Store liquid data as dimensionless fractions instead of BS multiplies

This commit is contained in:
numzero 2023-03-02 20:25:29 +03:00 committed by sfan5
parent 43c9647fe5
commit b8ddde0a96

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