Framed glasslike: Fix z-fighting, improve codestyle (#7826)

Increase inset distance of glass faces that is meant to avoid
z-fighting.
Note: Enabling basic shaders made the z-fighting more likely to
happen.
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Paramat 2018-10-31 10:04:33 +00:00 committed by GitHub
parent 34a5960671
commit 4d4bfb1251
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@ -717,9 +717,9 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode()
bool V_merge = !(param2 & 64); bool V_merge = !(param2 & 64);
param2 &= 63; param2 &= 63;
static const float a = BS / 2; static const float a = BS / 2.0f;
static const float g = a - 0.003; static const float g = a - 0.03f;
static const float b = .876 * ( BS / 2 ); static const float b = 0.876f * (BS / 2.0f);
static const aabb3f frame_edges[FRAMED_EDGE_COUNT] = { static const aabb3f frame_edges[FRAMED_EDGE_COUNT] = {
aabb3f( b, b, -a, a, a, a), // y+ aabb3f( b, b, -a, a, a, a), // y+
@ -751,9 +751,12 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode()
bool nb[FRAMED_NEIGHBOR_COUNT] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}; bool nb[FRAMED_NEIGHBOR_COUNT] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
// 1 = check // 1 = check
static const bool check_nb_vertical [FRAMED_NEIGHBOR_COUNT] = {0,1,0,0,1,0, 0,0,0,0, 0,0,0,0, 0,0,0,0}; static const bool check_nb_vertical [FRAMED_NEIGHBOR_COUNT] =
static const bool check_nb_horizontal [FRAMED_NEIGHBOR_COUNT] = {1,0,1,1,0,1, 0,0,0,0, 1,1,1,1, 0,0,0,0}; {0,1,0,0,1,0, 0,0,0,0, 0,0,0,0, 0,0,0,0};
static const bool check_nb_all [FRAMED_NEIGHBOR_COUNT] = {1,1,1,1,1,1, 1,1,1,1, 1,1,1,1, 1,1,1,1}; static const bool check_nb_horizontal [FRAMED_NEIGHBOR_COUNT] =
{1,0,1,1,0,1, 0,0,0,0, 1,1,1,1, 0,0,0,0};
static const bool check_nb_all [FRAMED_NEIGHBOR_COUNT] =
{1,1,1,1,1,1, 1,1,1,1, 1,1,1,1, 1,1,1,1};
const bool *check_nb = check_nb_all; const bool *check_nb = check_nb_all;
// neighbours checks for frames visibility // neighbours checks for frames visibility
@ -807,7 +810,7 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode()
f->special_tiles[0].layers[0].texture) { f->special_tiles[0].layers[0].texture) {
// Internal liquid level has param2 range 0 .. 63, // Internal liquid level has param2 range 0 .. 63,
// convert it to -0.5 .. 0.5 // convert it to -0.5 .. 0.5
float vlev = (param2 / 63.0) * 2.0 - 1.0; float vlev = (param2 / 63.0f) * 2.0f - 1.0f;
getSpecialTile(0, &tile); getSpecialTile(0, &tile);
drawAutoLightedCuboid(aabb3f(-(nb[5] ? g : b), drawAutoLightedCuboid(aabb3f(-(nb[5] ? g : b),
-(nb[4] ? g : b), -(nb[4] ? g : b),