ratio) video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0), }; + /* + 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; |