Added glass, with rendering and furnace support.

This commit is contained in:
Ciaran Gultnieks 2011-05-09 19:22:07 +01:00
parent 59c4a342a9
commit 2e1a69c3b1
7 changed files with 100 additions and 1 deletions

@ -118,6 +118,10 @@ bool MaterialItem::isCookable()
{
return true;
}
else if(m_content == CONTENT_SAND)
{
return true;
}
return false;
}
@ -131,6 +135,10 @@ InventoryItem *MaterialItem::createCookResult()
{
return new MaterialItem(CONTENT_STONE, 1);
}
else if(m_content == CONTENT_SAND)
{
return new MaterialItem(CONTENT_GLASS, 1);
}
return NULL;
}

@ -901,6 +901,17 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
g_texturesource->getTextureId("leaves.png"));
material_leaves1.setTexture(0, pa_leaves1.atlas);
// Glass material
video::SMaterial material_glass;
material_glass.setFlag(video::EMF_LIGHTING, false);
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 = g_texturesource->getTexture(
g_texturesource->getTextureId("glass.png"));
material_glass.setTexture(0, pa_glass.atlas);
for(s16 z=0; z<MAP_BLOCKSIZE; z++)
for(s16 y=0; y<MAP_BLOCKSIZE; y++)
for(s16 x=0; x<MAP_BLOCKSIZE; x++)
@ -1406,6 +1417,72 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
collector.append(material_leaves1, vertices, 4, indices, 6);
}
}
/*
Add glass
*/
else if(n.d == CONTENT_GLASS)
{
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
video::SColor c(255,l,l,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_glass.x0(), pa_glass.y1()),
video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
pa_glass.x1(), pa_glass.y1()),
video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
pa_glass.x1(), pa_glass.y0()),
video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
pa_glass.x0(), pa_glass.y0()),
};
if(j == 0)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(0);
}
else if(j == 1)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(180);
}
else if(j == 2)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(-90);
}
else if(j == 3)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateXZBy(90);
}
else if(j == 4)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateYZBy(-90);
}
else if(j == 5)
{
for(u16 i=0; i<4; i++)
vertices[i].Pos.rotateYZBy(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_glass, vertices, 4, indices, 6);
}
}
}
/*

@ -205,6 +205,16 @@ void init_mapnode()
}
f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
i = CONTENT_GLASS;
f = &g_content_features[i];
f->light_propagates = true;
f->param_type = CPT_LIGHT;
f->is_ground_content = true;
f->dug_item = std::string("MaterialItem ")+itos(i)+" 1";
f->solidness = 0; // drawn separately, makes no faces
f->setInventoryTextureCube("glass.png", "glass.png", "glass.png");
// Deprecated
i = CONTENT_COALSTONE;
f = &g_content_features[i];

@ -99,6 +99,7 @@ void init_content_inventory_texture_paths();
//#define CONTENT_WORKBENCH 17
#define CONTENT_COBBLE 18
#define CONTENT_STEEL 19
#define CONTENT_GLASS 20
/*
Content feature list

@ -72,6 +72,7 @@ void initializeMaterialProperties()
setWoodLikeDiggingProperties(CONTENT_TREE, 1.0);
setWoodLikeDiggingProperties(CONTENT_LEAVES, 0.15);
setWoodLikeDiggingProperties(CONTENT_GLASS, 0.15);
setWoodLikeDiggingProperties(CONTENT_WOOD, 0.75);
setWoodLikeDiggingProperties(CONTENT_CHEST, 1.0);

@ -3984,6 +3984,7 @@ void setCreativeInventory(Player *player)
CONTENT_SAND,
CONTENT_TREE,
CONTENT_LEAVES,
CONTENT_GLASS,
CONTENT_MESE,
CONTENT_WATERSOURCE,
CONTENT_CLOUD,

@ -476,6 +476,7 @@ void TextureSource::buildMainAtlas()
sourcelist.push_back("tree_top.png");
sourcelist.push_back("water.png");
sourcelist.push_back("leaves.png");
sourcelist.push_back("glass.png");
sourcelist.push_back("mud.png^grass_side.png");
sourcelist.push_back("cobble.png");