forked from Mirrorlandia_minetest/minetest
1308 lines
40 KiB
C++
1308 lines
40 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "content_mapblock.h"
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#include "util/numeric.h"
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#include "util/directiontables.h"
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#include "mapblock_mesh.h"
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#include "settings.h"
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#include "nodedef.h"
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#include "client/tile.h"
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#include "mesh.h"
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#include <IMeshManipulator.h>
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#include "client.h"
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#include "log.h"
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#include "noise.h"
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// Distance of light extrapolation (for oversized nodes)
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// After this distance, it gives up and considers light level constant
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#define SMOOTH_LIGHTING_OVERSIZE 1.0
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// Node edge count (for glasslike-framed)
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#define FRAMED_EDGE_COUNT 12
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// Node neighbor count, including edge-connected, but not vertex-connected
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// (for glasslike-framed)
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// Corresponding offsets are listed in g_27dirs
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#define FRAMED_NEIGHBOR_COUNT 18
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static const v3s16 light_dirs[8] = {
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v3s16(-1, -1, -1),
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v3s16(-1, -1, 1),
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v3s16(-1, 1, -1),
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v3s16(-1, 1, 1),
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v3s16( 1, -1, -1),
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v3s16( 1, -1, 1),
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v3s16( 1, 1, -1),
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v3s16( 1, 1, 1),
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};
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// Standard index set to make a quad on 4 vertices
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static constexpr u16 quad_indices[] = {0, 1, 2, 2, 3, 0};
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const std::string MapblockMeshGenerator::raillike_groupname = "connect_to_raillike";
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MapblockMeshGenerator::MapblockMeshGenerator(MeshMakeData *input, MeshCollector *output)
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{
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data = input;
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collector = output;
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nodedef = data->m_client->ndef();
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smgr = data->m_client->getSceneManager();
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meshmanip = smgr->getMeshManipulator();
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enable_mesh_cache = g_settings->getBool("enable_mesh_cache") &&
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!data->m_smooth_lighting; // Mesh cache is not supported with smooth lighting
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blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
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}
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void MapblockMeshGenerator::useTile(int index, bool disable_backface_culling)
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{
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getNodeTileN(n, p, index, data, tile);
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if (!data->m_smooth_lighting)
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color = encode_light(light, f->light_source);
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for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
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tile.layers[layer].material_flags |= MATERIAL_FLAG_CRACK_OVERLAY;
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if (disable_backface_culling)
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tile.layers[layer].material_flags &= ~MATERIAL_FLAG_BACKFACE_CULLING;
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}
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}
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void MapblockMeshGenerator::useDefaultTile(bool set_color)
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{
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getNodeTile(n, p, v3s16(0, 0, 0), data, tile);
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if (set_color && !data->m_smooth_lighting)
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color = encode_light(light, f->light_source);
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}
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void MapblockMeshGenerator::getTile(const v3s16& direction, TileSpec &tile)
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{
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getNodeTile(n, p, direction, data, tile);
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}
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void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal)
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{
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static const v2f tcoords[4] = {v2f(0, 0), v2f(1, 0), v2f(1, 1), v2f(0, 1)};
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video::S3DVertex vertices[4];
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bool shade_face = !f->light_source && (normal != v3s16(0, 0, 0));
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v3f normal2(normal.X, normal.Y, normal.Z);
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for (int j = 0; j < 4; j++) {
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vertices[j].Pos = coords[j] + origin;
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vertices[j].Normal = normal2;
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if (data->m_smooth_lighting)
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vertices[j].Color = blendLightColor(coords[j]);
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else
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vertices[j].Color = color;
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if (shade_face)
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applyFacesShading(vertices[j].Color, normal2);
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vertices[j].TCoords = tcoords[j];
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}
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collector->append(tile, vertices, 4, quad_indices, 6);
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}
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// Create a cuboid.
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// tiles - the tiles (materials) to use (for all 6 faces)
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// tilecount - number of entries in tiles, 1<=tilecount<=6
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// lights - vertex light levels. The order is the same as in light_dirs.
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// NULL may be passed if smooth lighting is disabled.
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// txc - texture coordinates - this is a list of texture coordinates
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// for the opposite corners of each face - therefore, there
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// should be (2+2)*6=24 values in the list. The order of
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// the faces in the list is up-down-right-left-back-front
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// (compatible with ContentFeatures).
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void MapblockMeshGenerator::drawCuboid(const aabb3f &box,
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TileSpec *tiles, int tilecount, const u16 *lights, const f32 *txc)
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{
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assert(tilecount >= 1 && tilecount <= 6); // pre-condition
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v3f min = box.MinEdge;
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v3f max = box.MaxEdge;
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video::SColor colors[6];
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if (!data->m_smooth_lighting) {
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for (int face = 0; face != 6; ++face) {
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colors[face] = encode_light(light, f->light_source);
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}
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if (!f->light_source) {
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applyFacesShading(colors[0], v3f(0, 1, 0));
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applyFacesShading(colors[1], v3f(0, -1, 0));
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applyFacesShading(colors[2], v3f(1, 0, 0));
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applyFacesShading(colors[3], v3f(-1, 0, 0));
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applyFacesShading(colors[4], v3f(0, 0, 1));
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applyFacesShading(colors[5], v3f(0, 0, -1));
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}
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}
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video::S3DVertex vertices[24] = {
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// top
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video::S3DVertex(min.X, max.Y, max.Z, 0, 1, 0, colors[0], txc[0], txc[1]),
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video::S3DVertex(max.X, max.Y, max.Z, 0, 1, 0, colors[0], txc[2], txc[1]),
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video::S3DVertex(max.X, max.Y, min.Z, 0, 1, 0, colors[0], txc[2], txc[3]),
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video::S3DVertex(min.X, max.Y, min.Z, 0, 1, 0, colors[0], txc[0], txc[3]),
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// bottom
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video::S3DVertex(min.X, min.Y, min.Z, 0, -1, 0, colors[1], txc[4], txc[5]),
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video::S3DVertex(max.X, min.Y, min.Z, 0, -1, 0, colors[1], txc[6], txc[5]),
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video::S3DVertex(max.X, min.Y, max.Z, 0, -1, 0, colors[1], txc[6], txc[7]),
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video::S3DVertex(min.X, min.Y, max.Z, 0, -1, 0, colors[1], txc[4], txc[7]),
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// right
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video::S3DVertex(max.X, max.Y, min.Z, 1, 0, 0, colors[2], txc[ 8], txc[9]),
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video::S3DVertex(max.X, max.Y, max.Z, 1, 0, 0, colors[2], txc[10], txc[9]),
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video::S3DVertex(max.X, min.Y, max.Z, 1, 0, 0, colors[2], txc[10], txc[11]),
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video::S3DVertex(max.X, min.Y, min.Z, 1, 0, 0, colors[2], txc[ 8], txc[11]),
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// left
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video::S3DVertex(min.X, max.Y, max.Z, -1, 0, 0, colors[3], txc[12], txc[13]),
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video::S3DVertex(min.X, max.Y, min.Z, -1, 0, 0, colors[3], txc[14], txc[13]),
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video::S3DVertex(min.X, min.Y, min.Z, -1, 0, 0, colors[3], txc[14], txc[15]),
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video::S3DVertex(min.X, min.Y, max.Z, -1, 0, 0, colors[3], txc[12], txc[15]),
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// back
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video::S3DVertex(max.X, max.Y, max.Z, 0, 0, 1, colors[4], txc[16], txc[17]),
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video::S3DVertex(min.X, max.Y, max.Z, 0, 0, 1, colors[4], txc[18], txc[17]),
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video::S3DVertex(min.X, min.Y, max.Z, 0, 0, 1, colors[4], txc[18], txc[19]),
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video::S3DVertex(max.X, min.Y, max.Z, 0, 0, 1, colors[4], txc[16], txc[19]),
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// front
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video::S3DVertex(min.X, max.Y, min.Z, 0, 0, -1, colors[5], txc[20], txc[21]),
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video::S3DVertex(max.X, max.Y, min.Z, 0, 0, -1, colors[5], txc[22], txc[21]),
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video::S3DVertex(max.X, min.Y, min.Z, 0, 0, -1, colors[5], txc[22], txc[23]),
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video::S3DVertex(min.X, min.Y, min.Z, 0, 0, -1, colors[5], txc[20], txc[23]),
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};
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static const u8 light_indices[24] = {
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3, 7, 6, 2,
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0, 4, 5, 1,
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6, 7, 5, 4,
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3, 2, 0, 1,
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7, 3, 1, 5,
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2, 6, 4, 0
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};
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for (int face = 0; face < 6; face++) {
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int tileindex = MYMIN(face, tilecount - 1);
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const TileSpec &tile = tiles[tileindex];
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for (int j = 0; j < 4; j++) {
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video::S3DVertex &vertex = vertices[face * 4 + j];
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v2f &tcoords = vertex.TCoords;
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switch (tile.rotation) {
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case 0:
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break;
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case 1: // R90
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tcoords.rotateBy(90, irr::core::vector2df(0, 0));
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break;
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case 2: // R180
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tcoords.rotateBy(180, irr::core::vector2df(0, 0));
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break;
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case 3: // R270
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tcoords.rotateBy(270, irr::core::vector2df(0, 0));
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break;
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case 4: // FXR90
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tcoords.X = 1.0 - tcoords.X;
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tcoords.rotateBy(90, irr::core::vector2df(0, 0));
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break;
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case 5: // FXR270
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tcoords.X = 1.0 - tcoords.X;
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tcoords.rotateBy(270, irr::core::vector2df(0, 0));
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break;
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case 6: // FYR90
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tcoords.Y = 1.0 - tcoords.Y;
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tcoords.rotateBy(90, irr::core::vector2df(0, 0));
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break;
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case 7: // FYR270
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tcoords.Y = 1.0 - tcoords.Y;
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tcoords.rotateBy(270, irr::core::vector2df(0, 0));
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break;
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case 8: // FX
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tcoords.X = 1.0 - tcoords.X;
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break;
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case 9: // FY
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tcoords.Y = 1.0 - tcoords.Y;
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break;
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default:
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break;
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}
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}
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}
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if (data->m_smooth_lighting) {
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for (int j = 0; j < 24; ++j) {
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vertices[j].Color = encode_light(lights[light_indices[j]],
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f->light_source);
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if (!f->light_source)
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applyFacesShading(vertices[j].Color, vertices[j].Normal);
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}
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}
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// Add to mesh collector
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for (int k = 0; k < 6; ++k) {
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int tileindex = MYMIN(k, tilecount - 1);
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collector->append(tiles[tileindex], vertices + 4 * k, 4, quad_indices, 6);
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}
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}
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// Gets the base lighting values for a node
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void MapblockMeshGenerator::getSmoothLightFrame()
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{
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for (int k = 0; k < 8; ++k) {
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u16 light = getSmoothLight(blockpos_nodes + p, light_dirs[k], data);
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frame.lightsA[k] = light & 0xff;
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frame.lightsB[k] = light >> 8;
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}
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}
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// Calculates vertex light level
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// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so)
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u16 MapblockMeshGenerator::blendLight(const v3f &vertex_pos)
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{
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f32 x = core::clamp(vertex_pos.X / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
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f32 y = core::clamp(vertex_pos.Y / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
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f32 z = core::clamp(vertex_pos.Z / BS + 0.5, 0.0 - SMOOTH_LIGHTING_OVERSIZE, 1.0 + SMOOTH_LIGHTING_OVERSIZE);
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f32 lightA = 0.0;
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f32 lightB = 0.0;
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for (int k = 0; k < 8; ++k) {
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f32 dx = (k & 4) ? x : 1 - x;
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f32 dy = (k & 2) ? y : 1 - y;
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f32 dz = (k & 1) ? z : 1 - z;
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lightA += dx * dy * dz * frame.lightsA[k];
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lightB += dx * dy * dz * frame.lightsB[k];
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}
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return
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core::clamp(core::round32(lightA), 0, 255) |
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core::clamp(core::round32(lightB), 0, 255) << 8;
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}
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// Calculates vertex color to be used in mapblock mesh
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// vertex_pos - vertex position in the node (coordinates are clamped to [0.0, 1.0] or so)
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// tile_color - node's tile color
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video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos)
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{
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u16 light = blendLight(vertex_pos);
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return encode_light(light, f->light_source);
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}
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video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos,
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const v3f &vertex_normal)
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{
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video::SColor color = blendLightColor(vertex_pos);
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if (!f->light_source)
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applyFacesShading(color, vertex_normal);
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return color;
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}
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void MapblockMeshGenerator::generateCuboidTextureCoords(const aabb3f &box, f32 *coords)
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{
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f32 tx1 = (box.MinEdge.X / BS) + 0.5;
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f32 ty1 = (box.MinEdge.Y / BS) + 0.5;
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f32 tz1 = (box.MinEdge.Z / BS) + 0.5;
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f32 tx2 = (box.MaxEdge.X / BS) + 0.5;
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f32 ty2 = (box.MaxEdge.Y / BS) + 0.5;
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f32 tz2 = (box.MaxEdge.Z / BS) + 0.5;
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f32 txc[24] = {
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tx1, 1 - tz2, tx2, 1 - tz1, // up
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tx1, tz1, tx2, tz2, // down
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tz1, 1 - ty2, tz2, 1 - ty1, // right
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1 - tz2, 1 - ty2, 1 - tz1, 1 - ty1, // left
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1 - tx2, 1 - ty2, 1 - tx1, 1 - ty1, // back
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tx1, 1 - ty2, tx2, 1 - ty1, // front
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};
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for (int i = 0; i != 24; ++i)
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coords[i] = txc[i];
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}
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void MapblockMeshGenerator::drawAutoLightedCuboid(aabb3f box, const f32 *txc,
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TileSpec *tiles, int tile_count)
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{
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f32 texture_coord_buf[24];
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f32 dx1 = box.MinEdge.X;
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f32 dy1 = box.MinEdge.Y;
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f32 dz1 = box.MinEdge.Z;
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f32 dx2 = box.MaxEdge.X;
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f32 dy2 = box.MaxEdge.Y;
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f32 dz2 = box.MaxEdge.Z;
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box.MinEdge += origin;
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box.MaxEdge += origin;
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if (!txc) {
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generateCuboidTextureCoords(box, texture_coord_buf);
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txc = texture_coord_buf;
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}
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if (!tiles) {
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tiles = &tile;
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tile_count = 1;
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}
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if (data->m_smooth_lighting) {
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u16 lights[8];
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for (int j = 0; j < 8; ++j) {
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v3f d;
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d.X = (j & 4) ? dx2 : dx1;
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d.Y = (j & 2) ? dy2 : dy1;
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d.Z = (j & 1) ? dz2 : dz1;
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lights[j] = blendLight(d);
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}
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drawCuboid(box, tiles, tile_count, lights, txc);
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} else {
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drawCuboid(box, tiles, tile_count, NULL, txc);
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}
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}
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/*!
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* Returns the i-th special tile for a map node.
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*/
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static TileSpec getSpecialTile(const ContentFeatures &f,
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const MapNode &n, u8 i)
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{
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TileSpec copy = f.special_tiles[i];
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for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
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TileLayer *layer = ©.layers[layernum];
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if (layer->texture_id == 0)
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continue;
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if (!layer->has_color)
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n.getColor(f, &(layer->color));
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}
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return copy;
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}
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void MapblockMeshGenerator::prepareLiquidNodeDrawing()
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{
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tile_liquid_top = getSpecialTile(*f, n, 0);
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tile_liquid = getSpecialTile(*f, n, 1);
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MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(p.X, p.Y + 1, p.Z));
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c_flowing = nodedef->getId(f->liquid_alternative_flowing);
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c_source = nodedef->getId(f->liquid_alternative_source);
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top_is_same_liquid = (ntop.getContent() == c_flowing) || (ntop.getContent() == c_source);
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if (data->m_smooth_lighting)
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return; // don't need to pre-compute anything in this case
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if (f->light_source != 0) {
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// If this liquid emits light and doesn't contain light, draw
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// it at what it emits, for an increased effect
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light = decode_light(f->light_source);
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light = light | (light << 8);
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} else if (nodedef->get(ntop).param_type == CPT_LIGHT) {
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// Otherwise, use the light of the node on top if possible
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light = getInteriorLight(ntop, 0, nodedef);
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}
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color_liquid_top = encode_light(light, f->light_source);
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color = encode_light(light, f->light_source);
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}
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void MapblockMeshGenerator::getLiquidNeighborhood()
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{
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u8 range = rangelim(nodedef->get(c_flowing).liquid_range, 1, 8);
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for (int w = -1; w <= 1; w++)
|
|
for (int u = -1; u <= 1; u++) {
|
|
NeighborData &neighbor = liquid_neighbors[w + 1][u + 1];
|
|
v3s16 p2 = p + v3s16(u, 0, w);
|
|
MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
|
|
neighbor.content = n2.getContent();
|
|
neighbor.level = -0.5 * BS;
|
|
neighbor.is_same_liquid = false;
|
|
neighbor.top_is_same_liquid = false;
|
|
|
|
if (neighbor.content == CONTENT_IGNORE)
|
|
continue;
|
|
|
|
if (neighbor.content == c_source) {
|
|
neighbor.is_same_liquid = true;
|
|
neighbor.level = 0.5 * BS;
|
|
} else if (neighbor.content == c_flowing) {
|
|
neighbor.is_same_liquid = true;
|
|
u8 liquid_level = (n2.param2 & LIQUID_LEVEL_MASK);
|
|
if (liquid_level <= LIQUID_LEVEL_MAX + 1 - range)
|
|
liquid_level = 0;
|
|
else
|
|
liquid_level -= (LIQUID_LEVEL_MAX + 1 - range);
|
|
neighbor.level = (-0.5 + (liquid_level + 0.5) / range) * BS;
|
|
}
|
|
|
|
// Check node above neighbor.
|
|
// NOTE: This doesn't get executed if neighbor
|
|
// doesn't exist
|
|
p2.Y++;
|
|
n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
|
|
if (n2.getContent() == c_source || n2.getContent() == c_flowing)
|
|
neighbor.top_is_same_liquid = true;
|
|
}
|
|
}
|
|
|
|
void MapblockMeshGenerator::calculateCornerLevels()
|
|
{
|
|
for (int k = 0; k < 2; k++)
|
|
for (int i = 0; i < 2; i++)
|
|
corner_levels[k][i] = getCornerLevel(i, k);
|
|
}
|
|
|
|
f32 MapblockMeshGenerator::getCornerLevel(int i, int k)
|
|
{
|
|
float sum = 0;
|
|
int count = 0;
|
|
int air_count = 0;
|
|
for (int dk = 0; dk < 2; dk++)
|
|
for (int di = 0; di < 2; di++) {
|
|
NeighborData &neighbor_data = liquid_neighbors[k + dk][i + di];
|
|
content_t content = neighbor_data.content;
|
|
|
|
// If top is liquid, draw starting from top of node
|
|
if (neighbor_data.top_is_same_liquid)
|
|
return 0.5 * BS;
|
|
|
|
// Source always has the full height
|
|
if (content == c_source)
|
|
return 0.5 * BS;
|
|
|
|
// Flowing liquid has level information
|
|
if (content == c_flowing) {
|
|
sum += neighbor_data.level;
|
|
count++;
|
|
} else if (content == CONTENT_AIR) {
|
|
air_count++;
|
|
if (air_count >= 2)
|
|
return -0.5 * BS + 0.2;
|
|
}
|
|
}
|
|
if (count > 0)
|
|
return sum / count;
|
|
return 0;
|
|
}
|
|
|
|
void MapblockMeshGenerator::drawLiquidSides()
|
|
{
|
|
struct LiquidFaceDesc {
|
|
v3s16 dir; // XZ
|
|
v3s16 p[2]; // XZ only; 1 means +, 0 means -
|
|
};
|
|
struct UV {
|
|
int u, v;
|
|
};
|
|
static const LiquidFaceDesc base_faces[4] = {
|
|
{v3s16( 1, 0, 0), {v3s16(1, 0, 1), v3s16(1, 0, 0)}},
|
|
{v3s16(-1, 0, 0), {v3s16(0, 0, 0), v3s16(0, 0, 1)}},
|
|
{v3s16( 0, 0, 1), {v3s16(0, 0, 1), v3s16(1, 0, 1)}},
|
|
{v3s16( 0, 0, -1), {v3s16(1, 0, 0), v3s16(0, 0, 0)}},
|
|
};
|
|
static const UV base_vertices[4] = {
|
|
{0, 1},
|
|
{1, 1},
|
|
{1, 0},
|
|
{0, 0}
|
|
};
|
|
for (int i = 0; i < 4; i++) {
|
|
const LiquidFaceDesc &face = base_faces[i];
|
|
const NeighborData &neighbor = liquid_neighbors[face.dir.Z + 1][face.dir.X + 1];
|
|
|
|
// No face between nodes of the same liquid, unless there is node
|
|
// at the top to which it should be connected. Again, unless the face
|
|
// there would be inside the liquid
|
|
if (neighbor.is_same_liquid) {
|
|
if (!top_is_same_liquid)
|
|
continue;
|
|
if (neighbor.top_is_same_liquid)
|
|
continue;
|
|
}
|
|
|
|
const ContentFeatures &neighbor_features = nodedef->get(neighbor.content);
|
|
// Don't draw face if neighbor is blocking the view
|
|
if (neighbor_features.solidness == 2)
|
|
continue;
|
|
|
|
video::S3DVertex vertices[4];
|
|
for (int j = 0; j < 4; j++) {
|
|
const UV &vertex = base_vertices[j];
|
|
const v3s16 &base = face.p[vertex.u];
|
|
v3f pos;
|
|
pos.X = (base.X - 0.5) * BS;
|
|
pos.Z = (base.Z - 0.5) * BS;
|
|
if (vertex.v)
|
|
pos.Y = neighbor.is_same_liquid ? corner_levels[base.Z][base.X] : -0.5 * BS;
|
|
else
|
|
pos.Y = !top_is_same_liquid ? corner_levels[base.Z][base.X] : 0.5 * BS;
|
|
if (data->m_smooth_lighting)
|
|
color = blendLightColor(pos);
|
|
pos += origin;
|
|
vertices[j] = video::S3DVertex(pos.X, pos.Y, pos.Z, 0, 0, 0, color, vertex.u, vertex.v);
|
|
};
|
|
collector->append(tile_liquid, vertices, 4, quad_indices, 6);
|
|
}
|
|
}
|
|
|
|
void MapblockMeshGenerator::drawLiquidTop()
|
|
{
|
|
// To get backface culling right, the vertices need to go
|
|
// clockwise around the front of the face. And we happened to
|
|
// calculate corner levels in exact reverse order.
|
|
static const int corner_resolve[4][2] = {{0, 1}, {1, 1}, {1, 0}, {0, 0}};
|
|
|
|
video::S3DVertex vertices[4] = {
|
|
video::S3DVertex(-BS / 2, 0, BS / 2, 0, 0, 0, color_liquid_top, 0, 1),
|
|
video::S3DVertex( BS / 2, 0, BS / 2, 0, 0, 0, color_liquid_top, 1, 1),
|
|
video::S3DVertex( BS / 2, 0, -BS / 2, 0, 0, 0, color_liquid_top, 1, 0),
|
|
video::S3DVertex(-BS / 2, 0, -BS / 2, 0, 0, 0, color_liquid_top, 0, 0),
|
|
};
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
int u = corner_resolve[i][0];
|
|
int w = corner_resolve[i][1];
|
|
vertices[i].Pos.Y += corner_levels[w][u];
|
|
if (data->m_smooth_lighting)
|
|
vertices[i].Color = blendLightColor(vertices[i].Pos);
|
|
vertices[i].Pos += origin;
|
|
}
|
|
|
|
// Default downwards-flowing texture animation goes from
|
|
// -Z towards +Z, thus the direction is +Z.
|
|
// Rotate texture to make animation go in flow direction
|
|
// Positive if liquid moves towards +Z
|
|
f32 dz = (corner_levels[0][0] + corner_levels[0][1]) -
|
|
(corner_levels[1][0] + corner_levels[1][1]);
|
|
// Positive if liquid moves towards +X
|
|
f32 dx = (corner_levels[0][0] + corner_levels[1][0]) -
|
|
(corner_levels[0][1] + corner_levels[1][1]);
|
|
f32 tcoord_angle = atan2(dz, dx) * core::RADTODEG;
|
|
v2f tcoord_center(0.5, 0.5);
|
|
v2f tcoord_translate(blockpos_nodes.Z + p.Z, blockpos_nodes.X + p.X);
|
|
tcoord_translate.rotateBy(tcoord_angle);
|
|
tcoord_translate.X -= floor(tcoord_translate.X);
|
|
tcoord_translate.Y -= floor(tcoord_translate.Y);
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
vertices[i].TCoords.rotateBy(tcoord_angle, tcoord_center);
|
|
vertices[i].TCoords += tcoord_translate;
|
|
}
|
|
|
|
std::swap(vertices[0].TCoords, vertices[2].TCoords);
|
|
|
|
collector->append(tile_liquid_top, vertices, 4, quad_indices, 6);
|
|
}
|
|
|
|
void MapblockMeshGenerator::drawLiquidNode()
|
|
{
|
|
prepareLiquidNodeDrawing();
|
|
getLiquidNeighborhood();
|
|
calculateCornerLevels();
|
|
drawLiquidSides();
|
|
if (!top_is_same_liquid)
|
|
drawLiquidTop();
|
|
}
|
|
|
|
void MapblockMeshGenerator::drawGlasslikeNode()
|
|
{
|
|
useDefaultTile();
|
|
|
|
for (int face = 0; face < 6; face++) {
|
|
// Check this neighbor
|
|
v3s16 dir = g_6dirs[face];
|
|
v3s16 neighbor_pos = blockpos_nodes + p + dir;
|
|
MapNode neighbor = data->m_vmanip.getNodeNoExNoEmerge(neighbor_pos);
|
|
// Don't make face if neighbor is of same type
|
|
if (neighbor.getContent() == n.getContent())
|
|
continue;
|
|
// Face at Z-
|
|
v3f vertices[4] = {
|
|
v3f(-BS / 2, BS / 2, -BS / 2),
|
|
v3f( BS / 2, BS / 2, -BS / 2),
|
|
v3f( BS / 2, -BS / 2, -BS / 2),
|
|
v3f(-BS / 2, -BS / 2, -BS / 2),
|
|
};
|
|
for (int i = 0; i < 4; i++) {
|
|
switch (face) {
|
|
case D6D_ZP: vertices[i].rotateXZBy(180); break;
|
|
case D6D_YP: vertices[i].rotateYZBy( 90); break;
|
|
case D6D_XP: vertices[i].rotateXZBy( 90); break;
|
|
case D6D_ZN: vertices[i].rotateXZBy( 0); break;
|
|
case D6D_YN: vertices[i].rotateYZBy(-90); break;
|
|
case D6D_XN: vertices[i].rotateXZBy(-90); break;
|
|
}
|
|
}
|
|
drawQuad(vertices, dir);
|
|
}
|
|
}
|
|
|
|
void MapblockMeshGenerator::drawGlasslikeFramedNode()
|
|
{
|
|
TileSpec tiles[6];
|
|
for (int face = 0; face < 6; face++)
|
|
getTile(g_6dirs[face], tiles[face]);
|
|
|
|
TileSpec glass_tiles[6];
|
|
if (tiles[1].layers[0].texture &&
|
|
tiles[2].layers[0].texture &&
|
|
tiles[3].layers[0].texture) {
|
|
glass_tiles[0] = tiles[4];
|
|
glass_tiles[1] = tiles[0];
|
|
glass_tiles[2] = tiles[4];
|
|
glass_tiles[3] = tiles[4];
|
|
glass_tiles[4] = tiles[3];
|
|
glass_tiles[5] = tiles[4];
|
|
} else {
|
|
for (int face = 0; face < 6; face++)
|
|
glass_tiles[face] = tiles[4];
|
|
}
|
|
|
|
u8 param2 = n.getParam2();
|
|
bool H_merge = !(param2 & 128);
|
|
bool V_merge = !(param2 & 64);
|
|
param2 &= 63;
|
|
|
|
static const float a = BS / 2;
|
|
static const float g = a - 0.003;
|
|
static const float b = .876 * ( BS / 2 );
|
|
|
|
static const aabb3f frame_edges[FRAMED_EDGE_COUNT] = {
|
|
aabb3f( b, b, -a, a, a, a), // y+
|
|
aabb3f(-a, b, -a, -b, a, a), // y+
|
|
aabb3f( b, -a, -a, a, -b, a), // y-
|
|
aabb3f(-a, -a, -a, -b, -b, a), // y-
|
|
aabb3f( b, -a, b, a, a, a), // x+
|
|
aabb3f( b, -a, -a, a, a, -b), // x+
|
|
aabb3f(-a, -a, b, -b, a, a), // x-
|
|
aabb3f(-a, -a, -a, -b, a, -b), // x-
|
|
aabb3f(-a, b, b, a, a, a), // z+
|
|
aabb3f(-a, -a, b, a, -b, a), // z+
|
|
aabb3f(-a, -a, -a, a, -b, -b), // z-
|
|
aabb3f(-a, b, -a, a, a, -b), // z-
|
|
};
|
|
static const aabb3f glass_faces[6] = {
|
|
aabb3f(-g, -g, g, g, g, g), // z+
|
|
aabb3f(-g, g, -g, g, g, g), // y+
|
|
aabb3f( g, -g, -g, g, g, g), // x+
|
|
aabb3f(-g, -g, -g, g, g, -g), // z-
|
|
aabb3f(-g, -g, -g, g, -g, g), // y-
|
|
aabb3f(-g, -g, -g, -g, g, g), // x-
|
|
};
|
|
|
|
// tables of neighbour (connect if same type and merge allowed),
|
|
// checked with g_26dirs
|
|
|
|
// 1 = connect, 0 = face visible
|
|
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
|
|
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_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;
|
|
|
|
// neighbours checks for frames visibility
|
|
if (H_merge || V_merge) {
|
|
if (!H_merge)
|
|
check_nb = check_nb_vertical; // vertical-only merge
|
|
if (!V_merge)
|
|
check_nb = check_nb_horizontal; // horizontal-only merge
|
|
content_t current = n.getContent();
|
|
for (int i = 0; i < FRAMED_NEIGHBOR_COUNT; i++) {
|
|
if (!check_nb[i])
|
|
continue;
|
|
v3s16 n2p = blockpos_nodes + p + g_26dirs[i];
|
|
MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
|
|
content_t n2c = n2.getContent();
|
|
if (n2c == current || n2c == CONTENT_IGNORE)
|
|
nb[i] = 1;
|
|
}
|
|
}
|
|
|
|
// edge visibility
|
|
|
|
static const u8 nb_triplet[FRAMED_EDGE_COUNT][3] = {
|
|
{1, 2, 7}, {1, 5, 6}, {4, 2, 15}, {4, 5, 14},
|
|
{2, 0, 11}, {2, 3, 13}, {5, 0, 10}, {5, 3, 12},
|
|
{0, 1, 8}, {0, 4, 16}, {3, 4, 17}, {3, 1, 9},
|
|
};
|
|
|
|
tile = tiles[1];
|
|
for (int edge = 0; edge < FRAMED_EDGE_COUNT; edge++) {
|
|
bool edge_invisible;
|
|
if (nb[nb_triplet[edge][2]])
|
|
edge_invisible = nb[nb_triplet[edge][0]] & nb[nb_triplet[edge][1]];
|
|
else
|
|
edge_invisible = nb[nb_triplet[edge][0]] ^ nb[nb_triplet[edge][1]];
|
|
if (edge_invisible)
|
|
continue;
|
|
drawAutoLightedCuboid(frame_edges[edge]);
|
|
}
|
|
|
|
for (int face = 0; face < 6; face++) {
|
|
if (nb[face])
|
|
continue;
|
|
tile = glass_tiles[face];
|
|
drawAutoLightedCuboid(glass_faces[face]);
|
|
}
|
|
|
|
// Optionally render internal liquid level defined by param2
|
|
// Liquid is textured with 1 tile defined in nodedef 'special_tiles'
|
|
if (param2 > 0 && f->param_type_2 == CPT2_GLASSLIKE_LIQUID_LEVEL &&
|
|
f->special_tiles[0].layers[0].texture) {
|
|
// Internal liquid level has param2 range 0 .. 63,
|
|
// convert it to -0.5 .. 0.5
|
|
float vlev = (param2 / 63.0) * 2.0 - 1.0;
|
|
tile = getSpecialTile(*f, n, 0);
|
|
drawAutoLightedCuboid(aabb3f(-(nb[5] ? g : b),
|
|
-(nb[4] ? g : b),
|
|
-(nb[3] ? g : b),
|
|
(nb[2] ? g : b),
|
|
(nb[1] ? g : b) * vlev,
|
|
(nb[0] ? g : b)));
|
|
}
|
|
}
|
|
|
|
void MapblockMeshGenerator::drawAllfacesNode()
|
|
{
|
|
static const aabb3f box(-BS / 2, -BS / 2, -BS / 2, BS / 2, BS / 2, BS / 2);
|
|
useDefaultTile(false);
|
|
drawAutoLightedCuboid(box);
|
|
}
|
|
|
|
void MapblockMeshGenerator::drawTorchlikeNode()
|
|
{
|
|
u8 wall = n.getWallMounted(nodedef);
|
|
u8 tileindex = 0;
|
|
switch (wall) {
|
|
case DWM_YP: tileindex = 1; break; // ceiling
|
|
case DWM_YN: tileindex = 0; break; // floor
|
|
default: tileindex = 2; // side (or invalid—should we care?)
|
|
}
|
|
useTile(tileindex, true);
|
|
|
|
float size = BS / 2 * f->visual_scale;
|
|
v3f vertices[4] = {
|
|
v3f(-size, size, 0),
|
|
v3f( size, size, 0),
|
|
v3f( size, -size, 0),
|
|
v3f(-size, -size, 0),
|
|
};
|
|
for (int i = 0; i < 4; i++) {
|
|
switch (wall) {
|
|
case DWM_YP: vertices[i].rotateXZBy(-45); break;
|
|
case DWM_YN: vertices[i].rotateXZBy( 45); break;
|
|
case DWM_XP: vertices[i].rotateXZBy( 0); break;
|
|
case DWM_XN: vertices[i].rotateXZBy(180); break;
|
|
case DWM_ZP: vertices[i].rotateXZBy( 90); break;
|
|
case DWM_ZN: vertices[i].rotateXZBy(-90); break;
|
|
}
|
|
}
|
|
drawQuad(vertices);
|
|
}
|
|
|
|
void MapblockMeshGenerator::drawSignlikeNode()
|
|
{
|
|
u8 wall = n.getWallMounted(nodedef);
|
|
useTile(0, true);
|
|
static const float offset = BS / 16;
|
|
float size = BS / 2 * f->visual_scale;
|
|
// Wall at X+ of node
|
|
v3f vertices[4] = {
|
|
v3f(BS / 2 - offset, size, size),
|
|
v3f(BS / 2 - offset, size, -size),
|
|
v3f(BS / 2 - offset, -size, -size),
|
|
v3f(BS / 2 - offset, -size, size),
|
|
};
|
|
for (int i = 0; i < 4; i++) {
|
|
switch (wall) {
|
|
case DWM_YP: vertices[i].rotateXYBy( 90); break;
|
|
case DWM_YN: vertices[i].rotateXYBy(-90); break;
|
|
case DWM_XP: vertices[i].rotateXZBy( 0); break;
|
|
case DWM_XN: vertices[i].rotateXZBy(180); break;
|
|
case DWM_ZP: vertices[i].rotateXZBy( 90); break;
|
|
case DWM_ZN: vertices[i].rotateXZBy(-90); break;
|
|
}
|
|
}
|
|
drawQuad(vertices);
|
|
}
|
|
|
|
void MapblockMeshGenerator::drawPlantlikeQuad(float rotation, float quad_offset,
|
|
bool offset_top_only)
|
|
{
|
|
v3f vertices[4] = {
|
|
v3f(-scale, -BS / 2 + scale * 2, 0),
|
|
v3f( scale, -BS / 2 + scale * 2, 0),
|
|
v3f( scale, -BS / 2, 0),
|
|
v3f(-scale, -BS / 2, 0),
|
|
};
|
|
if (random_offset_Y) {
|
|
PseudoRandom yrng(face_num++ | p.X << 16 | p.Z << 8 | p.Y << 24);
|
|
offset.Y = BS * ((yrng.next() % 16 / 16.0) * 0.125);
|
|
}
|
|
int offset_count = offset_top_only ? 2 : 4;
|
|
for (int i = 0; i < offset_count; i++)
|
|
vertices[i].Z += quad_offset;
|
|
for (int i = 0; i < 4; i++) {
|
|
vertices[i].rotateXZBy(rotation + rotate_degree);
|
|
vertices[i] += offset;
|
|
}
|
|
drawQuad(vertices);
|
|
}
|
|
|
|
void MapblockMeshGenerator::drawPlantlikeNode()
|
|
{
|
|
useTile(0, false);
|
|
draw_style = PLANT_STYLE_CROSS;
|
|
scale = BS / 2 * f->visual_scale;
|
|
offset = v3f(0, 0, 0);
|
|
rotate_degree = 0;
|
|
random_offset_Y = false;
|
|
face_num = 0;
|
|
|
|
switch (f->param_type_2) {
|
|
case CPT2_MESHOPTIONS:
|
|
draw_style = PlantlikeStyle(n.param2 & MO_MASK_STYLE);
|
|
if (n.param2 & MO_BIT_SCALE_SQRT2)
|
|
scale *= 1.41421;
|
|
if (n.param2 & MO_BIT_RANDOM_OFFSET) {
|
|
PseudoRandom rng(p.X << 8 | p.Z | p.Y << 16);
|
|
offset.X = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145);
|
|
offset.Z = BS * ((rng.next() % 16 / 16.0) * 0.29 - 0.145);
|
|
}
|
|
if (n.param2 & MO_BIT_RANDOM_OFFSET_Y)
|
|
random_offset_Y = true;
|
|
break;
|
|
|
|
case CPT2_DEGROTATE:
|
|
rotate_degree = n.param2 * 2;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
switch (draw_style) {
|
|
case PLANT_STYLE_CROSS:
|
|
drawPlantlikeQuad(46);
|
|
drawPlantlikeQuad(-44);
|
|
break;
|
|
|
|
case PLANT_STYLE_CROSS2:
|
|
drawPlantlikeQuad(91);
|
|
drawPlantlikeQuad(1);
|
|
break;
|
|
|
|
case PLANT_STYLE_STAR:
|
|
drawPlantlikeQuad(121);
|
|
drawPlantlikeQuad(241);
|
|
drawPlantlikeQuad(1);
|
|
break;
|
|
|
|
case PLANT_STYLE_HASH:
|
|
drawPlantlikeQuad( 1, BS / 4);
|
|
drawPlantlikeQuad( 91, BS / 4);
|
|
drawPlantlikeQuad(181, BS / 4);
|
|
drawPlantlikeQuad(271, BS / 4);
|
|
break;
|
|
|
|
case PLANT_STYLE_HASH2:
|
|
drawPlantlikeQuad( 1, -BS / 2, true);
|
|
drawPlantlikeQuad( 91, -BS / 2, true);
|
|
drawPlantlikeQuad(181, -BS / 2, true);
|
|
drawPlantlikeQuad(271, -BS / 2, true);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void MapblockMeshGenerator::drawFirelikeQuad(float rotation, float opening_angle,
|
|
float offset_h, float offset_v)
|
|
{
|
|
v3f vertices[4] = {
|
|
v3f(-scale, -BS / 2 + scale * 2, 0),
|
|
v3f( scale, -BS / 2 + scale * 2, 0),
|
|
v3f( scale, -BS / 2, 0),
|
|
v3f(-scale, -BS / 2, 0),
|
|
};
|
|
for (int i = 0; i < 4; i++) {
|
|
vertices[i].rotateYZBy(opening_angle);
|
|
vertices[i].Z += offset_h;
|
|
vertices[i].rotateXZBy(rotation);
|
|
vertices[i].Y += offset_v;
|
|
}
|
|
drawQuad(vertices);
|
|
}
|
|
|
|
void MapblockMeshGenerator::drawFirelikeNode()
|
|
{
|
|
useTile(0, false);
|
|
scale = BS / 2 * f->visual_scale;
|
|
|
|
// Check for adjacent nodes
|
|
bool neighbors = false;
|
|
bool neighbor[6] = {0, 0, 0, 0, 0, 0};
|
|
content_t current = n.getContent();
|
|
for (int i = 0; i < 6; i++) {
|
|
v3s16 n2p = blockpos_nodes + p + g_6dirs[i];
|
|
MapNode n2 = data->m_vmanip.getNodeNoEx(n2p);
|
|
content_t n2c = n2.getContent();
|
|
if (n2c != CONTENT_IGNORE && n2c != CONTENT_AIR && n2c != current) {
|
|
neighbor[i] = true;
|
|
neighbors = true;
|
|
}
|
|
}
|
|
bool drawBasicFire = neighbor[D6D_YN] || !neighbors;
|
|
bool drawBottomFire = neighbor[D6D_YP];
|
|
|
|
if (drawBasicFire || neighbor[D6D_ZP])
|
|
drawFirelikeQuad(0, -10, 0.4 * BS);
|
|
else if (drawBottomFire)
|
|
drawFirelikeQuad(0, 70, 0.47 * BS, 0.484 * BS);
|
|
|
|
if (drawBasicFire || neighbor[D6D_XN])
|
|
drawFirelikeQuad(90, -10, 0.4 * BS);
|
|
else if (drawBottomFire)
|
|
drawFirelikeQuad(90, 70, 0.47 * BS, 0.484 * BS);
|
|
|
|
if (drawBasicFire || neighbor[D6D_ZN])
|
|
drawFirelikeQuad(180, -10, 0.4 * BS);
|
|
else if (drawBottomFire)
|
|
drawFirelikeQuad(180, 70, 0.47 * BS, 0.484 * BS);
|
|
|
|
if (drawBasicFire || neighbor[D6D_XP])
|
|
drawFirelikeQuad(270, -10, 0.4 * BS);
|
|
else if (drawBottomFire)
|
|
drawFirelikeQuad(270, 70, 0.47 * BS, 0.484 * BS);
|
|
|
|
if (drawBasicFire) {
|
|
drawFirelikeQuad(45, 0, 0.0);
|
|
drawFirelikeQuad(-45, 0, 0.0);
|
|
}
|
|
}
|
|
|
|
void MapblockMeshGenerator::drawFencelikeNode()
|
|
{
|
|
useDefaultTile(false);
|
|
TileSpec tile_nocrack = tile;
|
|
for (int layer = 0; layer < MAX_TILE_LAYERS; layer++)
|
|
tile_nocrack.layers[layer].material_flags &= ~MATERIAL_FLAG_CRACK;
|
|
|
|
// Put wood the right way around in the posts
|
|
TileSpec tile_rot = tile;
|
|
tile_rot.rotation = 1;
|
|
|
|
static const f32 post_rad = BS / 8;
|
|
static const f32 bar_rad = BS / 16;
|
|
static const f32 bar_len = BS / 2 - post_rad;
|
|
|
|
// The post - always present
|
|
static const aabb3f post(-post_rad, -BS / 2, -post_rad,
|
|
post_rad, BS / 2, post_rad);
|
|
static const f32 postuv[24] = {
|
|
0.375, 0.375, 0.625, 0.625,
|
|
0.375, 0.375, 0.625, 0.625,
|
|
0.000, 0.000, 0.250, 1.000,
|
|
0.250, 0.000, 0.500, 1.000,
|
|
0.500, 0.000, 0.750, 1.000,
|
|
0.750, 0.000, 1.000, 1.000,
|
|
};
|
|
tile = tile_rot;
|
|
drawAutoLightedCuboid(post, postuv);
|
|
|
|
tile = tile_nocrack;
|
|
|
|
// Now a section of fence, +X, if there's a post there
|
|
v3s16 p2 = p;
|
|
p2.X++;
|
|
MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
|
|
const ContentFeatures *f2 = &nodedef->get(n2);
|
|
if (f2->drawtype == NDT_FENCELIKE) {
|
|
static const aabb3f bar_x1(BS / 2 - bar_len, BS / 4 - bar_rad, -bar_rad,
|
|
BS / 2 + bar_len, BS / 4 + bar_rad, bar_rad);
|
|
static const aabb3f bar_x2(BS / 2 - bar_len, -BS / 4 - bar_rad, -bar_rad,
|
|
BS / 2 + bar_len, -BS / 4 + bar_rad, bar_rad);
|
|
static const f32 xrailuv[24] = {
|
|
0.000, 0.125, 1.000, 0.250,
|
|
0.000, 0.250, 1.000, 0.375,
|
|
0.375, 0.375, 0.500, 0.500,
|
|
0.625, 0.625, 0.750, 0.750,
|
|
0.000, 0.500, 1.000, 0.625,
|
|
0.000, 0.875, 1.000, 1.000,
|
|
};
|
|
drawAutoLightedCuboid(bar_x1, xrailuv);
|
|
drawAutoLightedCuboid(bar_x2, xrailuv);
|
|
}
|
|
|
|
// Now a section of fence, +Z, if there's a post there
|
|
p2 = p;
|
|
p2.Z++;
|
|
n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
|
|
f2 = &nodedef->get(n2);
|
|
if (f2->drawtype == NDT_FENCELIKE) {
|
|
static const aabb3f bar_z1(-bar_rad, BS / 4 - bar_rad, BS / 2 - bar_len,
|
|
bar_rad, BS / 4 + bar_rad, BS / 2 + bar_len);
|
|
static const aabb3f bar_z2(-bar_rad, -BS / 4 - bar_rad, BS / 2 - bar_len,
|
|
bar_rad, -BS / 4 + bar_rad, BS / 2 + bar_len);
|
|
static const f32 zrailuv[24] = {
|
|
0.1875, 0.0625, 0.3125, 0.3125, // cannot rotate; stretch
|
|
0.2500, 0.0625, 0.3750, 0.3125, // for wood texture instead
|
|
0.0000, 0.5625, 1.0000, 0.6875,
|
|
0.0000, 0.3750, 1.0000, 0.5000,
|
|
0.3750, 0.3750, 0.5000, 0.5000,
|
|
0.6250, 0.6250, 0.7500, 0.7500,
|
|
};
|
|
drawAutoLightedCuboid(bar_z1, zrailuv);
|
|
drawAutoLightedCuboid(bar_z2, zrailuv);
|
|
}
|
|
}
|
|
|
|
bool MapblockMeshGenerator::isSameRail(v3s16 dir)
|
|
{
|
|
MapNode node2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir);
|
|
if (node2.getContent() == n.getContent())
|
|
return true;
|
|
const ContentFeatures &def2 = nodedef->get(node2);
|
|
return ((def2.drawtype == NDT_RAILLIKE) &&
|
|
(def2.getGroup(raillike_groupname) == raillike_group));
|
|
}
|
|
|
|
void MapblockMeshGenerator::drawRaillikeNode()
|
|
{
|
|
static const v3s16 direction[4] = {
|
|
v3s16( 0, 0, 1),
|
|
v3s16( 0, 0, -1),
|
|
v3s16(-1, 0, 0),
|
|
v3s16( 1, 0, 0),
|
|
};
|
|
static const int slope_angle[4] = {0, 180, 90, -90};
|
|
|
|
enum RailTile {
|
|
straight,
|
|
curved,
|
|
junction,
|
|
cross,
|
|
};
|
|
struct RailDesc {
|
|
int tile_index;
|
|
int angle;
|
|
};
|
|
static const RailDesc rail_kinds[16] = {
|
|
// +x -x -z +z
|
|
//-------------
|
|
{straight, 0}, // . . . .
|
|
{straight, 0}, // . . . +Z
|
|
{straight, 0}, // . . -Z .
|
|
{straight, 0}, // . . -Z +Z
|
|
{straight, 90}, // . -X . .
|
|
{ curved, 180}, // . -X . +Z
|
|
{ curved, 270}, // . -X -Z .
|
|
{junction, 180}, // . -X -Z +Z
|
|
{straight, 90}, // +X . . .
|
|
{ curved, 90}, // +X . . +Z
|
|
{ curved, 0}, // +X . -Z .
|
|
{junction, 0}, // +X . -Z +Z
|
|
{straight, 90}, // +X -X . .
|
|
{junction, 90}, // +X -X . +Z
|
|
{junction, 270}, // +X -X -Z .
|
|
{ cross, 0}, // +X -X -Z +Z
|
|
};
|
|
|
|
raillike_group = nodedef->get(n).getGroup(raillike_groupname);
|
|
|
|
int code = 0;
|
|
int angle;
|
|
int tile_index;
|
|
bool sloped = false;
|
|
for (int dir = 0; dir < 4; dir++) {
|
|
bool rail_above = isSameRail(direction[dir] + v3s16(0, 1, 0));
|
|
if (rail_above) {
|
|
sloped = true;
|
|
angle = slope_angle[dir];
|
|
}
|
|
if (rail_above ||
|
|
isSameRail(direction[dir]) ||
|
|
isSameRail(direction[dir] + v3s16(0, -1, 0)))
|
|
code |= 1 << dir;
|
|
}
|
|
|
|
if (sloped) {
|
|
tile_index = straight;
|
|
} else {
|
|
tile_index = rail_kinds[code].tile_index;
|
|
angle = rail_kinds[code].angle;
|
|
}
|
|
|
|
useTile(tile_index, true);
|
|
|
|
static const float offset = BS / 64;
|
|
static const float size = BS / 2;
|
|
float y2 = sloped ? size : -size;
|
|
v3f vertices[4] = {
|
|
v3f(-size, y2 + offset, size),
|
|
v3f( size, y2 + offset, size),
|
|
v3f( size, -size + offset, -size),
|
|
v3f(-size, -size + offset, -size),
|
|
};
|
|
if (angle)
|
|
for (int i = 0; i < 4; i++)
|
|
vertices[i].rotateXZBy(angle);
|
|
drawQuad(vertices);
|
|
}
|
|
|
|
void MapblockMeshGenerator::drawNodeboxNode()
|
|
{
|
|
static const v3s16 tile_dirs[6] = {
|
|
v3s16(0, 1, 0),
|
|
v3s16(0, -1, 0),
|
|
v3s16(1, 0, 0),
|
|
v3s16(-1, 0, 0),
|
|
v3s16(0, 0, 1),
|
|
v3s16(0, 0, -1)
|
|
};
|
|
|
|
// we have this order for some reason...
|
|
static const v3s16 connection_dirs[6] = {
|
|
v3s16( 0, 1, 0), // top
|
|
v3s16( 0, -1, 0), // bottom
|
|
v3s16( 0, 0, -1), // front
|
|
v3s16(-1, 0, 0), // left
|
|
v3s16( 0, 0, 1), // back
|
|
v3s16( 1, 0, 0), // right
|
|
};
|
|
|
|
TileSpec tiles[6];
|
|
for (int face = 0; face < 6; face++) {
|
|
// Handles facedir rotation for textures
|
|
getTile(tile_dirs[face], tiles[face]);
|
|
}
|
|
|
|
// locate possible neighboring nodes to connect to
|
|
int neighbors_set = 0;
|
|
if (f->node_box.type == NODEBOX_CONNECTED) {
|
|
for (int dir = 0; dir != 6; dir++) {
|
|
int flag = 1 << dir;
|
|
v3s16 p2 = blockpos_nodes + p + connection_dirs[dir];
|
|
MapNode n2 = data->m_vmanip.getNodeNoEx(p2);
|
|
if (nodedef->nodeboxConnects(n, n2, flag))
|
|
neighbors_set |= flag;
|
|
}
|
|
}
|
|
|
|
std::vector<aabb3f> boxes;
|
|
n.getNodeBoxes(nodedef, &boxes, neighbors_set);
|
|
for (std::vector<aabb3f>::iterator i = boxes.begin(); i != boxes.end(); ++i)
|
|
drawAutoLightedCuboid(*i, NULL, tiles, 6);
|
|
}
|
|
|
|
void MapblockMeshGenerator::drawMeshNode()
|
|
{
|
|
u8 facedir = 0;
|
|
scene::IMesh* mesh;
|
|
bool private_mesh; // as a grab/drop pair is not thread-safe
|
|
|
|
if (f->param_type_2 == CPT2_FACEDIR ||
|
|
f->param_type_2 == CPT2_COLORED_FACEDIR) {
|
|
facedir = n.getFaceDir(nodedef);
|
|
} else if (f->param_type_2 == CPT2_WALLMOUNTED ||
|
|
f->param_type_2 == CPT2_COLORED_WALLMOUNTED) {
|
|
// Convert wallmounted to 6dfacedir.
|
|
// When cache enabled, it is already converted.
|
|
facedir = n.getWallMounted(nodedef);
|
|
if (!enable_mesh_cache) {
|
|
static const u8 wm_to_6d[6] = {20, 0, 16 + 1, 12 + 3, 8, 4 + 2};
|
|
facedir = wm_to_6d[facedir];
|
|
}
|
|
}
|
|
|
|
if (!data->m_smooth_lighting && f->mesh_ptr[facedir]) {
|
|
// use cached meshes
|
|
private_mesh = false;
|
|
mesh = f->mesh_ptr[facedir];
|
|
} else if (f->mesh_ptr[0]) {
|
|
// no cache, clone and rotate mesh
|
|
private_mesh = true;
|
|
mesh = cloneMesh(f->mesh_ptr[0]);
|
|
rotateMeshBy6dFacedir(mesh, facedir);
|
|
recalculateBoundingBox(mesh);
|
|
meshmanip->recalculateNormals(mesh, true, false);
|
|
} else
|
|
return;
|
|
|
|
int mesh_buffer_count = mesh->getMeshBufferCount();
|
|
for (int j = 0; j < mesh_buffer_count; j++) {
|
|
useTile(j, false);
|
|
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
|
|
video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
|
|
int vertex_count = buf->getVertexCount();
|
|
|
|
if (data->m_smooth_lighting) {
|
|
// Mesh is always private here. So the lighting is applied to each
|
|
// vertex right here.
|
|
for (int k = 0; k < vertex_count; k++) {
|
|
video::S3DVertex &vertex = vertices[k];
|
|
vertex.Color = blendLightColor(vertex.Pos, vertex.Normal);
|
|
vertex.Pos += origin;
|
|
}
|
|
collector->append(tile, vertices, vertex_count,
|
|
buf->getIndices(), buf->getIndexCount());
|
|
} else {
|
|
// Don't modify the mesh, it may not be private here.
|
|
// Instead, let the collector process colors, etc.
|
|
collector->append(tile, vertices, vertex_count,
|
|
buf->getIndices(), buf->getIndexCount(), origin,
|
|
color, f->light_source);
|
|
}
|
|
}
|
|
if (private_mesh)
|
|
mesh->drop();
|
|
}
|
|
|
|
// also called when the drawtype is known but should have been pre-converted
|
|
void MapblockMeshGenerator::errorUnknownDrawtype()
|
|
{
|
|
infostream << "Got drawtype " << f->drawtype << std::endl;
|
|
FATAL_ERROR("Unknown drawtype");
|
|
}
|
|
|
|
void MapblockMeshGenerator::drawNode()
|
|
{
|
|
if (data->m_smooth_lighting)
|
|
getSmoothLightFrame();
|
|
else
|
|
light = getInteriorLight(n, 1, nodedef);
|
|
switch (f->drawtype) {
|
|
case NDT_FLOWINGLIQUID: drawLiquidNode(); break;
|
|
case NDT_GLASSLIKE: drawGlasslikeNode(); break;
|
|
case NDT_GLASSLIKE_FRAMED: drawGlasslikeFramedNode(); break;
|
|
case NDT_ALLFACES: drawAllfacesNode(); break;
|
|
case NDT_TORCHLIKE: drawTorchlikeNode(); break;
|
|
case NDT_SIGNLIKE: drawSignlikeNode(); break;
|
|
case NDT_PLANTLIKE: drawPlantlikeNode(); break;
|
|
case NDT_FIRELIKE: drawFirelikeNode(); break;
|
|
case NDT_FENCELIKE: drawFencelikeNode(); break;
|
|
case NDT_RAILLIKE: drawRaillikeNode(); break;
|
|
case NDT_NODEBOX: drawNodeboxNode(); break;
|
|
case NDT_MESH: drawMeshNode(); break;
|
|
default: errorUnknownDrawtype(); break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
TODO: Fix alpha blending for special nodes
|
|
Currently only the last element rendered is blended correct
|
|
*/
|
|
void MapblockMeshGenerator::generate()
|
|
{
|
|
for (p.Z = 0; p.Z < MAP_BLOCKSIZE; p.Z++)
|
|
for (p.Y = 0; p.Y < MAP_BLOCKSIZE; p.Y++)
|
|
for (p.X = 0; p.X < MAP_BLOCKSIZE; p.X++) {
|
|
n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
|
|
f = &nodedef->get(n);
|
|
// Solid nodes are drawn by MapBlockMesh
|
|
if (f->solidness != 0)
|
|
continue;
|
|
if (f->drawtype == NDT_AIRLIKE)
|
|
continue;
|
|
origin = intToFloat(p, BS);
|
|
drawNode();
|
|
}
|
|
}
|