Fix some rendering glitches

- Fixes particle draworder
- Fixes nodehighlighting
This commit is contained in:
BlockMen 2015-02-26 14:45:31 +01:00
parent 365e4ae0fa
commit 36e8ba9ce2
3 changed files with 61 additions and 65 deletions

@ -116,6 +116,7 @@ bool ClientLauncher::run(GameParams &game_params, const Settings &cmd_args)
input = new RealInputHandler(device, receiver); input = new RealInputHandler(device, receiver);
smgr = device->getSceneManager(); smgr = device->getSceneManager();
smgr->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true);
guienv = device->getGUIEnvironment(); guienv = device->getGUIEnvironment();
skin = guienv->getSkin(); skin = guienv->getSkin();

@ -45,8 +45,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
// (compatible with ContentFeatures). If you specified 0,0,1,1 // (compatible with ContentFeatures). If you specified 0,0,1,1
// for each face, that would be the same as passing NULL. // for each face, that would be the same as passing NULL.
void makeCuboid(MeshCollector *collector, const aabb3f &box, void makeCuboid(MeshCollector *collector, const aabb3f &box,
TileSpec *tiles, int tilecount, TileSpec *tiles, int tilecount, video::SColor &c, const f32* txc)
video::SColor &c, const f32* txc)
{ {
assert(tilecount >= 1 && tilecount <= 6); assert(tilecount >= 1 && tilecount <= 6);
@ -55,8 +54,7 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box,
if(txc == NULL) if(txc == NULL) {
{
static const f32 txc_default[24] = { static const f32 txc_default[24] = {
0,0,1,1, 0,0,1,1,
0,0,1,1, 0,0,1,1,
@ -160,14 +158,16 @@ void makeCuboid(MeshCollector *collector, const aabb3f &box,
} }
u16 indices[] = {0,1,2,2,3,0}; u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector // Add to mesh collector
for(s32 j=0; j<24; j+=4) for (s32 j = 0; j < 24; j += 4) {
{ int tileindex = MYMIN(j / 4, tilecount - 1);
int tileindex = MYMIN(j/4, tilecount-1); collector->append(tiles[tileindex], vertices + j, 4, indices, 6);
collector->append(tiles[tileindex],
vertices+j, 4, indices, 6);
} }
} }
/*
TODO: Fix alpha blending for special nodes
Currently only the last element rendered is blended correct
*/
void mapblock_mesh_generate_special(MeshMakeData *data, void mapblock_mesh_generate_special(MeshMakeData *data,
MeshCollector &collector) MeshCollector &collector)
{ {
@ -191,54 +191,6 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE; v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
// Create selection mesh
v3s16 p = data->m_highlighted_pos_relative;
if (data->m_show_hud &&
(p.X >= 0) && (p.X < MAP_BLOCKSIZE) &&
(p.Y >= 0) && (p.Y < MAP_BLOCKSIZE) &&
(p.Z >= 0) && (p.Z < MAP_BLOCKSIZE)) {
MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
if(n.getContent() != CONTENT_AIR) {
// Get selection mesh light level
static const v3s16 dirs[7] = {
v3s16( 0, 0, 0),
v3s16( 0, 1, 0),
v3s16( 0,-1, 0),
v3s16( 1, 0, 0),
v3s16(-1, 0, 0),
v3s16( 0, 0, 1),
v3s16( 0, 0,-1)
};
u16 l = 0;
u16 l1 = 0;
for (u8 i = 0; i < 7; i++) {
MapNode n1 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dirs[i]);
l1 = getInteriorLight(n1, -4, nodedef);
if (l1 > l)
l = l1;
}
video::SColor c = MapBlock_LightColor(255, l, 0);
data->m_highlight_mesh_color = c;
std::vector<aabb3f> boxes = n.getSelectionBoxes(nodedef);
TileSpec h_tile;
h_tile.material_flags |= MATERIAL_FLAG_HIGHLIGHTED;
h_tile.texture = tsrc->getTexture("halo.png",&h_tile.texture_id);
v3f pos = intToFloat(p, BS);
f32 d = 0.05 * BS;
for(std::vector<aabb3f>::iterator
i = boxes.begin();
i != boxes.end(); i++)
{
aabb3f box = *i;
box.MinEdge += v3f(-d, -d, -d) + pos;
box.MaxEdge += v3f(d, d, d) + pos;
makeCuboid(&collector, box, &h_tile, 1, c, NULL);
}
}
}
for(s16 z = 0; z < MAP_BLOCKSIZE; z++) for(s16 z = 0; z < MAP_BLOCKSIZE; z++)
for(s16 y = 0; y < MAP_BLOCKSIZE; y++) for(s16 y = 0; y < MAP_BLOCKSIZE; y++)
for(s16 x = 0; x < MAP_BLOCKSIZE; x++) for(s16 x = 0; x < MAP_BLOCKSIZE; x++)
@ -1766,5 +1718,55 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
break;} break;}
} }
} }
/*
Caused by incorrect alpha blending, selection mesh needs to be created as
last element to ensure it gets blended correct over nodes with alpha channel
*/
// Create selection mesh
v3s16 p = data->m_highlighted_pos_relative;
if (data->m_show_hud &&
(p.X >= 0) && (p.X < MAP_BLOCKSIZE) &&
(p.Y >= 0) && (p.Y < MAP_BLOCKSIZE) &&
(p.Z >= 0) && (p.Z < MAP_BLOCKSIZE)) {
MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
if(n.getContent() != CONTENT_AIR) {
// Get selection mesh light level
static const v3s16 dirs[7] = {
v3s16( 0, 0, 0),
v3s16( 0, 1, 0),
v3s16( 0,-1, 0),
v3s16( 1, 0, 0),
v3s16(-1, 0, 0),
v3s16( 0, 0, 1),
v3s16( 0, 0,-1)
};
u16 l = 0;
u16 l1 = 0;
for (u8 i = 0; i < 7; i++) {
MapNode n1 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dirs[i]);
l1 = getInteriorLight(n1, -4, nodedef);
if (l1 > l)
l = l1;
}
video::SColor c = MapBlock_LightColor(255, l, 0);
data->m_highlight_mesh_color = c;
std::vector<aabb3f> boxes = n.getSelectionBoxes(nodedef);
TileSpec h_tile;
h_tile.material_flags |= MATERIAL_FLAG_HIGHLIGHTED;
h_tile.texture = tsrc->getTexture("halo.png",&h_tile.texture_id);
v3f pos = intToFloat(p, BS);
f32 d = 0.05 * BS;
for (std::vector<aabb3f>::iterator i = boxes.begin();
i != boxes.end(); i++) {
aabb3f box = *i;
box.MinEdge += v3f(-d, -d, -d) + pos;
box.MaxEdge += v3f(d, d, d) + pos;
makeCuboid(&collector, box, &h_tile, 1, c, NULL);
}
}
}
} }

@ -107,20 +107,13 @@ Particle::~Particle()
void Particle::OnRegisterSceneNode() void Particle::OnRegisterSceneNode()
{ {
if (IsVisible) if (IsVisible)
{ SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT_EFFECT);
SceneManager->registerNodeForRendering
(this, scene::ESNRP_TRANSPARENT);
SceneManager->registerNodeForRendering
(this, scene::ESNRP_SOLID);
}
ISceneNode::OnRegisterSceneNode(); ISceneNode::OnRegisterSceneNode();
} }
void Particle::render() void Particle::render()
{ {
// TODO: Render particles in front of water and the selectionbox
video::IVideoDriver* driver = SceneManager->getVideoDriver(); video::IVideoDriver* driver = SceneManager->getVideoDriver();
driver->setMaterial(m_material); driver->setMaterial(m_material);
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);