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nicer looking water
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parent
102c5e31fe
commit
6545ea12e9
@ -23,6 +23,7 @@
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#client_delete_unused_sectors_timeout = 1200
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#enable_fog = true
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#new_style_water = true
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# Server side stuff
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@ -36,6 +36,7 @@ void set_default_settings()
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g_settings.setDefault("random_input", "false");
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g_settings.setDefault("client_delete_unused_sectors_timeout", "1200");
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g_settings.setDefault("enable_fog", "true");
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g_settings.setDefault("new_style_water", "true");
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// Server stuff
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g_settings.setDefault("creative_mode", "false");
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@ -2058,7 +2058,7 @@ void make_tree(VoxelManipulator &vmanip, v3s16 p0)
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MapNode treenode(CONTENT_TREE);
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MapNode leavesnode(CONTENT_LEAVES);
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s16 trunk_h = myrand_range(2, 6);
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s16 trunk_h = myrand_range(3, 6);
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v3s16 p1 = p0;
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for(s16 ii=0; ii<trunk_h; ii++)
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{
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@ -19,7 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "mapblock.h"
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#include "map.h"
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// For g_materials
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// For g_settings and g_irrlicht
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#include "main.h"
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#include "light.h"
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#include <sstream>
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@ -600,7 +600,6 @@ void MapBlock::updateMesh(u32 daynight_ratio)
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v3f posRelative_f(getPosRelative().X, getPosRelative().Y,
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getPosRelative().Z); // floating point conversion
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/*
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Avoid interlocks by copying m_temp_mods
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*/
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@ -610,6 +609,11 @@ void MapBlock::updateMesh(u32 daynight_ratio)
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m_temp_mods.copy(temp_mods);
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}
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bool new_style_water = g_settings.getBool("new_style_water");
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float node_water_level = 1.0;
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if(new_style_water)
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node_water_level = 0.8;
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/*
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We are including the faces of the trailing edges of the block.
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This means that when something changes, the caller must
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@ -846,9 +850,10 @@ void MapBlock::updateMesh(u32 daynight_ratio)
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content = n2.d;
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if(n2.d == CONTENT_WATERSOURCE)
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level = 0.5 * BS;
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level = (-0.5+node_water_level) * BS;
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else if(n2.d == CONTENT_WATER)
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level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0) * BS;
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level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0
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* node_water_level) * BS;
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// Check node above neighbor.
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// NOTE: This doesn't get executed if neighbor
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@ -889,7 +894,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
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// Special case for source nodes
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if(content == CONTENT_WATERSOURCE)
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{
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cornerlevel = 0.5*BS;
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cornerlevel = (-0.5+node_water_level)*BS;
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valid_count = 1;
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break;
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}
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@ -1045,6 +1050,47 @@ void MapBlock::updateMesh(u32 daynight_ratio)
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collector.append(material_w1, vertices, 4, indices, 6);
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}
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}
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/*
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Add water sources to mesh
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*/
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else if(n.d == CONTENT_WATERSOURCE && new_style_water)
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{
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//bool top_is_water = false;
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bool top_is_air = false;
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try{
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MapNode n = getNodeParent(v3s16(x,y+1,z));
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/*if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
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top_is_water = true;*/
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if(n.d == CONTENT_AIR)
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top_is_air = true;
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}catch(InvalidPositionException &e){}
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/*if(top_is_water == true)
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continue;*/
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if(top_is_air == false)
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continue;
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u8 l = decode_light(n.getLightBlend(daynight_ratio));
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video::SColor c(WATER_ALPHA,l,l,l);
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
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video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
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video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
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video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),
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};
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for(s32 i=0; i<4; i++)
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{
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vertices[i].Pos.Y += (-0.5+node_water_level)*BS;
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vertices[i].Pos += intToFloat(p + getPosRelative());
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}
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u16 indices[] = {0,1,2,2,3,0};
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// Add to mesh collector
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collector.append(material_w1, vertices, 4, indices, 6);
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}
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}
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/*
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@ -22,6 +22,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "porting.h"
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#include <string>
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#include "mineral.h"
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// For g_settings
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#include "main.h"
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ContentFeatures::~ContentFeatures()
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{
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@ -139,10 +141,13 @@ void init_mapnode(IIrrlichtWrapper *irrlicht)
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f->buildable_to = true;
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f->liquid_type = LIQUID_FLOWING;
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bool new_style_water = g_settings.getBool("new_style_water");
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i = CONTENT_WATERSOURCE;
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f = &g_content_features[i];
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//f->setTexture(0, irrlicht->getTextureId("water.png"), WATER_ALPHA);
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f->setAllTextures(irrlicht->getTextureId("water.png"), WATER_ALPHA);
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if(new_style_water == false)
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f->setAllTextures(irrlicht->getTextureId("water.png"), WATER_ALPHA);
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f->setInventoryTexture(irrlicht->getTextureId("water.png"));
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f->param_type = CPT_LIGHT;
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f->light_propagates = true;
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