nicer looking water

This commit is contained in:
Perttu Ahola 2011-02-04 01:48:52 +02:00
parent 102c5e31fe
commit 6545ea12e9
5 changed files with 60 additions and 7 deletions

@ -23,6 +23,7 @@
#client_delete_unused_sectors_timeout = 1200 #client_delete_unused_sectors_timeout = 1200
#enable_fog = true #enable_fog = true
#new_style_water = true
# Server side stuff # Server side stuff

@ -36,6 +36,7 @@ void set_default_settings()
g_settings.setDefault("random_input", "false"); g_settings.setDefault("random_input", "false");
g_settings.setDefault("client_delete_unused_sectors_timeout", "1200"); g_settings.setDefault("client_delete_unused_sectors_timeout", "1200");
g_settings.setDefault("enable_fog", "true"); g_settings.setDefault("enable_fog", "true");
g_settings.setDefault("new_style_water", "true");
// Server stuff // Server stuff
g_settings.setDefault("creative_mode", "false"); g_settings.setDefault("creative_mode", "false");

@ -2058,7 +2058,7 @@ void make_tree(VoxelManipulator &vmanip, v3s16 p0)
MapNode treenode(CONTENT_TREE); MapNode treenode(CONTENT_TREE);
MapNode leavesnode(CONTENT_LEAVES); MapNode leavesnode(CONTENT_LEAVES);
s16 trunk_h = myrand_range(2, 6); s16 trunk_h = myrand_range(3, 6);
v3s16 p1 = p0; v3s16 p1 = p0;
for(s16 ii=0; ii<trunk_h; ii++) for(s16 ii=0; ii<trunk_h; ii++)
{ {

@ -19,7 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mapblock.h" #include "mapblock.h"
#include "map.h" #include "map.h"
// For g_materials // For g_settings and g_irrlicht
#include "main.h" #include "main.h"
#include "light.h" #include "light.h"
#include <sstream> #include <sstream>
@ -600,7 +600,6 @@ void MapBlock::updateMesh(u32 daynight_ratio)
v3f posRelative_f(getPosRelative().X, getPosRelative().Y, v3f posRelative_f(getPosRelative().X, getPosRelative().Y,
getPosRelative().Z); // floating point conversion getPosRelative().Z); // floating point conversion
/* /*
Avoid interlocks by copying m_temp_mods Avoid interlocks by copying m_temp_mods
*/ */
@ -610,6 +609,11 @@ void MapBlock::updateMesh(u32 daynight_ratio)
m_temp_mods.copy(temp_mods); m_temp_mods.copy(temp_mods);
} }
bool new_style_water = g_settings.getBool("new_style_water");
float node_water_level = 1.0;
if(new_style_water)
node_water_level = 0.8;
/* /*
We are including the faces of the trailing edges of the block. We are including the faces of the trailing edges of the block.
This means that when something changes, the caller must This means that when something changes, the caller must
@ -846,9 +850,10 @@ void MapBlock::updateMesh(u32 daynight_ratio)
content = n2.d; content = n2.d;
if(n2.d == CONTENT_WATERSOURCE) if(n2.d == CONTENT_WATERSOURCE)
level = 0.5 * BS; level = (-0.5+node_water_level) * BS;
else if(n2.d == CONTENT_WATER) else if(n2.d == CONTENT_WATER)
level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0) * BS; level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0
* node_water_level) * BS;
// Check node above neighbor. // Check node above neighbor.
// NOTE: This doesn't get executed if neighbor // NOTE: This doesn't get executed if neighbor
@ -889,7 +894,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
// Special case for source nodes // Special case for source nodes
if(content == CONTENT_WATERSOURCE) if(content == CONTENT_WATERSOURCE)
{ {
cornerlevel = 0.5*BS; cornerlevel = (-0.5+node_water_level)*BS;
valid_count = 1; valid_count = 1;
break; break;
} }
@ -1045,6 +1050,47 @@ void MapBlock::updateMesh(u32 daynight_ratio)
collector.append(material_w1, vertices, 4, indices, 6); collector.append(material_w1, vertices, 4, indices, 6);
} }
} }
/*
Add water sources to mesh
*/
else if(n.d == CONTENT_WATERSOURCE && new_style_water)
{
//bool top_is_water = false;
bool top_is_air = false;
try{
MapNode n = getNodeParent(v3s16(x,y+1,z));
/*if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
top_is_water = true;*/
if(n.d == CONTENT_AIR)
top_is_air = true;
}catch(InvalidPositionException &e){}
/*if(top_is_water == true)
continue;*/
if(top_is_air == false)
continue;
u8 l = decode_light(n.getLightBlend(daynight_ratio));
video::SColor c(WATER_ALPHA,l,l,l);
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
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),
};
for(s32 i=0; i<4; i++)
{
vertices[i].Pos.Y += (-0.5+node_water_level)*BS;
vertices[i].Pos += intToFloat(p + getPosRelative());
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(material_w1, vertices, 4, indices, 6);
}
} }
/* /*

@ -22,6 +22,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "porting.h" #include "porting.h"
#include <string> #include <string>
#include "mineral.h" #include "mineral.h"
// For g_settings
#include "main.h"
ContentFeatures::~ContentFeatures() ContentFeatures::~ContentFeatures()
{ {
@ -139,10 +141,13 @@ void init_mapnode(IIrrlichtWrapper *irrlicht)
f->buildable_to = true; f->buildable_to = true;
f->liquid_type = LIQUID_FLOWING; f->liquid_type = LIQUID_FLOWING;
bool new_style_water = g_settings.getBool("new_style_water");
i = CONTENT_WATERSOURCE; i = CONTENT_WATERSOURCE;
f = &g_content_features[i]; f = &g_content_features[i];
//f->setTexture(0, irrlicht->getTextureId("water.png"), WATER_ALPHA); //f->setTexture(0, irrlicht->getTextureId("water.png"), WATER_ALPHA);
f->setAllTextures(irrlicht->getTextureId("water.png"), WATER_ALPHA); if(new_style_water == false)
f->setAllTextures(irrlicht->getTextureId("water.png"), WATER_ALPHA);
f->setInventoryTexture(irrlicht->getTextureId("water.png")); f->setInventoryTexture(irrlicht->getTextureId("water.png"));
f->param_type = CPT_LIGHT; f->param_type = CPT_LIGHT;
f->light_propagates = true; f->light_propagates = true;