forked from Mirrorlandia_minetest/minetest
Framed glasslike: Don't use cuboids to draw glass faces (#7828)
Previously, each glass face used drawAutoLightedCuboid() to draw a flat cuboid. This also disallowed backface culling, making the backface culling inconsistent with 'glasslike'. Use code from 'glasslike' to draw glass faces using drawQuad(). Remove long-unknown top/bottom textures feature: Makes the code simpler and cleaner. Never documented, long-unknown and not of much use.
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@ -697,20 +697,12 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode()
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for (int face = 0; face < 6; face++)
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getTile(g_6dirs[face], &tiles[face]);
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if (!data->m_smooth_lighting)
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color = encode_light(light, f->light_source);
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TileSpec glass_tiles[6];
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if (tiles[1].layers[0].texture &&
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tiles[2].layers[0].texture &&
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tiles[3].layers[0].texture) {
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glass_tiles[0] = tiles[4];
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glass_tiles[1] = tiles[2];
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glass_tiles[2] = tiles[4];
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glass_tiles[3] = tiles[4];
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glass_tiles[4] = tiles[3];
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glass_tiles[5] = tiles[4];
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} else {
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for (auto &glass_tile : glass_tiles)
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glass_tile = tiles[4];
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}
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for (auto &glass_tile : glass_tiles)
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glass_tile = tiles[4];
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u8 param2 = n.getParam2();
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bool H_merge = !(param2 & 128);
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@ -735,14 +727,6 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode()
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aabb3f(-a, -a, -a, a, -b, -b), // z-
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aabb3f(-a, b, -a, a, a, -b), // z-
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};
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static const aabb3f glass_faces[6] = {
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aabb3f(-g, -g, g, g, g, g), // z+
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aabb3f(-g, g, -g, g, g, g), // y+
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aabb3f( g, -g, -g, g, g, g), // x+
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aabb3f(-g, -g, -g, g, g, -g), // z-
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aabb3f(-g, -g, -g, g, -g, g), // y-
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aabb3f(-g, -g, -g, -g, g, g), // x-
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};
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// tables of neighbour (connect if same type and merge allowed),
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// checked with g_26dirs
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@ -800,8 +784,34 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode()
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for (int face = 0; face < 6; face++) {
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if (nb[face])
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continue;
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tile = glass_tiles[face];
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drawAutoLightedCuboid(glass_faces[face]);
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// Face at Z-
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v3f vertices[4] = {
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v3f(-a, a, -g),
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v3f( a, a, -g),
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v3f( a, -a, -g),
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v3f(-a, -a, -g),
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};
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for (v3f &vertex : vertices) {
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switch (face) {
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case D6D_ZP:
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vertex.rotateXZBy(180); break;
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case D6D_YP:
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vertex.rotateYZBy( 90); break;
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case D6D_XP:
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vertex.rotateXZBy( 90); break;
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case D6D_ZN:
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vertex.rotateXZBy( 0); break;
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case D6D_YN:
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vertex.rotateYZBy(-90); break;
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case D6D_XN:
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vertex.rotateXZBy(-90); break;
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}
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}
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v3s16 dir = g_6dirs[face];
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drawQuad(vertices, dir);
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}
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// Optionally render internal liquid level defined by param2
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