Fix new_style_water

This commit is contained in:
PilzAdam 2013-02-08 23:45:41 +01:00 committed by kwolekr
parent 5a9fd8f433
commit c00c8832c6
2 changed files with 136 additions and 11 deletions

@ -8,9 +8,7 @@ varying vec3 vPosition;
void main(void)
{
vec4 pos = gl_Vertex;
pos.y -= 2.0;
gl_Position = mWorldViewProj * pos;
gl_Position = mWorldViewProj * gl_Vertex;
vPosition = (mWorldViewProj * gl_Vertex).xyz;

@ -160,18 +160,145 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
Add water sources to mesh if using new style
*/
TileSpec tile_liquid = f.special_tiles[0];
TileSpec tile_liquid_bfculled = getNodeTile(n, p, v3s16(0,0,0), data);
AtlasPointer &pa_liquid = tile_liquid.texture;
bool top_is_air = false;
MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
if(n.getContent() == CONTENT_AIR)
top_is_air = true;
if(top_is_air == false)
continue;
bool top_is_same_liquid = false;
MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
content_t c_flowing = nodedef->getId(f.liquid_alternative_flowing);
content_t c_source = nodedef->getId(f.liquid_alternative_source);
if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
top_is_same_liquid = true;
u16 l = getInteriorLight(n, 0, data);
video::SColor c = MapBlock_LightColor(f.alpha, l, decode_light(f.light_source));
/*
Generate sides
*/
v3s16 side_dirs[4] = {
v3s16(1,0,0),
v3s16(-1,0,0),
v3s16(0,0,1),
v3s16(0,0,-1),
};
for(u32 i=0; i<4; i++)
{
v3s16 dir = side_dirs[i];
MapNode neighbor = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir);
content_t neighbor_content = neighbor.getContent();
const ContentFeatures &n_feat = nodedef->get(neighbor_content);
MapNode n_top = data->m_vmanip.getNodeNoEx(blockpos_nodes + p + dir+ v3s16(0,1,0));
content_t n_top_c = n_top.getContent();
if(neighbor_content == CONTENT_IGNORE)
continue;
/*
If our topside is liquid and neighbor's topside
is liquid, don't draw side face
*/
if(top_is_same_liquid && (n_top_c == c_flowing ||
n_top_c == c_source || n_top_c == CONTENT_IGNORE))
continue;
// Don't draw face if neighbor is blocking the view
if(n_feat.solidness == 2)
continue;
bool neighbor_is_same_liquid = (neighbor_content == c_source
|| neighbor_content == c_flowing);
// Don't draw any faces if neighbor same is liquid and top is
// same liquid
if(neighbor_is_same_liquid && !top_is_same_liquid)
continue;
// Use backface culled material if neighbor doesn't have a
// solidness of 0
const TileSpec *current_tile = &tile_liquid;
if(n_feat.solidness != 0 || n_feat.visual_solidness != 0)
current_tile = &tile_liquid_bfculled;
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,0,BS/2,0,0,0, c,
pa_liquid.x0(), pa_liquid.y1()),
video::S3DVertex(BS/2,0,BS/2,0,0,0, c,
pa_liquid.x1(), pa_liquid.y1()),
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
pa_liquid.x1(), pa_liquid.y0()),
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
pa_liquid.x0(), pa_liquid.y0()),
};
/*
If our topside is liquid, set upper border of face
at upper border of node
*/
if(top_is_same_liquid)
{
vertices[2].Pos.Y = 0.5*BS;
vertices[3].Pos.Y = 0.5*BS;
}
/*
Otherwise upper position of face is liquid level
*/
else
{
vertices[2].Pos.Y = (node_liquid_level-0.5)*BS;
vertices[3].Pos.Y = (node_liquid_level-0.5)*BS;
}
/*
If neighbor is liquid, lower border of face is liquid level
*/
if(neighbor_is_same_liquid)
{
vertices[0].Pos.Y = (node_liquid_level-0.5)*BS;
vertices[1].Pos.Y = (node_liquid_level-0.5)*BS;
}
/*
If neighbor is not liquid, lower border of face is
lower border of node
*/
else
{
vertices[0].Pos.Y = -0.5*BS;
vertices[1].Pos.Y = -0.5*BS;
}
for(s32 j=0; j<4; j++)
{
if(dir == v3s16(0,0,1))
vertices[j].Pos.rotateXZBy(0);
if(dir == v3s16(0,0,-1))
vertices[j].Pos.rotateXZBy(180);
if(dir == v3s16(-1,0,0))
vertices[j].Pos.rotateXZBy(90);
if(dir == v3s16(1,0,-0))
vertices[j].Pos.rotateXZBy(-90);
// Do this to not cause glitches when two liquids are
// side-by-side
/*if(neighbor_is_same_liquid == false){
vertices[j].Pos.X *= 0.98;
vertices[j].Pos.Z *= 0.98;
}*/
vertices[j].Pos += intToFloat(p, BS);
}
u16 indices[] = {0,1,2,2,3,0};
// Add to mesh collector
collector.append(*current_tile, vertices, 4, indices, 6);
}
/*
Generate top
*/
if(top_is_same_liquid)
continue;
video::S3DVertex vertices[4] =
{
@ -185,7 +312,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
pa_liquid.x0(), pa_liquid.y0()),
};
v3f offset(p.X, p.Y + (-0.5+node_liquid_level)*BS, p.Z);
v3f offset(p.X*BS, p.Y*BS + (-0.5+node_liquid_level)*BS, p.Z*BS);
for(s32 i=0; i<4; i++)
{
vertices[i].Pos += offset;