forked from Mirrorlandia_minetest/minetest
Store liquid data as dimensionless fractions instead of BS multiplies
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43c9647fe5
commit
b8ddde0a96
@ -599,7 +599,7 @@ void MapblockMeshGenerator::getLiquidNeighborhood()
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v3s16 p2 = p + v3s16(u, 0, w);
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MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
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neighbor.content = n2.getContent();
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neighbor.level = -0.5 * BS;
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neighbor.level = -0.5f;
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neighbor.is_same_liquid = false;
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neighbor.top_is_same_liquid = false;
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@ -608,7 +608,7 @@ void MapblockMeshGenerator::getLiquidNeighborhood()
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if (neighbor.content == c_source) {
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neighbor.is_same_liquid = true;
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neighbor.level = 0.5 * BS;
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neighbor.level = 0.5f;
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} else if (neighbor.content == c_flowing) {
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neighbor.is_same_liquid = true;
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u8 liquid_level = (n2.param2 & LIQUID_LEVEL_MASK);
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@ -616,7 +616,7 @@ void MapblockMeshGenerator::getLiquidNeighborhood()
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liquid_level = 0;
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else
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liquid_level -= (LIQUID_LEVEL_MAX + 1 - range);
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neighbor.level = (-0.5 + (liquid_level + 0.5) / range) * BS;
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neighbor.level = (-0.5f + (liquid_level + 0.5f) / range);
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}
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// Check node above neighbor.
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@ -648,11 +648,11 @@ f32 MapblockMeshGenerator::getCornerLevel(int i, int k)
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// If top is liquid, draw starting from top of node
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if (neighbor_data.top_is_same_liquid)
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return 0.5 * BS;
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return 0.5f;
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// Source always has the full height
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if (content == c_source)
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return 0.5 * BS;
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return 0.5f;
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// Flowing liquid has level information
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if (content == c_flowing) {
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@ -663,7 +663,7 @@ f32 MapblockMeshGenerator::getCornerLevel(int i, int k)
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}
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}
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if (air_count >= 2)
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return -0.5 * BS + 0.2;
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return -0.5f + 0.2f / BS;
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if (count > 0)
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return sum / count;
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return 0;
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@ -721,12 +721,12 @@ void MapblockMeshGenerator::drawLiquidSides()
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pos.X = (base.X - 0.5f) * BS;
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pos.Z = (base.Z - 0.5f) * BS;
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if (vertex.v) {
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pos.Y = neighbor.is_same_liquid ? corner_levels[base.Z][base.X] : -0.5f * BS;
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pos.Y = (neighbor.is_same_liquid ? corner_levels[base.Z][base.X] : -0.5f) * BS;
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} else if (top_is_same_liquid) {
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pos.Y = 0.5f * BS;
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} else {
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pos.Y = corner_levels[base.Z][base.X];
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v += (0.5f * BS - corner_levels[base.Z][base.X]) / BS;
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pos.Y = corner_levels[base.Z][base.X] * BS;
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v += 0.5f - corner_levels[base.Z][base.X];
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}
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if (data->m_smooth_lighting)
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@ -755,7 +755,7 @@ void MapblockMeshGenerator::drawLiquidTop()
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for (int i = 0; i < 4; i++) {
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int u = corner_resolve[i][0];
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int w = corner_resolve[i][1];
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vertices[i].Pos.Y += corner_levels[w][u];
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vertices[i].Pos.Y += corner_levels[w][u] * BS;
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if (data->m_smooth_lighting)
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vertices[i].Color = blendLightColor(vertices[i].Pos);
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vertices[i].Pos += origin;
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